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| By Benjamin Lee Johnson (Jedipilot24) on Sunday, April 07, 2024 - 10:24 am: Edit |
Getting The Most of the KRE's.
Benjamin Johnson
USS Maryland
A lot of the analysis of the cost-effectiveness of survey ships factors in the cost of converting them verses the return on investment.
Where the Romulans are concerned, though, this calculations make one critical assumption: that the additional survey ships are new-build SPS'. This overlooks the fact that the Romulans start with five survey ships: SPS, 2xPE, 2xKRE. This means that the Romulans can maximize survey right away, by converting a third PE and purchasing the three extra survey slots. It's even possible to do this before they join the war with diplomatic income.
By using six survey ships the on-map provinces are surveyed in just two turns and the Romulans max out their survey rolls on Turn 14.
"But what about the KRPs" You are probably asking? What about them? The Romulans have more PFT variants than they can produce given their 50% economy and PFT limits. Between the ROC, the PHX, FAE, the TH, the SUU, the REDHawk (Really Evil Demonhawk), the OMH, and the MGH, you won't even miss the KRPs.
| By Paul Howard (Raven) on Tuesday, July 02, 2024 - 05:26 pm: Edit |
Reserve - What Reserve?
Paul Howard
On turn 3 - the Hydrans are often left with a dilema - do they allocate one of their two Reserve Counters to the Old Colonies Fleet - and if the Coalition don't attack 617, it's can't be used on turn 4 and as the Reserve Counter as been allocated to an unreleased fleet - it can't then be re-allocated to aoother Fleet - or use the Reserve Counter with released fleets - but it can then be pinned.
The solution is to send additioanl ships to the Old Colony - a CC and 2 FFT's can be sent (and the 2 FFT's can drag a Boxed up MB with them to get it safely off map).
The CC and 2 FFT's then form the core of the Off Map Reserve Fleet - and parts of the Old Colonies Fleet are added to it to make it full strength.
If 617 is attacked - all of the Fleet can be used in the Reserve Phase.
If 617 isn't attacked - the Old Colony fleet remains unreleased, but atleast the CC and 2 x FFT's can be used in the Reserve Phase - and cricually the reserve fleet counter doesn't become frozen with the Old Colonies Fleet!
The only real downside is that some of the Old Colonies Fleet will remain in the Old Colony, if the balance of it does move on map - depending on which expansions are being used, the Old Colony fleet might be too large to fully put in the Reserve Fleet.
But, using the Battlegroup rules might be sufficent to get it all in - and perhaps there isn't much harm in keeping a LN off map - so that it can be convereted to a DE should it be needed (and if the Old Colonies are cut off, use up some of the Old Conlony Ep's).
So - it keeps the reserve counter safe AND ensures a full reserve fleet is available there in a non-pinable position!
| By Paul Howard (Raven) on Wednesday, July 03, 2024 - 07:00 am: Edit |
Reserve - What Reserve?
Paul Howard
On turn 3 - the Hydrans are often left with a dilema - do they allocate one of their two Reserve Counters to the Old Colonies Fleet - and if the Coalition don't attack 617, it's can't be used on turn 4 and as the Reserve Counter as been allocated to an unreleased fleet - it can't then be re-allocated to aoother Fleet - or use the Reserve Counter with released fleets - but it can then be pinned.
The solution is to send additioanl ships to the Old Colony - a CC and 2 FFT's can be sent (and the 2 FFT's can drag a Boxed up MB with them to get it safely off map).
The CC and 2 FFT's then form the core of the Off Map Reserve Fleet - and parts of the Old Colonies Fleet are added to it to make it full strength.
If 617 is attacked - all of the Fleet can be used in the Reserve Phase.
If 617 isn't attacked - the Old Colony fleet remains unreleased, but atleast the CC and 2 x FFT's can be used in the Reserve Phase - and cricually the reserve fleet counter doesn't become frozen with the Old Colonies Fleet!
The CC is important as with only 3 released ships - it would be otherwise fairly easy to put 2 or 3 Colalition ships in each of 117/118 and 119 and not attack 617 - so the released reserve ships can't get past the blockaid - but with the CC, unless the Coalition use a CR8 ship or higher in the blocking force, the CC (and possily other ship) can coninue using Command Rating - and the FFT or normal Frigate hull if not using relevant expansions can be used to meet the minimum pinimum requirement.
i.e. if a CR 8 hull is each blocking hex - the CC and FF move as reserves - the FF pins and CC continues to the target hex.
If it's a CR 7 or lowwer blocking hull - the TG or second FFT can also go to the target hex.
The only real downside is that some of the Old Colonies Fleet will remain in the Old Colony, if the balance of it does move on map - depending on which expansions are being used, the Old Colony fleet might be too large to fully put in the Reserve Fleet.
But, using the Battlegroup rules might be sufficent to get it all in - and perhaps there isn't much harm in keeping a LN off map - so that it can be convereted to a DE should it be needed (and if the Old Colonies are cut off, use up some of the Old Conlony Ep's).
So - it keeps the reserve counter safe AND ensures a full reserve fleet is available there in a non-pinable position!
Edited to add reason for why a CC is needed.
| By Lawrence Bergen (Lar) on Saturday, July 06, 2024 - 08:43 am: Edit |
Reserve? What Reserve? Paul Howard
This tactic brings up two Qs
1. Does the deliver MB mission require all three Theatre Transports to complete under 509.22 & 509.23? Rules for this mission seem to require a full tug or 2xLTT so the assumption is yeah, at least 3xTT.
2. Can transports running a delivery mission in the previous phase be considered “Reserve Eligible” immediately after the mission is completed?
| By Paul Howard (Raven) on Saturday, July 06, 2024 - 09:52 am: Edit |
Lawerence
1) I think the number of TTs does need to be unified - which it may have been in the reprint, as my copy of SO (2006) states only two TT's are needed to move a MB (539.72 - top of page 7) - but the F&E 2010 rule book does say 1/3rd of a 'mission' per TT.
As the rule book is newer - I would go for 3 are meeded.
2) I don't see why not - as long as the ship only moves by Strat moves and wasn't involved in combat - it is Reserve Fleet eligible.
Missions don't effect it.
| By Paul Howard (Raven) on Saturday, July 06, 2024 - 10:02 am: Edit |
Reserve - What Reserve?
Paul Howard
On turn 3 - the Hydrans are often left with a dilema - do they allocate one of their two Reserve Counters to the Old Colonies Fleet - and if the Coalition don't attack 617, it's can't be used on turn 4 and as the Reserve Counter has been allocated to an unreleased fleet - it can't then be re-allocated to aoother Fleet - or use the Reserve Counter with released fleets - but it can then be pinned.
The solution is to send additioanl ships to the Old Colony - a CC and 3 FFT's can be sent (and the 3 FFT's can drag a Boxed up MB with them to get it safely off map).
The CC and 3 FFT's then form the core of the Off Map Reserve Fleet - and parts of the Old Colonies Fleet are added to it to make it full strength.
If 617 is attacked - all of the Fleet can be used in the Reserve Phase.
If 617 isn't attacked - the Old Colony fleet remains unreleased, but atleast the CC and 3 x FFT's can be used in the Reserve Phase - and cricually the reserve fleet counter doesn't become frozen with the Old Colonies Fleet!
The CC is important as with only 4 released ships - it would be otherwise fairly easy to put 3 Coalition ships in each of 117/118 and 119 and not attack 617 - so the released reserve ships can't get past the blockaid - but with the CC, unless the Coalition use a CR8 ship or higher in the blocking force, the CC (and possily other ships) can coninue using Command Rating - and the FFTs or normal Frigate hull if not using relevant expansions can be used to meet the minimum pinimum requirement.
i.e. if a CR 8 hull is each blocking hex - the CC and FF hulls move as reserves - the 2 x FFT pin and rest continues to the target hex.
If it's a CR 7 or lowwer blocking hull - the TG or second or third FFT may also be able to get to the target hex.
The only real downside is that some of the Old Colonies Fleet will remain in the Old Colony, if the balance of it does move on map - depending on which expansions are being used, the Old Colony fleet might be too large to fully put in the Reserve Fleet.
But, using the Battlegroup rules might be sufficent to get it all in - and perhaps there isn't much harm in keeping a LN off map - so that it can be convereted to a DE should it be needed (and if the Old Colonies are cut off, use up some of the Old Conlony Ep's).
So - it keeps the reserve counter safe AND ensures a full reserve fleet is available in a non-pinable position!
Edited to add correct number of FFT's and afew other gramatical errors.
| By Lawrence Bergen (Lar) on Saturday, July 06, 2024 - 01:10 pm: Edit |
You are correct about 539.7 needing to be updated further into the 509 rules. Seems two TT may move a Non-deployed MB but it takes three to set it up (in one turn). Therefore I wil propose that mission C be split into two C1 Move and C2 Installation/Removal.
This question seems to be to rest.
| By Mike Erickson (Mike_Erickson) on Saturday, July 06, 2024 - 02:16 pm: Edit |
Hi Paul,
I'd recommend:
1. Since this note uses FFT and the theater transport rules, I'd indicate it requires the use of at least parts of SO. Or you could write the note to emphasize using FFs, and then put in an option to use FFTs to move the MB if using SO.
2. I'd include a reference to (507.43) as the main rule this note seeks to steer around.
3. I'd include a reference to (203.55) for the command rating/pinning interaction.
The only question I have is: Does (507.43) really work like this? It seems like the note proposes the creation of a reserve fleet off map combining:
Released ships moved off-map via strategic movement to create reserve:
1xCC (LM or LB), 3xFFT
Old Colonies ships joining reserve:
LM, 2xLN, CR, 2xHN
Old Colonies ships not joining reserve:
1xLN
| By Paul Howard (Raven) on Saturday, July 06, 2024 - 03:37 pm: Edit |
Mike
Looks like in one of my edits, I removed the reference to the TG in the first part (as without FFT's and LLT's the MB is dragged off map by the TG).
On 507.43 - Correct - as there are released ships which are within the reserve, the unreleased shps would husr stay there.
| By William Jockusch (Verybadcat) on Sunday, October 13, 2024 - 02:26 pm: Edit |
PGBs are better than you think
William Jockusch
USS Illinois
Alliance players don't seem to like to build PGBs. They should. Getting 3 compot and 1EW for 3EP is good value for money. And they are less vulnerable to directed damage than PDU are. If the Coalition player spends 16 damage to kill a 7EP PDU, that's painful for the Alliance. If the Coalition spends 10 damage to kill a 3EP PGB, that's better.
PGB are best suited to situations where the Alliance fleet is almost, but not quite, good enough to fight a long battle with the Coalition.
One example of such a situation is the early Kzinti defense of their 1401 side planets. If a planet has no defenses, the Kzinti probably can't afford to stay there and trade blows with the Coalition. But if it has 4 PGB, providing 12 compot and 4-5EW (depending on whether or not the Kzinti have an Early Warning Network), the Kzinti fleet probably won't mind fighting a long battle and trading a lot of damage.
PGBs do have one weakness. They are an inefficient way to absorb non-directed damage. Using three damage to kill a PGB is painful. If the PGB has supplied its compot and EW for a lot of rounds, this could still be worth it over-all. But in general, you should avoid building PGB in locations where you are likely to have to kill them to satisfy non-directed damage.
| By Ted Fay (Catwhoeatsphoto) on Sunday, October 13, 2024 - 09:10 pm: Edit |
I can vouch for the effectiveness of William's new tac note.
| By William Jockusch (Verybadcat) on Thursday, December 05, 2024 - 04:28 pm: Edit |
SUP raiders are amazing
William Jockusch
USS Illinois
A Romulan SUP raider has a good chance of killing one ship per turn from almost any Fed fleet.
A careful reading of the Advanced Operations cloaked raider rules (314.246), (314.28), and (314.254), together with the small scale combat rules (310) makes it clear that a Romulan SUP+PT raider can raid a hex with a large Fed fleet and bring one Fed ship per turn into single combat, with a good chance of killing it. For example, SUP with a Prime Team would kill a Fed DN+ on a roll of 7 or more on two dice. By contrast, the Fed DN+ can kill the SUP only on a roll of 12, and that only if the DN+ has a Prime Team.
The only Fed defense against this is to have a powerful carrier stacked with any fleet that is in range of Romulan raiders. CVA, CVB, or a homeless Kzinti CVS will do the trick. Fed CVS is better than nothing but is still at a disadvantage in the single combat.
Bases in the hex do not help. The Romulans can even do it at Earth.
| By Stewart Frazier (Frazikar3) on Thursday, December 05, 2024 - 06:02 pm: Edit |
Note that this does requires the carrier to intercept the Romulan …
| By William Jockusch (Verybadcat) on Saturday, January 18, 2025 - 10:04 pm: Edit |
My tac note about raids is all wrong. It can be ignored. The PGB one should be good though.
| By Benjamin Lee Johnson (Jedipilot24) on Saturday, November 15, 2025 - 10:48 am: Edit |
Getting More Bang For Your Buck
Benjamin Johnson
USS Florida
The Kzintis on AT1 and AT2 will be tempted to start building more CVs right away. The problem is that a CV costs 12 EPs, not including escorts. A cheaper option is to use your capital Starbase to convert a CVL to a CV and another Starbase to convert a BC to a CVL; this consumes the same amount of Free Fighter Factors but only costs 6 EP's. Your new CV already has escorts while your CVLs don't need escorts since they are around for two reasons: to act as FCRs for the CVs and to eventually be upgraded into a better carrier (the CV, CVD, ACS, etc). The 6 EP's that you've saved can be spent on other ship builds or your capital defenses. This does mean that you will have to build more survey ships if you are pursuing that route and the SR is competing with the tug for the BC slot, but the removal of the obsolete rule means that you can now build SRLs, which use up your CL or CM build slots, thus preserving your BC slot for tugs. If you are using the TACOPS conversion rules, you can even start AT1 with an SRL already converted, thus freeing up that turn's CL slot for something else (CLD, CLE, or downsubbing as you prefer).
| By Lawrence Bergen (Lar) on Wednesday, February 11, 2026 - 02:57 pm: Edit |
Romulan Pay-As-You-Go Survey
Lawrence Bergen
USS California
There have been several Romulan survey strategies presented over the years and taken as individuals many have merit.
When combined the approach can set the Romulans up for survey success. The Romulans have several requirements in order to begin off-map survey but following certain steps and making certain choices the Romulans can jump into the Off-map survey effort to full effect and at a reduced cost.
The Romulans begin Turn 10 with 5 survey ships and three survey slots paid in full. Stationing the Home Fleets' Scout Eagle at Remus will provide the platform for the 6th survey ship.
Since there is no rush to purchase the survey slot the new ship can join the exploration fleet exploring their way toward the offmap. The moves made can allow the Romulan to pay as they go. During the Turn 10 operational movement three of the survey ships will move into the on-map unexplored provinces (two to 5117 to explore the minor planet and province, and the third to 5216). Of the remaining survey ships all three will move to do On-Map survey one ship will move to 5016, another to 5017, and the new PE to 4915.
On Turn 11 collect 3 EPs from the On-map survey and pay for an added survey slot. Then during operational movement send the survey ship from 5017 to 5219 to generate another on-map EP. Send the PE from 4915 to on-map survey 5316. Send the survey ship from 5016 to 5519 to explore the province. Next send the two from 5117 to explore the minor planet and province in 5619, and the survey ship in 5216 to 5617.
On Turn 12 collect 2 EPs from the On-map survey add 1 EP to pay for a 2nd added survey slot.
Then during operational movement send the PE from 5316 to on-map survey 5718. Send the survey ship from 5219 to 5719 (for another on-map EP). Send the survey ship from 5519 to 5618 (for another on-map EP). Send the survey ship from 5617 to the off-map (capturing NZ hexes 5919, 6018, 6118). Next send the survey ships from 5619 to the off-map (capturing NZ 6019 and 6119).
On Turn 13 collect 3 EPs from the On-map survey to pay for the 3rd added survey slot. (Roll your first Survey with 3 ships this turn)
Then during operational movement Send the PE from 5718 off-map. Send the survey ship from 5719 off-map. Send the survey ship from 5618 off-map.
Logistically the Romulan will want to set up a MB in the offmap to enable the evacuation of funds and damaged ships. To do this they have 2 options:
Option 1 Operationally move a Transport (or transports) capable to move and set up a MB. On T10 Have them carry the stored MB from the Home fleet toward the offmap area (at least 5 hexes closer). On T11 the ship would travel another 6 hexes closer to the off-map. On turn 12 the transport arrives and begins set up. On T13 the ship(s) can move back operationally or by Strategic movement. I like to send 3xFFTs and then have them operationally move back on map and start a colony.
Option 2: Wait for the exploration fleet to activate the bases in 5617, 5818, or 5819. On Turn 12 Strat move a Transport (or transports) capable to move and set up a MB to one of these bases by strategic movement. On Turn 13 operationally move the transport into the off-map and begin to set up the base. (This option takes an extra turn but allows the use of the transport for other missions on Turns 10 and 11.) On Turn 14 the transport can be sent back on map.
Don't forget to send a Prime Team offmap for your extra survey bonus. I do believe in High Risk Survey and even more so for the Romulans. The chance of finding an extra colony (which also contributes to XTP totals) or +5 EPs is a nice bump to their economy with exhaustion looming.
| By Daniel Glenn Knipfer (Dgknipfer) on Friday, February 13, 2026 - 06:28 pm: Edit |
One in Reserve; Two on the Line
Daniel G. Knipfer
USS Ohio
Carrier tugs are an odd lot. They are a single-ship carrier that requires a minimum of two command slots to be in a battle force, but may have one or two escorts. If escorted, they count as the number of ships in the group. However, it is madness to think of putting a carrier tug on the line without proper escorts except in those rare circumstances where the enemy is too busy targeting something more important (like your capital). Because of this, many players always assign two escorts to their CVTs when possible.
In an actual battle line this makes sense; but in a reserve force this is a missed opportunity. Pairing a CVT with a single escort allows you to slip it into a reserve fleet that has a battle group and a medium carrier that has a CR of 9. Using the Fed as an example you can build a reserve as follows;
[CVS+DE+FE], [TGV+DE], 3xNCL, 3xFF, SC
In this example the CVS has a CR of 9. That allows it to bring its two escorts, the CVT with one escort, the six ship battle group counting as five ships, rounded out with the free scout.
You might worry that your tug will need another escort to protect it from being directed when on the line, but there’s no need for that. One of the first things you do in a battle hex is assign escorts before combat begins. If you’re going to be putting your CVT on the line you will simply borrow an escort from another carrier that is already at the destination hex, or assign an ad hoc escort as necessary. This lets you maximize your carrier force while also maximizing the number of hulls your reserve brings to the fight.
And yes; you can add a DN to the line, or upgrade to a CVA instead of a medium carrier with the same ability to squeeze in a CVT with one escort and a BG.
| By Daniel Glenn Knipfer (Dgknipfer) on Friday, February 13, 2026 - 06:32 pm: Edit |
Smuggler’s Reserve.
Daniel G. Knipfer
USS Ohio
When establishing a reserve many players assign carrier groups with their standard escorts, and then fill out the reserve around them. This makes sure that you have your required escorts when you get to a battle hex, but often makes it difficult to bring larger specialty ships in any numbers. Alternately; a player will build a battle group, add a single medium or heavy carrier, then attach any larger specialty ships in anyt remaining command slots. There is a third option.
Most escorts, when not serving as escorts, are battle group eligible ships. Remove battle group eligible inside escorts from a carrier group in your reserve and use those to fill in a battle group. Then assign heavy specialty ships that are eligible to be used as an ad hoc escort to the carrier group. While assigned to the carrier group such specialty ships lose their special abilities, but you will be reassigning escorts at the beginning of the battle anyway. This allows you to smuggle in one or two heavy specialty ships while still bringing a full carrier group and a battle group to maximize the number of ships and fighters in your reserve. Also remember that a carrier that requires only one escort can have an escort of any size. This is particularly helpful if you have a CVT with two escorts. You can put both escorts into the battle group (if eligible), and assign a single heavy ad hoc to the CVT while in the reserve. Once at the target battle hex you simply re-assign proper escorts and you’ve smuggled in a heavy specialty ship or two.
This does require you to know what escorts are battle group eligible. CW and smaller escorts are, but NCA and CA based escorts are not. FCRs are eligible, but an HDW assigned mission R is not; and is not an escort, but could be an ad hoc escort. As always; familiarize yourself with your empire’s SIT, and with rule (515.33) which defines what ships can be assigned as an ad hoc escort.
As an added bonus for the Coalition; penal ships and maulers are not battle group eligible (even if built on a CW or smaller hull), but are eligible to be an ad hoc escort. This makes it easier for the Coalition to assign penal ships and maulers to a reserve that includes a battle group and a carrier force.
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