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Feds vs Klinks

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Lieutenant SG

Joined: 07 Dec 2011
Posts: 125

PostPosted: Wed Dec 07, 2011 2:37 pm    Post subject: Feds vs Klinks Reply with quote

Me and a friend of mine have just started playing FC with the First Missions pdf. So far we have had two battles. The first I used one Fed CA and he had one D7. Second time I had two Fed CAs and he used two D7s. Both battles basically the same. He tried to close and fight at point blank range. Both times we exchanged Alpha strikes, and in both games he came off much worse, as I had fully loaded photons. I am wondering what would be better tactics for the klingon player, as an early frontal attack does not work. We only have access to the First missions rule set, as my newly purchesed copy of Academy has not yet arrived.
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Joined: 09 Oct 2006
Posts: 4478
Location: Middle Tennessee

PostPosted: Wed Dec 07, 2011 3:04 pm    Post subject: Reply with quote

The Klingons ships are not as durable as the Federation ships are... at any range. And up close and personal, the Photon Torpedo is much more damaging than the Disruptor.

The Klingons tend to favor an attack style called the "Sabre Dance" (patents pending). They have more manueverability and better firing arcs than the Federation does. This means they like to close at an oblique angle, fire everything at range 9 to 12 and turn away. This keeps the Federation player out of Photon overload range and enables the Klingon player to take full advantage of his ships manueverability and every turn heavy weapon fire.

It's a trick to pull off, but wiyh practice it becomes second nature.

Scoutdad's minis photos here!
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Joined: 16 Jan 2007
Posts: 797
Location: North Carolina

PostPosted: Wed Dec 07, 2011 6:15 pm    Post subject: Reply with quote

A well played Sabre Dance kept in the 10 or 11 hex range, gives the option to dart into Overload Range 7 or 8, if your opponent dips a little the wrong way and leaves an opening out of his forward arc ---

Stay aware of their power usage (as a HET is more likely in FC) ----
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Klingon of Gor
Lieutenant SG

Joined: 01 Jun 2011
Posts: 138

PostPosted: Wed Dec 07, 2011 10:51 pm    Post subject: Reply with quote

Klingons don't do well in close combat against Feds. The Feds can do too much damage in one volley with their photons, and Klingons are too fragile to take that kind of a punch. It follows from this, by the way, that Klingons really don't do well against Feds on a closed board, regardless of the tactics they employ.

To beat Feds, you have to play keep away, and wear them down. Range 15 is your friend. And really, there's no need to get any closer. You have to stay outside range 8, where the Feds have a 50-50 hit chance with their photons. You don't do any more damage at range 14, 0r 13, or 12, then you do at range 15, and you're getting closer to range 8.

Come in oblique, with your numer 2 or 6 shield to the Feds. That preserves your front shield as long as possible, and facilitates turning away after you fire. In a group fight, cncentrate your fire on one Fed ship. Try to take down his front shield. Once you do, it's hard for him to face toard you to bring his photons to bear.

Fire drones on impulse 8, and again on impulse 1. Come in behind the drones. This will eat into his phaser capacity, and lessen the damage you take. DOn't count on getting any drones through, use them to tie up his phasers and make him waste power.

If he fires photons and misses, use the opportunity to bore in and hit him hard. Photons are a two turn arming weapon. Once he fires, he's mostly defanged for the moment, because there's no getting those photons live next turn. As long as he has live photons (especially overloads), you have to play keep away.

Remember when you turn away to open the range that you can put a lot of phaser firepower down the # 3 and #5 hexsides. Because you have a better turn mode, he has to move first, unless he buys acceleration, and even then he moves first if you buy acceleration as well. Be alert for any chance to put him on the 3 or 5 hex rows. His phaser arcs tend to be more limited than yours, and he usually has to centerline you to use his full phaser battery to best advantage. Remember this, and DO NOT get centerlined.

Remember, should things get to close range, that you can probably do more damage with your phasers than you can with your disruptors, and for less cost in power. An over the shoulder phaser shot from a D7 at close range can be worse than even overloaded disruptors, which can miss.
"Reality is that which, when you stop believing in it, doesn't go away" - Philip K Dick
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Capt Jack
Lieutenant SG

Joined: 12 Mar 2011
Posts: 102
Location: England U.K

PostPosted: Thu Dec 08, 2011 1:23 am    Post subject: Reply with quote

My advice is to play on floating map or location map, this gives the klingon player chance to stay away from the feds.

This will be a much more difficult game for the Feds. But you can still be cornered, so try not to be!

If the fed are chasing, they usually power starved and vunerable to death of a Thousand cuts.
Captain Jack a.k.a The Unorthodox, Scourge of the Dreadnought and Master of the PH3, Grandmaster of the PH3 RA
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