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HOW TO TRIP A SABER DANCER
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pinecone
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PostPosted: Thu Aug 12, 2010 6:28 pm    Post subject: HOW TO TRIP A SABER DANCER Reply with quote

HOW TO TRIP A SABER DANCER


A fairly common tactic employed by the Klingons against the Federation (and indeed, many other races that have the crunch power that Klingons lack) is the “Saber Dance.” This tactic involves staying at long range and using the accuracy of disruptors and (to a lesser extent) phasers to weaken the opponent enough to defeat them with one close range attack. This tactic is particularly useful against photon and plasma ship, because photons have pathetic accuracy at long range, and plasma would fizzle out long before it reaches the Klingon ship.
So how do the photon and plasma races defeat the Klingon Saber Dance? The key is Evasive Maneuvers. With EM in effect, disruptors are reduced to (essentially) photon accuracy. Phasers become useless outside of range 15. The obvious counter is for the Klingon to use his drones to force you to drop EM. But once you drop EM to phaser down the drones, you can use your other phasers on his or her ship, and maybe turn the dance in your favor. And while he does have an unlimited supply of drones, he cannot keep a continuous wave coming, for he will have to reload his racks one at a time.
Let’s apply this principle to the classic match up: the Federation CA vs. the Klingon D7. We’ll analyze the average damage the Saber-Dance will do at ranges 25 and 15. The D7 has four Disruptors, three ph-1s and six ph-2s. At range 16-25, half of the disruptors will hit on average. For one turn, this scores 4 damage (two disruptor hits). The Phaser-1s will get (on average) either 1 or 2 points of damage; we’ll assume it’s two for this example. The Ph-2s will score (on average) 2 damage. This gives a total of 8 damage. To nullify that damage, the CA will have to spend a fairly large 12 energy (4 reinforcement, 8 for shield repair).
However, when EM is added to the equation, things change dramatically. With EM in effect, the chances are he will hit with only one disruptor, and his phasers become absolutely useless. In this case, you need only 8 energy (6 for EM, 2 for reinforcement) to completely erase the damage you took. This gives the Federation ship 4 extra energy, which seems minor on the surface, could be used to pre-load or load two photons or go into batteries. By using EM, you force the opponent to come to you, and when he does he will be the one at a disadvantage.
“But what if he closes the range, but not into overload range?” you might ask. Well, at range 9-15, the average total damage the Klingon will do is (when rounded up) 11. That will take 16 energy to stop. With EM, he will only average 5 damage, and then you will only need 12 energy to stop the damage.
To sum it all up, the key to beating the Saber dance is to not allow the opponent to score permanent damage. EM is an effective way of keeping the opponent from doing just that. It allows you to save on energy that can go into weapons instead.

This is my first tactical paper, so i'm not really sure if I'm doing things right or not. Please comment and point out any flaws you see Smile
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Bolo_MK_XL
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PostPosted: Thu Aug 12, 2010 7:15 pm    Post subject: Reply with quote

Not sure thats so effective now that EM doesnt end until after Direct fire --

Have been a few rulings on when EM starts and stops =---
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pinecone
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PostPosted: Thu Aug 12, 2010 9:12 pm    Post subject: Reply with quote

I don't see how that would really be a hinderance? Just maintain EM for the whole turn.
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Scoutdad
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PostPosted: Thu Aug 12, 2010 9:21 pm    Post subject: Reply with quote

But eventually you have to stop the EM to fire and then the Sabre Dance becomes effective again.

Or oyu can keep doing EM, not fire, repair any shield damge done to you and you end the game with two undamaged ships.
This battle then goes to adjudication and the judgement will be for the Klingon. At least he fired his weapons.
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Bolo_MK_XL
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PostPosted: Thu Aug 12, 2010 9:52 pm    Post subject: Reply with quote

Piney,

You need to end EM when your opponent is in your optimum range and firing arc -- won't happen if you just hold out till end of turn -- because your foe will arrange for anything in your favor not to happen --
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storeylf
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PostPosted: Thu Aug 12, 2010 9:56 pm    Post subject: Reply with quote

Bolo_MK_XL wrote:
Not sure thats so effective now that EM doesnt end until after Direct fire --

Have been a few rulings on when EM starts and stops =---


EM ends during the speed change phase (accels etc) of an impulse, not the direct fire phase. It starts at the end of a direct fire phase.
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Savedfromwhat
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PostPosted: Thu Aug 12, 2010 10:04 pm    Post subject: Reply with quote

Agree with Storyelf, but I am sure that it will be changed... Rolling Eyes
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Bolo_MK_XL
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PostPosted: Thu Aug 12, 2010 11:08 pm    Post subject: Reply with quote

Same affect Story --

Saber Dancer gets him moves in before you can shoot ---
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pinecone
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PostPosted: Thu Aug 12, 2010 11:29 pm    Post subject: Reply with quote

okay, thanks Guys. I plan to revise this paper considerably soon.
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storeylf
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PostPosted: Thu Aug 12, 2010 11:59 pm    Post subject: Reply with quote

Bolo_MK_XL wrote:
Same affect Story --

Saber Dancer gets him moves in before you can shoot ---


Wasn't commenting on what effect it had, just the rule.
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Jean
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PostPosted: Fri Aug 13, 2010 3:28 pm    Post subject: Reply with quote

Pinecone, when you have revised the paper and when it has been back through the mill here and the guys say "Yep, good paper, doesn't break any rules," then here is how you would submit it for a Command Note.

I've already checked with the Fearless Leaders and reminded them of your restrictions and that you can't post it on the BBS. Instead, you (or your folks) would email it to Steven Petrick (if you need the email address, let me know) and remind him of your special circumstances. (He doesn't visit the Forum and he has lots to deal with as a VP and being in charge of SFB, so he might not remember you by name/nickname.) Then it goes into the pile and goes out for grading. If it is good enough, then it gets published. Very Happy

I'm really excited about your work and would love to see you continue. The guys on the BBS may go through several revisions before they actually submit their papers. Just remember that we don't use "races" in formal publications (we use "empires" instead or "species" if referring to the actual species) and I will be a happy camper. [Don't worry; if you slip up and use it (Shocked), the Purple Pen of Perdition will fix it Smile .)
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Scoutdad
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PostPosted: Fri Aug 13, 2010 3:46 pm    Post subject: Reply with quote

Jean wrote:
...[Don't worry; if you slip up and use it (Shocked), the Purple Pen of Perdition will fix it Smile .)


Rapidly followed by the well known, swooshing sound of an incoming #8 Griswold... Wink
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mjwest
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PostPosted: Fri Aug 13, 2010 4:39 pm    Post subject: Reply with quote

Scoutdad wrote:
Jean wrote:
...[Don't worry; if you slip up and use it (Shocked), the Purple Pen of Perdition will fix it Smile .)


Rapidly followed by the well known, swooshing sound of an incoming #8 Griswold... Wink

Oh no! Not the case!

The #8 Griswold is reserved for willful, flagrant violations of propriety. Simple grammatical mistakes simply get the Purple Pen.
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Scoutdad
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PostPosted: Fri Aug 13, 2010 5:02 pm    Post subject: Reply with quote

Then it must just be me...

<edit with purple pen>
Jean, "How many times do I have to remind you? No dangling participals!"
WHANG!
<'nother edit>
Jean, "Read the capitalization guide!"
WHANG!
<'nother edit>
Jean, "One person... one name!"
WHANG!
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Savedfromwhat
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PostPosted: Fri Aug 13, 2010 5:16 pm    Post subject: Reply with quote

I don't see how this is an invalid tactic. If em doesn't end until the diresct fire phase then you don't fire until next impulse, if your opponent decides to fire through your +2 all the better worst case they go EM and get a free shot on you, again through a +2 shift, now you have map control.
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