Very Basic Tactics
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- Paul Grogan
- Lieutenant JG
- Posts: 59
- Joined: Tue May 20, 2008 12:09 pm
- Location: Somerset, UK
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Very Basic Tactics
Hi All,
I've now played the game about half a dozen times, but it has always been the basic duel scenario because every game I have been teaching people how to play. Only 2 of them games I have used the full rules.
Anyway, since I've never played against anyone who I havent taught, everyone who has played (including me) hasnt the faintest idea about even the basic tactics - we just power our ships and see what happens.
I pretty much always set the ships up (usually 2 per side as it is more interesting), roughly facing each other, with about 30 hexes in between. I use the rule that Federation Ships can preload photons (do most people use that).
Then, I am not sure. I'm guessing what people should do at the start depends on their race. I like to play the Klingons. I usually go ahead at about 16, launch drones on Impulse 8. Then next turn set speed to 16 or 24. Keep pace with my drones on Impulse 1 (i.e accelerate if I set 16), and then launch another wave of drones which end up in the same hex. Is this a standard thing to do?
Then it is a case of trying to keep out of the way of the Fed photons and get some extra shots in.
All players seem to launch suicide shuttles at the end of turn 1 since they usually have energy spare - again - is this normal.
Anyone got any other quick tips for very basic strategies?
I've now played the game about half a dozen times, but it has always been the basic duel scenario because every game I have been teaching people how to play. Only 2 of them games I have used the full rules.
Anyway, since I've never played against anyone who I havent taught, everyone who has played (including me) hasnt the faintest idea about even the basic tactics - we just power our ships and see what happens.
I pretty much always set the ships up (usually 2 per side as it is more interesting), roughly facing each other, with about 30 hexes in between. I use the rule that Federation Ships can preload photons (do most people use that).
Then, I am not sure. I'm guessing what people should do at the start depends on their race. I like to play the Klingons. I usually go ahead at about 16, launch drones on Impulse 8. Then next turn set speed to 16 or 24. Keep pace with my drones on Impulse 1 (i.e accelerate if I set 16), and then launch another wave of drones which end up in the same hex. Is this a standard thing to do?
Then it is a case of trying to keep out of the way of the Fed photons and get some extra shots in.
All players seem to launch suicide shuttles at the end of turn 1 since they usually have energy spare - again - is this normal.
Anyone got any other quick tips for very basic strategies?
I think most poeple have more like 60 hexes in between the ships (2-by-3 in the small scale hexes).
I do use the fed pre-load rules, but it requires that the batteries be empty (
).
Drones on Impulse 8 are common, but the klingon should either (juding from expireince) rush in at 24, gun Blazin', or sabre dance.
The Feds should remain stationary the first turn, while fully charging torps (and possibly overloading, depending on how ambitious the enemy is), then rush at the enemy, either causing him to run, or die...
Sucicide shuttles are common in three places:
1. Where you stated.
2. Against a ship snagged in a tractor.
3. To follow up an head on pass.
And a tip: The Federation ROCK!
I do use the fed pre-load rules, but it requires that the batteries be empty (
Drones on Impulse 8 are common, but the klingon should either (juding from expireince) rush in at 24, gun Blazin', or sabre dance.
The Feds should remain stationary the first turn, while fully charging torps (and possibly overloading, depending on how ambitious the enemy is), then rush at the enemy, either causing him to run, or die...
Sucicide shuttles are common in three places:
1. Where you stated.
2. Against a ship snagged in a tractor.
3. To follow up an head on pass.
And a tip: The Federation ROCK!
Re: Very Basic Tactics
That sounds pretty good. Looks pretty standard.Paul Grogan wrote:Then, I am not sure. I'm guessing what people should do at the start depends on their race. I like to play the Klingons. I usually go ahead at about 16, launch drones on Impulse 8. Then next turn set speed to 16 or 24. Keep pace with my drones on Impulse 1 (i.e accelerate if I set 16), and then launch another wave of drones which end up in the same hex. Is this a standard thing to do?
Hey! You are now officially ahead of the game! Most beginners want to just charge and exchange overloads. You are wisely trying to stay out of your opponent's "danger zone".Then it is a case of trying to keep out of the way of the Fed photons and get some extra shots in.
Actually, in the games I have played (which isn't *that* many), I really haven't seen suicide shuttles used much. They are just too slow.All players seem to launch suicide shuttles at the end of turn 1 since they usually have energy spare - again - is this normal.
The fact that you are trying to keep your Klingon out of close range of your opponent's photons shows me that you have already move past the very basic tactics.Anyone got any other quick tips for very basic strategies?

Federation Commander Answer Guy
One thing I might add about playing with Fed ships is not to overload your photons until you actually fire them. By keeping them as standard loads, if your Klingon opponent wants to play the fight-at-a-distance game (the sabre dance), then you can try it, too (if you want). If so, you might consider holding back 1 photon (or maybe 2) just in case he decides to try and swoop in after you've fired your others at range. That 1 you hold back can be overloaded and let loose at close range to halfway knock down a shield of a cruiser. If you can combine phasers with it, you might even do several internals to him. However, one thing to keep in mind about this tactic...don't fire those at-range photons until he fires his disruptors!
- Savedfromwhat
- Commander
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- Joined: Thu Aug 23, 2007 4:38 pm
Pinecone, your tactic of not moving and overloading photons is a bust against a good opponent. I know I've mentioned this to you before.
If you don't move, you completely surrender the initiatve and allow your opponent to move wherever he wants and do whatever he wants. That's a great recipe for losing
If you overload the torps, your opponent is going to fire from range 12-15 all day long while you sit with unused torps. I have never lost to someone who overloaded their torps and tried to chase me down. That is a great drone/saber dance scenario. Chase after me while I shoot you with drones and saber dance and you cannot return my fire.
And your not saving any energy. Per 4C3c, overloaded torps cost 2 energy to hold. That's the same amount of energy it costs to load a regular torp. Where's the energy you're saving?
If you don't move, you completely surrender the initiatve and allow your opponent to move wherever he wants and do whatever he wants. That's a great recipe for losing
If you overload the torps, your opponent is going to fire from range 12-15 all day long while you sit with unused torps. I have never lost to someone who overloaded their torps and tried to chase me down. That is a great drone/saber dance scenario. Chase after me while I shoot you with drones and saber dance and you cannot return my fire.
And your not saving any energy. Per 4C3c, overloaded torps cost 2 energy to hold. That's the same amount of energy it costs to load a regular torp. Where's the energy you're saving?
I have overloaded my photons, and am chasing him. siting idle wont work in this scenario, I know.
Me actually took me on with a head on pass, backing himself up with sucicide Shuttles, and usind drones to draw fire. Due to bad moves by both players, we would have come up about even, had he not missed with tw distruptors at range 1 (Ouch
). We have yet to complete the battle, but I'm in better position (not much better, though).
Me actually took me on with a head on pass, backing himself up with sucicide Shuttles, and usind drones to draw fire. Due to bad moves by both players, we would have come up about even, had he not missed with tw distruptors at range 1 (Ouch



