Please feel free to go ahead!Mike wrote:I might be able to recommend a few...
(har-umph!)
[no comments from mjwest or scoutdad, please...]
(I feel like I'm missing some private joke here....)
Moderators: mjwest, Albiegamer



Very, very, VERY true. Repeat that for emphasis.mjwest wrote:- Holding overloads works if you know you can get to at least range 8. If you don't know you can get that, don't hold overloads.
Actually that was one of the ships that precipitated my last posting, above. D5 and F5 vs. Fed FF and DW - the one with the three photons. And a bad start position to boot. But we do like playing unequal scenarios.....mjwest wrote:The Feds do have bad matchups. A properly flown D5 is going to be a Fed nightmare no matter what.

Oh, we know you alrightKang wrote:But regular posters here know me; win or lose, I try to learn from every game.
Yes, but they generally have more boxes per shield, so try to maneuver to keep a fresh shield toward the enemy.Ok, I think that the Fed ships are underpowered and undergunned.
At least you weren't using the original SFB CA, with no weapons coverage to LR or RR.Feds are undergunned also in that yes, they have a decent phaser suite - the Feds have Phaser-1's after all, none of this Phaser-2 stuff - but again, to have the power to fire all that along with the photons and still catch up to deliver the strike as advertised is a pretty tall order.

They also tend to have more "padding" (i.e. largely useless systems like Hull boxes and Labs) than other ships do, which means that when the shields do go down they're not hurt as badly as the ships of most other empires.Wolverin61 wrote:Yes, but they generally have more boxes per shield, so try to maneuver to keep a fresh shield toward the enemy.
You have to get within one hex to use your tractor. I can assure you, that if I'm within one hex of my opponent I've done something wrong!Mike wrote:Here is a little-used Federation tactic that just might win the day, so to speak...
Don't do pre-loads at the start of a scenario. Take the batteries instead. Your opponent will not be fearful of closing with you. Let loose your phaser fire at a bit of a distance farther than your opponent wishes to fire at you. Then close with him. With the extra power from the batteries and from not loading photons, you should be able to tractor him on your #1 shield. Then at the start of the next turn you can unload every phaser you have. All the better if you are on one of his oblique shields or even a rear shield.
Appropriate to win the day, especially this one!