Mojo - As it happens the gorns and the Feds were the 2 forces I was mainly thinking about when I said earlier that there are a couple of forces who are tricky to approach.
Replying to the Gorns first
Not sure unless I play it out, but how about a Gorn fleet of:
2 BC/CC/CS/CM
1 CL
This is 6 PL-S and 6 PL-F or 1 R, 4 S, and 6 F (assuming you can push off the real fight to turn 2).
The puzzle seems to involve trying not to face 18 stingers all at the same time.
If you launch 4 PL-S at 1 Mohawk timed to hit at range 10 or so, you force it to either break off, release stingers early, or suck up a tremendous amount of damage.
If it breaks off, then it's 3 good ships vs 1 Mohawk, 1 Gendarme, and 10 stingers which is a much better fight. If it launches stingers early, this allows you to pick a few off and turn away at 24 speed where they can't catch you. If the Mohawk sucks up the damage, you can probably kill it fairly easily which makes the rest of the battle easier.
If stingers get close (as long as it's not 18 of them), then each Pl-F can guarantee crippling 1 per turn if you get them at 4-5 hexes range. That's 6 cripples between your 3 ships. And since you probably are moving faster than the stingers, you should be able to control the range.
As with others you seem to be disregarding the actual scenario. Your plasma S are not ready until turn 2, so you cannot force an early stinger launch with them as they were intending to launch on turn 1. Starting 0202 you cannot really avoid (range wise) the stingers either if that is what the hydrans are determined to do. The gorns are also one of the few races that will definately not be moving before the hydran main ships with a turn mode of D.
Your start range is 39. The hydran ships are moving 32. Lets say you sit still; If they deploy stingers on impulse 6 they will get to range 11 on impulse 8. Outside fusion range, but still shooting gatlings for about 12 damage. The main ships could close to range 7, or keep back. In order to stop the stingers deploying at that range you would have only Plasma F and they would do no damage on impact. You could fire all your F's at the stingers as they launch, in which case presumably 6 stingers (or 12 if you 2 turn F the S's) will close to range 13 in order to only take 4 damage the following turn (or just gatling the plasma at range 1). The stingers coud deploy on impulse 7 and move to range 9, but won't actually be able to fire on impulse 8. In that case the plasma can't launch and hit on turn 1, but could kill stingers the following turn (unless they move away slightly). Whatever you do, you are truly cornered and still have to deal with the main ships, whilst you have used a good chunk of your firepower for minimal effect.
You could try and end run the Hydrans waiting for the S's, but as noted earlier that is not physically possible against a canny hydran, you still get hit by stingers at range 6-8.
Alternatively, you could move to the map center, 'attacking' the hydrans*, though your F's are still unlikely to put off the stinger deployment. Assume you don't actually want to close to point blank range you will have to deal with the bathtub characteristics of the Gorns, or to put it another way, after heading at the Hydrans to launch the F's you will most likely feel an urge to HET to pull away. You will have to look very closely at the available power after arming the S's, allowing for a likely HET in order to work out what else you can do, whilst still going fast enough to avoid a point blank wallop from the hydran ships, or range 10 or less hit from the stingers. Using phasers will restrict you even more in ability to avoid the incoming shots. In any case, exactly where are you going to turn and run to? you are still effectively cornered with less manouverable ships. If you take a range 10 hit as you are trying to run then you are probably looking at a crippled CL (or indeed destroyed if the main ships get very close).
*By my reckoning, this is probably the best move option irrespective of whom you are. Moving straight in direction 3 at speed 24 (save power by not accelerating) keeps your options open. You could break left or right or carry on. For most races you are probably wanting to go left or right, but by waiting you force the hydran into a situation where he may make a mistake and decide he has to turn or slip before you are committed either way. A turn mode better than the hydran is better still, as impulse 4 (or maybe 5) as he is approching your centerline you accelerate then get to see what he does rather than the other way round. It also keeps your FA in arc in to the range 9-15 category (probably), so any decent mid/long range weapons can fire before you break one way or the other. Bear in mind though that you are still at a positional disadvantage as you are still then heading to a corner with a fast enemy commanding the inner and smaller intercept circle. A decent hydran player should still stop you properly getting away, but you shouldn't be in a bad as a position as a simple run sticking to map edge leaves you in.
Another viable (as viable as they get in the situation) Gorn tactic at the game start is NOT arm S's, declare speed 24 and head directly at the map center. See if the hydran goofs up in a way you can take advantage of as he tries to guess your intent, other wise on impulse 4/5 break left or right depending on which looks best (ie the one the hydran has most problems closing on you). You may still see stingers come out if you are not going to be able to clearly out run him, or are just going to end up stuck in a corner at the start of the following turn, in which case declare evasive during their cannot fire impulse. Then next turn retain evasive and go speed 24 for however long it takes to get to a position where the stingers are out of range. Stingers against evasive ships are useless from range 4+ so you can cut past them quite close, but you'll regret range 2 even if you are evasive. The biggest issue is that speed 24 and evasive cripples your power, and the main hydran ships can catch you as they'll be doing 24+, and even with +2 you don't want to be hit at point blank range. The reason that you do not arm S straight out is that if you did then on turn 2 you are also having to find 6 power to complete S arnming (to G's). That leaves your ships at the absolute limit of their power, you will not be able to HET (even if you dropped evasive), and barely be able to accelerate for an odd impulse. This is your achilles heel, if the hydrans can successfully chase you then you will likely be caught out of arc on all but 1 or 2 plasmas, with little in the line of phasers or batteries. Starting S arnming on turn 1, leaves you needing 4 power on turn 2, which is enough for full acceleration on the BCs and 6 accels with the CL. That could be what allows you to outrange the stingers and avoid the main ships until turn 3, by then hopefully the stingers are out ranged and you can drop evasive to have a go at the main ships. A risky move, but...