Frigate and small-ship tactics
Posted: Tue Jun 23, 2009 2:28 pm
I have started this thread for a number of reasons. Firstly, there is a dearth of small-ship tactics on the forum. Secondly, I am currently writing an article on frigate tactics for the proposed Federation Commander Tactics Manual, and I am after ideas. Contributions are therefore invited from forum members. Any such contributions to this thread may well be incorporated into that article, and if I do incorporate any ideas I will issue a general credit, something like ‘This article is composed from ideas from members of the Federation Commander forums’.
Here are a few ideas to get the ball rolling. In most cases I am assuming that we’re fighting a small-ship duel; small ships in fleet actions call for a different set of tactics entirely. Such tactics are, of course, still most welcome is anyone has some to contribute!
Finesse your repairs, as in the thread http://www.starfleetgames.com/federatio ... php?t=2083
Damage on a frigate takes so much more time to repair, so this means that all damage can be critical. Damage is particularly bad for drone-armed ships because the repair points are required for reloading the racks.
Losing one power point on a frigate reduces that frigate’s speed, all other things being equal, by the inverse of the movement cost. By this, I mean that a frigate with a movement cost of ¼ loses a possible four hexes of movement per turn, as opposed to two hexes of movement for a ship with a move cost of ½. Not all frigates have the power curve to cope with this, especially given the slow repairs on frigates.
A breakdown is catastrophic on a frigate. If you have used your free high-energy turn, only perform another if you are desperate.
Remember to take hits on critical systems on Frame, especially important for those systems where you have only one, such as your Tractor. Ok, it increases your chances of blowing up your ship, but by the time you get compulsory Frame hits, your ship is going to blow up anyway.
Always use directed damage so that if there is a burnthrough, or if you drop a shield, there is a chance of hitting something important. This is far more effective against frigates than it is against bigger ships.
If you can get a close-in shot at a downed shield - at one hex range - use a phaser-3 [or phaser-1 or 2 downfired as a phaser-3] with directed targeting of your choice. It costs only half a point of power and not only will you have a 50% chance of hitting the systems of your choice, but you will also hit the first three rows, which are always the meaty ones. If you are short on power towards the end of a turn - or even the game - this can be a really good tactic. Of course, if there is any chance he may want to tractor you, it would be better to do this at two hexes’ range!
Move proportions. If a cruiser accelerates, it uses power equivalent to firing a phaser, which means that it may have to choose between the two options. For a frigate, an acceleration is not as power-hungry and may leave enough power for other functions even if the ship is short on power. This means that frigates in some circumstances may be able to capitalize more on their manoueuvrability in more ways than simply by having a good turn mode.
When running away to reload, maximize your rear shields by rotating five boxes from adjacent shields. The proportion of your shield restored is greater for a frigate than for a cruiser, and given that you will likely be under fire from another small ship, this may well be more than sufficient to deflect his pursuit firepower.
Here are a few ideas to get the ball rolling. In most cases I am assuming that we’re fighting a small-ship duel; small ships in fleet actions call for a different set of tactics entirely. Such tactics are, of course, still most welcome is anyone has some to contribute!
Finesse your repairs, as in the thread http://www.starfleetgames.com/federatio ... php?t=2083
Damage on a frigate takes so much more time to repair, so this means that all damage can be critical. Damage is particularly bad for drone-armed ships because the repair points are required for reloading the racks.
Losing one power point on a frigate reduces that frigate’s speed, all other things being equal, by the inverse of the movement cost. By this, I mean that a frigate with a movement cost of ¼ loses a possible four hexes of movement per turn, as opposed to two hexes of movement for a ship with a move cost of ½. Not all frigates have the power curve to cope with this, especially given the slow repairs on frigates.
A breakdown is catastrophic on a frigate. If you have used your free high-energy turn, only perform another if you are desperate.
Remember to take hits on critical systems on Frame, especially important for those systems where you have only one, such as your Tractor. Ok, it increases your chances of blowing up your ship, but by the time you get compulsory Frame hits, your ship is going to blow up anyway.
Always use directed damage so that if there is a burnthrough, or if you drop a shield, there is a chance of hitting something important. This is far more effective against frigates than it is against bigger ships.
If you can get a close-in shot at a downed shield - at one hex range - use a phaser-3 [or phaser-1 or 2 downfired as a phaser-3] with directed targeting of your choice. It costs only half a point of power and not only will you have a 50% chance of hitting the systems of your choice, but you will also hit the first three rows, which are always the meaty ones. If you are short on power towards the end of a turn - or even the game - this can be a really good tactic. Of course, if there is any chance he may want to tractor you, it would be better to do this at two hexes’ range!
Move proportions. If a cruiser accelerates, it uses power equivalent to firing a phaser, which means that it may have to choose between the two options. For a frigate, an acceleration is not as power-hungry and may leave enough power for other functions even if the ship is short on power. This means that frigates in some circumstances may be able to capitalize more on their manoueuvrability in more ways than simply by having a good turn mode.
When running away to reload, maximize your rear shields by rotating five boxes from adjacent shields. The proportion of your shield restored is greater for a frigate than for a cruiser, and given that you will likely be under fire from another small ship, this may well be more than sufficient to deflect his pursuit firepower.