Early Years Tactics
Posted: Thu Aug 06, 2009 4:36 am
Looking at the new early years rules, some things jumped out at me.
- The zero energy anchor (launching drones at range 0) ALWAYS works, because no ship can move on the first sub-pulse of any impulse. Paravian Quantum Wave Torpedoes can be launched at range 1 and are guaranteed to hit.
- This can be combined with Carnivon Heel Nippers (see Captain's Log #39 supplemental) to rotate the target ship so that your Death Bolts launched on the same impulse will hit the shield you want (or at least, rotate the target 60 degrees, which may put defensive weapons out of arc). A high energy turn can save the target, but HETs are darn expensive for Early Years ships. And the consequences of breakdown are pretty nasty for ships with so few internal boxes.
- It's all about getting in close. No overloads and the best phaser is a phaser-2, so you need to get in close to inflict decisive damage.
- Suicide shuttles are still speed 8, and do good damage (3 points per point of power), making them quite effective with the zero energy anchor thing. If they get through, a potential 18 points of damage is really deadly to these ships. Still, finding 6 points of power to arm a full size SS is going to be difficult.
- If the Tholians had arrived with fully overloadable Particle Cannon technology, and web casters, they'd own the Alpha Octant by now. As it is, with phasers that outrange everyone else's, they're a real threat.
- The zero energy anchor (launching drones at range 0) ALWAYS works, because no ship can move on the first sub-pulse of any impulse. Paravian Quantum Wave Torpedoes can be launched at range 1 and are guaranteed to hit.
- This can be combined with Carnivon Heel Nippers (see Captain's Log #39 supplemental) to rotate the target ship so that your Death Bolts launched on the same impulse will hit the shield you want (or at least, rotate the target 60 degrees, which may put defensive weapons out of arc). A high energy turn can save the target, but HETs are darn expensive for Early Years ships. And the consequences of breakdown are pretty nasty for ships with so few internal boxes.
- It's all about getting in close. No overloads and the best phaser is a phaser-2, so you need to get in close to inflict decisive damage.
- Suicide shuttles are still speed 8, and do good damage (3 points per point of power), making them quite effective with the zero energy anchor thing. If they get through, a potential 18 points of damage is really deadly to these ships. Still, finding 6 points of power to arm a full size SS is going to be difficult.
- If the Tholians had arrived with fully overloadable Particle Cannon technology, and web casters, they'd own the Alpha Octant by now. As it is, with phasers that outrange everyone else's, they're a real threat.