Federation / Photon Tactics
Posted: Fri Sep 24, 2010 8:29 pm
Since the online tournament has seemed to favor the Kzinti so far, I am posting som info to help the Fed players out a little. The Tactics section was the more appropriate place for this post, but it is a continuation of a discussion going on in the FC Online thread.
THE FINE POINTS of PHOTON TORPEDOES
Timing Your Attack - As a Federation ship holding overloaded torpedoes and moving at speed 24, power will be in short supply. If you can time your attack so that you attack in the beginning of the turn, you will likely have more power available because you will not have spent most of the turn using accelerations trying to get into firing position. This additional power can be used for phasers, or after you fire to accelerate away and reload.
On the other hand, if you fire on impulse 8, you will only be 9 impulses away from reloading your torpedoes and being able to fire them again.
Disruptor Armed Opponents - Once fully overloaded torpedoes are being held, Federation ships will have more firepower than disruptor armed ships. You will also be able to move at speed 24, while most disruptor armed ships must usually slow to a base speed of 16 to fire overloaded disruptors their and phasers. You must not waste this advantage because once you fire, the tables will be turned. While you are reloading you will be short on power and firepower.
Disruptor opponents will often want to engage at the end of the turn. This lets them follow up with another attack on the next turn, and allows the Klingons and Kzinti to launch back to back drone waves. If your torpedo tubes are empty, most opponents can outfight you in a close in battle. Avoid the temptation to stick around and dogfight. Leave and re-load.
Always Have an Out - When you make your attack you must do so with an escape plan in mind. This means you need to be able to get as far away from the enemy as possible. Distance will minimize the amount of damage you receive while you are reloading. You must know how you will survive your rearming turn before firing. Will you run away using evasive maneuvers? Will you move fast and only re-load a couple torpedoes or will you move slowly and fully reload all of your torpedoes?
The Smart Opponent – This is the opponent that knows the weaknesses of the photon torpedo and will not be intimidated by it. They will not turn and run in a vain attempt to get away. He or she will not obligingly fly into point blank range and give you the perfect shot. This opponent offers you shots, but not good shots. They ensure that they end an impulse at range 5 rather than range 4 or range three rather than range two. In a fleet battle they make sure to end impulses on shield boundaries so that fire from ships in the same hex must be distributed over two shields. They may send escorts ahead using evasive maneuvers to get close before they attack. These are some of the things you must prepare for and counter when you see them.
For example, you are approaching an opponent head on and both of you are moving at speed 24. You end an impulse at a range of 5 hexes, so you choose not to fire. The following impulse your enemy accelerates. If you continue approaching, your enemy will be 2 hexes behind you at the end of the impulse. As a Federation player, you must be prepared to cancel movement points to ensure the enemy cannot deny you a close shot. This requires you to look ahead. Unfortunately, cancelling movement will use power that could have gone into your phasers. The wily opponent will make you pay for a good shot opportunity.
Finally, beware of the Klingon (or anyone else with more transporters than you, which by the way is everyone!) at range 5. They will use marine raids to disable torpedoes while they are being reloaded or, even worse, raid them before you have had a chance to fire them. The bottom line is that a savvy opponent will make you work for a good shot and focus on disabling torpedoes. Be ready to avoid these pitfalls, nobody said it would be a walk in the park.
Firing Half Now, Half Later – Some people will only fire half of their torpedoes on a ship and save the other half for next turn. One of the advantages of the Federation is that they can produce a large amount of damage in a single burst. This firing plan simultaneously negates the Federation’s firepower advantage and mitigates the disadvantage of reloading. Basically the enemy always has a reason “to kind-of fear you, but not really�. Tactics is about successfully applying your strengths. This plan, while seemingly safe, does not meet that standard when fighting a duel.
Also, since you will always be reloading and trying to overload half your torpedoes, you will be held to a slower speed and possibly forced into close in dogfighting. This is not a place where Federation ships excel.
While individual ships should not follow the half now-half later plan, this idea has some merit when employed by a fleet of ships. One ship can fire all its torpedoes and another ship can save its torpedoes to cover the escape of the reloading ship(s). This means that any enemy ship getting too close will always have to consider the possibility of being hit by torpedoes in addition to the phasers from the reloading ships.
THE FINE POINTS of PHOTON TORPEDOES
Timing Your Attack - As a Federation ship holding overloaded torpedoes and moving at speed 24, power will be in short supply. If you can time your attack so that you attack in the beginning of the turn, you will likely have more power available because you will not have spent most of the turn using accelerations trying to get into firing position. This additional power can be used for phasers, or after you fire to accelerate away and reload.
On the other hand, if you fire on impulse 8, you will only be 9 impulses away from reloading your torpedoes and being able to fire them again.
Disruptor Armed Opponents - Once fully overloaded torpedoes are being held, Federation ships will have more firepower than disruptor armed ships. You will also be able to move at speed 24, while most disruptor armed ships must usually slow to a base speed of 16 to fire overloaded disruptors their and phasers. You must not waste this advantage because once you fire, the tables will be turned. While you are reloading you will be short on power and firepower.
Disruptor opponents will often want to engage at the end of the turn. This lets them follow up with another attack on the next turn, and allows the Klingons and Kzinti to launch back to back drone waves. If your torpedo tubes are empty, most opponents can outfight you in a close in battle. Avoid the temptation to stick around and dogfight. Leave and re-load.
Always Have an Out - When you make your attack you must do so with an escape plan in mind. This means you need to be able to get as far away from the enemy as possible. Distance will minimize the amount of damage you receive while you are reloading. You must know how you will survive your rearming turn before firing. Will you run away using evasive maneuvers? Will you move fast and only re-load a couple torpedoes or will you move slowly and fully reload all of your torpedoes?
The Smart Opponent – This is the opponent that knows the weaknesses of the photon torpedo and will not be intimidated by it. They will not turn and run in a vain attempt to get away. He or she will not obligingly fly into point blank range and give you the perfect shot. This opponent offers you shots, but not good shots. They ensure that they end an impulse at range 5 rather than range 4 or range three rather than range two. In a fleet battle they make sure to end impulses on shield boundaries so that fire from ships in the same hex must be distributed over two shields. They may send escorts ahead using evasive maneuvers to get close before they attack. These are some of the things you must prepare for and counter when you see them.
For example, you are approaching an opponent head on and both of you are moving at speed 24. You end an impulse at a range of 5 hexes, so you choose not to fire. The following impulse your enemy accelerates. If you continue approaching, your enemy will be 2 hexes behind you at the end of the impulse. As a Federation player, you must be prepared to cancel movement points to ensure the enemy cannot deny you a close shot. This requires you to look ahead. Unfortunately, cancelling movement will use power that could have gone into your phasers. The wily opponent will make you pay for a good shot opportunity.
Finally, beware of the Klingon (or anyone else with more transporters than you, which by the way is everyone!) at range 5. They will use marine raids to disable torpedoes while they are being reloaded or, even worse, raid them before you have had a chance to fire them. The bottom line is that a savvy opponent will make you work for a good shot and focus on disabling torpedoes. Be ready to avoid these pitfalls, nobody said it would be a walk in the park.
Firing Half Now, Half Later – Some people will only fire half of their torpedoes on a ship and save the other half for next turn. One of the advantages of the Federation is that they can produce a large amount of damage in a single burst. This firing plan simultaneously negates the Federation’s firepower advantage and mitigates the disadvantage of reloading. Basically the enemy always has a reason “to kind-of fear you, but not really�. Tactics is about successfully applying your strengths. This plan, while seemingly safe, does not meet that standard when fighting a duel.
Also, since you will always be reloading and trying to overload half your torpedoes, you will be held to a slower speed and possibly forced into close in dogfighting. This is not a place where Federation ships excel.
While individual ships should not follow the half now-half later plan, this idea has some merit when employed by a fleet of ships. One ship can fire all its torpedoes and another ship can save its torpedoes to cover the escape of the reloading ship(s). This means that any enemy ship getting too close will always have to consider the possibility of being hit by torpedoes in addition to the phasers from the reloading ships.