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Klingons vs. Tholians
Posted: Thu May 19, 2011 4:51 pm
by Jiraiya1969
Have never played Tholians in FC before and was wondering if anyone could give me some advice as to how to approach them when playing Klingons.
The one thing I do know is to not launch mass drones as Tholians can take out a stack all at once with a Web Fist (?)
I am a member of the current online league. I am running a C7, D7 and a D5, and my oppenent a DN, CC-DISR and CW DISR.
Best Regards,
J69
Posted: Fri May 20, 2011 8:15 am
by Kang
The method for taking out a stack of drones all at one pop is the 'Web Snare', and it can be found in rule (5M3).
Posted: Fri May 20, 2011 9:02 pm
by terryoc
And the web snare only works if the ship has web
generators, not web
casters. Important thing to remember
Web casters throw a free-standing line of web. That can slow down a stack of drones for a few impulses, and the Tholians can use the time to shoot down the drones while they are stuck, but it won't make them go away.
Web fists are a direct-fire function of the Web Caster, and they're like long-range disruptors.
Posted: Fri May 20, 2011 10:56 pm
by mjwest
terryoc wrote:And the web snare only works if the ship has web
generators, not web
casters. Important thing to remember

Considering that the Tholians he listed were a DN, CC, and CW, I think the force is web caster free ...
Posted: Thu Jun 02, 2011 8:26 pm
by Klingon of Gor
All of the games where I've played Klingons against Tholians were squadron games. My opponent did not always have the same squadron, but he always had a dreadnought. A Tholian dread can be a tough customer. You can't really fight it from long range very well.
I tended to get very close. Range 3 gives you a good chance to hit with overloaded disruptors, and keeps you out of the best range for his many phaser 3's. (These don't bear to the front though, if you want to get closer. You certainly need to be in transporter range, as Tholians don't have a lot of transporters or marines. You'll want to transporter raid. In fact, they have so few marines that in some cases, you might actually be able to capture a ship, though this is hard o arrange, and requires considerable luck.
I tend to buy acceleration on turn 1 in order to close the distance as quickly as possible. This is especially necessary if they have a web fist available, as these can can really reach out and touch someone.
Directed damage power can really hurt the Tholians, who tend to be somewhat underpowered.
Posted: Fri Jun 03, 2011 3:23 pm
by Steve Cole
You guys need to write this tactics stuff up and submit it as command notes for captain's Log.