GG a much nicer and more colourful presentation than mine
So let’s have a look:
Fed CA, CS, NCA, BCH all have turn mode D and are NOT lumbering
Klink C8 has turn mode D and not only isn’t lumbering but it retains turn 6
Rom BH, WE, KE, KC9R all have turn mode D and are NOT lumbering
Gorn CL has turn mode D and is NOT lumbering
The fed have a Lumbering DN, the Klinks have NO lumbering ships, The Romulan’s have a Lumbering DN and a non Lumbering DN, The Gorn’s have every ship above CL as Lumbering.
So why is the Fed CA not lumbering, why is the Gorn CL not lumbering. They all have the same turn mode source???
I keep asking the question and I keep getting silence, I’m beginning to think it’s that sort of embarrassed silence you get when everyone forgot and no one wants to admit it.
Did someone lock the door, feed the dog, close the lounge window, play test the Gorn?
Myrm. Yep. You can stop and turn 45 degrees each time to keep the Fed in arc.
However you are sacrificing any control over the situation, you are a turret. The fed breaks away out of range and can go pick on someone else. Another fed ship can swing in behind you from somewhere else. You can keep one fed in arc but to do so you have effectively taken your ship out of the battle. You can let the Fed or anyone else turn inside you and speed away but you then cannot turn to re-engage them or anyone else. You can end up stuck in an area of the map with map edges or terrain and the enemy no where near.
Fighter tactics don’t work so well with lumbering, you are more like bombers fighting off fighters. Except that the fighters have longer range weapons. The circles have the same problem, everyone has better manoeuvrability and longer range weapons. Where the Knzinti to be lumbering with drones it would be significantly less of a problem, as it is you have the least manouvrable ships with the shortest range weapons.
Once the Hydrans arrive with Fusions and phaser-Gs they have turn mode C on the cruisers so with shorter range weapons they are not going to be lumbering, it isn't until the ISC arrive that we see another fleet with turn mode D ships and I suspect they may end up Lumbering as well for the same unknown reason as the Gorn but getting behind an ISC fleet is a lot more dangerous due to the storm of rear plasma-Fs.
With lumbering even against the next slowest (Feds) if you make a wrong move it will take you a number of turns to recover. Going round an asteroid field, get back to me in three or four turns. It’s not a matter of speed, if the enemy is in two fleets and you turn to engage one fleet it will take you three or four turns to swing around to engage the other fleet.
Against Gorn you should operate in squadrons just for this reason, try to make them commit to one part of your fleet and swing that squadron away then come in with the other squadron. If the Gorn’s go with a mobile squadron to offset the elephant herd (which we seem to do as it’s the best tactic so far) then engage the HDD/BDD/DD group and avoid the lumbering stuff which is facing the wrong way.
With the exception of the Feds the other races are all manoeuvrable enough to go from facing one way to being several feet away and facing the other way in a few turns.
So do the Gorn’s keep the entire fleet together and not swing the lumbering stuff towards any enemy, boring game. Lots of terrain, good to hide behind. Yes till you try going round it with lumbering. Asteroids are so much fun to go round one 45 degree turn at a time and when your lumbering ships are out of sight of the enemy then the entire enemy fleet is out of sight of you.
HETS are a crew check or fail which means its yet another random tactic. If it was a case of making a het knowing I was going to take crits but accepting it as I needed to turn or die then that would be fine. However it’s a crew check or not move at all and take the crits. So you try and fail, the enemy is still behind you and you just burned out your engines for nothing.
Again its randomness deciding your tactics for you.
Try a HET and fail and you take crits. Trying for a turn of 135 degrees gets you most of the way turned round and does two Imluse crits if you fail. THat does you one damage, drops you to speed 8 and takes two or more turns of All hands on deck to fix. Try a 180 degree turn and you set yourself on fire, kill marines and take three damage.
Thats a lot of damage if you FAIL and you most likely die anyway since you have someone on your 4 shield (rear arc).
There are things you can do against say the Fed but against more mobile fleets (which is most everyone else) you are at a massive disadvantage.