[ACTA:SF] There is a need for more Call out Notes

billclo

Mongoose
Steven Petrick reports: The files of Call Out Notes (ACTASF), are depleted in the sense that most of the remaining notes are from just two or three authors. This means that submissions have a good chance of publication (if they are valid and cover new ground) as we try not to publish more than one paper per author in each issue. So if you have a tactic you have been sitting on, get it submitted and you have a good chance of seeing your name in print in Captain's Log #48.

Jean adds: You can submit them by email to Steven Petrick, or better yet, post them to the appropriate spot on the SFU BBS. Help teach your fellow players to play the game better!

Anyone who has some tactic/paper they've been holding on to, please head on over the SFU BBS and post it here:

Star Fleet Universe Discussion Board: The Joint Venture with Mongoose: A Call to Arms: Call Out Notes
 
The only tactics I've seen are "avoid Klingon front shields" and "pray for sixes". Since one is nearly impossible, and the other is down to luck, I don't know what they can offer.
 
kyrolon said:
The only tactics I've seen are "avoid Klingon front shields" and "pray for sixes". Since one is nearly impossible, and the other is down to luck, I don't know what they can offer.

Well worth checking out the previous call out notes then ;)

Lots of ideas for how to play the game from formations to using terrain to your best advantage.
 
kyrolon said:
The only tactics I've seen are "avoid Klingon front shields" and "pray for sixes". Since one is nearly impossible, and the other is down to luck, I don't know what they can offer.

You have some tactics articles/threads to read then, sir. :D The Klingons are definitely beatable, once you learn the right tactics. I used to think they were unbeatable as well.
 
If you have three Feds, say, against the Klingons, then they cannot all have their fore shields against you. I know I just fling everybody forward against the chaps, and thereby perforate their defensive screen. I had great fun with some Fast ships lately.
 
kyrolon said:
The only tactics I've seen are "avoid Klingon front shields" and "pray for sixes". Since one is nearly impossible, and the other is down to luck, I don't know what they can offer.

Actually... if you go back and look at the last four issues of Captains logs, there are quite a few tactics presented.
Between Call Out notes and ACTASF 101 - there's a lot to digest. And much of it applicable to nearly any match-up.
 
Maybe it is time to catch up on my Captain's Logs again. I sort of stopped about #34 I think. All the SFB stuff was starting to sound familiar and while I almost always loved the fiction I couldn't justify the price for a single short story.

I do know the Klingons are beatable. I HAVE done it, but it seems to rely too much (in a fed/klink fight) on the Klingon player being gullible enough to fly right into the middle of your ships. Unfortunately my regular opponents are smarter than that. Splitting my forces usually results in defeat in detail when they pound one half, then the other. I also have awful ADD luck typically running out on turn 1 then needing to use 1-2 of my whopping 4 phasers (that bear) to shoot drones. Meanwhile I take 4-6 shots in return plus FH disruptors (gotta love the D5) while still on the forward shield.

I also have rarely seen a 6 rolled in anger with a photon, and even then have very rarely gotten a critical. Still I keep trying. :)

So other than the two I jokingly mentioned above what ARE the Feds to do? The couple times I've won, the Klingons ignored some ships to their detriment, they don't anymore. What plans are there that give a good chance of winning without relying on the Klingon following a script?
 
You HAVE to get into a close range (5-8" range) furball with the Klingons. He will have a much harder time keeping his front shields away from everyone if you get in close and swarm him. Although it is counter-intuitive to do so, if you have a closer Klingon facing you, and another in arc facing away at some other ship, take the shot that's longer but hits the flank. It takes some discipline to shoot at the Klingon who is shooting your buddy instead of shooting the guy in your face shooting YOU, but you score more damage faster if you hit the other Klingon in the flank.

Fight as if you don't have Photons and you intend to win with with your Phaser-1s. If you get a decent Photon shot, take it, but don't get fixated into chasing a more maneuverable target trying to get that perfect shot. Not likely to happen unless you get lucky.

Split into groups but stay within support range of neighboring groups, say 9-12" or so.

If you can't get your target in the Fore arc so you can hit it with Photons, at least try to get the target into a position that maximizes how many Phaser-1s you can shoot at him. For a Fed CA, try exactly at the 3 or 9'oclock positions - this allows your FH, RH or LH, AND AH phasers to bear and if you can keep out of 4" Phaser-2 killzone it allows you to outgun most Klingons. Don't forget the aft centerline - most people forget you can get 6 Phaser-1s firing directly aft as well.

If you have awful ADD rolls like I do, try using your drones against incoming drones - you kill them 1 for 1. While it isn't theoretically as efficient as using ADDs, you can't run out of ammo this way. Obviously this works better if you choose some drone-heavy ships (Fed escort, BCH, DWD) and keep them on Intensify Defensive Fire.

If you have to shoot at Klingons in the front shield, at the least take advantage of the rounding rules and split fire between mounts. If you have say 2 banks of 2 dice Phaser-1s, don't fire a bank of 2 at one target, fire 1 die from that weapon system at 2 different targets. Then repeat with the next mount. If you fire both dice from one weapon system at one target that has it's front shield pointed at you, even if you hit with both, you lose half the damage. If you split fire between 2 targets, one halved and rounded up is still one hit times two targets. Effectively double the damage, even if is spread out between 2 targets, each one takes as much damage as one would have it you had fired both weapon systems at one target. Goofy rule, but use it to your advantage.

Related to above: if his shields are getting low, and you are shooting into his front arc, fire one weapon system at a time, taking the half damage penalty until his shields drop. Then any subsequent weapon systems fired are at full effect. If you had just lumped all your weapons into one big batch of dice you lose the opportunity to do more damage.
 
Call out notes seem a bit premature considering the recent voicing of opinions.
Perhaps the rules need finishing/fixing first before discussing tactics.
 
Stu-- said:
Call out notes seem a bit premature considering the recent voicing of opinions.
Perhaps the rules need finishing/fixing first before discussing tactics.

Maybe - although the call out nots are designed to do a number of things:

1) give people coming from other systems and styles some tiips of have to play
2) tactical insights and ideas of how to deal with enemies.
3) give people ideaas of new things to try intheir games that they might not of considered

The basic ACTA system works very well - although most people would liek some tweeks here and there - but its always been a comprmise between the needs of the ACTA system and deamnds of the SFU background.
 
Stu-- said:
Call out notes seem a bit premature considering the recent voicing of opinions.
Perhaps the rules need finishing/fixing first before discussing tactics.

The rules are what they are, and the there will be tactics to the game whatever the rules are.


As to the klingon comments above, I found a whiff of plasma was up to the job. Front shields or not, the klingons are not that tough overall, and they don't have brutal photons or mass drones like kzinti. Also as mentioned above, basic trig tells you that as you get up close it will be very hard to keep their front shields facing everything.
 
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