Both games - 1500 points, Assasination Scenario, terrain rolled at random and used for both games. X-axis horizontal using numeric, y-axis vertical using alpha ascending we had a medium planet in D2, a dust cloud in B1 and a density 6 asteroid field in A3.
First game - Gorn using the 'tough' proposed rule.
Gorn fleet - 3 DD, 1 HDD, 2 CF, 1 BCN, 1 DN
Kzinti - 3 DW, 5 NCA, 1 x NCC
Kzinti win initiative for set up
Turn 1 - Kzinti win initiative. The Gorn head straight for the Kzinti (angling a bit to the port side). The Kzinti sit still. Gorns attempt IDW special actions across the board. Kzinti drones knock the shields down on one DD and about 50% on a CF. Range too great for any Gorn fire.
Turn 2 - Kzinti win initiative. Gorn continue to advance directly at Kzinti fleet (again angling slighly to port for side arcs), Kzinti continue to sit still or slide to remain outside of 12". Gorns take reinforce shields for those ships suffering shield damage, IDW for the others. Range generally around 14-20". Turn 2 firing - One Gorn CF destroyed, One Gorn CF crippled, Gorn DN receives two impulse crits, can no longer turn. Kzinti NCA receives minimal damage.
Turn 3 - Kzinti win initiative. Gorn DN destroyed, remaining CF destroyed, Gorns break off, diminimus damage to Kzinti, no Gorn ship gets within 12" to fire plasma.
Game 2 - same terrain, same starting sides, same assasination scenario
Gorn fleet - same as before except using wallowing rule
Klingon fleet - 1 x C8, 6 x D5, 2 X E4
Klingon wins set up initiative, Gorn set up first
Turn 1 - Klingon wins initiative, Gorns move directly towards the Klingon fleet, Klingons sit still. Gorns all try IDF. Firing round leaves 1 x DD, 1 xCF with some shield damage from drones, Gorns out of range.
Turn 2 - Klingon wins initiative, Both Gorns and Klingon close virtually head on. Gorns reinforce shields, Klingons IDF. Firing round, Gorns fire most of their plasma in the 8"-12" band killing 1 D5 and knocking about 50% of the C8's shields back. Klingons destroy one CF, knock back about 50% of the Gorn DN's shields and scatter two criticals on the DN, both level one, neither serious.
Turn 3 - Klingon wins initiative. Gorns try and blow by but Klingons back up. Gorns mostly reloading, Klingons mostly reinforce shields (great roll restores the C8 shields almost fully). Firing round cripples Gorn DN to within 2 hit points of destroyed, multiple impulse hits in place. Gorn HDD shields falttened, remaining Gorn CF shields flattened. Additional D5 rendered minimal shields from criticals, minor damage to C8.
Turn 4 - Klingon wins initiative. Gorn DN tries to head for board edge and reinforce shields, CF tries to tutn back along far edge to assist, BCH unfazed but Klingons slip out of his from arc. DD's other than HDD circle towards hurting D5. Klingons destroy DN and HDD, added damage to additional D5's but nothing dramatic - Gorns breaking off
This is my first time ever playing a Gorn fleet and I'm sure others could do better but...
Opinion - The -1 initiative for the Gorn coupled with all their historic enemies (Klingon and Romulans) having a + 1 essentially gives the Gorn a permanent -2 for initiative. I'm unaware of this being an SFU standard and in the 8-12 turn games of ACTA, this is cripplingly bad and most of all, setting up first, moving first and shooting last all the time was not fun.
'Wallowing' was much much better than 'tough'. The Gorn fleet actually felt as if it could get into decent firing positions and I at least got to fire plasma using 'wallowing'. 'Tough meant nothing when the other guy had no problem staying over 12" away and easily keeping to front (or rear for the Klingons on blow through and turn manouvers). The Gorn still have issues even with 'wallowing' but the were a whole lot more competitive and at least a little bit fun as they weren't simply a Kzinti pinata.
Every ship in the Gorn fleet except one had one whole Phaser 3 per side for dealing with drones and the exception had two per side. Tractors were good for one firing and only 50% effective. The Gorns had to use Phaser 1's for dealing with drones which given their arcs, reducued their already meager offensive Phaser power considerably and in a reloading turn, the Gorns choices came down to seeing shields flattened or opting for an essentially defense only turn every other turn. The Klingons one the other hand, freed of any drone concern at all, went IDF and significantly diminshed the vaunted Gorn plasma fusliade. If there is a viable strategy against any remotely heavy (2+ per ship average) drone fleet, I'm not seeing it offhand. Going IDW when in the midst of the Klingon fleet on turn 2 offered Hobb's choice of passing up offense or getting drone crunched. I chose offense and the drones crushed my shields. Against the Kzinti it was so lopsided I'm not sure anything would have helped given that I was never in plasma range.
Bottom line - I don't see the Gorns competing against Kzinti, Klingon or a Fed fleet chosen to be drone heavy, even with the 3 ship limit simply because they are so defenseless. Wallowing helps but the built in -2 initiative (is that really an SFU canon fluff thing?) and inability to deal with even moderate drones still renders them uncompetitive but at least wallowing offers a little fun while getting slaughtered.
One other issue - the drone mechanics are still the sticking/slow point of an otherwise quick and clean system. What's the quarter it is hitting? What's fired and what hasn't? What can still fire and what could come next? It seems as if the quick flowing system suddenly bogs at a series of micro-decisions. Drone defense slows the game down above and beyond all other mechanics combined and if fighters do the same, this will cease to be a quick game.