Gorn vs Kzinti

SneakyPete

Mongoose
In anticipation of the new releases (I have a Kzinti Fleet Box on order) I played several rounds of Kzinti vs Gorn using proxy ships. After my first two battles it was looking grim for the Gorn. Using 750 pts and a DN, BC, and BCF vs the Gorn they were absolutely crushed by drone fire. (using the latest errata rule changes, roll to hit after 18" and no more than three targeting one ship) (Gorns also used tractors after running out of phaser)
If they approached slowly with IDF I would concentrate on ships which succesfully made the IDF role tossing 14 drones per turn as IDF does no good when you are the target. With their minimal phaser suites and no ADD, they were in bad shape by the time they were close enough to strike. On the turn when they got to unleash their massed plasma my Kzinti used APE to rush out of effective range (while all the while my BCF circled around behind them). In another battle when they tried to rush ahead to minimize the number of turns they were exposed to drone fire they took another beating as they had no IDF at all due to using APE and once again the Kzin extended at the last moment and used their plentiful phaser1 and 3's to knock out most of the Plasma fired at them. Another thing that made it hard for the Gorn was that once the Kzin went APE to escape the plasma blast they also became able to roll to evade the Plasma as they were no longer fronted toward the incoming blast and had moved more than 12" (Per Evading Seeking Weapons, pg 17)

Understandably if their had been heavy cover it would have helped the Gorn considerably although there was a 4" comet with a 10" tail on the middle of table for all the games.

The huge initiative disparity between Gorn and Kzin does not help either....

Does anyone have some good strategy tips to help the Gorn out against Kzin. Two other tactics I want to try next time we play are:

1. To have the Gorns use many small ships instead of fewer large ships when facing Kzinti. That way the number of drones is muted somewhat by the volume of targets, it also gives a higher probability of an decent average of successful IDF rolls and while one or maybe two maybe lost before the first plasma barrage a single FF or DD loss is not a major blow. The down side is that while the total plasma number is nearly the same it needs to be shot from closer to be effective as a Plasma F 8" E-Bleed is 50% diminished. (It would be nice if the Gorn had a few more Plasma R ships...) Also a wide net of many ships reduces teh Kzintis ability to maneuver out of the Gorn's effective arcs. Finally it may also give the Gorn a good initiative sink if the Kzin go with larger ships, which always helps with strategic movement.

2. If the Gorn charge towards the enemy using APE turn 45 degrees away at the end of the turn so their forward arc is no longer facing their Kzinti target, this way they also become eligible to roll to evade all drones. This should work well while still at long range, but also somewhat as well at close range since most Gorn plasma swivel so much, although it would limit the total amount of Plasma available to fire. While it might be a bit of a cheesy maneuver (rule exploit?) it is not all that far removed from F4 pilots in Vietnam pulling a hard bank just when SAM's became visible to out turn them.

Any other ideas to help the Gorn out vs Kzin drones?
 
I had trouble with the Kzinti playing Gorn but I did much better using the HDD and BDD as the backbone of the force with my largest non-command ship a CM-K and one BCF to keep the initiative roll only horrible instead of dooming.
 
Kzinti are an evil bunch to fight as Gorn, the furballs keep hanging back and pounding with Drones.

With Lumbering gone its a bit easier, those Lumbering cruisers against Kzinti were no fun. Still you want more smaller ships rather than allowing the furball to slam 12+ Drones a turn into one target. Three BDDs have 60 shields between them and 48 hull, that takes a lot more damage to destroy all three than it does to take down a single DN. The BDDs are fast and agile, can zip round terrain and while they only have a G and two Fs each thats 21 AD if they all mug a single target.

As was mentioned, BDDs and HDDs are your friends here. Love the terrain, go round it, through it or lurk in its shadow.

APE is not an exploit, nor is it cheesey. It is a fair and viable tactic when the Mighty and Noble Gorn are faced with the running away and fire from long range cowards of the Furball Fleet. In fact depending on how many ships you have and what the tactical situation is APE, IDF or Boost shields are all viable defences.

Or you can sneak in a HDD escort with 4 D racks and have it lurk just behind your main force. Its good for cutting down a few waves of drones. Note you will need to house rule Plasma D escorts toi have a radius of defence under Escort and IDF and your enemy may start to complain that its not an offical ship once his Overpowered 12 Drone salvos fail to smash your Gorn fleet in the early stages of the game :wink:
 
Note - the OP was playing kzinti, not the Gorn.

However, I concur with smaller ships. I'd prefer 5 BDD and a HDD. Better IDF chances and less issues with intiative, 5 ships are agile.

Although I might consider 3 BCHs, as they have good Phaser loads and 30pt shields for recovering from those drones that get through.

Make sure you play on a 4*4 at that size battle.

The 10" comet tail ought to provide some cover.

Don't really see how a kzinti DN is using APE to keep both distance and out of front arc. Turn 9 still only allows a single 45 degree turn even going fast. On a 4*4 board it should quickly run into a problem avoiding Gorns. Plus it either gives up phasers or drones whilst APE, either is good for the Gorns.

From the Gorn perspective:

Get close to the center of the board fast, remaining out of 18". There is only 24" left each direction on a 4*4 (or 33" to a corner), so there really isn't much the kzinti can do to avoid 8" for more than a turn or 2. Remain on an inner clrcle if he tries to run round you pushing him closer to the egde.

If he runs on APE keeping his phasers then phaser the heck out of him, you should have more facing phaser 1s than the kzinti - from beyond 6" where his forest of phaser 3s hurt. If he goes for drones then plasma him at 8".

None of the 3 Kzinti ships in the OP are agile, so they are not going to avoid 8" if they are facing you to start off, even going APE, unless they reverse (back into the map edge). If they are not facing you then they lack firepower beyond 18" to really hurt you much, so take your time shepherding them to a corner where they are very limited in options.

At 8" the BDD/HDD force has 43 plasma, even if the DN is running away on APE and has intiative you should see an average 18 dice hit. That is ~63 damage which will pretty well cripple the DN if it hasn't gone for phasers only. If you have intiative (it happens!) then you average 25 dice, which is probably a dead DN.
 
'Or you can sneak in a HDD escort with 4 D racks and have it lurk just behind your main force. Its good for cutting down a few waves of drones. Note you will need to house rule Plasma D escorts toi have a radius of defence under Escort and IDF and your enemy may start to complain that its not an offical ship once his Overpowered 12 Drone salvos fail to smash your Gorn fleet in the early stages of the game "


I didnt think the HDD escort were in game yet.
 
archon96 said:
'Or you can sneak in a HDD escort with 4 D racks and have it lurk just behind your main force. Its good for cutting down a few waves of drones. Note you will need to house rule Plasma D escorts to have a radius of defence under Escort and IDF and your enemy may start to complain that its not an offical ship once his Overpowered 12 Drone salvos fail to smash your Gorn fleet in the early stages of the game "


I didnt think the HDD escort were in game yet.

See above in red :twisted: :wink:
 
The Gorn in the scenarios I mentioned were not agile so the Kzinti hung back at the edge and waited for the Gorn to commit then powered by them so they were not able to make the turn to bring front arc max plasma against the kitties. The hairballs then had more than enough phasers to stop the reduced side arc plasma. They also took a pounding from drones that turn as they were all within 18". With multiple ships you could also try to come out them from both flanks, although I am not fond of splitting fleets.

So the multiple small ship strategy with agile trait would also greatly help against this.

A small table would also be a big help, we were playing the matches on a circular 60" starmap.

(I was playing as Kzinti, but I like to see a fair fight)
 
Here's a can of worms question.

If fighters are not going to be added to the game, why would escorts be added?

While it would be great as Klingons if I'm up against the Kzinti to slip in a dirt cheap E3E with 3 ADDs and 4 ph-3s to shoot down all incoming drones, or as Romulans with a Skyhawk-E to have exactly the same armament as a Skyhawk plus 2 plasma-Ds to gun down enemy drones, if there are no fighters in the game and hence no carriers to escort, why would escorts be added?
 
Ben2 said:
Here's a can of worms question.

If fighters are not going to be added to the game, why would escorts be added?

Why would fighters not be added to the game though?

I wouldn't bet much against them coming to the game...
 
Admittedly it would be a lot easier to add them to ACTA than any of the other Star Fleet rules sets, but once you get to the mid to late war fighters a lot of them are pretty identical, and some of them are horrific. When you get a fighter with 6 anti-ship drones on, 2 anti fighter drones, and a phaser G, like the F-14, suddenly you have lot of book keeping if you are tracking ammo and some incredibly powerful units.

By late war the standard Klingon, Kzinti, and Lyran fighters all have 2 ph-3s and 6 drones. The Feds have F-14s with ph-gs and 8 drones.

At the start of the war there aren't really any issues - the Klingon Z-1 and Z-2s, the Romulan Gladiator SFs and IIs, etc have only got a couple of drones or plasma-Ds.

The drone races fighters then get massively better, as the plasma races stick to having 2 plasma-Ds, with the only additional stuff being some extra speed and going from 1 ph-3 to 2 ph-3, while the drone races are getting 4 and then 6 drones per fighter as well as increases in phasers.

Fighters can fire two drones a turn, so you end up with 2 damage from phasers (4 if you are in the kill zone) plus 2d6 from drones, times 12 for a whole squadron, and able to do that for 2 turns.

It reopens the problems with the drone rules, as either each fighter is it's own ship and only three fighters can fire at each enemy ship, or you do it as a squadron counts as a ship in which case you completely overwhelm any ships drone defences.

Also because plasma fighters don't have the same rapid climb in terms of anti-ship ability it puts the plasma races at a disadvantage again.

You could do a number of things, but basically you'd need to nerf fighter drones or take some measure to nerf fighters.

Fighters work fine in Noble Armada, so that may be one place to take inspiration from.

I'm not saying fighters shouldn't have character, but they shouldn't have the level of book keeping they do in SFB.

There would be ways to do it, but you'd have to have a situation where an equal points value of fighters vs ships (because there are a fair few scenarios where you have fighters without a carrier, and fighter raids are a feature of SFB) is a fair game.

Typing this out though, I have had some interesting thoughts. The issue isn't the plasma fighters, it's the drone fighters, in particular the late war ones. Everything else could be balanced without much difficulty.
 
storeylf said:
Ben2 said:
if there are no fighters in the game and hence no carriers to escort, why would escorts be added?

Why would an escort specifically need a carrier?

They are carrier escorts though, so while you would be able to buy them on their own as part of your fleet, if there aren't fighters in the game then you wouldn't get them in a supplement.
 
Ben2 said:
if there aren't fighters in the game then you wouldn't get them in a supplement.

Why not?

There are Aegis (escort) ships in FC but no carriers, and no seeker carrying fighters.

Remember this isn't F&E, at the end of the day an escort us just another ship.
 
storeylf said:
Ben2 said:
if there aren't fighters in the game then you wouldn't get them in a supplement.

Why not?

There are Aegis (escort) ships in FC but no carriers, and no seeker carrying fighters.

Remember this isn't F&E, at the end of the day an escort us just another ship.

I didn't know FC had escorts without carriers. Interesting.

Are the only fighters in FC the Hydran ones?
 
In "vanilla" FC, the only official fighters at the moment are Hydran Stingers; Stinger-2s for use in the Main Era, and Stinger-1s for the Middle Years.

There are provisional "Borders of Madness" playtest rules for using pared-down strike carriers and fighter squadrons; with sample ships (and attrition units) for the Feds, Klingons and Kzintis over in the FC Commander's Circle.
 
Nerroth said:
In "vanilla" FC, the only official fighters at the moment are Hydran Stingers; Stinger-2s for use in the Main Era, and Stinger-1s for the Middle Years.

There are provisional "Borders of Madness" playtest rules for using pared-down strike carriers and fighter squadrons; with sample ships (and attrition units) for the Feds, Klingons and Kzintis over in the FC Commander's Circle.

This is interesting and the first section of the borders of madness text is very similar to my thoughts on fighters.

However if big changes to fighters are being considered directly by ADB for FC, then that opens up the field for ACTA to keep in the spirit of the game, rules and universe, but not to have the paperwork and record keeping.

Gives me some interesting thoughts.
 
One thing to remember is that the point of Borders of Madness is not to have the rules included in "vanilla" FC; BoM is intended as a strictly optional ruleset that will be kept at a distance from FC proper.

(Strike carriers would have a home in BoM precisely because they will probably never be allowed in FC proper.)
 
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