MobileMarksmen said:
I read a lot of comments on this but no player I know is going to just let you fly by them.
Your ships can move 12" or 16", without getting into the Fast stuff. How is he stopping you?
MobileMarksmen said:
There is also the randomness of the dice. My CF was torn apart by disruptors as my opponent rolled 3 6's in a row, overloaded of course.
Sauce for the goose. Are you complaining when three of your photons, overloaded, plough through his shields? You'll do a great deal more damage.
MobileMarksmen said:
When my fleet closes against heavy Klingon ships like the D7, my chances go down and my damage goes up.
Statistically speaking, when you close in with a D7, the odds balance and his ships start taking the damage.
MobileMarksmen said:
I also wonder how many games some of you have played. I have been playing miniature games for a long, long time.
Well, we'll ignore how faintly insulting that may sound (!) but, I can tell you, that is the wrong thing to say round here - there are a lot of people on these forums who have been playing games for most of their lives. However, let us assume for a moment you are right, and everyone is a newbie.
They are doing better than you. They have figured the Feds out.
So, something else must be going on here...
MobileMarksmen said:
And its fairly easy to see when something isn't balanced.
May I ask, what is your background of gaming? What were the main games you were playing before coming to this one?
MobileMarksmen said:
I can see losing 2 out of 3 games, or just the reverse. But getting stomped 8 out of 8 games....its not really that fun.
No, it isn't, but blaming the system isn't going to get us very far. So, let's take a closer look at what is happening in your games.
MobileMarksmen said:
it all comes down to the shields, range, and overloading the disruptors. My big punch has to be reloaded. that will give some of his ships the chance to close the distance and once again overload. Yes I damage ships and yes I have destroyed some. But even my opponent will agree he will just sit back, and fire disruptors.
Well, I am hearing some contradictory things here, which we will need to sort out if we are going to help you. I am not seeing how range is the advantage when he is getting overloaded disruptors on you. Just want to double check here - you know he can only move 6" when overloading disruptors and, when he does, he only gets a 6" range with them? I ask, as if he is firing overloads at 24", I think we may have found the problem right there
However, let's look at the three main problems you cite here;
1. Shields. I know that double strength Klingon shield looks formidable, I know it can be demoralising to know everything you throw against it is halved. However, you have some things in your favour.
First, the majority of his ships will only get 1D when boosting shields and, I can tell you, a Klingon player is heartbroken when that rolls a 1 or a 2. You are getting 2D on most ships, and 3D on some. What a Klingon player would give!
So, in your first couple of turns, I would suggest every one of your ships boosts their shields.
Also, an important point to remember is this - a roll of a 6 penetrates double strength shields just as easily as your own.
2. Range. Yeah, Klingons are a bit smart at range. However, if you are boosting shields, he will have a tremendous problem doing much more than reducing your shields' boosted rating, leaving you pretty much unscathed (I know, there are lucky players who never seem to roll anything other than a 6, I have fought against them myself). Even the odd drone thrown in your direction at range should not bother you, as they are best dealt with phasers.
To do any telling damage, fleets have to come closer together - and that is _exactly_ where you want to be. Once you get within 8", your common phaser will start doing double damage and, considering how many the average Fed ship can muster on a target, that is some serious damage, whether it goes onto the front shields or no. On average, one in six will penetrate shields, so you should be getting a small handful of criticals every turn, whether or not his shields are down (and once they are down, he is _so_ vulnerable. True, he has phasers too, but they are no match for yours.
3. Overloading Disruptors. This is the bit I do not really get. If he is consistently getting overloaded disruptor hits on you (remember, he can only move 6", and they have a 6" range), then he is setting trap after trap for you, and your ships are flying right into it.
I think it would be very useful if you could post us a battle report so we can see exactly what is going on in your games - because it sounds like something is adrift!
MobileMarksmen said:
Drones vs. Drones, I can either fire them, or use them as ADD, he can do both.
You have the choice to overwhelm him on both (not that I suggest you do, drones should be opportunity weapons for most fleets). You can have twice the ADD as most of his ships, or hammer him with more drones than he can handle.
MobileMarksmen said:
and even if rolls a 1 some of the Klingon ships have ADD 2.
So do it again...
One last point, perhaps for your next game.
Ignore your photons. Seriously. I think you may be spending too much time trying to figure out how to get that magic hit. Don't. Plan to win the game _purely_ on your phasers. If a Klingon just happens to fly in front of you, well, take the opportunity to let those photons fly - but don't reload them. Don't reload unless your ship has literally no other special action worth taking.
Treat photons (and drones, for that matter) as 'opportunity' weapons, and you may find your self concentrating on different parts of your fleet, to your benefit.
I might also be inclined to say your most common Special Action should be to Boost Shields, as a Federation player, but opinion is divided on this.
Oh, and needless to say. Do not go into your next game expecting to lose. That tends to be self-fulfilling...
See if you can do us that battle report, as I am sure we wopuld all love to see it. And let us know how you get on with your next game!