Can't really contribute much to this right now since I haven't got a game in yet, so I will reiterate some things that others have said. Main reason I wanted to do this is to pool the knowledge and experience of ACTA:SF Klingon players together so we can destroy all opposition to the Empire (mainly those peace loving hippies, aka the Federation)!
Advantages:
1. Most manueverable fleet in this game so far. We have one of two non-lumbering Dreadnaughts in the game (and the most expensive), we have the ONLY Fast Cruiser that is Agile (more on that latter). Our Battlecruiser may not be Agile, but it has the best turn rating for the class.
2. Boosted forward shields means that in the front arc our shields are stronger than those of the other factions (on a class to class basis). This combined with the ability to choose where hits are allocated to when a ship is right on the border allows us to maximize our firepower without sacrificing survivability.
3. For the most part our ships are cheaper than ships of the same class in other factions, which means we can usually field either a larger force or bring larger ship classes.
4. We have one of the cheapest command ships in the game currently (the only one that's cheaper is the King Eagle).
5. Anti-drone, all our ships have it.
Disadvantages:
1. Less damage in most cases compared to ships of the same class.
2. Outside of the front arc our shields are weak for their class , and and we usually get less dice for Boost Shields SA almost making it not worth while to use.
Somethings that fall in either/both camps:
1. Phaser 2s, we're the only faction that uses them currently. They aren't near as good as Phaser 1s, but they give us more firepower for cheap.
2. Disruptors, they lack the punch of the other heavy weapons, but they have better range, they're Accurate 1, and they never need to reload. So it's not all bad, but it does mean that they have to be used in certain ways to highlight their advantages while downplaying their disadvantages.
3. Transporters/Marines, we get lots of both...but what do we do with them? Well, they use up a SA, you need to be within 2" to use them, your target must not have shields in the direction facing you, and you lose shields in the arc facing them. The good thing about it is that it takes places during the movement phase.
Tactics/Do's and Don't's:
DON'T head to head with a Fed with photons thinking that the Boosted forward shields will give you an advantage, DO go head to head with a Fed if they've used up their Photons AND you can't come at them from a different arc.
ALWAYS gang up on one ship when possible and burn it down as quickly as possible.
DON'T stray into the 8 in. Plasma kill zone, and you can DO this by premeasuring (completely allowed).
Tactic: use range and manueverability to soften up your opponent or force them to utilize risky tactics, then close in for the kill. Except against the Kzintis.
Question: Should we EVER overload Disruptors, and if so, when?
Advantages:
1. Most manueverable fleet in this game so far. We have one of two non-lumbering Dreadnaughts in the game (and the most expensive), we have the ONLY Fast Cruiser that is Agile (more on that latter). Our Battlecruiser may not be Agile, but it has the best turn rating for the class.
2. Boosted forward shields means that in the front arc our shields are stronger than those of the other factions (on a class to class basis). This combined with the ability to choose where hits are allocated to when a ship is right on the border allows us to maximize our firepower without sacrificing survivability.
3. For the most part our ships are cheaper than ships of the same class in other factions, which means we can usually field either a larger force or bring larger ship classes.
4. We have one of the cheapest command ships in the game currently (the only one that's cheaper is the King Eagle).
5. Anti-drone, all our ships have it.
Disadvantages:
1. Less damage in most cases compared to ships of the same class.
2. Outside of the front arc our shields are weak for their class , and and we usually get less dice for Boost Shields SA almost making it not worth while to use.
Somethings that fall in either/both camps:
1. Phaser 2s, we're the only faction that uses them currently. They aren't near as good as Phaser 1s, but they give us more firepower for cheap.
2. Disruptors, they lack the punch of the other heavy weapons, but they have better range, they're Accurate 1, and they never need to reload. So it's not all bad, but it does mean that they have to be used in certain ways to highlight their advantages while downplaying their disadvantages.
3. Transporters/Marines, we get lots of both...but what do we do with them? Well, they use up a SA, you need to be within 2" to use them, your target must not have shields in the direction facing you, and you lose shields in the arc facing them. The good thing about it is that it takes places during the movement phase.
Tactics/Do's and Don't's:
DON'T head to head with a Fed with photons thinking that the Boosted forward shields will give you an advantage, DO go head to head with a Fed if they've used up their Photons AND you can't come at them from a different arc.
ALWAYS gang up on one ship when possible and burn it down as quickly as possible.
DON'T stray into the 8 in. Plasma kill zone, and you can DO this by premeasuring (completely allowed).
Tactic: use range and manueverability to soften up your opponent or force them to utilize risky tactics, then close in for the kill. Except against the Kzintis.
Question: Should we EVER overload Disruptors, and if so, when?