Klingon tactics: advantages and disadvantages, do's/don't's

Totenkopf

Mongoose
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?
 
overload disrupters if approaching a fed or romulan that has no plasma/photons. firing overloaded disrupters on a romulan in the process of cloaking also works as its 50/50 and you need any to get through to do some hurt.
 
katadder said:
overload disrupters if approaching a fed or romulan that has no plasma/photons. firing overloaded disrupters on a romulan in the process of cloaking also works as its 50/50 and you need any to get through to do some hurt.

Good point, overloaded disruptors on cloaked Romulans would be a good idea when you can pull it off.
 
Don't forget the RX attack tactic, that if used with the right ships (some Klingon ships are more suited than others), it can add at least a pair of Phaser-2s to the attack. Not always an appropriate tactic though.

Just you wait until we see D6 Drone cruisers and D6 Mauler cruisers. Ack...
 
If you run the numbers carefully, you will find that each race has a critical range band(s) that can be exploited. Sitting out at 11", for example, causes the disrupter to do the same basic damage (but with no devistation on crits) as a photon torpedo, but you can fire it every round. A lot of interesting things come up from this analysis.

Humbaba
 
Humbaba said:
If you run the numbers carefully, you will find that each race has a critical range band(s) that can be exploited. Sitting out at 11", for example, causes the disrupter to do the same basic damage (but with no devistation on crits) as a photon torpedo, but you can fire it every round. A lot of interesting things come up from this analysis.

Humbaba
I'm a Klingon, never tell me the odds comrade ;)

Seriously though, I really don't think this game can be broken down into number crunching or won by it. Guess we'll find out soon.
 
Yeah, fleet game, fixed size tables, fast ships and APTE mean these sort of calculations rarely equate to real situations on the table. It would be neat if your opponent let your fleet stay at 11" range for the duration of the battle, but.....

Klingon agility usually means you can keep your nose pointed at something, but there's usually a few other somethings zipping around the table who are trying hard not to be in your forward arc and 11" away :D
 
shiba-tenchi said:
Yeah, fleet game, fixed size tables, fast ships and APTE mean these sort of calculations rarely equate to real situations on the table. It would be neat if your opponent let your fleet stay at 11" range for the duration of the battle, but.....

Klingon agility usually means you can keep your nose pointed at something, but there's usually a few other somethings zipping around the table who are trying hard not to be in your forward arc and 11" away :D

Correct :)

You _can_ come up with the perfect number-crunched tacic in this game. However, it will usually only work if you have an opponent who does not actually move...
 
Definitely agreed. In the preceding edition of the game (the B5 one) the Narn and Abbai used to get a lot of stick because their secondary guns were about 2-4" shy in range of everyone elses, and people used to talk about how you could effectively 'camp' in that range band where you could use your full broadside and they couldn't.

It's great in theory, but in a game with multiple ships on both sides, I can't say I ever saw anyone manage it for more than a turn.



With the sole exception of those !!?!%$**@##!?£$\<>!! White Stars, of course.
 
I'm not saying that you can force your battles to stay at 11", but it is important to know what you are trying to do and 11" is a good place to be (against the Federation at least - they like 7.5").
 
Humbaba said:
I'm not saying that you can force your battles to stay at 11", but it is important to know what you are trying to do and 11" is a good place to be (against the Federation at least - they like 7.5").

Not sure where you get those numbers, but as deadshane pointed out Feds would like to find our ships within 15 in., and personally if I was harassing and antagonizing them I would do it from beyond 15 in.. Now when I finally begin to close in to pick Feds apart a good number of my ships will try to get within 4 in where my Phaser 2s will be in Killzone range.
 
Let’s take an example of a Fed Heavy Cruiser vs. a Klingon D7; a classic match up.

In the regular forward arc the Fed CA has 4 Phaser 1’s (Ph1), 4 Photon Torpedoes (PT), 2 Phaser 3’s, and 1 Drone (if the player can line it up perfectly straight on he can add another 2 Ph1’s).
The Klingon has 3 Ph1’s, 2 Ph2’s, 4 Disrupters (Dis), and 2 Drones.

At range 15”:
We can ignore Drones for the moment (assume the cancel one of each other’s and the Fed Ph3’s get the other Klingon Drone). Ph1’s are past half range and so hit 2/3 of the time for one point each averaging 2/3 of a point. The PT’s are past 1/2 range and hit 1/3 of the time for 4 damage averaging 4/3 points each. The Dis are past half range, hit 1/2 the time for 2 points averaging 1 point each and the Ph2’s and Ph3’s are out of range.

The Fed CA averages 8/3 for Ph1’s and 16/3 for PT’s on the turns that he can fire them. If we spend a lot of the game at this range you can sort of average out the reload rounds and get 8/3 for the PT’s for a total of about 5.33 damage per turn.

The Kling D7 gets 2 damage per turn from Ph1’s and 4 for Dis for a total of 6. A pretty even exchange if we stay at 15”, especially as the Feds will sometimes get 2 more Ph1’s by lining up and their weapons have advantages for critical hits. Of course, the battlefield is more complex, but it gives you an idea of what to expect.

At Range 12”:
Note that my references in earlier posts to range 11” are really referring to this range band; I like to have a little buffer for clarity, so 11” is my target.
At this range the Fed CA is averaging the same damage output, but now the Kling can fire Ph2’s and the Dis are less than 1/2 range. We get 1/2 point each from the Ph2’s and the Dis go from 1 pt each to 4/3 each.

The Fed CA is still at 5.33
The Kling D7 is now at 8.33 – a good boost.

At Range 7.5”:
The Ph1’s go to Kill Zone at 8” and so double their damage– a net advantage for the Fed as he has more of them. In addition the PT’s are now at ½ range and go from 4/3 damage to 2 damage each – a big increase. This is where I want my PT’s firing if I am a Fed player (or at 6” if I can overload them for massive damage). If I am not Overloading, as the Fed player I want to stay out of the 6” half range of the Kling Ph2’s; this makes for a pretty narrow optimal band.

The Fed CA is now at 10.66
The Kling D7 is at 11.33

At Range 4”
The Ph2’s are now in Kill Zone and under 1/2 range; the Ph3’s are now in range at over 1/2.
Fed CA is now at 11.66 if they commit their Ph3’s
Kling D7 is at 13.

Of course it is not this simple! It wouldn’t be much of a game if it was. It is, however, useful to have some rules of thumb in the back of your mind to help you avoid making mistakes and missing opportunities. For the Klingons the 8.5”-12” band looks pretty good against the Federation; all else being equal.
 
Humbaba said:
Of course it is not this simple! It wouldn’t be much of a game if it was. It is, however, useful to have some rules of thumb in the back of your mind to help you avoid making mistakes and missing opportunities. For the Klingons the 8.5”-12” band looks pretty good against the Federation; all else being equal.

Yea but feds will be happily tossing photons from the range of 15" anyway. You aim for the shield-ignoring 6's anyway so the range penalty is less of a problem.

Yeah in terms of raw output 7.5" is probably better and 6" even better but getting those to worthwhile targets is going to be tough. Ergo just start flinging photons from the get-go. They are very efficient in any case.

Hits on 4-5 are mostly just backup in case you are rolling less than average's in 6's!
 
Humbaba said:
Of course it is not this simple! It wouldn’t be much of a game if it was. It is, however, useful to have some rules of thumb in the back of your mind to help you avoid making mistakes and missing opportunities. For the Klingons the 8.5”-12” band looks pretty good against the Federation; all else being equal.

The other big thing is if a weapon slips past the shields - annoying if its a Phaser - potentially ship crippling killing if its a Photon - very difficult to model this :wink:
 
Captain Jonah said:
There is one other advantage the Klingons have. They get to wear the evil beards and do it with Style :lol:

Damn, now I'll have to completely re-write my Klingon Battle Tactics to include making effective use of this advantage! :lol:
 
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