Kzinti tactics

Mazin1

Mongoose
I'm very new to the game and have been looking at the Kizinti. I couldn't find a tactics thread so thought I would create one. So we know they can throw drones. That's a given. What are their stengths and weaknesses? What is the best way to play them?

Thanks for helping a noob out. :D
 
The Kzinti are the premium drone users in the game at the moment. That said, some basic observations for them might be.
* Given the changes to drone rules, the Kzinti fleet has to fight in the 18" and under range band although if possible, no closer than 16" except against Klingons because -
* Fed photons at 15" and Gorn/Romulan plasma at 12" are not your friend and you cannot really trade Phaser 1 shots with any of those fleets as your phaser suite is mediocre at best
*If you get with 12" of a Gorn or Romulan, the Intensify Defensive Fire special order is your friend
* Your disruptor suite is OK and if fighting Klingons, getting closer than 12" isn't a big problem
* You have plenty of ADD and are reasonably mobile. In a drone trade off with Feds or Klinks, concentrate on a few targets using the maximum 3 waves allowed to run them out of ADD, more often than not long before your ADD gets exhausted
* Kill the weak. In a game where initiative matters and with I go/ you go in both movement and shooting, having a few ships left to move after the other guy is done is huge. Killing the smaller or weak/damaged is almost always better than spreading a lot of damage around and the 3 x 4 drone waves your fleet can put out can do a very good job on ships with poor self defense.
* For my money, the Kzinti NCA is by far their most effective ship for points cost. Buy lots.
* If fighting cloaked Romulans at the start, launch suicide shuttles - a bunch. If they stay cloaked, a cloud of 18-24 suicide shuttles about 14" between you and the Romulams makes for an interesting mobile asteroid/mine field. They won't do that much for you offensively but they complicate the heck out of the Romulans tactics.
* A Romulan using the engage cloak special order should be greeted with the same pleasure as a starving man meeting the pizza delivery guy. They have no defense outside of a 4+ save, 12 drones will usually yield between 36-48 hits which means 18-24 actuals. Knock those shields down a bit with phasers and disruptors and those 18-24 will, if not fatal, likely wreck all but an unscratched cruiser and kill anything smaller.
*The Kzinti FF is a trap. Looks nice and the thought of lots of them and many drone waves seems alluring but they die like bugs on a windscreen.
 
Nice post man thanks for writing it but when I read the thread title I thought all I was going to see was this.

Fire Drones wash rinse repeat. :P
 
The FF isn't great as a fighting ship, but with 18 shield and reasonable damage + 4 drone, 2-3 can stand in a battle line and boost your drone throwing ability. The War Destroyer/Light Cruiser at 150, are nice ships, one better than the other at fighting in a battle line, but with the same cost allow pick and mix options.
 
MarkDawg said:
Nice post man thanks for writing it but when I read the thread title I thought all I was going to see was this.

Fire Drones wash rinse repeat. :P


That's what I hoped this thread wouldn't become and McKinstry is a saint for what he posted. It would have been easy to go the other way with his post But He's posted pure gold here. I'm sure I'm not the only person who feels that way. thank you sir! :)

Ive only played 2 games with the Kzinti. Both 300 points. Both with the DW. Not sure about it yet. Was playing against the klinks and felt a little under gunned. He ran 2 D6s? It was a knockdown drag out and lasted the full 8 rounds, both had lost a ship and the remaining ships where beat up. I think I my have been a little to aggressive with them but getting an overload was money. My try a bigger game today. I am missing that under 100 point ship to fill holes or to use as an Initiative sink.
 
Take a good look at the Kzinti fleet and you see that it can be divided roughly into two styles of combat. Drones aside that is.

You have the older ships with the wider Disruptor arcs, often with pairs of disruptors firing F/P or F/S and you have the fixed forward ships with a block of disruptors just in the F arc. Also the Phasers are very lacking on the older ships but they have more Phaser 3s.

You can build two fleets out of the Kzinti, well three if you mix and match. One fleet goes head on, all those F arc disruptors force you to fight like Klingon’s in a way only without the better shields. The other fleet is the skirmish fleet that can fire Disruptors sideways to combine with the Drones.

Kzinti are on the whole a bit fragile against a plasma race, lack of Phasers and those oh so useful ADDs against incoming fiery plasma death. They do better against the Klingon’s, Feds etc.

A skirmish fleet should be racing around all over the place trying to keep the range open, trying to fly between separate groups of enemy ships so you get off both broadsides if you can but otherwise aiming for 15-16", 18" and under anyway. Here you can fly past, use Drones and those sideways disruptors to full effect and be far enough away to minimise return fire. This is very much a manoeuvre fleet and will get murdered up close due to the lack of Phasers and lower shields. Still with turn mode 4 and/or Agile ships you can flank the big slow Fed ships, try to stay out of Photon arc while hitting back with side arc disruptors. Disruptors at 16” and less hit on a 3+ which is good, they only do 2 Damage each but if you are firing them every turn sideways and your enemy is firing no heavy weapons back you are doing well.
Also you can make it obvious you are lining up on a target, watch it boost shields then shoot sideways against another target that doesn’t look like an obvious target.


The other fleet is the head on one, these are generally better shielded and have more Phasers (plus some ADDs), this are the ones that chuck Drones on the way in then fight like the Klinks in that they can move all over the place but need to end up nose onto the targets. The Drones act like super disruptors in this fleet, drawing off Phaser fire and doing significant damage to unwary targets.

You can mix the two together with some heavier ships going head on while some smaller ships skirmish and act as Init sinks. An entire fleet of skirmishers is hard to play, people will hide behind the terrain and try to rush you to get close and murder you. It’s what I do when faces with a bunch of cowardly Drone chucking furballs anyway

Thoughts on Drones. The three ship limit and range restriction where they don’t need a roll to not miss means that the Kzinti are going to be using them at 18” or less.

They can be shot down, indeed they mostly should be shot down as ignoring them is very painful. So the 4 Drones on a Kzinti ship can remove 4 enemy Phasers a turn (or less if they use Tractors dammit) but they still act to tie up enemy firepower. In this way they can be spread around, look at the enemy ships, how many tractors and Phaser 3s, how many Phaser 1s, do they have ADDs. Pick on ships with low ADDs, empty them first, or watch the Feds and if any of them fire Drones hammer them. Count how many Drones a ship can shoot down (1 per two tractors, 2 per 3 Phaser 3s etc) then fire enough Drones to make them use all those big Phaser 1s, you may not be able to hurt them but in return they are not hurting you. This can be very important against someone like the Feds with lots of Phaser 1s who seem to have trouble reloaded the Photons. Tractors and Phaser 3s can generally handle the first 4 Drones. After that its Phaser 1s or take 4D6 on the shields, make your enemy decide that every turn.

They are 360 arc and 18” range allowing you to focus them anywhere inside a large area and regardless of facing. This is very handing when mixing it against the Klingon’s since you can fire into the rear or flank of a Klingon ship that is not your target weakening the shields to allow someone else to fire against the now shield less ship. Kzinti fleets facing Klingon’s should be all over the place giving the Klingon player nightmares trying to keep those forward shields facing every Kzinti ship. Also with the range you can fire over the fighting line and hit enemy small ships that think they are well behind the fighting stripping away Init sinks and useful functions like scouts.

Even with the rules changes limiting Drones to 18” and three ship groups they are still the biggest weapon the Kzinti have, choose your fleet based on your overall tactical plan then go with that plan but use your Drones to add flexibility to whatever you do. 12 Drones still hurt and the fact that your ships can hit a single target from half way across the map makes it very hard to avoid attacks or to predict who the Kzinti targets are going to be. Line up your ships to use Disruptors against a D5W but then slam 12 Drones into the D7 which is engaging another part of your fleet and has its back towards several ships. The D5Ws ADDs are of no use against the Disruptors and a lone D7 is going to get hurt with only its normal shields. Plus other parts of your fleet can hammer the sides of the D5W in return.

The Kzinti can be an odd race to play, low Phaser firepower and not so tough but they have in effect a pair of 18” 12AD weapons that can be fired against targets in any direction. Aside from the Heavy cruiser types try not to get up close and personal, instead be everywhere so you cannot get pinned down. You can savage two enemy ships every turn at long range forcing them to use a lot of defensive fire power or suffer some heavy hits while your Disruptors nit pick other targets.

The hard part with Kzinti, (well to me anyway) is that you have such distinct and separate firepower. You almost need to treat the Drones and Phasers/Disruptors as two totally separate things then manoeuvre to get the best effect out of both.
 
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