McKinstry said:I agree that each boost shield die effectively cancels 1 drone but assuming even a 30 shield ship, that Kzinti attack is reduced to 5 x D6 for an average damage range between 15-20. Your Phaser 1's, even for Gorns and Romulans with their mediocre arcs, can certainly both take out a 5 drones although by no means guaranteed
Add in phasers-3, add in tractor beams, and the defences all soon begins to mount up. Gorn do not have as bad arcs as people imagine (their smaller ships are somewhat restricted, but can freely turn to present the best arc possible to an attacker), as while they have they may have few phasers in each mounting, they overlap a great deal.
McKinstry said:That isn't an option for the early series Romulan ships but the Hawk series and certainly the Gorn can do that but, as both are reload dependent fleets, the reactive only/defend with phasers while boosting shields is a defensive/reactive mode and once the plasma tubes are empty, it is a very hard cycle to break as it takes offensive fire to put the other chap, assuming he isn't a Gorn or Romulan, on his defensive and make him react to you.
You can't put the Gorn and Romulans in the same reload way of thinking as the Federation. When a Federation ship fires its photons, it needs to reload, as you don't know where you might get the opportunity to fire again. Gorn and Romulans are different.
As you approach the enemy fleet, either under the cover of boosted shields (which long range drones will just bounce off) or cloak (the ultimate drone defence), your opponent should be _terrified_ of your ships. As you move within 18", the drone waves will intensify, but absorb the damage and, next turn, you will be in range for your plasmas and the tide will turn. Don't be afraid to rush some ships forward under All Power to add a single plasma to the weight of an attack from another (the 'only way to be sure' tactic). Keep as many phasers as you dare trained on his ships and rely more on shields at this point, though he will likely pick on one ship with three and you will be able to go 'full defence' with those and full attack with the rest (I don't usually use the Intensify Defensive Fire, though I have seen others do so - YMMV).
The end result will be a ship or two on your side hurting, shields seriously hammered, maybe a smattering of crits, and a better number on his side all but destroyed.
After that, reload almost at your leisure, as the battle will have shifted in your favour. Some ships will be able to reload immediatly (and will keep your opponent honest), while others will be better suited to repairing shields.
This all assumes a basic 'battle line' approach by both fleets, but there are variations and other tactics that can be used to enhance it. I tend to always have a destroyer, heavy destroyer or light cruiser (or two) on one flank, to keep them out of the main battle line and where they can lend their plasma attacks to the main assault. Fast Cruisers are becoming a favourite in games round here (the common thought that two are needed to travel together).
I am sure others will come up with better ideas, but these are a few we have found to work.