The Gorn Anchor

deadshane

Mongoose
In my ongoing self masochistic quest to make 'lumbering' work...(why do I torture myself?)...I've been again checking out my beloved Gorn.

It occurs to me that the HDD is possibly a VERY fine ship if your plan is to tractor that pesky Klingon and hold him there for a turn so that your BCH or DN can get a boresight shot on him.

Quite simple really, simply get close, use 'Engage Tractor Beams' and utilise your nice turn mode to get on top of a cruiser with your HDD. Then lock on.

What's nice about the HDD is the fact that it has 24 hull points and a nice stout sheild. The turn mode of 4 is nice as well when using this tactic. It would be nice to be able to use the BDD as it is Agile and much harder to get away from, however, I'm not certain that it's meager hill total of 16 is up to the challenge of pinning down enemy ships. The HDD is already beating the D-6 in hull points putting it at a slight advantage for not letting the Klingon get away. All you need to do is a single internal. Gorn have enough phasers to accomplish that. (I'm using the D-6 as an example b/c I think that Klingons are the Gorn hardest matchup and the D-6 is their most points efficient cruiser)

Once the D-6(or equivalant cruiser) is trapped you should "in theory" be able to maneuver your larger ships into postion for a favorable plasma shot assuming you've maintained a fleet formation to do so.

If you know you're going to be in a good position to fire plasma your HDD can even go on a different special order other than 'Engage Tractor Beam' on the turn you need the opponents ship to maintain it's position and remain still for your kill-shot. In order to do this, your 'Holding' HDD needs to be the final ship to move that turn. If you can force the 'held' cruiser to move before you activate your HDD (either thru number of ships or opponents priority) it will be held due to the last turns 'Tractor' order. Then, once the held ship has used it's movement turn (and remained still hopefully) you can activate your holding HDD. Reinforcing sheilds, going 'All hands" in order to repair the damage from panic fire the Klingon has incurred...whatever.

This tactic could be really telling if you have multiple (say 4 or more) destroyers in your fleet to go out and "Anchor" your opponents ships.

It's a better chance for you to hold SOMEBODY without them breaking away. All you should have to do is win the opposed check. (any ties will result in them getting away unless a miracle happens and you actually win initiative on your turn)

As an interesting note, I figure that if you really plan on using this sort of tactic with your fleet, it makes the 'Command +1' a little more useful on the Battlecruiser and the Dreadnought. You still don't stand a snowballs chance of winning initiative, but instead of "impossible", winning initiative is now only "almost impossible". That's a big deal when anchoring ships. If your plan with the gorn is to just run up and shoot there are better ships than the Command+1 ships to do it with.

...so, has anyone tried this? Seems like a nice answer to the Gorn' Lumbering problem. If the Gorn ships are immobile, seems like a promising plan is to make the other ships immobile.
 
deadshane said:
In my ongoing self masochistic quest to make 'lumbering' work...(why do I torture myself?)...I've been again checking out my beloved Gorn.

I have to say, you have got _exactly_ the right attitude towards this fleet :)
 
deadshane said:
As an interesting note, I figure that if you really plan on using this sort of tactic with your fleet, it makes the 'Command +1' a little more useful on the Battlecruiser and the Dreadnought. You still don't stand a snowballs chance of winning initiative, but instead of "impossible", winning initiative is now only "almost impossible".

Statisically you don't but having had a recent game (B5 not SF) where I had +6 Initiative Bonus versus his his +3 and proceeded to loose almost every turn - it happens suprisingly often.......
 
Da Boss said:
Statisically you don't but having had a recent game (B5 not SF) where I had +6 Initiative Bonus versus his his +3 and proceeded to loose almost every turn - it happens suprisingly often.......

There is nothing random about dice...
 
msprange said:
deadshane said:
In my ongoing self masochistic quest to make 'lumbering' work...(why do I torture myself?)...I've been again checking out my beloved Gorn.

I have to say, you have got _exactly_ the right attitude towards this fleet :)

I'm not entirely sure what that means but if I do work out why the man with the red name thinks Gorn players need to be self torturing masochists I may be annoyed :roll: :wink:
 
This is a great writeup Deadshane, and I definitely agree with it. I've always loved the Gorn Anchor, going back to my introduction to the Star Fleet Universe, playing Starfleet Command on PC (though I was typically using it in combination with scatter packs as a Klingon :D).

Anyways, I agree that the HDD is a great looking ship (plus Stegosaurus are perhaps my favorite dinosaur!), what do you think of a fleet like this?

Gorn 1000 Points
CC Allosaurus-Rex - 225
CM-K Epanterias-K - 195
HDD Stegosaurus - 145
HDD Stegosaurus - 145
HDD Stegosaurus - 145
HDD Stegosaurus - 145


Put them on opposite sides of the deployment zone in CC/CC+HDDx2 groups and just try to pincer them.

Too much HDD? The ship is very true to the fluff about how it should really be called a Light Cruiser. A solid ship for its points cost. For a 500 point game I'd probably try a pair of em plus an Epanterias-M.
 
There is no such thing as too many Stegs, they are a herd animal after all. :lol:

Considering that everything bigger is stuck with Lumbering and the base CL is a pile of expensive uselessness (glass hammer) it is the best Gorn ship. Well till we can get rid of lumbering on the cruisers then the CM comes to say hello.

Also it is named after one of the more popular Dinos 8)

With an S and two Fs all of which have F arc you don't need to centre line it to dump 8AD on someone, two HDDs can make a mess of anything cruiser sized.

24 shields gives it some staying power along with decent damage and that all important 2D shield boost.

6 x HDD + 1 x BDD for some mobile Gorn firepower, just don't get caught anywhere you can get ganged up on :lol:

Still the latest ongoing attempt to prove the Gorn are a viable race has us looking like the ISC with Echelons now what with the smaller stuff up front and the cruisers at the back in cone formations. With the ISC it works thanks to the longer range of the PPD. Not sure about the Gorns, if it helps fine but it doesn’t deal with the underlying problem, just helps to hide the symptoms.

Go STEGs go. :mrgreen:
 
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