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.
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.