strategies

 






PLACING MISSILES EFFECTIVELY

    Using the salvo missile type from the Fleet Book (FB) is a sure way to strike fear into your lesser opponents. But they are chancy, as some of them may get shot down or only a few lock on or miss the target alltogether. Here are a few tips to help you on your way.
    If your using cenimatic movement things will be a lot easier for you. The main objective is to find out your opponents speed say 8 for example. And place it exactly 8 inches from him directly in from of him. Then regardless of his maneuvers (slow down 6 speed up 6, slow down three turn hard 3, speed up 3 turn hard 3) he will end up within 6. Enemies with thrust ratings of 6 will rarely get away. Thrust ratings with 4 and 2 are sure hits and the rare vessel with 8 and the skilled commander to match will most often slip between your fingers.
    If you are using the vector movement system described in the Fleet Book you may have it better or worse than the cinamatic movement. An optional rule described also in the Fleet Book suggests that the range of lock on for the salvos are reduced to 3 inches. The objective for placing them is the same, but your chances are not as good. Place the salvo the speed your target is going (again let's assume 8)along his current facing and hope for the best. Vessels with 6 will beat you out more often than not, 4 will fall victim usually and 2 are sure hits.
 

DODGING MISSILES EFFECTIVELY

    If using the cinematic movement system odds are stacked against in this case. The best way to evade is well common sense known to every fleet commander out there. Be unpredictable, make radical turns and bursts of speed at unsuspecting moments. If you opponent tends to place missiles furthur out, and you are operating at a speed of 6 an excellent and sometimes unexpected maneuver (until you do it enough times that your opponent catches on! =) ) is to come to a full stop. That would be about all to offer one in a situation like that, however there are other methods besides tricky manuevers. Formation being the key word. Check out some tactics on Table 1.1 below.
 
 
Table 1.1 - Formations
                                   
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Have two small ships what i like to call "Cannon Fodder" beside your large expensive ones. If you should fall under missile attack, make a sharp 2 or 3 point turn in either direction and the small ship will take the hit. 

                               
                                     
                     ><       
                                             
                     I------------------I
                                12"
 

Area defense firecon is no doubt invaluable when up against a weapon as deadly as missiles. Surround your fleet with small ships and right in the middle have an ADFC equipped vessel. Being right in the middle it will be invulnerable to most missile attacks (becuase they will lock on to the other ships) and will lend a helping hand of 3 dice to friendlys all within 12".


 

    If using vector movement the formation  in the middle of Table 1.1 will still work just as nicely. The object for evading of course will be to turn to face your oponent using only one of your thrust points and punch the rest with your main drive. That will usually slow you down and evade the missile and put him right in your forward arc if your a 6 thrust. For 4 the only way to for sure evade the hit would be to just punch your main drive on you current heading but that could lead to other dangers. As for huge ships with thrusts of 2 your looking at being absolutely helpless. But usually ships with thrust two will be large enough and have plenty of PDS to deal with the threat, and with the help of the area defense fire con no problems should occur.
 
 

ALLOCATING WEAPONS FIRE

    To win a battle you must disable the other vessels as quickly  as possible, especially those who would do the most damage. However you must always use your ships to the max. If you want to take down an enemy Superdreadnought who is 15" away and you are a firing for your Heavy Cruiser who has a fat juicy destroyer 10" away allocate all you weaponry to the destroyer. Why? With all that extra firepower that you can use on a closer range target you will do way more damage to his entire fleet. With that extra firpower you will likely threshold it a few times and disable it in someway, leaving it weak or incapable of mounting an attack on you next turn. When you get to the Superdreadnought yourselft split the fire in half between two closer range smaller targets or go all out on a larger close range target. When using several small vessels like Corvettes or Frigates instead of firing for all of them at once do one at a time. With the reroll rule one corvette can do a lot of damage if the sixes come his way! That way no fire is wasted and you can take your opponent down. Despite some of the notes above, the fact remains, "Take the biggest guy with the biggest guns down first."
 

ALLOCATING REPAIR CREWS
 
    When allocating your repair crews, always use the max possible (3 repair crews, succesful job on a 4, 5 or a 6) on the most vital system rather then splitting them up. You get better results all the time. If you have 4 repair crews and you need to repair your FTL and your Life support take all three for your Life Support and just the one for your FTL instead of splitting them up 2 and 2.
 
 

MORE TO COME...
 

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