General Beginner's Tactics

by John Kim
This is an overview of basic tactics used in SFB, primarily for the beginner. It is broken up into ranges and the sort of fighting generally done at those ranges.

Long Range (16+ hexes)
or The Approach Battle
At these ranges, individual ships can rarely damage each other unless one is caught by surprise. Average damage for a cruiser is usually less than 10 points, which can be absorbed by shield reinforcement. However, fleets can deliver significant damage at this range, knocking in a shield or crippling a small ship.

The main key in the approach battle is when during the turn you reach medium range. For example, disruptor-using races often want to soften up their enemy with a range-15 shot before closing to overload range. They want to end the turn just inside of 15 hexes, while their enemies probably want them either outside or well inside that range.

Maneuvering at this range is mostly about controlling the range. In fleet battles, though, which shield is being hit becomes important as it can be eroded before closing.

Medium Range (9-15 hexes) or
At this range individual ships can inflict significant shield damage. In a duel, disruptors and phasers can take a shield down by 30-50%. Fleets can destroy small ships at this range. This leads to several important tactics:
Near Range (5-8 hexes)
While overloads can reach out to 8 hexes, this range bracket is not generally a decisive engagement. Phasers (especially the Klingon Phaser-II's) are weak here, and photon torpedoes only have a 50% chance of hitting. The damage at point-blank may be double or more what is done here.

This is a threatening range: close enough to crack shields, with the chance of doing internals on a fresh shield. However, it can be disastrous to fire at this range if the opponent then takes the opportunity to close to point-blank and take a real killing shot.

One vital tactic at this range is bluffing. As you get into this range, the opponent may put his power into shields and weapons rather than movement, expecting to close for the better shot. At range 8, you fire your weapons and move out of range 8 the next impulse, denying him an equal shot in return. However, this is extremely risky. If he can close with you before the end of the turn, you may take more than you gave and be in a poor position for later.

Close Range (3-4 hexes)
This range is typical of a `battle pass', where ships fly close by each other, but do not drop into point-blank range. Damage in a duel is usually guaranteed to get internals. Specifically, this range is dangerous for the Federation and Hydrans. Disruptors have an advantage at 3 hexes, and Klingons prefer an oblique approach to use their rear phasers.

An important tactic here is considering early fire. If you hold all your weapons for a closer range shot, then some weapons may be destroyed before they can fire and you might not be able to get into that close range. Thus, some players will fire 1 torpedo and 2 phasers early -- thus weapon hits will be spent on already-fired weapons.

On the other hand, the opponent may be able to turn so that your `early' fire is on a different shield than your close-in strike. This can cost you internals.

Knife-Fighting Range (0-2 hexes)
This range is where ships are crippled and destroyed by full overload volleys. There are several critical issues here

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John H. Kim <jhkim@fnal.gov>
Last modified: Sun Jan 11 12:37:42 CST 1998

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