Klingon Tournament Tactics
By John Kim
The Klingon D7CT is based on one of the oldest ships in the game, and
is built around classic tactics. It is a well-balanced cruiser,
lacking the major strengths of other TC's but with few glaring
weaknesses. In the end, a Klingon commander must capitalize on the
minor advantages he has to get the critical edge.
Ship Features
The Klingon does not have a single big strength or weakness, but
has a variety of lesser edges. To win, you must try to make the
most out of the handful of edges that you have.
- No-burnout UIM, giving you unique range-8 firepower.
- Scatter-pack, giving upi a one-shot drone wave.
- An anti-drone rack which also fires type-VIs, indistinguishable
from other drone launches.
- Waist phaser-2's, giving it a large phaser capacitor and rear
protection against seeking weapons.
- 39 power, which is 1 point over the standard 38
- 7 transporters, more than any other TC.
Its phaser suite is mediocre overall, with 5 PH-1's plus two wing
PH-3's and the waist PH-2's. The FX arcs are good, but the wing arcs
are harder to use than standard FA+L/R. Weaknesses include:
- Paper-thin hull (hull distribution 4+7). This means that you
should expect to start losing batteries after 12-15 internals.
The Klingon does not take damage well.
- Lack of phaser padding from the front. Your phaser-2's don't
fire into the FA, so they cannot be damaged from the FA, either.
There is also a set of hexes in the FA where off-side wing phasers
cannot fire, leaving you with only 1 padding phaser.
In general, it is vital to learn by heart the special wing arcs in
(D2.32). Think about these not only about when to fire, but also how
you will receive damage. An opponent might well fire early (range 3
or 4) if your off-side wing-phaser is not in arc, getting one of your
vital phaser-1s because you lack padding. Your firepower advantage is
entirely dependent on these special arcs and on your UIM.
In general, the Klingon has an edge early in the game from his
scatter-pack and UIM. But as the game progresses, the D7CT doesn't
take damage as well as most other TCs and the game turns against it.
Thus, it is vital to get an edge early.
Standard Approach
The main key with the Klingon is to try to use its superior
medium-range firepower to weaken your opponent before he can get
into knife-fighting range. This is known as the ``Klingon sabre
dance''. This is vital because you don't take internals as well
as other cruisers, and your UIM gives you an advantage only at
ranges 3 to 8.
The classic turn one approach is to load standard disruptors,
minorly reinforce your #6 shield, and move 24 for most of the turn.
Launch your scatter-pack early to delay your opponent, recover the SP
with a tractor beam when it pops, and then follow behind the SP
drones. When you reach range-15, fire and turn away. Turn Two you
charge overloads, retreat to the corner while turning around to end
the turn at range 8 where you fire an alpha strike in at the
approaching enemy.
On the one hand, don't be afraid of doing the standard -- there is a
reason why it is successful. Don't give up these edges just to be
surprising. On the other hand, if your opponent tries to mess up
this pattern, be prepared to respond flexibly. If he flies at you
at speed-31 all turn to catch you, then he hasn't spent much on
firepower and you might decide to go toe-to-toe with him and then
try to escape. However, don't throw away your advantages just to be
surprising. Your opponent will just be surprised at how easily you
are defeated.
The Scatter-Pack
The first thing to consider is how you want to use your scatter-pack.
I would highly recommend launching it early in turn one, and
furthermore recovering it with a tractor. To do this, you must go at
speed 12, as per (J1.62). This limits you to speed 24 maximum for a
while, but having an extra shuttle is worth the temporary limit.
It is tempting again to shake up the accepted standard, but scatter
packs launched later in the game tend to be destroyed before they can
burst. You can launch pseudo-SPs in the hope that the enemy will
waste fire on them, but the loss of the shuttles often isn't worth
it. Shuttles are extremely valuable, especially in the end-game.
Don't waste them.
For loading, it can be worthwhile to put one type-IV drone into the
pack. This seriously complicates the enemies planning since he can
no longer be sure of any of the SP drones. Putting in one or two fast
drones in the mix also helps split up the swarm. Also, the fast
drones will probably arrive before the end of turn one. This way, you
can launch 2 more from your racks at the end of the turn. An early
advantage is very helpful.
Maneuver the swarm to keep the drones between you and your opponent.
He may well be coming in at speed-31, so you should practice at
preventing the `dodge' maneuver where he slips around the speed-20
drones. Try it a several times on an empty map, trying to get a
speed-31 ship past speed-20 drones.
There are rare occaisions when you will want to hold back, and perhaps
try SP tricks: like varying the trigger conditions or unloading one or
two of the drones. For example, the Tholians can gum up the SP swarm
in cast web, and may need to be finessed. On the other hand, remember
that the web doesn't destroy the drones but only delays them for 16
impulses.
The Anti-Drone
There is a tendency to consider the Klingon ADD rack a significant
feature. It has unique rules to allow it to fire type-VI drones which
can potentially be confused with type-Is. However, in practice the
primary use of the ADD rack is simply as a free drone hit. Chances are
that either your type-VI will be labbed and then ignored, or that your
ADD rack will be destroyed before you can get in a potentially
deceiving shot. The lesson here is: don't spend the few drone
points you have on type-VI's or type-VI upgrades!!
It is possible to deceive the enemy only by launching at range-0 or
range-1 when the drones move the next impulse. Because of the
Sequence of Play (move-lab-launch), the enemy won't have a chance
to lab them. But this is difficult to arrange, and never count on
it.
Using Your UIM
The big question with disruptors is always how to load them.
Overloads are neccessary for maximum firepower at close range, but
they slow you down so much that it can be difficult to get into
position. The Klingon is more peculiar because it's tactical edge
(i.e. having permanant UIM) is only in the 3-8 range bracket using
overloads.
It is difficult to decide how to use your UIM to the best advantage.
Sometimes it can be good to scrape range-8 on turn one, using 4
reserve power to throw 2 OL disruptors plus 2 standards and phasers
into your opponent while he is dealing with your SP drones. However,
this potentially can bring you in too close too soon.
The standard sabre-dance is described above: firing at range-15 turn
one and then wheeling around and overloading for turn two. This
certainly plays to your strengths, but don't follow it blindly.
If you are short on power, keep in mind the old ``hack-and-slash''
maneuver. Here you approach your enemy with your disruptors unloaded
or at standard -- timing your approach so that at the end of the turn
you are at optimal range (0-4 hexes depending on your opponent). On
impulse #32 you fire your phasers from the capacitor, taking down his
shield and doing a few internals. Then in Energy Allocation, overload
your disruptors and fire on impulse #1. Your opponent cannot move or
HET on impulse #1, which guarantees that you will be firing on the
same down shield.
Opponents
- Federation
- Freddie depends on getting to range 4 with his overloaded
photons. The more you can throw at him before he gets there, the
better. Use standard disruptors to pound his forward shields
(ideally his #1) early on. Fred sometimes heads for his corner,
so you might consider leaving the SP behind to chase after him at
higher speeds (i.e. over 24). This gives you more room to run
once he has full overloads.
- Romulan TFH
- The Hawk is a solid Romulan. You need to keep up speed, and
like Fred put as much damage into it at medium range as possible.
Averaged over turns your firepower is superior, so keep up
standard fire and run out the launched plasma as best you can.
Be careful about getting in close... Hawk's not a bad knife
fighter and he has a lot of tricks like cloak and pseudo-torps,
plus a deadly anchor.
Weaknesses: only 2 labs and 4 control boxes.
- Romulan TKR
- The Kestrel's faster and a little tougher, but with split arcs.
Thus, it is in theory more limited in anchoring since it needs to
fire through its #1 shield -- but again, be real careful about
getting in close... It is tempting and can win you the game, but
it can also get you roasted.
- Romulan TKE
- The Peasant Eagle (not really a King) is weaker than the other
Roms, but faster under cloak and has a T-bomb for drone defense.
It sucks at knife-fighting, so if you have dealt with a torp or
two you are safer in closing and just pounding it. Hold your
drones to pound him while he is decloaking.
- Kzinti
- Perhaps even more than you, the Furball's battle plan revolves
around his scatter-pack. You have an edge here because your ADD
can chew up his incoming drone wave. As usual, delay and try to
fight at ranges 15, 8, and 3 respectively. The real thing is that
you want to avoid ranges 2 and less like the plague!
- Gorn
- The Lizard is very similar to the TKR but slightly tougher. He
has a lot of phasers but lousy arcs. If you run out his plasmas,
you will dish out more than you receive. Beware of the Gorn
anchor -- but if you do enough damage before he closes, you will
win.
- Archeo-Tholian
- Archie's got great firepower and the web, but he's small and his
disruptor arcs are split. Early on he'll outspeed you, but if he
has to overload he really slows down. This is a real tough one
for you, though, and your chances depend on getting the most out
of your drones in spite his web-casting. You have to try tricks
with your SP to prevent him from webbing up the swarm. Go for his
#1 shield -- he needs this to fire all his disruptors, plus from
the front he has no padding for his phaser-1's.
- Neo-Tholian
- The navy rockhead is bigger but actually less well-armed than
the civilian. This one can better afford to overload, so be
prepared for a straight slugfest. Again, spread out your drones
and try SP tricks to prevent him from webbing it.
- Orion
- Fighting Jolly Roger really depends on what options he's got.
Usually he's looking to charge up some heavy weapons, then come
screaming in for a big charge. You want to delay him as long as
possible while laying down steady disruptor fire.
- Hydran
- Fighting the trash-can depends on how he uses his fighters.
Keep up your speed to avoid close range, and try to damage either
his #1 shield or his fighters with standards. Your drones won't
really slow him down, so time them so that he has to deal with
them just as he is making his attack. Don't let him overrun you
without a good chase -- but don't expect to dodge him forever.
- Andromedan
- Andy is a tricky customer who can take a huge amount of damage.
You need to go fast to keep up with him and especially punish him
for panel dumps. Approach close behind your SP drones and then
stay on him. Don't overload unless you are sure you still have
enough power to keep up. Miser your batteries for a good overload
opportunity.
- Lyran
- Tigger is an oddball matchup for you, because his mid-range
firepower is just as good as yours (at least for the first shot).
You really want to come in right with your SP drones to close
range. He will probably set his ESGs at a low radius for
defense. If you can, alpha strike him before your drones hit
his ESGs. You have fair odds to take out 1 ESG, which will put
him in a lousy position. The trick is in timing this approach.
- WYN Aux
- Like Roger, fighting the Bathtub depends heavily on what he's
got in his option mounts. He's fast and may want to anchor you.
Again, keep up your speed and your fire -- if you can damage him
enough before he gets in close you've got it.
- ISC
- The Peacemonger is a tricky diplomat. What he wants is for you
to charge at him, eating a PPD and several torpedoes to get in
close, where his phasers will open up your weak shields. On the
other hand, if you let the battle drag on his PPD is devastating
on weakened shields. Reinforce heavily and close with him behind
your SP drones, then stay on top of him. Do not believe the hype
that he is a bad knife-fighter: his 6 PH-3's speak otherwise.
- LDR
- The Commie is fast and deadly close in, but he takes internals
much worse than you -- no phaser padding at all and good chances
of losing an ESG. Soften him up as much as possible before he
overruns you -- aiming for his #1 shield.
- Seltorian
- The Bug is a tricky customer because he doesn't have to choose
overloads until he fires -- that's his main strength. Thus, he
likes dancing around just like you do -- but he may dive in
unexpectedly and fire overloads, or stay out of overload range
if you slow down. Time things well and keep your speed up.
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John H. Kim <jhkim@fnal.gov>
Last modified: Thu Nov 19 00:56:49 CST 1998
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