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.

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:

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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