WYN Shark Tournament Tactics
By John Kim
The WYN Great Black Shark has been dubbed the ``Cheese Shark'' by
those who see it as a choice for captains wanting maximum firepower
rather than style or tactics. In truth, while it is a solid
contender, it takes just as much skill to fly effectively.
It is in many ways a slight variation from the Kzinti and the Klingon,
but it has its own distinct advantages. Those ships have
scatter-packs, which tends to make them depend on a single attack
run. The Shark is better at a continuous game, steadily circling and
tearing chunks off the enemy. It is damaged in return, of course,
but it takes damage better than most others.
Options
In the WYN Shark, you have option mounts, but a very limited set of
choices for them and you must use those options through the whole
tournament. The anti-drone option is only really effective against
other drone ships -- and thus unless the tournament is filled with
such ships, then the ADD just isn't worth it and can be ignored.
The choices remaining are:
- The Pseudo-Cat (Drone/Drone)
- Taking drone racks in both option mounts results in a ship very
similar to the Kzinti. At longer range, drones speed your ship up
because they use no power, and slow your enemy down as she spends
energy to deal with them. Close in, they can be deadly if your
opponent isn't careful, and soak up firepower that would otherwise
be going into you. However, you are limited by your control
capability: if you launch a full spread of 4, then you can only
fire 2 more until some hit.
- The Gunboat (Phas-1/Phas-1)
- This option gives you great direct damage,
surpassing most others in continuous damage potential. However,
it leaves you low on power. If you load overloads and phasers,
then you will be going very slow and your opponent may avoid range
8 or otherwise outmaneuver you. Your arcs are better than all
others, but you still need to centerline your opponent to fire
all your guns.
- The Split (Phas-1/Drone)
- This is a good medium between the two, since the drone can fire
when the opponent is on the phaser side. However, this limits
your maneuvering if you keep your phaser side towards the enemy,
and makes you predictable in your attack run.
Everyone develops their favorite, of course. I like two drone racks
because it gives me speed and flexibility in my maneuvering. However,
phasers are more dependable in causing damage.
Ships Features
The wonderful thing about the Shark is how well it takes damage.
Their tops are made out of rubber, their bottoms are made out of
springs. Looking at the types of damage that come in:
- HULL hits have a better distribution (8+8) than the Klingon (4+7)
or Kzinti (5+10). On the DAC, over twice as many hull hits are
forward than aft -- and once forward hull is out the ship starts
losing batteries and impulse power. The Shark can on average take
30 hits before it starts losing batteries (vs 18-20 for the
others).
- PHAS hits are mitigated by the 3 phaser-3-FX. These ``pad''
the phaser-1's so that after five PHAS hits, only 2 phaser-1's
will be lost. Phaser-3's can also be repaired in a single turn,
restoring this padding.
- TORP hits are mitigated by fast disruptor repair. If you lose a
disruptor on turn 2, it can be firing again on turn 4 with a 10
hex maximum range.
If you are expecting to take damage early, a possibility to consider
is taking a drone rack or two out of service the first turn and unload
some drones for use as reloads. Then if later on a drone rack is
damaged, you can repair it and load it. After all, nearly always a
rack will be destroyed before you run out of drones to fire. Often it
is more useful to have a turn-1 launch, but this tactic can give you a
bit of an edge late in the game.
General Disruptor Tactics
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 first answer is the ``sabre-dance'' -- fire at range 15 with
standards and then turn away to keep the range open... thus
guaranteeing that he won't get an overloaded shot on you. This nets
you 8 damage on average (2 per disruptor) -- plus 1 for every phaser-1
you fire. Most other tournament cruisers have less long-range
firepower.
The best way to overload for an attack run is the famous
``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.
General Drone Tactics
The key to drones is timing and confusion. A calm and clever opponent
will know what your launch output is and hold back enough firepower to
wipe out your drones. This helps you by diverting firepower which
would otherwise go into your ship. However, by tricking your opponent
you can get a hit.
- Flying Armor: In the straightforward approach, you
want to stack your drones so that they reach your opponent about
when you do -- forcing him to shoot or tractor them which uses up
power and phasers that would otherwise have gone into you.
If you are launching at close range, check ahead on the impulse
chart. Sometimes you can get drones (especially fast drones) to
jump from range 2 to range 0 if he is trying to close -- forcing
him to either spend more firepower or hold back from his
approach.
- Sneak Attack: If you really want to get a drone hit,
then you need to lure the opponent into firing phasers or using
power which he needs for drone defense. Often if you give him a
tempting shot on your ship, he may use up phasers that he needs
for drone defense. Bursts of speed and/or shuttle launches may
catch him unprepared. Also, make him think you made a mistake
which he can exploit.
In the first round of HR3, I turned away from a Lyran to take
his weakened ESG on a fresh shield -- thus ``accidentally''
letting him get behind me. In reality, I carefully examined the
hexes and impulse chart and realized that I could get two
type-IV-F drones to jump from range 2 to range 0 if he tried
to slip behind me. They both hit and I got two impulses of mizia
phaser-fire on his downed shield.
- Anchor: This is the traditional Kzinti move, and it
is a good one. However, since your drone assault is more
slow-and-steady than the Kzinti, opponents are less likely to
resort to wild weasels in the first place. Obviously don't pass
up a golden opportunity, but you can fight just fine without this
too.
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. Also, at the last minute as he closes
you can try weaseling to ruin his attack run -- it seriously
weakens photon hit chances because of the +2 shift from ECM.
- Klingon
- Kolonel Klink's real advantages on you are greater power, his
anti-drone, and his scatter-pack. Even without phaser options,
your extra phasers balance out his UIM, but the extra phasers
cost you power. The key here is (1) expect that he will control
the range, and (2) disrupt his initial attack run as he approaches
with SP drones. Don't try to out-speed him -- use the power to
reinforce and load/use phasers.
- Romulan TFH
- Mr. 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... it's not a bad knife fighter
and has a lot of tricks like cloak and pseudo-torps, plus it has a
deadly anchor.
Weaknesses: only 2 labs and 4 control.
- 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 (Pheasant?) is weak 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.
- Kzinti
- Meow-mix depends vitally on his scatter pack and double drone
control... Without these you just plain outgun him. He wants to
develop a big drone wave and charge with it -- thus you want a
steady exchange of fire. Consider weaseling his scatter-pack
drones.
- 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. Fire drones one at a time
so he can't snare a bunch, and wear him down. Ideally take out
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 so
he can't catch a stack in web, and again go for his #1 where he
has less phaser padding.
- 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. Again, here you prefer the steady
exchange of fire -- close with him or keep away to keep up a
constant disruptor and drone assault.
- 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.
He plays the slow-and-steady game even better than you do. You
need to go fast to keep up with him and punish him for panel
dumps. Don't overload unless you are sure you can keep up.
- Lyran
- Tigger obviously wants to overrun you -- and with more power he
will catch you eventually. Don't expect to dodge his ESG's unless
they are radius-0. You want to exchange standards (possibly twice
if he is slow in approaching) and build up a drone wave. Then
when he comes at you hit the ESG's together with your drones. You
can try to gamble by firing at range 4 and hoping to hit an ESG --
but it's a 50/50 shot. The important thing is to stay on him
after that and pound him.
- 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 and close with him carefully, then
stay on top of him. Use hack-and-slash.
- LDR
- The Commie is fast and deadly close in, but he just cannot take
internals well at all -- no phaser padding 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. Avoid range-8. If you have standards try to
stay at 12-15, and when you close make sure you are solidly in
overload range. Make sure to keep turning new shields for his
second PC shot.
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John H. Kim <jhkim@fnal.gov>
Last modified: Mon May 4 15:40:41 CDT 1998
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