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=== '''The Klingon Empire''' === Again nothing needs to be said; it's the Klingons. You know them. Proud and aggressive warriors ect ect. Keep in mind in the SFB timeline the Klingons were never neutered and remain an aggressive empire building race who use slaves to crew their ships. The Klingons were designed to be the opposite of the Federation ships. Featuring high manoeuvrability, fast firing weapons and speed. They're armed with the quick firing Disrupter that is great at mid range fighting, having a decent hit chance and decent damage for low power cost. Backed up by only OK phaser-2's and OK drones until Late War when they can change in the phaser-2's for the excellent phaser-1's. Good forward arc shielding and great firing arcs allow a good Klingon captain to bring more of his firepower to bear per pass then his opponent thus wearing down his opponents ship before moving in for the kill. Used properly the Klingons can dominate the movement phase of the fight. Taking shots at their best range and denying their opponents the opportunity to return effective fire. The Klinks are one of the hardest races to play well simply because they lack the 1 turn punch of most other races so any mistakes will probably cost you the game. As a Klink you have to dominate the fire exchange, you cannot let your opponent trade equal fire with you so you must always keep control of the range and ensure you come out ahead in the exchange. Your Disrupters are great for firing at 9 to 14 range, cost almost no power to use and can fire every turn. Sure when overloaded they hit like a wet noodle compared to other races overload but the whole point of the Disrupter is to NOT allow your opponent to fire off those costly overloads. Played right you can deny him any real chance to hit you with more then nuisance phaser fire as he'd probably rather hold onto the heavy weapons and try to catch you all the while your Disrupters are chewing away at his shields. Then after several turns of unequal exchange his shields should be severely weakened and you can turn in and go for the kill. Downsides are low alpha strike output and mediocre weapons, mediocre phaser suite and hull levels. If you end up trading equal blows with your opponent you will come out on the losing end. Plus you always have to be aware of a slave revolt if too many of your Security stations get taken out which can quickly end your battle. I know I've made the Klinks sound terrible but they're actually really fun ships to fly but they are tricky cuz if you charge in guns blazing your gonna lose and lose badly. Plus they have the single largest ship in the game; the monstrous B-10 a up-sized battleship. (Think Yamoto vs Iowa)
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