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== 10 Tips for New Players== # If you don't know what your opponent will be flying choose a Federation ship. They are the best all-a-rounder ships in the game. The wunderweapon that is the photon torpedo will allow you to meet any threat if handled properly. # On a Point per Point basis the Romulan Hawk series (SparrowHawk, FireHawk, NovaHawk ect) are the most powerful ships in the game. Do not underestimate them. Don't bring a SparrowHawk-J to a friendly match or it won't be friendly very long. # If your new to SFB choose to fly Klingon. The Klinks don't have the raw one turn firepower to alpha strike and win so you will have to learn to throw your ship around properly to win. Once you've master the Klinks the other ships are cake. # The cloak is not a I-win button. Your under serious tactical penalties every time you turn that sucker on and experienced players WILL know how to handle you. Cloak only if you have too, not just because it's there. If enemy fighters are on the map NEVER cloak. # The ESG has zero Friend or Foe discrimination. Make sure when you crank that field to max your not killing your own shuttles or teammates. # If your playing Orion think about putting PH-1's in the mounts. You'll be surprised at how effective they can be and you may not need to use your Cocaine rule until it's time for the kill. # Conversely if your playing Orion remember the Cocaine rule. If your opponent isn't at least crippled by turn 4 it's time to leave. Don't stick around with half your engines gone just because your opponent is hurt. Your not a warship you can't take hits and keep fighting. # Smaller ships are fun. Frigates and Destroyers have great power to speed ratio's making for a fun and fast moving game. Don't just focus on the big boys. # Don't listen to the manual. ISC ships CL and larger don't need to be in an Echelon they're perfectly OK on their own. Quite dangerous in fact. # Hydrans come in 2 flavors; Fusion Cannon and Hellbore and they play exactly NOTHING alike. Be aware of what your flying and play appropriately. # Know the Impulse chart. Don't let yourself accidentally enter Overload (range 8) because you thought you moved when you don't. # Know your opponents weapons. You can guess your opponents move range based on the type of weapons they carry and what stage of arming it's at. For example you know that for the first 2 turns a Fed CA will be slow as it's forced to use a lot of power to charge up those juicy photons but in turn 3 suddenly it's able to move faster as holding photons is pretty cheap compared to overloading them. # Failing to plan is planing to fail. Have a way in and a way out and a way to get out if things go wrong. # If you don't know ASK! See below # Have fun! It's a game with friends not life or death.
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