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==Super Basic Tactics== Here are just some very very VERY basic tactics to help you get started. Each Empire will have it's own unique heavy weapon and thus their own preferred tactic to employ but most of them will be a variation of these bellow 3. ''Oblique Pass'' This is the standard opening tactic for most races. You approach your opponent at a angle off the main #1 shield (usually #2 or #6) then reach the range you want to fire at, fire and turn away to reload. This is the Klingon's favorite tactic to wear down their opponents before they move in for the kill. Differing races will have differing preferred ranges to exchange fire. The idea here is to set up a range where you can hurt your target but take minimal return fire but not to commit to a knife fight at short range by turning in. Hydran Hellbore ships love this tactic as their ships are designed around it; get to range 14 where your Hellbores have a solid hit chance and where for anyone but a Klink returning fire will be wasteful, dump some PH-1's to scratch a shield (preferable the #1) dump the Hellbores and watch the now weaken shield get crunched. Turn away, reload and repeat until your opponent cries enough and dis-engages. The main catch to this tactic is your ship needs to be fast enough to get away from your opponent while charging it weapons, as you just shot your wad so your opponent is free to close to what ever range he's likes (most likely 3 or less) and dump his overloads on you without fear of reprisal. As well as be nimble enough to able able to turn around and re-engage without giving up too much ground. Luckily the ships that tend to use this strategy are able to do this. The Klinks, the Hydran Hellbore ships and the Andro's all have the speed and turn rate (Andro's have the DD to literally teleport away) to get in and get out while pulling away. Don't forget the fancy Klingon phaser arcs if your getting followed! They can be a nasty surprise. If you have to delay rearming to speed up then consider it. Also fun tip you can roll a T-Bomb (or Nuclear Space Mine if you got one) out the shuttle bay as a nasty surprise if your opponent follows right behind you. Fun fun! Many plasma users will aim to have their torpedo's meet you at ranges 18 to 14 to stop this tactic but if your smart you'll hit range, dump your shots then speed change and zoom away. Watch as the poor Gorn player weeps as his expensive torps fade away in your rear arc. Remember it takes 3 turns to re-arm a plasma launcher but your Disrupters can fire every turn and your Hellbore only take 2 turns. ''Battle Pass'' A battle pass has a lot in common with the oblique approach with the exception that the engage ship wants to get into close range (4 or less) and stay there. In SFB a close range slug out battle with overloaded weapons is called knife fight and ships with heavy 1 turn firepower (ie alpha strike) tend to use this tactic. Sometimes called the Fox and Hound style. A Klingon is a great example of a Fox ship, they want to control the range and the timing of the fire exchange because they do not have the alpha strike to win one on one. They need to soften up the enemy for a few passed first because even if they overload their Disrupters they will typically come out of the exchange worse off then their opponent and even worse they will then be stuck at low speed and close range for a turn or two due to the power demands of overloading their Disrupters. A Fox wants to end his turn at around 15 to 20 range so he has the space and time to get his shot in and maneuver away without the Hound getting to overload range (range 8). A Hound ship is a ship that wants to get in close and duke it out. A Federation ship is typical of this style. They have the alpha strike (few ships can eat a overloaded photon salvo and follow up PH-1 barrage and be in any combat effective state if not be outright destroyed). The "Anchor" style ships (Gorn's and Kzinti mostly) also like to use this approach as they tend to need to get to Tractor range to lock down their opponent. At close range your powerful weapon's suite will quickly knock down shields and savage your opponents internal before he can do as much damage to you. After that it's a down and dirty fight at close range typically with slow speeds, lots of ECM and HET's. Of course this is easier said then done as the Hound must chase and catch his opponent before any of this happens. Fox ships will tend to be faster and more maneuverable then Hounds and and experienced Fox player will control the flow of the battle using his superior turning radius and energy curve. Hound users have to be able to read their opponents energy "state" to know when to dumping everything into a speed burst to get into killing range. Remember as a Hound you can exchange equal fire with a Fox and come away the victor. You can't afford to let the Fox pick away at you until all your forward shields are in tatters and you've lost a heavy weapon or two. A Hound ship will tend to want to end the turn within 6 to 8 hexes with weapons fully overloaded. Then you'll boost speed for the first 8 impluses to get into and keep in range while you blow your load. After this you'll use your superior close in weapon suite to savage your opponent. If done right you will get hurt but he'll get crippled. For many players the Fox style is very rewarding as it takes practice, timing and skill to dance around your opponent properly to get that win. But one mistake, just one, and it's all over. ''Over-run'' The over-run is exactly what it sounds like. Your goal is to run right thru the hex your opponent is in. This will allow an exchange of fire at zero range and the ability to zoom past him and get away (theoretically as most fights will end at the over-run with one or both ships going boom). When you think of an over-run ship a Fusion Beam or ESG ship should pop into mind. The Hydran Fusion Beam ships and the Lyran ESG ships all want to get right up into your grill and do you seriously harm. A Fusion Beam ship at range zero will kill you, no if's and's or but's. You might be able to cripple them in return but that's small consolation to your dead crew and the burn out hulk that was your ship. An over-run is fairly straightforward in theory but much more challenging in practice as any semi-experienced player will do everything to keep you at range. A Hound ship will try to dump his overloads on you at 4 to 6 hexes and attempt to either HET (High Energy Turn, a snap turn that costs movement power) away or turn and run. A Fox ship will try to keep you at 9 hexes, fire and dance away. (sabre dancing) Again the knowledge of your opponents energy state and power curve are necessary as you need to know when you can afford to charge those weapons and fire or shove everything into speed and run him down. Luckily the ESG has a capacitor that you can charge up before hand and holds for free. And the Fusion Beam is a one turn weapon that can be armed and fired but then has a cool-down timer. Both of these weapons types allow for high speeds either before charging or before firing to allow the ship to get into position. A successfully executed over-run is usually a game ender. If you've got a fusion ship sitting on you at range zero, well you might as well throw in the towel rather then drag it out to DAC rolls and spend 30 mins coloring your ship red. ''Miza Effect'' The Miza effect is named after a early SFB player who realized that the way the Damage Allocation Chart was arranged meant that the first few hits are always the worst. Having a high chance to land on WEAPON, PHASER, SENSOR or ENGINE. This means that the best way to degrade your opponents combat capability is to launch small 5 point damage volleys every impulse rather then one large damage volley (this effect is so pronounced that the ISC PPD is designed around it). Now this isn't always possible but if you can spread out your fire over several impulses and stay on a down shield you will hurt your opponents ability to fire back at you more then if you hit him with one big blast. In game this is seldom a real opportunity as anyone with a brain will do anything to get that down shield away from you but it is something to keep in mind when deciding how much of what to fire. ''Shuttles'' Use your damn shuttles! An Administration shuttle is a useful tool that many players don't bother using, much to their detriment. At the worst it's a free PH-3 shot at it best it's a killing blow to your enemy. Most Gorn ships have the shuttle track system that allows them to store their shuttle ready to launch on the wings so they can dump them off all at once. * Basic - free 360 arc phaser-3 shot once a turn. It's better to get out as it takes 8 damage points to kill rather then dying just a single internal point. * Scatter-pack - load your shuttle up with 6 drones and give your target a surprise! The most common way to get a drone wave going. * Suicide - charge it up before hand and ram into your opponent. Great to deal that killing blow after an alpha exchange or you've got your opponent in a tractor beam. Think of it as your 5th heavy weapon. * Wild Weasel - Those seeking weapons getting you down? Pop out a weasel and watch those fancy plasma torps go bye bye! A super useful tool in any players kit just keep in mind the downsides before you weasel. * Boarding Party - Are you a Klingon? If yes then cram a bunch of warriors into a shuttle and send it over to create havoc on your enemy's ship. Now on the opposite side anytime you see a shuttle try to kill it. You never know what in the bloody thing and it's best to be safe rather then hope it's just a admin and not a scatterpack.
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