you've started to get a feel for the Federation ships in skirmish mode, you're
ready to take your ship into the harshness of space, where there are seven other
races waiting to tear holes through your shields and rip up your hull.
You've got to use all of your ingenuity to survive, and this is where the
following strategies will come in. I'm
always open to suggestions, and PLEASE drop me a line on this thread if you have
any discrepancies that you have found or if you have a new way to kill that
Klingon B11K with your NEC.
really won't fight a Gorn ship since your empires are technically allies, but if
you do, you have a few advantages at your disposal.
Gorn ships are large flying staplers with turn modes even worse than
yours and no respectable long-range striking capability past range 20.
You have the (gasp!) proximity photon!
Stay away from their plasmas and keep on launching your proximities at
the poor little lizards. Keep on
pounding them, keep at a high speed, and when they're disabled, close with
overloads and finish them off with an alpha strike.
you happen to get within range of their plasmas, run for your life.
They'll wreak havok on your ship when combined with their phaser array,
rivaling your own. Missiles are nearly useless against them as well, because of
that aforementioned phaser battery--the Gorn eat missiles for breakfast.
Add the plasma-D factor and you have a drone-proof ship.
of the Gorn's ability to charge up a lot of points of ECM.
Respond by flipping those phasers offline and turning that ECCM switch to
maximum. Your proximities are
deadly once more. The fight will
take a while, but it doesn't matter--you are eventually going to win.
And when you do, victory will be even sweeter.
Hydrans are also your allies, but once again, your two empires will eventually
clash sometimes. The Hydrans are
nearly as tough as the Gorn, but with practice you'll be able to beat them as
well. First of all, beware of the
hellbore, which is the only weapon the Hydrans have that can seriously hurt
you-since if you are a SMART Federation captain, you use the-yes, of
course-PROXIMITY PHOTON!!! Donít
get within fusion range (0-3 is the only distance that you can get dealt a
respectable amount of damage)-an overloaded volley of six fusion cannons will be
enough to knock down even a battleshipís shields.
hereís a different story. Your
missiles will be nearly useless because the Hydrans have one of the most potent
missile defense systems, the phaser-G, and two shots, not even using up all of
its potential shots, are enough to knock out one of them. Hydrans have a lot of phaser-Gs.
Donít fight them with missiles.
there are three types of Hydran ships: those
armed with hellbores and phasers (with relatively few fighters), those armed
with fusions and phasers (literally swarming with fighters), and those armed
with all three weapons systems (with a respectable amount of fighters).
the hellbore ships, make sure your ECM is up pretty high.
Sure, the manual says that ECM doesnít affect hellbores as much as they
do other weapon systems, but donít listen to the manual.
Every little bit of ECM counts. You
also need a few points of ECCM in case they decide to pump up their own
electronic warfare panel and try to make your beautiful proxies miss.
The fighters wonít be a problem-just phaser them to death if they try
to close the distance.
the fusion ships, you have an easier time with the carrier itself but a real
bitch of a time with the fighters. Use
your AMD to good effect-tractor a fighter group that has already been slammed by
the anti-missile defense system, blast them with your phasers, and watch them
wilt under the supercharged ionized particles that melt their unshielded hulls.
Or, you can just turn those AMD systems off and tractor the fighter into
a mine. Once the fighters are gone, you can just stretch out the
range and begin shooting your proxies at the carrier. Stay out of fusion range and they canít do anything.
the ships armed with all three weapon systems, you need to do a bit of juggling.
If a fighter group closes and tries to attack you, blast them with your
AMD and your phasers-or, if you are in a carrier as well, launch your own
fighters and tell them to attack the other fighters.
That will knock quite a few of them out of action.
If they start launching hellbores at you, let them.
Jack up your ECM, donít let them weaken a shield, and wait until
theyíve fired their big bombs. Then,
feel free to launch all of your proximity photons at them and extend the range
back to 55+. Fighting these ships
is really hard-but you will win eventually and blow up those walking trashcans
on three legs (sorry, Autolycus! :)
the ISC is a relatively easy affair for an experienced captain-if you know their
weaknesses. Their ships are heavily
armed with phasers, mount relatively lighter plasma, and utilize the PPD as
their main heavy weapon. They also
have horrendous turn rates equaling that of the Gorn if not worse, and have
relatively no rear-firing weapons.
ships are built three ways: phaser/plasma
ships with hordes of phasers and weak torpedoes; PPD ships that rely on PPDs
alone to deal heavy weapon damage; and ships armed with both plasma and PPD.
Reminiscent of the Hydrans, eh?
beat the first kind (with phaser and plasma), keep your speed up and chip away
at their shields with proxies. Your
fightersí photons and missiles will also help-overwhelm them in an SCS whose
hanger bays carry a whopping SIXTEEN fighters while launching missiles galore.
The ISC has relatively few ways to defend against a massive drone and
fighter assault while your big ship is sitting 55,000 kilometers away tossing
proximities through their front door. If
you decide to cross into overload range, turn off those phasers and launch those
overloaded torpedoes at range 5. Execute
an HET and run before he can fire off those torpedoes.
Oh yes-fighters on Harass. Always
on Harass. You donít want them
becoming plasma-D food, do you?
beat the PPD ships, simply charge them at speed 20 or so with at least four
points of ECM, using your proximities to blast their front shield at range 55.
Then, you close the distance and unload half a load of normal photons at
range 30, followed up with a phaser volley at range 10 or so and then your other
photons, overloaded, at range 5. Follow
this up with a drone assault and they should be reeling.
beat the plasma and PPD ships takes a lot of skill, and here is where the
fighter comes into prominence. Park
them around their ship and tell them to harass the target, while you on the
other hand come barreling in to the froggieís bridge using the same procedure
you used against PPD ships. If he
even tries to launch plasma, you HET and hightail it out of there.
Pretty soon, you have a dead ISC ship and the Organians have lost yet
another amphibian to toss into captainís bars.
LYRAN STAR EMPIRE
Lyrans are your easiest enemy to beat. Their
primary heavy weapon, the ESG, canít do ANYTHING to you past range 4.
So, you park your ship at range 55 and launch-you guessed it-proximity
photon torpedoes!! From that point
on, you will slowly but surely destroy bit by bit of their shields, and then
cross into drone range, let them fire those ESGs, and charge them with full
overloads before their ESG has a chance to respond.
Dead Lyran, gently battered with phaser, dipped in drone engine fuel and
roasted on top of a flaming photon fire (in conjunction with another post on
KLINGON STAR EMPIRE
Klingons are the Federationís historic nemesis-and also, BTW, their hardest
foes. They are the exact opposite
of the Federation, with astounding maneuverability, little or no hull strength,
and (in earlier years) weaker rear shielding.
They are also armed with the fast-firing disruptor, which basically fires
twice the rate of photons but for half the damage.
typical Klingon (in single-player, at least) will actually try some maneuvers to
get behind your ship and start blasting away. This is not good for your ship-you have little or no
rear-firing weapons to speak of (unless, of course, you are in an CFS+), and you
canít just turn around-heíll just turn the same way you are. The best way to kill this kind of Klingon is to execute an
emergency decelerate. The computer,
being a computer, will overshoot you and then you have a chance to pound him
with overloaded photons while smashing through his rear shield.
Once you start to cause internals, you have him-Klingons are relatively
*fragile* on the inside, and even a phaser-3 will start hurting him.
you are faced with a smarter Klingon that stays at range and keeps on firing
disruptors, jack up your speed and overrun him-that is, charge him with half
your photons on overload and the other half on normal/proximity depending on
range. Unload your
normal/proximities at range 10, fire your phasers at range 5 (stunning some AMD
and defensive phasers if youíre lucky), dump your overloads into his down
shield and follow it up with a drone assault.
Alternatively, you could tractor him and continue pounding him from
love to use missiles to soak up your phasers, and any experienced Klingon
captain will have at least one scatterpack shuttle ready and waiting to dump
down six type-IV missiles into your ship. 6
times 24 is a lot of damage. On the
other hand, you really donít want to waste energy leaving all of your
defensive tractors on-each tractor costs one point of energy regardless of
whether it is being used or not. Instead,
as his scatterpack approaches, press the ďcĒ hot key.
That will activate the defensive tractors, and then you can shoot them
down with AMD and phasers at your leisure.
Another method is to quickly target any shuttle that pops out of a
Klingon shuttle bay and smash it with your phasers.
That will get both the shuttle and its complement of missiles.
In a pinch, you can use your fighters on ďdefend meĒ mode and tell
them to shoot down the missiles as they come.
Yet another method, not nearly as effective, is to charge the
missile-bearing shuttle (or any shuttle, in fact) and shoot it down with AMD.
That doesnít work that well, though.
Also, if youíre sure that the Klingon is fully and completely disabled
(or canít fire upon you), transport a mine out the door and let it kill the
missiles-scatterpacks always shoot their missiles in, well, packs.
method to get the Klingon to close is to starcastle-move at speed 5-6 with max
ECM and shield reinforcement while tossing proximities at them.
They canít do anything to you but you are slowly chipping away at their
shields. When the get bored of
getting pounded, switch your proximities to normal mode once theyíre within
range 8 or under (it costs no energy) and start firing upon them once more.
Keep an overload in reserve for when he decides to be impetuous and show
a down shield to you. If he wonít
do that, lower his shield for him by unloading a full phaser volley.
MIRAK STAR LEAGUE / KZINTI HEGEMONY
Mirak fight with missiles, trying to overwhelm your defenses with their drones
and begin to start pounding your ship. You
do not want to let them do that. Repeat-you
do not want to let them do that. The problem with the Mirak is that once their missiles are
gone, you are going to have one hell of a fun time smashing through their
shields and laughing heartily as they struggle to find a phaser to bear on your
ship. The challenge here is to
survive the initial missile waves.
ships that I always choose to fly in while running around Mirak territory are
the ones armed with lots of AMD, lots of phasers, and lots of photons (flying
missile ships is harder in Mirak hunting grounds, but it can be done-however,
they are the ultimate defender against Mirak ships). You really canít use missiles against the Mirak, since they
have AMD and hordes of phaser-3s. However,
the NEC is also a very nice ship to fly in, since itís got 4 phaser-Gs and 5
supplemental AMD racks, PLUS five drone racks and a few offensive phasers as
well. See those eighteen missiles
heading towards you? Now you
donít! By the time youíve
mastered the art of flipping on and off the ďcĒ button (as you need to do
with the Klingons), your point-D system will be nearly invincible.
Anything that your phasers donít get your AMD will, and those missiles
that manage to make it through are immediately caught by your tractors.
beat the Mirak, you need to rely on your ability to chuck multiple photons at
them, all set on (you guessed it) proximity mode. That way, you stay far away from their missiles (at range
55), which gives you 50% chance to hit and a LOT of time to respond when they
inevitably start launching their drones. Once
you get the balance between offense and defense, fighting the Mirak turns into a
ranged bombardment exercise.
missile ships, you have to be a bit more careful. Let them fire their missiles at you while you stay at range,
and use your phasers etc. to take them down all at once. You also have mines, shuttles, and (if youíre lucky)
fighters at your disposal, so make sure to use them as an additional source of
missile defense. As a last ditch
effort, fire an offensive probe at a missile, which guarantees the destruction
of that missile. A WW better be up
and ready in case they use the rapid-fire C-rack as well.
Once theyíve gotten their missiles used up, charge them and start
pounding them with your own phasers and missiles with max ECM to make sure their
puny disruptors donít hit. An
NEC/NAC/NCD/CAD/CADR is an excellent escort for a fleet of photon platforms, and
you should win your battles almost every single time.
ROMULAN STAR EMPIRE
the Romulans is a real pain in the a$$, because of their superior
maneuverability and, of course, that annoying cloaking device.
However, like fighting the Hydrans and Klingons, it CAN BE DONE.
The trick here, once again, is to use that photon torpedo on proximity
the Rihannsu, keep two rules of thumb in mind:
Speed is Life
Cloak + Normal/Overloaded Photon = Miss
explain. First of all, if the
Romulan manages to get off his plasmas and start blasting away at your ship, you
are going to NEED a lot of speed to get the hell out of there before those
type-R plasmas eat your rear shield. In
a cruiser vs. cruiser battle, the Romulan will typically have two plasma-Ss and
two plasma-Fs at his disposal, and if you get hit by them, thatís a total of
100 points of damage! So, you
donít want to get hit by plasma at all.
and ECM have nasty effects on photon torpedo hit rates, rendering your overloads
nearly useless (who wants to close with an angry Romulan when heís got his
plasma fully charged?). Your normal
photons wonít even have a chance of hitting as well if the Romulan cloaks and
starts to starcastle.
just use your proximity photon torpedoes. Once
again, it will take a REALLY, REALLY long time but itís possible.
The AI almost always puts a bunch of power into its cloak and doesnít
use the Romulan to its full potential, so you should be relatively safe just
chucking your photons at them and trying not to fall asleep.
are three types of Romulans-the Old-Series birds, with heavy plasma and
relatively low power; the KR-Series ships, with light plasma, obscene power
curve and a lot of phasers; and the New-Series ships, which basically are in the
middle of the line with respect to plasma, phasers, and maneuverability.
beat the Old-Series Romulans, turn off half of your photon torpedoes and begin
to close at high speeds (the computer will almost always launch its plasmas too
early). Sounds like suicide, but
when he dumps his plasma, HET and draw it out by jinking and turning all over
the place (thank God there is no Mothers Against Drunk Driving in the 23rd
century). Once thatís completed,
charge him and start pounding on him with everything (phasers at point blank
work particularly well) until his plasma is almost ready. Repeat.
beat the KR-Series Romulans, try this. Charge
all of your photons to proximity and wait for the computer to uncloak (I think
thereís a pattern. While itís
charging its weapons, it cloaks. Then, it uncloaks, fires, and cloaks once more).
Toss them all at him and then settle back down (youíll know when he
uncloaks when the ďno lockĒ disappears from the HUD) again, keeping speed
high just in case he launches his torpedoes.
That will kill him easily.
New-Series Romulans are the hardest, but once again, rely upon the AIís
predictability. Keep your speed
high and wait for him to uncloak. Once
he does, chuck everything you have at him and then start running towards him.
When he fires his plasma, be sure to outrun them and then, as he is
cloaking, overrun him with a mine and a few phasers.
That will temporarily allow you to get a lock-on, allowing your superior
numbers of phasers (and maybe a few drones??) to do their work.
Romulans are tough, thatís true, but they can be beaten.
Rod and Berry, DNT
TO STRATEGY & TACTICS