Klingon Carriers :


 General view:

 First, the Klingon carriers are the most well armed carriers of any race, of course the BPV is quite high also. Just have a look at their weaponry, for example take the B10V the super-heavy carrier. She has 8 Discruptor-4, 15 Pha-1, 6 Pha-3, a 4 B rack and 2 AMD 12. Even without fighter she is well armed and can defend herself well.  Klingon carriers are for battle and can by themselves alone deal a lot of punishment.

 Any carrier has the same number of disruptors and phasers as the based version they are made of. In each case the drone rack as been removed to make place for the fighter bay. The unique exception is the C7V. The B10 has 2 drone racks.

  1.  Use only missile fighters, the other do not worth the BPV. I prefer using the Blockade II or III.

  2.  Have an escort with a drone rack except for the B10V who has one 4B rack and the C7V. Those two ships can battle without escort.

 One tactic I used is set the fighter to harass and ask your escort to launch a full load of drones, close to the opponent and if your fighter are doing their job, you will see at least 10 or more drones cruising to your opponent. At this state your opponent has 2 choice take the hits, or WW. In each case it will be not very good new to him, just unload those disruptors at range less than 10 and break immediately. This not valid again ship which has drone defense as AMD or plasma D.

 One other thing, if your fighter are out of drones they are useless, so keep track of the drones they launch and recall them when they are empty. Take advantage of your ship maneuver and firepower. When you recall your fighter, go and fetch them because they are dumb. Sometimes they just sit where they are when you recall them.

 And for the escort, all carriers need an escort but the C7V and the B10V can manage without. They have all the weaponry they need. And more the B10V has a drone control of 12 and a launch rate for shuttle of 3. WOW 2 scatter packs in the same turn that looks scary. You can also afford an additional WW in the same turn.

 The main thing that Klingon carriers miss is a drone rack so as for escort I suggest the E4D this little Frigate has a 4 B drone rack, the FWC (not an escort but can do it), the D5E or the AD5.
The AD5 is really the must in escort, she has a 4 G drone rack and 8 Phas-3, all of what your carrier needs, a drone chucker and a point defense. She is not named escort cruiser for nothing.


Klingon fighter review:

 Series I:

 Swift I :
Year of availability :     2265
Speed :                          26
BPV :                            4
Damage to destroy :     11
Weapons :                     2 Ph-3 FH

Forget it, just a pile of trash.

 Fencer I :
Year of availability :     2267
Speed :                          29
BPV :                            4
Damage to destroy :     10
Weapons :                     2 Ph-3 FH

Just a better speed than the Swift.

 Blockader I :
Year of availability :     2267
Speed :                          25
BPV :                            6
Damage to destroy :     12
Weapons :                     2 Ph-3 FH
                                      1 Drone VI, 2 missiles

Ah a much better fighter and it carry drone.

 Lancer I :
Year of availability :     2267
Speed :                          25
BPV :                            6
Damage to destroy :     12
Weapons :                     2 Ph-3 FH
                                      1 Ph-2 FH
                                      1 Disruptor FH, 1 shot

The phaser 2 can be handy especially if it is harassing. It is the only one from the series one that carry disruptor.


Series II :

 Swift II :
Year of availability :     2268
Speed :                          28
BPV :                            8
Damage to destroy :     12
Weapons :                     3 Ph-3 FH
                                      1 drone VI, 1 missile

Much better than the series I but still the worst fighter of the series II.

 Fencer II :
Year of availability :     2268
Speed :                          28
BPV :                            8
Damage to destroy :     12
Weapons :                     2 Ph-3 FX
                                      1 Ph-3 RX
                                      1 Disruptor FH,1 shot

Still a good fighter, very useful for point defense.

 Blockader II :
Year of availability :     2272
Speed :                          27
BPV :                            10
Damage to destroy :     14
Weapons :                     1 Ph-3 FH
                                      2 Ph-3 360.
                                      1 Drone VI, 2 missiles

The all-purpose fighter very versatile, can attack with its drones and the best point defense with its 2 phasers with a 360-firing arc.

 Lancer II :
Year of availability :     2273
Speed :                          27
BPV :                            10
Damage to destroy :     14
Weapons :                     1 Ph-2 FH
                                      2 drones VI, 2 missiles
                                      1 Disruptor FH, 2 shots

This is a fighter build for only one purpose : attack.


  Series III :

 Swift III :
Year of availability :     2276
Speed :                          28
BPV :                            12
Damage to destroy :     12
Weapons :                     3 Ph-3 FX
                                      1 missile VI,2 missiles

                                               1 Disruptor FH, 1 shot

Forget it, the worst fighter of the series III.

 Fencer III :
Year of availability :     2277
Speed :                          31
BPV :                            12
Damage to destroy :     12
Weapons :                     3 Ph-3 FX
                                      1 Drone VI, 2 missiles
                                      1 Disruptor FH, 1 shots

Quite good but not the best.

 Blockader III :
Year of availability :     2278
Speed :                          27
BPV :                            13
Damage to destroy :     15
Weapons :                     2 Ph-3 FX
                                      1 Disruptor FH, 3 Shots
                                      1 Drone I, 2 missiles

My preferred fighter, it can stand a good punishment and deal also quite well. Notice that the 3 Shots mean that the beam has 3 disruptors built in. So with the 4 fighters in a squadron that is 12 disruptors that can fire at range 4 with 67% chance to hit and a total of 24 damages. That can weaken quite well any shield. I have experienced with 2 squadrons of them some good hit on a heavy cruiser. I saw the 2 squadrons fire at the same time on different shields that were 2 bars green, after the hit by the disruptors, they were dull red. Also they carry the fastest drones.

 Lancer III :
Year of availability :     2282
Speed :                          27
BPV :                            13
Damage to destroy :     14
Weapons :                     1 Ph-2 FX
                                      2 Disruptors FH, 4 Shots
                                      1 Drone VI, 2 missiles

As its older brother, this fighter is build for attack. Take care of them, with their disruptors a squadron can deal up to 64 damages. Even a dreadnought will see one shield shred to a dull red line. They are good at harassing, the phaser 2 can deal some good damages.

So on all the series, the Blockader II and III, the Lancer II and III are the most useful fighters. The Blockader has the best durability and a good firepower. The Blockader II has the best versality.


The Lancer series is only mean to attack. They have the more fire power of all the Klingon fighter and are the worst nightmare of any opponent captain. 


Note on drones: there are two types of drones for fighter:

- Drone I:
speed :          34
damage :      4
to destroy :   2
endurance : 1 turn

- Drone VI::
speed :          24
damage :      8
to destroy :   2
endurance : 2 turns

 

As long as you recall your fighters when they empty their drone rack you have unlimited ammunition. Well I did not experienced a just resupplyed fighter that did not launch drones. As an addition when your fighter has fired their disruptors, recall them. One particularity of the heavy weapons on the fighters is that they do not recharge. So keep track of what they fire and recall them when they are empty.

 

Ka'Plah !

 

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