What to write about today? We'll, now that I've gone
through all of the Cadet
Training Handbook scenarios, it's time to simulate a tournament. There
are ten
ships in the CDT, which comes out to four rounds of single elimination.
In the
first two rounds, one random loser will advance to the next round, to
keep the
number of ships even from round to round. Naturally, some ships are
better than
others so they'll have an advantage, and I'm biased for certain ships
and
tactics so that will favor some ships.
The first duel is the Kzinti Strike Cruiser "KHS Starfire" versus the
Orion
Raider Cruiser "Queen of Diamonds". At first glance this is quite a
mismatch as
the Kzinti Cruiser is bigger, has more weapons, shields, internals, and
the more
you look at it the more you realize that the Orion Cruiser has very
little
chance of winning. Still, let's examine each ship and the probably
tactics to
use in the duel.
The Kzinti race is modeled after Larry Niven's Kzin, basically bigger
than man-
sized cat people. Kzinti first appeared in the Star Trek Animated
Series and
made their way to SFB via that route. I don't know whether the guys who
did
STAS knew about the Kzin beforehand, but most people seem to think that
there
is a definite influence from Niven.
In any case, Kzinti ships are characterized by their reliance on drones
(i.e.
guided missiles) as their main armanent. The Kzinti Cruiser has two
Disruptors,
but four Drone Racks and a lot of short-range Phaser-3s. This means
that the
Cruiser lacks long-range firepower, with only the two Disruptors and
two
Phaser-1s providing any punch beyond range 3. Even close in, the extra
Phaser-3s
will only equal the Phaser damage of other ships. The drones are key,
as they
can move at speed 32 and therefore faster than any ship. They take no
power to
run, last 3 turns, and can take a bit of damage before being destroyed.
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Basic tactic for the Kzinti Cruiser will be to leave the
Phasers charged, forget
about the Disruptors, and put all power into movement. With a main
armament that
doesn't require power, this makes the Cruiser the fastest moving ship
in the
tournament. The Orion Cruiser doesn't have that many weapons, so close
in,
launch the drones, then rake the Orion with your Phaser-3s. On any sort
of even
exchange you win, since you have the bigger ship.
Orions are green-skinned humanoids seen in the original Star Trek
series. They
are members of the Federation, but their illicit operations can be
found
throughout the Galaxy. Orion Syndicates operate pirate ships, used for
piracy as
well as to enforce their will in the less-patrolled areas of the
Galaxy. In
general, Orion ships are smaller and have less firepower than a
comparative
military vessel. In the main SFB game, Orion ships have Option Mounts
and Engine
Doubling to help offset the size disadvantage. Orion ships can put
different
weapons in their Option Mounts, and almost every weapon is available. A
captain
can configure their ship to suit their style and opponent. Engine
Doubling
allows an Orion ship to gain twice the power from their engines, at the
cost of
doing some damage to them each turn. This gives Orion ships a temporary
adrenalin boost that can give the Orion ship the edge for a couple of
turns.
Unfortunately, the Orion Cruiser in the Cadet game has no Option Mounts
nor the
ability to double the engines. It has four Phaser-1s, which won't be a
match for
the Kzinti at close range. Only one Photon Torpedo and two Drone Racks.
Few
internals, smaller shields, and smaller engines round out the package.
At range
5 the Orion Phaser + Photon damage will be more than the Kzinti Phaser
+
Disruptor damage. At range 9 they equal out and at other ranges the
Kzinti has
the advantage. So the tactic will be to get to range 5 and hope for a
lucky roll
to do a lot of damage. Try to make the Kzinti waste his drones, use
your own
drones to shoot down his drowns, since his Phaser-3s will destroy any
drone that
you fire at him. Use your superior turning ability to keep away from a
close
range broadsides.
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