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Star Fleet Universe

A blog for all subjects related to the Star Fleet Universe from ADB Inc. Talking about the games, the background, or its relationship with regular <i>Star Trek</i>.
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Second Wind Alliance Turn 1

James Lowry
United States
Sunnyvale
California
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Faced with the Lyran navy solidly packed behind its defenses, and the Klingons massing on the border, Belirahc didn't make any attacks on his half of the first turn, making it very fast to go through.



At least his raids went better than mine. He picked on little out of the way places with no defenders, and handily defeated the police ships that I called up to defend myself. As a result, two Lyran provinces are disrupted for the next turn (lowering their economic output).

And now a few words about new toys:

The Kzinti are the primary carrier-using race. They start off with more carriers than anyone else, and can be counted on to build at least one carrier per turn. So, they rely on using fighters to take (free!) damage on, as well as to keep their offensive potential up. Once the fighters are gone for the turn, the Kzinti navy isn't nearly so much of a threat.

The problem is, even with all those carriers to operate as spares, it only takes a round or two to start running out of fighters.

So, Advanced Operations introduces the FCR, Fast Carrier Resupply ship, which can carry, but not operate a squadron of fighters. These provide reloads, allowing carrier forces to operate longer, and the Kzinti to fight longer while only burning fighters which are replaced for free after combat is over.

Of course, the Kzinti aren't the only ones to get them. The Klingons find them every bit as useful, for instance, though it takes longer for the Klingon carrier force to really become worthwhile.

I was slightly surprised at Belirahc's actual builds:
Kzinti: CV, CLD, DD, FFE, FCR, MON, 4xPDU

The CV and the FCR are there, but he didn't bother building a full escort group for the carrier. The Kzintis start the game without enough heavy escorts to go around, and this is putting himself further behind. I'm guessing he's planning on just putting everything on MECs as fast as he can after they start showing up next turn, but it takes a while to get enough medium cruisers to go around. In the mean time, I'm going to have to lean on his escorts as hard as I can.

On the other hand, his only light cruiser was built as a CLD, which is about as good of a EW platform as he's got right now. It's still only 2 EW points, but he just doesn't have anything better at the moment.

(I should also note that he didn't get any new heavy cruisers either.)
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Subscribe sub options Sat Dec 24, 2011 6:57 am
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Craig Tenhoff
United States
Simi Valley
California
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What no tug conversion or construction? The Kzinti, like the Lyran, have a large pool of pods at the start of the game and can't deploy all of them. The Kzinti need at least three tugs in the field carrying the CV pods to get another 18 fighters into battle. They also need tugs for their scout pods (which a pair should have been built turn 1) to make help even the EW war (a TG with pods is a 4 EW scout, the best scout the Kzinti can field for many turns.).

Tugs with Battle Pods are useful when defending the Capital. Tugs with Battle and Troop pods make a good leader to attack an underdefended BATS and/or a province raider. The troops add to the capture chance or can help kill the BATS faster. Both are useful abilities.

Not sure of the Monitor and FCR build. I would've put the points into more PDUs on the Capital. The more damage the Capital can do during a Coalition assault, the more likely that the Kzinti can hold it. The faster they max the defenses the better IMHO.
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  • Posted Tue Jan 3, 2012 2:09 am
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James Lowry
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Sunnyvale
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Well, this is why he's learning. And as far as I'm concerned, advice and feedback is a good thing.

Given the lack of Tug-capable slots on turn one, I think I agree with the CV build; but yes, he is going to need new tugs as fast as he can get them. Even better, he only needs TGTs for most jobs, and can shave the two EPs as money gets short.

He did buy the max 4 PDUs on the capital, I just forgot to note the multiple when I jotted down his builds. I'll fix that in a moment.

I'm not sure what his plans on the MON are.

Personally, I'm a big fan of the FCR, and I think extra fighter depth is something the Kzintis should always go for when possible. 9.5 EP is a bit pricey for a ship that will probably never see the main line, but (especially on turn 1), it should have plenty of chances to offer up 6 free points of damage. If you think of it as not blowing up a FF every time you reload a CV's fighters, that's four reloads to break even, and your pin count is four higher than if you took it on the FFs.
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  • Posted Tue Jan 3, 2012 4:08 am
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Erich Vereen
United States
Leland
North Carolina
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Yeah, I agonize over every purchase and conversion I do. Ask Rindis, but I tend to take about 3 to 5 days before I get him my production turn. There's so much that I want to do, but there's no way to do it all. Of course, Rindis is kind enough to offer the occasional "Why did you do it this way?" remark to me if I missed something obvious. I wish I could have converted a Tug this turn, but it did not seem feasible to me at the time.

As for the MON, I'm playing with a tactic I read about. I hope it's not an outdated one, but hey... always try something new. Of course, I am not known for playing the most common strategies for most of these types of games either, so we'll see how this turns out. The wonderful part of this game is the amazing number of strategies available, and you can see rather quickly whether they are working out or not.

Oh, and as for the FCR, as many times as I've heard Rindis say he wished he had FCRs in our First Wind game, I figure they must really be important. So, on with those builds it is ^_^
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  • Edited Tue Jan 3, 2012 10:53 pm
  • Posted Tue Jan 3, 2012 12:11 pm
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