Ship Tactics for Ships Operating Within a Fleet
E4 Escort
cost: 59 +Drn
Role:Fleet Fire Support
Reasonable ship for its cost. Very similar to the F-5; for 22 pts more the F-5 has more side shields, and 12 more internal (2 Lab, 1 Hull, 1 Trans, 1 Scrty,1 P-II, 4 Warp, 1 Impl, 1 Batty). Does not do the Flanking protection job too well, as it is short on power. Frontal shield is excellent for cost, but side shields are lacking. Disruptors are limited to range 15 and in, so the ship cannot provide long range firepower support, or pre-overload support for the main battle fleet. No wide-arc disruptors, so it does not fly in reverse well. Should use erratic maneuvres (and passive fire control so that it can continue using inside range 15 if necessary) outside of range 15 and charge phaser capacitors for later use. At range 9-15 will probably want to save phaser capacitor for closer range and not fire phaser II’s. Alternate between using 1/2 pt of reserve and putting 1/2 pt into batteries when a 1/2 pt is left over in order to maximize your power flow. Inside overload range try to remain at range 6-8 to enemy to avoid as much damage as is possible (or force them to use an excessive amount of firepower to score any significant amount of damage while your closer cruisers hammer their face). Do not ever expect to receive O ECM!
Energy Plot
System |
Range 15+ |
Range 9-15 |
Range 0-8 |
Minimum*: |
2.5 |
2.5 |
2.5 |
EW:(ECCM/ECM) |
0/4 |
0/4 |
1/3** |
Phasers |
4 (0) |
2 |
2 (0)*** |
Disruptors |
0 (EM 2) |
4 |
8 ** |
Move/reinforce |
2.6 (6.5) |
2.5 |
1.5 |
*Minimum includes life support, shields and fire control scanner cost.
**can use reserve to increase EW, or only overload 1 disrupter to increase EW.
***should have capacitor charged before entering overload range, and therefore power for to overload both disrupters and have effective EW.
Ship’s Data:
Shields: 21-12-12-12
Internal:38
Power: 15+1
Disrupters:2
Phasers: 0-4-0
Drones: 1B
ADD: 1
cost: 59 +Drn
E5 Battle Escort
cost:81
Role:Fleet Firepower/Drone Support
An OK support ship, however the BPV is too high for this power hungry ship. At first glance this is a really good ship, with its wide arc, range 22 disrupters, paired drone racks and well done phaser suite. However, It does not have enough power to fully realize its paper potential. An ADD rack is also lacking. Even though it has much better shielding than the E4, it must be used in the same manner (see E4 above) due to the power constraints. An Admiral would be better off selecting the multi-functional F5, which has 33% more power at the same BPV.
Energy Plot
System |
Range 15+ |
Range 9-15 |
Range 0-8 |
Minimum*: |
2.5 |
2.5 |
2.5 |
EW:(ECCM/ECM) |
0/4 |
0/4 |
1/3** |
Phasers |
4 (0) |
2 |
2 (0)*** |
Disruptors |
0 (EM 2) |
4 |
8 ** |
Move/reinforce |
2.5 (6.5) |
2.5 |
1.5 |
*Minimum includes life support, shields and fire control scanner cost.
**can use reserve to increase EW, or only overload 1 disrupter to increase EW.
***should have capacitor charged before entering overload range, and therefore power to overload both disrupters and have effective EW.
Ship’s Data:
Shields: 24-20-16-16
Internal:43
Power: 15+1
Disrupters:2
Phasers: 2-2-2
Drones: 2B
ADD: 0
cost: 81 +Drn
E6 Battle Escort
cost: 90 + Drn
Role:Fleet Firepower Support, Flanking Protection
In larger fleet combat situations this ship is best used in the firepower support role. It is a bit short on power for the flanking protection role. At long range, while unable to contribute any damage with only range 22 disrupters, the ship should use Passive Fire control to gain the 2 ECM benefit, should use 0/6 ECM, an ECM drone and should fully charge the phaser capacitor. No WW should be paid for since the ship only has 21 points of power, and therefore will have a minimum of 2 1/2. The ship should begin using active fire control from range 15 in. The phaser II’s should not be used at range 9-15, in order to save power for overload range. These phasers can be used if you don’t expect to be in overload range on the next turn. Overload all disrupters at range 5-8; use your UIM if you expect to be hit hard. You will probably not be given any Off ECM since you are so small.
Energy Plot
System |
Range 15+ |
Range 9-15 |
Range 0-8 |
Minimum*: |
2.5 |
2.5 |
2.5 |
EW:(ECCM/ECM) |
0/6 |
0/6 |
2* |
Phasers |
4 (0) |
2 |
2** |
Disruptors |
6*** (EM 2) |
6 |
12* |
Move/reinforce |
2.5 (6.5) |
4.5 |
2.5 |
*add 2 reserve warp if necessary, or use 4 EW and overload one wing disrupter with reserve power.
**capacitor should already have 2 points of power stored in it in preparation for close range P-II use. Can be used for P-I if need more power to EW and can only get a frontal shot in.
***can turn on active fire control with reserve if firepower is needed
Ship’s Data:
Shields: 28-18-18-18
Internal:49
Power: 21+2
Disrupters:3 +UIM
Phasers: 2-2-0
Drones: 2B
ADD: 1
Cost: 90 +Drn Good ship if used properly.
F5 Frigate
cost: 81 +Drn
Role:Fleet Fire Support
Reasonable ship for its cost. Does not do the Flanking protection job too well, as it is short on power. Disruptors are limited to range 15 and in, so the ship cannot provide long range firepower support, or much pre-overload support for the main battle fleet. No wide-arc disruptors, so it does not fly in reverse well. Should use passive fire control outside of range 15 (or erratic maneuvres) and charge phaser capacitors for later use. At range 9-15 will probably want to save phaser capacitor for closer range and not fire phaser II’s. Inside overload range try to remain at range 6-8 to enemy to avoid as much damage as is possible (or force them to use an excessive amount of firepower to score any significant amount of damage while your closer cruisers hammer their face).
Energy Plot:
Range >15 Range 9-15 Range 0-8
Minimum: 2.5 2.5 2.5
EW: 0/6 0/6 5*
Energy Plot
System |
Range 15+ |
Range 9-15 |
Range 0-8 |
Minimum*: |
2.5 |
2.5 |
2.5 |
EW:(ECCM/ECM) |
0/6 |
0/6 |
5* |
Phasers |
5 (0) |
2 |
2** |
Disruptors |
0 |
4 |
8* |
Move/reinforce |
6.5 (11.5) |
5.5 |
2.5 |
*can use reserve to increase EW, or overload second disrupter with reserve.
***should have capacitor charged before entering overload range.
Ship’s Data:
Shields: 21-16-16-16
Internal:50
Power: 20+2
Disrupters:2
Phasers: 2-3-0
Drones: 1B
ADD: 1
cost: 81 +Drn
F5L Frigate Leader
cost: 100 +Drn
Role:Fleet Fire Support/Flanking Protection
Reasonable ship for its cost. Good power flow allows this ship to maneuver well along the flanks. Disrupters are range 22, but not wide-arc, so it does not fly well in reverse but can offer long range fire support. With twin type B drone racks, good drone support can be lent to the fleet. At range 9-22 you do not need to save your phaser capacitor for overload range. As with the other small ships, when inside overload range try to remain at range 6-8 to enemy to avoid much damage. This ship can opt use either ECCM or ECM, but the commander must consider the likelihood of OECM being used against him. Also in need of consideration is that the enemy will likely target this ship ahead of smaller ones because of her capabilities.
Energy Plot:
Range >15 Range 9-15 Range 0-8
Minimum: 2.5 2.5 2.5
EW: 0/6 0/6 6**
Energy Plot
System |
Range 15+ |
Range 9-15 |
Range 0-8 |
Minimum*: |
2.5 |
2.5 |
2.5 |
EW:(ECCM/ECM) |
0/6 |
0/6 |
6** |
Phasers |
5 (0) |
5 |
3** |
Disruptors |
4 |
4 |
8 ** |
Move/reinforce |
4.5 (9.5) |
4.5 |
2.5 |
**can use reserve to fill capacitor (as shown), increase EW, or overload second disrupter with reserve.
Ship’s Data:
Shields: 26-16?-16-16
Internal:50
Power: 20+2
Disrupters:2
Phasers: 2-3-0
Drones: 1B
ADD: 1
cost: 100 +Drn
Links to other sites on the Web
Back to Tactics Page
© 1997 admkang@geocities.com
This page hosted by
Get your own Free Home Page