A few principles I have learned in playing SFBs, but many are also widely applicable to both numerous other wargames and to Real Life.
Missiles are always the most effective weapons. They track, they force the enemy to consume resources on defensive countermeasures, their range is the effective greatest of any weapon, they consume little power to prepare, and they do not degrade over distance as far as their destructive power. Their only real limitations are speed of movement (in some cases) and interceptability – otherwise they are a near ideal weapon system
Obtain and use the fastest and most powerful missiles even if they cost you far more – they are worth the expense
Save your attacks against enemy tractor beam defenses until after they are damaged – that is to say punch through enemy shields first and let them intercept your missiles then close in and cripple their tractor beams defenses only after they are in missile holding mode
Always use probes to gather better Intel on operating capabilities/conditions and damage to enemy ships
Carefully time your boarding actions but use them freely
Do not deploy your fighters either defensively or offensively until you have sufficiently damaged or crippled the enemy – your fighters are too easy to kill and are wasted in the initial stages of an engagement, but if the enemy is crippled they are truly lethal
Use missiles as a stand-off weapon against multiple enemy ships so they cannot close and flank you all at once
Prepare all counter-measures (such as wild-weasels) at the beginning of an engagement, a counter-measure is useless if it is unprepared
The Gorns are paper tigers, so are the Romulans if you simply stay out of range and time your defenses properly
The Klingons mean business and fight like hell – short of enemies like the Vagr they are your most dangerous opponents
Hydran fighters are extremely dangerous in squadrons, but Hydran weapons are hit and miss at best – Hydran ships can’t take a punch
The Lyrans are knife-fighters, avoid close contact, if you have to get close then kill immediately
You don’t like the Kzin/Kzinti – liquidate on contact with extreme prejudice
Throw combinations, and often
The optimum range for almost all weapons is point-blank – however that’s probably not the optimum range in which to operate
Constantly rotate your shields and your firing arcs – become excellent at coordinating defensive and offensive actions simultaneously
Maneuver is your friend, but you have to earn his friendship
Your ship will be destroyed if you get too close to the enemy as he dies – let the enemy die at a distance
If you can capture an enemy ship then do so, if you have to destroy him then do so, but never let him escape
The unknown works in both directions
Assume every alien/unknown entity is a potential hostile, but do not force them to be such
Unless your ship is specifically designed for stealth operations then Electronic Counter-Measures are far better employed in a defensive fashion
Place transporter bombs where they will do the most damage – place them strategically, because sometimes that’s the whole battle right there
Once your enemy is afire then press your attack
It is better to cripple or destroy enemy systems than to attack hull or kill crew
Do not give the enemy an opportunity to undertake useful damage control efforts
Never hesitate at your own repairs – employ damage control and repairs efforts as needed and immediately
Withdraw whenever necessary
Steal enemy repair goods with your transporters and use them for your own or simply deprive the enemy of necessary resources – he can’t repair what he doesn’t have
Good Intel and proper sensing is a Weapon – short of main weaponry your most effective one
Sensing passively and running silently does not disclose your location – so get good at it
Scan at all times unless there is a very good reason not to
Limit your enemy’s ability to maneuver
Do not Cross Your T’s, rather dog-leg your firing arcs
Become superb at precise targeting
Fire first if you must, and if you must, fire often and with sure aim
Screw the Prime Directive – let the lawyers sweat over that crap
Yellow or Secondary Alert is the most useless nonsense ever invented, don’t ever bother with it, you’re either on real alert or you’re not, so, always be on real alert
Use the environment (planets, asteroids, gravitational fluctuations, nebulae, etc.) to your advantage
Time is part of your environment – at all times use time to your advantage
Never assume an ally will make a smart tactical decision – always assume your ally will screw up and be prepared accordingly
Develop new technologies constantly
Study enemy capabilities constantly
Always be open to superior ship designs and refits
Speed is better than power, power is better than toughness, especially when you’re talking high-energy weaponry
Don’t be there when the weapon strikes –avoid rather than absorb
Always be ready to take advantage
Have a battle plan prior to engagement
Be fluid and flexible, but mostly be much faster than the other guy
Make all of your decisions before you have to
Imagine you’re going to be crippled and nearly killed – now you’re that much better prepared for it
Each enemy is different, with different capabilities and liabilities, know your enemy
Out-thinking your opponent is the best way to prove your superiority
He who can recover and re-attack fastest will probably win
There is no virtue and no advantage in absorbing attacks
Wait until the proper moment then cut loose with all hell – do not hold back in combat
The enemy has weaknesses – observe and exploit them
An unstable or untrustworthy alliance is a point of leverage
You can beat multiple opponents at once, but you must be prepared with a plan of action and combat
There is no shame in escape, but there is destruction in defeat
Be prepared for the Trap
Be proficient at Setting the Trap
Anticipate, and avoid
Whether your win or lose and whether your crew lives or dies depends entirely upon you
Communications are vital – unless you have a death wish, and in that case do whatever the hell you want, because you’re an idiot anyhow
Sneaky works – be very, very sneaky
Victory is far better than heroics
The fast kill is the best and saves the most lives – by far
Be unpredictable
There are far more ways to kill the ship chasing you than the one approaching you
Always destroy approaching probes and hamper enemy efforts at gaining information on your ship and capabilities
Disinformation and misinformation – disinformation and misinformation – disinformation and misinformation – don’t make me repeat it again
The Federation has, by far, the most well-rounded and multi-capable ships – that gives you a huge overall set of advantages – use them
In-game targeting systems for photon torpedoes suck, what in the hell is the point of having great ordinance you cannot reliably deliver to the target? Think about it
Smarten all of your weapons, and then make them so efficient in operation that even a dumb-ass could use them effectively
Invention is the Mother of (Power) Projection
Constantly train your crew
Constantly train yourself
The last battle is the one you lose, the next battle is the one after you win
A FEW THINGS I HAVE LEARNED OVER THE YEARS PLAYING STAR FLEET BATTLES/STAR FLEET COMMAND
Jan 9
Posted by occu77
A few principles I have learned in playing SFBs, but many are also widely applicable to both numerous other wargames and to Real Life.
Missiles are always the most effective weapons. They track, they force the enemy to consume resources on defensive countermeasures, their range is the effective greatest of any weapon, they consume little power to prepare, and they do not degrade over distance as far as their destructive power. Their only real limitations are speed of movement (in some cases) and interceptability – otherwise they are a near ideal weapon system
Obtain and use the fastest and most powerful missiles even if they cost you far more – they are worth the expense
Save your attacks against enemy tractor beam defenses until after they are damaged – that is to say punch through enemy shields first and let them intercept your missiles then close in and cripple their tractor beams defenses only after they are in missile holding mode
Always use probes to gather better Intel on operating capabilities/conditions and damage to enemy ships
Carefully time your boarding actions but use them freely
Do not deploy your fighters either defensively or offensively until you have sufficiently damaged or crippled the enemy – your fighters are too easy to kill and are wasted in the initial stages of an engagement, but if the enemy is crippled they are truly lethal
Use missiles as a stand-off weapon against multiple enemy ships so they cannot close and flank you all at once
Prepare all counter-measures (such as wild-weasels) at the beginning of an engagement, a counter-measure is useless if it is unprepared
The Gorns are paper tigers, so are the Romulans if you simply stay out of range and time your defenses properly
The Klingons mean business and fight like hell – short of enemies like the Vagr they are your most dangerous opponents
Hydran fighters are extremely dangerous in squadrons, but Hydran weapons are hit and miss at best – Hydran ships can’t take a punch
The Lyrans are knife-fighters, avoid close contact, if you have to get close then kill immediately
You don’t like the Kzin/Kzinti – liquidate on contact with extreme prejudice
Throw combinations, and often
The optimum range for almost all weapons is point-blank – however that’s probably not the optimum range in which to operate
Constantly rotate your shields and your firing arcs – become excellent at coordinating defensive and offensive actions simultaneously
Maneuver is your friend, but you have to earn his friendship
Your ship will be destroyed if you get too close to the enemy as he dies – let the enemy die at a distance
If you can capture an enemy ship then do so, if you have to destroy him then do so, but never let him escape
The unknown works in both directions
Assume every alien/unknown entity is a potential hostile, but do not force them to be such
Unless your ship is specifically designed for stealth operations then Electronic Counter-Measures are far better employed in a defensive fashion
Place transporter bombs where they will do the most damage – place them strategically, because sometimes that’s the whole battle right there
Once your enemy is afire then press your attack
It is better to cripple or destroy enemy systems than to attack hull or kill crew
Do not give the enemy an opportunity to undertake useful damage control efforts
Never hesitate at your own repairs – employ damage control and repairs efforts as needed and immediately
Withdraw whenever necessary
Steal enemy repair goods with your transporters and use them for your own or simply deprive the enemy of necessary resources – he can’t repair what he doesn’t have
Good Intel and proper sensing is a Weapon – short of main weaponry your most effective one
Sensing passively and running silently does not disclose your location – so get good at it
Scan at all times unless there is a very good reason not to
Limit your enemy’s ability to maneuver
Do not Cross Your T’s, rather dog-leg your firing arcs
Become superb at precise targeting
Fire first if you must, and if you must, fire often and with sure aim
Screw the Prime Directive – let the lawyers sweat over that crap
Yellow or Secondary Alert is the most useless nonsense ever invented, don’t ever bother with it, you’re either on real alert or you’re not, so, always be on real alert
Use the environment (planets, asteroids, gravitational fluctuations, nebulae, etc.) to your advantage
Time is part of your environment – at all times use time to your advantage
Never assume an ally will make a smart tactical decision – always assume your ally will screw up and be prepared accordingly
Develop new technologies constantly
Study enemy capabilities constantly
Always be open to superior ship designs and refits
Speed is better than power, power is better than toughness, especially when you’re talking high-energy weaponry
Don’t be there when the weapon strikes –avoid rather than absorb
Always be ready to take advantage
Have a battle plan prior to engagement
Be fluid and flexible, but mostly be much faster than the other guy
Make all of your decisions before you have to
Imagine you’re going to be crippled and nearly killed – now you’re that much better prepared for it
Each enemy is different, with different capabilities and liabilities, know your enemy
Out-thinking your opponent is the best way to prove your superiority
He who can recover and re-attack fastest will probably win
There is no virtue and no advantage in absorbing attacks
Wait until the proper moment then cut loose with all hell – do not hold back in combat
The enemy has weaknesses – observe and exploit them
An unstable or untrustworthy alliance is a point of leverage
You can beat multiple opponents at once, but you must be prepared with a plan of action and combat
There is no shame in escape, but there is destruction in defeat
Be prepared for the Trap
Be proficient at Setting the Trap
Anticipate, and avoid
Whether your win or lose and whether your crew lives or dies depends entirely upon you
Communications are vital – unless you have a death wish, and in that case do whatever the hell you want, because you’re an idiot anyhow
Sneaky works – be very, very sneaky
Victory is far better than heroics
The fast kill is the best and saves the most lives – by far
Be unpredictable
There are far more ways to kill the ship chasing you than the one approaching you
Always destroy approaching probes and hamper enemy efforts at gaining information on your ship and capabilities
Disinformation and misinformation – disinformation and misinformation – disinformation and misinformation – don’t make me repeat it again
The Federation has, by far, the most well-rounded and multi-capable ships – that gives you a huge overall set of advantages – use them
In-game targeting systems for photon torpedoes suck, what in the hell is the point of having great ordinance you cannot reliably deliver to the target? Think about it
Smarten all of your weapons, and then make them so efficient in operation that even a dumb-ass could use them effectively
Invention is the Mother of (Power) Projection
Constantly train your crew
Constantly train yourself
The last battle is the one you lose, the next battle is the one after you win
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