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orion tactics
Posted: Tue Mar 11, 2008 12:01 am
by sock
I was wondering if anyone on here would be interested in helping a newer Fed Com player in working out the strategies necessary to be a succesful Orion player. i am having to work out a fleet for the same campaign as Sylvrdragon, and thus will not be able to change my weapon loadouts after the original designations, unless I capture an enemy ship in the game. thanks in advance
sock
Posted: Tue Mar 11, 2008 12:02 am
by SylvrDragon
Don't fight me. Mwahahahaha!! 
Posted: Tue Mar 11, 2008 2:21 am
by DNordeen
Engine Doubling. 'Nuff said. It's an addiction, but you can repair shield boxes very easy. Do it every other turn or so, and you can keep repairing your engines while repairing shields going speed 24 and firing all weapons.
Posted: Tue Mar 11, 2008 4:32 am
by SylvrDragon
I'd probably go speed 16 and just accelerate. It's the same energy expenditure as going 24, but you get a better turn mode. I'd also stick largely with long range weapons such as disruptors and hellbores. Staying at long range maximizes the effect of your stealth coating.
Posted: Tue Mar 11, 2008 12:33 pm
by Scoutdad
SylvrDragon wrote:I'd probably go speed 16 and just accelerate. It's the same energy expenditure as going 24, but you get a better turn mode. I'd also stick largely with long range weapons such as disruptors and hellbores. Staying at long range maximizes the effect of your stealth coating.
This from the guy you're fighting against!
Actually, that's pretty close to what I'd do if I were the Orion player. I tend to stick to the longer range weapons and play the Orion version of sabre-dancing.
Posted: Tue Mar 11, 2008 5:29 pm
by SylvrDragon
Scoutdad wrote:
This from the guy you're fighting against!
Actually, that's pretty close to what I'd do if I were the Orion player. I tend to stick to the longer range weapons and play the Orion version of sabre-dancing.
Well, we also happen to have been friends for a while now as well. Besides, I told him to do pretty much exactly what I'll be doing...only difference is my race invented the tactic he's 'stealing', but then he is a pirate. lol
Posted: Tue Mar 11, 2008 6:05 pm
by junior
DNordeen wrote:Engine Doubling. 'Nuff said. It's an addiction, but you can repair shield boxes very easy. Do it every other turn or so, and you can keep repairing your engines while repairing shields going speed 24 and firing all weapons.
If you've got a Light Raider, then you can actually do it
every turn. The Light Raider only loses one engine box per turn that it doubles its engines, and it has four points of Damage Control. So long as it doesn't take any additional internal damage, it can basically double engines indefinitely.
Posted: Tue Mar 11, 2008 6:06 pm
by Sweeper
So, no option to switch load-outs between scenarios unless you capture ships with different weapons? That's kind of a shame. I'm not really up on Orion Tactics other than 'Double your engines' and 'Use Cloak'. If you want to capture ships for more weapon options, I'd recommend reading up on Directed Damage and Marine Combat. In any case, be sure to send write ups of your battle results to here. That way, you, me, and everyone can benefit from the experience.

Posted: Tue Mar 11, 2008 6:12 pm
by Sweeper
Oh, and don't forget it's a little harder to hit and Orion than it is for an Orion to hit an opponet thanks to Stealth coating( +1 to die rolls), this makes it easier for Orions to 'Dance' in the middle ranges.
Posted: Tue Mar 11, 2008 9:54 pm
by sock
Sweeper wrote:So, no option to switch load-outs between scenarios unless you capture ships with different weapons? That's kind of a shame. I'm not really up on Orion Tactics other than 'Double your engines' and 'Use Cloak'. If you want to capture ships for more weapon options, I'd recommend reading up on Directed Damage and Marine Combat. In any case, be sure to send write ups of your battle results to here. That way, you, me, and everyone can benefit from the experience.

i will definantly try to get some writeups on here to help others learn from my experiences.
Posted: Wed Mar 12, 2008 12:21 am
by Mike
Junior, are you sure about the Light Raider having a damage control rating of 4? My ship card shows a 2.
Posted: Wed Mar 12, 2008 12:22 am
by sock
Mike wrote:Junior, are you sure about the Light Raider having a damage control rating of 4? My ship card shows a 2.
mine shows 4
Posted: Wed Mar 12, 2008 1:16 am
by DNordeen
SylvrDragon wrote:I'd probably go speed 16 and just accelerate. It's the same energy expenditure as going 24, but you get a better turn mode. I'd also stick largely with long range weapons such as disruptors and hellbores. Staying at long range maximizes the effect of your stealth coating.
Meant to say that...it's how I normally go speed 24 unless the plasma is flying around

Posted: Wed Mar 12, 2008 2:36 am
by jmt
SylvrDragon wrote:I'd probably go speed 16 and just accelerate. It's the same energy expenditure as going 24, but you get a better turn mode. I'd also stick largely with long range weapons such as disruptors and hellbores. Staying at long range maximizes the effect of your stealth coating.
1/ Don't double engines until you have to.
2/ When you double engines, be sure you use all your energy. Tractors are your friends mid game.
3/ Consider the Phaser boat - all Phaser 1's. Even without heavy weapons it's mighty scary!
Posted: Wed Mar 12, 2008 7:41 pm
by junior
Mike wrote:Junior, are you sure about the Light Raider having a damage control rating of 4? My ship card shows a 2.
See the second post in this thread here -
http://www.starfleetgames.com/federatio ... .php?t=534
It's possible that you're looking at the Fleet Scale side of the ship card while I'm discussing the Squadron Scale side of the card. iirc, Damage Control numbers suffer from the same "cut everything in half" rule that applies to all conversions between fleet and squadron scale.