Date: Fri, 13 Nov 92 15:49:33 MST
Newsgroups: rec.games.board
From: $stephan@sasb (Stephan Fassmann, Software)
Subject: Re: SFB::Tactical Problem
Organization: BYU

In article <1992Nov13.130403.1356@dct.ac.uk> mcsbc3maw@dct.ac.uk writes:
>	Here is a tactical problem I'd be happy to recieve answers to
>	this over Email or a Post .
>
>	The Enemy ( Klingon )
>
>	Class M planet center board .
>		Circular 100 pt minefield between 8-12 hexes away from
>		the planet . 1 unknown path clear of all but command
>		controlled mines .
>	3 BS on the planet's surface 2PAM/1hangar [6 ZYc]
>	(sides 1-3-5)
>	12 Ground bases [Phaser 4] 2 per hex side .
>	2 x D5K , 1 x D5L , 1 x D5W , 1 MON(no pallets) , 1 FRD
>	All within 4 hexes of the planet
>	All drones are Fast , But other info on drones unknown . 
>
>        You have 2000 points . What race/fleet composition/Tactics
>	would you use

I would take a Fed fleet. Assuming between y175 and y181 post Aegis-pre PF. 
Generally composed of these ships (since I don't have the exact BPV's you 
will have to adjust these slightly):

-DNG (Flagship and photon dropper)
-2xNCL (Photon Bombardment Detail) 
-?xDD (Photon Bombardment Detail) Buy as many as you can.
-COV (The scout and all the BP's are great for attacking the bases from the 
ground) A CVL is good if you have the points but get extra BP's anyway.
-CVB+DEA+FFA (They are to take out the fighters and stop drones)
-NMS (The minesweeper is a given, but the mine field is only medium)
-NCD (Drone bombardment good for running strings of drones into the field to 
clear mines and blow things up)
-LTT with Repair Pod (Keeps the ships in good shape :-) Very useful)

Tactics:
First things first- KILL the FReD!!!!! Without it he's toast since he can't 
repair anything at the grounded BS's (He should have left them in orbit). 
Then the MON (since it has the firepower of a DN it has the next highest 
priority) and then the other ships. After the MON has gone down move the NMS 
in to get through the minefield. Long range bombardment until this point is 
the best and just remember to stay in arc of as few heavy phasers as 
possible. 20-25 is a good range and TAC'ing to bring good shields to bear 
is very important. Only pull ships to the Repair tug if they are having 
problems. Read the rules on this _it's very important_. Remember to use 
Ballistic Targeting to hit the bases from beyond range 5 with seeking 
weapons. Patience is very important in getting through the minefield use max 
ECM and loan from the GSC to the sweeper and offencively at the base if you 
are bold :-). HET's, midturn speed changes,and TACs are very important. The 
Ghostlight story in CL9 is very good on describing the breeching of a 
minefield. After the Klingon has so kindly dropped a shield for you and you 
are within transporter range of the planet, dump marines on the planet they 
can attack from the outside of the bases, taking out the phaser-4 bases as 
they are easier to take, but if they have a chance to get in the base 
stations go for it. Once you clear out an arc of the planet repair what 
ships you can and then clean off the rest of the planet by popping up over 
the horizon for one impulse and Alpha-ing him. This will be very hard on 
your ships as the other bases are undamaged and your ships probably will be. 
Phaser-4's at range 5 is real hard on ships. Being inside his field is great 
but remember where it could be. Send marines around the planet to try and 
capture the bases, that's a whole lot easier on your ships then trying to 
blast those things from orbit. 
Sounds like it should be a blast of a game, as long as he doesn't get 
reinforcements you should be able to take him. If he put those Base Stations 
in orbit you would have had some real problems with just 2000 pts. 
_____________________________________________________________________
|Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
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|The Random Acts of Kindness will Continue until Morale Deteriorates|
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Newsgroups: rec.games.board