Klingon: Release the Dogs of War!

Share and discuss your gameplay strategies.
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posted on January 13th, 2012, 7:38 pm
Last edited by godsvoice on January 13th, 2012, 7:40 pm, edited 1 time in total.
Lt. Cmdr. Marian Hope wrote:Do I get it right that you want to build 2field yards with two expansions immediately godsvoice? Additional yards are only necessary if you can build out of all of them constantly. Without expanding you'll be lucky to keep up a constant flow of ships out of one of your yards.
I liked your first idea of KBQ spam, I think there are situations where it can work. But there are also easy ways to stop it. That's why we say Fleet Ops is balanced pretty good.
Btw the range of the Rhienns didn't really matter in the game, it was their number and damage. I hope I can find a Fed player during the following days who goes up with an Int spam against me to prove my assumptions. Since the AI doesn't build many Ints I think you clearly underestimate them godsvoice. ADAI reduces the damage by 31%. And KBQ isn't a damage dealer, while Feds have good defence. Against the AI you may get ranks early on which compensate for the little damage - against human players you simply don't get these ranks.
Either way, I'm repeting myself and will report when I tried it out against Feds :).

@Redshirt: yeah, Charghs are great. I love it when they instakill a weak shielded monsoon, or S2  :woot:.


The double kbeajq spam does work with two di moons and one tri moon though for at least a good while. Within which time you can expand again.

I want one immediate expansion to centre di moon (after fourth kbeajq), and two field yards for kbeajq. This can be sustained for at least several minutes early on.

Alright now for some valid points. I think I might not be witnessing the intrepids full potential with the AI... for sure that's possible. But whether or not I'm underestimating their potential so early on, with small maps with few expansion... I don't know. *Shrugs, maybe, but I don't think so. The guide says 197, and after Doms last post about its accuracy, it could even be upwards of 207 seconds potentially. 182 seconds I'm pretty confident is the legit number for two kbeajqs though. Kbeajqs may not be fantastic damage dealers, but give me a few of them and they can do the job against miners and construction ships. if the deal needs sweetening, klingon scouts and miners are options for boosted damage. I don't mind a Klingon player building a couple additional topmeys solely for ktinga popping either.

Against AI you get ranks: Yeah, for sure that's true. Kbeajqs get at least 3-5 sabre kills, and a mining station, construction ship, couple miners as well before big spamming starts.  Newtons and scouts too depending on where the AI puts them with respect to my fleet. I also wondering how this affects supply. For online game play, that was my biggest question mark.. because this gives no real supply problem in an AI game. By the time I start getting short, I have a massive fleet size with nothing to challenge it. I mean, 20 klingon ships can take down fed star base with no upgrades. You take losses sure, but its a crippling blow, as MrXT already pointed out. For AI or online player. Even when phaser turrets are up. They fall pretty quick when you uncloak on them, with a good 20 fleet combo. I mean, let's clarify, I do get qawduj, kvorts and stuff with this. Just not at the beginning. After you battle it out, get ranks, and up to 20 ships, SB is big target you can decide to hit. But the question is, is this strategy depended on ranks... I don't think it is, but maybe it does contribute to bias on my part. Again, don't know. But again, uptime in my view favours me.

Romulans Rhienns: They are fast to build, cheap (numbers), long range, special, damage. All of this might mean not good against them to whatever extent: hopeless, extremely tough, just not practical etc. Might be level 10 difficulty, or level 3, dunno, but this isn't really for them. You mean, the damage they deal ... from long range. I can just sit them by my star base and fire away at you kbeajqs with no fear of reprisal. If you do, I retreat behind my star base and its firepower. But I dunno, sure, rhienns just as bad because of damage and numbers.

Fleetops is balanced: I find no reason to disagree. But at least with a fed vs klingon setup on a small map... I'd say feds have a problem with an immediate double field yard spam. in my view, again replays to demonstrate how valid we are either way. Or just posts like a few have come up so far, both for feds and other factions like romulans are all helpful. I'm mostly looking at feds of course, but whatever is good info. Something to inform the discussion a little.

As for the updated: ha well, that was in response to some 1 unit spam concerns. One, I think it depends on the qawduj. The qawduj adds to your fleet mixture of brels and kbeajq. But you could also test it out without that. Just go plain brels and kbeajqs. Because I think the qawduj really stalls the expansions for sure. But without it, expanding goes much more smoothly. It's just how much you want it in case of "intrepid spam'. which may or may not be a great option.

I don't know how serious that concern is though, i.e. 1 unit spam. The guide gives spam outlines so... Is it considered bad etiquette online. I get that, but it's still a strategy worth noting in my view, especially if it is effective/successful.

I too hope this strat can be more fully tested, with multiple games for reliability, against feds. Maybe some replays, too :whistling:?
posted on January 13th, 2012, 7:48 pm
And for some of the other posts and battle yard, I think battle yard is for other strats, serves them better.

This is really focussing on beginning with field yards alone.

Of course, battle yard can come into play, in which case sure, charghs and sangs can be built.. they just aren't the focus here. I think they have some good outlines for them already in the guide.

This is specifically double field yard right out of SB.
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