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Made in ca
Regular Dakkanaut





Hello I'm new to the game and wanted to ask for tactical advice against federation and klingon ships cards notwithstanding. The back up and 180 degree attack radius of the constitution has me stumped.

This message was edited 1 time. Last update was at 2015/06/10 03:50:16


 
   
Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

I haven't played the Gorn, but there are plenty of ships with 180 fire arc that pose a shooting threat. I think you may need to use the card impulse overload to your advantage. Also the independant faction has alot of other ship expansions you can draw from for weapons, talents, even 'slave' crew.

22 yrs in the hobby
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Made in us
Stubborn Prosecutor





USA

Can we get more info on your play format? Is it anything goes, era pure, faction pure? If you have Gorn going up against Constitutions it sounds like TOS. I play some TOS games with my wife and friends. For the most part it has been Feds and Klingons, but we are hopping to add in Romulans, Tholians, and Gorn. For variety we have been allowing ships from Enterprise through Wrath of Khan. So far the Klingon K'Tinga is the most powerful ship, but it's not game breaking. We may introduce the O'Berth but I am hesitant to add the Excelsior and Klingon BoP as everything else pre Search for Spock is pretty well balanced.

For the Feds we keep the limited to captains and crew up to ST6, lets face it captain Styles must have done something before he was on the Excelsior. That gives feds a lot of options. Klingons have s little less if limited to just the Ent-ST6, so we have allowed them some more standard generic things that seem like regular Klingon tactics, such as Defense Condition One and Klingon Boarding Party.

It is a bit of a touch and go process that we talk about beforehand to keep these games in a specific era but still allow dome variety. We'll have to do the same thing with the other races.


if your still awake after that it was my was of getting to the point. If you guys are doing an era specific game but still want to help races like the Gorn and Tholians threatening to the Feds talk to your group. Think about acceptable Independent upgrades that you guys would make sense for the Gorn to have. Things like Khan andhis crew from the Reliant would fit well with the Gorn. The Alpha Hirogen also makes scenes. There are also lots of indy talents that are kinda generic snd could be used by any race, Be Creative and Stalking Mode come to mind. I would even consider allowing them to use 4 shot Klingon torpedoes without a faction penalty. This will help a lot if you guys are playing games of say 80+ points of Feds vs Gorn

As for specifically taking on the Constitution, do your best to get behind him. Once your in that blind spot he is toast. Faked Messages and Gorn Pilot can help her. Gorn Raiding Party is a nice way to take down some shields and disabling upgrades. Gorn Raiding Psrty and the S'Gorn are a good way to get rid of annoying crew like Sulu and Scotty. If you opponent is fond of tech, like Enhanced Hull Plating, get you hands on the Impulse Overload from the S'Gorn. It is only 2 points as opposed to 5 points for the one in the retail pack. Also don't be afraid to do a come about. If you are using Gorn Commander or S'Sesslak, their abilities should give you some dice quality even with an Aux token.

Hope this helps.

It's time to go full Skeletor  
   
 
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