ZOROASTOR'S IMPERIAL ROMULAN TACTICAL GUIDE

Rudimentary Plasma Torpedo Targeting

There are two basic tactics revolving around the use of Plasma Torpedoes: The Gorn Anchor and The Plasma Ballet. However, with the addition of the Cloaking Device, a few other tactics can be executed effectively as well.

The Gorn Anchor

In this tactic, you attempt to close on your opponent and apply a stiff tractor beam. The idea behind the attack is to prevent your opponent from running away from the torpedoes or launching a wild weasel.

There is a reason why this is called the "Gorn Anchor" and not the "Romulan Anchor." It is usually less effective. Remember, the Cloaking Device on your ship represents 15% of your combat BPV. That means that when you go toe to toe with an opponent you are outgunned by one to three phasers average. Attempting to do this while coming out of cloak is a very bad idea, since the energy used for the cloak takes away from your ability to apply adequate energy into tractors, as well as allowing your opponent an oppurtunity to dump all of his weapons onto you for five impulses before fade in. The anchor can work, but should almost never be used on a turn where you put energy into the Cloaking Device. It is best employed when ending a turn cloaked within five hexes of your opponent on his rearming turn and with all or most of your torpedoes and phasers armed.

The Plasma Ballet

A tactic far better suited to the Romulans is the Plasma Ballet. This method calls for you to launch some of your plasma torpedoes at ranges 12-15 and turn, often performing a "lazy S" maneuver. It can be used to keep your opponent at a distance and herd your opponent on a fixed map. It is often employed by The Gorns, however, many Romulan ships are better suited to this tactic, since they often have a better turn mode and can operate at lower speeds due to the Cloaking Device. As a option, you can launch pseudo plasma torpedoes to string this out for a long time. If you can bait your opponent into firing all or most of his weapons at long range, it is often possible to turn in suddenly, diving toward your opponent to perform an over-run or an anchor.

The Glory Zone Plasma Bolt Attack

While as a general rule, you should only bolt your Plasma Torpedoes if it is absolutely necessary or if it is going to win you the game, in combination with the Cloaking Device, this is not always a bad idea. If a TFH bolts all of its plasma torpedoes at range nine to 10 against a ship, you have the possibility of doing 44 points of damage before you cloak. While the cloaking device will not insure that you will not be hit by overloads it does provide some defense from phasers, and of course you can put that power into speed instead, or erratic maneuvers. Statistically, you are probably going to only do about 22 points of damage, but backed up with four phaser Is and two phaser IIIs, the average is closer to 28. This is usually best employed when psuedo-plasmas herd your opponent to expose a side where his weapons arcs are disadvantageous.

The Fade in and Over-Run

Similar to the Gorn Anchor, this is the consumate close and hose tactic. You come out of cloak withing five hexes of your opponent, dump your plasmas and phasers into him, turn, and run or cloak. Careful attention to firing arcs can make this technique very effective. As a general rule, you should always save a couple of phasers and put at least a couple points into tractor in case of any nasty surprises. Invariably, you are going to get shot at first, but by launching a wild weasel and/or using erratic maneuvers during the fade period this can be mitigated somewhat. This tactic can be useful for getting underneath the minimum range of some weapons, such as the Plasmatic Pulsar Device, and the Standard or Proximity Photon Torpedo as well.

The Retrograde

In this tactic, you fly in reverse and try to maintain medium range with your Plasma Torpedoes and Phasers, while reinforcing your forward shields. The idea is to maintain medium range for your opponents heavy weapons and phasers to get him to close on your incoming plasma torpedoes, effectively making them impact at short range. By going medium speeds, you can also use the threat of the Cloaking Device on reloading turns as an optional defensive measure instead of reinforcing shields. This tactic also allows you to throw suicide shuttles and transporters bombs and mines in the way of incoming drones and ships. This system can be augmented by the occaisional turn, for the purpse of using a bakwards "Plasma Ballet" and you could even, athough risky, turn around while cloaked and perform an over-run in reverse. This is a strong overall tactic that is the most complimentary to the defensive nature of the Cloaking Device, however, it is often not as useful against races that have many medium range torpedoes and phasers, who may just slow down and snipe at you from long range. It also can be very limited by a fixed map scenario.

(discuss plasma and drone defense here as well as rearming cycles for plasma torpedoes with the merits of when to fire, also discuss the contradiction between end of turn cycle with the cloaking device and the impact of the 4-14 weasel.)

To see more information about the Cloaking Device, go here.

 

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