Ken Lin
U.S.S. Ohio
This term paper dovetails with a previous term paper called the Semi-Oblique Attack, which refers to approaching close to or along the #1/#2 spine.
Many captains understandably pay a lot of attention to where on the map a battle pass will occur. However, an often neglected piece that can be equally important is when during the turn a battle pass will occur. The question of “When during the turn” is especially critical for disruptor ships, who generally cannot maintain high speed throughout the entire turn while overloading the disruptors.
In many duels, one ship will have a clear advantage at close range, generally because of either seeking weapon superiority (Aux, Kzinti, Big Plasma when attempting to anchor) or phaser-3/gatling superiority (Aux, Orion, Kzinti, Hydran, LDR). Because of this, one ship (“the Hound”) will attempt to close to knifefight range, while the other ship (“the Rabbit”) will attempt to avoid it. In many cases the Rabbit is a disruptor ship whose speed will be bogged down when overloading the disruptors. In addition, the Hound is sometimes a 2/3 movement ship which has the potential to move at high speed for the entire turn.
Some examples of Rabbit vs Hound matchups are as follows:
Rabbit vs.Hound
Lyran vs.Aux
Lyran vs.Kzinti
Klingon vs.gatling-armed Orion
Klingon vs.Hydran
Shark vs.Big Plasma when attempting to anchor
For the purposes of this term paper, I will assume the Rabbit is a disruptor ship attempting to achieve a range 4 overload shot, while avoiding knifefight range. What should the Rabbit be doing to achieve this? What should the Hound be doing to prevent this?
Rabbit Positioning
When overloading the disruptors, there are generally two types of speed plots: slow-fast, and fast-slow. Because the Rabbit will want to have his speed during the attack run, starting the turn at farther ranges (~range 20-25) lends itself naturally to a slow-fast plot. If the Rabbit maneuvers competently and achieves range 4 Perfect Oblique late in the turn, his late-turn speed should mean that he can avoid getting to knifefight range. This allows the Rabbit to hurt the Hound with a range 4 alpha, then brace for the Hound’s onslaught over the turn break (via speed, tractor, weasel, etc). The Rabbit should attempt to start at ~range 20-25 and make the engagement happen late in the turn, so he can plot slow-fast with overloads.
On the other hand, if the two ships start the turn at closer range (~range 10), the Rabbit must plot fast-slow if he wants to have speed during the engagement. This is generally much worse for the Rabbit, since he risks being overrun during the latter half of the turn.
Hound Positioning
The Hound, on the other hand, wants to start the turn at ~range 10. The Hound should realize that an overloaded Rabbit must eventually slow down at some point during the turn, allowing the Hound to close to knifefight range. If the two ships start at ~range 10, the only way for the Rabbit to keep from knifefight range is to sacrifice some of his overload energy to additional speed. When the ships close to range 4, the Hound wants to be Semi-Oblique so he can close the distance after he turns in. The Hound should attempt to start at ~range 10 and make the engagement happen early in the turn, in order to prevent the Rabbit from plotting slow-fast with overloads.
Quotes from the Multi-Aces
“Things not to do are:
…
#5 Fire disruptors early in a turn (Hi I’m ready to be anchored I just showed you where my power is)
...”
– Ralph Wiazowski, talking about Disruptor vs Big Plasma matchup
“On the opening exchange (which will happen turn 1 or 2), I am only looking for one thing - a Range 4 shot then escape to turn’s end.
...You will need this to be a 13/26 or 15/30, etc. (13/26 is obviously easier to plan - or better in most cases - 13(or 14)/25/26). So, watch the Kzinti carefully on turn 1. The worst thing that can happen is you end at range 9. Range 6-8 is not good either, and really, anything closer than range 15 is not ideal. If you are not getting range 4 (5 is good too) on turn 1, you really want to end at 20ish. The easiest way to accomplish this if he corner dodges, is to counter dodge and then to start coming back out near the middle of the turn...”
– Paul Scott, talking about Neo-Tholian vs Kzinti matchup