Hit-and-Run Attacks
- In a "hit-and-run" attack, your ship approaches the target at high speed, delivers an alpha strike, and then escapes while recharging weapons for a subsequent attack run
- Hit-and-run attacks can be an effective tactic in situations where a prolonged direct engagement (such as close-range dogfighting) would put your ship at a disadvantage (for example, when the enemy is more powerful or more numerous)
- A basic hit-and-run attack has three stages: approach, attack, and escape
Approach Phase
- Ideally, start your approach outside of detection range, and plan an approach vector that places you in an advantageous position for your attack and planned escape vector (usually, behind the enemy ship, with an escape vector as close to your approach vector as possible, minimizing the necessary turning time)
- Ensure weapons will be ready to fire by the time you reach weapons range
- Engineering should use power allocation base 1/5/4 Warp Defense as phasers will not be needed for this phase
- Helm should approach the target at maximum speed, and may need to adjust the approach vector "on the fly" if the target detects you and begins evasive maneuvers before you reach weapons range
- Tactical should perform scans of subsystems as needed once within scanning range; in some situations, the captain may order tactical to fire torpedoes during the approach
Attack Phase
- The attack stage begins once your ship is within phaser range
- Engineering should use power allocation base 5/1/4 Combat Offense, allocate more to engines and less to shields if a faster turn rate is needed or if incoming fire is not a concern)
- Helm should turn towards the escape vector; the turn rate and speed may need to be adjusted "on the fly" to ensure the enemy ship does not get too close but stays within the firing arc and in firing range while phasers are firing
- Tactical should usually execute an alpha strike, firing all phasers and torpedoes; if phaser fire is expected to be enough to bring down the enemy's shields, it may be wise to wait to fire torpedoes until after the enemy's shields are down
Escape
- The escape stage begins once your weapons are exhausted
- Engineering should return to power allocation base 1/5/4 as phasers will likely be exhausted and enemy vessels outside the firing arc during this stage
- Helm should fly along the escape vector at maximum speed, and may need to engage in evasive maneuvers and adjust course on the fly if the enemy ship gives chase
- Tactical can fire torpedoes if necessary during the escape stage once they re-arm
- Plan an escape vector that will avoid enemy fire during the approximately 60 seconds it will take to recharge your phasers (or the 75 seconds it will take to recharge shields)
- The choice of escape vector will often be determined by battlefield conditions; obscuring anomalies, large asteroids, etc., may provide cover for an escape
- The best escape vector, like the best approach vector, is often behind the enemy
- If a choice of multiple escape vectors is possible, turn in the direction opposite from the direction the enemy turns (e.g., if the enemy turns right, you turn left)
- If your approach vector is behind the enemy, the enemy will likely turn during the attack phase. Sharp captains and helm officers will plan two escape vectors, one for either direction the enemy chooses to turn. Sharper captains will attack from the rear right or rear left rather than directly from the rear, in order to induce the enemy to turn in a certain direction, allowing an escape vector that will be behind the enemy and on a preferable side (e.g., towards cover or away from other enemies)
Hit-and-run attacks with the Aegis
The Aegis can hit-and-run without being detected, using specialized proceduresApproach (Aegis)
- Beyond torpedo range (usually about 35km), engineering should use 4/5/1+ Max Speed Offense reroutes to allow for maximum speed of up to 7,600kph; the Aegis's detection range will be 20km
- Once within torpedo range (usually about 35km), engineering should switch to 5/4/1+ Quiet Hunter reroutes; engine power capped at 4,000 will reduce the Aegis's detection range to 10km; arming torpedoes will then increase the detection range back to 20km
- Helm should monitor the Aegis's detection range during the approach and be prepared to reduce engine speed to 4,000kph or less prior to approaching within 30km of the target (30km is the Aegis's detection range with speed at 5,000+ and torpedoes armed)
- Tactical should keep shields down and take necessary scans for the appropriate system intrusion; at the captain's option, tactical can arm and fire torpedoes during the approach stage, or wait for the attack stage
- If environmental or other conditions require shields to be raised (increasing minimum detection range to 20km), fire torpedoes between 35km and 30km from the enemy, then deactivate torpedoes (after firing but before closing within 30km) to allow your ship to approach within phaser range (26km) undetected
Attack (Aegis)
- Engineering should have engine power rerouted to phasers by the time the Aegis is within 26km of the enemy ship (the Aegis's maximum phaser range)
- Helm should keep the enemy ship between 26km (phaser range) and 20km (detection range) while the phasers are firing, and speed at or below 4,000 to keep the detection range from increasing
- If necessary, torpedoes can be disarmed immediately after firing (delaying their re-arming) in order to reduce the detection range to 10km
Escape (Aegis)
- Within 20km from the enemy, keeping torpedoes off and engines capped at 4,000 will limit the detection range to 10km
- Between 20km and 30km from the enemy, keeping torpedoes off will allow you to reroute power to engines and increase speed to up to 7,600 while keeping the detection range at 20km
- Beyond 30km from the enemy, torpedoes can be armed and engines can be maxed to 7,600 without being detected
- If at any point during the hit-and-run attack, your ship is detected, shields should usually be raised immediately, and power allocated to them, as there will probably be incoming fire soon
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