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Unit Analysis

NoQ’Duj Class - Kahless Station
(passive: Superiority Fighter - can kill any other scout if in close range)

A short ranged scout, this vessel can serve two purposes in the early game. As a result of its equal speed to all other scouts, as well as its armament, it can safely engage and destroy all of the other faction's own scouts as long as you keep it in range. Note however that it will lose much of its hull in a duel with a Borg Detector, which might cause the NoQ'Duj to also lose a subsystem - a dangerous gamble. Too cost inefficient to be used in any significant numbers to form a hunting pack at any stage in the game, preferably this vessel will be used to scout out your opponent. Although the line of sight of this tiny warship is small, the vessel is indispensible for intelligence gathering. If this ship is in your opponent's base, don't leave it too close to his or her starbase or other defensive stations in case your opponent decides to use the Graviton Detection Grid. Oftentimes, keeping just the edge of the sensor radius over your opponent's shipyards and/or research stations is all that is needed to stay informed on his or her production schemes. Use this ability to your advantage, and check those stations often!

In most 1v1 battles, a minimum of two scouts are needed. One to tell you what your opponent is building - or what is at his or her base - and the other to either scout out vulnerable lone freighters and construction ships, or to follow your opponent's fleets (usually using the guard command). In this scouting role, it is best to place the NoQ'Duj on low movement autonomy and green alert - this way in case it somehow becomes decloaked, it does not rush into battle at the first sign of an enemy warship's engine trail. Usually it is wise to build the second NoQ'Duj after you have already established an expansion, so that you are not stalling a queue of Topmey freighters.

Topmey Class - Kahless Station

A slow, unarmed freighter, this vessel can also jettison its cargo containers to become an ancient, but speedy, K't'inga Class destroyer. Using this ability can be a bit of a gamble, as you can either continue mining when attacked and lose the ship in the throes of resource gathering (and give your opponent the ability to level up), or you can reach deep within your forgotten Klingon heritage and pull out that disruptor - never mind how weak it is - but still technically "lose" the miner. If you do choose to turn your Topmey into K't'inga because no friendly Klingon vessels are in sight, do not simply cloak and flee immediately, as you will expose your extremely weak hull to weapons fire for four seconds. Instead, retreat in several directions out of range and then engage your cloaking device. Upon seeing cloaking K’t’ingas, most competent admirals train their vessels weapon systems on each one very quickly and leave you with nothing but space debris.

Even if a few K't'inga seem rather weak, every bit of firepower helps, and most folks can't tell the vessels apart from the K'beajQ - especially if the two are mixed. Thus, the K't'inga can even be used later on as an annoying harasser, or even a scarecrow to make your forces look more dangerous than they actually are.

It must be noted that TaQ'roja's Topmey is 20% cheaper than Martok's and both have a very fast build time. As a consequence, it is quite feasible for TaQ'roja to produce only Topmey from the Kahless Station and begin harassing from the start. A B'rel, for comparison, takes about 20 seconds longer to produce. Thus, a Field Yard with no expansions can begin producing B'rels or K'beajQ, while the Kahless Station commissions Topmey that are turned into K't'inga immediately. This can give you are very large force early on, despite the fragility of most of the vessels. Keep in mind that the ratio of dilithium to tritanium that the Topmey consumes is much closer to a 1:1 ratio than other Klingon vessels, but the supply costs for this unit are higher in comparison.

B’rel Class - Field Yard
(passive: Tactical Weapon Arrays – strong versus long range)

This short ranged, but very fast pulse armed destroyer, comes with a passive which causes it to deal increased damage to long ranged units, but be battered by short range units. If you are facing long-range, small or medium sized units, these vessels are your key to victory. Make a strong effort to stay away from Attack Destroyers (they will be able to very efficiently ram healthy B’rels by staying at short range and thereby destroy them in one shot), and Shrikes which will disable the B'rels weaponry. Although the Excelsior II also takes increased damage, its guided quantum torpedoes will make short work of your B’rels. Large numbers of Breen Cruisers will also efficiently destroy B’rels.

  Borg Dominion Federation Klingon Romulan
Deals increased damage to Detector Breen Cruiser, A-26 Bomber, S-2 Escort Cruiser, T-15 Heavy Cruiser Excelsior II, Saber, Galaxy, Canaveral, Excelsior, Steamrunner, Excelsior Sang’, Veqlaragh, B’rel, Cho’naQ Rhienn (and refits), Serkas, Cehlaer, Norexan
Does reduced damage to     Sovereign Vor’cha Generix Frigate Refit
Takes increased damage from Interception Scout Cube, Detector S-2 Escort Cruiser, B-5 Battle Cruiser, A-26 Bomber Norway and Plasma Coil, Intrepid, Monsoon, Canaveral, Defiant, Phalanx B’rel, K’vort, LuSpet, Negh'var Shrike, Generix Frigate Refit

 

Due to the speed and agility of this warship, using it as a hit and run unit on your opponent’s mining vessels or stray construction ships and lone warships is extremely feasible. Even if there is a single turret in the region, a pack of two to three B’rels can move in, destroy the miners and get out without losing a single B’rel if well managed. A mining facility without miners is useless and can even be used to lure in additional freighters to their inevitable doom. As a result keeping a few B’rels in packs and relying on efficient scouting can allow you to keep your opponent on his or her toes. Even lone B’rels left in your opponent’s mining colonies can wreak havoc to freighters.

The Graviton Marker ability (researched at Field Research) can be used to force your opponent into situations they would not normally have to deal with. If a mining station is well protected by turrets, darting in to tag each freighter with a Graviton Marker will slow their resource gathering to a crawl – especially if the miners are at an expansion with no yard in sight. Likewise, tagging already slow long range units with these Markers can force your opponent to try and protect them as he or she heads back to base for repairs. Use this time to strike where your opponent is not and cripple him or her before going back to destroy the warfleet. This ability should only be researched when use of the B’rel is waning (assuming you have the funds to afford it without discontinuing ship production).

K’vort Class - Field Yard + Field Research
(passive: Single Stage Energy Conduits - strong versus medium range)

Although slightly slower than the B’rel, this pulse armed cruiser is fitted with weaponry that allows it to damage medium ranged vessels more easily. This vessel is used most efficiently against small or medium sized vessels. As this vessel is nearly as fast as the B’rel it can also be used in similar hit and run attacks, but due to the increased costs it is not necessarily worth pulling this ship out of fleet duty to perform these tasks. Since the K’vort is very similar to the B’rel in many respects, you can use it to perform the same duties as the B’rel once you have teched up. In that respect, the K’vort is a much better counter to Breen Cruisers and Excelsior II’s than the B’rel, as it can take much more punishment. Note that the K'vort's subsystems are extremely fragile, and most hits to the hull will knock out life support, engines - you name it. Consequently, pay attention to what units or abilities deal direct hull damage to the K'vort, and remember that cloaking in the midst of battle with the K'vort can be a huge liability.

  Borg Dominion Federation Klingon Romulan
Deals increased damage to Adapter, Probe S-2 Escort Cruiser, C-17 Seige Cruiser, C-11 Interception Destroyer, A-20 Attack Destroyer Akira, Remore, Galaxy, Nebula K’beajQ, Qaw’Duj, Vutpa’ Griffin, Shrike, Norexan, Generix Support and Spectre Refits
Does reduced damage to         Generix Frigate Refit
Takes increased damage from Interception Scout Cube, Detector   Norway's Plasma Coil, Canaveral, Phalanx   Shrike, Generix Frigate Refit

 

The Shield Breaking Torpedo ability (researched at Field Research) allows the K’vort to easily snipe your opponent’s freighters or especially his or her support vessels without decloaking. As most vessels have about 2/3 of their hitpoints in their shields, this ability can be used to great effect against otherwise powerfully shielded vessels. Using this torpedo to actively destroy the smaller vessels of your opponent upon first engaging combat can be quite a powerful tactic as you will reduce oncoming firepower significantly without having to damage the shields first. Consequently, when opening combat, target your K’vorts on vessels other than the ones you plan to engage with the Shield Breaking Torpedo. This ability should be researched when you have a few K’vorts already built because it dramatically boosts their effectiveness in battle.

K’beajQ Class - Field Yard and Kahless Station
(passive: The Everlasting Design - almost never loses a subsystem)

A medium ranged and moderately quick vessel which will never lose a subsystem, the K’beajQ is the powerhouse of your Klingon fleets – much as the K’t’inga was in its day. If you need ships to fill out your fleet, yet can’t quite tech up to Battle Yard vessels or have too many funds to spend (and don’t need SuS’a’ or Veqlaragh support) the K’beajQ is key because of its respectable firepower, decent special weapon, and great resilience. Remember that you can also build it from your starbase. Due to its durability, it can safely retreat from battle even with much of its hull damaged (you do not have to worry about it losing life support or engines like you do with other Klingon destroyers). Its beam based weaponry means that it will outlast the usefulness of your K’vorts and B’rels because it does equal damage to every unit and structure and can retreat from battle while continuing its barrage. Consequently, when you no longer should be building K’vorts (no more small or medium sized, medium range vessels are being fielded) this is the vessel to construct. Keep in mind that the K'beajQ, being a small destroyer, will take the most damage from pulse based weapons.

  Borg Dominion Federation Klingon Romulan
Does reduced damage to Beam/Torpedo Module units A-20 Attack Destroyer Intrepid, Excelsior LuSpet Eresis, Generix Spectre Refit
Takes increased damage from   Breen Cruiser, Breen Battleship   K’vort Leahval, Rhienn Refits, Generix Frigate Refit

 

For both avatars this vessel can be outfitted with a special ability at Field Research. Martok’s K’beajQ can be outfitted with a Torpedo Drone which will never miss its target. TaQ’roja’s K’beajQ can be outfitted with a Heavy Disruptor which will deal slightly more damage to destroyers than the Torpedo Drone. Both deal base damage to all other units. If interceptors (fast units) are not very close by, both of these abilities can be used to take out your opponent’s freighters immediately after decloaking. Almost two volleys of these special weapons can be fired before special energy is exhausted, so make sure that when entering target you use these weapons exclusively to pick off the warships which can do the most damage to your fleet (if it is centered on K’beajQ, take out the medium range destroyer specialists first). In larger fleet engagements (usually more than eight K’beajQ), allowing this weapon to be placed on high weapons autonomy will be sufficient, but you will waste firepower. Try to research the special ability as soon as possible (possibly while your first two vessels of this class are building) as it adds significant firepower. Waiting until a enemy has begun to cloak before using this ability can also be extremely efficient, as you will assuredly destroy at least a few vessels in this manner.

SuS’a’ Class - Field Yard + Field Research
(passive: Extra Energy Stores - strong versus structures)

A Martok-only vessel, this warship has a passive which increases its damage to structures at the expense of having weaker shields. It also happens to have one of the fastest speeds of any war-vessel in Fleet Operations. If your opponent is building mainly turrets, it is thus wise to have mainly SuS’a’ warships being fielded. With their dual forward firing torpedoes, they will never miss the structures and will quickly demolish them. Your K’vorts or B’rels will play mop up duty and take out the freighters and far fewer numbers of opposing small or medium sized warships. Likewise, although the SuS’a’ does not get a bonus against units, these vessels are best fielded against large targets since the torpedoes will hit every time. Against medium or small units, usually your early game pulse or beam armed units will do a much better job. Large sized vessels (most Borg units and non-Borg battleships) will fall especially quickly against SuS'a'. Keep this vessel especially away from the Vutpa’ (where most torpedoes will miss).

  Borg Dominion Federation Klingon Romulan
Deals increased damage to     Galaxy Negh'var Norexan
Does reduced damage to     Sovereign Vor’cha Generix Spectre Refit
Takes increased damage from Interception Scout Cube, Detector   Norway's Plasma Coil, Canaveral, Phalanx   Shrike, Generix Frigate Refit



This vessel can also pull double shift as a harasser, where instead of efficiently destroying far off freighters like the B’rel and K’vort can do, it will obliterate the mining facilities themselves. Consequently, if you aren’t facing too many turrets or battleships, building a few SuS’a’ for very cruel harassment purposes can be quite successful.

Last Ditch Assault (researched at Field Research) gives your SuS’a’ a very powerful offensive burst  for a long period of time, followed by a short cool down period where offensive power drops below normal, and the ability to cloak is lost while the effects are active. This ability is a must if you want to destroy something quickly and effectively – especially in the case of regenerating Borg vessels. To reduce the risk of overkill, don’t simply select all SuS’a’ and use their special ability. Instead use the ability of a few (perhaps four) of these vessels at each time, that way you do not quickly kill one or two targets with a barrage of torpedoes and then lose all your firepower at once. The ability is expensive, so only research it if you have a few SuS’a’ already in the field and need to take down something fast (like a large vessel that can retreat and repair, or a Starbase).

Veqlaragh Class - Field Yard + Field Research

As TaQ’roja-only pirate ships (excuse me, I mean “warships”), these fragile vessels come standard with artillery range 360 fire weaponry. However, due to their relatively slow speed they must be supported and escorted by other units at all times. Since their only weapons are in the form of torpedoes they are best used to bombard base structures and capital ships from a distance. Keep these artillery units well behind the front lines, because pulse armed units and interceptors can make mince meat out of them very quickly.

  Borg Dominion Federation Klingon Romulan
Deals increased damage to       Charg'H Leahval
Does reduced damage to Torpedo Module units S-7 Defender Monsoon, Ambassador   Cehlaer, Generix Spectre Refit
Takes increased damage from Interception Scout Cube, Detector S-2 Escort Cruiser Norway's Plasma Coil, Defiant, Canaveral, Phalanx, Galaxy Negh'var, B'rel Griffin’s Sensor Jammer, Rhienn (and refits), Norexan, Generix Frigate Refit

 

Alternate Armament gives your Veqlaragh vessels a secondary role – namely that of preventing your opponent’s vessels from closing with you or escaping. This is especially useful when facing large, powerful vessels, in particular those that have inferior range to your main fleet (for instance, a short ranged Negh’var) or those that are “directionally challenged” (Norexans). If this role is crucial to your gameplay – for instance you are facing down mainly larger caliber Borg vessels or the battleships of your non-Borg opponents, you should expect to begin research immediately. Building at least five or six of these vessels to prevent retreats is necessary, while maintaining much of your fleet as a screen to prevent opposing vessels from breaking through and destroying the deadly but rather delicate artillery.

Sang’ Class - Battle Yard

These small cruisers are quite powerful for their size, but alas they are also rather slow. Nonetheless, their strong hulls insure that you can often get away with bombarding your opponents buildings and larger vessels only to cloak and take minimal damage – assuming that no interceptor units are nearby of course. With that being said, keep these vessels away from vessels like the B’rel, K’vort, Monsoon, Norway, Defiant, Scout Cube, S-2 Escort Cruiser, as these warships all excel at closing with and destroying long range units. Although the Norexan, Negh’var, Galaxy, S-7 Defender, Cehlaer, Ambassador are large targets, bear in mind they also take diminished damage from the Sang’. It is highly recommended that you keep these units behind your front lines while your own interceptors prevent them from being destroyed as their firepower is quite valuable. Much like the Veqlaragh, these vessels should be escorted due to their slow speeds. Make sure that the Sang’ target large vessels exclusively (while your interceptors target your opponent’s small and medium units), that way you do not waste too much firepower hitting vacuum.

  Borg Dominion Federation Klingon Romulan
Deals increased damage to       Charg'H Leahval
Does reduced damage to Torpedo Module units S-7 Defender Monsoon, Ambassador   Cehlaer, Generix Spectre Refit
Takes increased damage from Interception Scout Cube, Detector S-2 Escort Cruiser Norway's Plasma Coil, Defiant, Canaveral, Phalanx, Galaxy Negh'var, B'rel Griffin’s Sensor Jammer, Rhienn (and refits), Norexan, Generix Frigate Refit



If you don’t need the extreme range of Veqlaragh artillery and prefer a great deal more resilience (as well as the ability to bunch up and thus escape attention a bit better), it is wiser to build Sang’. Likewise, if you are concentrating on building Field Yard units, building the Sang’ can free up that Yard to build non “anti-structure/anti large ship units”. The Sang’ also offers a higher tech alternative to the SuS’a’ if you need some middle game anti-structure warships. Since it has not only a more powerful attack and defense, but will also likely be further away from the battle and thus less likely to be targeted first and destroyed, this is often a wise ship to pick. The downside is that it does not have an ability like Last Ditch Assault, which makes the SuS’a’ significantly stronger offensively – if only for a bit.

Compound Torpedoes (available at the Armory) give a bit more firepower to the Sang’, but because they are multi-targeting (the torpedoes spread out across the units in the field), you usually do not notice much of an effect unless you have a great deal of these vessels amassed. As a result, this ability is really only really worth it if you have a lot of extra dilithium and tritanium sitting around as will happen late game when the supply crunch begins.

Qaw’Duj Class - Battle Yard + Armory

The first true Klingon support vessel, this medium ranged warship can hold its own in a conventional battle as well. However, since it does most of its damage from torpedo weaponry, it is best used on medium and larger sized vessels.

  Borg Dominion Federation Klingon Romulan
Does reduced damage to Beam/Torpedo Module units A-20 Attack Destroyer Intrepid, Excelsior LuSpet Eresis, Generix Spectre Refit
Takes increased damage from   Breen Cruiser, Breen Battleship   K’vort Leahval

 

The Qaw’Duj’s standard first level ability improves its already decent stats for half a minute and can be quite useful if you are facing other support vessels, as it receives immunity from all special abilities while taking much less damage from the rest. Activating this ability upon entering battle is strongly recommended, especially as almost enough special energy will remain to use even the tertiary ability.

The secondary ability, Ionizing Torpedo, (researched at the Armory) is an offensive ability. Use this attack to prevent your opponent from using their own special weapons against you. As support vessels usually can regenerate special weapons energy fairly quickly, using the Ionizing Torpedo on mainstream vessels which have but a single special ability is wisest, as their system values and energy reserves are lowest (for instance, the Intrepid, Monsoon, refitted Rhienn etc). Against the Borg, this ability is usually quite useless due to their massive system values. This ability requires a good deal of micromanagement to be effective, which is usually only possible in smaller battles. As a consequence, setting this unit on high weapons autonomy is possible if only the second tier is researched, but bear in mind that it will waste much of your special energy.

The tertiary ability, Polaron Field, (also researched at the Armory) deals no damage, but is extremely effective at incapacitating an opponent’s vessels as it will disable random subsystems for several seconds. Firing between two to three Polaron fields in one location is your best bet for disabling all subsystems and leaving your opponent without any fighting capability or even the possibility of retreat. Remember that the area of effect is limited, so spread these triplet volleys out amongst your opponent’s vessels to get the best results. Since without the second or third level ability, this vessel is simply a rather tritanium expensive warship, if you are going to build the Qaw’Duj, be sure to begin researching its special abilities immediately. Note that the third ability is obviously the least micromanagement intensive and is in general much more useful than the secondary. Later in the game these vessels will be selectively targeted, so try to move a few into the field of battle, discharge the Polaron Field, and move out again. Even though you will be losing some firepower, if you can keep them alive you will be able to use Polaron Field again in quick succession.

Charg’H - Battle Yard
(passive: Fast Tracking Computers - strong versus short ranged)

This medium sized and medium ranged cruiser (available only to TaQ’roja) has a passive which causes it to do more damage to short ranged units, but take more damage from long ranged targets. However, because the Charg’H is armed solely with torpedoes, this vessel is only really useful later in the game when you are facing large or medium sized warships. Although, as mentioned below, in fleet action its special weapon could prove useful in situations where units the Charg'H is not equipped to deal with are fielded. Due to the Charg’H’s medium range and the long range of most turrets or base defenses, they do not make very good station demolishers, and thus relying on the Sang’, SuS’a’, or Veqlaragh for this role is more intelligent.

  Borg Dominion Federation Klingon Romulan
Deals increased damage to Scout Cube Breen B-5 Battle Cruiser Defiant, Norway, Ambassador Negh'var, BortaS Leahval
Does reduced damage to Torpedo Module units A-20 Attack Destroyer Excelsior   Eresis, Generix Spectre Refit
Takes increased damage from Diamond, Assimilator Breen Cruiser, Breen Battleship, B-8 War Frigate, S-7 Defender, A-26 Bomber, T-15 Heavy Cruiser Norway's Plasma Coil, Excelsior II, Avalon, Excelsior, Phalanx Sang', Veqlaragh, Cho'naQ Cehlaer, Leahval, Rhienn (and refits), Generix Frigate Refit

 

The Combat Tractor Beam (researched at the Armory) gives the Charg’H the ability to snare any vessel and prevent it from moving for about 25 seconds. This ability can be used on the field of battle to prevent long ranged units, like the Excelsior II, from retreating, and “directionally challenged” units or short ranged units like the Norexan and Negh’var, respectively, from firing. It can also be a great asset against the Borg, to prevent their most powerful or regeneration-capable vessels from escaping into a nebula or staying out of range before you can destroy them (such as the Sphere, Pyramid or Cube). If you identify a veteran enemy warship and want to destroy it, you can simply use the Charg’H’s ability and nuke it. Your opponent will be forced to try and retrieve the veteran, or leave it behind. Either way, you have chosen the circumstances of the battle, which gives you the advantage. The special weapon is not very expensive, so researching this weapon is useful right from the start, when you only have a few Charg'H class warships. Even if the Charg'H will not enter your fleet as a counter to your opponent's mainline warships, consider building a few Charg'H just for the special weapon. Note that due to the nature of this special weapon, setting it on high weapons autonomy is ill-advised, as this will be extremely inefficient. Always be sure to choose what targets you wish to snare with the Combat Tractor Beam to get the most use from the ability.

Vor’cha Class - Battle Yard + Armory
(passive: Ablative Armor Plates - strong versus short range)

This venerable, medium ranged warship has ablative armor which is most powerful against short range attacks. Easily able to retreat under fire – even with shields gone – you can think of this vessel as a larger cousin to the K’beajQ. Similarly, after you have constructed the Armory, the disruptor armed Vor’cha should become your main vessel of production.

  Borg Dominion Federation Klingon Romulan
Does reduced damage to Beam Module units A-20 Attack Destroyer Intrepid, Excelsior LuSpet Eresis
Takes increased damage from   Breen Cruiser, Breen Battleship      
Takes reduced damage from Scout Cube Breen B-5 Battle Cruiser, S-2 Escort Cruiser Defiant, Monsoon, Intrepid, Norway LuSpet, Negh'var, B'rel, BortaS, SuS'a'  

 

 

 

The Polaron Torpedo (researched at the Armory) fires a projectile that deals a sizeable amount of direct hull damage to the target and disables a random subsystem for ten seconds. Using this ability one at a time against high priority targets (such as battleships, and defensive stations) and then seeing which subsystem has been disabled is a very effective means of neutralizing these units. Despite the expense, this ability should be researched as soon as is feasible (preferably after you have finished one or two Vor’cha attack cruisers), since it is a very effective assault weapon.

LuSpet Class - Battle Yard + Armory + Ordnance Depot
(passive: Autonomous Defense AI, Cluster Torpedo Launcher - strong versus medium range)

The earliest large vessel available to Martok, this short ranged, but quite speedy warship has a passive which allows it to take the least damage from medium ranged vessels. Its special cluster torpedoes also cause it to deal part of its damage as direct hull damage, which will quickly damage subsystem weak vessels and weaker hulled cruisers. Attack Destroyer, K’beajQ, Vutpa', S-2 should be handled by your other units since the LuSpet’s torpedoes will miss much more frequently against these small targets. Charg’H, A-26 Bombers will be a larger threat as both have passives which will increase the amount of damage they do against the LuSpet. In general avoid engaging purely torpedo armed forces without having support in the form of faster interceptors. Although the defenses of this battleship are quite powerful, torpedoes will always hit it. The LuSpet's torpedo launcher is forward firing only.

  Borg Dominion Federation Klingon Romulan
Does increased damage to   S-2 Escort Cruiser Galaxy Negh'var, B'rel Norexan
Does reduced damage to Beam/Torpedo Module units   Sovereign Vor'cha Generix Spectre Refit
Takes increased damage from   A-26 Bomber   Charg'H  
Takes decreased damage from Probe, Adapter, Sphere, Pyramid, Cube C-17 Seige Cruiser, C-11 Interception Destroyer, V-13 Battleship, A-20 Attack Destroyer Akira, Sovereign, Remore, Nebula, Descent, Galaxy K’beajQ, Vor’cha, Qaw’Duj, Vutpa’ Griffin, Shrike, Norexan, D’deridex, Eresis, Tavara, Generix (and refits)

 

Field of Fire (researched at the Ordnance Depot) is an area of effect weapon which deals direct hull damage to up to five units over a short period of time. Ideally this should be researched immediately, as this grants your LuSpets significant striking ability. Although it may seem like a good idea to simply select all of your LuSpets and trigger the ability at once, using this ability a few at a time on the battlefield limits wastage. Try to use this ability on weaker hulled destroyers whenever possible, as not only are they more likely to have weaker system values (weaker hull repair) but they might even be destroyed outright.

 

Vutpa’ Class - Battle Yard + Armory + Ordnance Depot
(passive: Targetting Scrambler - rarely hit by torpedo weaponry)

Although classified as a battleship, this vessel is medium sized and has medium ranged weaponry. Equipped with pulse and disruptor armament, this unit is understandably a good anti-destroyer. In addition, it has an excellent torpedo avoidance rate  due to the Targetting Scrambler passive (36% hit chance) and is fast enough to close with long or artillery ranged units that would threaten other units in your fleet. Consequently, this is the vessel to build if you require a durable unit for fleet action which can quickly destroy opposing Sang’, Veqlaragh, SuS’a’ (not long ranged, but completely torpedo based), A-26 Bomber, Steamrunners, Rhienn Torpedo Refits and thus protect your torpedo shy battleships.

  Borg Dominion Federation Klingon Romulan
Does reduced damage to   A-20 Attack Destroyer Intrepid, Excelsior LuSpet Eresis
Takes increased damage from   Breen Cruiser, Breen Battleship   K’vort Leahval

 

The Vutpa’ can also be upgraded to troopship status by researching the Call to Arms ability at the Armory, and then refitting the actual vessel. This will give the Vutpa’ the Transporter Assault special ability, as well as additional Klingon warriors. Frankly, however, it is highly unlikely that you will ever need to use the Vutpa’ as such a vessel, and the ability to lower shields automatically is highly overrated. This research is not recommended.

Cho’naQ Class - Imperial Yard

A long ranged, very slow, medium sized vessel, this warship deals constant damage with its disruptor, but may only fire so long as it has special weapons energy. Due to the way weapons work in Fleet Operations and the special energy expenditure, this vessel wastes considerable firepower on already destroyed vessels. Namely, this is because as soon as a ship reaches zero health, it can still be fired upon by weapons as long as the hull remains “intact”, and if the Cho’naQ keeps firing, it loses its offensive capabilities faster. However, this is not the only quandary for the Cho’naQ. Even though the offensive value is quite high, do not be fooled: running out of special weapons energy before the warship can destroy its target means that another vessel of half the offensive ability will easily be able to destroy the same target while the Cho’naQ is stuck trying to bring down shields. Usually the intermittent beam of the Cho’naQ (after special energy has been exhausted) just barely matches shield regeneration of most vessels. If this weren’t enough, remember that this warship is also easily destroyed by the B’rel, K’vort, Monsoon, Norway, Defiant, Scout Cube, S-2 Escort Cruiser, Norexan, Negh’var Galaxy, as these warships all excel at closing with and destroying long range units.

  Borg Dominion Federation Klingon Romulan
Deals increased damage to   A-26 Bomber Canaveral Charg'H Shrike
Does reduced damage to Beam Module units S-7 Defender Monsoon, Ambassador   Cehlaer
Takes increased damage from   S-2 Escort Cruiser Defiant, Phalanx, Galaxy B’rel, Negh’var Norexan

 

The Energy Buffer (researched at Imperial Research) reduces the special weapon energy needs by 50%, but the original issues with the Cho’naQ remain. In short, the vessel is probably better used as a building demolisher as it is unlikely to waste special energy. However, a sizeable number of these vessels are needed, and due to their slow speed they must be escorted and attacks prepared well in advance. Keep the Energy Buffer switched off when not in combat, so as to allow the vessel to approach its quarry in a more reasonable time scale. Probably the ship and research are not the best use of your funds, even with Martok’s increased defensive value.

Although only one of three military Klingon vessels that is produced without a cloak device, by researching Large Scale Cloaking Devices at the Imperial Research, this warship will become equipped with a standard Klingon cloaking device. For such an obscene price, however, it is unlikely that you will research this ability.

BortaS Class - Imperial Yard + Armory + Ordnance Depot + Imperial Research
(passive: Ionized Hull - immune to ion storms)

Another short ranged vessel, this is your second Klingon support ship. However, this unit is much more of a standalone vessel than the Qaw’Duj. With decent offense and defense and a very high systems value, this vessel has very powerful shield and hull regeneration capabilities. Due to the special nature of this vessel, it will be rarely used in mainstream combat.

  Borg Dominion Federation Klingon Romulan
Does increased damage to     Galaxy Negh'var Norexan
Does reduced damage to Torpedo Module units   Sovereign Vor'cha Generix Spectre Refit
Takes increased damage from   A-26 Bomber, S-7 Defender   Charg'H  

 

 

 

The BortaS’s primary ability is the Artificial Ion Storm. This creates a large area of effect nebula around the BortaS, which does heavy damage to all units – friend or foe – except for the BortaS. Coupled with the MoQ’bara station’s Battle Plan ability, this weapon can cripple mining operations and destroy most ships – especially if your opponent is not paying attention. It is usually best to use more than one Ion Storm per mining operation (to insure complete destruction) or for ambushing an opponent. Due to the strong systems value, the BortaS will most likely be able to make it out of a heavily defended base, only to regenerate all systems quickly and be able to strike soon after. Often, setting several Ion Storms in the path of your opponent’s fleet while you shell him or her with Veqlaragh or Sang’ vessels can be quite effective, especially if you lay them in such a way that your opponent has to travel a nice distance to get out of them (so don’t necessarily lay them all on top of each other). Another extremely effective strategy is to trigger the Ion Storm from several BortaS class vessels on your opponent's main fleet, and then decloak a few nearby Qaw'Duj and use sequential Polaron Field abilities to ensure that no enemy vessels can leave the area. You can be certain that all that will be left will be debris! Each BortaS has just enough energy to lay a single Ion Storm.

The secondary ability, Attack Probe, is researched at Imperial Research and is more conducive to fleet action. Although it costs a good amount of special energy (more than half of the total reserves) and 7 supplies, the probe is quite strong and thus can bolster a fleet with additional attack power. It can be used while the cloak is active.

The tertiary ability, Advanced Cloak (also at the Imperial Research), allows the vessel to cloak (albeit, without requiring special energy) like most other Klingon vessels. This ability can be extremely useful because the BortaS can approach its targets while cloaked, only to decloak, use the Ion Storm ability and beat a hasty retreat.

Negh’var Class – Imperial Yard + Armory + Ordnance Depot
(passive: Tactical Weapon Arrays – strong versus long range, weak versus short)

A short ranged, but relatively fast battleship, this warship is quite cost efficient – especially for Martok who receives a large defensive boon. It deals much of its damage through its torpedo volleys, which makes it a wonderful station and large unit demolisher. The warship has a passive which enables it to deal increased damage to long ranged units, at the expense of taking more damage from short ranged vessels. As a consequence, engaging Excelsior II, Cehlaer, Breen Cruiser/Battleship, S-7 Defender, Diamond, Assimilator, Norexan, Galaxy, Ambassador with this vessel is more efficient. Be prompt to keep the Negh’var away from SuS’a’, Charg’H, A-26 Bomber, Vor’cha, Sovereign as these vessels are either short ranged, have passives that allow them to do increased damage to, or take less damage from short ranged units.

  Borg Dominion Federation Klingon Romulan
Deals increased damage to   Breen Cruiser, A-26 Bomber, S-2 Escort Cruiser, T-15 Heavy Cruiser Excelsior II, Saber, Galaxy, Canaveral, Excelsior, Steamrunner, Avalon Sang’, Veqlaragh, B’rel, Cho’naQ Rhienn (and refits), Serkas, Cehlaer, Norexan
Does reduced damage to     Sovereign Vor’cha Generix Spectre Refit
Takes increased damage from Scout Cube S-2 Escort Cruiser, B-5 Battle Cruiser, A-26 Bomber Norway, Intrepid, Monsoon LuSpet, Negh'var, SuS'a'  

 

Weapon Overload (researched at Imperial Research) fires a very powerful torpedo at long range which can destroy most destroyers in a single hit. Since the Weapon Overload prevents your Negh’var from firing torpedoes for a full thirty seconds, using the special weapon can be a gamble. As a consequence, if you are entering battle with a large enemy fleet, do not use Weapon Overload at the start to blow away a few units as you will be left without most of your weaponry for that time. Instead, use Weapon Overload when a Negh’var is nearing destruction, when you are faced by only a few high priority targets, or when enemy battleships are trying to escape (either by cloaking or other means). If you are using your Negh’var as a relatively fast strike force, use the special weapon immediately, a few at a time (so as not to waste the weaponry) upon any buildings in the area, and then retreat.

Although only one of three military Klingon vessels that is produced without a cloak device, by researching Large Scale Cloaking Devices at the Imperial Research, this warship will become equipped with a standard Klingon cloaking device. For such an obscene price, however, it is unlikely that you will research this ability.

Special Klingon Stations

MoQbara’ Station

When the Battle Plans ability is activated the special causes all Klingon abilities and weapons to do twice as much damage for up to ten seconds. It is best to use this ability upon opening combat, or when using the Ion Storm ability. Keep the MoQbara’ station hotkeyed so that you will have the station at the ready when you need to use it. Although the station is available at the top of the Klingon tech tree, since it dramatically improves the effectiveness of all Klingon units in combat, building it as soon as you can afford to – even at the expense of more ships – can be quite a boon.

Last edited 2010-02-24 19:49:32