Federation:
1.) The Early Years
Early-Era Federation vessels are defined by their reliance on the Ph1 and Photon as their primary... in many cases only, weapon system. ADD is nearly absent from the federation order of battle, and early-era Federation vessels are painfully slow whilst arming, and not blazingly fast, though functional, once armed.
A.) Romulan: The Federation fares on the whole well against the Romulan in early era, due to the inability of Romulan vessels to operate at combat speeds. Outside of some anomalous Romulan Frigates which are capable of moving and charging in ways that are reminiscent of the SFC1 KHK, on the whole the Romulan CLs and CAs of this era are under gunned, underpowered, and dependent on cloak to survive. With the ease and pratice of a flashcube, and the inability of a class R torpedo to gut a vessel, the cloaked Romulan is usually easy prey.
B.) Gorn: The Gorn will prove a more challenging opponent, especially in the CA to CC hulls, but having only 40 points of plasma limits the Gorns threat and forces a long battle, eventually decided by Ph1s. The Gorns repair inequity (multiple 1 weapon hard points) can easily tell in a long battle, as can a series of proxy strikes to a specific shield.
C.) Klingon: The Klingon's drones, moving at speed 16, force the Federation vessel to make some difficult choices as to power priorities. The typical Federation vessel cannot afford to close on the same-class Klingon without overloaded Torpedoes, and has difficult overloading torpedoes whilst maintaining speed, repel tractor, some degree of EW, and all the other things necessary to preserve itself in the face of the saberdance. Castling is an option, but in the face of the drones and R8 OL disruptor strikes on the screens, not necessarily a good one.
D.) Kzinti: See Klingon. Double Drone Tubes, reduce Ph1 armament and maneuverability. Retains the most resilient weapon suite in space, due to the sheer number of systems that must be knocked offline.
E.) Hydran: The Kings of Early. Without AMD on their vessels, without enough PH1s to quickly strip an opponent of his ship, and without enough power to maneuver, arm a tractor grab, rearm phasers, and hold Overloads, the Federation vessel will usually find himself at a serious disadvantage in this era against the Hydran. Unlike in SFB, the Federation range 4 alpha will not cripple an incoming Hydran, and unlike SFB, the Hydran will likely be carrying multiple squadrons of Hellbore armed fighters. These fighters allow the Hydran to de-screen the Federation vessel whilst eluding its engagement range, or set to a closer attack, force the Federation player to fire upon them, opening himself up for a range zero overloaded overrun from the Hydran.
F.) ISC: They shouldn’t be present in early. The ISC can be roughly exempted from any arguments about fairness and balance, they are not supposed to be. In early their vessels carry Federation Screens, Kzinti or Better Phaser Durability, near Federation or Gorn Phaser firepower, Hydran Power plants with no more than Federation power demands, and more than Romulan Plasma. That combination of speed, power, resilience, and plasma presents an almost insurmountable package for the Federation captain to face.
2.) Late Era:
((Note... the below descriptions do not address the issue of the Federation Escort Vessels in the mid-low Bpv’s. It is assumed that if a fight occurs in those Bpv’s, you should take such a vessel, and barring a Klingon escort, the Federation vessel should win, and handily. Doubled Internals greatly lessen the importance of long range fire in the face of a vessel that is willing and able to close the range quickly and deal very large amounts of damage... especially of such damage is available turn in and turn out. The Escort Vessel is practically ideal for such tactics.))
A.) Romulan: The Late Era Romulan is in every way a vast improvement over his early counterparts. However, less obvious but ultimately telling changes to the Federation have kept the playing field at least even. With enough power to run and enough phasers to outshoot his opponent, coupled with a huge map area to run in not present in SFB, the patient federation captain simply wears down his Romulan opponent.
B.) Gorn: More phasers than the Romulan, but slower on the whole. Though Photons remain less telling than in SFB, plasma is equally reduced... and slower to reload. Phaser Parity is present, but the Gorns prevalence for single-mounted phaser hard points, and lessened ability to concentrate phaser fire in a given direction will tip the balance. The Gorn may offline his heavy torpedoes to match the Federation Offline Photons power curve, but a pair of held F torps do not equal the close engagement firepower potential of drones and scatterpacks... and in a close fight the Photons will be online a critical turn before S torps. Two Turn F's should be weaseled, and doing so should give the Federation an insurmountable edge in the close range condition.
C.) Klingon: Drone G. It is your friend. Unlike the early-era situation, you are now a drone-armed vessel, and one capable of shooting down drones. Faster Federation Shield regeneration, coupled with the power-free SFC shield regeneration and better ability of the Federation to consolidate phaser fire gives you an advantage, though not a huge one.
D.) Mirak: As Klingon, above... but by late era the lessened power output of the Mirak, coupled with their reliance on massed PH3 fire as point defense to the expense of Ph1s, makes this a similar fight, but against a less capable opponent. The ability of the slow drone to travel faster than its SFB ••••••••• is much less important in the face of higher federation travel speeds, and the inability of the Mirak to purchase faster weapons whilst maintaining a relatively equal ship, or to field complex mixed drone spreads... in addition to the larger playing area which makes avoiding those speed 16 drones less difficult, serves to make this a much easier match. Note that certain Kzinti vessels, the ubiquitous DDV and DF, are excluded from this commentary. The Mirak remain dangerous in smaller BPVs, and in massed 3 drone ship Dynaverse squadrons.
E.) Hydran: Again, the ability to build scatterpacks, launch drones, utilize ADD against fighters, and maintain high speeds makes a large difference. The Hydran Weapon Suite has only gotten slightly more resilient (typically 2 Ph1 more than in Early) whereas your vessel has gained two Drones, two ADD, and two PH1s. The power curve improvement is greater, as well. The ability of the Hydran to field Hellbore-Armed fighters makes the medium range engagement difficult... however, the capability of AMD to down fighters, tractors to grab the Hydran outside ideal fusion ranges, and the superiority of Federation Phaser firepower should quickly turn the battle in your favor if you prepare and are willing to close the range. Note that the PHGs are dangerous, but in most cases will be destroyed early on (in the time it takes you to loose 2 Ph3, and unlike the Ph3 on seperate mounts.)
F.) ISC: The counterexample of Plasma... this is Plasma that can compete. With more room to run than in SFB, the ability of the ISC to fire plasma to the rear is magnified. The ISC phaser suite is inferior to the federation in terms of firepower, but at least equal in terms of resilience. The ISC inability to consolidate damage though an opponents screens is ameliorated by double internals... the SFB situation of a destroyed ISC vessel facing an undamaged but unscreened opponent becomes, in SFC, a damaged ISC vessel facing an undamaged but unscreened opponent. At this point a knife fight with emphasis on fast torpedoes, continual phaser damage, and turning to utilize the remaining screens will advantage the ISC... if it has managed to maintain its rear screens, it will continue to run, demolishing the chasing vessel.
Hydran:
1.) Early Era
A.) Federation. The Hydran captain in the early era should, with practice, be able to easily dispatch almost any federation vessel. With the large numbers of fighters fielded (vs. SFB), the inability of the federation vessel to destroy fighters without utilizing its PH1s, and the inability of the Federation vessel to operate at high speeds, there is little to prevent the Hydran from closing the range, fighters covering, and delivering a crippling close range alpha-strike while loosing little more than a screen in return. Doubled internals ensure that the Federation R4 Alphastrike is unlikely to do more than reduce power, knock a PhG offline, and stun a fusion or two. As in all eras, the Federations best bet is to tractor... if a tractor grab can be managed at 2.5, with the fighters onboard the Hydran (perhaps rearming) then the Federation vessel has a reasonable chance to win.
B.) Klingon. Fairly dangerous, due to the presence of spd 16 slow drones that will either force the Hydran to move faster than
it desires, force the Hydran to shoot down drones with its limited phasers, or force the Hydran to move in the manner the Klingon desires, allowing extended use of phasers and disruptors on rear screens. The 7 transporters on the D7C, in the stacked H+R environment, also represents a notable danger. If the Hydran can avoid a tractor, preserve its fighters from AMD, execute a close range pass with fusions held before forward shields are too heavily disruptor degraded, and get out after that pass to rearm and rest for another one, the game should be his.
C.) Romulan. See commentary in the Federation section, made more imbalanced by the presence of fighters.
D.) Gorn. See Romulan, above.
E.) Kzinti. The Kzinti are possibly the single greatest danger to the Hydran in early. Heavy drone load-outs combine with a very resilient vessel, making it one that is quite ready and willing to close and duke it out. The Hydran vessel has to be carefully prepared (WW, OLs, Repel Tractor) to come out the victor in such an engagement... such preparation being difficult whilst staying ahead of the enemy drones. Usage of fighters to distract fire, or ideally the vessel itself, while setting up the Hydrans attack run is critical. Keeping the time spent at close range short is also critical, to deliver the strike and exit before drones and the nigh-indestructible Kzinti phaser battery overwhelm the Hydran.
F.) ISC. As above, though the presence of fighters gives the Hydran better prospects than his Federation cousin.
2.) Late Era
((As above in the Federation section, I have not addressed the issue of escort ships individually. It is worthy of note that the K-AD5 and F-NEC both outclass not only all non-escort Hydran vessels at their BPVs, but the Hydran escorts, as well, primarily due to the heavy presence of both ADD and Drones, serving to destroy fighters whilst distracting Hydran phaser fire... and are in many instances played at up to 150 BPV, simply due to their raw firepower and excellent power curves))
A.) Federation. Presence of AMD on all federation vessels serves to greatly limit the utility of fighters in a close range
engagement. Presence of Drones and Scatterpacks encourages the Federation vessel to close the range on the Hydran. Superior Phaser armament and durability of primary phaser firepower in the close range scenario forces the Hydran to enter close range only briefly. A high speed battle will be defined by the Federations phaser superiority and the ever present threat of the Federation vessel suddenly closing on an under-armed Hydran, possibly with a tractor grab. (such a grab results in an approximate 70-80% win incidence for the Federation) Low speed battle encourages a swamping build-up of drones coupled with a Federation close and R2 alpha, stunning the Hydran weapons and limiting his ability to return fire as the Federation reaches R0, in the absence of a successful Federation grab. Medium Speed battle, though potentially successful in the absence of a Plasma-Armed Fed, requires complex management and power decisions, relies on the survival of Hellbore fighters to ensure Hydran firepower parity to superiority outside of range 1, and constantly runs the risk of the single error in firing decisions, power decisions, et. al. that result in the above described drone-swamping and/or grabbing.
B.) Klingon. Functionally similar to Federation, above, though the lessened relative durability of the Klingon serves to discourage all but the most experienced of Klingon pilots from utilizing the extremely aggressive tactics that best serve them. Disruptor-Minded Klingon’s can be beaten, assuming they fail to aggressively eliminate the Hydrant’s Hellbore fighters. Again, however, an aggressive but careful commander can eliminate fighters if deployed, or utilize OL disruptors from R8 to wear down the Hydran vessel predatory to its ever-closer and heavier assaults.
C.) Romulan. The Romulan vessel is much improved from early era, but outside the relatively few plasma-D armed variants is incapable of defending against fighters without expending the ships offensive weapons to do so. The Hydran vessel, though severely limited in phaser armament, can by off lining heavies produce greater spare power than any other, and this coupled with the steady erosion of the Romulan ship by fighters can serve to easily carry the day, even in such a case as the Romulan vessel does not empty its power reserves in an attempt to destroy the fighters. Romulan fragility means that a tractor-attempt by the Romulan must be successful for the Romulan to win, and is dangerous even if it succeeds... thus it is rarely attempted.
D.) Gorn. As Romulan, but the heavy presence of Ph1s, coupled with fairly impressive speed in an offline weapons situation, means that the Gorn can often empty its plasma to clear out a squadron or two, then leave them dry and engage in a running phaser battle with the Hydran disadvantaged. Note also that the increased hull resilience, coupled with phaser superiority, makes the R2.5 grab an option for the Gorn, especially in conjunction with the Gorns unparalleled ability to launch Suicide Shuttles. That being said, if the Hydran vessel brings and manages to retain control over a large number of Hellbore armed fighters, and/or the Gorn captain is inexperienced or unlucky, the presence of fighters can quickly make this match return to the Hydrans favor.
E.) Kzinti. Little has changed from early. This fight is a low speed slugfest in the Kzin's favor, or a high speed sniping battle that can go either way, until/unless Kzinti tractors enter the picture. The ability of vessels to fly faster has lowered the impact of the Spd 16 slow drone. Kzinti drones, even in the absence of heavy ADD, serve as a useful way to destroy or dissuade fighters. Kzinti resilience can be an issue, exceptionally in mid to late game. The successful Hydran captain must treat his opponent as a mix between Klingon drones and desire to control movement and puncture screen #4 with Disruptors and a Federation like desire to close the range and demolish the Hydran over three to five turns with drones, tractors, and a more resilient phaser array. Again as with against the Federation, a mid-speed battle coupled with very careful power management is ideal, but again very difficult to execute properly and very prone to sudden destruction if an error is made.
F.) ISC. Like early, only more so. The CW class Hydrans have the best chance, specifically the BAR in its BPV range, due to
their unique to the race ability to operate at high speed with substantial firepower. Coupled with Fighters to distract plasma D and an understanding of the rearming difficulties that an ISC vessel faces, extremely aggressive tactics can pay off handsomely in the 140-160 BPV range. Outside of this, the ability of the ISC to deal damage while opening up the range coupled with the heavy armaments utilized to destroy fighters whilst fleeing from their mother ship makes these matches difficult, at the very best.