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By Sidney G. Kanouse (Konus67c7) on Monday, January 18, 2010 - 09:52 pm: Edit |
As am I Flathead! The first fight on this front for 2010 was an Omega only battle. My friend Chris was flying the FRA BC, I flew the Sigvirion CI. TURN ONE: We traded seeking weapons, Sig. 2 KWH, FRA TachMissile. TURN TWO: i3- FRA launches another TM. i9- Sig. launches another KWH. i11- Sig. drops TB, but mistimed it. FRA phasers down KWH to 3 pts. i19- Sig. fires 2 PEs at TM, takes it out. FRA- fires down another KWH to 8 pts. i20- Sig. KWH damages FRA #1 shield. i30- FRA fires 1 OV,2 standars,2 OV-L@range 2, Sig. #2 shield almost out. i31- Sig. fires 2 PEs at TM, TM out. TURN THREE: i3- Sig. HETs fires 4 PEs at point blank, takes out FRA #1 shield and most armour. i8- Sig. launches KWH. i9- FRA launches TM. i11- FRA phasers down KWH. i15- Sig. fires 2 PEs at TM, TM gone. TURN FOUR: i3- Sig. launches KWL. i11- FRA phasers down KWL to 5 pts. i20- FRA launches TM. i24- Sig. fires 2 PEs at TM, TM gone. TURN FIVE: i7- Sig. launches KWH. i15- FRA launches TM. i16- FRA phasers down KWH to nothing. i20- Sig. launches KWH. i22- Sig. tractors TM. FRA phasers down another KWH to nothing. i23- FRA fires 2 Pht.L, 1 Standard, 2 full OV photons, Sig. #1 shield out. i24- Sig. fires 4 PEs at range one, 13 internals on FRA. TURN SIX: i4- Sig. dropped tractor and kills TM with 2 PEs. FRA launches another TM. i8- Sig. fires at TM and kills it. i9- FRA beams out 2 TBs. i11- FRA fires 5 P-1s and do 16 int. on Sig. i12- both ships fire all available weapons at point blank, Sig. gets hammered with 37 internals. GAME CALLED. The Sig. ship takes getting used to. The #7 shield is great, along with the nimble status of the ship. The KW torps. take getting used to. The FRA uberCL is a tough puppy.
By Robert Gamble (Rgamble) on Thursday, April 08, 2010 - 10:00 am: Edit |
So last night was a cat fight. I had a Kzinti BC against my friend's Lyran CA. Y175 with all refits on both ships (except the Mech links on the Lyran). Drones for the Kzinti were limited to Type IM and Type IVM. Next duel I'll add in drone construction.
Our standard map is 'float around the center' which means we put a counter in the center of the map at the start, and the map can float around it but if any unit moves so as to force the 'center counter' off the map, that unit has disengaged. It seems to work pretty well in balancing battles between one ship which wants to get close vs one ship which wants to keep the range at least slightly open.
I'm bringing him (and me again) up to speed on the Advanced/Commander's Edition rules, and we added T-Bombs (full complement of 4 for each ship), wild weasels and scatterpacks to his repertoire along with the pretty much full set of movement rules and ship specific weapons that he'd learned previously.
He'd flown Lyran before against Hydrans, so I assumed he had a full understanding of ESGs. Turns out, on the first battle pass he was relying on his ESG to reduce direct fire damage (he knew that only hellbores automatically hit, but thought any direct fire weapon that hit would also be reduced - he'd read much of the first half of the ESG rules but didn't get to the direct fire section), and then use T-bombs to take care of the drones.
On Turn 1 he missed completely with standard disruptors at range 12 or so... which annoyed me because I had an 8 point brick that I'd managed to turn to him an impulse or two before he fired. My fire pinged his front shield for 3 points I think, but I had a fan of 6 drones between him and me.
On Turn 2, I was moving faster so had a choice of Range 4 or Range 5 with his ESG having just come up at range 1. Since he hadn't used his UIM yet, I chose a range 5 perfect oblique (Shield 2's facing each other). He fired 1 Overloaded disruptor and 3 standards (all tied into the UIM) and I believe 1 phaser 1 (he was holding the rest for the drones because he thought the ESG would be downed by my fire) I fired 2 Overloaded disruptors (with batteries), 2 standards and 4 phaser 1's.
He hit with 3 of the disruptors (one standard missed) and his UIM burned out. I missed with both overloads and 1 standard (3 points total from disruptors) but did decent damage from the phasers to drop him to 2 shield boxes.
Of course, this is when we found out he'd misunderstood the ESG rules. Neither of us moved the next impulse, so he fired again, reducing my #2 to 1 shield box. The next impulse, he turned off, and eventually shifted his ship to take out 3 drones with the ESG, and then dropped it to roll a T-bomb out the hatch to take care of 2 more. In addition, when I turned to follow him, he was able to get a final shot on my #2 shield and dropped it, scoring 5 internals, and I used my last battery to block a point. He did one warp hit, a phaser (3), a bridge and a forward hull.
And then I started cursing. I'd mentally earmarked the last battery to be used for my T-bombs if he dropped a shield, and it would have been a perfect opportunity to drop up to 3 in front of him (and he probably would have hit two of them if they were all real).
I believe next impulse I didn't move and he fired a phaser 3 and did two points of damage which took out an Aux and a forward hull.
I chucked more drones and he turned to set them up for a 4 drone killing t-bomb, but this allowed me to settle more directly behind his ship.
On turn 3, I set something like an early speed 24, middle speed 16 and late speed 28 plot to try to make a sudden rush at the end to surprise him. It surprised him, but he spent the whole turn mostly running and trying to avoid the drones (it may have been this turn that he dropped the t-bomb to kill 4 drones). Near the end of the turn, I had just 1 drone (that had been launched on Turn 1) on the board and it was going to run out of endurance next turn so I launched a ballistic scatterpack in one direction while trying to move to cut him off in the other, as the 'edge of the map' would be about 15-16 hexes away from him at the end of the turn.
I don't think he fired on me all turn, while my 4 standard disruptors hit for 6 points on one of his rear flank shields. I repaired a shield box on my #2 and the damaged Phaser-2.
We had to end at that point, but it's recorded so we can continue next week.
I'm expecting an HET next turn but my plan is to just use standard disruptors, and get into position to use overloaded disruptors at close range on Turn 5. If the plan doesn't work, I may just go max speed on Turn 5 and try for an anchor if he's close enough.
By Troy J. Latta (Saaur) on Thursday, April 08, 2010 - 05:08 pm: Edit |
I can't even count the number of times I've forgotten to save a battery for something. Usually transporters.
By Jacob Karpel (Psybomb) on Saturday, April 10, 2010 - 10:32 am: Edit |
This past Thursday I did a playtest battle. I was flying the Vudar TCA against a live opponent, Gary's Kzinti TCC. I lost my notes so I don't have all the details, but here's the gist of the fight:
Turn 1: I go ahead and spend the energy to overload everything and come in at speed 20, plus a bit of reinforcement on my 1 and 6. He corner dodges and drops a scatterpack, which pops near the end of turn showing 5 mid-speed drones and he puts 4 Fast into the air around the same time, looking to space the salvos 3 apart on impact so that the IPG can't waste both. He fires 4 disruptors at mid-range, one hits and and bounces off of reinforcement. I never get inside R8, so I end up having to hold my Cannons.
T2: I plot slow with a quick slowdown to speed 4 two impulses before the Fast drones hit to launch a Weasel and start charging a second one (stupid mistake, should have had the second cooking since T1). He overloads everything and comes charging in behind his fast drones. We get to range 5 as I hit the slowdown, so I take the opportunity to fire my Alpha. Two of the Ions miss, so I end up dealing about 8 internals (including a Ph-3 and a couple of power) through his #1. Weasel launches next impulse, and the impulse after that as he slides in to R3 I throw 4 points into the IPG's Jamming mode for a total of 16 ECM, a 4-shift. He's never going to get his weapons to bear again so he delivers his Alpha the second he hits R0, dealing a total of 15 damage to my #1 (reduced to 10 due to reinforcement). His face was priceless.
He got his revenge fairly quickly, though, I'd had to put the other 4 points into it to maintain it that impulse, due to miscalling how long it would take for him to leave arc. The next impulse he moved and fired four drones. My lone Ph-3 facing whiffs, and 3 of the 3 score direct hits through a 3-shift on my #5 with the other doing half damage. Thankfully, all type-1. He gets a couple of control spots, two Warp, wastes my F-Hull, and a bit of Aft as well. We limp apart for the rest of the turn.
T3: I go speed 14 and try to reload everything, and find out that the two power hits Gary got on me wrecked my original plan (you'd think with 40 power the ship would have some to spare). So, instead, I start loading the Cannons and put 6 points into the IPGs, reload batteries, DamCon 1 space of the #5, and manage about 2 point into the actual Phaser capacitor. I end up aborting the WW and convert it back to Admin. He went thankfully slow, driven by the same need to reload as I was.
He launches a drone wave and my labs utterly fail me as they get to R2, so I end up having to DIW for 4 and find one still standing, which I pop with a phaser-2 as it comes close. I forget to put up jamming (or maybe I thought to save it) as he gets R8 and launches his Disruptors and Ph-1s at my #3 for just enough damage to take it down to one box. Ouch.
T4: We continue the mid-speed low-range knife fighting. Long story short is that we're both having power problems and he's forcing me to drain Phaser and IPG capacitors dealing with his drones.We both end up getting shots on each other's #4 shields this turn, with everything (I got position and fired, he did an HET shortly after I turned off). I punch his out for 10 more internals, wrecking hull and taking out a Disruptor, two more Ph-3, and two more power. Thankfully I had a couple of points Jamming when he fired, and my #4 holds with 6 points remaining.
T5: Massive pain turn. I'm forced to HET due to all 3 of my potential facing shields being either gone or paper-thin. He manages to have his full #6 facing when he fires his Alpha. I'd been forced to flash 4 points of IPG to nuke Drones and cripple an Admin shuttle of my own that I'd recently launched, and I can only respond with 3 Phasers due to power needs. He punches out my #1 and deals an unhealthy number of internals, reducing me to one control space (my Emergency Bridge), finishing all Hull spaces, killing one of my IPGs and two Phaser hits, of which I took both on my FA phaser-1s. I reduce the shield to almost nothing but get no internals. I end up overflying, get a lucky shift, and plant a couple of Phaser-2 shots powered from my batteries up his nonexistant #4 and dealt 7 internal, dealing two more Phaser hits and another Disruptor along with some power.
T6: We both have the same idea, I just get the better (and luckier) execution. He TACs, I move slow. I turn to get FX Ions into arc and launch them for good internals, I stay out of his Disruptor arcs and only take light Phaser fire in return (dealt warp damage and an impulse to me, but I wrecked a lot of his weapons). We scramble Admin shuttles, but mine are in a batter position to strike downed shields. Three Phaser 3 shots later and he's down to a single phaser-1 in his armament, and conceded.
REALLY hard-fought duel, and I got way luckier than I had any right to be on my DAC rolls to disarm him.
By Robert Gamble (Rgamble) on Friday, April 16, 2010 - 11:19 am: Edit |
So the Cat Fight (Lyran CA vs me in the Kzinti BC) ended last night. Probably the key moment was on Turn 5 when I started at range 8 from his (undamaged) back shield. We'd both taken minor damage, he had both his #2 and #5 shields taken completely down and his #6 damaged. My #2 was down with 1 shield box, my #6 was about half down.
My drone racks were very depleted.. still a good number of reloads.
I had two main choices that I could see. The First was to overload all 4 disruptors, charge 4 phaser 1's and take a first impulse shot to try to do some internals, and then probably go relatively slow the rest of the turn which would let him potentially move off and regain a more neutral position.
I decided instead to set up for Turn 6 by going fairly fast, with full reserve energy (5 reserve warp) for either HET, tractors or weapons as needed. If I recall, I only had 1 point in the phaser capacitor. My plan was to be much closer, hopefully Range 1 at the end of the turn, and him tractored.
He ran for the first few impulses, and then HETed back into me and we basically overran each other with only the weapons we could charge via batteries (one of the odder battle passes I've been a part of). We both made mistakes close in, and he probably should have won the game but the end result two turns later - after an HET on Impulse #2 let me get to a down shield of his - was him with both ESGs gone compared to my 3 drone racks, and him having less direct fire weaponry.
Due to the time, and his stated intention to get out of dodge, we called it as a very minor victory for me based on the condition of the ships but one in which both of our respective Empires would be able to spin as a victory.
I found it interesting that the above commentary of 'classic battles' that included Lyrans always had them fighting Klingons. What do people think of the Lyran CA vs Kzinti BC matchup? It feels as though the Lyran CA is slightly disadvantaged in the Medium Drone era even if both have all their refits. Any other 'classic' Lyran matchups that pit them against their later enemies (Kzinti and Hydran).
By Michael C. Grafton (Mike_Grafton) on Friday, April 16, 2010 - 01:20 pm: Edit |
I think you have to seperate teh CA/CL/DD/FF from the NCA/NCL/DW series.
The New series ships, with power packs, don't handle all that much like the older ones. And the center Disruptor mount (on the center engine) is huge in that it gives you a bit more of "off FA" threat.
By Sidney G. Kanouse (Konus67c7) on Tuesday, June 01, 2010 - 02:45 pm: Edit |
Last week my friend and I played the scenario "Three Against Cortez". It was the first time I had ever fought Andros. and it had been awhile for my friend flying them. This scenario pits the Klingons,D7b,D5,F5b against an Andro. Conquistador and Cobra, Y173. It went a little something like this...
TURN 1: i25- some long range disruptor fire did little on the Conq.
TURN 2: i1- Andro. displaces my D5 away from the rest of my classic Klingon formation. Klingon fires 4OV disr. @ Conq., no UIM burnout before displacement.
i5- Andro. displaces 2 hexes from the D7,F5, TB takes out drones.
i6- Klingon D7,F5 fire all P-2s in arc, out of Disr. arc, some damage to Conq. PAs.
i9- Andro. HETs, CRAP! and beams out Cobra off of the F5's #4. Andro. P-2s take out more drones.
i10- Klingon launches SShtle. hoping it will sneak through. D7 fires more P-2s @ Conq. for more PA damage. Andro. fires everything he has @ the D7's #4 shield for 25 internals, OUCH!
i13- Andro. Cobra fires @ F5 with TRLs and phasers for 6 internals.
i19- Andros. get TB happy for taking out Klingon drones. I'm thinking this is not going good for the Empire.
TURN 3: i6-9- Klingons fire all Disr. @ Cobra, some OV, some not, gets through the PAs for 7 internals. Rest of the turn uneventful.
TURN 4: i5-13- We trade drones and TBs. Andros. can more than handle drones, especially when they can buy more.
i14- Klingon D7,F5 drop their # 6 shields and beam out 4 TBs. I did this trying to influence the Andro's movement. Either they will HET, or avoid them and exposing their rear PAs to my ships. The Andro. HET'd.
i15- Andro. displaces the D7, but the direction and range are minimal and not a bother. Beforehand, the D7 fires 2 st. Disr.and P-2s @ Conq. for minimal PA damage.
i20- Andro. Conq. fires TRHs and 5 P-2s @ D7 for 26 more internals. My command ship is getting trashed.
i22- Klingon F5 fires st. Disr. and 2 P-2s @ Conq. for 15 more damage to PAs. Andro. fires 3 P-2s through open D7 shield for 14 more internals. The D7 is in rough shape.
i23- Klingon D7 fires remaining P-2s @ Conq. D5 fires 4 OV Disr. and all bearing phasers @ Conq. the combined fire does 53 internals to Conq. The Andro's PAs were almost full at this time. PAYBACK!
i24- Some withering Klingon fire does 8 more internals on Conq.
i26- Cobra fires on F5 for 2 more internals.
i28- Hapless D7 hits a freaking TB for 10 more internals.
GAME CALLED; This was a nasty little tussle. You can forget about drones getting through, maybe Kzintis would do better. The Andro. firepower is impressive, but once you crack the PA panels they are fragile. I highly recommend playing this scenario, it is in New Worlds 2.
By Gary Carney (Nerroth) on Saturday, June 05, 2010 - 12:52 am: Edit |
Sidney:
I know I'm a bit late in saying this, but I'm not sure the CI is the ship I'd throw against an Auroran BC.
Although, a more challenging fight (and one closer to the clashes fought between the two sides historically) could be to give the Sigs an NCA, and to let the FRA ship spend the BPV difference on some upgraded Fifth Cycle tachyon missiles.
By Sidney G. Kanouse (Konus67c7) on Saturday, June 05, 2010 - 11:09 am: Edit |
I agree, the Sig. NCA is a nastier customer. I like the upgraded PEs. I almost forgot about that fight.
By Gary Carney (Nerroth) on Saturday, June 05, 2010 - 11:00 pm: Edit |
The Phaser-Ws might help provide more options, too.
By Ginger McMurray (Gingermcmurray) on Monday, March 16, 2020 - 11:06 pm: Edit |
We played SG7.0, The Pirates Go For Big Game last Saturday. The Fed managed to teach the Orions not to trifle with the big fish.
Turn one the Orions start separated in a triangle formation so I veer right to meet one The ship in the middle went really slow, planning to meet his allies. He didn't get a chance and the first raider was crippled while the fed took shield damage in return.
Turn two the Fed fled to reload. The middle ship went really slow again as they all circled around to meet up. A suicide shuttle loaded with type VI's did a little damage and soaked up some phasers. They probably should have let the target take a lot more damage to a shield and maneuvered later to keep me away from it. They also forgot to fire P-1s as P-3s. I didn't remind them. 😈
Turn three was a repeat of turn one, but with a different pirate being crippled and a different Federation shield being weakened.
Turn four the Fed disengaged and left them to lick their wounds. Overall it took a few internals, crippled two Orions, and left the third unhit outside of some dinged shields from the drones.
One (the one in the middle) had 3 photons. The other two had one photon and 2 P-1s. The guy with 3 never fired them because he was going slow and holding overloads the whole time.
The Orions didn't double engines until late in the game and went fairly slow. It would have been a massively different battle if they'd had 9 photons between them, doubled engines, speed 30, and good reinforcement. I suspect if we played it again I'd be toast without some really good rolls on photons (which only lucky Feds get).
Morals of the story:
Speed is life
An Orion who doesnt double engines at engagement range with a fed is asking to be put out of their misery.
By Ginger McMurray (Gingermcmurray) on Tuesday, March 17, 2020 - 10:36 pm: Edit |
We played SG7.0, The Pirates Go For Big Game last Saturday. The Fed managed to teach the Orions not to trifle with the big fish.
Turn one the Orions start separated in a triangle formation so I veer right to meet one The ship in the middle went really slow, planning to meet his allies. He didn't get a chance and the first raider was crippled while the fed took shield damage in return.
Turn two the Fed fled to reload. The middle ship went really slow again as they all circled around to meet up. A suicide shuttle loaded with type VI's did a little damage and soaked up some phasers. They probably should have let the target take a lot more damage to a shield and maneuvered later to keep me away from it. They also forgot to fire P-1s as P-3s. I didn't remind them. 😈
Turn three was a repeat of turn one, but with a different pirate being crippled and a different Federation shield being weakened.
Turn four the Fed disengaged and left them to lick their wounds. Overall it took a few internals, crippled two Orions, and left the third unhit outside of some dinged shields from the drones.
One (the one in the middle) had 3 photons. The other two had one photon and 2 P-1s. The guy with 3 never fired them because he was going slow and holding overloads the whole time.
The Orions didn't double engines until late in the game and went fairly slow. It would have been a massively different battle if they'd had 9 photons between them, doubled engines, speed 30, and good reinforcement. I suspect if we played it again I'd be toast without some really good rolls on photons (which only lucky Feds get).
Morals of the story:
Speed is life
An Orion who doesnt double engines at engagement range with a fed is asking to be put out of their misery.
By Ginger McMurray (Gingermcmurray) on Tuesday, March 17, 2020 - 11:18 pm: Edit |
Sorry about that. Apparently back buttons make.me think I never hit submit.
By Daniel Eastland (Democratus) on Wednesday, March 18, 2020 - 09:08 am: Edit |
Great report. Thanks!
Sounds like the Orion players learned some important tactical lessons.
In my experience, learning them through getting my ship smashed is much more effective than simply having it explained.
By Ginger McMurray (Gingermcmurray) on Wednesday, March 18, 2020 - 12:08 pm: Edit |
Same! LOL
We talked some afterwards. The player who went really slow was thinking naval tactics to regroup. WWII cruisers couldn't double engines and weren't facing warp speed battleships.
By Graham Cridland (Grahamcridland) on Sunday, November 08, 2020 - 01:39 am: Edit |
So, in a break from our usual tournament battles, and because my son desperately wanted to play the Federation SCS (http://www.starfleetgames.com/sfb/sfin/Reprinted_SSDs.pdf), my son and I began a non-tournament SFB game. It is terrible fun, but we are not playing with even our usual level of accuracy as we've mostly played 1v1 duels, tournament or otherwise, before.
He is running a Federation SCS, with a fully armed complement of fighters.
I have a Klingon detachment, presumably detached because the High Command realized his high-value ship was alone in deep space: C8, D6, D6.
On Turn 1 I approached with the DN in front (firing standards at a fighter and rolling poorly to fail to cripple it) and a big brick on my #2, showing it to the assembled photons. Trent shot it, and then followed with phasers, doing about 55 in in two volleys at R8, and then launching a big stack of drones to chase me off.
Probably foolishly, I decided not to weasel them, but instead separated (to see what they were following (the damaged DN)) and then brought the cruisers in for an overload shot on the carrier, doing about 50 in in a single volley, before turning off and shooting up some drones as I ran away.
At end T1, we both have damage to our big ship, he still has all his fighters stacked with his ship (basically keeping me away from R2 entirely) and there are 18 drones on the map, none of them mine (all my t1 drones took down his drones).
Fun, although it doesn't feel like "serious" SFB because we are kind of clueless about multi-ship strategy.
By Graham Cridland (Grahamcridland) on Sunday, November 08, 2020 - 02:05 pm: Edit |
Continued today.
Result was a kind of bloody draw, the two D6's getting caught by fighters, overrun, and destroyed, the Federation carrier stuck in space with no power boxes, a dead hulk, and the C8 finally forced to run from the fighters.
I'm actually not sure about this result. The C8 failed to break a back shield at R8, given a few P1 hits and a Disrupter hit earlier.
But the SCS had already taken enough internals to destroy all power, all weapons, and leaving only two actual ship boxes (flag bridge, emergency bridge), plus sensors, Damage Control, and Excess (and shuttle boxes; about half the fighter bays were undamaged). But it had reloaded the heavy fighters and the light fighters were still full of drones. So they could force the C8 to run, because the C8 couldn't shoot down all the drones and couldn't weasel without dying to gatlings and p3s.
As long as the fighters spread out a bit and avoid T bombs (which won't work for long), they can herd the C8 away. So this seemed like the right result... although maybe a real Klingon would have gone for the death ride into Range 4 to try and blow up the SCS after all.
By John L Stiff (Tarkin22180) on Monday, November 09, 2020 - 01:00 pm: Edit |
LOL
I thought that those gatling armed FTRS would have a say in the battle.
By Graham Cridland (Grahamcridland) on Monday, November 09, 2020 - 01:34 pm: Edit |
They did! They murdered 2 D6 cruisers.
By Gregory S Flusche (Vandar) on Monday, November 09, 2020 - 05:07 pm: Edit |
You are not supposed to get within range 4 of gatling armed fighters ever!
By MarkSHoyle (Bolo) on Monday, November 09, 2020 - 07:55 pm: Edit |
Didn't I read, the D6s closed on a SCS, with Fighters stacked in the same hex.....
The Fighters didn't murder anything, the D6s committed suicide...
I would rather have D5s, then could have circled, like indians around a wagon train, sniping, till the fighters were gone....
By Graham Cridland (Grahamcridland) on Monday, November 09, 2020 - 10:42 pm: Edit |
The D6 turned in to R4 to get an overload shot on the SCS and the fighters moved out to get R3 (to kill the first one) and then R2 (to finish off the second one). The overload shot did kill the SCS dead in space (Speed 0 for the turn already, only internal spaces left were Sensor, Scanner, Damcon, ED, and shuttles).
By Steve Petrick (Petrick) on Tuesday, November 10, 2020 - 03:28 pm: Edit |
I have been reminded.
A long time ago, one of my early efforts, I led a squadron of three Federation ships, each with four photon torpedoes, and through maneuvers managed to separate and surround a Gorn destroyer. It was not the only Gorn ship (the opposition was all Gorns). The Range was two hexes, and all three of my Federation ships (I think two were destroyers, but I am no longer sure) fired, both photons and all bearing phasers.
The resulting damage was so great that the Gorn destroyer, no exaggeration here, had to repair one, whole, complete, box on its SSD in order NOT to be considered crippled.
But, by gum, we did cripple him with all our Vaunted firepower! Take that you lousy Gorn scum. (We are going to be over here whimpering. Almost 400 points of damage output to barely cripple a destroyer. A Gorn destroyer. which is smaller than a Klingon Frigate? Whimper.)
By Jeff Wile (Jswile) on Tuesday, November 10, 2020 - 04:47 pm: Edit |
A maxim to live by:
It is not what you have, that is important. It is how you use it, that is decisive.
I will not reveal the names, but I have participated in the execution of a Federation Players dice set. Hammer damage, explosives (m-80 iirc) and the remains were burned with an acetylene torch.
That is one set of dice that will never ever miss with photons ever again.
Sadly, the recidivism rate of bad dice continues to plague Fed players continues to this day.
I do not blame Petrick for his story... blame the dice!
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