Battle Reports

Star Fleet Universe Discussion Board: Star Fleet Battles: Star Fleet Battles Online: Battle Reports
  Subtopic Posts   Updated
Archive through January 22, 2008  25   01/22 02:06pm
Archive through November 16, 2008  25   11/16 01:44pm
Archive through December 21, 2010  25   12/21 12:13pm
Archive through April 15, 2011  25   04/15 01:06pm

By William T Wilson (Sheap) on Thursday, April 21, 2011 - 01:58 am: Edit

We are up to impulse 5 of turn 2 now. The fight goes very badly for the Gorn.

Realizing that there was too much plasma on the map that the BS could not be saved, I elected to save my fire; the first wave of plasma impacted and almost, but not quite, destroyed the base. It has no functioning systems remaining except the bridge.

Most of the plasma that was supposed to be targeted on the base turned out to be targeted on the BCH, which couldn't weasel due to post-HET restrictions. The good news is that the plasma was split over two shields, knocking down the #3 and scoring about 15 internals, and almost knocking down the #5.

Some of the Romulan FSF fighters landed (all the 1-space fighters have used up all their plasma, and the heavy fighters have used up their F's and several D's).

Most of the plasma that was then expected to be targeted either on the base or BCH turned out to be targeted on either the HDD or BDD (not identified for sure yet, but at least some is targeted on the BDD). This plasma will impact over the next couple of impulses.

Things really could not have possibly gone any worse.

Long-range phaser fire from the base before it was wrecked crippled a fighter and scored shield damage on the SPG. One of the plasmas launched from the BCH on turn 1 hit for 3 points on one of the Skyhawks.

We'll see what happens next. With the way the plasma worked out, it's not clear what, if anything, the Gorn can do.

By Ted Fay (Catwhoeatsphoto) on Thursday, April 21, 2011 - 10:48 am: Edit

Don't forget that a plasma hit the other SKE for 19, taking down the #2 to 1 box. :)

Yeah, Gorns took a real beating, but I'm out of plasma (almost, just some Ds left and the commando ships) and his bombers are coming up end of this turn AND his ships have a bunch of plasma hot. Plus phasers. I think Lizard Revenge is going to be served up later in the turn.... :)

By Ted Fay (Catwhoeatsphoto) on Thursday, April 28, 2011 - 10:05 am: Edit

Managed to get through more than one impulse in the next session of the modified OPERATION TRIBUNE. All the way through impulse 8!

Roms all weasel over succeeding impulses, shedding tons of plasma. Gorn BCH, HDD, and BDD also weasel, though the HDD takes 20 to the #3 from plasma before it could launch, brining that shield to 4 boxes. Got one plasma (F torp, 15 str) heading towards the SPG, will find out soon if its real or fake.

Gorns get their first kill. A plasma F kills G-FSF #10 of the Screaming Eagles squadron. Long will the pilot live in the annals of Romulan heroes.

Before it dies, it and four of its brethren still on the map pull a nice little stunt by dropping an EW pod to suddenly increase speed and get within range 2 of the HDD. Ten phaser 3 shots rolled really crappy (like 4 or 5 "6's" at range 2) but still manage to knock down the #2 shield of the HDD and score one internal - a forward hull.

The Romulan escorts have increased speed to 4 while still under weasel and moved out of the hex with the Leviathan (CNV). Concerned about a shotgun torpedo from the BCH and four other unidentified plasmas from the BDD and HDD, the Tribune squadron "Condor Brood" have begun landing on the CNV. Given movement they could HET and begin landing on the CNV or potentially eat plasma (given that I don't know the targets I had to guess). Also, the tribunes have used all but one plasma-D and both plasma Fs and have fired all phasers, so I figured it was worth getting them under the protective wing of the Leviathan.

Romulans now have 4 of the Tribunes landed. Two more will land next impulse unless they are shot (highly unlikely as all of his ships are under weasel and the base is gutted). Of the Screaming Eagles, 3 G-FSF are on the Leviathan (one with 9 damage), 1 G-FSF is on each of the three escorts (6 total landed), 5 G-FSF are in flight, and 1 is plasma bait. I'm expecting more of the G-FSF in flight will die with incoming plasma.

Gorn BDD showed true balls, dropped a facing shield, and planted 2 T-Bombs located to make my life interesting. Sheap ironically named them "harmless objects". :) I decided not to fire at the BDD in favor of having the SPM weasel.

At this point, the pace of the battle should pick up. I suspect some of the Gorn torpedoes in flight are fake, but have no idea which. The Gorn BCH has its A torp hot, but I suspect none of the others. The HDD and BDD just unleashed all their torps, so how many they have left will depend on the real/fake status of the torps in flight. The INTs each have one F torp left, with the RP tubes on the first turn of arming. The Bombers will complete atmospheric ascent at the end of this turn.

On my end, SPG and SKG have three torps among them and the escorts have their D torps. I also have all of my heavy phasers. He has some phasers left, but has used a lot of them degrading plasma.

Romulan torps have nearly all found their targets or have been weaseld (fortunately for me my target selections have matched well with his weasel choices so that I've really only lost a few D torps to his weasels - except for the BATS but I knew I would lose good torps to its lone weasel). I have 6*Pl-D still flying after the INTs, but they'll probably be outrun soon enough. However, the SPG and SKG each launched a fresh sabot F torp at the INTs to send them away or take a bit of damage.

The pace of the battle should pick up a bit. More carnage is sure to follow!

By William T Wilson (Sheap) on Thursday, April 28, 2011 - 05:14 pm: Edit

Pretty correct, except the T-bombs were deployed from the HDD, not the BDD, so the facing shield was not the one dropped (it was the #2, which, in point of fact, didn't even need to be dropped as it was down, and the #4, which was dropped ages ago to beam things to the planet and never raised).

Bombers on planets with atmospheres are worthless.

By Ted Fay (Catwhoeatsphoto) on Thursday, April 28, 2011 - 10:17 pm: Edit

I checked the log - it clearly said BDD dropped shield and transported. If that was a typo, fine to fix.

By Ted Fay (Catwhoeatsphoto) on Sunday, May 01, 2011 - 05:01 pm: Edit

OPERATION TRIBUNE (Modified)

Turn 2 is completed. It was a brutal turn for the Gorns.

First the good news for the Gorns. They killed 3 more fighters. A total of 4*G-FSF are dead. He also managed to do substantial but not telling shield damage to a number of ships, including both SKEAs, the SPG, and the SKG.

Now the bad news for the Gorns. In addition to the BS being gutted, the HDD Crotalian was destroyed and the BDD Strongarm was totally gutted to within 1 point of destruction, and is expected to fall sometime during turn 4. Damage to the BDD damage was largely caused by phasers from the SKEAs and SPG and SKG, though I did plant two full strength plasma Ds through its down #1. (It had lowered its #1 in order to put 2*T-Bomb in front of the SKEAs, which did force them to emergency decelerate). The HDD ate 4 full strength F torpedoes after I forced it to weasel in the face of 5 D torps (though only 3 were on the HDD, the other two on the BDD which did hit the down #1).

BCH Lord of Lightning did not take much more damage, but it's #1 shield is at half strength, it's #3 shield is down, and it's #5 shield is mostly down, and it has some 15 or so internals. Its tubes are essentially empty, but for possibly one or two fastloads. The BCH is down to 2 shuttles in the bay, as it used a wild weasel to get rid of an S torp launched by the SPG (it had used 1 other WW and launched 2*GAS at the planet). The BCH was at speed 4 range 7 or 8 to my CNV as of impulse #32.

I chased off his INTs with a combination of plasma Ds and a couple of Fake plasma-Fs from. They have since swung around and are about range 8 to my escorts. 5 plasma are hot (1 launched impulse 32 in the air) and of course 12*ph-1 are nothing to sneeze at. Additionally, his 6 bombers will finally exit the atmosphere this turn, so I will have to contend with their considerable armaments. He still has a GBDP4 on hex side D and a large bomber base on hexside A.

Turn 3 is now up. On turn 4 he will get major reinforcements in the form of a DN lead squad. However, for now he is hurting.

Nevertheless, he's still not toothless. 6 INTs and 6 Bombers will force me to use precious weasels and/or will cause major damage - which will make my ships plasma bait on turn 4 when he gets his DN squad. The BCH still has 9 ph-1 and a couple of fast loads, and I'm also dry on plasma (but for plasma Ds and maybe a few fastloads). All fighters are now landed and have been rearming, so it will be a while before my own fighters are back in the fight again.

What that means is that I do not expect turn 3 to be nearly as dramatic as turn 2. However, I still expect the damage to fly, and it's more likely that the Roms will see the worst of it.

By Richard B. Eitzen (Rbeitzen) on Sunday, May 01, 2011 - 07:43 pm: Edit

Should have a carnage list:

Gorn:
BATS: Gutted cripple
HDD: Destroyed
BDD: Gutted Cripple

etc etc, and just update it each turn. Mmm, delicious.

By Ted Fay (Catwhoeatsphoto) on Sunday, May 01, 2011 - 09:57 pm: Edit

Carnage List:

Romulan:
4*G-FSF destroyed.

Gorn:
HDD destroyed
BDD gutted
BS gutted
BCH damaged

By Ted Fay (Catwhoeatsphoto) on Monday, May 02, 2011 - 09:32 am: Edit

OPERATION TRIBUNE through 3.9

Roms slowly build up speed, with escorts going around 10 and CNV managing to eke out enough power to move speed 4 while reloading torps for the tribunes. SKG and SPG go 16 and 15 respectively and reload.

Gorn BCH goes 12 under erratic maneuvers and max ecm. INTs go a weird 10,12,13 and then 30 split on impulse 8. Bombers go speed 3 and haven't exited the atmosphere yet.

At the beginning of the turn the SPM Guardian Eagle mans up and turns directly into the path of the oncoming INTs, but it does have 6 ECM to help itself a bit. The SPM lights up like a Roman candle and spews out D torps at the INTs from its 4 D racks in defensive mode. It also fast loads a sabot F torp.

Sometimes its said the best defense is a good offense, and I think that truism applied here. With all the torps on the board Sheap chose to use the range 5 phaser 4 and nearly all of the 12 phaser-1s defending the INTs. He killed the fastload torp outright and severely degraded several of the other torps. That meant those phasers weren't tearing into the SPM. The remaining sabot D torps will likely be run out for a bit before they hit. I predict most of the INTs will get away, maybe with some minor shield damage.

Oh, the SPM did fire 3*ph-1 at a +1 shift at range 3 to one of the INTs, but managed to roll 3 "6"s and so only did shield damage. The gunner was told that the next failure would result in summary execution, but for now the shear expense of his training was keeping him alive. Romulans are slightly less impulsive than Klingons. :)

Anyway, the INTs did launch 5 F torps at the Romulan fleet, and have kept one in reserve. Two of the F torps found their mark on the SPM, as I didn't want to use my decoy drogue (moving speed 12) on just two torps when a potential TWELVE sabot F torps are coming out of the atmosphere at a relatively close range (7 or 8). After defensive phasers those two torps crashed through the #6 shield of the SPM and caused 11 internals, including 3 phasers and 2 power and the rest fluff. A third torp, after defensive fire, did another 9 damage to the #2 shield, which combined with previous damage brings it down to about half strength. The other two torpedoes were targeted on the SKEA bastion, which was further away. There the SKEAs as well as SPG, SKG, and CNV conspired together to destroy one torp outright. The second torp is one its way it, but I still have some phasers left to fire into it.

Further south on the map, by turning due south, the BCH narrowly avoids a NSM planted by the CE. The CNV launches a fastload sabot torp from its B tube. Later the SKEAs each launch a D torp in offensive move at it. To prevent the F torpedo from slamming into the weak #5 shield the BCH slips into range 5 of the CNV directly off of its #6 oblique. The CNV responds with 6*ph-1. Even with a +2 shift I manage to net 14 damage. After 3 reinforcement and the tatters of the shield I manage 7 internals, of which three are phasers! #5 shield is now down. The F torpedo fastload then hits the fresh #4 shield for 15, full strength through the shift, taking it to about half strength. In the meantime, my MRS shuttles swing around and launch another couple of sabot D torps at the BCH from range 7. The other two D torps from the SKEAs are now at range 2 and expected to impact soon.

Battle to continue Tuesday....

By Ted Fay (Catwhoeatsphoto) on Monday, May 09, 2011 - 06:56 pm: Edit

OPERATION TRIBUNE (modified) though 3.32.

Another ugly turn for the Gorn, though as I predicted they did get to hurt the Roms this turn. This turn saw less of the action intensely spread up front, but was rather spread throughout the turn.

Starting with the Rom escorts that had turned in, Sheap sent a bunch of plasma at the SPM and one of the SKEAs. Fearing the SPM's decoy drogue, he sent "gentle" waves of plasma at it. With the presence of the bombers I allowed two waves to hit, taking down the #6 and #5 shields and doing some internals. Phaser fire from the bombers added a few more. I used the decoy drogue to weasel the last set of incoming plasma, which would have done some 15 more internal and crashed the #4, and I wasn't willing to do that.

The Guardian Eagle is bloody, but unbowed, at some 16 internals including 3 phasers and 5 power hits. Shields are wearing thin. As I mentioned 5 and 6 are down, but 2 and 4 have each taken damage. By the end of the turn the SPM slowly swung around and is trying to swing back towards the Rom fleet some 14 hexes form the plasma. One of the INTs swung around that direction as well. I surprised Sheap and turned into it. It's now at range 2. Oh, as an afterthought, the SPM put a single phaser 3 into the gutted BDD and blew it up.

Speaking of the INTs, the CHARGE OF THE LIGHT SPM managed to do some work. Three of the INTs used HETs to avoid plasma, but one broke down. It died in a hail of plasma. Another took major shield damage (one rear shield, three forward shield remaining). A third had its rear shield collapsed and it lost its two hull and LP plasma F. A fourth lost its rear shield and it took its two hull and 4 warp after booster degradation. Of the remaining two, one has two shield hits on the rear and the other one is undamaged. Still, he has four in relatively good working condition for now and one that can hobble along.

The bigger issue is that they are now spread out and all over the place. One is range 2 to the SPM. One is behind the bombers (which are range 6 to the CNV!) Two are running away from the SPG on the other side of the planet, and the last is in between and heading towards the SPG.

Speaking of the bombers, they did their work, though Sheap was conservative with their plasma. They used 2 of 6 plasma Ds each, but only one plasma F (of two) and one plasma K (of two) each. Had he launched more he would have done more damage.

Still, he managed to severely degrade the shields and somewhat degrade the capabilities of the SPM. Plasma mission killed the SKEA Rampart, and it is now badly damaged. This latter was my fault, as a NSM I had planted from the CE to deter the BCH later turned out to be a serious maneuver obstacle for me, and also I forgot to announce emergency deceleration in time to shed the plasma - so it took plenty of hits. Even the BS's MRS managed a plasma D hit! The Rampart is now badly crippled. There is a non-zero chance it can get away by disengaging, but Sheap could probably kill it turn 4 if he wanted to use more of the Bombers plasmas. However, I'm guessing he'll more likely want to use them against my remaining ships.

The other SKEA Bastion has severely damaged shields 2 and 3, but is otherwise in good fighting shape. The CNV hasn't been damaged yet. The SPG and SKG both have taken shield hits, but nothing more this turn. He did 4 damage to a fighter on boosters and launched some K torps at it from the bombers, so I had to reland it on the Bastion. This ship took 5 more hits to the #4 after phasers from the K torps. I have another fighter on the CNV under repairs. The Tribunes spent all of turn 3 being reloaded.

However, now comes the ugly part, the fall of the BCH Lord of Lightning. As mentioned last time I had managed to score a variety of hits on it, so its rear shields were down or degraded and had 15 or so internals when it started erratic maneuvers and tried to escape. Now the CNV launched boosted and erratic and reloaded fighters at the fleeing Lord. I also sent the SPG after it, even without plasma available. By the end of the turn the fighters had caught up, slowed down, ceased erratic maneuvers, and launched a wave of 5 D torps at it. Combined with additional phaser fire from the SPG, a pair of D torps from the MRS, and a fast loaded S torp from the CNV - and some really horrible luck for Sheap on proximity rolls during plasma strikes - the Lord of Lightning suffered a death of a thousand pinpricks. By the end of turn 3 it was reduced to a single transporter box, a repaired phaser 3, 10 tracks left (TOTAL) and one excess damage hit away from blowing up. Other than the INTS and the bombers there is nothing around to save it - so it will be subject to destruction or capture for sure, notwithstanding the fact that the Gorn DN squad is scheduled to arrive NOW (turn 4).

So, of the three ships to come to the rescue of the BS (BCH, HDD, BDD), all three are dead or soon to be dead. The BS is gutted to within a inch of death. The Gorn has lost one INT, has one hobbled, one wounded, and three in good shape. All 6 bombers are unwounded due to some good guessing on his part (plotted a dummy and a real T-Bomb to force him to stop or guess, and he guessed right).

Oh, one other thing, the CE has started atmospheric descent and will be delivering the first Romulan troops to the planet in a couple of turns!

Of course, the Gorn DN squad is on its way in, his bombers still have a nice wad of plasma left, and I only have a few plasma coming back on line. However, the Tribunes will finish reloading this turn and the 5 fighters I have on the map still have a plasma D left. Also, the shields are wearing thin on most of my ships. So, while not helpless, turn 4 could turn out to be a rough turn for the Romulans. It will have to be if Sheap is going to catch up with the ROMULAN RAMPAGE (TM)!


Tale of the Tape to Date:

Gorn:
BCH badly crippled (soon to be dead or captured)
BS badly crippled
HDD destroyed
BDD destroyed
1*INT destroyed
1*INT heavy damage
1*INT light damage

Romulan
4*G-FSF KIA
2*G-FSF wounded
SKEA Rampart badly crippled
SKEA Bastion shield damage all around
SPM wounded and shields badly damaged
SKG three damaged shields
SPG three damaged shields


Forces remaining (going into turn 4)

Gorn
Wounded units indicated above
Arriving DN, BC, DD, SC.
3*INT
6*Bomber
GBDP, BMB
Assorted GAS shuttles planetside

Romulan
Wounded units indicated above
CNV
5*G-FSF
1*G-FSF-E
6*Tribune

And now for the piece de resistance (finally) screenshots, both in PDF and (for those who have it and want to expand for a better view) Power Point.

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B31_rKuqkrVtNGJjMTRhNmYtMGY2ZS00MWQxLWIyZDQtMjhlODIxYTk2OGQz&hl=en

https://docs.google.com/leaf?id=0B31_rKuqkrVtMTVmMzQ3YmItNTE5OC00MzY4LWEyMTItZWUxZWIwOTg3ZWNh&hl=en

In case you can't see, the Gorn BCH is in 1821A under the T-Bomb there (its last gasp).

By Ted Fay (Catwhoeatsphoto) on Monday, May 09, 2011 - 06:56 pm: Edit

Sheap,

At some point I'll need turn 4 entry hexes for the DN squad.

By William T Wilson (Sheap) on Tuesday, May 10, 2011 - 04:15 am: Edit

Entry point 2701D.

By Ted Fay (Catwhoeatsphoto) on Tuesday, May 10, 2011 - 09:31 am: Edit

Screenshots: They're buried at the bottom of my long post about turn 3.

Sheap, thanks for the entry point.

By Mike Johnson (Akira) on Wednesday, January 18, 2012 - 09:07 pm: Edit

Not sure if this is the best place to report this, but I tried out the Fed CL tournament cruiser tonight against Chaotic_Cobalt. I'd never seen this ship before and just happened upon it using the ship selection randomizer. I don't know whether it is new or so old no one cares anymore :)

It's fairly interesting, trading two phaser-ones and some fluff for a 2/3 movement cost, turn mode C, and a G-rack. CC flew Gorn.

Turn 1: With the free overload energy I am able to eke out a 17/29 plot while holding a weasel and a suicide shuttle. CC plots speed 24 the whole turn. We circle each other for a bit then I decide to see how close I can get. CC does not launch until we get to range 10 or so, just after my speed change kicks in, so I am able to get to range 4 of his ship while still two hexes away from the 100 points of plasma he has chucked at me. I hit with three photons and roll ok with the four bearing phasers and manage 35 or so internals- just enough to make the Gorn really mad at me. He knocks 22 of my #1 with phasers. I wisely choose to run away at this point.

Turn 2: I run out the plasma (the S's were fake!) and convince the Gorn to turn away from close pursuit by plinking his down #1 with a couple of phasers. The energy required to run and start arming photons leaves me breathing heavily. At the end of the turn we are R12 or so, I'm heading E with my #1 facing his #3 (he is facing A).

Turn 3: I can't fully overload photons and go for the overrun so I arm three 12-pointers, refill batts, drop the weasel and plot 23/11. CC moves at speed 12. I get to range one on the oblique, my #6 to his #3, and manage 30 more internals. At this point he's in pretty bad shape but we play out the launch of the two S-torps which my ship takes relatively well.

Summary: If you thought the CA had trouble re-arming try flying this ship. I also really miss having the 360 P-1s; four phasers simply don't have enough shock effect. It's important to get good power hits on that first pass so you have a chance to run away and rearm. On the flip side, being able to HET at speed 31 is handy and the better turn mode is also nice. I'm ambivalent about the G-rack; it's nice to have but there aren't enough drones to make a difference and the small number of ADD rounds is not especially useful either.

Overall I think the loss of two phaser ones and some internals really decreases an opponent's inhibitions about closing with this ship compared to the CA. This ship cannot damage its enemy as much, and cannot take damage as well. Choosing this ship over the CA is rather like choosing the LDR over the Lyran CA only you don't get the gatlings. In other words, fly the CA!

By Chris Proper (Duke) on Wednesday, July 23, 2014 - 03:38 am: Edit

Duke (kzi) over Droid (Turtle WAX)

Turn 1
I take a rack out of service to unload a couple type-Im for reloads later. Droid does a little corner dodge to keep range open. I cut through the middle of the map to be on the side where the gatling isn't. I launch the scatterpack on i28 at range 16 a little close I agree. Droid zaps it with his seven p-1 an impulse later, we both forget the small target modifier. On i32 he launches 4 drones, I launch 3.
Turn 2
I overload. He shoots at 5 hitting my #1 for 24, then turns away. I spend my phasers on his 6 drones. Brendan reminds Andy that shuttles are a small target outside of range 12. Suddenly he is fleeing 9 drones, not 3. I shoot his #3 for 12 when he gets to range 8. He goes into the corner.
Turn 3
I expect a weasel, but he comes out of the corner into the swarm and throws the kitchen sink at it. Phasers, tractors, a couple of defensive drones, even a suicide shuttle. The gatling and some p-1s make mincemeat of my fast heavy drone wave, but he has nothing left for the range 1 battle pass. I tractor him #6 to #6. My 4p-1, 2p-3 and single overload from battery do two internals, Aux Con and Emer. The Mizia volley gets Bridge and more Aux Con but no guns. I drop tractor and we cross over #3 to #3. He launches 2 drones and I kill them with 2 p-3 and a SS I never found a targeting resolution for. We seperate and Droid accelerates, I slow down. He hooks back around and shows me his down #6 shield at range 1 so I tractor him again. On 32 he can't turn so we end the game with him tractored at r1, his down #6 to my 30 box #6.

By Gregory S Flusche (Vandor) on Tuesday, September 29, 2015 - 10:05 pm: Edit

Me and Peter Cool are playing Jundarians vs Romulans year 182 are so. 550 points using S8 rules.

I have 1 BCH with 3 heavy bombers external pads. I LCS (metal hull) and a FFS.

He has the FHE with a full flotilla leader and scout. All have booster packs as well as Sabot. Peter if i missed something add in please.

Turn one we approached to range 11 I held fire he launched a bunch of plasma on imp32. Smart since his sensor channels were not active.

Turn 2 about a quarter of the way in. I shot heavy rail guns at range 10 with a two shift and chewed up a little shield on a the PF leader. Turned off and am hail gunning his plasma. OOPS i hit my bombers. Lucky not bad damg to them. Had to stop for the night.

By Chris Proper (Duke) on Monday, October 03, 2016 - 10:29 am: Edit

Duke (LYR) over BS (KLI)

ESGs make you believe you can ignore drones, but there is a better way.

Turn 1

I plot standards and speed 16 up to 31 on i27. Bill goes 16 until 19 up to 26.
Bill launches his SP on impulse 3 so I corner dodge to keep the range wide open. I get a range 16 disrupter shot on a couple drones on impulse 32 and ding the casing on 1. Bill's overloads power down.

Turn 2

I go speed 4 for 25 impulses with an acceleration to 14. The power goes to full overloads and 10 pts general. Bill does the same 16 to 26 split and follows his scatterpack in.
I launch the ww early to generate separation. The drones kill it an impulse before my speed change and ESG announcement. Fire control comes up with ESGs at radius 3. Bill holds fire for range 4, dumping a bunch of space junk to blunt the ESGs. We swap fire #1 to #1 on 31 and all the overloads hit. Bill neglected to dump batteries into an HET so is forced into the remaining ESG and the off-side phasers. I'm up a dozen internals but a fluke of the dice has me down 8 power on 19 internals.

Turn 3

I stop and tac to wait for weapons to recycle. Bill lopes in and out of range 1 before guns cycle. I gut him at range 2 through his rear shield.

By David Cheng (Davec) on Monday, October 03, 2016 - 09:39 pm: Edit

So, the secret to defeating Fleet Captains in their ship of choice is...

"Shoot them in the face with overloads, then reload and shoot them in the butt with more overloads."

Man, I have obviously been playing this game wrong for a lot of years...

How come Dr Z didn't just say this in his tactics seminar?
;-)

-DC

By Chris Proper (Duke) on Tuesday, October 04, 2016 - 10:40 am: Edit

Well, when you put it that way...
So much of SFB is deciding which opportunities to take. Fighting the enemy ship the same turn as the scatterpack arrives is an effective way to get killed. Punishing your opponent for weaseling off your drone stack is tricky, especially on a turn when the drone ship moves 20 hexes while the weaseling ship moves 8.

By Francois Lemay (Princeton) on Sunday, July 28, 2019 - 08:48 am: Edit

Looking for a replacement Admiral in Thunder Dome 4 [TD4].

Currently on T2 so very young campaign set in Y165.
Empires not available are Hydrans, Paravians, Klingons, Kzinti, Federation.

Empire to replace is the Frax but you can select a different empire if you wish. We have a nice little option to allow you to replace existing Frax ships!

If interested, please let me know via email and I will forward the current map, spread sheet and rules.

Thanks.
Cheers
Frank


Add a Message


This is a private posting area. A valid username and password combination is required to post messages to this discussion.
Username:  
Password:

Administrator's Control Panel -- Board Moderators Only
Administer Page | Delete Conversation | Close Conversation | Move Conversation