Subtopic | Posts | Updated | ||
![]() | Archive through July 29, 2008 | 25 | 07/29 03:59pm | |
![]() | Archive through November 23, 2011 | 25 | 11/23 05:36pm | |
![]() | Archive through December 01, 2011 | 25 | 12/01 08:41am | |
![]() | Archive through March 04, 2012 | 25 | 03/04 07:02pm | |
![]() | Archive through December 04, 2012 | 25 | 12/04 06:03pm |
By Matthew Potter (Neonpico) on Tuesday, December 04, 2012 - 08:02 pm: Edit |
You have linked to a page that, though it offers an Andro Tourney ship, also states that it is not sanctioned. So back to my question: The Andros have no sanctioned tourney ship right now?
As a side note, the list of "sanctioned" tourney ships also includes the "joke" Tournament Base and Tournament Freighter. Both those look like real monsters to fight against.
By Ken Kazinski (Kjkazinski) on Wednesday, December 05, 2012 - 12:36 pm: Edit |
Matthew,
You have to download the PDF from:
"A single PDF document containing all of the ships listed below can be downloaded by clicking here."
The "here" is a link to a PDF with all the ships. The Andro in the PDF is from 2006.
By Matthew Potter (Neonpico) on Wednesday, December 05, 2012 - 01:24 pm: Edit |
I see it. Thank you, Ken.
Does that mean the 2006 Krait is sanctioned?
Edit: I see the revision date on that Krait is 2002.
Bottom line, is that I'm wondering if the andros have any sanctioned ship. If so, which version?
By Nick G. Blank (Nickgb) on Wednesday, December 05, 2012 - 02:41 pm: Edit |
According to the 2012 tourney SSD book, the sanctioned Andro Krait was last revised 5 July 2006.
By Peter D Bakija (Bakija) on Wednesday, December 05, 2012 - 04:29 pm: Edit |
Yeah, I'm pretty sure that the current, sanctioned Andro is the one with 2xTRL and 8(?)xP2. I think.
By David Zimdars (Zimdarsdavid) on Sunday, May 19, 2013 - 06:40 pm: Edit |
Matt Potter (Neonpico) and I (AdmiralDZZI) played the FRAX vs. the 2011 playtest Andro (respectively).
The game was going poorly for the FRAX. The Andro got on the FRAX's #1 shield for a R3 shot turn 1 and another R3 his #4 shield on turn 3. We had to call it turn 5, but it was looking like the Andro was going to get another R3 shot on the FRAX when down 40 internals and was about to get hit again. The FRAX just didn't have enough firepower in the #1 and #4 arcs to crack the Andro's PAs. The Andro had suffered maybe 3 leak points.
By Matthew Potter (Neonpico) on Sunday, May 19, 2013 - 06:59 pm: Edit |
This one was mostly a matter of poor dice on the part of the galactic (where I'm hitting about 40% of the time with disruptors, where I should be hitting 66% of the time). I feel he might be cruising around with full panels most of the game, if I could hit better.
Someone's doing something right/wrong, since I'm largely picking the shield I take the damage on. The fore and aft shields are the largest the FRAX have, yet I was largely able to give him a full brace on each of his attack runs.
The upcoming attack run would be the Andro's third one. Without having made any traction against the Andro, this will likely be decisive.
By Josh Driscol (Gfb) on Monday, April 14, 2014 - 02:32 pm: Edit |
We played a playtest match today, FRAX vs the Andromedan.
The Krait plotted 26/25/26 on turn 1 and cruised for the center of the map.
I plotted speed 14 with a change to 26 on imp 23. I overloaded the FX disruptors and allocated for a HET.
I fired around impulse 25 missing 3 of 4 overloads and scored 23 damage to the rear panels of the Krait. After I fired the Krait HET towards me and took a TRH shot at r5 and got 9 internals but no disruptors or phaser 1's.
His displacement failed and the random displacement happened but put him dead ahead of me.
Turn 2
The Andromedan plotted the same speed plot and I went speed 30 for the first third of the turn then dropping to 16. I re energized the battery's and refilled the phaser capacitors.
On impulse 2.12 I got my shot at r2 off my number 6 shield on the aft panels again. I used 4 battery to overload a disruptor and managed to get 23 internal damage, which took out a TRH and all the battery.
The Andromedan conceded at that point.
By Chris Proper (Duke) on Monday, April 14, 2014 - 03:24 pm: Edit |
What is this "random displacement" of which you speak?
By Peter Bakija (Bakija) on Monday, April 14, 2014 - 04:15 pm: Edit |
If the displacement fails, I'm pretty sure you still roll a die and on a 6, you displace randomly.
By Gregory S Flusche (Vandor) on Monday, April 14, 2014 - 05:01 pm: Edit |
I thought the new rule was if you failed the displacement you did not move at all.
By Matthew Potter (Neonpico) on Monday, April 14, 2014 - 05:32 pm: Edit |
(G18.512) If the ... die roll ... is six (or more), the displacement has failed to function properly. Roll a second die ... If the result is 1-5, the ship remains in the original hex but is otherwise treated as having been displaced, ... If the result is six, the ship is displaced randomly, using (G18.40)
By Glenn Hoepfner (Ikabar) on Monday, April 14, 2014 - 09:32 pm: Edit |
Oh my . . . no.
I've played Andro alot and never, ever have I had the saddeness of missing a roll and then another roll to displace right in FRONT of my enemy. The rule is extremely valid.
By Matthew Potter (Neonpico) on Friday, May 16, 2014 - 01:10 am: Edit |
Played another Andro 2011 Playtest version. LYR over AND.
We start out at with the Lyr doing 16 and the Andro doing a 15/28 halfway through. Both claimed the middle, but the Lyr gently edged away. The Andro took a R5 shot very late in the turn, hitting a huge 15pt brick. Failed the disdev. The Lyr hooked in on the next impulse as the Andro turned away. The Lyr rolled 1 hit at range 3 with the disruptors, so his alpha didn't even cause the Andro to go to reinforced panels.
The next turn, the Andro does a mirror-image of the last speed plot; a 28/15 to get away from the scary angry Lyran. The Lyran does a 14/28 to get a quick turn in and then give chase. The Andro dives in behind the Lyran to juke his cycling weapons, fearing a HET. The Lyran raised his ESGs to threaten the Andro, but cancelled them before coming up once it was apparent the Lyran's burst of speed was only going to carry it away. A little later in the turn, the Andro toggled the panels and threw the power to the rears. The Lyran made a parting shot into the rears as they separated.
On turn 3, the Lyran plotted 16/24 for the first quarter turn and the Andro plotted 15/28 for a quick turn and then to give chase. The Andro fell in behind the Lyran and chased him across the map. Halfway through, the Lyran put some batteries into speed,jumping up to 30 for the last half of the turn. Just before the end of the turn, the Lyran took a range 8 shot off the stern, filling the forward panels trivially.
For turn 4, the Lyran plotted a steady 18 and the Andro (expecting to give chase and have a leisurely jaunt away) plotted 28/15 for halfway through the turn. The Andro took a range 3 shot on the Lyran's #4, doing 9 in, hitting a disruptor, a few warp, and the rest fluff. The Lyran returned with his LS/RS phasers, filling some more of the fwd bank. The Andro then peeled off, witht eh Lyran attempting to get the disruptors in arc. When it looked like the Lyran would, the Andro DisDeved out of overload range. Late in the turn, with no disruptors, the Andro toggled the panels, throwing all the fwd power into the rears and sloshing a power to batteries.
Turn 5 saw the Andro do a 30/15 split to keep the range open and the Lyran do 25 to chase with 29 early in the turn off of Batts to close the range. The Andro was breathing hard by this point, and had left fire control uncharged to save power. The middle half of the game was spent with less than 6 power in the batteries, even with the toggling. The Andro got to the wall and cruised along it. The Lyran gave chase. In the last quarter of the turn, it was apparent the Lyran was going to corner-mug the Andro and so the Lyran raised both ESGs to max range and max power. The Andro took them on the damaged but empty forward bank, and gave the Lyran the half-full rears to fire into. The Lyran tagged the front with his phasers, doing 25 in on the Andro, hitting a battery, but nothing else of super-extreme significance.
Turn 6 saw them both starcastle at range 1. The Lyran for the weapon power, the Andro because he couldn't power weapon and move also, with empty and damaged batteries. Impulse one, from range one, the Lyran hit the rears for 30, which they drank up thirstily. The Andro raised fire control and tac'd to give the Lyran both barrels of the TRs and 2 phasers, knocking down the shield and doing 2 in. The Andro then went to speed 9 off of batteries filled a few impulses ago in EA, and DisDeved away. As soon as the Lyran's phasers recycled, he zinged the Andro through the down rear panel, netting several power. The Andro opened the range and they both repaired a bit.
On turn 7, they both plotted speed 10. Very early, the Lyran fired long-range disrupters at the emptying rear panel group, killing a phaser. The Andro responded by dropping the rear panels and sloshing 11 into batteries. Now with more power in the batteries then he'd seen in 5 turns, several systems got charged. They continued at a stead pace to the middle, giving the Andro several very-long-range phaser shots with not-very-long-range phasers on a shield the Andro recently downed. The Andro toggled the panels again, topping off the last of the capacitive systems. Ready to go, the Andro turned back in for another battle pass. At the last instant, the Andro beamed out a mine to threaten the Lyran's down oblique shields.
The 8th turn was the last. The Lyran plotted a moderate speed of 16, while the Andro plotted a 10/15 speed. The Lyran decided to take the mine on his fresh #1, only to find that it was likely to be a pseudo. The Andro chickened out and fired before reaching range 3, doing 25 in a severely damaged #6. The Lyran returned on the same impulse, rolling horrible on the disruptors (showing that sometimes the Andromedans' prayers are answered) and only did a leak damage (which killed the battery that the Damage control crews said to baby after they repaired it). The Andro DisDeved behind the Lyran, but he got too impatient with toggling the panels. He threw the forward power to the rears, dumping 5 to batts, but the Lyran replied with a couple unfired ph-1s and killed a TR and a few more power.
At this point, the Andro was well-and-truely crippled. The Lyran was down a disruptor (again), and ESG, and missing a Ph-1. But otherwise hadn't suffered much power damage. The Andromedan decided to conceed the match at this point, missing half his weapons and figuring he couldn't do enough to the Lyran to force the issue.
By Graham Cridland (Grahamcridland) on Sunday, October 13, 2024 - 02:36 pm: Edit |
Trent and I played two games of Andromedan (Trent) vs. Romulan KR (Me) yesterday. We are still knocking the rust off SFB generally, and were very new to Andros, so they were quick and eventful. We used what I think is the 2011 playtest Andro (3 batts, 2 TRH, lots of hull.)
1. RKR going 21 all turn with reinforcement and held standards against an Andro going fast. I didn't fire anything until R3, at which point we exchanged a bolt shot for a TRH volley which resulted in no internals to the Andro (front panels mostly full) but 15 in after reinforcement to the RKR), which hit Torp, a couple power, and a couple of phasers, after which the Andro Disdeved away scot free. We flew out the turn but with no plasma until T3 fastloads and the Andro dumping panels, it was over and we reset.
2. RKR going with a more normal T1 opening with an EPT and 2 SS, Andro going 31 all turn to empty the batteries.
We fly up the board and I launch an i12 EPT intended to prevent Range 5. The Andro Disdevs over the Trop, but can't fire for 4 impulses, so, since the RKR had slowed to 16 on i14, I HET back in, the Andro has to turn off to avoid flying past me before AFC comes up, and I bolt the rear panels, doing a few in including a TRL, leaving the Andro flying away from an EPT into Turn 2 with the RKR behind cycling phasers for another shot.
More to come.
By Graham Cridland (Grahamcridland) on Monday, October 14, 2024 - 02:22 am: Edit |
Round three was a bit more of a game (by the way, the playtest Andro seems to have TRH's but they "only work as TRL's" against Galactics... we've beein giving the Andro TRH's against the RKR, which should be a pretty good matchup for the Andro... and the RKR is doing fine.)
RKR loads A-EPT, Rolls B, holds C,D with 2SS and 22 to movement (31 to 14, 16 EOT.) Andro moves fast all turn with TRH's obviously armed.
On i12 at about Range 11, the RKR lets fly the EPT, and the Andro turns right to run it out, ending the turn 2 hexes from the torpedo.
On turn 2, the Andro runs out the torp, eventually taking it for 10 total, and the RKR is shadowing it as it runs down the western map edge, about 15 hexes away. After a little delay, the Romulan's speed kicks in and RKR launches B-EPT and turns away to see what the Andro does about it. The Andro runs up to it and Disdevs over it, remaining fairly distant from the RKR (around R8) but in pursuit position with all weapons hot. At end of T2, the Andro fires at R5, getting 33 damage with 2xTRH (holding P2s) for 4 in, all of which rolled hull.
Without a lot of energy in the panels, the Andro keeps coming in on T3 and when it skips a move at speed 22, the RKR HETs, gets R1 front centerline, and double F launches (because of the HET there were no batteries for a fastload A). The ships exchange fire the next impulse at R0, 40 F torp damage followed by 2 P1 and 2 P3, against 8 P2s. After calculations, the RKR got a few more internals than the Andro, but more tellingly, hit a TRH (the Andro got a torp hit too, but an F torp isn't "half your heavy weapons.")
I actually forget how this ended, there was discussion of potentially using a 1st turn TRH as a tractor (but I don't remember why the Andro would have wanted to do this?) and of the fact that the RKR has 2 SS loaded. We more or less called it there as an RKR win.
We continue to test the Andro, and so far our verdict is that even with 2xTRH, the playtest Andro is not easy to fly successfully!
By Paul Franz (Andromedan) on Monday, October 14, 2024 - 11:59 am: Edit |
On the first game:
1. How much damage was done to the Andro Front Panels?
2. When was there a "panel dump"? How much energy was brought into the batteries?
As an Andromedan player, I know that it is had to do a panel dump. That is changing the Panel from Reinforced to Standard level or turning off the front or rear panels to allow the energy to go into the batteries. Given that there are only 3 batteries that is a maximum of 15 points (and assumes that batteries have been drained fully)
I know that it is not always easy.
The second game:
The Andromedan really should not have jumped the torps, instead should have ran away. As he found out the hard way.
The third game:
Interesting. Need a little more details on the Andromedan side.
By Graham Cridland (Grahamcridland) on Friday, November 08, 2024 - 02:15 pm: Edit |
Well, I can report that except in one game where my F torpedo Orion captain forgot that the Andromedan weapons were FH rather than FA and took 45 internals in one impulse through an unbricked #5 shield after thinking the game was all but won... the F torpedo Orion is hell on wheels against an Andromedan. Based on our attempts it feels like this matchup is like 8-2 or 9-1 against the current playtest Andro.
Every reasonably well played match (see above) sees the Orion and Andro trade fire T1 or (rarely) t2, exchanging some internals through the brick for filling the front panels most of the way, and then the Andro disdevs out but gets caught and beaten like a red headed stepchild on the reload turn when it has no TR's. And we have been giving the Andro TRH's, even though (I think?) it is limited to TRL's for tournament.
It's just a brutal matchup for the Andro, because the usual advantage of maneuver isn't there and the Orion has better every turn firepower (even with the F torps, which I think it is right and proper to just hold forever until you can fire them at R1 while the Andro is tractored or otherwise stuck.) The Andro has no secondary systems (uses TR beams/Disdev to fight tractor, no shuttle bay at all, no seeking weapons) which are usually essential against an Orion.
The Andro probably needs 25+ internals on the first pass to make the match even close, which isn't very likely through a 20 point brick. Any low energy Orion which isn't spending 12-18 energy on heavy weapons on T1 is just going to be brutal. The Andro isn't more maneuverable so it either waits and get shot at, like, R1, and probably loses an unfired TR, or calls for fire at R3, and the Orion can pick its poison. As long as the Orion is going 31 during the battle pass it can turn and HET after the Andro so you should never expose an unbricked shield.
The Schirmer stats don't seem nearly this bad so maybe we aren't flying the Andro well.
By Jack Taylor (Jtaylor) on Friday, November 08, 2024 - 02:47 pm: Edit |
The Schirmer stats don't include results of the neutered Andro. Those stats are pre-neuter.
By Graham Cridland (Grahamcridland) on Friday, November 15, 2024 - 04:11 pm: Edit |
That makes sense. I don't think the new Andro's only problem is the pilot, even if we are still learning panel stuff.
Frankly, a 11g11 Orion or any other low power package is going to be just as bad. If the Andro can't get through the brick on the first exchange deep enough to start killing shuttles and batteries the Galactic ship is just too strong; it's hard to keep both TRH's alive for the second shot. The disdev lets you pick the range, but that's all, and that's only on the initial exchange.
If the initial exchange is midmap and the other ship can go fast, the Andro just can't stay alive to reload. Even a relatively good matchup for the Andro, like Plasma, leaves the Andro wondering what to do; it's like a fast, flimsy, undergunned Fed in that it doesn't have a real plan for the reload turn. The Fed can at least turn a different shield to reload and has two p3's to take as damage.
Administrator's Control Panel -- Board Moderators Only Administer Page | Delete Conversation | Close Conversation | Move Conversation |