By Barry Kirk (Barrykirk) on Tuesday, December 01, 2009 - 06:12 pm: Edit |
I'll go with Barry sucks as a player...
Oh wait that's me....
By Scott Moellmer (Goofy) on Tuesday, December 01, 2009 - 06:18 pm: Edit |
===
I wouldn't, and Mike has gotten a LOT better.
By Ken Burnside (Ken_Burnside) on Friday, December 04, 2009 - 01:05 am: Edit |
Brook's ISC over the Maghadim TBC in three turns.
Turn 1: Brook does a great plasma launch - that's a pair of PPTs. I do a range 12/range 8 laser scrape by and fail to run out the torpedoes, Brook has his #2 dropped to 5 boxes, his #5 takes 4, as I miss with one TACH, get a full hit with the standard load, and a partial hit with the overload.
We end the turn at range 6, I'm facing his weak shield.
I overload everything, refill medium lasers, and park. I fire my rear firing lasers at his soft shield and do 10 in.
Brook HETs to avoid getting phasered through that shield on the approach, and waddles in at speed 11, dealing with mass drivers with tractors (2 points to stop one), and phasers.
When he hits range 3, I tac to centerline, and give him my alpha strike - 5 medium lasers, 3 OL TACHs, and miss with one of the TACHs, while getting a bit above average damage on the lasers. I also launch 3 MDs, two of which are KSMs; he phasers down the Anti Ship Missile, tractors one KSM, and fails to kill the other one.
Brook takes 35 on his #6, plus 3 more from the KSM, and 18 on the #3. He launches an F torp. I launch a WW to maximize my protection from being tractored.
Brook dances to let the explosion period die, I launch another WW to buy more time, he kills it with phaser 1s, and then anchors me at range 0.
I get fed 40 plasma and 4 range 0 phaser 1s for 32 internals - and we discover (later) that the Maghadim ship isn't taking mass drivers on drone hits.
I TAC to get my rears facing him.
Turn 3, he does a range 0 phaser mangling on my #4, I rearm and shoot lasers. He then gets his last F torp in arc on my down front shield and that's pretty much all she wrote - no more TACHs, and he blew off the last BANK hit.
Had Brook actually launched one of his initial launches of plasma as a real G torp, they would've downed my rear shield and given him a range 7 PPD shot on the RH shield.
So - LMC 0, ISC 2.
Can we at start the next batch of games without the whining about how the ISC is so hosed, please?
Brook did not realize until after the game that my lasers damage plasma at 3:1.
By Marcus J. Giegerich (Marcusg) on Friday, December 04, 2009 - 10:58 am: Edit |
Game 1.12 BanTheFed(Gorn) vs Eric_The_Silent(Chlorophon)
Scheduled for Sunday 12/6 at 2:00 PM EST
Let the dance of the clueless begin!
By Peter D Bakija (Bakija) on Sunday, December 06, 2009 - 09:08 pm: Edit |
bneuss (VUD) over bakija (GRN)
T1: I go 26/16 with an enveloper. He goes 28 hexes (16 till 7 then 31?) and holds 4 standard torps. As we close, he turns in to cross over me, so I launch the enveloper and turn off. He aggressively closes, gets R8 on my #6, fires 2xOL IC (off batteries) and 6xP1. Hits with both ICs (on 7's) and rolls average on phasers. I take 5 in, hitting a P3 and a warp engine. He turns off to run out the torp, I turn in, slow down, and follow. Late in the turn, he uses the IPG to get a shift to protect himself from long range phasers. We end at about R10, my enveloper 1 hex away from him, which he phasers some on 32.
T2: I go 24 all turn, with some tractor power, he goes 0. The torp hits him for 22 damage spread around. I see he is stopped, and probably has more tractor than me, so I leave. I turn off, fly around, and turn back in late in the turn. He accelerates to 4 (off battery?) late in the turn. We end at about R14.
T3: I go 12/17/24 with tractor power. He goes 9/14. I turn in to get him, he turns off. I chase him across the map, but close steadily. At R5 or so, he shoots me with his 2x FX ICs as overloads and a P1. He again hits with both ICs and rolls well on the P1 for 29 on my #1. Late in the turn, I get a R3 centerline shot on his #3, considering 4x Bolts and 6xP1, but he puts up 12 points of ECM to last him through the end of the turn, so no shooting from me. We end the turn at R2, my #2 to his #6.
T4: I go 16/8/4/0 with 22 in tractors. He goes 0 with a speed up to 4 at some point. Impulse 2 I close into R1, and he launches a weasel, as the IPG EW from last turn is still in effect (so I might miss with my tractor...). I kill the weasel. I move in front of him and wait out his weasel explosion. Impulse 7 as his explosion dies, I HET to face him with my 1 box #1 and tractor him before the IPG EW goes up again. I get him at, like, 19 power and launch my plasmas. He puts up 12 more ECM and fires 2xIC overload and most of his phasers. Yet again, he hits with both torps (on 7's again; 6 for 6 on 7's and 8's. Unlikely.) does mediocre with the phasers (+3 ECM still), but I take, like, 38 internals or so. Next impulse I push us forward, so the plasma doesn't hit yet, and he fires a couple more phasers in my ship for a few more internals. Impulse after that, my 100 points of plasma hits. Due to the +3 shift, my plasma does 50% on a 4+ on the proximity die roll. I roll badly, doing 50% with both S torps and one of the F torps. He takes 60 in the face for about 32 internals, hitting zero torps, zero drone (i.e. IPG), and 2 total P3s. As he is moving speed 4 at this point and can't TAC, I wait out the IPG ECM. A couple impulses later, I fire my 4 remaining P1s, doing minimum damage (i.e. 16), and continue hitting zero torps, zero drone, and 2xP1. I assess the situation and resign. I probably could have made a game of it still, but I'm down 2 shields, 9 power, and half my phasers and while he is down an awful lot of power (17), he still has 4xIC, 4xP1, the IPG, and all of his remaining shuttles.
Yeah, I don't know what to make of this. If he hit average with his ICs (i.e. missed with one or two out of the 6 instead of hitting with all 6 on questionable to hit rolls) and/or I rolled average on my torp proximity shift chart (i.e. did 50% with 2 torps instead of 3). Or rolled average on my R1 phaser hit. Or even hit a reasonable spread of weapons on my 48 internals (zero torp, zero drone, 4 total phasers? In two volleys? Really?), I probably have a fighting chance, even with the end result. But with bneuss rolling like crazy and me not so much, I'm hosed. So I don't really know what to think of the IPG with full ECM.
That the ship can get a shift of +3 for even 4 impulses seems really extreme--it makes tractors miss, it makes plasma (even with the 3 ECCM) do 50% damage 50% of the time (and 25% on a 6...). I think without the full ECM, the Vudar isn't a horrible ship--it is really fast and has close to the same alpha as the Fed (when you consider the better to hit rolls) everywhere but R1-2, but with better torp arcs and more power and good drone defense (using IPG to kill drones). With the full EW IPG, it is probably too good, but, again, I can't really tell, as the dice in the game were very wacky.
By Benoit Rheaume (Bneus) on Sunday, December 06, 2009 - 09:56 pm: Edit |
Well that was a good recap.
You had me in a trac, I was going spd 4 (my mistake) all you had to do was to launch 1 torp at a time, mix in some fakes, and most of them would of hit with no shifts, I had used batts power for the trac auction, so no het possible..i was toast..BUT you did the only thing i could have a good chance of stopping. MADE all your torps hit at once on +3 shift.
Yes the IPG is powerfull it can decide when someone will shoot at you, like when I was escaping r8 on t1 when you slowed down.
But when you have time on your hands, it can be bypassed easy.
Recharge on the Vudar is a bitch, it will slow down,so if ya get it in a corner and trac it...it cant do much...not enough FP...I ROLLED AWESOME...and still you werent even close to being dead. Miss 2 shots and you are pristine, keep your avg rolls and im still -17 power.
IMO IPG should keep ecm, just let the people learn how its tactic really work...and you will find out its not that hard to bypass.
By Brook J. Villa (Brookie) on Monday, December 07, 2009 - 09:07 am: Edit |
Just so you know Peter, when I flew against Ken's Maghadim I never hit a MD. I did a few decent volleys too. At the end of the game he was a wreck and still had all 4 of them. So, there is a chance that there might be a glitch in the system. Or not.
By Benoit Rheaume (Bneus) on Monday, December 07, 2009 - 09:12 am: Edit |
well we looked at the rolls and no 4's or 11's we're rolled on like 30 internals.
Weird I know??
By Peter D Bakija (Bakija) on Monday, December 07, 2009 - 09:56 am: Edit |
Bneuss wrote:
>>You had me in a trac, I was going spd 4 (my mistake) all you had to do was to launch 1 torp at a time, mix in some fakes, and most of them would of hit with no shifts, I had used batts power for the trac auction, so no het possible..i was toast..BUT you did the only thing i could have a good chance of stopping. MADE all your torps hit at once on +3 shift.>>
Heh, yeah, as noted, I forgot you were moving speed 4 (which was 2 after the tractor). I didn't want to split the torps, as if you could TAC a shield, I was hosed, and I needed to launch some torps to draw the IPG. Even at speed 4, you could have decelled and TACed (remember--you had some batteries left after I tractored you) if I launched a couple torps and then waited out the ECM. I figured if I launched them all, on average, I'd do, like, 75 damage (which at that point probably would have been enough, even though I *still* wouldn't have hit the IPG apparently). But doing 50% damage on 3 torps was horrible. And then rolling absolute minimum damage with my phasers was horrible. And then not hitting any weapons or the IPG...
>>Yes the IPG is powerfull it can decide when someone will shoot at you, like when I was escaping r8 on t1 when you slowed down.
But when you have time on your hands, it can be bypassed easy.>>
Oh, sure--I wasn't planning on firing at you at the end of T1 anyway. That game was all about just chasing you off with the enveloper and then anchoring you, at which point the R8 phasers on T1 just slow me down.
>>Recharge on the Vudar is a bitch, it will slow down,so if ya get it in a corner and trac it...it cant do much...not enough FP...I ROLLED AWESOME...and still you werent even close to being dead. Miss 2 shots and you are pristine, keep your avg rolls and im still -17 power.>>
Yeah, see, that is why I can't tell if the IPG was too good or not. If we both rolled average that game, I probably win. But you rolled great and I rolled crappy. Which tends to make technology anlysis difficult :-)
>>IMO IPG should keep ecm, just let the people learn how its tactic really work...and you will find out its not that hard to bypass.>>
Well, putting up the 12 ECM for 4 impulses is likely the least optimal way to go in most situations (except when 100 points of plasma is about to hit). When I lined you up at R3 for the potential bolt shot (which I allocated and then cancelled when you put up the ECM :-), even a shift of 1 probably would have disuaded me from firing. In most fights, a shift of 1 is enough to gain a huge advantage, especially as the ICs get that jump up at R5 (unlike all the other torps in the game)--you can fire at 5 and then put up a 3 ECM shift of 1 for 16 impulses, which is likely enough to save the day against most DF opponents, especially if it is over a turn break.
I'd be inclined, if continuing to test the Vudar with ECM, to limit it to using 1 power at a time for ECM (maybe 2?). I mean, granted, it would have probably gotten you killed in the game we just played (unless the 16 impulses of ECM made the tractor miss on a 6...), but in the grand scheme, probably a much safer plan than the "get 12 ECM to survive seeking weapons every turn", in terms of overall game balance.
By Marcus J. Giegerich (Marcusg) on Monday, December 07, 2009 - 10:17 am: Edit |
3 turns done so far between Eric_The_Silent (Chlorophon) and Ban_The_Fed (Gorn)
Big issues with the Chlorophon on the client.
Even though we where both updated, I was viewing the old version of the ship minus the PQ-2s. It did have the 15 warp.
The Client has the Chlorophon TCC as a 2/3 mover when it's actually a 1/2 mover. Ted had to finagle his battery discharges to make the power work as he was not allowed to over-allocate.
No Subspace Coagulator counters available. So he would tell me where they would go and we would use the line-of-sight markers to indicate where the coagulators where.
Both ships have lots of shield damage with the Gorn the worse for wear. We're close to the West wall the the Phon having stopped all last turn and he's currently facing A. The Gorn is 5 hexes away facing E off the Phon's #1/#6 shields with a shperical Coagulator mess off my #5. 2 Weasels have been used so far to deal with 70 points of plasma and a psuedo torp. THe Gorn just launched another S torp which could be a psuedo on 3.32. Phon dice went downhill after a nice initial alpha. He's 3 for 6 in range 5-7 EH fire so far (1 was fired through a coagulator hex at a -1 shift). Gorn phasers have been meh. Talks to resume are in the works.
By Andrew J. Koch (Droid) on Monday, December 07, 2009 - 12:09 pm: Edit |
Tom not Ted
By Marcus J. Giegerich (Marcusg) on Monday, December 07, 2009 - 02:48 pm: Edit |
Right, wrong 3 letter name beginning with the letter "T". Sorry Tom!
By Barry Kirk (Barrykirk) on Tuesday, December 08, 2009 - 08:39 pm: Edit |
The following client issues should be fixed...
1. Ship is now Move cost 0.5
2. Subspace coagulator counters should be available with the next client release.
3. Download the library tab sfbtourn and most of the rest of the issues should resolve themselves.
By Barry Kirk (Barrykirk) on Monday, December 14, 2009 - 06:02 pm: Edit |
New online tournament playtest ship has been posted and is available for online play.
The Souldra TCL
This is a CL with the following specs.
Five heavy dark matter pulsers
Four light dark matter pulsers
Four dark matter torpedo launchers
34 power and four batteries
Dimensional phase device cost is 14
2/3 mover
15 six box soul shield blocks
Two black shards
Two red shards
Ship comes with two dark matter bombs, but cannot generate any new ones.
As for the black shards, I'm thinking that since tournament cruisers don't have crew units, but do have boarding parties and in the case of some like the hydran have a pair of deck crews, the black shards can suck the life out of the boarding parties and the deck crews, but after they are gone, that's it.
With 12 boarding parties, a single black shard could eat them up, in 48 impulses and regenerate a max of 6 shield blocks.
Enjoy everyone.
By Marcus J. Giegerich (Marcusg) on Thursday, December 17, 2009 - 10:41 am: Edit |
FYI - Eric_The_Silent and I are working out a time to complete our game this Saturday afternoon.
By Andy Vancil (Andy) on Friday, December 18, 2009 - 01:47 pm: Edit |
Laszlo (Koligahr) vs The_Rock (TFH) is scheduled for tomorrow morning at 9 AM MST.
By Andy Vancil (Andy) on Saturday, December 19, 2009 - 01:39 pm: Edit |
The_Rock defeats Laszlo.
Synopsis: The Koligahr is a fine ship, but I flew very poorly turn 1.
Turn 1: We have almost matching speed plots of 17/25/26. He launches an EPT on 1.20 at range 9. We continue to close. On 1.25, the plasma hits range 1, ships at range 3. He launches the other 3. I fire 6 p1 and 1 p3 into plasma, taking 40 off the warhead. I fire 2 double-shot ACs, 1 single-shot, hitting with the single-shot, but rolling 6, 6 with the double-shots (they hit on 1-5). To make a better playtest, Paul says make one hit, so his #1 takes 18. I also hit him with the ACG for 8 points, which he spreads over his other 5 shields.
I then HETed off, put one more p3 into the plasma, and the offisde p1s into his #1. I then realized I had no tractor allocated, and I have just burned the batteries. On 1.28, he tractors me at range 3 with 1 effective (which, it turns out, was the best he could do). The EPT hit for 16, and then the rest of the plasma hit my #4 for 60 (38 internals). His phasers do 23 to my #5 (1 more in).
The game was pretty much over at that point, but we flew a few more turns. Turn 2 and 3, I limped after him, while he ran and reloaded. Turn 4, I had him cornered, but with only one shuttle left, and not enough power to outrun plasma, and no reserve power to TAC after ED, the best I could do was knock his #1 down and do 15 internals, before he blew me up.
The Koligahr is a strong ship, if not flown stupidly. Against plasma, the 1:1 damage of the PMs is huge. The ACG ignores the cloak, and makes a long term ballet unworkable. However, the relative short range of the Koligahr weapons means things are not hopeless. Also, the Koligahr cannot just divert all phasers to anti-plasma work without giving up too much offense.
Against drones, the ACG is a SP killer. The droner must spread the drones out. If he does, the Koligahr will probably have to use PM-1s for drone defense, but might be able to get in close and put the hurt on his opponent.
Against DF, the Koligahr must centerline to get full crunch, but can do well if the ACs hit. The problem is at range 3-5, where Alpha phasers don't miss, but PMs can.
In summary, the ship is fine as is, it just needs a captain who is awake.
By Andy Vancil (Andy) on Saturday, December 19, 2009 - 01:42 pm: Edit |
Additional note: The client seemed to work just fine. The Koligahr shuttles are a much lighter shade than the rest of the Koligahr counters, but no biggie.
By Barry Kirk (Barrykirk) on Saturday, December 19, 2009 - 05:00 pm: Edit |
As for the Maesron Tournament Cruiser....
Lot of debate going on about it...
There are some people who say it's OK as is... leave it alone and there is no way to get rid of the RPS issues...
I do believe that a lot of the RPS issues can be smoothed out.
There are two paths for doing this.
1. Make it much less dependent on the tachyon missiles. Basically, buff up the direct fire weapons and reduce the tachyon missiles to a true secondary weapon.
2. Make the tachyon missiles much more drone resistant.
For option one, the thought would be to add a pair of PW-1 bringing it up to eight PW-1 and possibly to improve the arcs of the side tachyon guns from LF+L and RF+R to FA+L and FA+R. If the this is done, I would reduce the number of missile racks from four to two and reduce the missiles to normal frame, eight space points. This would mean the tachyon missiles would be about equivalent to fat drones. Nasty, but not that powerful. Yes, they would still be vulnerable to drones, but that's not where the real power of the ship would be anymore.
If I go for option two, and I know that some people are resistant to this. Here is the justifications for this. First, the tachyon missiles were declared by Bruce Graw to be the ultimate modular drones, yet they have less options available than standard drones. They could use a couple of extra modules. Second, Bruce also said that tachyon missiles should be small in number but not to be easily brushed aside like drones.
Given that philosophy, I'm proposing the following two new module types.
1. The subspace energy field, or SEF module based on the Worb SEF.
2. The phaser defense module, or PDM.
Both of these are four space point modules, so any missile with one of them, would lose a lot of other capabilities, in other words they are far from free. However, they would make TM viable against a drone using race.
To SPP, I'm proposing these modules as a submission, to be added to the Maesron race.
Please remember that if I go for these modules, I would revert to a tournament cruiser with only two tachyon missile launchers, type B though. Such a cruiser could only launch one missile per turn and it has substandard direct fire weapons.
That one missile though should be intermediate between a drone and a plasma in terms of how difficult it is to stop. The idea behind it, is that the opponent is going to have to invest considerable resources to stop it though. The damage output is not that much though.
I'm proposing five distinct missile types for the Maesron. All five types are indistinguishable from the others, until they do something unique to that type, or they are labbed.
All five types are based on huge missile frames with a 32 speed propulsion module leaving eight space points for extras. Since all eight space points are used, the missiles have an effective speed of 24.
Here are the five types.
Type 1)The heavy hitter
Explosion 24 ( four space points )
Armor 14 ( three space points )
Anti-Tractor three ( one space point )
Type 2) The phaser missile
Explosion 12 ( one space point )
Armor 14 ( three space points )
PW-1 ( four space points )
Anti-Tractor one ( no space points )
Type 3) The SEF missile. Note that the SEF module is activated on command of the launching ship, and while active does six points of damage to any drone or missile striking the protected missile. The SEF field will do three points of damage to any seeking shuttle striking the missile.
Explosion 12 ( one space point )
Armor 12 ( two space points )
SEF module ( four space points )
Anti-Tractor three ( one space point )
Type 4) The PDM missile This missile has two pairs of PW-3 that are used to provide point defense to the missile. Rules for this module are detailed in other posts and/or e-mails.
Explosion 12 ( one space point )
Armor 14 ( three space points )
PDM ( four space points )
Anti-Tractor one ( no space points )
Type 5) The slug missile. This is the anti ESG missile.
Explosion 12 ( one space point )
Armor 18 ( five space points )
Anti-Tractor three ( one space point )
Note, that for tactical reasons, against opponents with no seeking weapons, it would be recommended to use mostly type 1 or type 2 missiles.
Against droners, a mixture of all types except type 5 would be recommended.
Against BP and hydrans, type 1, 2, and 4 would be recommended, since the PDM does have some anti-plasma and anti-fighter use.
Against Lyrans, types 1,2, and 5 would be recommended.
By Peter Thoenen (Eol) on Saturday, December 19, 2009 - 06:07 pm: Edit |
You know my thoughts
By Marcus J. Giegerich (Marcusg) on Tuesday, December 22, 2009 - 10:45 am: Edit |
KenBurnside(Hydran) vs BanTheFed(Vari) this Wednesday the 23rd at 8:00 pm EST
Does the odor of methane bother a Spider? Tune in to find out!
By Scott Tenhoff (Scottt) on Tuesday, December 22, 2009 - 03:04 pm: Edit |
Just a lurker's thoughts on the TM module suggestions.
The Worb/Maesron's like NEVER interacted (maybe a Maesron ally fleet in Hiver space??).
It would make more sense for a FRA SRC (Short Ranged Cannon, 1 shot) to be installed (FA?) for self-defense against drones. But I can't remember the effectiveness against drones off the top of my head. (Since the FRA became Maesron allies eventually and bought TM's from them).
Just a suggestion.
By Barry Kirk (Barrykirk) on Wednesday, December 23, 2009 - 07:31 pm: Edit |
Scott,
Actually, according to the Omega Master rulebook, In the first paragraph of the description of the SEF.
It states that..
As the Worb grew as a race, they anticipated conflicts with the nearby Drex, Hivers, and Maesrons. After studying these potential enemies as best they could, they developed a defense specifically designed to counter some of their foes weapons.
I didn't think it was unreasonable, that since the Worb knew about and studied the Maesrons, that the Maesrons would know and study the Worb.
As for the short range canon, I thought about it... briefly... and dropped it as not being that effective or worthwhile.
However, people have been complaining that the Tachyon Missiles used so far are munchkin missiles already. So, I'm probably not going to go in the direction of adding drone defense to them.
Rather, if one looks at SSD book Omega 1, the Maesron CA which is the basis of the tourney cruiser has a BPV of 115 which is way light to say the least.
However, that base CA had the following buffs added.
1. Warp increased from 26 to 30.
2. Battery increased from four to five.
3. TM-A racks increased to TM-B racks.
4. Two TM-B racks added.
I had to go back to the old Volume 2 boxed set to find some of this information.
Cost of warp engine is 4 BPV
Cost of battery is 1 BPV
Assuming that tachyon racks cost the same as the corresponding drone racks.
TM-B rack costs 5 BPV
Replace an A rack with a B rack is 1 BPV.
So, I've added equipment of
16+1+5+5+1+1 = 28 BPV for equipment bringing the Maesron up to 143 with base level tachyon missiles.
Given the munchkin missiles I've used on the ship already. Each one adds about 3 BPV times 20 missiles puts the ship at a BPV of 203.
Sorry, but that is not a BPV 203 ship. It's not even close.
I'll leave the Maesron alone for now... but if it needs any changes, I'm thinking of nerfing the missiles back down to basic models...maybe upgrading all of them to 24 speed with maybe two or three slightly upgraded versions from that point and upgrade the direct fire of the ship.
A basic model missile is worth shooting a drone at. But, if you lose it to a drone, it's not that big a deal.
By Ken Burnside (Ken_Burnside) on Wednesday, December 23, 2009 - 11:14 pm: Edit |
Ken Burnside (Hydran) over Marcus Geigerich (Vari).
Turn 1: I plot a speed of 16, roll the 'bores, and put a 10 point brick on the #2. I hold two suicide shuttles. The Vari fires 5 PBs at the front shield at range 15, and hits with 1, and I take 2 shield boxes on my #1. On impulse 32 of turn 1, my stingers unload at range 9 on his ship - my ship is at range 7.
Turn 2: I overload both hellbores during EA, plot speed 30 for the first 10 impulses, then slow down to 16 with a later change down to 9. I put 2 power to hold the suicides, arm one fusion beam and have 2 in tractor to land the fighters if necessary.
Marcus does speed 15, turns in to me. On impulse 6, I've got him centerlined at range 1, the fighters are at range 6, he's turned and sideslipped...and will move next impulse. I launch 2 suicide shuttles that will impact him barring an HET.
He does 79 to me. I arm two more fusions from battery, and unload everything. He takes 78 from direct fire and both hellbores hit.
There isn't enough left of his ship after swapping alpha strikes for Marcus to want to continue, he concedes.
Marcus did have an HET plotted, so assuming he didn't break down, he could avoid the suicide shuttles.
I was going to eat his suicide shuttle, get to range 2, and tractor him, then drag him back to the Stingers, to let their gatlings put him out of his misery.
By Andy Vancil (Andy) on Monday, December 28, 2009 - 02:52 am: Edit |
While not part of this tournament, Dave Miller has interest in the Omega TCs, and we recently did a FTF game, with me flying Klingon against his Vari. I wrote up a report of the battle under Star Fleet Battles: SFB Tournament Zone: Omega, Magellanic, and other TCs.
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