Archive through February 06, 2010

Star Fleet Universe Discussion Board: Star Fleet Battles: Star Fleet Battles Online: Tournaments: Omega Tournament: Archive through February 06, 2010
By Barry Kirk (Barrykirk) on Monday, December 28, 2009 - 08:14 pm: Edit

Andy,

Finally saw your writeup... Thank you for the feedback.

By Barry Kirk (Barrykirk) on Sunday, January 03, 2010 - 12:02 pm: Edit

Added a post to SFB Tournament Zone: Omega, Magellanic, and other TCs.

I'm waiting on you Paul Franz to complete your two games, so that I can set up the battles for the next round of the OLT.

By Benoit Rheaume (Bneus) on Tuesday, January 05, 2010 - 01:06 pm: Edit

:( I dont think I will have time to finish my rnd 1 game, back to work full time and added duties.

My assessment of the situation, is my only option is to load all OV and go as fast as I can towards him.
He will have close to full clear front panels next turn and any 2 misses will be a defeat for me. he can do a r5 shot then teleport and give me another 10-15+ internals that I cant reply. IMO a r5 shot from me wont do anything unless refill his batteries. My max spd is like 24 and any other damage means he dances around me.

So ill concede the match so the tournament can continue. Sorry Paul, its hard to Duel vs Panels. I filled them to max and did a few lucky shots, but wasnt able to hit important stuff, and thats a killer vs the Andro.

By Barry Kirk (Barrykirk) on Wednesday, January 06, 2010 - 06:13 pm: Edit

Then, that leaves one last game. Paul Franz ( Lyran ) versus Paul Scott ( Baduvai ). If you guys can't schedule it... No problem... I don't mind if one of you finds a second to fill in if you have opposite schedules.

Otherwise. I'll just go ahead and create the round two schedule.

After round 2, I'll take the best records, and turn this into a single elimination event.

By Andy Vancil (Andy) on Monday, January 18, 2010 - 10:31 pm: Edit

Can we get this tournament moving again? It's been like 6 weeks since round 1 was supposed to end.

By Barry Kirk (Barrykirk) on Friday, January 22, 2010 - 04:41 pm: Edit

Andy... I understand your frustration.

There is one game left for round 1... Paul Franz versus Paul Scott...

I've been promised that will be done soon...

Once that game is complete. I'll get out the round 2 matchups within a day or so.

By Peter Thoenen (Eol) on Friday, January 22, 2010 - 08:11 pm: Edit

Why not just get the second round out now

By Barry Kirk (Barrykirk) on Saturday, January 23, 2010 - 02:45 pm: Edit

The reason is that this is Swiss style where I need the results from each round to determine how to setup the next round.

People with 2 wins will play against people with 2 wins. People with 1 and 1 play against people with 1 and 1 records. etc...

By Andy Vancil (Andy) on Saturday, January 23, 2010 - 03:48 pm: Edit

Call it a tie and adapt the system.

By Ken Burnside (Ken_Burnside) on Sunday, January 24, 2010 - 04:23 am: Edit

The way you handle ties is that both players record a loss.

By Barry Kirk (Barrykirk) on Sunday, January 24, 2010 - 07:17 pm: Edit

I'm doing the round 2 matchups right now...

I'll submit them to Paul tonight.

By Barry Kirk (Barrykirk) on Sunday, January 24, 2010 - 08:21 pm: Edit

Round 2 was submitted to Paul, and I e-mailed everyone in the OLT. If you've been missed... please let me know.

Note that I accidentally pressed the send button, before the e-mail was complete, so I had to send it again.

Enjoy.

By Scott Moellmer (Goofy) on Thursday, January 28, 2010 - 12:49 pm: Edit

===
UAK, Tug, i emailed you earlier this week about getting together in R2, have heard nada. Please let me know. Thnx.

By Robert Grey (Tugger) on Friday, January 29, 2010 - 03:52 pm: Edit

Replied, see you soon, hopefully!

By Brook J. Villa (Brookie) on Monday, February 01, 2010 - 11:25 am: Edit

tugger(shark) over UpAllKnight(CF Fed)

Fed has a good first initial pass giving the shark 25+ internals while only getting shield damage. I het outa dodge and we re-engage on turn 3. Instead of firing at range 4 then taking off(which I could of done). I try to swap alphas at range one, severely crippling the shark but taking crippling damage myself. Tugger also mitziaed all of my weapons off and landed two suis on one of my rear shields doing another 12 internals taking my last few phasers.

All of this could of been avoided if I played it safe, but what's the fun in that? I could of boosted my speed up to 24+ and out ran all of his drones and not taken mitzia damage or been hit by suis. I guess my history with range 4 photons made me come close. Something that this ship just shouldn't do unless it's guarrenteed a killing blow.

By Peter Thoenen (Eol) on Wednesday, February 03, 2010 - 10:11 pm: Edit

Forget who my two opponents are (any chance we can get the top updated) but I got internet earlier than expect; I am available pretty much any Sunday morning or early afternoon Hawaiian time. Basically afternoon or evening US CONUS time works best for me as I am 4 to 8 hours back on most people I think.

By Robert Grey (Tugger) on Wednesday, February 03, 2010 - 11:13 pm: Edit

Goofy(hyd) over Tugger (Drex)

I was a little over cautious in my first pass, got run into the corner, and worked over pretty well.
I guessed the right amount of trac to get me out of the corner, and killed most of the weps on the hydran, but lost too much power and hypercannons (one large, one small left) for the exchange.
I think this matchup has some hope, if done just right.

By Andy Vancil (Andy) on Thursday, February 04, 2010 - 02:43 am: Edit

Laszlo (Kzinti) over Squire_Bneus (Vudar)

Turn 1: I go 16 with a late bump to 26, SP out. He goes 14. I do my best to spread my drone wave, fearing an IPG flash. He turns out a bit while I ride my wave. We end at range 10 and I discharge 4 OL.

I wasn't sure if he would delay to complete the OLs, or engage turn 1 to keep better map position. I gambled on the OLs, and lost (but not much).

Turn 2: We both start out at 14. Then he bumps to 28. Then I bump to 28. We close to 4, where he unloads with 4xIC, 5xp1. I fired 1xOL, 1xp1, figuring we would get closer. He hits with only 2/4 ICs, and does 10 internals through my #1 after reinforcement, getting a drone rack and 2p3s. He also shoots a couple drones with p3s, killing one. My fire scratches his #1. He then begins jamming. He slips away from the drones, and mizias my down #1 with his remaining p1 and his p2s (through the shift), killing 2 more drone racks (!) and 2 p3s. A well-timed SS thwarts my overrun (since he blew up my forward p3s). I did kick out a couple fast drones before he blew the racks off. He tries to tractor one through the shift, and misses, eating 24 on the #3. I slow to 14, and end up shooting his #4 at range 3 and 4, knocking it down to one box. (I had waited out the shift.) The drone wave herds him toward the corner.

Things were looking pretty bad for the Kzinti at this point. I was down 3 drone racks, 3 power, and 4 p3s, as well as my #1. His shields were 20/30/0/1/24/30, but no internals. At one point I hit range 1, and had I armed the tractor (and hit through the shift) instead of OLs, he would have been toast, as the drone wave would have impacted. OTOH, if he had hit 4/4 instead of 2/4 with the ICs, I would not have had enough ship left to make a comeback.

Turn 3, he started against the wall. He parked and weaseled. I started at speed 19. I started racking up collateral. Then he launched another weasel that would leave his hex. I tried to cripple it with 2xp1 at range 6, but missed. I closed, keeping him on my #6. I dropped to 9. He started jamming. I closed, trying to maneuver so that I would have a good shot when the jamming wore off. I got to range 1, oblique, and made him use some phasers on a drone and a shuttle. He tractored me. I was in a situation where I would either have to a) fire through the shift, b) turn weapons out of arc, c) turn my down #1 toward him, or d) hit the wall with my down #1. I bumped up my speed so that it actually delayed my move. He responded by dropping the tractor, so now my turn mode was too much to avoid the wall. However, I was able to ED before bonking. I fired the wad on 26, missing with an OL and rolling crappy phasers, but getting 9 ints through the #6. The IPG was int #1. I also got 2 phasers and 2 power. On 3.32, he fired 4p1 at me, doing 20. He also shot down another of my shuttles. I repaired 2p3.

Had the Vudar run this turn, he would have lost a shield to my fire, but otherwise been OK. As it was, the tide of the battle started to turn.

Turn 4, I was stopped. He went speed 8. Impulse 1, he fired the ICs, hitting with all 4, resulting in 28 internals, a disruptor, the last drone, 10 power, and the batteries. I knocked his #1 down to 6 boxes with 2xp1 and 2xp3 (all that was available. He then did a HET to get me off that shield, but with 4 1/2 shields down, his options were limited. He tractored me to keep me on his #2 (and improve his turn mode to avoid hitting the wall). I fired my 3 OLs (missing with one) and other 2 p1s, getting 9 in. I then mizia'd him with my rear p3s, stripping most phasers off him. He conceded at that point. Although I had more total internals, and only had 25 power to his 34, I still had 3 disruptors and 4 p1s, and was looking to begin turn 5 with a good shield facing his down shield.

Range 1 on the Kzinti is just not a nice place to be, even if the Kzinti has no drone racks left.

In summary, the Vudar is a little on the weak side. The phaser suite is not quite good enough, and the phaser arcs suck. The IPG can take out a huge drone wave, with the right maneuver and timing, but its not easy if the Kzinti spreads his drones. And if the IPG is used to pulse drones, it's not jamming. At close range, even with my bad rolls, the disruptor outshines the IPG.

On the other hand, the ICs do have good crunch, and if the Vudar doesn't fire turn 1, he has an awesome power curve on turn 2. I think the Vudar wants to get no closer than range 5 in this matchup, and if he can arrange that, look out. He can get a hard hit in, then jam and run.

I would recommend two changes to the Vudar: First, change the phaser-1 suite from 1xFA-L, 1xFA-R, 4xFA, to 2xFA-L, 2xFA-R, 2xFA. Second, give it 2 IPGs, but limit them to 2 power each. That way, the Vudar doesn't lose his gimmick on a single Drone hit.

By Peter D Bakija (Bakija) on Thursday, February 04, 2010 - 07:26 pm: Edit

Andy wrote:
>>I would recommend two changes to the Vudar: First, change the phaser-1 suite from 1xFA-L, 1xFA-R, 4xFA, to 2xFA-L, 2xFA-R, 2xFA. Second, give it 2 IPGs, but limit them to 2 power each. That way, the Vudar doesn't lose his gimmick on a single Drone hit.>>

Yeah, I dunno if upgrading the ship is in order at this point--as you note, if the Vudar hit with 3 or 4 torps on that initial volley, the game is mostly over. I'd settle out on EW rules for the IPG before changing the ship (and I think unlimited EW from the IPG is something that needs significant tweaking).

By Benoit Rheaume (Bneus) on Friday, February 05, 2010 - 01:42 pm: Edit

IM not sure its over, add 12 more ints and he is still battle worthy, most he could of lost was a bit more power and a disr. The reload turn of the Vudar is the worst. You can always catch it and it has no deterrent but a small shift that doesnt really affect point blank ranges and doesnt last.

IN close his disr we're doing only 2 points less than my IC's and firing every turn. When we hit r1 on t2 i had 2 points in tractor, and 5 batts, if he chose to load only 2 disr and put that energy in tractor..i was done, had allrdy used some IPG pow to bump up a small shift so could not stop all drones, because of bad arcs and low amount of phasers.
If i had chose to run t3 instead of Weaseling...I was giving him a free r8 shot in my down shield. even at -1 I would of gotten 12-24 int + plus phasers...and this ship cannot lose phasers it has really bad arcs and not alot of em.

Oh and did ya see I missed on the tracor to stop that nasty spd32 dmg 24 drone..so the shift can still affect me. Had I tractored it, my sheild would of been fine..and I would of ran t3. Could not of reloaded much and his drones we're still in the air..but i could of gotten away because he had less power.

So IMO the strategy of the Vudar is to hit hard enough run away, and hope you get enough time to reload. If anything goes wrong your screwed..you have no plan B. better arcs would help a bit

By Barry Kirk (Barrykirk) on Friday, February 05, 2010 - 05:44 pm: Edit

The down side of having two IPGs with two point capacitors is this.

Both IPGs cannot be used during the same impulse in DIW or burst mode to damage seekers or shuttles.

Therefore, one IPG with a 4 point cap is more useful than two IPGs with 2 point caps.

Until it is destroyed. On the other hand, IPG are not too terribly expensive to repair 7 damage control points.

By Peter D Bakija (Bakija) on Friday, February 05, 2010 - 06:06 pm: Edit

I think the suggestion was not 2 point capacitors, but 2 points of power at a time for EW (i.e. maximum EW of 6 at a given time instead of 12). Which I think is a solid place to start.

By Andy Vancil (Andy) on Saturday, February 06, 2010 - 12:25 am: Edit

No, I was suggesting replacing the single 4-pointer with two 2-pointers. And I am aware that complicates using the pulse to clear drones. But I think it would be worth it to have the thing partially survive longer.

I don't think limiting the EW to 2 power matters. Depending on position, either eight impulses of +2 shift, or 16 impulses of +1 shift, is going to be the optimal use of the thing for jamming. There are only two cases where four impulses of +3 would be better. One is if you are about to eat a bunch of plasma. This is kind of a desperation move, though, since it only has a 50% chance of reducing damage. The other case would be in the last 4 impulses of a turn, where shooting through the shift might be better than discharging OLs or delaying your heavy weapon cycle another turn.

Otherwise, the four impulses are too easy to wait out.

Now, I could see limiting the thing to a +1 shift at any given time. That would reduce the RPS issues against DF races.

By Andy Vancil (Andy) on Saturday, February 06, 2010 - 12:36 am: Edit

Overall, I don't think the Vudar is significantly weak. A little tweaking on the phaser suite, and it is a contender.

As for our battle, one point that should be made is that most ships do poorly when they end up at range 1 from the Kzinti. I still think, had you run turn 3, I would have been in serious trouble. I only had 13 moves, and with a down #1, had to be careful on the chase. A lucky disruptor roll would have sucked, but you had nothing to fear the way I was rolling.

By Andy Vancil (Andy) on Saturday, February 06, 2010 - 01:33 am: Edit

>BaldnForty2 (Archeo-Tholian) vs Bakija (Chlorophon)

Now here's an amusing thought: The Phon casts spores, and the Archaeo turns them into instant web!

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