Archive through May 20, 2010

Star Fleet Universe Discussion Board: Star Fleet Battles: Star Fleet Battles Online: Tournaments: Omega Tournament: Archive through May 20, 2010
By Barry Kirk (Barrykirk) on Monday, March 29, 2010 - 06:46 pm: Edit

Peter,

With TG, you can use five power out to range eight. If you go to six power, your limited to range five.

So, on turn one against the Gorn, you probably don't want to use six power, otherwise, you will have to run through plasma to reach range five and you might not reach range five on turn one if the Gorn starts running.

Six pointers do 10 points of damage each and unless you centerline your opponent, only three of them will bear. Running at a Gorn on turn one through his plasma is a sure way to lose the game.

If you don't reach range five by the end of Turn one. Your now looking at holding four 6 pointers for a holding cost of 12 points of power. You've probably eaten some plasma and lost power. Twelve points of power to hold a volley that does about the same amount of damage as a set of fully overloaded disruptors is not that great.

With arming of tachyon guns, from empty, on turn one you look at the range and facing between you and your opponent. If your far away, pump a lot of power into the TGs, say four or five power each, and maintain at least range eight. You'll be going relatively slow, but if the range is long at the beginning, your opponent probably won't catch you. Than turn two you can complete arming with one or two points of power per tachyon gun and have a powerful volley for really cheap.

If your opponent is close on turn one of arming, than just put one point into each tachyon gun. With that little power in them, you'll be able to run at high speed and maintain your range. Near the end of the turn, set up your firing pass. On turn two of your arming, you'll be going slower, but start from close by. You should be able to get into range of a decent power level shot. The amount of power to throw into the tachyon guns on turn two of arming will of course depend on relative positions at the start of the turn.

As a counter example, if faced with a Klingon who you know is arming all overloads, it might be prudent to stay out of range eight and pepper him with a sniping attack. With 16 points of power into disruptors, he won't be moving quickly and you should be able to stay out of range of them.

As opposed to a Fed who can hold four fully overloaded photons for eight power. He can run at a fairly good clip while fully armed.

Is that making sense?

By Peter D Bakija (Bakija) on Monday, March 29, 2010 - 09:15 pm: Edit

Barry wrote:
>>With TG, you can use five power out to range eight. If you go to six power, your limited to range five.>>

Oh, ok--note that at some point in there I wrote "arm up to 5-6, whatever can shoot out to 8...", so pretend all of my discussion about arming to 6 was actually about arming to 5 :-)

So on T1, you hold all 4 for 2 power each, and then put an extra point into 3 of them (whichever side you are likely to be attacking on) for a total of 11 power--that is 11 in TGs, 4 for your ship, leaving 25 power for moves and shuttles, which is plenty for the first turn.

>>Six pointers do 10 points of damage each and unless you centerline your opponent, only three of them will bear. Running at a Gorn on turn one through his plasma is a sure way to lose the game.>>

Oh, sure--you try and angle for a R8 shot with 3x 5 pointers and some PW1s. Which, to be fair, isn't actually dong that much damage (even at R7 when the PW1s get a bump up--3x 5 point TGs and 6x PW1s at R7 are doing, like, what, 39 damage? A little less than the Fed at 8 with no chance of jackpot as the 39 damage *is* a jackpot :-), but still can do some internals. But as that isn't really going to do all that much, yeah, rough spot.

I think, now that I have played against the Maesron, it might just be disadvantaged vs Big Plasma--it can't to all that much damage outside of R3 or so, and having the split TG arcs makes it very difficult to fire all of them on one shield. If the Maesron could either:

A) Keep the range open for a long period of time to take advantage of the good long range sniping.

or

B) Get a good, centerlined alpha strike at close range.

The ship can do well. But both of those are really difficult to do against a BP ship.

The missiles certainly help some, but only having to deal with 2 of them most of the time means that they are an inconvenience, but not a huge threat.

By Barry Kirk (Barrykirk) on Monday, March 29, 2010 - 09:54 pm: Edit

Peter,

First, I'm thinking of dropping the Maesron back down to 30 warp. Not sure what I was smoking when I raised it to 32 warp.

Yes, at range 7 you've got a fairly good chance of doing 39 damage if everything hits.

So, now what. I'll repeat what I've proposed in a private e-mail for changes to the current ship.

1. Drop warp from 32 to 30.

2. Improve all phaser arcs to 180 degrees. The four FA PW-1 would go to FH and the two RA PW-3 would go to RH. I don't think that is unreasonable, since almost every phaser in the game is a minimum of 180 degrees.

3. Here was the brain storm, I noted that the FA TG can also fire into the hex row directly behind the ship the RHR or Rear Hex Row. Therefore, it is possible for TG to have that extra hex row added to their normally 120 degree arc.

What about adding an additional hex row opposite the normal firing arcs for the two side mounted tachyon guns?

So, the LF+L TG would gain the RRHR or right rear hex row and the RF+R TG would gain the LRHR.

In the case of last nights game, I would have headed straight south until you fired the EPT, and than turned right and peeled off heading West instead of turning left across your bow heading East. It should have been possible for me to catch you later in the LRHR by the proper use and timing of sideslips as long as I was moving faster than you, and a possiblity if I wasn't.

The fourth TG would most likely have fired on a different shield, but that's not too bad.

What those extra hex rows do is allow the Maesron to dance a lot better and play the sniper game for a while. Think about it, if you have a sniper weapon that fires backwards, it gives you a chance to use it while playing the running game.

Any case, anybody please let me know if this makes sense.

By Andy Vancil (Andy) on Tuesday, March 30, 2010 - 12:08 am: Edit

I don't think it makes sense. Forget weird TG arcs. Anything that adds unique rules to the game (such as weird firing arcs or special WS-III arming rules) should be avoided.

I have mixed feelings about extending the phaser arcs. On the one hand, the phaser arcs on Maesron ships are just stupid. On the other hand, they are what they are - stray to far from that and you lose racial flavor. I grudgingly agree with this suggestion; see below for reasoning.

I think as a ship that is almost entirely direct fire, it needs 40 power. I don't see the justification for 32 warp, so give it two extra impulse or APR instead.

Compare it to the Lyran. You have 4 TGs with split arcs versus 4 FA disruptors with a one-shot UIM. You have 2 TMs and 2 PW-3s versus 2 ESGs. And you have 4 FA PW-1s versus 4 FA+L/R P-1s.

Looking at that comparison, the Lyran has an advantage. The question is how you balance it. Extending the phaser arcs as you suggest balances the phasers. Going back to 4 TMs brings it in line with the ESGs.

So you are left with the comparison of the TGs versus disruptors. The TG just falls flat here. My experience has been that arming levels above 5 are very difficult to use. You just don't have the power to pump them up too much in one turn, and if you pump them up on the first turn, you are losing too much flexibility. And while being able to reliably do 5 points at range 16 is nifty on open maps and in larger battles, it doesn't do much for you in the tourney, where you don't have room to run and rearm. Add to that the split arcs, and a high holding costs, not to mention a two-turn arming cycle, and the disruptor is a better weapon. So how to balance that? I'm not sure.

Still, it's not hopeless. Being able to reliably do 39 damage at range 7 is nothing to sneeze at. Down a forward shield and threaten to snip with the offside TG and phasers, or do 44-52 by getting the centerline. Turn 2, take advantage of the flexible arming cost of TGs and go fast. Turn 3, speedy weasel. There are also gutsy moves involving the hack and slash (which the TG does well) possible. And while the TMs aren't much, they do take power and/or phasers away from your opponent.

By Peter D Bakija (Bakija) on Tuesday, March 30, 2010 - 08:12 am: Edit

Yeah, my feeling are:

-40 power is fine, but go to 30 warp and then more APR or Impulse (whichever works best for the SSD) so you get to 40.

-I'd make the phasers 2xLS, 2xRS, 2xFA/L, 2xFA/R (like the Lyran). It already has enough P3's to take hits on.

-Leave the TGs as they are. I'll side with Andy in that the fewer wacky special "tournament only" rules there are, the better--I'm not convinced that the TGs need special arming rules, as the difference between starting empty and holding a 4 pointer is, at best, 1 point of power (i.e. holding for 2 vs arming for 1), and I don't know that inventing a special rule to allow you to put that extra power somewhere else is worth the hassle.

-I don't know how I feel about 4x missile racks; 2 of them are not incredibly threatening but still kind of a hassle. Tractoring the two that will be on the map at any given time takes 6 power and both tractors, which isn't insignificant. And shooting them down generally requires 3 phasers each to do. So while 2 of them are a hassle, I suspect that 4 of them on the map at any given time (i.e. launch 2 on imp 32 and then 2 more on imp 1) would be incredibly devestating to most non drone armed opponents, while not any more effective against someone with drones (although having 2 striker missiles escorted by 2 phaser defense missiles is likely to 'cause a lot of havok).

I'd err on the side of just tweaking the phaser arcs, adjusting the power, and leaving it otherwise the same and just trying out more vs different opponents.

By Andy Vancil (Andy) on Tuesday, March 30, 2010 - 12:40 pm: Edit

With 4 TM racks, the Maesron could not launch 4 missiles over a turn break as you describe, because it can only control 3 at a time.

However, I agree it might be premature to increase the TM racks.

By Barry Kirk (Barrykirk) on Tuesday, March 30, 2010 - 06:18 pm: Edit

I'm going to go with Peter on this one, that four TM missile racks are too many.

So...

1. Scratch the special WS arming rules... No problem.

2. Give it back 40 power but with only 30 warp... No problem.

3. FA+L and FA+R for phaser arcs. No problem there.

4. Both of you missed that I increased the RA PW-3 to RH... Should I keep them RA or go for RH?

5. As for the weird TG arcs, well the FA TG already have them... With most of the Maesron ships in SSD books O1 and O2, the FA tachyon guns are really FA + Rear Hex Row...

So, I looked at the LF+L TG and said well if I took the FA TG and rotated it 60 degrees to the left I'd have LF + L + Right Rear Hex Row... and the FA TG rotated 60 degrees to the right would be
RF + R + Left Rear Hex Row.

I also considered making the LF+L into LS and the RF+R into RS...

Would that be better? Just thought the extra hex row on the opposite side made things interesting. It's a single hex row, so it may be possible to dodge past it.

But if people are deadset against it, I'll just leave them as RF+R and LF+L.

By Peter D Bakija (Bakija) on Tuesday, March 30, 2010 - 06:43 pm: Edit

Andy wrote:
>>With 4 TM racks, the Maesron could not launch 4 missiles over a turn break as you describe, because it can only control 3 at a time.>>

Oh, well, there you go--I didn't know you could only control 3 of them. In any case, that the missiles are fast (26), you can launch 3 over a turn break, and probably make your opponent deal with 4 of them in a given turn anyway--they deal with the first 3, and as one of them is going to be dead (or have hit something), launching the 4th during a battle pass is completely reasonable.

In reply to Barry, I'd just leave the TGs LF/L/RF/R for now. Fix the PW1 arcs, tweak the power, and see how it goes.

By Barry Kirk (Barrykirk) on Tuesday, March 30, 2010 - 07:08 pm: Edit

Peter,

OK, split LF+L and RF+R will remain just LF+L and just RF+R.

I'll update the PW-1 per your suggestions and tweak the power back up to 40.

and again... The RA PW-3 that I switched to RH... Keep them RH or put them back to RA?

I'll try to get to it tomorrow night...

By Peter D Bakija (Bakija) on Tuesday, March 30, 2010 - 07:11 pm: Edit

Oh, heh, yeah, RH isn't unreasonable for the PW3s, but maybe RA/L RA/R might be a bit more in line.

By Barry Kirk (Barrykirk) on Tuesday, March 30, 2010 - 08:44 pm: Edit

Reassigned a couple of games due to The_Rock dropping out.

Bneus ( Fed Sanctioned ) is now matched up against Eric_The_Silent ( Chlorophon )

The following people have games to start and or finish.

Andromedan vs Ken Burnside
BaldnForty vs BanTheFed

Come on guys, let's hurry it up a little... Oh wait one of them is me... Doh...

By Marcus J. Giegerich (Marcusg) on Wednesday, March 31, 2010 - 10:18 am: Edit

You know you're not to blame for the delay in our game Barry.

By Barry Kirk (Baldnforty) on Wednesday, March 31, 2010 - 07:34 pm: Edit

https://spreadsheets.google.com/ccc?key=0AvB8N-Hr7tCIdEJjbmhPS2NCU1k2SFZqT1ZoRnZiVXc&hl=en

Not in the tournament per say... but here is a comparison between the tachyosonic beam and the PPD.

Both versions of the standard TSB are compared... the one in SSD Book O3 and the OMRB.

By Barry Kirk (Barrykirk) on Tuesday, April 06, 2010 - 07:14 pm: Edit

Not in the tournament per say, but took the loriyill out of the stable for the first time last night.

Played CrashandBurn in the Klingon.

Turn 1:

Klingon moved at moderate speed most of the turn. Loriyill did a medium speed/speed 31 split.

Loriyill had standards in all the fireballs except one was overloaded.

Loriyill started at the bottom and turned left. Moved in direction F until I was lined up with the Klingon and Turned direction A.

Both ships closed and at range 7, with the Klingon centerlined, the Loriyill did the following.

1. Raised flameshield #1 (5,6,1)
2. Fired every weapon on the ship. Everything including the PQ-3s.

When the dust settled, the klingon had take... I seem to remember 12 internals.

Klingon fired two fast drones, one of them a heavy at Loriyill.

Loriyill turned in direction B and tried to maintain distance from the Klingon staying on the front shield if possible.

Note that while I had fired all my weapons, the klingon had a down #1 shield and I had an active flame shield. If klingon had fired at me, he would have taken feedback from his own weapons.

At the end of the turn, the Klingon had his #2 shield facing the Loriyill #5. Range was four. He chose to discharge his disruptors at this point.

Turn 2, Klingon plotted speed 0 and Loriyill plotted speed 28. Early on, the loriyill labbed the two drones, one was slim the other fat. Loriyill took out both drones with a pair of PMs. One fired as a PM-1 and the other as a PM-3 for auto kills on both drones.

Klingon fired everything at Loriyill, at range four and bricked almost all the feedback. Klingon did 17 in through the shield.

Next impulse, the klingon dropped his #2 shield, and sent over seven boarding parties, but only took out one system, a tractor beam. I had made wise choices on guard placement.

On the following impulse, the loriyill fired a PM-1 through the klingon down #2 and did four in.

The second wave of drones was also labbed as one fatty and one slim.

The loriyill fired the last PM-1 at the fatty and killed it. Than he tractored the last drone and ran with it. Near the end of the turn, he turned into the drone killing it with a pair of PQ-3s.

Jeez they suck at drone defense, but the PM-1s sure make up for that.

We decided to call it a game at that point due to the fact that it was getting late.

While the Loriyill took more internals than the Klingon and it really doesn't take internals well. Damage control rating of 2 doesn't help.

We both believed that the klingon was at a disadvantage at this point having no front shield.

The Loriyill did about average damage seriously putzing on the fireball damage rolls. At range 7 fireballs do 1D6+2 damage each if they hit.

I rolled three ones!!!

However, all my PM-1s hit which made up for that.

Given this, I've removed one fireball from the ship and sent it off to Paul for posting.

By Barry Kirk (Barrykirk) on Sunday, April 11, 2010 - 06:19 pm: Edit

While this battle was also not in the tourney...

It is an Omega playtest report.

BaldnForty ( Koligahr ) defeats RacerX ( Chlorophon )

Note that RacerX had never played or played against either of these two races and wasn't perfectly familiar with them. So he was playing at a huge disadvantage.

Turn 1

Chlorophon plotted 29/31/29
Koligahr plotted 17/26 but used batteries to make it 17/31.

My initial thought was that the phon does well if it can maintain range and it's a runner. So, if I caught him in a tractor, I could hold him and beat him up at close range.

So turn one, I overloaded only a single AC and held the rest at standard loads.

Phon ran down the board direction D. I came up in direction F.

Impulse 1.18, phon fired a single EH at power level 3 along with 4 PQ-1 and both PQ-2

Range was 11? Not sure what he was thinking. The EH hit and total damage was 4/11/4 centered on the #2 shield.

I turned into direction A and headed straight for the phon who had turned in direction C.

Phon fired the LF+L Subspace Coagulator and put up a wall of asteroids presumbably to block my travel.

We continued to close and at range 5, the phon fired another 3 point EH and the rest of his PQ-1 again centered on my #2 shield.

Again, the EH hit, for 4/13/4.

I continued to chase the phon who ran through the asteroids at speed 31. He got lucky and rolled low taking 5 points of damage on his #1 shield. The least important shield for a phon ship.

I slipped left so that I could run around the asteroids and catch him on the other side.

Turn 2.

I pointed out to RacerX that EH are best armed at energy levels 1 or 4... the other energy levels tend to be a waste of power.

I plotted speed 31/17 and the phon plotted speed 29 the whole turn.

I held the overload and did not overload any more AC. Put 4 points into tractor though. Still going for that anchor.

Near the beginning of the turn, I rounded the asteroids and turned in direction C in hot pursuit of the phon.

On impulse 11 he fired another EH using 1 energy at range 4. Doing four to the #1,2, and 3 shields.

That #2 shield was now down to 2 points.

Impulse 14 he fired 4 PQ-1 onto the #2 doing 9 in. I got lucky and the only weapons he hit were a single PM-3.

Impulse 18, knowing that I was about to slow down to speed 17, I spent 3 batteries to only slow down to 24. The phon was running into the corner, and I needed to make sure that I got to range one as he tried to slip past me.

Sure enough, on impulse 31, I caught him up against the wall.

Grabbed him in a tractor. He drove staight into the wall doing 5 points of damage to his #1 and coming to a stop.

Impulse 32 he was one hex directly in front of me.

I unloaded the double shot AC and 8 PM-1 and the other PM-3 doing 64 damage.

Man that phon ship is tough. I did 36 in which hit 2 phasers, 5 impulse, a SC, and a EH.

He still had all his warp, apr, batteries, shuttles, lab. He still had 8 hull.

RacerX conceded at that point because the following impulse, I had 3 more overloaded AC to fire through his down shield...

just rolled it and 2 hit... so he would have taken 24 in. That would have left him with a very fightable ship. but I could have hit him at close range with all my phasers when they cycled.

I was also starting to send out my shuttles. So he would have to deal with them.

Overall, I'd say that the Koligahr is a fine ship but not overpowering. If I had tried the same strategy with a fed ship, the phon would have been in worse shape... Since photons never miss at range 1 and they do 4 more damage each.

That would have worked out to an additional 28 damage by the end of 3.1.

What you get in the Koligahr for the lower damage output is far better seeking weapon defense.

By Robert F Estrada (Racerx) on Monday, April 12, 2010 - 05:13 pm: Edit

Good Report Barry! :)

Next time I'll play a Worb TC


EH's seem decent, potentially real shield ravagers!

The Phon TC has mostly LS/RS weapons. The key to the ship are the Space Coquagulators ~~ a Asteroid Generator! At High speeds they can create havoc.
Of course you wisely went around my field. And later snagged me as I was about to hit the wall
Turn mode E bad :(

34 power 1/2 movement cost :) Insane!


Racer Out!

By Barry Kirk (Barrykirk) on Tuesday, April 13, 2010 - 05:58 pm: Edit

It'll be a while till the Worb is posted... I will bump it up in the priority queue though.

By Barry Kirk (Barrykirk) on Tuesday, April 13, 2010 - 06:08 pm: Edit

Last night was turn one of the BaldnForty vs BanTheFed battle...

BaldnForty was in Eneen

BanTheFed was in Gorn...

Just going on memory here...

But Eneen doubled both HPR and came mostly straight down the middle. Gorn did about the same.

At range seven, I turned off and Gorn turned to pursue.

At range 6, I launched a Plasma E and than with the Gorn off #5 shield I fired 2 neutron beams and 2 medium lasers leaving him with a 4 point shield.

Gorn chased until range 5 and than fired his alpha.

2 Plasma S bolts
2 Plasma F bolts
6 P1

All four bolts struck home and did about 25 in. I had a substantial brick on the #5 which was good planning.

The next impulse the Gorn HETd and fired the other 2 P1 on the down shield doing another 6 in.

So far, the Eneen has been lucky and none of the HPRs got hit.

HPRs are nice generating two power each when doubled... but... when doubled they can chain react.

I'm almost out of HPR padding and I have no rear inner shield, so it won't take much to blow out my HPRs.

Ran out of time... so we saved... probably will continue next Monday.

By Marcus J. Giegerich (Marcusg) on Wednesday, April 14, 2010 - 10:35 am: Edit

I'll add to the above report.

I had a 6 point brick on my #1 shield. Without that I would have lost the shield completely.

I fired my alpha at range 4, not range 5. Phasers did 21 but all of the bolts hitting was really special.

I reduced the warhead of the E torp by 1 by firing a R1 p3 at it on impulse 32.

Both ships are currently facing away from each other about 13 hexes apart. The E torp will impact my #5 shield on impulse 1 with a warhead of 11. The Eneen is clearly the worse for wear here, but the Gorn is totally hosed and has a lot of re-arming to do.

By Barry Kirk (Barrykirk) on Wednesday, April 14, 2010 - 06:16 pm: Edit

Gorn totally hosed? It has no #1 shield to speak of and all it's weapons are fired. Other than that it's practically virgin.

You've got most of the board to run. I'm in an interesting position. I really cannot afford to take any more internals. Five more internals at most will probably chain all of my HPR and that would cost me the game. And I have almost no protection on my RH. My FH can take a 38 point volley before anything leaks.

By Marcus J. Giegerich (Marcusg) on Thursday, April 15, 2010 - 10:40 am: Edit

By "totally hosed" I mean I have empty torp tubes, .5 left in my phaser capacitor and I used batts to do that HET. So power-wise, I'm totally hosed :)

By Marcus J. Giegerich (Marcusg) on Thursday, April 22, 2010 - 11:55 am: Edit

Barry and I concluded our Gorn/Eneen battle last night. Read Barry's post above to see how the first turn went. IIRC he doubled his HPRs every turn.

Turn 2 - I plot speed 15 all the way and rearm stuff. That stuff being all of my torps, refilling my batts, and putting 4 into my phaser caps. I hold my 2 suicide shuttles that I haven't mentioned here yet because Barry would know about them ;) Barry plots 14/28. The E torp hits my #5 for 11, 2 of which I block with allocated reinforcement. I flee towards the Eastern wall as Barry closes. Towards the end of the turn he gets range 9 on my hurt #5 and fires 2 wide angle Neutron beams and 3 (in Doctor Evil voice) LAZERS, taking it down to 2 boxes. At EOT Barry repairs 4 of the rear inner shield boxes as they cost only 1 point of power to fix each box.

Turn 3 - I plot something like 16/24/23 while Barry plots 20/26(?). I continue arming my torps and top off my phaser caps at 8.5 I turn South (C then D) to present my pristine #3 shield and attempt to get out of the corner while Barry floats on behind me. I eventually turn to E, then get to the bottom wall by EOT and turn to F with Barry about 8 hexes or so roughly off my 3/4 shield boundary facing D. Nobody fires or launches a thing and Barry repairs 4 more rear inner shield boxes with 4 more power. He also fixes the destoyed F torp.

Turn 4 - I'm fully juiced again so I plot 26/16/24 While Barry plots 20/24*. I launch my B and D torps (all real) at about range 8. Barry fires 2 more wide angle Neutron Beams and 5 (Doctor Evil voice again) LAZERS as he had perfect oblique at my #3, reducing it to a handful of boxes. I circle clockwise to my right while Barry turns left to C and left again to B. He has a speed change to 24 and has to HET to face D to avoid hitting the wall. It turns out that he had taken 3 warp hits and his maximum HET speed was 23 and not 24, so we adjusted his speed to 23 to fix it. Barry had to HET to D because if he had HETed to A he would have exposed his down #5 to me with only 8 boxes on the inner shield. Barry is now in the terrible position of being herded into the corner and he launches his other E torp to muss up my approach. He phasers my F torp out of existence and my S torp hits his #3 at 22 strength, leaving it at 3 boxes after VRF funniness. As he gets close to the South wall, I fire 2 p3s at the E torp and then slip to take it on my #6 for 9. I launch my A and C torps and close behind them. Barry fires 2 more LAZERS at my 4 box #1 doing 7 and I use 4 batts to keep the shield at 1 box. By impulse 31 I eventually get range 2 off of his #3 (my #2 facing, he's right against the wall) as my torps hit for 45 in the same shield. Bary takes 33 in and then 4 more from the chain reaction created when doubled HPRs blow up. I then fired 5 p1s through the hole and despite a lame 21 damage, his ship is a crippled wreck with 9 power remaining, no fluff, and 3 MLs that he can't even fire next turn because all of his banks had been blown off. Barry concedes and I gnash my teeth at a missed opportunity to whack him with my 2 SS early in the next turn. It turned out that he had no WW charged, otherwise he could have weaseled and extended the game.

Thoughts - The Eneen is a dancer that does not want to get caught at close range. Playing on a closed map does not help this ship. This issue was further exasperated by my hitting with all of my bolts on turn 1. If I would have done the "average" and missed with an S bolt, he would have taken a total of 10-12 internals in 2 vollies instead of 27 and he would have had more power to catch me and feed me some direct fire retribution on turns 2-3. I also think letting me get that 1st turn shot could have been avoided in the first place. I had not launched anything by the time he turned off. IMO he either should have fired and turned off sooner or stayed the course and tried to blast me at closer range. The middle ground was bad. Of course having a 6 point brick on my #1 on that turn certainly helped. I was playing for the bolt shot because long ranged plasma is not going to do much to the VRF shielding. I think this is a tough match for the Eneen, but I think it would have been more competitive if A) Barry played it a little differently and B) I don't jackpot on turn 1. In Barry's defense, I wasn't able to come to my tactical solution until actually seeing the ship in action so I assume that he had no way of really knowing how to play the first turn at that point anyways.

By Scott Moellmer (Goofy) on Wednesday, April 28, 2010 - 08:37 pm: Edit

===
Waited on ETS's Phon for half an hour, no show.
Tom, pls email me for if and when we can resched.

By Barry Kirk (Barrykirk) on Wednesday, May 05, 2010 - 07:03 pm: Edit

New upgraded Probr is posted along with a strategy guide.

The new Probr has slightly improved graphics which are more in line with the SSDs in the SSD books.

Probr ships are highly modular.

A Destroyer, Cruiser, and Dreadnaught all have identical center sections. But the Destroyer has one, the cruiser two, and the Dreadnaught has three.

The center section modules all have 2 HEATs each. The problem is that the cruiser is too way to light to be a viable tournament cruiser and the dreadnaught is way too heavy.

So, I created a new module type. A nose section and into that nose section, I put a HEAT and a battery.

This allowed me to remove the fifth battery from between the two center sections where it really didn't fit.

Tomorrow night, I'm probably going to have a chance to take it out of the stable.

By Barry Kirk (Barrykirk) on Thursday, May 20, 2010 - 06:12 pm: Edit

I'm putting a deadline on round 2 of the OLT.

Ken Burnside
Paul Franz
Tom Gondolfi
Scott Moellmer

If your games are not completed are at least well under way by the end of Sunday May 30th, I'm going to go ahead with the next round of the OLT.

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