Archive through November 17, 2013

Star Fleet Universe Discussion Board: Star Fleet Battles: After Action Reports (Finished Products): Playtest Module R107 - The Nicozian Concordance : Archive through November 17, 2013
By Andrew Harding (Warlock) on Monday, November 11, 2013 - 03:23 am: Edit

Concur that having trouble with a specific opponent doesn't mean that much. Kzin bring a heavily nerfed 135 point ship to tourney, Roms bring a 174 point one - but both those BPVs are more or less right. The historical opposition is key.

By Norman Dizon (Normandizon) on Wednesday, November 13, 2013 - 05:15 pm: Edit

Hi SPP (and everyone else). Here is a summary of the first Nicozian CA vs Federation CA Duel. This battle will be included in my official playtest report, along with a couple of other battles.

For the first two turns, the Nicozian CA used its Scout Functions to increase its ECM. Combined with the Nimble Ship Small Target Firing Modifications (E1.7), the Nicozian could not be hit beyond Range 15. The only way for the Federation CA to hurt the Nicozian was to use ECCM or to close the distance to less than 15 hexes.

During turns 3-5, the battle was waged at mid-range. The Federation CA started using ECCM to counter the Nicozian's ECM and also started to increase speed to catch the Nicozian CA. If you compare the damage done by each ship at this range, you will see that the Nicozian CA got the better of the exchanges and succeeded in hurting the Federation CA more than the Federation CA was able to hurt the Nicozian CA.

Note that while fighting at mid-range, the Nicozian did not fire all of its Skip-Warp Missiles to try to overwhelm its opponent. Rather, it relied on its long range Space Auger to do damage. The Skip-Warp Missiles were used sparingly. When they were launched, it was to make the Federation CA use up some of its Phaser-1s during the mid-range battle.

Turns 6-8 proved to be the critical moment in this Duel. The Nicozian had succeeded in luring his opponent into following him and he used this to his advantage.

The Nicozian launched one wave of Skip-Warp Missiles at the end of one turn. During Energy Allocation of the next turn, the Federation CA marked his photons to be Proximity (as it had been doing in previous turns). The Nicozian CA chose to deactivate its Skip Warp Movement.

The Nicozian CA performed a High-Energy Turn and closed in on the Federation CA. The Federation CA had prepared a Wild Weasel and performed Emergency Deceleration to use it.

After the first wave of Skip-Warp Missiles were destroyed by the Wild Weasel, the Nicozian CA launched a second wave of Skip-Warp Missiles. Note that, after firing its Proximity Photons, the Federation CA was caught in-between Photon rearming.

Surprisingly, the Federation CA had armed a second Wild Weasel, which it used to counter the second wave of Skip-Warp Missiles. Unfortunately for the Federation CA, the Nicozian CA had now succeeded in closing in.

At close range, the Nicozian CA tore through the Federation CA's Shields with its Subspace Augers and Phaser-Ps. The Subspace Augers did not even get to use their "triple Internal damage" function. The real threat came from the 4 Phaser-Ps, now firing as 8 Phaser-3s at close range. The Federation CA took Internals.

The next turn, the Federation CA performed a High-Energy Turn, to keep its down Shield away from the Nicozian and bring a fully powered Shield to face him instead. The Nicozian launched more Skip-Warp Missiles, which were countered by the Federation's remaining Phasers.

After firing one volley of Subspace Augers and FH Phaser-Ps (which smashed through the Federation's #5 Shield), the Nicozian CA performed a second High-Energy Turn (a risk, but one that could win the game; no guts no glory). The Nicozian CA did not suffer Breakdown. The Nicozian CA then fired its RH Phaser-Ps through the down #5 shield on the Federation CA. The Federation CA suffered massive Internals.

The game was over at this point, but the Federation CA, being severely crippled, still tried to Disengage. The Nicozian CA, however, being quite mad, decided to blow the Federation CA into Oblivion.

This Duel highlighted the strengths (and weaknesses) of the Nicozian CA. The Nicozians are an extremely fun empire to play. They have a unique design which requires unique strategies. They are a welcome addition to the Star Fleet Universe (plus its very cool that they are crazy).

Please see the Notes/Suggestions/Conclusions section at the bottom.


NICOZIAN CA (BPV 156, All Skip-Warp Missile Frames are Speed 10, No Warp Field Distortion Mines due to BPV increase) vs FEDERATION CA (BPV 151, With PLUS, CAR, AWR Refits, All Drones are Fast Drones-Speed 32) DUEL #1:

* Note that this Duel uses the new Skip-Warp Missile Rule that allows a Skip-Warp Missile to move at regular speed at Range 1 from the target *

TURN 1

The Federation CA is moving at medium speed.
The Nicozian CA is moving at medium (skip warp) speed.

The Nicozian CA is using one Scout Channel to "lend" itself ECM (per G24.28 SELF-PROTECTION). The Nicozian total ECM for this turn is 7.

The Federation CA is not using any ECCM.

Nicozian fires 4 Subspace Augers at Range 35. After subtracting reinforcement, 2 points of damage are subtracted from Shield #1.

Federation fires 4 Proximity Photons at Range 26. Note that because the Nicozian is considered a Nimble Ship (R107.1C), it gains +2 ECM at Range 26. Total Nicozian ECM = 9 (2+7) resulting in a Shift of 3. All four Proximity Photons miss.

Federation fires 6 PH-1s at Range 26. Note that because the Nicozian is considered a Nimble Ship (R107.1C), it gains +2 ECM at Range 26. Total Nicozian ECM = 9 (2+7) resulting in a Shift of 3. All 6 PH-1s miss.

At this point in the Duel, the Federation CA has taken 2 points of damage to Shield #1.

The Nicozian CA has taken no damage.

TURN 2

The Nicozian is moving away from the Federation CA, keeping its distance. They are 22 hexes apart.

Both ships are moving at medium speed. The Federation CA is speeding up, but the Nicozian CA is still moving faster.

The Nicozian CA is using one Scout Channel to "lend" itself ECM (per G24.28 SELF-PROTECTION). The Nicozian total ECM for this turn is 7.

The Federation CA is not using any ECCM.

Nicozian fires 4 PH-2s at Range 20. 2 points of damage are marked off Shield #1.

Federation chooses not fire its Phaser-1s due to the ECM shift at this range. The Phaser-1s cannot hit (this turn) unless the Federation ship gets closer than 15 hexes (see E1.7 for Nimble Ship Small Target Firing Modifiers at Range 15-29).

At this point in the Duel, the Federation CA has taken 4 points of damage to the #1 Shield.

The Nicozian CA has taken no damage.

TURN 3

The Federation CA is chasing the Nicozian CA. The Nicozian CA is turning widely. They are 15 hexes apart.

Both ships are moving at medium speed. The Federation CA is moving faster than the Nicozian CA.

The Nicozian CA is using one Scout Channel to "lend" itself ECM (per G24.28 SELF-PROTECTION). The Nicozian total ECM for this turn is 12.

The Federation CA is using 6 ECCM.

Nicozian launches 2 Skip-Warp Missiles. They are moving at Speed 10 (Skip 20)

Federation fires 4 Proximity Photons at Range 12. There is an ECM Shift of 2. 8 points of damage are marked off Shield #6.

Nicozian fires 2 Subspace Augers at Range 12. 4 points of damage are marked off Shield #1.

Federation fires 2 PH-1s at 2 Skip-Warp Missiles. Both Skip-Warp Missiles are destroyed.

Federation fires 4 PH-1s at Range 12. The ECM Shift is 2. All 4 PH-1s miss.

At this point in the Duel, the Federation CA has taken 8 points of damage to Shield #1.

The Nicozian CA has taken 8 points of damage to Shield #6.

TURN 4

The Federation CA is chasing the Nicozian CA. The Nicozian's #4 Shield is facing the Federation CA. They are 11 hexes apart.

The Nicozian CA is moving fast. The Federation CA is moving slow.

The Nicozian CA is using one Scout Channel to "lend" itself ECM (per G24.28 SELF-PROTECTION). The Nicozian total ECM for this turn is 10.

The Federation CA is using 6 ECCM.

Federation fires 4 PH-1s at Range 11. The ECM Shift is 2. 2 points of damage are marked off Shield #4.

Nicozian launches 2 Skip-Warp Missiles. They are Speed 10 (Skip 20).

Nicozian fires 1 Subspace Auger at Range 14. 1 point of damage is marked off Shield #1.

Nicozian fires 1 Subspace Auger at Range 15. 3 points of damage are marked off Shield #1.

Federation fires 2 PH-1s at 2 Skip-Warp Missiles from Range 2. 1 Skip-Warp Missile is destroyed.

Federation launches 1 Drone at a Skip-Warp Missile.

Drone impacts the Skip-Warp Missile and destroys it.

At this point in the Duel, the Federation CA has taken 12 points of damage to Shield #1.

The Nicozian CA has taken 8 points of damage to Shield #6.

TURN 5

The Federation CA is trying to catch the Nicozian CA. The Nicozian CA is circling wide. They are 21 hexes apart.

The Federation CA is moving at medium speed. The Nicozian CA is moving fast.

The Nicozian CA is using one Scout Channel to "lend" itself ECM (per G24.28 SELF-PROTECTION). The Nicozian total ECM for this turn is 8.

The Federation CA is using 4 ECCM.

Nicozian fires 2 Subspace Augers at Range 17. 5 points of damage are marked off Shield #1.

Federation fires 4 Proximity Photons at Range 14. The ECM Shift is 2. 4 points of damage are marked off Shield #6.

At this point in the Duel, the Federation CA has taken 17 points of damage to Shield #1.

The Nicozian CA has taken 12 points of damage to Shield #6 and 2 points of damage to Shield #4.

TURN 6

The Federation CA is trying to catch the Nicozian CA. The Nicozian CA is making a wide turn. They are 18 hexes apart.

Both ships are moving fast.

The Nicozian CA is using one Scout Channel to "lend" itself ECM (per G24.28 SELF-PROTECTION). The Nicozian total ECM for this turn is 8.

The Federation CA is not using any ECCM.

Nicozian fires 2 Subspace Augers at Range 16. 4 points of damage are marked off Shield #1.

Federation chooses not fire its Phaser-1s due to the ECM shift at this range. The Phaser-1s cannot hit (this turn) unless the Federation ship gets closer than 15 hexes (see E1.7 for Nimble Ship Small Target Firing Modifiers at Range 15-29).

Nicozian launches 4 Skip-Warp Missiles. They are moving at Speed 10 (Skip 20).

At this point in the Duel, the Federation CA has taken 21 points of damage to Shield #1.

The Nicozian CA has taken 12 points of damage to Shield #6 and 2 points of damage to Shield #4.

TURN 7

The Federation CA is trying to catch the Nicozian CA. The Nicozian's #4 Shield is facing the Federation CA. They are 14 hexes apart.

The Federation CA is moving fast. The Nicozian is moving fast. The Nicozian has chosen to deactivate its Skip-Warp Movement.

The Nicozian CA is not using any ECCM.

The Federation CA is not using any ECCM.

Federation fires 4 Proximity Photons at Range 12. They all hit. 16 points of damage are applied to Shield #4. Shield #4 collapses. 2 points of damage are blocked by Collapsium Armor.

Nicozian CA performs a High Energy Turn. Per C6.52, two is subtracted from the first Breakdown Roll. The Nicozian CA does not suffer Breakdown from the High Energy Turn.

The Federation CA performs Emergency Deceleration. The Federation CA reinforces Shield #4 with 5 points from the Emergency Deceleration.

The Federation CA launches a Wild Weasel.

The 4 Skip-Warp Missiles are now locked onto the Wild Weasel.

4 Skip-Warp Missiles strike the Wild Weasel.

Nicozian launches another 4 Skip-Warp Missiles. They are Speed 10 (Skip 20).

Federation fires 4 PH-1s and 2 PH-3s at Range 3. 18 points of damage are marked off Shield #1.

The Federation CA launches another Wild Weasel.

The 4 Skip-Warp Missiles are now locked onto the second Wild Weasel.

Nicozian fires 2 Subspace Augers at Range 1. 11 points of damage are marked off Shield #2.

Nicozian fires 4 Phaser-Ps as 8 Phaser-3s at Range 1. 30 points of damage are applied to Shield #2. Shield #2 collapses and the Federation CA takes 17 Internals.

The Federation CA loses 1 Photon, 3 PH-1s, 1 Battery, 2 Warp Engines, 1 Drone, and 1 Aux.

4 Skip-Warp Missiles strike the second Wild Weasel.

The Nicozian CA performs Emergency Deceleration.

At this point in the Duel, the Federation CA has no Shield #2. The Federation CA has also taken 21 points of damage to Shield #1.

The Federation CA has lost 1 Photon, 3 PH-1s, 1 Battery, 2 Warp Engines, 1 Drone, and 1 Aux.

The Nicozian CA has taken 12 points of damage to Shield #6, 18 points of damage to Shield #1, and 16 points of damage to Shield #4.

TURN 8

The two ships are 1 hex apart. The Federation's #2 Shield is facing the Nicozian CA. The Nicozian's #1 Shield is facing the Federation CA.

Both ships are moving slow. The Nicozian CA has chosen to deactivate its Skip-Warp Movement.

The Nicozian CA is not using any ECCM.

The Federation CA is not using any ECCM.

Federation CA performs a High Energy Turn. Per C6.52, two is subtracted from the first Breakdown Roll. The Federation CA does not suffer Breakdown from the High Energy Turn.

The Federation's Shield #5 is now facing the Nicozian CA.

Nicozian launches 4 Skip-Warp Missiles. They are moving at Speed 10 (Skip 20).

Federation fires 4 PH-1s and 2 PH-3s at 4 Skip-Warp Missiles. All 4 Skip-Warp Missiles are destroyed.

Nicozian fires 2 Subspace Augers at Range 1. After subtracting reinforcement, 2 points of damage are marked off Shield #5.

Nicozian fires 4 Phaser-Ps as 8 Phaser-2s at Range 1. 30 points of damage are applied to Shield #5. Shield #5 collapses and the Federation CA takes 8 Internals.

The Federation CA loses 3 Warp Engines, 2 PH-3s, and 1 Bridge.

The Nicozian CA performs a second High Energy Turn. It does not suffer Breakdown.

The Nicozian fires 4 Phaser-Ps as 8 PH-3s at Range 1. The Federation CA takes 29 more Internals.

The Federation CA loses 2 APR, 2 PH-1s, 1 AUX, 8 Warp Engines, 1 EMER, 3 Batteries, 1 Bridge, and 1 Photon.

TURN 9 AND ON

The Federation CA is Severely Crippled.

Normally, the enemy ship would allow him to Disengage at this time. The Nicozian CA, however, being quite Insane, decides to blow the Federation CA to bits before he can Disengage.

The Nicozian CA has won a Decisive Victory!


Captain Schitzo of the Nicozian-CA Densestar whispers, "Round ship...Neutron...Big ship...Home?"


NOTES/SUGGESTIONS/CONCLUSIONS

1) In order to be successful in battle, the Nicozian CA must use its Scout Functions to generate ECM. Combined with its Nimble Ship Small Target Firing Modifiers, the Nicozian CA becomes almost impossible to hit beyond Range 15. While the enemy ship cannot strike the Nicozian CA at this far range, the Nicozian CA can use its long-range Subspace Augers to hit the enemy ship.

2) There are only two ways to counter the Nicozian (that we could think of) fighting from long-range: either use ECCM or increase speed to close the distance to less than 15 hexes. However, using ECCM takes power and that will affect your speed. Increasing your speed takes power and that will affect your ECCM.

3) The Nicozian Skip-Warp Movement enables them to move quicker than the opponent and control the distance between them. The enemy ship will find it difficult to close on a Nicozian that is using its Skip-Warp Movement to stay at long-range. The Nicozian should only close the distance when they have an advantage.

4) The Nicozian should use their Skip-Warp Missiles sparingly. They should not be wasted in waves that don't have a meaningful purpose. The Skip-Warp Missiles should be employed with specific timing and distance. They should also be used to compliment a sound strategy.

5) The Nicozian Captain should be patient. Time is his ally in a battle (and time works against his enemy). It is important to not waste energy or Skip-Warp Missiles. They should correctly time the use of their Skip-Warp Missiles. The Nicozian Captain should be ready to counter-attack when an opportunity presents itself. We found it Ironic that a Nicozian Captain should possess these qualities (in order to be successful in battle) when they are supposed to be Insane.

6) The Collapsium Armor makes it very difficult to defeat the Nicozian at long-range. The Collapsium Armor will not be much use against a full Alpha Strike at close range. Even if the Nicozian were to lose all of its Shields (which it did not in this playtest Duel), the Nicozian would still be protected at long range by its Collapsium Armor. Most weapons will do minimal damage at long range and they will be unable to penetrate the Nicozian Collapsium Armor.

7) The Phaser-Ps on the Nicozian CA are deadly when fired as Phaser-3s at close range. They can literally tear an enemy ship to pieces. In this playtest Duel, the Nicozian player used a High Energy Turn to utilize both the Front and Rear Phaser-Ps, but it is not necessary to use a High Energy Turn. If a Nicozian player maneuvers well, he will be able to fire his FH Phaser-Ps and then change the angle and fire his RH Phaser-Ps as well. The Phaser-Ps do no damage at long range, barely any damage at middle range, and a lot of damage at close range. It is important to use them at the right time and at the proper range (otherwise you could be just wasting energy).

8) Although it did not happen in this playtest Duel, the Subspace Augers can be deadly when fired through a down shield. Timing this might be difficult, but it is certainly possible to take advantage of the Internal tripling effect of the Subspace Augers.

9) While we did not use it in this playtest Duel, it is possible to use the Scout Fuctions to lend "Negative EW" to an enemy unit (G24.219). This gives the Nicozian more tactical options rather than just using the ECM for Self-Protection.

10) The Nicozian CA only has 30 Total Power (not including the Batteries) and 88 Total Internals (not including the Collapsium Armor). In addition, the Nicozian CA has 20 Shield boxes for its #1, #2, and #6 Shields and only 16 Shield boxes for its #3, #4, and #5 Shields. So it is important to not waste energy and to not fight an opponent (who has more Shields and Internals than you do) head-on. The design of the Nicozian CA supports its role as a long-distance fighter.

11) The Nicozian CA has no shuttles. This will affect strategies involving Suicide Shuttles, Wild Weasels and Scatterpacks.

12) The Warp Field Distortion Mine will become important in battles involving Drones and Plasmas. This playtest Duel did not utilize any Warp Field Distortion Mines. The Warp Field Distortion Mine can also damage enemy ships (if timed and placed properly). Note that each Warp Field Distortion Mine will increase the Nicozian's BPV.

13) We believe it may be impossible to defeat a Nicozian who remains fighting beyond Range 15. This is only a Theory. It is similar to the Kaufman Retrograde. The enemy will just be worn down and picked apart bit by bit over many turns.

What weapon can effectively do damage to the Nicozian beyond Range 15 when it is fully using its ECM and Nimble Ship Small Target Firing Modifiers? What CA can catch the Nicozian CA when it is fully using its Skip-Warp to stay beyond Range 15?

If we are correct, no one (direct-fire empires, drone empires, plasma empires) can defeat them when they are using their strengths to their full advantage. Further playtesting will prove whether this Theory is true or not.

By Dennis Surdu (Aegis) on Wednesday, November 13, 2013 - 10:18 pm: Edit

I did not read the entire thread but were you remembering to blind the Nico sensors when firing? I believe that applies to them as well, so the EW advantage is limited.

By Norman Dizon (Normandizon) on Thursday, November 14, 2013 - 12:42 am: Edit

Hi Dennis. Thanks for asking, that is a great question.

Yes, we remembered to blind the Nico sensors when firing. This did not affect the EW advantage that the Nicozian CA possessed at long range.

The Nicozian CA has two Special Sensors (Scout Channels). The Nicozian CA alternated Special Sensors as it fired weapons.

Under (G24.13) BLINDING SENSORS, it states: The firing or launching of a weapon by a scout [except as listed in (G24.134) below] blinds one powered scout channel (G24.14) of that scout (ship) for the next 32 impulses.

Further down under (G24.13), there is an Example which illustrates how to alternate Special Sensors when firing weapons. It reads:

EXAMPLE: The standard tactic for a ship which has channels but must occassionally fire is to use them in pairs. On turn 1, a PFT's channel #1 is powered and used to lend EW to its PFs, while channel #2 is not powered. On impulse #32, the PFT fires all of its weapons, blinding channel #1. On turn 2, channel #1 is left unpowered during its recovery time, while channel #2 is activated to lend EW to the PFs. Unless the weapons fired on impulse #32 were plasma torpedoes launched in the Seeking Weapon Stage, the PFs would never be without EW support during the time when someone could fire direct-fire weapons at them.

Also, under (G24.145) it states: During the period it (the Special Sensor/Channel) is blinded, a channel can be powered but cannot function.

So, by carefully tracking 32 impulses from the moment of firing, you can alternate Special Sensors (channels) and still be able to fire weapons.

By Steve Petrick (Petrick) on Thursday, November 14, 2013 - 11:08 am: Edit

Norman Dizon:

Before my computer melted down I could cut and paste the correction that has been made, but that example has been corrected. It is wrong. It was corrected in the Master Rulebook and in the 2012 edition of the Advanced Missions Rulebook. We are unsure how the error got into the example, and I accept full blame for that. The rule, however, always clearly stated that ""if a scout blinds a channel that is providing ECM/ECCM or self-protection, the channel is considered blinded for the step in which it is blinded."

This is the rule and example as it appears in the 2012 AM rulebook:

(G24.132) The blinding takes place after the weapons fire is resolved. If the channel is not operating (not powered), it is not blinded and it could not be voluntarily blinded to avoid blinding a working channel. See (G24.14) for definition of powered sensors. If a scout blinds a channel that is providing ECM/ECCM or self-protection, the channel is considered blinded for the step in which it is blinded. Fire during an earlier step (e.g., the First Hellbore Firing Option) would not be affected; fire during the same step (e.g., another phaser fired by the scout, or a disruptor fired by a ship the scout was loaning ECCM to) would lose the scout support. If it had two channels working and the scout fired one blinding weapon, it could pick either channel to lose.
EXAMPLE: The standard tactic for a ship which has channels
but must occasionally fire is to use them in pairs. On Turn #1, a PFT’s channel #1 is powered and used to lend EW to its PFs, while channel #2 is not powered. On Impulse #32, the PFT fires all of its weapons, blinding channel #1. On Turn #2, channel #1 is left unpowered during its recovery time, while channel #2 is activated to lend EW to the PFs. The PFs would only be without EW support during the direct-fire weapons segment (6D) of Impulse #32 of Turn #1.

By Norman Dizon (Normandizon) on Thursday, November 14, 2013 - 12:42 pm: Edit

Hi SPP. Thanks for the update about (G24.132).

My main concern about this rule is how it relates to the Nicozian CA and its fighting tactics.

So as I read your updated rule and compare it to the old rule, it seems the major difference is that there is a "step" where the Nicozian would be vulnerable to enemy fire. A "step" meaning a moment during a single impulse. Is this correct?

If this is correct, then my question is: how can the Nicozian CA both fire and provide ECM for itself at all times? Is this not possible with the updated rule?

If the Nicozian CA has two Special Sensors, it seems that it can fire weapons and blind one Special Sensor for 32 impulses (plus the extra "step"). In the meantime, the other Special Sensor can cover the ECM. If the Nicozian CA waits until the 32 impulses are over, then he can repeat the process.

What I mean by this is that the second Special Sensor is never being blinded, only the first Special Sensor is. Since one Special Sensor is always working, then wouldn't the Nicozian CA always have ECM?

Is this a possibility with the updated rule? Thank you.

By Steve Petrick (Petrick) on Thursday, November 14, 2013 - 01:44 pm: Edit

Norman Dizon:

While the above is a correction to the example, it is not an "updated rule." The example was previously in error and in violation of the plain text of the rule.

The rules on blinding special sensors are specific in that weapons which blind special sensors only blind "operating," i.e., powered, special sensors. They are also clear that each such weapon blinds one powered special sensor per such weapon fired.

Thus, for example, if a Federation Scout Frigate (two special sensors) powered both its special sensors and fired a phaser-1 (as a phaser-1, not as a phaser-3) on Impulse #5, one of the special sensors would be blinded until Impulse #4 of the following turn. If the Scout Frigate fired two (or all three) of its phaser-1s (again, as phaser-1s, not as phaser-3s) on Impulse #5, both (only because there is not a third special sensor to blind) of its special sensors would be blinded until Impulse #4 of the following turn. If it fired one phaser-1 on Impulse #5, and the second phaser-1 on Impulse #6, the first shot would blind one of the two special sensors until Impulse #4 of the following turn, while the second phaser would blind the second special sensor until Impulse #5 of the following turn. If on Impulse #7 the scout frigate fired its third phaser-1, then the blinding of the first special sensor would be extended from Impulse #4 to Impulse #6 of the following turn.

In essence, the only ways to maintain continuous coverage are:

Only fire non-blinding weapons.

Do not fire at all.

Fire fewer blinding weapons than you have operating channels.

If you power the blinded channel, as well as the unblinded channel, then you can fire on the impulse the blinded channel becomes unblinded, blinding it again and maintaining the other channel's coverage. However, once more, if you fire two blinding weapons, then two powered channels are blinded, not one.

By Norman Dizon (Normandizon) on Thursday, November 14, 2013 - 03:16 pm: Edit

Thanks SPP. That was a great explanation. Sorry for calling it an Updated Rule when it was, in fact, a Corrected Example.

So it seems the Nicozian tactics (for our group) needs to be modified:

1) Stay beyond Range 15 and fire one Subspace Auger at a time. You will have your ECM and your Nimble Ship Small Target Firing Modifications to protect your ship. In theory, the enemy ship should not be able to hit you while you will be able to hit him. This might also work out because each Subspace Auger needs a turn of cool down. So one Subspace Auger can be fired each turn while the other one cools down.

2) The Nicozian can use the ECM and Nimble Ship Small Target Firing Modifications while it is recharging its Subspace Augers. It does not need to fire at all during the turn while its Subspace Augers are cooling down.

3) The Nicozian can wait to fire until the enemy ship fires its primary weapons. For example, if the Federation CA fires 4 Photons, then the Nicozian will still have its ECM and Small Target Firing Modifications. Once the Photons have been fired, the Nicozian can return fire and lose the ECM bonus. The Photons will be recharging on the next turn while one Special Sensor is blinded (for 32 impulses).

4) Using only the Nimble Ship Small Target Modifiers, the Nicozian CA gets a Net ECM Shift of 1 at Range 15-29 and a Net ECM Shift of 2 at Range 30+. The Subspace Augers do decent damage at Range 9-20, ok damage at Range 21-24, and a little damage at Range 25-40. So even without the Special Sensors, the Nicozian CA will have long range protection (the Nimble Ship Small Target Modifiers) and will be able to fire all four Subspace Augers if it wishes.

5) The Nicozian CA can still use regular Electronic Warfare with its Sensor track (6). It does not even have to use its Special Sensors to fight from long range (beyond Range 15). If you combine the 6 points of ECM with the Nimble Ship Small Target Modifiers (+2 or +4 ECM), the Nicozian CA will still have added protection at long-range. In the meantime, it can fire all four of its Subspace Augers from long-range.

6) The Nicozian still seems suited for long-range combat, especially with its Collapsium Armor. The Nicozian captain will need to be even more patient due to limited long-range weapons fire and the Special Sensor blinding.

7) The rest of the tactics (using the FH/RH Phaser-Ps, the Skip-Warp Missiles, Warp Field Distortion Mine) remain the same.

We will continue playtesting the Nicozians using these tactics and the corrected example for Special Sensors. There are plenty of empires for them to test their skills against. Time will tell if these tactics prove true or not.

By Stephen Parrish (Steveparrish) on Thursday, November 14, 2013 - 05:08 pm: Edit

Norman, thanks for your report.

I thing that I should have noted earlier, is that Dennis and I were playing on a closed map, albeit one that is twice the normal size. Playing on an open map may make a difference.

A comment: I didn't see the Feds using a scatter pack in the game. Dennis has used scatter packs against the Nicos (and other races) with devastating effect. Also, used wisely, T bombs are good against missiles.

I totally agree that the Nicos are fun, and a great addition to the game. I hope they make it to official status, whether there are additional changes made or not.

By Norman Dizon (Normandizon) on Thursday, November 14, 2013 - 05:50 pm: Edit

Thanks Stephen. I agree that the open map makes a big difference for the Nicozians. If they can no longer run and are forced to fight, the battle may go badly against them.

No, the Federation CA didn't launch a Scatterpack in that first playtest Duel. I believe that the player was more focused on chasing down the Nicozian, countering with ECCM, and arming two Wild Weasels. Still, the Scatterpack would have been a great defense against the Nicozian counterattack. We will keep this in mind for future Duels.

The Federation player talked about adding Transporter Bombs to counter the Nicozian's Skip-Warp Missiles, but each Transporter Bomb would have increased the Federation CA's BPV. We were trying to match SPP's previous post (which was very BPV specific) about a Federation CA vs a Nicozian CA. So we didn't want to increase the Fed's BPV unnecessarily.

We are going to run more playtest Duels with the Nicozian. It is good that we are clear now about the two Special Sensors and the blinding effect. I'm sure that tactics and counter-tactics will evolve over time as my players (and I) get used to the Nicozians.

By Steve Petrick (Petrick) on Thursday, November 14, 2013 - 06:27 pm: Edit

Norman Dizon:

Commander's Options work both ways. The Federation player could have spent 16 BPV for four T-bombs, and the Nicozian player could have spent 16 BPV for two warp field distortion mines, or four T-bombs of its own, or two T-bombs and one warp field distortion mine.

BPV does not have to be a precise match, but should be reasonably close.

Also be leery of the "Other Side of the Hill" syndrome.

An example is the Juggernaut from (SL1.0). Some players facing it for the first time see those phaser-4s and that 100 point rotating shield and know "terror" (in a player sense). When you make them play the Juggernaut, however, they learn a new kind of terror (I do not have enough power to use all of this stuff, I cannot afford to fire all of the phasers because if I do, I will hardly be able to move effectively to rearm them!). It is always a good idea (at least in my experience) to play a given situation at least twice, once from each point of view. And to discuss what happened and why after each battle. "I thought you had me, but then you turned away, why?" "I thought you were holding overloaded photons from your announced movement, it did not dawn on me that you might have been trying to arm a pair of suicide shuttles!"

Also, pay attention to the die rolls. If someone is rolling "hot dice" and the other is rolling "cold dice" it can have a significant impact. Give some consideration to the effects of such. Die rolls normally even out, but they do it over time and not necessarily "right now," and sometimes the "even out" does not help. "I rolled four straight ones on my anti-drones and stopped all four of his type-I drones, but I rolled straight sixes on my four overloaded photons at Range 2 as part of my overrun attack. Yes, the die rolls averaged out, but a missed ADD shot would have cost 12 points of damage to him and a photon hit would have done 16 points of damage to his opponent.

Someone I played against back in about 1986 got to Range 1 of my D7 with his Dragoon, and decided to narrow salvo his overloaded hellbores. There was only, after all, one chance in 36 that something would go wrong.

By Norman Dizon (Normandizon) on Thursday, November 14, 2013 - 08:08 pm: Edit

Thanks for the excellent advice, SPP. We will keep these ideas (BPV roughly equivalent, seeing other perspectives and discussing battles afterward, and the effect of lucky/unlucky die rolls) in mind as we continue to playtest.

We appreciate your help.

By Dennis Surdu (Aegis) on Friday, November 15, 2013 - 10:44 pm: Edit

Yes, blinding sensors will make a big difference and a drone armed Fed best have a SP ready. It would be foolish not to have one since in order to defend himself, the Nico will likely lose the EW advantage and will have wasted energy. Often, we think a better use may be to use the spec sensors to force seekers to lose tracking etc. Just a thought.

By Norman Dizon (Normandizon) on Saturday, November 16, 2013 - 01:12 am: Edit

Hi SPP (and everyone else). Here is a summary of the Revised first Nicozian CA vs Federation CA Duel. The first Nicozian CA vs Federation CA playest Duel was Invalid and Void due to incorrectly using (G24.13) BLINDING SENSORS. We made sure to follow the correct procedure in this playtest Duel.

This battle will be included in my official playtest report, along with a couple of other battles.

During Turns 1-4, the Nicozian CA stayed at very long range and used its Subspace Augers. The Nicozian CA alternated between using standard ECM along with its Subspace Augers and using its Special Sensors to double its ECM while its Subspace Augers cooled down.

The Nicozian CA did not fire while the Subspace Augers cooled down so it would not lose its double ECM. The Federation CA could not hit the Nicozian CA at long range when it had double ECM plus its Nimble Ship Small Target Firing Modifiers.

The Federation CA countered the Nicozian's ECM with its own ECCM. Whenever the Nicozian CA fired its Subspace Augers, the Federation CA countered with Proximity Photons. The battle was pretty even at long range following this pattern.

Finding that the long range battle was not being successful, the Nicozian CA decided to try a different strategy. First, the Nicozian CA closed to middle range with the Federation CA. Then the Nicozian CA used double ECM while powering both Special Sensors. The Nicozian CA only fired one Subspace Auger so that only one Special Sensor would be blinded.

The Federation CA tried to counter with its Proximity Photons and Phaser 1s, but at middle range with the ECM Shifts, the Nicozian had the advantage.

After the Federation CA had fired its Photons, the Nicozian CA pressed the attack, firing Skip-Warp Missiles in pairs, firing the remaining 3 Subspace Augers, and firing its FH and RH Phaser-Ps. The Nicozian CA dropped all of its ECM during this attack.

The Federation CA found it difficult to deal with the Nicozian attack while its Photons were recharging. It only had its Phasers and one Drone rack. It used the Drone and Phasers to counter the incoming Skip-Warp Missiles. Then the Federation CA fired its remaining Phaser 1s at the Nicozian CA.

The Federation CA had a Scatterpack prepared, but the Nicozian was always at middle range and moving quickly. The Federation CA knew that if he launched the Drones at middle range, the Nicozian CA would use his speed to stay away from the Drones and then pick off the Drones with its Phaser-Ps firing as two Phaser 3s.

The Federation CA also had two Wild Weasels prepared. However, the Nicozian CA never sent a mass of Skip-Warp Missiles. The Skip-Warp Missiles came two at a time. The Federation CA saw no reason to slow down and launch the Wild Weasel only for two Skip-Warp Missiles.

The Nicozian CA repeated this pattern over and over. The Federation CA tried to fight back with its Proximity Photons, but the Nicozian CA got the better of the exchanges over time. Near the end of the battle, the Federation CA found that it had no Shield #2 and barely any boxes remaining on its #1 Shield and #6 Shield.

Once the Federation CA's Shields were down, the Nicozian had an overwhelming advantage, because its Subspace Augers did Triple Internal damage.

Please see the Notes/Suggestions/Conclusions section at the bottom.


NICOZIAN CA (BPV 156, All Skip-Warp Missile Frames are Speed 10, No Warp Field Distortion Mines) vs FEDERATION CA (BPV 151, With PLUS, CAR, AWR Refits, All Drones are Fast Drones-Speed 32, No Transporter Bombs) DUEL #1:

* Note that this Duel uses the new Skip-Warp Missile Rule that allows a Skip-Warp Missile to move at regular speed at Range 1 from the target *

TURN 1

The Nicozian CA is moving at medium speed.

The Federation CA is moving at medium speed.

The Nicozian CA is using 6 ECM and No Special Sensors.

The Federation CA is using 6 ECCM.

Nicozian fires 4 Subspace Augers from Range 37. 1 point of damage is absorbed by reinforcement.

Federation fires 4 Proximity Photons at Range 25. The Shift is 1 (due to Nimble Ship Small Target Modifiers). All 4 Proximity Photons miss.

TURN 2

The Federation CA is chasing the Nicozian CA. They are 24 Hexes apart.

The Nicozian CA is moving fast.

The Federation CA is moving at medium speed.

The Nicozian CA is using 12 ECM and 1 Special Sensor (to "lend" itself ECM (per G24.28 SELF-PROTECTION).

The Federation CA is using 6 ECCM.

The Federation CA cannot hit the Nicozian at this range (16-25) with its Phaser-1s due to a Shift of 2 (6 ECM + Nimble Ship Small Target Modifiers). The Federation CA chooses not to fire its Phasers.

The Nicozian CA does not fire this turn, so its Special Sensor is not Blinded.

TURN 3

The Federation CA is trying to close in on the Nicozian CA. The Nicozian CA is turning widely. They are 26 hexes apart.

The Nicozian CA is moving at medium speed.

The Federation CA is moving at medium speed.

The Nicozian CA is using 6 ECM and no Special Sensors.

The Federation CA is using 6 ECCM.

Nicozian fires 4 Subspace Augers at Range 22. 8 points of damage are marked off Shield #1.

Federation fires 4 Proximity Photons at Range 16. There is a Shift of 1 (due to Nimble Ship Small Target Modifiers). 8 points of damage are marked off Shield #6.

Nicozian fires 2 Phaser-Ps as 2 Phaser-2s at Range 14. 1 point of damage is marked off Shield #1.

At this point in the Duel, the Federation CA has taken 9 points of damage to Shield #1.

The Nicozian CA has taken 8 points of damage to Shield #6.

TURN 4

The Federation CA is trying to catch the Nicozian CA. The Nicozian CA is moving away from the Federation CA. They are 14 Hexes apart.

The Nicozian CA is moving fast.

The Federation CA is moving at medium speed.

The Nicozian CA is using 12 ECM and 1 Special Sensor (to "lend" itself ECM (per G24.28 SELF-PROTECTION).

The Federation CA is using 6 ECCM.

The Federation CA's Phaser-1s will only do 1 point of damage at most to the Nicozian at this range (9-15) due to a Shift of 2 (6 ECM + Nimble Ship Small Target Modifiers). The Federation CA chooses not to fire its Phasers.

The Nicozian CA does not fire this turn, so its Special Sensor is not Blinded.

TURN 5

Both ships are facing at each at an oblique angle. They are 18 hexes apart.

The Federation CA is moving at medium speed.

The Nicozian CA is moving at medium speed, but slightly faster than the Federation CA.

The Nicozian CA is using 12 ECM and both Special Sensors are powered.

The Federation CA is using 6 ECCM.

Nicozian fires 1 Subspace Auger at Range 16. 1 point of damage is marked off Shield #1.

One Special Sensor is Blinded for 32 Impulses. Since the Nicozian CA has two Special Sensors and only one is Blinded (because it only fired one weapon), it is able to maintain its 12 ECM protection.

Federation fires 4 Proximity Photons at Range 15. There is a Shift of 2 (6 ECM + Nimble Ship Small Target Modifiers). 4 points of damage are marked off Shield #6.

At this point in the Duel, the Nicozian CA has taken 12 points of damage to Shield #6.

The Federation CA has taken 10 points of damage to Shield #1.

TURN 6

The Federation CA is chasing the Nicozian CA. The Nicozian CA is circling around. They are 15 Hexes apart.

The Nicozian CA is moving fast.

The Federation CA is moving slow.

The Nicozian CA has 0 ECM.

The Federation CA has 6 ECCM.

Nicozian launches 2 Skip-Warp Missiles. They are Speed 10 (Skip 20).

Nicozian fires 3 Subspace Augers at Range 8. 11 points of damage are marked off Shield #6.

Nicozian fires 4 Phaser-Ps as 4 Phaser-2s at Range 8. 2 points of damage are marked off Shield #6.

Nicozian launches 2 Skip-Warp Missiles. They are Speed 10 (Skip 20).

Federation fires 2 PH-1s at Range 6. 6 points of damage are marked off Shield #6.

Federation fires 1 Drone at 1 Skip-Warp Missile.

Drone destroys 1 Skip-Warp Missile.

Federation fires 1 PH-1 at 1 Skip-Warp Missile. The Skip-Warp Missile is destroyed.

Nicozian fires 4 Phaser-Ps as 4 Phaser 2s at Range 6. 4 points of damage are marked off Shield #1.

Federation fires 3 PH-1s at 2 Skip-Warp Missiles. Both Skip-Warp Missiles are destroyed.

At this point in the Duel, the Nicozian CA has taken 18 points of damage to Shield #6.

The Federation CA has taken 13 points of damage to Shield #6 and 14 points of damage to Shield #1.

TURN 7

The Nicozian CA is moving away from the Federation CA. They are 10 Hexes apart.

The Federation CA is moving slow.

The Nicozian CA is moving fast.

The Nicozian CA is using 10 ECM and both Special Sensors are powered.

The Federation CA is using 6 ECCM.

Federation fires 4 Proximity Photons at Range 10. There is a Shift of 2 (4 ECM). All 4 Proximity Photons miss.

Nicozian fires 1 Subspace Auger at Range 13. 2 points of damage are marked off Shield #1.

One Special Sensor is Blinded for 32 Impulses. Since the Nicozian CA has two Special Sensors and only one is Blinded (because it only fired one weapon), it is able to maintain its 10 ECM protection.

At this point in the Duel, the Federation CA has taken 13 damage to Shield #6 and 16 damage to Shield #1.

The Nicozian CA has taken 18 damage to Shield #6.

TURN 8

The Nicozian CA is circling around the Federation CA. They are 11 Hexes apart.

The Federation CA is moving at medium speed.

The Nicozian CA is moving at medium speed.

The Nicozian CA is using 0 ECM

The Federation CA is using 0 ECCM.

Nicozian launches 2 Skip-Warp Missiles. They are Speed 10 (Skip 20).

Nicozian fires 3 Subspace Augers at Range 7. 10 points of damage are marked off Shield #2.

Nicozian fires 4 Phaser-Ps as 4 Phaser 2s at Range 7. 8 points of damage are marked off Shield #2.

Federation launches 1 Drone at 1 Skip-Warp Missile.

Federation fires 4 PH-1s at Range 7. 3 points of damage are marked off Shield #3.

Nicozian fires 4 Phaser-Ps as 4 Phaser 2s at Range 7. Federation CA uses Reserve Power to reinforce Shield #2. 5 points of damage are marked off Shield #2.

Drone destroys 1 Skip-Warp Missile.

Federation fires 2 PH-3s at 1 Skip-Warp Missile at Range 2. The Skip-Warp Missile is destroyed.

At this point in the Duel, the Federation CA has taken 13 damage to Shield #6, 16 damage to Shield #1, and 23 damage to Shield #2.

The Nicozian CA has taken 18 damage to Shield #6 and 3 damage to Shield #3.

TURN 9

The Federation CA is chasing the Nicozian CA. They are 11 Hexes apart.

The Federation CA is moving at medium speed.

The Nicozian CA is moving at medium speed.

The Nicozian CA is using 10 ECM and 2 Special Sensors are powered.

The Federation CA is using 6 ECCM.

Federation fires 4 Proximity Photons at Range 11. There is a Shift of 2 (4 ECM). 4 points of damage are marked off Shield #4.

Federation fires 4 PH-1s at Range 11. There is a Shift of 2 (4 ECM). 1 point of damage is marked off Shield #4.

Nicozian fires 1 Subspace Auger at Range 10. 2 points of damage are applied to Shield #2. Shield #2 collapses. The Federation CA takes 1 Internal.

The Federation CA loses 1 Bridge.

One Special Sensor is Blinded for 32 Impulses. Since the Nicozian CA has two Special Sensors and only one is Blinded (because it only fired one weapon), it is able to maintain its 10 ECM protection.

Federation fires 2 PH-1s at Range 10. There is a shift of 2 (4 ECM). Both PH-1s miss.

At this point in the Duel, the Nicozian CA has taken 18 damage to Shield #6, 3 Damage to Shield #3, and 5 damage to Shield #4.

The Federation CA has no Shield #2. The Federation CA has taken 13 damage to Shield #6 and 16 damage to Shield #1.

The Federation CA has lost 1 Bridge.

TURN 10

The Nicozian CA is circling around the Federation CA. The Federation CA is trying to keep its down #2 Shield away from the Nicozian CA, while still keeping its forward weapons pointed at the Nicozian CA. They are 8 Hexes apart.

The Federation CA is moving slow.

The Nicozian CA is moving fast.

The Nicozian CA is using 0 ECM.

The Federation CA is using 0 ECCM.

Nicozian launches 2 Skip-Warp Missiles. They are Speed 10 (Skip 20).

Nicozian fires 3 Subspace Augers at Range 8. After subtracting reinforcement, 8 points of damage are marked off Shield #1.

Nicozian fires 4 Phaser-Ps as 4 Phaser 2s at Range 8. 4 points of damage are marked off Shield #1.

Nicozian fires 4 Phaser-Ps as 4 Phaser 2s at Range 7. 4 points of damage are marked off Shield #6.

Federation fires 2 PH-3s at 1 Skip-Warp Missile at Range 2. The Skip-Warp Missile is destroyed.

Federation fires 1 PH-1 at 1 Skip-Warp Missile at Range 2. The Skip-Warp Missile is destroyed.

Federation fires 1 PH-1 at Range 6. 3 points of damage are marked off Shield #3.

Nicozian launches 2 Skip-Warp Missiles. They are Speed 10 (Skip 20).

Federation fires 2 PH-1s at 2 Skip-Warp Missiles. Only 1 Skip-Warp Missile is Destroyed!

The Skip-Warp Missile strikes the Federation CA. It is an Anti-Shield Missile. 16 points of damage are marked off Shield #5.

Federation fires 2 PH-1s at Range 12. Both PH-1s miss.

At this point in the Duel, the Federation CA has no Shield #2. The Federation CA has taken 16 damage to Shield #5, 17 damage to Shield #6, and 28 damage to Shield #1.

The Federation CA has lost 1 Bridge.

The Nicozian CA has taken 18 damage to Shield #6 and 6 damage to Shield #3.

TURN 11 AND ON

From here, it was quite easy for the Nicozian CA to defeat the Federation CA. The Federation CA had no Shield #2, making vulnerable to the Triple Internal effect of the Nicozian's Subspace Auger. In addition, it was easy to knock down the Federation's #1 Shield, which only had 2 boxes left. Also, the Federation #5 Shield and #6 Shield were over halfway destroyed.

At no point did the Nicozian close in on the Federation CA. It kept its distance and alternated between using its ECM with 2 Special Sensors (and firing 1 Subspace Auger) and using 0 ECM (no Special Sensors) and firing 3 Subspace Augers combined with 4 Skip-Warp Missiles.

Once the Federation's Shields were crushed, the Subspace Augers made quick work of the Federation CA, scoring Triple Internals with each hit through a down Shield.

The Federation CA found it difficult to fight back, because it had to keep the Nicozian in its Forward Arc (FA) to fire its Photons. This was difficult with no Shield #1, Shield #2, or Shield #6.

After taking Substantial Internals, the Federation CA Disengaged.

The Nicozian Concordance has won a Victory!


Captain Jean-Claude Bonfauld of the Federation-CA Stargazer states, "Number One, the next time we fight that tiny ship, I want us to be ready. Make It So!"


NOTES/SUGGESTIONS/CONCLUSIONS

1) If the Nicozian only uses standard ECM (along with its Nimble Ship Small Target Firing Modifiers) and the opponent counters with its own ECCM, the Nicozian will become vulnerable to counter attack. The Nicozian Subspace Augers are not necessarily better than Proximity Photons when fighting from long range.

2) A great tactic for the Nicozian is to use its Special Sensors to double its ECM while its Subspace Augers are cooling down. The double ECM, combined with its Nimble Ship Small Target Firing Modifiers, make the Nicozian nearly impossible to hit at long range. This acts very similar to a Romulan Cloak. Of course, the Nicozian should not be firing anything during this time.

3) If the Nicozian wants to stay on the offense while protecting itself with double ECM, it can fire (only) one Subspace Auger. While not being much, the single Subspace Auger can do a lot of damage over a long period of time. The Nicozian's opponent will find it difficult to counterattack due to the Nicozian's double ECM and Nimble Ship Small Target Firing Modifiers.

4) The Federation CA does not (seem) to have many options during this Duel. It can fight at long range with its Proximity Photons. It can use its own ECCM to counter the Nicozian's ECM. It can use its Photons and PH-1s at middle range, but this will be difficult with ECM, Nimble Ship Small Target Firing Modifiers, and Skip-Warp Missiles closing in. The Federation CA has only one Drone, so it cannot overwhelm the Nicozian unless it gets in a good position to use a Scatterpack. If the Federation CA pushes its speed to catch the Nicozian, it loses power to its weapons and makes itself vulnerable to counterattack.

5) The Collapsium Armor was not a factor in this playtest Duel. Also, Warp Field Distortion Mines were not used.

6) The Nicozian CA has a difficult time setting up a large wave of Skip-Warp Missiles. This is because it has two Skip-Warp Missiles on the RS and two Skip-Warp Missiles on the LS. The opponent would have to be right on a center line path for the Nicozian CA to be able to launch all 4 Skip-Warp Missiles at once. So the Nicozian CA ends up launching two Skip-Warp Missiles at a time.

7) There were many instances during this playtest Duel where the Federation CA was chasing the Nicozian CA. If the Nicozian had any Warp Field Distortion Mines, it would not have been difficult to place them so the Federation CA would have been damaged.

8) No changes are recommended to the Nicozian CA at this time based on this playtest Duel.

By Norman Dizon (Normandizon) on Saturday, November 16, 2013 - 02:02 am: Edit

Thanks for the advice, Dennis. We ran the playtest Duel again and I just posted the results. The Nicozian beat the Federation after many turns.

The Blinding Sensors was a factor, but it did not have a huge effect on the Nicozian. Here is what we have found (so far) that works with the Nicozian Special Sensors:

1) Stay far away and use double ECM. Combined with the Nicozian's Nimble Ship Small Target Modifiers, the Nicozian will be nearly impossible to hit. This is perfect to use during the Subspace Auger Cool Down turn. Of course, the Nicozian cannot fire during this turn.

2) Power both Special Sensors and only fire one Subspace Auger. This will Blind only one Special Sensor, still leaving the Nicozian with one Special Sensor working. The Nicozian's ECM coverage will be maintained. The Nicozian should stay at middle to long range since it only has one weapon to use this turn.

3) While your opponent is recharging his weapons, drop the ECM completely and go on the offensive. Don't get too close, but rather stay right outside of overload range (8).

You make some great suggestions. So far, we have been using the Scatterpack in a Defensive manner, waiting for the Nicozian to close in. But, perhaps your suggestion is better: use the Scatterpack in an Offensive manner. It would have to be timed perfectly, used at the proper range, and the Federation CA would probably have to speed up to catch the Nicozian. I will mention this to my group and see what they think.

Also, I like your idea of using the Special Sensors to Break Lock-Ons. We will have to try this at some point. Not only would this be useful as a defense against Scatterpacks, but it would be useful against Drone-using Empires (Kzintis) and Plasma-using Empires (Gorns/Romulans).

Thanks for the great suggestions. We will see how they work out in future playtest Duels.

By Stephen Parrish (Steveparrish) on Saturday, November 16, 2013 - 01:24 pm: Edit

Thanks for the detailed reports! I am beginning to think that open versus closed map makes big difference in how well the Nico does. (We used closed maps.) It seems that if the Nicos have unlimited room to run and maneuver, they can do well.

If they are on a closed map, or have to defend something, or something similar, they could have a problem.

By Stephen Parrish (Steveparrish) on Saturday, November 16, 2013 - 01:30 pm: Edit

Would your group be agreeable to trying the Nicos on a closed map, or where they are forced to defend something?

Again thanks for the great reporting of the battles.

By Norman Dizon (Normandizon) on Saturday, November 16, 2013 - 01:56 pm: Edit

Hi Stephen. I am glad to hear that you enjoy the reports. There are more to come. I hope they make a difference in determining if the Nicozians are balanced or not.

Sure, our group can certainly play the Nicozians on a closed map. But I am not sure when this would happen.

We are very methodical in our playtesting and typically run three Duels against the same empire with all the same variables. Then we move on to another Alpha Sector empire. So we have to finish the Fed Duels, then move on to Disruptor using empires, Drone empires, and Plasma empires.

Then, there are other cool empires out there, like Omega, the Andros, Magellanic, Vudar, Paravians, etc.

So maybe after a good portion of the Alpha Duels are done, we can change the variables and go from an open map to a closed map.

Just thinking about it in advance, maybe there is some way for the Nicozians to maneuver and still do well on a closed map. After all, a lot of other Empires need to maneuver and various players have been successful with them on a closed map. It would be difficult, but I think it would be possible.

By Stephen Parrish (Steveparrish) on Saturday, November 16, 2013 - 02:47 pm: Edit

Norman, thanks for your response. Your group should of course should do things your own way. I'm just wondering if the Nicos can win with other strategies than run and have the enemy chase after. Besides a closed map, having to defend a colony would stop the Nicos from running. It would be interesting to see how they do in these circumstances.

I'm not criticizing: I'm glad you guys are testing the Nicos.

By Norman Dizon (Normandizon) on Saturday, November 16, 2013 - 03:41 pm: Edit

Hi Stephen. No worries about the "criticizing". It is this kind of talk to leads to improvements in the Nicozians (and any playtest empire).

I agree with you that the Nicozians should not be a "one trick pony", meaning they only have one tactic that makes them successful.

I don't see their strategy as simply running and having the enemy chase after. Rather, I see the Nicozians slowly picking at the enemy from afar, reducing their defenses, and then picking the right moment to counterattack. When that moment comes, the Nicozians, at least to me, do go on the offensive and attack the enemy. They just don't do it first thing by charging at the enemy.

In a boxing sense, I think of the Nicozians like Muhammad Ali. Ali would dance around and float like a butterfly. But his intention was to wear the enemy down and wait until they made a mistake. Once that mistake happened, Ali closed in and finished the job. He was no longer dancing at that point. The Nicozians seem to have this same strategy.

Proper tactics is applying your strengths to the enemy's weaknesses. The Nicozians are built for long range combat, that much is clear. Many of their opponents are not suited for a long range, running battle. So using that strategy is simply good tactics.

What happens when you force a Klingon ship to go up to Range 1 and fight toe to toe with an enemy ship? And what happens with you force a Federation ship to constantly Saber Dance and never close in? Bad things happen when you try to make ships do things they are not really proficient at doing.

Part of the fun of playtesting is exploring all the possibilities to see what works and what doesn't. So far, we have found one strategy that works for the Nicozians. Hopefully, there are more waiting to be found.

I agree that the Nicozians should be able to stand their ground (for colony defense) and succeed. I also agree that the Nicozians should have options and not be limited to just one tactic on the field of battle.

I suspect that part of the problem is that the Nicozians don't have shuttles. This takes away Scatterpacks (which would have been great with their Skip-Warp Missiles), Wild Weasels (for defense), Suicide Shuttles, and Fighters (later on of course).

Another issue may be the effect of their Skip-Warp on tractors. This prevents them from using the Gorn Anchor unless they drop the Skip-Warp Movement. This removes another tactic from their toolbox.

Their weapons (Subspace Auger, Phaser-P, Warp Field Distortion Mine, Skip-Warp Missiles) are not really good at a single Alpha Strike. This removes the frontal assault tactic from their toolbox.

Maybe we will find (in time) that the Nicozians need better weapons for an alpha strike. Maybe the Skip-Warp Missiles need to be upgraded or changed. Or perhaps they need some system that will help give them more options.

Only thorough playtesting (and time) will reveal these things.

By Norman Dizon (Normandizon) on Sunday, November 17, 2013 - 06:55 am: Edit

Hi SPP (and everyone else). Here is a summary of the second Nicozian CA vs Federation CA Duel.

This battle will be included in my official playtest report, along with a couple of other battles.

The Federation CA tried to be very aggressive during this Duel. During Turns 1-3, the Federation CA overloaded its Photons and pushed its maximum speed to catch the Nicozian. The Federation CA also had a Scatterpack Shuttle prepared. The plan was to get close, release the Scatterpack Shuttle, and fire the Overloaded Photons. In theory, the Nicozian should have been destroyed.

The Federation CA could not close on the Nicozian. Noticing that the Federation CA had fired neither Proximity Photons or regular Photons, it became obvious the Federation CA was holding Overloaded Photons. It was easy for the Nicozian CA to use Skip-Warp Movement to avoid the Federation CA and stay out of overload range (8).

Starting at Turn 4, the Federation CA decided to change its strategy. It discharged its Overloaded Photons and started arming Proximity Photons. Instead of moving fast, the Federation CA slowed down its movement. The Federation CA reinforced its Shields and used maximum ECCM. It would try to stand its ground and fight a long distance battle.

On Turn 5, the Nicozian CA decided to attack. It closed on the slow-moving Federation CA and launched a full wave of Skip-Warp Missiles. The Nicozian took a full burst of Proximity Photons, but it was not enough to stop it. To the Nicozian's surprise, the Federation CA launched a Scatterpack Shuttle when the Nicozian was very close. The Nicozian found itself suddenly facing 6 Drones moving at Speed 32.

Using its Phaser-Ps as Phaser-3s, the Nicozian CA ripped apart the 6 Drones. The Federation tried a few last desperate Phaser 1 shots, but they were not enough. The Nicozian CA was right in front of the Federation CA.

The Nicozian CA fired two Subspace Augers and one Phaser-P (as one Phaser 3) at the Federation CA. Its #1 Shield held. The Federation CA tried to turn and move away, but the Nicozian skipped over him and ended up in front of him again. Now the Nicozian's RH Phaser-Ps were ready to fire.

The Nicozian CA fired 4 Phaser-Ps as 8 Phaser-3s at the Federation CA. The Federation CA's #1 Shield was blasted apart. The Federation CA took substantial Internals.

At the beginning of Turn 6, the Nicozian CA was circling around the Federation CA like a Shark circling around a Bleeding Target. When it was ready, the Nicozian swooped in to finish off the Federation CA. The Nicozian CA launched 4 Skip-Warp Missiles and followed them in. Surprisingly, the Federation CA launched a Wild Weasel. Determined to go down fighting, the Federation CA fired its remaining Phasers at the incoming Nicozian CA.

The Nicozian CA flew right over the Federation CA and ended up right in front of it. The RH Phaser-Ps fired as 8 Phaser-3s through the Down #1 Shield. Then the Nicozian performed a High Energy Turn and fired its FH Phaser-Ps as 8 Phaser-3s through the Down #1 Shield. Finally, the Subspace Augers were fired through the Down #1 Shield, scoring Triple Internals.

The Federation CA was reduced to a floating, lifeless pile of Space Debris.

Please see the Notes/Suggestions/Conclusions section at the bottom.


NICOZIAN CA (BPV 156, All Skip-Warp Missile Frames are Speed 10, No Warp Field Distortion Mines) vs FEDERATION CA (BPV 151, With PLUS, CAR, AWR Refits, All Drones are Fast Drones-Speed 32, No Transporter Bombs) DUEL #2:

* Note that this Duel uses the new Skip-Warp Missile Rule that allows a Skip-Warp Missile to move at regular speed at Range 1 from the target *

TURN 1

The Federation CA is moving at medium speed.

The Nicozian CA is moving fast.

Nicozian is using 8 ECM and 1 Special Sensor.

Federation is using 0 ECCM.

No weapons were fired during this turn.

TURN 2

The Federation CA is closing in on the Nicozian CA. The Nicozian CA is angling away from the Federation CA. They are 33 Hexes apart.

The Nicozian CA is moving very fast.

The Federation CA is moving slow.

Nicozian is using 2 ECM and No Special Sensors.

Federation is using 0 ECCM.

Nicozian fires 2 Subspace Augers at Range 20. After subtracting reinforcement, 2 points of damage are marked off Shield #1.

TURN 3

The Federation CA is trying to close in on the Nicozian CA. The Nicozian CA is circling around. They are 23 Hexes apart.

The Nicozian CA is moving very fast (Skip 30).

The Federation CA is moving very fast (Speed 22).

Nicozian is using 2 ECM and No Special Sensors.

Federation is using 0 ECCM.

Nicozian fires 2 Subspace Augers at Range 20. 7 points of damage are marked off Shield #1.

The Federation's PH-1s cannot fire at this range due to a Shift of 2.

The Federation is holding Overloaded Photons. His Max Speed is 22 while holding the Overloaded Photons. He cannot catch the fast moving Nicozian and get within Range 8.

Federation decides to Discharge the Overloaded Photons.

At this point in the Duel, the Federation CA has taken 11 points of damage to Shield #1.

TURN 4

The Federation CA has given up trying to catch the Nicozian. The Federation CA could not close the distance to use his Overloaded Photons or his Scatterpack (Offensively).

The Nicozian CA is circling widely. They are 19 Hexes apart.

The Federation CA is moving slow.

The Nicozian CA is moving very fast.

Nicozian is using 2 ECM and No Special Sensors.

Federation is using 6 ECCM.

Federation fires 4 PH-1s at Range 19. There is No Shift. 2 points of damage are marked off Shield #5.

Nicozian launches 2 Skip-Warp Missiles.

Nicozian fires 2 Subspace Augers at Range 15. 2 points of damage are absorbed by reinforcement.

Nicozian fires 4 Phaser-Ps as 4 Phaser-2s at Range 15. They all miss.

Nicozian fires 4 Phaser-Ps as 4 Phaser-2s at Range 14. 2 points of damage are absorbed by reinforcement.

Federation fires 2 PH-1s at Range 14. There is no Shift. 1 point of damage is marked off Shield #5.

Nicozian launches 2 Skip-Warp Missiles.

Federation launches 1 Drone at 1 Skip-Warp Missile.

1 Drone destroys 1 Skip-Warp Missile.

Federation fires 2 PH-3s at Range 1 at 1 Skip-Warp Missile. The Skip-Warp Missile is destroyed.

At this point in the Duel, the Nicozian CA has taken 3 points of damage to Shield #5.

The Federation CA has taken 11 points of damage to Shield #1.

TURN 5

Instead of chasing the Nicozian CA, the Federation CA is standing its ground. The Nicozian CA is circling around the Federation CA. They are 14 Hexes apart.

The Nicozian CA is moving at medium speed.

The Federation CA is moving slow.

Nicozian is using 0 ECM and No Special Sensors.

Federation is using 6 ECCM.

Federation launches 1 Drone at 1 Skip-Warp Missile.

Federation fires 2 PH-3s at 1 Skip-Warp Missile. The Skip-Warp Missile is destroyed.

Drone destroys 1 Skip-Warp Missile.

Federation fires 4 Proximity Photons at Range 11. There is no Shift. All 4 Proximity Photons hit. The Nicozian uses Reserve Power to reinforce Shield #2. After reinforcement, 13 points of damage are marked off Shield #2.

Nicozian launches 4 Skip-Warp Missiles.

Federation launches a Scatterpack Shuttle. Scatterpack Shuttle launches 6 Speed-32 Drones.

Federation fires 6 PH-1s at Range 1 at 4 Skip-Warp Missiles. All 4 Skip-Warp Missiles are destroyed.

Nicozian fires 4 Phaser-Ps as 7 Phaser-3s at Range 1 at 6 Speed-32 Drones. All 6 Speed-32 Drones are destroyed.

Nicozian fires 2 Subspace Augers at Range 1. 9 points of damage are marked off Shield #1.

Nicozian fires 1 Phaser-P as 1 PH-3 at Range 1. 4 points of damage are marked off Shield #1.

Federation fires 2 PH-1s at Range 1. After subtracting reinforcment, 8 points of damage are marked off Shield #1.

Nicozian fires 4 Phaser-Ps as 8 PH-3s at Range 1. 27 points of damage are applied to Shield #1. Shield #1 collapses and the Federation CA takes 21 Internals.

The Federation CA loses 2 PH-3s, 1 PH-1, 1 Bridge, 1 Drone, 4 Warp Engines, 11 Forward Hull, and 1 Tractor Beam.

At this point in the Duel, the Federation CA has no Shield #1.

The Federation CA has lost 2 PH-3s, 1 PH-1, 1 Bridge, 1 Drone, 4 Warp Engines, 11 Forward Hull, and 1 Tractor Beam.

The Federation CA has no more Scatterpacks or Drones.

The Nicozian CA has taken 8 points of damage to Shield #1, 13 points of damage to Shield #2, and 3 points of damage to Shield #5.

TURN 6

The Federation CA is maneuvering to keep its Down Shield #1 away from the Nicozian CA. The Nicozian CA is turning around for the kill. They are 5 Hexes apart.

The Nicozian CA is moving at medium speed. The Nicozian CA has deactivated its Skip-Warp Movement for this turn.

The Federation CA is moving at Speed 4.

The Nicozian CA is using 0 ECM and No Special Sensors.

The Federation CA is using 0 ECCM.

Nicozian launches 4 Skip-Warp Missiles.

Federation fires 4 PH-1s at Range 1. After subtracting reinforcement, 18 points of damage are applied to Shield #1. Shield #1 collapes. There would have been 6 Internals, but they are blocked by the Collapsium Armor. The Nicozian CA takes No Internals.

Federation CA launches a Wild Weasel.

The 4 Skip-Warp Missiles are now locked onto the Wild Weasel.

Nicozian fires 4 Phaser-Ps as 8 PH-3s at Range 1 through the Down Shield #1. The Federation CA takes 29 Internals.

Federation fires 3 PH-1s at Range 1. 20 damage is applied to Shield #4. Shield #4 collapses. There would have been 4 Internals, but they are blocked by the Collapsium Armor. The Nicozian CA takes No Internals.

The Nicozian CA performs a High Energy Turn. There is No Breakdown.

Nicozian fires 4 Phaser-Ps as 8 PH-3s at Range 1 through Down Shield #1. The Federation CA takes 27 Internals.

Nicozian fires 2 Subspace Augers at Range 1 through Down Shield #1. The Subspace Auger damage is 10, but this is Tripled due to Internals. The Federation CA takes 30 Internals.

The Federation CA takes 86 Combined Internals.

The Federation CA only has 74 Internals boxes remaining and 6 Excess Damage boxes.

The Federation CA is reduced to a Floating Husk in Space.

4 Skip-Warp Missiles strike the Wild Weasel.


The Nicozian CA has won a Decisive Victory!


Captain Psychonus of the Nicozian-CA Xenophobic mutters, "The next time we ask where the nearest Non-Rotating Neutron Star is...just tell us."


NOTES/SUGGESTIONS/CONCLUSIONS

1) The Overrun is deadly when performed by a Nicozian. After following in a wave of 4 Skip-Warp Missiles, the Nicozian can generate a great deal of damage with its FH and RH Phaser-Ps (firing as Phaser 3s). Once the Phaser-Ps knock down a Shield, the Subspace Augers can fire and score Triple Internals. It seems that this Overrun is the Nicozian's "Alpha Strike".

2) The Federation CA is too slow to catch a Nicozian using its Skip-Warp Movement to stay away. This prevents the Federation CA from using Overloaded Photons or from using its Scatterpack Shuttle in an Offensive Manner.

3) If the Federation CA (or any opponent) has a Down Shield, it is very difficult to keep this Down Shield away from a Nicozian. The Nicozian can easily use its Skip-Warp Movement to land precisely where it wishes so that it can shoot through the Down Shield.

4) It may be very possible for the Nicozian CA to successfully use the Gorn Anchor tactic. The Nicozian CA would have to deactivate its Skip-Warp Movement on the turn it wants to use the Gorn Anchor. Once established, the Nicozian would able to launch its Skip-Warp Missiles to devastating effect and the target would not be able to use a Wild Weasel. Of course, the Nicozian could not use its Skip-Warp Movement until after the tactic was completed.

5) The Nicozian's Collapsium Armor is very useful for Overruns. The opponent's counterattack is limited because the amount of Internals taken by the Nicozian will be reduced when the Collapsium Armor blocks the penetrating Damage. In an Overrun, this will typically be the FH Collapsium Armor, which has more boxes.

6) The Double ECM and 2 Special Sensors were not needed or used in this playtest Duel at all. If the Nicozian is played aggressively, there does not seem to be a need to use the Double ECM (as this would keep the Nicozian's weapons from firing).

7) There was no need during this playtest Duel to use the tactic of only firing one Subspace Auger so that only one Special Sensor would be blinded (to maintain full ECM coverage). This is because the Nicozian was played aggressively in this playtest Duel.

8) It is clear that 4 Phaser-Ps firing as 8 Phaser-3s can easily defeat a whole Scatterpack of (6) Drones. So Nicozians do not need to fear the Scatterpack, as long as they have their Phaser-Ps ready to use.

9) The Nicozian can plan to use High Energy Turns and deactivate its Skip-Warp Movement during the appropriate turn. The Nicozian can also use Emergency Deceleration to create a tactical advantage.

10) At long range, the Subspace Augers were not a match for 4 Proximity Photons. At its worst range, Proximity Photons are hitting 50% of the time and do a set amount of damage (4 points). In comparison, the Subspace Auger has a 42% chance to hit (at its worse range) and does a scale of 1 to 3 points of damage at most. Clearly, the Proximity Photons will do more damage over time. This assumes that the Federation CA is using 6 ECCM and the Nicozian CA is only using 6 ECM (so there is no Shift; they cancel each other out). Since the Subspace Augers are not a match for the Proximity Photons at long range, the Nicozian CA will be forced to close with the Federation CA to fight a closer battle.

11) This playtest Duel was the first indication that the Nicozian CA may be too powerful and may need adjustments. So far, it has beaten the Federation CA twice. Whenever a ship wins three out of three Duels, there is a good possibility something is wrong and needs to be changed (for balancing reasons).

The Nicozian CA seems to do better than the Federation CA at long range (using 12 ECM or firing only one Subspace Auger at a time), at middle range (using alternating Subspace Augers and Phaser-2s along with ECM), and at close range (by using an overrun with Skip-Warp Missiles, FH and RH Phaser-Ps, and Subspace Augers). So the Nicozian is dominating all three ranges, which may not be a good thing for balancing purposes.

It is also a concern that the Federation Ship could not catch the Nicozian CA. If this keeps happening with other Alpha Sector Empires, then the Nicozian might have too great an advantage in terms of speed and maneuverability on the battlefield.

Further playtesting is required to confirm these observations.

By Richard B. Eitzen (Rbeitzen) on Sunday, November 17, 2013 - 07:52 am: Edit

I didn't read through all of this, but I saw you comment that 8 ph-3 shots would easily defeat a scatter pack of six drones. I'd have to say that is not at all true, as a phaser-3 is not a sure kill on a drone from a scatter pack, which could be anything from a dogfight drone to an armored type IV. Just sayin'.

By Norman Dizon (Normandizon) on Sunday, November 17, 2013 - 09:34 am: Edit

Hi Richard. You are correct. I apologize for the error.

I suppose my statement should have been "8 ph-3 shots can easily defeat a scatterpack of six drones, provided each drone takes 4 points to destroy."

The drones is this particular playtest Duel took 4 points to destroy. But assuming that all drones in every battle will take 4 points to destroy is just the thing to make a starship captain lose. Thanks for pointing that out.

By Stephen Parrish (Steveparrish) on Sunday, November 17, 2013 - 02:59 pm: Edit

Norman, can you tell me what the total BPVs for each ship were (with any upgrades, etc.)?

Thanks,

By Norman Dizon (Normandizon) on Sunday, November 17, 2013 - 03:12 pm: Edit

Hi Stephen. That information was listed right above the turn by turn details. Here is a copy of it:

NICOZIAN CA (BPV 156, All Skip-Warp Missile Frames are Speed 10, No Warp Field Distortion Mines) vs FEDERATION CA (BPV 151, With PLUS, CAR, AWR Refits, All Drones are Fast Drones-Speed 32, No Transporter Bombs) DUEL #2:

* Note that this Duel uses the new Skip-Warp Missile Rule that allows a Skip-Warp Missile to move at regular speed at Range 1 from the target *

Thanks.

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