Archive through December 04, 2013

Star Fleet Universe Discussion Board: Star Fleet Battles: After Action Reports (Finished Products): Module E3 Borak Star League: Archive through December 04, 2013
By Shawn Hantke (Shantke) on Saturday, February 18, 2012 - 02:58 pm: Edit

RB100.202 ADVANCED SCOUT (SCX) Suggest changing the Reference, MSC and SSD to the Abreviation (DDSX). Add the word "Destroyer" to the title. Reasoning: the SC is a CL variant, the DD scout variant is a DDS. This change will also prevent the abbreviation being used twice when the proposed RB100.204 Advanced Scout (SCX) is published. S. Hantke 18 Feb 2012

Module E3 page 36-38 headers-(RB200.0) BORAK STAR LEAGUE ADVANCED TECHNOLOGY SHIPS, (RB200.0) BORAK STAR LEAGUE GENERAL ADVANCED TECHNOLOGY UNITS, (RB200.0) BORAK STAR LEAGUE ADVANCED TECHNOLOGY SHIPS and (RB200.0) FUTURE DEVELOPMENT BORAK STAR LEAGUE ADVANCED TECHNOLOGY SHIPS. Suggest change to either "(XRB100.0) or (RB100.200.0)" as (RB100.0) is the Borak rule number while (RB100.200) is the CCX ship number. S. Hantke 18 Feb 2012.

By Nick Samaras (Koogie) on Sunday, February 19, 2012 - 05:58 pm: Edit

Borak PF need the K5.2 weapon specification chart for PF damage. (Nick Samaras Feb 19, 2012)

Annex 7T lists "no changes or additions" but looking at the Borak SSDs it looks like they lose several phasers if the engines aredropped. Needs to be addressed. (Nick Samaras Feb 19, 2012)

(RB100.7) Borak BC SSD: Header is missing "BC". (Nick Samaras Feb 19, 2012).

RB100.12) Borak CC SSD: Header is missing "CC". (Nick Samaras Feb 19, 2012).

(RB100.32) Borak LCL SSD: Header is missing "LCL". (Nick Samaras Feb 19, 2012).

(RB100.38) Borak MS SSD: Header is missing "MS". (Nick Samaras Feb 19, 2012).

(RB100.39) Borak DD SSD: Header is missing "DD". (Nick Samaras Feb 19, 2012).

By Steve Petrick (Petrick) on Monday, February 20, 2012 - 02:49 pm: Edit

(K5.2) Borak PF need the K5.2 weapon specification chart for PF damage. (Nick Samaras Feb 19, 2012) REPLY: As to "Borak PF I could not help but feel it was obvious from previous PFs. Weapon-A is the phaser-cannon, weapon-B is phaser-3, and weapon-C is phaser-2s.

Annex #7T lists "no changes or additions" but looking at the Borak SSDs it looks like they lose several phasers if the engines are dropped. Needs to be addressed. (Nick Samaras Feb 19, 2012) REPLY: Annex #7T is not intended as a list of all possible ships and what happens to their weapons when the warp engines are dropped. It is examples, and thus the obvious example that if a Klingon D7, D6, or D5 drops its warp engines the disruptors go away makes it plain that the if you drop the warp engines on a Borak ship any weapons associated with the warp engine go away.

By Steve Petrick (Petrick) on Monday, February 20, 2012 - 02:58 pm: Edit

Module E3 (RB100.F0) BORAK STAR LEAGUE FIGHTERS- the numbering sequence of the fighters is weird compared to other R sections. Usually they are linear:
F1
F2
F3
F4
F5&
The Borak fighters are organized in an outline style:
F1
     F11
     F12
     F13...
F2
     F21
     F22
     F23...
I am not sure if this was intentional and is a new format for the fighter section or only applies to the Borak, so I am not sure if this is even errata. You are the expert, I will just humbly bring it to your attention. Shawn Hantke 18 Feb 2012. REPLY: It represents that the Borak had subsets of fighters. Every fighter listed under (RB100.F1) is a manned single space fighter. Every fighter listed under (RB100.F2) is single space unmanned remotely-controlled suicide fighter. Bombers (whether Medium or Heavy) were then listed under (RB100.F3) and a separate listing under (RB100.F4) covers megafighter packs (and while I think it clear enough how it would be applied to size-2 fighters and the bombers, maybe it needs to be expanded to do so).

By Peter D Bakija (Bakija) on Sunday, May 13, 2012 - 04:33 pm: Edit

So I finally got around to getting ahold of this (hurrah for E23!). I'm very amused by the history of the Borak, and greatly support the idea that a vast Borak mis-information campaign helps explain why the Coalition never followed the Hydrans into the Old Colonies in the General War. Clever idea there.

I haven't played any of these guys yet. The TC seems like it could be pretty dangerous--2x Phaser M's do a lot of damage (assuming they can get into arc) and Gatling Phaser 2's look savage. I'm interested to see it in action (is the SSD on SFBOL? Perhaps I'll go check.)

By Mike Kenyon (Mikek) on Monday, May 14, 2012 - 11:36 am: Edit

Peter,

I've played a couple games with the Borak. I'm VERY impressed with their ability to take damage and still remain viable. While initially I would have assumed that since everything and it's brother is hit on Phaser on that boat, you'd lose the heavies fairly rapidly (and want to tweak your Mizia somewhat to ensure that), the directional damage rule for phasers mixed with the limited arcs and the ability to keep them out of arc till late in the attack with the turret makes them fairly resilient to damage.

By Peter D Bakija (Bakija) on Tuesday, May 15, 2012 - 09:15 pm: Edit

Ah, yeah, you can make the PMs immune to damage (until they are hit on "any weapon" hits) if you want.

It looks like those ships are going to be remarkably damage causing if they can shoot you, and that the whole game will revolve around staying in the PM blind spots. Which will be hard to do. Interesting.

By Mike Kenyon (Mikek) on Wednesday, May 16, 2012 - 12:46 pm: Edit

From an opponent's perspective, it's a two-fold game IMHO. You can close to reasonably close range without getting into the PMs firing arc, when you get that close, you're subject to both the PM and usually the phaser cannons as well. If you can maintain range, the PCs aren't all that scary and neither are the PMs. They aren't AS range dependent as the fed by any means, but openning them up for the shot opens them up to be shot.

So while the Borak is closing to get range, he's also got to be trying to get in a position that will enable him to take his shot without getting an even shot in return. While he's got some nasty weapons and the weapon priority rules are in his favor, the ship itself is reasonably fragile and if your heavy weapon count is roughly half-that of other ships and overall weapon count is 12 (exc. shuttles and probe). Every phaser hit hurts, a lot.

By Steve Petrick (Petrick) on Thursday, May 17, 2012 - 01:39 pm: Edit

On the plus side, the Borak ship WILL be telegraphing its intentions when it turns its turret to bring its primary weapons into arc. On the negative side, trying to take advantage of it ("me too" firing in essence) means a high likelihood that if he has any shield reinforcement at all, it will be on that shield. However, once the megaphasers are in arc, they will be picked off by every third "phaser" damage point I believe.

The other option would be to turn the turret into an appropriate "approach" arc, planning to then maneuver to face the target at the last possible impulse, and then use a turret rotation on the immediately following impulse to take the weapons back out of arc even if your ship cannot turn, thus minimizing exposure.

By Mike Kenyon (Mikek) on Thursday, May 17, 2012 - 04:38 pm: Edit

I can't remember where the PCs fall in the phaser priority scale, but there's certainly a downside to your firepower on a down shield. However, unlike most of the TCs, if you can isolate a good approach vector, you can take a sizeable chunk of damage on the way in and limit your loss of firepower because all of your firepower is arc dependent on what can get hit (at least till you get to the "any weapon" hits).

The broad arcs make is so that that still takes out a good chunk of firepower in the way, but without the SSD in front of me - flying in reverse (off centerline) would limit your damage till you closed.

By Andrew Granger (Captaincf) on Friday, May 18, 2012 - 03:52 am: Edit

Has anyone fought a battle with these guys yet? Is there a copy of the playtest form out there?

By Mike Kenyon (Mikek) on Friday, May 18, 2012 - 11:46 am: Edit

I've flown a couple wingnut tourney games with them. They're a lot of fun and fairly flexible.

By George Duffy (Sentinal) on Friday, May 18, 2012 - 08:59 pm: Edit

I played out a couple of one-on-one scenarios with conjectural enemies (Lyrans and Klingons), they were pretty much solo games so I can't really say I would give an unbiased opinion.

Pretty much vs. the Klingons I played the H-Ks as mobile defense platforms that kept to defending the home ship. I used the Ph-Ms to soften up the shields from a distance and would charge in for an alpha strike when assaulting with the Ph-Cs. (Keeping the Ph-Ms on the #1 shield so as to absorb the damage protecting the Ph-Cs. When playing the saber duel game I would use the Ph-Cs to protect the Ph-Ms)

When fighting the Lyrans, not having to worry about drones, I used the Hunter-Killers more aggressively and kept an SS active for when I would charge in.

Overall I find that a combination of turret rotations in step with turns and sideslips would spread out the incoming damage the best. The K-Ks are pretty much just like Hydran Stingers but have less of a punch to them and just as fragile in a dueling game.

The biggest advantage the Borak has is the phaser capacitor system. You can choose which heavy phaser system you want to absorb damage and send the unspent energy to recharge the other "protected" system.

By Nick Samaras (Koogie) on Saturday, September 01, 2012 - 10:25 pm: Edit

Hunter Killer-A and -B fighters: The various SSDs and R-section descriptions list these fighters as crippled by 6 damage points, it should be 5. (Nick Samaras September 1, 2012).

Hunter Killer-C and -D fighters: The various SSDs and R-section descriptions list these fighters as crippled by 7 damage points, it should be 6. (Nick Samaras September 1, 2012).

By Steve Petrick (Petrick) on Monday, September 03, 2012 - 02:47 pm: Edit

Nick Samaras:

The damage at which hunter-killers are crippled is correct. Because they are unmanned they, like remote controlled fighters of other empires, take one additional damage point to cripple than would normally be the case (J15.342).

By Nick Samaras (Koogie) on Monday, September 03, 2012 - 04:59 pm: Edit

I missed that, thanks.

By Jeremy Gray (Gray) on Saturday, July 27, 2013 - 07:13 pm: Edit

Been away awhile...glad to see the Borak have a few fans out there!

By George Duffy (Sentinal) on Monday, October 07, 2013 - 07:54 pm: Edit

Master Fighter Chart (RB100.F15): Typo error, the YIS listed on the chart should read Y175. The text description dictates that the JM-B was built at the same time as the FD-C. The year listed is actually the year it received "megapacks"
(George Duffy October 7, 2013)

By George Duffy (Sentinal) on Monday, October 07, 2013 - 08:00 pm: Edit

(RB100.F15) JM-B: The BPV listed on the SSDs and in the text description is BPV = 14, the MFC lists it as BPV = 13. Not sure which one is correct one.
(George Duffy October 7, 2013)

By Norman Dizon (Normandizon) on Wednesday, December 04, 2013 - 05:38 am: Edit

Hi SPP (and everyone else). Here is a summary of the first Borak CA vs Gorn CA Duel.

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

As the Borak CA and Gorn CA approached each other, the Borak was able to fire its Megaphasers from long range. But as the two ships entered middle range, it became very difficult for the Borak ship to keep the Gorn CA within the Megaphaser Firing Arc.

The Borak CA fired a volley of phasers at middle range and then turned away. The Gorn CA gave chase.

Surprisingly, the Gorn CA was faster than the Borak CA. The Gorn CA closed the distance and launched two Plasma-S Torpedoes.

The Borak launched its HK-D Fighters. The HK-D Fighters fired at the Plasma-S Torpedoes as they passed. Then they switched to Seeking (Suicide) Mode. They did not reach their target, as the Gorn CA shot them down while chasing the Borak CA.

The Borak CA was able to turn its Turret so the Megaphasers could fire at the Plasma-S Torpedoes. The Borak fired its Megaphasers and other Phasers at the Plasma-S Torpedoes, weakening them.

Both Plasma-S Torpedoes impacted on the Borak's rear Shield, collapsing it. The Borak CA took further internals when the Gorn CA fired Phasers through the Down Shield.

During the next couple of turns, the Gorn CA ran away and the Borak CA chased him. The Borak CA could not get the Gorn CA within the Megaphaser Firing Arc. The Gorn proved faster and gained some distance from the Borak CA.

Then the Gorn CA performed a High Energy Turn and raced head-on towards the Borak CA. Knowing it would need a Wild Weasel, the Borak CA fired all of its Phasers (including its Megaphasers, now within Firing Arc) and performed Emergency Deceleration. The Gorn launched two Plasma-S Torpedoes and they were drawn to the Wild Weasel.

The Borak CA thought it had got the better of the exchange (being able to fire its Phasers while avoiding the enemy Plasmas), until one of the Plasma-S Torpedoes was revealed to be a Pseudo Plasma Torpedo. The Gorn CA continued its movement past the stationary Borak CA and got behind it.

The Gorn CA launched its other Plasma-S Torpedo through the Borak's Down #4 Shield. In addition, the Gorn CA fired more Phasers through the Borak's Down #4 Shield. The Borak CA was severely crippled.

Although the Borak CA still had some weapons (Megaphasers, Phaser-Cannons, and PH-1s), it barely had any power left to use them. When the Gorn CA circled around, further Phaser fire depleted the Borak's available power even further, giving the Gorn CA the Win.

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


BORAK CA (PLUS REFIT, WAR REFIT) WITH 2 HK-D FIGHTERS vs GORN CA (PLUS REFIT) DUEL #1:


TURN 1

The Borak CA is moving at medium speed. The Gorn CA is moving at medium speed.

Both ships are approaching each other, but the Gorn CA is sideslipping to avoid the Megaphasers Firing Arc.

Borak fires 2 PH-M at Range 22. They both miss.

TURN 2

Both ships are approaching each other. The Gorn CA is out of the Borak's Megaphaser Firing Arc. They are 15 Hexes apart.

The Gorn CA is moving very fast. The Borak CA is moving at medium speed.

Borak fires 2 PH-Cs as 6 PH-2s at Range 8. 1 point of damage is absorbed by reinforcement (Note these were really bad rolls)

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

The Borak CA turns away after firing. The Borak CA's Megaphasers still cannot hit the Gorn CA.

The Gorn CA is closing in fast on the Borak CA.

Borak launches 2 HK-D Fighters. They are both under Remote Control.

The Gorn CA is sideslipping to avoid the Borak CA's Megaphaser Firing Arc.

Gorn launches 2 Plasma-S Torpedoes. The Gorn CA is currently 3 Hexes away from the Borak CA.

The two HK-D Fighters are flying right near the Borak CA. They are escorting and protecting the Borak CA.

The two HK-D Fighters perform a High Energy Turn to face the incoming Plasma-S Torpedoes.

2 HK-D Fighters fire 2 PH-2s and 2 PH-3s at Range 1 at a Plasma-S Torpedo. The Warhead Strength is reduced by 8 points.

1 HK-D Fighter is switched from Remote Control to Seeking Mode (Suicide).

Gorn fires 2 PH-1s at Range 1 at the Seeking HK-D Fighter. The Seeking HK-D Fighter is destroyed, along with the Anti-Matter Bomb it was carrying.

Gorn fires 2 PH-1s at Range 1 at the Remote Controlled HK-D Fighter. The HK-D Fighter is destroyed. The HK-D Fighter was not carrying an Anti-Matter Bomb.

The Borak's Turret turns and is now able to target the incoming Plasma-S Torpedoes (and the Gorn CA).

Borak fires 2 PH-Ms at Range 1 at Plasma-S Torpedoes. The Warhead Strength is reduced by 16 points.

Borak fires 4 PH-1s and 2 PH-3s at Range 1 at Plasma-S Torpedoes. The Warhead Strength is reduced by 11 points.

2 Plasma-S Torpedoes strike the Borak CA. 25 points of damage is applied to Shield #4. Shield #4 Collapses. The Borak CA takes 6 Internals.

The Borak CA loses 2 F Hull and 4 A Hull.

Gorn fires 3 PH-1s at Range 1 through Borak's Down #4 Shield. The Borak CA takes 16 Internals.

The Borak CA loses 2 Warp Engines, 2 PH-3s, 1 PH-1, 1 EMER, 1 Impulse, 1 Tractor Beam

Gorn fires 1 PH-1 at Range 2. 7 points of damage are marked off Shield #3.

The Gorn CA turns away after firing. The Borak CA turns as well to pursue the fleeing Gorn CA.

At this in the Duel, the Borak CA has no Shield #4 and has taken 7 points of damage to Shield #3.

The Borak CA has lost 2 Warp Engines, 2 PH-3s, 1 PH-1, 1 EMER, 1 Impulse, 1 Tractor Beam.

The Gorn CA has taken 1 point of damage to Shield #1.

TURN 3

Both ships are parallel to each other, facing the same direction. The Gorn CA is slightly ahead of the Borak CA, at an oblique angle. They are 4 Hexes apart.

The Gorn CA is moving at medium speed. The Borak CA is moving slow.

Borak fires 6 PH-1s (2 PH-Cs firing as 2 PH-1s) at Range 4. After subtracting reinforcement, 20 points of damage are marked off Shield #5.

Gorn fires 4 PH-1s at Range 4. 17 points of damage are marked off Shield #2.

The Gorn CA is moving away quickly and staying out of the Borak's Megaphaser Firing Arc.

The Borak's Turret is turning, but it cannot bring the Gorn CA within the Megaphaser Firing Arc.

The Gorn CA gains distance from the Borak CA.

At this point in the Duel, the Borak CA has no Shield #4. The Borak CA has taken 7 points of damage to Shield #3 and 17 points of damage to Shield #2.

The Borak CA has lost 2 Warp Engines, 2 PH-3s, 1 PH-1, 1 EMER, 1 Impulse, and 1 Tractor Beam.

The Gorn CA has taken 1 point of damage to Shield #1 and 20 points of damage to Shield #4.

TURN 4

Both ships are facing the same direction. They are 16 Hexes apart.

Both ships are moving at the same speed. No distance is gained. Neither ship fires this Turn.

TURN 5

Both ships are facing the same direction. They are 16 Hexes apart.

Both ships are moving fast.

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

Both ships are now headed towards each other.

Gorn launches 2 Plasma-S Torpedoes.

The Borak CA performs Emergency Deceleration.

Borak fires 2 PH-Ms at Range 2. 19 points of damage are marked off Shield #1.

Borak fires 2 PH-Cs as 6 PH-2s at Range 2. 22 points of damage are marked off Shield #1. Shield #1 collapses. The Gorn CA takes 12 Internals.

Borak fires 5 PH-1s at Range 2. The Gorn CA takes 29 more Internals.

The Gorn CA takes 41 Internals Total.

The Gorn CA loses 4 Warp Engines, 4 Batteries, 4 PH-1s, 4 Impulse, 1 PL-S, 1 APR, 1 Bridge, and 1 Sensor.

Gorn fires 6 PH-1s at Range 2. 29 points of damage are marked off Shield #1.

Borak launches a Wild Weasel.

2 Plasma-S Torpedoes are now locked onto the Wild Weasel.

2 Plasma-S Torpedoes destroy the Wild Weasel.

One Plasma-S Torpedo was a Pseudo Torpedo!

The Gorn CA is passing the Borak CA to get behind it.

The Borak CA uses Reserve Power to perform Tactical Maneuvers. The Borak CA cannot turn quickly enough to prevent the fast moving Gorn from getting behind it.

Gorn launches 1 Plasma-S Torpedo.

1 Plasma-S Torpedo strikes the Borak CA through the Down #4 Shield. The Borak CA takes 30 Internals.

The Borak CA loses 3 PH-1s, 6 Warp Engines, 1 AUX, 1 Bridge, 5 Impulse, 4 Batteries, 1 Scanner

Gorn fires 2 PH-1s at Range 4 through the Down #4 Shield. The Borak CA takes 10 more Internals.

The Borak CA loses 6 Warp Engines.

At this point in the Duel, the Borak CA has no Shield #4. The Borak CA has taken 29 points of damage to Shield #1 and 17 points of damage to Shield #2.

The Borak CA has lost 15 Warp, 6 Impulse, 4 Batteries, 1 Bridge, 1 AUX, 1 Scanner, 4 PH-1s, 2 Tractor Beams, All of its F Hull, All of its A Hull, All of its Labs, and All of its Shuttles.

The Gorn CA has no Shield #1. The Gorn CA has taken 20 points of damage to Shield #5.

The Gorn CA has lost 4 Warp Engines, 4 Batteries, 4 Impulse, 1 APR, 4 PH-1s, 1 PL-S, 1 Tractor Beam, 1 Bridge, 1 Sensor. The Gorn CA has no F Hull, no C Hull, and no A Hull.

TURN 6 AND ON

The Borak CA still has 2 PH-Ms, 2 PH-Cs, and 2 PH-1s, but the Borak CA only has 9 Total Power left.

The Gorn CA circles around behind the Borak CA.

The Borak CA is trying to accelerate, but it is too slow.

The Gorn CA is able to fire more PH-1s through the Borak's Down #4 Shield.

The Borak CA loses even more Total Power. The Borak CA can no longer fight while still maintaining its Life Support, Shields, and Fire Control.

The Gorn CA is Victorious!


Captain Zilla of the Gorn-CA Monster Island roars, "AWWRRrrrrrRROONNKKK!! AWWRRrrrrrRROONNKKK!!"


NOTES/SUGGESTIONS/CONCLUSIONS


1) Our initial impressions were that the Borak CA is under-gunned and under-powered. Further playtesting is required to confirm this.

2) The first thing we noticed is that the Borak CA only has 30 Total Power. This was odd since most CAs have Total Power around 36-38. We figured it must be because the ship is mostly all Phasers.

One might think that 30 Total Power is fine if the Phaser Capacitors are fully charged. But if you factor in Wild Weasels, charging Anti-Matter Bombs for the HK-D Fighters, reinforcing shields, and other duties, it becomes apparent that the Borak is under-powered. It cannot maintain a quick speed while performing these other functions. This can hurt the overall playability of a ship that is supposed to fight at middle range and outrun seeking weapons.

It does help the Borak's Speed for the CA to use 3/4 Warp Energy Movement Cost. But we still found the Borak's Total Power to be a bit low. Perhaps this is because of the Gorn CA's Whopping 38 Total Power?

3) The 2 Megaphasers in the Borak's Turret are very difficult to bring to bear on the enemy. In this Playtest Duel, the Turret seemed to turn very slow. If you add the very limited, mauler-like Firing Arc of the Megaphaser, you end up with a heavy weapon that cannot often be used (when you really need it).

The Gorn CA had no difficulty avoiding the Megaphasers Firing Arc. We are sure it will be easy for other Empires to do this as well.

The Megaphaser's Firing Arc seems to work at very long range. The closer the enemy gets, the easier it is for them to be real close to the Borak CA, but outside of the Megaphaser Firing Arc.

4) The Phaser-Cannons seemed limited in their effectiveness. In order for a Phaser-2 to generate decent damage, the Borak CA must be at Range 3 or less. Otherwise, the Phaser-Cannon is better off firing as a PH-1 for less power.

The problem with this is the Phaser-Cannon then becomes just another Phaser 1.

We are not sure if the Phaser-Cannon was intended to only be useful at close range (Range less than 3). But for a ship that has only Phasers and limited Megaphaser Firing Arcs, we thought the Phaser-Cannons would (or should) be more effective.

5) The 2 HK-D Fighters were difficult to make effective. They either fire a few Phaser Shots or try to seek and explode upon impact. It didn't take much damage to destroy each HK-D Fighter. So it seemed (to us anyway) that the HK-D Fighter, with an Anti-Matter Bomb fully charged, will never (or rarely) hit its intended target.

If you put the HK-D Fighers out too early, then might get picked off before they can be useful. If you wait too long, the HK-D Fighters will not be able to fire immediately after launching.

There is potential in the HK-D Fighters, but it will take time to get used to them and develop a working strategy for their use.

6) The Turn Mode and Movement on the Borak CA are fine

7) We felt the Total Internals on the Borak CA are a bit low. The Borak CA has 80 Internal Boxes. Most other CA's have around 90 Internals Boxes. We reasoned that this must be because the two HK-D Fighters were "Separate Internals".

8) The Shields on the Borak CA are fine: 1=30, 2=24, 3,4,5=20, 6=24

9) We found it odd that the Borak CA has No APR.

10) It was quite strange to roll an 11 (Torp) on the DAC and have nothing to mark off on the Borak SSD.

11) The Phaser Capacitor System is one of the most interesting things about the Borak CA. It is much different than the usual: Arm the Torpedoes separately from the Phasers.

Forcing the successful Borak Captain to carefully keep track of how much energy is left in the Phaser Capacitors at all times, is a brilliant and unique idea. Again, this is quite different than the normal "just arm the Torpedoes" mentality.

12) The Borak CA was extremely fun to play. We feel there is great potential in this ingenious design. However, there are some issues (in our opinion) that need to be looked at in detail. The issues are: the limited Megaphaser Firing Arc, the Phaser-Cannons, the Low Total Power, and the HK-D Fighters.

13) For the Borak Player to be victorious, we feel there are four areas he must overcome:

a) He must figure out how to get the enemy within the limited Megaphaser Firing Arc.

b) He must close to Range 3 or less for the Phaser-Cannons to be effective.

c) He must figure out how to make the HK-D Fighters effective (meaning how to not let them get shot down before they complete their task).

d) He must deal with the limited Total Power on the Borak CA and careful track the Phaser Capacitor at all times.

By Steve Petrick (Petrick) on Wednesday, December 04, 2013 - 11:49 am: Edit

Norman Dizon:

To be clear, if the Borak ship was crippled (S2.41) at the start of any given Energy Allocation Phase, then it does not have to pay life support (S2.42) and that point of power is available to it. I just noted that you commented that when it was down to nine points of power it was still paying for life support, and I suspect that at that point it probably had taken more than 40 points of internal damage (50% or more of its internal boxes) and was thus crippled.

As to the phaser capacitor being a "brilliant and unique idea," not really. Various escort ships lack heavy weapons and some Orion (and other simulator) ships have been known to take "all phaser" options. And, of course, the original "all phaser boat" where you can run into the problems of a deep phaser capacitor to refill is the infamous Juggernaut from (SL1.0).

By Norman Dizon (Normandizon) on Wednesday, December 04, 2013 - 01:01 pm: Edit

Hi SPP. Thanks for the reminder about Emergency Life Support not costing any power. I had totally forgotten about that. I think we all just get so used to marking 1 point for Life Support that it becomes a habit.

I believe my train of thought for the "brilliant and unique idea" had to do with the Megaphasers and Phaser-Cannons (Heavy Weapons of sorts) being tied into the Phaser Capacitor System and not separated like usual. But you are right, there are examples of this already. The Juggernaut does use PH-4s, which are like Megaphasers. And the Phaser-Cannons are similar to Gatling Phasers and Nicozian Phaser-Ps.

I did have some other questions for you, when you have time:

1) The Duel Scenario states that both ships have WS-II. We were a little confused about how this applied to the Anti-Matter Bomb (up to 3 points over 3 turns) on the HK-D Fighters. Module E3 did not have anything specific about WS-II and the HK-D Fighters. So we looked up something similar: Suicide Shuttles and WS-II.

Under (S4.12) it states, "One shuttle may be prepared for a special role (SP, SS, WW)." Does this apply to the Anti-Matter Bomb on the HK-D Figthers?

(S4.12) also states, "Carriers may have completed two turn's activity by their deck crews,". Module E3 (JB100.124) says, "From Y160, all Borak Star League ships equipped with hunter-killers are considered "carriers" under (J15.22)." So does (S4.12) apply to the HK-D Fighters and the Anti-Matter Bomb?

2) Do you have any suggestions on how to make the HK-D Fighters more effective (so they don't just get shot down before hitting the target)?

3) Do you think the Total Power on the Borak CA is a little low? Or is it too early to tell?

4) Do you think the Borak CA has too few Internals? Or do the two HK-D Fighters make up for that?

5) Any suggestions for how to make the Turret and the limited Megaphaser Firing Arc more effective in battle?

Thanks in advance for your time and help.

By Steve Petrick (Petrick) on Wednesday, December 04, 2013 - 02:40 pm: Edit

Norman Dizon asked on Wednesday, December 04, 2013: 1) The Duel Scenario states that both ships have WS-II. We were a little confused about how this applied to the Anti-Matter Bomb (up to 3 points over 3 turns) on the HK-D Fighters. Module E3 did not have anything specific about WS-II and the HK-D Fighters. So we looked up something similar: Suicide Shuttles and WS-II.

Under (S4.12) it states, "One shuttle may be prepared for a special role (SP, SS, WW)." Does this apply to the Anti-Matter Bomb on the HK-D Figthers?

(S4.12) also states, "Carriers may have completed two turn's activity by their deck crews,". Module E3 (JB100.124) says, "From Y160, all Borak Star League ships equipped with hunter-killers are considered "carriers" under (J15.22)." So does (S4.12) apply to the HK-D Fighters and the Anti-Matter Bomb?

REPLY: The reference to (J15.22) is to remote controlled fighters, which of course applies to Hunter-Killers. The rule (J15.22) is the specific one about controlling the remotely controlled fighters. The Borak CA is not otherwise considered to be a carrier (there is no "V" in its notes column on the Master Ship Chart/Annex #3. it operates its hunter-killers as sort of large specialized drones. So you have the choice of having one shuttle armed as a normal suicide shuttle, or as a wild weasel, or you can have one hunter-killer fully armed because they count against your shuttles.

Norman Dizon asked on Wednesday, December 04, 2013: 2) Do you have any suggestions on how to make the HK-D Fighters more effective (so they don't just get shot down before hitting the target)?

REPLY: The normal method would be to use them in an over run attack which forces the enemy to hold weapons to fire at them when they are launched at pointblank range in his face, but that is not much different than normal suicide shuttles. The other is deception since if you launch normal shuttles on such an overrun, the opponent must still treat them as possible suicide shuttles, and the by keeping the hunter-killers aboard, he faces the threat that with their faster speed you might launch them after the over run to hit him from behind. Also. launching two shuttles or the hunter-killers just on the approach so that you can launch two more shuttles during the overrun can continue the shell game, again forcing weapons to be held or diverted. The fact is that most non-plasma seeking weapons are going to be shot down before hitting the target because it is easier to shoot them down than a plasma torpedo. The trick is using them to divert enemy firepower while your own firepower pounds his ship. Impacts are just not something you can depend on, so you need to use the distraction/diversion to your advantage. It is an old axiom of tactics that even most Kzinti drones never hit a target, but they keep the enemy weapons from hitting the Kzinti ships while other Kzinti weapons pound their enemy's ships. Sometimes the threat that you may launch a seeking weapon is more powerful than the seeking weapon actually launched and on the board.

Norman Dizon asked on Wednesday, December 04, 2013: 3) Do you think the Total Power on the Borak CA is a little low? Or is it too early to tell?

REPLY: A Borak CA at Speed 31 has 1.5 points of power remaining. A Klingon D7 at Speed 31 has four points of power remaining. A Boark ship at full speed can have all of its non-hunter-killer/shuttle weapons armed and ready. A Klingon D7 can have two disruptors ready but could only have special shuttles if it did not arm one of the two disruptors. The Klingon ship being movement cost 1 is going to have more available power than the Borak ship at all slower speeds. It is the nature of movement costs unless the ship in question is "overengined" such as most war cruisers.

Norman Dizon asked on Wednesday, December 04, 2013: 4) Do you think the Borak CA has too few Internals? Or do the two HK-D Fighters make up for that?

REPLY: The Borak ship is going to use different tactics because of a different weapons suite. The designer (Jeremy Gray) believed the smaller size made up for the greater flexibility of an all phaser armament which allowed the ship to 'disengage, refill the the phaser capacitors, and then reengage." That is to say during engagement turns it would be faster and have more power for electronic warfare and other functions because it could store power in its phaser capacitors between engagement turns.

Norman Dizon asked on Wednesday, December 04, 2013: 5) Any suggestions for how to make the Turret and the limited Megaphaser Firing Arc more effective in battle?

REPLY: Honestly, the only thing I can see is the tactics that were included on the page #8 primer. While I can discuss my own experiences, I have been a designer rather than an active gamer for most of the last two and a half decades, and I would be loathe to suggest I know all there is to know about how to handle the Borak at this juncture having never commanded a ship of their fleet.

By Norman Dizon (Normandizon) on Wednesday, December 04, 2013 - 03:07 pm: Edit

This is great information, SPP. We are going to try to implement the fighter ideas into gameplay. We will also try to "disengage/refill/reengage." Not sure if it will work against the Gorn with its Plasmas, but we will give it a shot.

Thanks for also clarifying HK-D Fighters and WS-II. We appreciate your prompt reply.

By Steve Petrick (Petrick) on Wednesday, December 04, 2013 - 04:01 pm: Edit

Just understand that the counter to "disengage to rearm and then reengage" tactics is to keep the pressure on the ship to make it hard to rearm. Most Federation captain's are familiar with this due to trying to rearm the photons. Disruptor captains are more into maintaining continuous pressure because of the disruptor's rapid rate of fire, accuracy, and the need to hit often to make up for its relatively weaker warhead. And, yes, I prefer disruptor ships so it is highly likely that I am biased on that score.

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