By Richard Eitzen (Rbeitzen) on Sunday, January 24, 2021 - 09:17 pm: Edit |
"It turns out that IC's are terrible if they all miss at R3!"
Who knew?
By Graham Cridland (Grahamcridland) on Sunday, January 24, 2021 - 10:18 pm: Edit |
Thank you Peter for the very interesting game and the update.
To fill in from my perspective.
On turn one, I allocated OLs, speed, and nothing. This is, as folks who play me a lot know, my usual Klingon T1. I went 13/25/26 and planned to get R8. Peter slipped out consistently early, and I waited a few impulses on the SP thinking he might run for the corner to get R36 on the drones at high speed if I launched too soon.
He didn't, he just kept slipping out, so I launched the scatter pack and split it in two (3/3) in order to avoid the IPG.
I got R8 on i31 and fired the alpha, but as Peter noted, the dice gods hated us both. I go only 2 of 4 OLs on 1-5, and ended up with some shield damage, but that was it. I turned off on i32. Getting only 2 OLs on 83% was painful, and the phaser dice were, while okay, not fantastic.
Turn 2, I couldn't figure out a plan, so I plotted OLs and Speed 15 (recharging phasers), figuring I would never regret that TOO much. Peter came in, turning past me and giving me the business at R3 (I could have made this R4 by starting at speed 21, which I considered, but finally decided against). However, "The business" was not as bad as it could have been because the dice gods hated both of us. On 83%, Peter hit 1/4, although his phasers were like 1,1,1,1,something,something. I took some internals, but not as many as I expected.
But I forgot to make a note.
This was important.
Because it meant I didn't get to HET, as he hit a battery on his second-to-last of 12 in. If before fire, I contingently allocate batteries to the HET, I blast him in return and am, if not a happy camper, at least a Klingon doing his job.
But while I thought about how smart this would be, I got involved in firing a few phasers that I assumed would be blown off and never actually made the note. So I couldn't HET.
So I turned around and painfully watched him run out of OL range while I did so. I launched 2 medium drones on 32.
On turn 3 I figured I had to even things up, so I allocated my remaining 3 OL disruptors, and movement (13/20). Peter turned left to try to escape along the bottom of the map, and I burned batteries to stay with him when he accelerated to 26 (I was inside R8 but wanted better and didn't want to fire so early in the turn.) (Technically, this is new info for Peter, but since we saved, he can count as easily as 1-2-3 anyway. I burned 3 batteries, of the 4 I then had left.)
Realizing he couldn't get away, Peter tried a HET, switching to direction F shortly after I turned to C to stay "above" his hexrow and maintain my pursuit. I was slip eligible, so I slipped into R2 and fired, also launching 2 fast drones (one of which was also a heavy). He IPGed the Type I-F away, and I did 28 in through his #2, lucky I had dented it with my sacrificial phasers the turn before. (I missed with a disruptor again total score 4/7, which would be depressing if Peter wasn't sitting on 1/4).
I was forced forward the next impulse, and Peter shot a few phasers in the hole, roughly evening up the internal count. My Turn 2 i32 drones just failed to be able to hit him this turn at speed 26 because Speed 20 misses the same impulse at the end. So they remain on the map, 2 hexes back. We are about 13 hexes apart, about level on the map, the Klingon directly east of the Vuder headed B, the Vudar headed F.
Everything to play for, although in my case this is the result of sheer dumb luck on the heavy weapons rolls on T2. My T2 was (as I mentioned to Peter at the time) a slow motion disaster, I just got saved because his big guns missed me (his insane phaser dice did NOT make up for 24-36 missing Ion damage).
We'll continue shortly, and thank you to Peter for being a wonderful opponent and putting up with me discarding the wrong drone and having a devil of a time fixing the map...
By Peter Bakija (Bakija) on Monday, January 25, 2021 - 07:21 am: Edit |
Graham wrote:
>>Because it meant I didn't get to HET, as he hit a battery on his second-to-last of 12 in.>>
In retrospect, is it possible you didn't take enough damage on T2?
I did 12 from the one IC, 6xP1 with 4x1's did something like 5+5+5+5+4+3=27, and then a P2 that did 4. So I think I did a total of about 43 damage from R3 on T2. Through a 24 box shield, that should have been 19 internals, unless you used all your batteries anyway, and then that would have been 14 internals. I mean, it is possible that my memory of the phaser damage is off (and I don't have a chart handy). I mean. it is unlikely to have made a significant different on T3, but still.
By Geoffrey Clark (Spartan) on Monday, January 25, 2021 - 10:38 am: Edit |
1.07 Spartan RKR vs Droid WAX (11G1)
Rescheduled to Tuesday 08:00 ET
By Graham Cridland (Grahamcridland) on Monday, January 25, 2021 - 12:08 pm: Edit |
Looking at it (since I'm working remote today, and can), I think you're right... That's the one where I applied damage before the P2, but it maybe should have been more than the 32 I took before the P2; I know I took that number out of a "Total Weapons Damage = 32.0" line in the chat and put it in (I admit I didn't check it), but it's possible that I thought it was all-in and it wasn't somehow? On the SSD I took a total of 36 including the 4 we rolled manually... I don't see how that can add up.
There was no reinforcement from any source; I was kicking myself for that at the time, so I remember it distinctly.
[In case this isn't clear, last thing I want is controversy. Happy to do whatever you think needs done to fix it.]
By Peter Bakija (Bakija) on Monday, January 25, 2021 - 01:00 pm: Edit |
Oh, heh, I think the "32 damage" total weapons damage was just the phasers (as I added up the phasers damage on the chart as I rolled it; it is possible I put the P2 in there as well; 32 seems like a lot for 6xP1 at R6, even with the 1's).
I suspect that you probably should just have a few more internals. We'll figure it out from the log and just add in some extra damage as appropriate and not worry about the long term effects :-)
By Graham Cridland (Grahamcridland) on Monday, January 25, 2021 - 01:22 pm: Edit |
Sounds like it should work. I thought the 32 showed up before the p2 was rolled, which was why we ended up rolling 2d6's, but I agree it can't be right...
12+20 (4 1's!)+ 2 p1s that rolled something else can't be 32...
By Peter Bakija (Bakija) on Monday, January 25, 2021 - 03:42 pm: Edit |
Email sent.
By wayne douglas power (Wayne) on Monday, January 25, 2021 - 05:57 pm: Edit |
The Vudar 6x phaser-1s, there was 4x1s rolled, and 1x6 rolled, and I believe a 2 was rolled.
At range three that comes to 32 from phasers.(add the one Ioncannon hit for 12 giving 44, plus the phaser-2 for 4 =total 48).
By Peter Bakija (Bakija) on Monday, January 25, 2021 - 06:06 pm: Edit |
Thanks, Wayne; we figured it out. We are going to apply another chunk of damage to the Klingon and just assume it was part of the second volley.
By David Cheng (Davec) on Monday, January 25, 2021 - 06:46 pm: Edit |
Game 1.04
Kingzilla (Romulan FireHawk) vs DaveC (Lyran Democratic Republic Tournament War Cruiser)
Tuesday, January 26th
7:00 PM EST
By Jack Taylor (Jtaylor) on Monday, January 25, 2021 - 11:16 pm: Edit |
MadJack (Shark BB) vs Captain Ron (Archeo)
We got through 2 turns today.
Scheduled to start back up on Thursday 01/28 at 7p eastern.
So far it's way too close to call. Shark has 3 points left on his 6. The Archeo's 5 is down and he taken 10 internals.
By Geoffrey Clark (Spartan) on Tuesday, January 26, 2021 - 11:34 am: Edit |
1.07 Spartan (RKR) vs Droid (WAX,11G1)
Turn 1 - WAX at top, RKR at bottom, both move to the center, WAX at 31, RKR with a 21-28-26 split. imp16 RKR launches 2x30. WAX turns off to the right, phaser fire drops the RKR#1 to 8, drops the WAX #4 to ~12. RKR slips out a bit, then turns left (NW) ... there is a dance to see which way the WAX will turn, ultimately circles around to the right (SW, W, NW ...). 4 medium drones launched 1.32.
Turn 2 - WAX gets a range 5 phaser shot on the weak RKR#1, does 13 internals, including 2 phasers, 1 plas-F, 2 warp and 1 btty. 2x30 hit on last move, as WAX turns right (NE) along top map edge - 1 real, 1 fake. RKR turns right (N), moves around drones at 28, then drops to 20, moves to cut off the circle. 2.8 RKR launches F from destroyed tube, and shortly thereafter S torp. WAX heads up to barrier, hits it, stops, launches WW to avoid 50 pts. RKR turns NW to bring F into arc, drives by about range 2 while WW fizzles, and launches F, drawing second WW. After WAX brings AFC up ~2.25, phaser exchange about range 5, to RKR #4, and to WAX #2 (?). RKR moves out to range 9 by 2.32, WAX accelerates to speed 5.
Turn 3 - thinking about Friday.
Good game so far, RKR with bloody nose, and WAX was stopped, down two weasels, slowly accelerating ...
P.S. The WAX accelerates to speed 5 on 2.26, moving once on 2.32. Based on (C12.24), this costs 4/3 power, or 2/3 power?
By Peter Bakija (Bakija) on Tuesday, January 26, 2021 - 12:53 pm: Edit |
1.2 bakija (VUD) vs SummaryJudgement (KLI)
Continues Sunday, 1/31, 4:00pm ET/1:00pm PT.
We figured out the back damage issue, it will be resolved all is good.
By Andy Koch (Droid) on Tuesday, January 26, 2021 - 02:06 pm: Edit |
bakija- don't be ignoring Geof's question.
By Peter Bakija (Bakija) on Tuesday, January 26, 2021 - 03:49 pm: Edit |
Wait, what?
Checking...oh, heh, didn't even see that.
>>P.S. The WAX accelerates to speed 5 on 2.26, moving once on 2.32. Based on (C12.24), this costs 4/3 power, or 2/3 power?>>
It costs 2/3 power. You can't pay more than if you moved that speed for the rest of the turn from the point you accelerate. So if moving speed 5 from impulse 26 through impulse 32, you move 1 hex, and if you moved speed 5 for the rest of the turn starting on impulse 26, you moved 1 hex. So you pay 1 hex (2/3).
Generally speaking, the only time you pay double for a unplotted, mid turn speed change is when you do something that results in you gaining a hex or two of movement in the middle of the turn, and then slowing down again (i.e. if you plotted speed 20 all turn, and then wanted to use an unplotted speed change to move speed 24 from impulse 8 through impulse 16 and slow down to 20 again, you'd gain 2 hexes of movement in the middle of the turn, and pay 2:1, so it would cost 4 energy).
Any time you use an unplotted speed change to increase your speed from impulse X till the end of the turn, it costs 1:1.
By Geoffrey Clark (Spartan) on Tuesday, January 26, 2021 - 09:37 pm: Edit |
thanks bakija for the clarification.
And here I've been paying double for my speed changes all this time!
By Peter Bakija (Bakija) on Wednesday, January 27, 2021 - 07:28 am: Edit |
Yeah, the trick is to always go a constant speed until the end of the turn, i.e. when you do an unplotted, mid turn acceleration, always do it so you are moving that new speed from the point you change till the turn is done, and then you'll always pay 1:1.
Like, it isn't impossible that early in a turn you'll want to do an acceleration such that you move on an exact impulse, and the only way to do that is to do a short (8 impulse) unplotted acceleration that only gains you one or 2 hexes (which will cost 2:1), but even then, it is likely that if you just check the chart and find a lower speed that moves on that impulse also, but you can maintain till the end of the turn for the same energy cost, you'll be much better off.
Since the "no more than if you had moved that speed till the end of the turn" clarification was published (late 90's, possibly? Before this, it was widely understood that unplotted accelerations *always* cost 2:1, but that may have always been a misunderstanding/unclear rule), I don't think I have ever paid 2:1 for an unplotted speed change (it isn't *impossible*, but generally speaking, I'll always make speed plots where I can use an unplotted change to bump up to a higher speed till the end of the turn efficiently if I need to).
By Andy Koch (Droid) on Wednesday, January 27, 2021 - 09:50 am: Edit |
I tried to tell him Peter. He would not listen
By Daniel Bitseff (Cadet_Stimpy) on Wednesday, January 27, 2021 - 12:34 pm: Edit |
Cadet_Stimpy (Hydran) over The_Hood (Lyran) in a brutal, bloody match. Hydran was down to 2 flag bridge & an emer bridge - zero excess damage left. But Lyran had no power & only transporters left, and two repaired/relaunched fighters were still on the board to finish him off.
By David Cheng (Davec) on Wednesday, January 27, 2021 - 02:06 pm: Edit |
Wow!
When I peeked in on that fight at the end of turn 4, it didn't look good for the Hydran.
Well done!
By Jack Taylor (Jtaylor) on Wednesday, January 27, 2021 - 02:39 pm: Edit |
I saw the Hydran down a bunch of phasers and fusions but still had both Hellbores. Lucky!!
By Peter Bakija (Bakija) on Wednesday, January 27, 2021 - 03:57 pm: Edit |
Whoah! I'd love to see a detailed write up :-)
Stimpy now clearly needs to win the tournament!
By wayne douglas power (Wayne) on Wednesday, January 27, 2021 - 06:41 pm: Edit |
I watched that Hydran v Lyran game, it was very entertaining.
By David Cheng (Davec) on Wednesday, January 27, 2021 - 09:40 pm: Edit |
Game 1.04
Kingzilla (Romulan FireHawk) vs DaveC (LDR)
We are through six turns
Turn 1
We approach straight up the board at moderate speeds. Rom launches 2 standard S-torps on imp 16 and then speeds up to 27, but keeps coming forward.
I keep moving forward, and shoot my range-8 alpha 6ph1, 3 std dis, 1 ol dis, on imp 24. I roll roughly average and hit his #1 for 18, but see an 11-pt brick. Rats. Mistake #1. I turn off to run out the plasma.
Turn 2
After distance and some Gatling pulses, the S-torps hit me for a fake 2 points each. Rats, mistake #2. Hindsight is 20/20. I should have run right through them and hit him at close range. Oh well.
We maneuver around at high speed. Imp 12, range 4, he blasts me with his alpha strike - S,S,F bolts, and 5 Ph1. He only hits with 1 S bolt, but rolls well with phasers. I take 37 to the #5, but the DAC is very gentle. The only weapon I lose is one ESG.
A few imps later, he launches his last F-torp at me. I was going speed 28, and was facing away. I could have easily run-out the F to minimal or no damage, and then come back around for an overrun either late this turn or next vs the empty Rom. But instead I make HUGE mistake #2. I announce Emer Decel and shoot him with some flank guns, and hit his #5 for 11.
Turn 3 is fast. Rom runs & reloads. I am at zero for awhile, then get up to speed 10 to start my chase.
Turn 4. Rom runs to the wall and reloads, I approach. I shoot 3 standards and an OL at his #3 and hit his brick. No damage. Rats!
Turn 5
I have him up against the wall, and I can get back up to fighting speed. I plan to overrun with an ESG ram, but I sort-of forget that his torps are fully loaded this turn. Big mistake #3. He launches an eveloper early, and then an F. I decide to HET away and run them out. He shoots me with 4ph1 as I run and scratches my #4.
I run the F out to zero, and end up taking the enveloper for only 9 around, no internals. At the end of the turn I hit his #6 with 4 standard disruptors at range 11 for 9.
Turn 6
I approach at speed. He launches S+F. I raise ESGs and commit to hitting him. He launches shuttles to absorb ESG damage. We have a disagreement about shuttle at range 3 being inside or outside the ESG when it comes up at range 3 (see Rules Q&A forum). That distracts me and I forget to shoot the 50 plasma at range 1. I take 18 internals, but again, the DAC is surprisingly gentle. I lose 1 ph1 and 1 Gatling.
I hit his ship for 4 ESG, then follow with 2 std disr, 5 ph1s, and 2 gat pulses at range 3. 22 internals. He loses an F torp, 2 Ph3 and the RX Ph1.
He later gets off my down #2 and hits me for 9 in. All my padding is gone, so I lose all my batteries, 5 power, and a disruptor.
The rest of the turn is just maneuver.
I only have 23 power left, but an amazing number of weapons. The Rom has far fewer internals, but his guns are totally empty.
I also realize I made huge mistake #4 this turn. I should not have fired through the weak shield and turned off. I should have kept right on his butt with fully loaded weapons and tried to get closer, perhaps to set up a hack-and-slash for next turn. I see now this would have been much better than the position I'm in now.
We will continue at some point soon.
-DC
Administrator's Control Panel -- Board Moderators Only Administer Page | Delete Conversation | Close Conversation | Move Conversation |