By Jean Sexton (Jsexton) on Thursday, April 15, 2010 - 10:13 am: Edit |
This topic is now open for business.
Jean
WebMom
By Lee Hanna (Lee) on Wednesday, April 28, 2010 - 05:43 pm: Edit |
Has anyone tried the TL1 Unstable Sector (a.k.a. BattleForce 600) minicampaign? Is there a better place to post questions on it? We are concerned about the lack of repair ability and effects on the active Force.
By Xander Fulton (Dderidex) on Friday, April 30, 2010 - 03:04 pm: Edit |
Not re-posting the entire thing, here, but just posted a rather large report on a battle with a Tholian C, Fed CA, and a new Romulan cruiser design.
Replay, results, and pics! Over yonder on the BBS
By Xander Fulton (Dderidex) on Wednesday, May 05, 2010 - 02:46 am: Edit |
It's not really a "battle blog" - it includes all my games played - but my "play" log over on Board Game Geek includes a TREMENDOUS number of SFB matches recently.
Thinking of writing some up as 'session reports', rather than just game play comments? Not sure if there is enough material in any given entry to be worth doing that?
Anyway, Here's the play list
By Xander Fulton (Dderidex) on Tuesday, May 25, 2010 - 01:50 am: Edit |
Another battle posted over on Boardgamegeek with pics and details!
I'd like to think I came up with a...particularly Romulan solution to that problem.
By Xander Fulton (Dderidex) on Tuesday, May 25, 2010 - 09:44 pm: Edit |
Wow - 21 thumbs so far! Guess folks like it. I'm sure some of that has got to be from you guys, so...Thanks!
By Robert Gamble (Robertgamble) on Wednesday, June 23, 2010 - 09:51 am: Edit |
So my main SFB partner and I played the Lyran/Kzinti battle where two frigates meet in an asteroid field and call for help (from module C1). Of course, we had meant to play Sacred Ground from Module R3, but I got confused when quickly flipping through the modules to find it, saw three ships on each side and asteroids and figured the one on C1 was the one we wanted. Anyhow, it's still an interesting setup.
I was the Kzinti. Since he's still getting used to the game, I only allowed the medium speed drones as restricted items (didn't buy any armor or ATG - if it would have been allowed, or ECM drones).
We only finished Turn 1, and my battle plan was to use my 'forward Frigate' to rush his between two asteroid blobs, tractor it and then let the Command Cruiser waltz over and blow it up with overloads. If it didn't look like the frigate would be able to do that, I planned to have it turn off and move back to the other two ships to reorganize.
He didn't expect the plan, and was definitely surprised when my Kzinti frigate charged in. The frigates exchanged fire a couple of times, both front shields going down, and my ship taking a few internals. He put up a strength 1 ESG to handle the two drones I'd launched, and I moved in with them to take the ESG strike on a fresh shield with the Frigate, and then successfully tractored him.
In the meantime, the forward frigate's scatterpack blossomed on the same turn, making him think he was toast from the drones, but they were targeted on the Lyran Destroyer (2 x IVm and 2 x II) and were timed to be able to just barely skirt an asteroid blob. The Lyran frigate's hammer was going to be the KHS Cosmos (the Kzinti Command Cruiser).
To make the first turn's story a bit shorter, the two tractored Frigates dropped T-bombs, but somehow managed to keep from hitting any of them at any point, and instead just gumming up the area between the two central asteroid blobs. I also managed to avoid going into the asteroids until late when I dropped the tractor voluntarily but was going too fast to turn off in time. My frigate took disruptor and phaser strikes from all three enemy ships and a shuttle, as they tried to knock out the tractor before the Command Cruiser showed up, but to no avail. I got the range 8 shot on Impulse 28 through the Frigate's down shield, crippling it. However, I'd hoped to get my Frigate away in better shape, instead both were in about the same state with mine worse off due to no weapons remaining. It is however in a better overall position as it's moving away from the main axis of the battle and can probably spend a turn or two repairing.
The Command Cruiser is in a bit of a pickle as it's facing the Lyran CA and DD by itself, but it has some drones between it and the Lyran ships and a scatter pack drone swarm behind it. Also going against it however, is that it can't fire its disruptors or phaser 1s until Impulse 3, while the Lyrans are ready to fire on Impulse 1, and everyone is within overload range.
The second Kzinti Frigate was going to come up the gut and aim to hit the Lyrans in the flank, but realized at the last minute that it couldn't make its way safely through the asteroids and T-bombs and is circling that asteroid area counter clockwise to come up on the Lyrans from behind. Before turning however, it did get a clear shot between the two asteroid blobs at the #2 shield of the Lyran CA, and hit with a standard disruptor. It also has yet to launch drones. The Lyran destroyer which is trailing the CA a bit, has two speed 20 drones 1 hex away, and two trailing speed 12 drones.
Oh yes, and the Lyran CA has announced both ESGs near the end of the turn, so they should be up for an overrun if he chooses to do that.
It's worth noting that I went for the 'gamble' of getting overload shots and so had 5 out of my 6 total disruptors overloaded and all 5 got to fire (and I think I hit with 3 or 4 of them). The disadvantage is that the KHS Cosmos used 4 of its batteries to do that. My opponent played it safer and didn't overload any of his disruptors. I think I may be in a worse overall position, but my opponent is still sometimes more leery of drones than he should be, and that may help out. We continue next week.
By David Zimdars (Zimdarsdavid) on Wednesday, June 27, 2012 - 08:41 am: Edit |
I was surfing you tube and found this neat time-lapse video of a tabletop SFB fleet action:
http://www.youtube.com/watch?v=Qi4sIU3889s
The video was uploaded and shot 2/12. There are cell phones visible on the table; so it was clearly shot about that time frame; but curiously, if you can look they are using Commander's Edition rulebooks(!).
I don't have any idea who the players were, or the video creator, so I apologize for not being able to credit them properly.
Anyway, it was a neat concept and I'd thought I'd share it.
By Mark S. Hoyle (Resartus) on Wednesday, June 27, 2012 - 09:15 am: Edit |
Didn't play much under Doomsday/Captain's Edition, (went to Saudi Arabia just as the first part came out), after returning, with military drawdown didn't see many players in Germany
Personally would prefer to play under Commander's than Captain's if I could find opponents ---
By Michael Bennett (Mike) on Wednesday, June 27, 2012 - 10:13 pm: Edit |
I'm astonished that anyone would put something like that out there for everybody else to see!
By David Zimdars (Zimdarsdavid) on Wednesday, June 27, 2012 - 10:21 pm: Edit |
Why not? Its cool, someone went to a lot of effort for sure!
By Robert Gamble (Robertgamble) on Wednesday, August 29, 2012 - 01:22 pm: Edit |
So, I played an Early Years battle with a local opponent.
Federation YCA and WCL against a Hydran YDD and a WCC.
This was partially in prep for a soon to start 3 player campaign where we won't know until we put the miniatures on the map, what our opponents are playing.
I played the Feds, he played Hydran.
Midway through energy allocation I asked whether we should use the table I created for the campaign to determine Weapon Status. We did, and both got Weapon Status 1.
Realization #1: That WCL isn't going to be moving very fast when having to charge phasers AND photons.
Both of us went pretty slow on Turn 1. I started charging a Suicide Shuttle (at the Early Years' 2 points a turn rate). Unknown to me, my opponent had started charging 2 suicide shuttles on the Hydran WCC, and had forgotten to include his Center Warp engine power (he had actually changed his warp power to the right value after discovering it earlier, but hadn't updated his total power). So the WCC was going EXTREMELY slow.
No weapons fired in anger.
Turn 2, we closed, and near the end of the turn my YCA was lined up with the #2 shield facing his WCC's #1 at a range of 3. I think this is close to ideal for the Feds (at least their ships with decent shields) in this battle, although had we been playing the Campaign, I would have gone for a Range 8 Photon Flail (it doesn't hit often, but has good range). I hit with only 1 of the Photons + I think 4 Phaser 2's, and took the shield down to 3. His return fire took down my #2, and did 4 internals, one of which was a Phaser 2, and the rest were hull.
Realization #2: This was when my opponent realized he'd been forgetting his extra power.
Turn 3: I intended to get my WCL into the battle, started to move it into range for a closer shot and then noticed the shields. Shields + Armor for the WCL meant the first shield hit had a strength of 14, after that, all shields were only 8.
Realization #3: Yikes! It has good firepower (as good as the YCA) if it can charge everything, but it's pretty fragile.
Nevertheless, my first move was to fire the 2 photons on Impulse 1 at the almost down shield of the Hydran WCC which I was sure would turn off. I held the phasers on the WCL to ensure this. Both photons whiffed.
Someone fired on the YCA, I don't remember who, and did a few more hull damage.
At this point I should have kept the WCL at longer range, but slipped in to Range 3, launched shuttles from both the YCA and the WCL to make the YDD nervous about two Suicide Shuttles coming in... The YDD was only going speed 7, and labs identify things as if at a Range 2 greater than the actual range. He did identify one, and due to somewhat poor positioning and choice of speeds, the YDD was able to weave its way through to get a Range 2 shot on my WCL which chose around then to drop to Speed 6 (another reason I should have kept the range open).
I did good damage to the YDD's #2 shield, but got the back shield and armor shot up on the WCL, plus 2 phasers and a photon (on 4 internals). The rest of the turn had the WCL trying to run, and getting pinged, until I turned to get a new shield on the opponent.. only to get to range 1, and have a suicide shuttle going Speed 4 hitting on the next impulse.
His WCC had turned in at this point to keep ravaging the poor WCL while my YCA came back around to try to help out. End result is I took down the WCC's front shield and did decent internals, taking out 2 phasers, but the WCL was toothless except for 1 Photon. If I'd had a point of battery power left on the YCA, I could have tractored the WCC and gotten the Suicide Shuttle I had charged to hit, but I'd used that energy so I could go reasonably fast, open the distance, and charge photons.
Playing in the Early Years is VERY different. Suicide Shuttles probably will play a much bigger role when I get the hang of it. Most of the battles will become knife fights, so close in maneuvering will be key.
By Walter McWilliams (Sgtmac) on Sunday, October 07, 2012 - 10:32 am: Edit |
After digging out my SFB stuff from the garage a week ago, I played my first SFB game since 1996. A classic duel between a Fed Ca vs a D7 both with all refits. We didn't use special shuttle, EW, speed changes etc but it was a great 7 turn shoot out.
It's great to be playing agian!
By Randy Blair (Randyblair) on Sunday, October 14, 2012 - 03:26 pm: Edit |
Ran my "Survivor!" scenario at Fantasy Games in South Bend, Indiana.
http://www.facebook.com/events/119773078169911/
This is the first time I've run it with only two people, and found that it actually scaled pretty well. With only two players, it seemed illogical to do the Survival style voting to see who got leeched by the monster, so I eliminated that part.
I think I do need to tone down how much dilithium gets shed by the monster once its core hit points get damaged.
Overall the players had fun, which is really the point, right?
By Jean Sexton (Jsexton) on Sunday, October 14, 2012 - 03:50 pm: Edit |
Thanks for the report!
By Peter D Bakija (Bakija) on Saturday, November 17, 2012 - 01:02 pm: Edit |
So I've been recently playing goofy scenarios with my buddy Ben, who is learning the game. We played "Practice, Practice, and The What?" a couple weeks back (the Gorn HD got vaporized, the Fed NCL got demolished and either destroyed or possibly captured, the Rom SP got crippled in the process). Last night we played "Treasure Ship", which is a great variation on a duel in a small scenario (two FFs close on a freighter sent out of the WYN cluster; victory is basically who has the freighter at the end of the game).
I was a Kzinti FF+ with speed 12 drones. Ben was an F5B with speed 12 drones (they both shake out to about the same BPV). The freighter was a large freighter moving speed 4 in a straight line until someone gained control of it with BP and Crew Units.
T1: We both move fast. The F5 gets to the freighter first, blows down a shield, beams over a couple BP and lands a shuttle with a crew unit. The Kzinti closes in, launches 4 drones at the F5, shoots down a Klingon drone, and beams 3xBPs onto the freighter. We both shoot each other a bit, but not shields come down. The F5 peels off to avoid and ADD the drones. At the end of the turn, the Kzinti roll higher on the BP combat chart, killing 2 Klingons but only losing 1 in return, leaving the freighter still uncotrolled.
T2: We both move middle speeds. The Klingon comes back around after killing the Kzinti drones. The Kzinti launches more drones. The Kzinti gets a couple more BPs on the freighter, as does the Klingon. A little more ship firing happens, but nothing super significant. At the end of the turn, the BP combat continues, but the freighter remains contested.
T3: The Kzinti moves 12 and the Klingon stops, TACs, and speeds up to 10 mid turn. The Klingon gets a few more BPs on to the freighter, TACs around, and moves off at speed 10. The Kzinti closes in, gets to R1 on the slow F5, and launches 4 drones that will hit the next impulse. The F5 shoots down 2 of the 4 drones, but then gets demolished by a couple heavy drone hits, followed by some direct fire. The demolished F5 and the Klingon BPs on the freighter surrender.
A fun, quick duel variation. I had forgotten that even with speed 12 drones, a ship with 4 drone racks (i.e. a Kzinti FF+) is still kind of terrifying if you slow down. The Klingon never actually took a solid alpha strike (i.e. 2xOL, 5xP2) on the Kzinti (which would have put a significant hole in it), so when the Kzinti FF+ came in on the speed 10 F5, those 4 drones were going to be a significant problem.
After the game, we figured that if the F5 had just moved speed 18 or so on T3, flew around the freighter and got more BPs on board, it would have been much better off (and not have been cracked in half)--we weren't using Commander's Options (other than both ships having a pair of T-Bombs), so the F5 had more BPs than the FF+, meaning that it could have eventually taken over the freighter.
By Jim Davies (Mudfoot) on Monday, November 19, 2012 - 08:47 pm: Edit |
Either Ben is a quick learner or you play too much Tournament.
By Harlan G. Haskell III (Harlan3) on Thursday, May 28, 2015 - 07:15 am: Edit |
The Ranger Program report wasn't working, so I'm posting my results here, Jean, OK?
Miscon was a success in some respects, but I did not run a tournament as planned, as no one showed for the tournament in time run it.
Instead I ran 4 games for beginners, in the SFB sanctioned Tournament style of play, since that is what I had, and the miniatures to run this event. We used the same time schedule as a tournament, except for the opening turn, which took an extra hour, explaining the workings and options of the EA form for their respective Nations.
Battle One was the only battle ran Sunday of the 4 day Convention, With Monday running three battles, in the allotted time of 4 hrs. or less.
Battle One was a typical Klingon - Federation battle, with the Federation player, winning by one internal damage point more than the Klingon, when the game was called, as both had to leave for other Convention activities, at the three hour mark, and the conclusion of two turns.
In addition to the $5 gift Certificate, each winner received a postcard sized colored card from ADB, and a larger full color card from ADB.
Battle Two thru Four, was ran Monday, Memorial Day, and had the following opponets: Klingon vs. Gorn - Winner, Klingon vs. Hydran - Winner, and Federation vs. Kzinti - Winner. Each of these games, ran at least One Turn, - Klingon vs. Gorn, with the other two lasting Two turns, and the Federation vs. Kzinti running into turn three, when it was called due to time constraints - the Convention ended.
The winners were: Kaden Voeller - Anaconda, MT., Breslin Thompson - Anaconda, MT., Caleb Thompson - Anaconda, MT., and Ian Grainge - Bozeman, MT.
I gave Edward Bernosky of Stevensville, MT. the 5th $5 gift certificate for helping me clean up after the three games on Monday, and for loading my Truck with the heavy boxes/milk containers of SSD's, and Books.
All players show promise, understood the game as presented in this form, and will hopefully return next year to participate in a real SFB Sanctioned
Tournament at MisCon 30.
Harlan Haskell III - Ranger, game master, judge, instructor of game mechanics for SFB...
By Harlan G. Haskell III (Harlan3) on Thursday, May 28, 2015 - 07:24 am: Edit |
Sorry Jean:
This is in the wrong place once again, I didn't see the contents of the topic, until I had finished my post. Hope you find this OK?
By Jean Sexton (Jsexton) on Thursday, May 28, 2015 - 12:59 pm: Edit |
It is good.
By Sebastian Palozzi (Sebastian) on Saturday, July 16, 2016 - 08:53 am: Edit |
Battlegroup Toronto has picked up new players after our tournament last week.
On Thursday, July 14th 5 of us sat down to play Objective Juggernaut (SL 1.0) from Captain's Log #1. The after action report is here:
http://sebastian380.blogspot.ca/
By Jamey Johnston (Totino) on Friday, March 09, 2018 - 11:23 pm: Edit |
Assigned Target Game, 4 Turns
Yellow Gate: 2212
White Gate: 2517
Red Gate: 1917
Captain Sam: Federation NCL+, All ADDs in G-rack
Starting position: 0808-C
Captain Lenny: Klingon D5K Y175, All drones Type-I-M
Starting position: 3608-E
Captain Joe: Klingon D5K Y175, All drones Type-I-M
Starting position: 2229-A
Turn 1:
Sam drew Lenny
Lenny drew Joe
Joe drew Sam
Sam plotted speed 15
Lenny plotted speed 21
Joe plotted speed 13
All approached center
Impulse 25:
Sam and Joe decided to fire
Sam fired 4 fully overloaded Photons and 4 Phaser-1s from range 7 at Lenny,
figuring that would get a few internals for points,
and then he could break off to rearm with some distance.
However, only 1 Photon hit and 23 damage to Lenny's shield #2
was not enough for internals
Joe fired only his disruptors, doing only 13 damage,
after reinforcement, to Sam's shield #2
Lenny, with his speed advantage, waited until much closer,
hoping that not being able to fire early Turn 2 wouldn't hurt
Seeing that Joe had fired, Sam chose not to break off after all
Lenny continued to close in on Joe
Impulse 28:
Lenny fired 2 standard disruptors from range 1 at Joe,
dealing 8 damage, after reinforcement, to Joe's shield #2
Impulse 29:
Lenny fired 2 overloaded disruptors and 4 Phaser-1s from range 0
at Joe for 42 damage. Shield 2 plus batteries absorbed 21
of the damage, resulting in 21 internals
Of note, the right side waist and wing phasers were lost, along with
one disruptor on the left side, and 4 total power hits
Lenny proceeded to move off in direction E to D, with Sam following.
Joe moved left and managed to get on Sam's shield #2 again, but with
only 2 Phaser-1s in arc thanks to Lenny's damage earlier.
Impulse 32:
Joe fired 2 Phaser-1s from range 1 for 9 damage to Sam's shield 2
Score:
Lenny scored 12 Victory Points for internal damage to Joe
Turn 2:
Sam drew Lenny
Lenny drew Sam
Joe drew Joe
Sam plotted speed 12
Lenny plotted speed 15
Joe plotted speed 13
Joe was in a perfect position to simply run the gates.
Lenny kept his distance from Sam, and thanks to his slight speed advantage,
managed to get onto Sam's shield 2 at range 5. Thinking Sam might turn
and keep the shield off of him he took the opportunity.
Impulse 15:
Lenny fired 4 disruptors and 3 Phaser-1s at Sam from range 5
dealing 21 damage. Shield 2 plus reinforcement and batteries brought that
down to 13 internal. He hit one Photon, one from each engine, and all 10 hull!
Both Sam and Lenny ended up near the map edge, out of position on the gates.
Score:
Lenny scored 12 Victory Points (24 total) for internal damage to Sam
Joe scored 12 Victory Points for running the gates
Turn 3:
Sam drew Sam
Lenny drew Joe
Joe drew Lenny
Sam plotted speed 17
Lenny plotted speed 21
Joe plotted speed 15
Lenny and Joe approached each other directly centerlined.
Sam maneuvered to stay nearby as best he could,
not even trying to run the gates.
Impulse 16:
Sam and Lenny each launched 2 drones from range 2 at each other.
Sam fired 3 disruptors and 1 Phaser-1 but managed to roll almost all 6s,
hitting with only 1 disruptor and dealing only 12 damage to Lenny's shield #1.
ADD fire from Lenny missed.
ADD fire from Joe destroyed 1 drone.
Lenny realized that a slip to the left would get him Sam's shield #2.
Impulse 17:
Lenny fired 4 disruptors and 1 Phaser-1 for 15 internal damage,
falling only a few boxes short of crippling Joe.
ADD fire from Lenny missed.
ADD fire from Joe missed.
Joe turned right to bring waist phasers into arc on the drones.
Lenny turned left to attempt to get his rear firing weapons on Joe's shield #2.
Impulse 18:
Joe fired 2 Phaser-3s at the remaining drone targeted on him, destroying it.
ADD fire from Lenny continued to miss.
Impulse 19:
Lenny fired 2 Phaser-3s and 1 Phaser-1 from range 1 at Joe,
dealing 13 internal damage, crippling Joe.
ADD fire from Lenny missed yet again!
Impulse 20:
Lenny fired 1 Phaser-1 and 2 Phaser-3s at drones, destroying them.
Lenny used his speed advantage to clear the area, having secured victory.
Sam was able to get behind Joe, hoping for a lucky pull for 2nd place.
Score:
Lenny scored 48 Victory Points (72 total) for crippling Joe.
Turn 4:
Sam drew Joe
Lenny drew himself
Joe drew Sam
Sam plotted speed 23
Lenny plotted speed 0
Joe plotted speed 12
Sam used his position and speed to arrange a centerline range 0 alpha.
Impulse 7:
Sam fired 3 Photons, 6 Phaser-1s, and 2 Phaser-3s from range 0 at Joe,
dealing 100 damage. Shield #4 absorbed 26, leaving 74 internals.
Obviously, Joe popped.
Score:
Sam scored 60 points for destroying Joe.
Final scores:
1st place: Lenny with 72
2nd place: Sam with 60
3rd place: Joe with 12
By Ginger McMurray (Gingermcmurray) on Monday, March 02, 2020 - 11:54 am: Edit |
We had a great game of Death Race 3000 with 6 people running tournament cruisers. We only made it one lap in 6 hours, but that didn't stop us from having fun. The roster:
* Orion Pirate BR with HBx2, Ph-G (me)
* two Kzintis,
* a Paravian,
* a (Archeo?) Tholian,
* a Hydran.
Things got bloody pretty much right off the bat. I wish I'd remembered to take pics of the final mat and SSDs. The biggest thing we proved is that we're all still relearning the game. High and low points:
The Hydran's fighters were crippled fairly early by one of the Kzinti. Misremembering the movement rules caused him to turn too late to avoid a huge stand of drones. 60 internals hurt. But he was still limping along and ready to harass the rest of us with hellbores. At the end his plan was to reach a spot where he could hide behind a pylon and snipe the first person to come around.
The Paravian QWTs were scary. Overloads that can travel 14 hexes are crazy. The things are like plasmas, disruptors, drones, and PPDs had a baby. The way the board is set up overloads would have been possible every turn, though David's tactics wisely kept him out of everyone's line of fire for most of turn one.
Because of the shape of the race, drones were also scary. The Kzinti were a force to be reckoned with. The match would have probably gone another three turns and with no reloads I'm betting their teeth would have been pulled soon.
The Tholian never found a good time to toss out the web and eventually ended up doing 10 internals with a web fist. The arcs on that thing are pretty sweet. He and the Paravian center-lined each other at ranges 1, 2, and 3 and ended up blasting each other in a fiery holocaust. I don't remember how many internals each took, but it was way more than they wanted.
The Orion (me) ended up with almost zero rear shields when we called it. The only internals I'd taken were from doubling an engine every turn. One of those came back as AWR at the end of T3. Another would have come back T4. My favorite part was tractoring the Kzinti near the pylon. We had a grueling battle shoving each other around. I was trying to slam him into the wall. He was trying to avoid it. It was a lot of fun! The only thing which would have made it more fun was if it had worked. :D It would have let my suicide shuttle catch up.
I crossed my first lap right when we had to call it. One of the Kzinti would have made his lap before that but there was a misunderstanding. He thought he only had to pass his starting sector, not his starting gate. We called me the winner.
Remember I said we proved we needed to learn? I realized afterwards that I'd misconstrued the double HET modifier on my Orion as meaning it was nimble. That ended up giving me a ton of benefits I shouldn't have had, especially during the tractor tug of war. Instead of winning I opted to explode when I hit my gate.
It took a really long time thanks to the number of players, seeking weapons, and shuttles on the board. Next time we have that many we'll probably split into a couple of teams to speed things up a bit.
This is the Paravian we used: http://www.aaargh.org/SFB/Misc/P-TCC2.gif. Between the massive front shield and the center hull it was way too sturdy.
By Jamey Johnston (Totino) on Saturday, December 04, 2021 - 07:58 am: Edit |
Base Defense (modified) SG3.0, Y175
Hydran Defenders:
Captain Totino (me): Hydran BS
+HBM, +HBM, +PAM
11x St-2, 1x St-E
Captain Billy: Hydran HN
Assist with Fighters
Lyran Attack force:
Captain Freya: Lyran DN
Captain Bryan: Lyran BC
Captain Brad: Lyran CL
Hydran Reinforcements: Never came up, drone counter drawn was #4, game didn't make it that far!
This battle was (essentially) over before it started. Captains Bryan and Brad both had their own ideas for strategy:
Bryan thought plotting speed 20 and going for the base turn 1 was "the way."
Brad thought approaching slower under EM and going for hitting the base early turn 2 was "the way."
Neither player would compromise, and Freya sort of split the difference.
Turn 1:
Imp 25 base engaged Captain Bryan in the BC as he was the lead element, charging straight in at speed 20. ~65 damage, Shield 1 down and 26 internals, including an ESG. He didn't break off, giving the base his front shield at range 4 for gatlings and a few more internals, and another ESG hit. He did turn a fresh shield before base rotation on Imp 28, but at range 2 base rotated and fired 2 more Ph-4 and a gatling into shield 2, crippling the BC.
A few fighters were launched aimed away from the Lyrans late in turn 1, then after ESGs were mostly taken care of they used their HETs to reorient towards the battle. Two of them reached range 0 on the crippled BC on impulse 29, and they promptly deleted the BC and themselves from the map.
Captian Freya in the DN ended turn about 4 hexes away, and unloaded, punching down a shield and about 30 internals to the base, hitting the Fusion and the Hellbore and a single Ph-4, but nothing else, including no power hits.
Captain Billy in the HN stayed under high ECM and EM to just try to stay alive, and decided to be a sacrifice to the ESG gods, and maneuvered so that when the DN raised ESGs, it couldn't hit the base without hitting the Frigate also. Due to a brilliantly timed mid-turn acceleration, the HN was able to "jump" the ESGs and take them entirely, protecting the base, and badly crippling itself in the process (Front shield down and something like 30+ internals, which pretty much husked that poor little guy).
Turn 2:
DN plotted speed 24 to be able to turn in and overrun the base early, without giving the base Mizia opportunities, also wanting to complete the overrun on the same (down) shield of the base before it rotated away on Impulse 4.
Impulse 1, 3 available Ph-4 made shield 6 on the DN disappear, and scored a few internals, no ESG hits. Critically, however, all available reserve power was used to prevent more internals.
Impulse 2, DN turns in and 2 ESGs go active (declared previous turn) at radius 1. Guessing (correctly) that the DN, going speed 24, didn't allocate any tractor energy, base anchored DN, preventing overrun. I think at this point, it was _really_ over.
Impulse 3, DN fires all available weapons into base open shield, getting a few power hits but nothing amazing. Mostly cargo and hull. A few more fighters are launched from the base that were armed in second half of turn 1, DN realizes too late they probably should have saved a few weapons, as the CL is still too far away to help much.
Several fighters get shots into the DNs open shield 6, Mizia it pretty much into uselessness.
CL gets into helpful range around impulse 14, on the base's open shield. Realizing that VP wise, he can't cripple the base, but might destroy the badly crippled frigate, goes for that option. It's _really_ close, excess damage fills and basically everything is destroyed, but a sensor/scanner hit would "save" the HN, and literally the last rolled internal pops it. Fun moment, at the time!
Base's remaining 2 Ph-4 and gatling cripple the CL, and we call it. There are a few fighters left and the CL can't outrun or outgun them, and the DN can't break the tractor so we call it a game, and discuss how splitting up and each trying a different strategy didn't work
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