By Geoffrey Clark (Spartan) on Tuesday, April 19, 2022 - 08:02 am: Edit |
Good game, Graham! Thanks for the write-up.
A plasma ship slowed, with multiple range 5 or closer turns vs drone/disruptor ships ... a fate to be avoided. Jack is very good at arranging this condition, as my own scars prove.
Vs. Gauis's ZIN, I did get into range 2, but he was running away, so I just has to worry about a phaser hose, not the scary side of his ship.
The SP was deployed with 4 drones, so must have been turn 2 or later. Was Jack able to recover his shuttle?
By Graham Cridland (Grahamcridland) on Tuesday, April 19, 2022 - 11:12 am: Edit |
Shuttle was still dead in the corner at game end. I never got around to shooting it (I had fired every phaser on my ship the turn I came close) he never came close to being in the neighborhood slow enough to pick it up.
By Jack Taylor (Jtaylor) on Tuesday, April 19, 2022 - 01:56 pm: Edit |
There remain only TWO:
Houses Spartan and Hood have fallen. House KingZilla is all that remains of the proud people of Romulus. One important question remains - how did this even happen really?
-VS-
MadJack of Kzinti clan Puma of Dooma stands ready to fight.
Final scheduled for 7:30p eastern Sunday night 4/24
By Andy Koch (Droid) on Tuesday, April 19, 2022 - 05:51 pm: Edit |
Oh my good gracious me!
Wonderful job guys and good games.
Pfft. This tourney running thing is easy!!
I will try and tune in to see the hot hands fight each other
-Droid
By Jack Taylor (Jtaylor) on Tuesday, April 19, 2022 - 08:13 pm: Edit |
6 weeks since we started and we only have 1 game left. That might be a record.
By Ted Fay (Catwhoeatsphoto) on Wednesday, April 20, 2022 - 11:24 am: Edit |
"Clan Puma of Dooma".
I don't care who you are, that's funny right there!
By Jack Taylor (Jtaylor) on Saturday, April 23, 2022 - 01:25 am: Edit |
Seth and I played 5 turns tonight ahead of schedule.
He is leading for sure and has played great, perfect really. I have a huge hill to climb but not dead yet. Picking it back up Sunday at 7:30p.
By wayne douglas power (Wayne) on Saturday, April 23, 2022 - 05:30 pm: Edit |
I observed all 5 turns, a great game.
By Jack Taylor (Jtaylor) on Monday, April 25, 2022 - 01:13 pm: Edit |
KingZilla -VS- MadJack Sapphire 10 final continues tonight at 8p.
By Jack Taylor (Jtaylor) on Monday, April 25, 2022 - 10:36 pm: Edit |
Kingzilla over MadJack in 13 turns.
Seth put on a master class and earned a well deserved victory. I am very happy he has his first victory in Sapphire!! Congrats Seth!!
By wayne douglas power (Wayne) on Tuesday, April 26, 2022 - 04:14 am: Edit |
Congrats Seth, great game.
By Andy Koch (Droid) on Tuesday, April 26, 2022 - 07:11 am: Edit |
Seth/ Jack.... please write it up?
Well done to both of you for a great run, and congrats to Seth on getting it done while taking out a murderers row of top players.
Sapphire 10... she's in the books.
Now, somebody tell me what happened!!!!
By Peter Bakija (Bakija) on Tuesday, April 26, 2022 - 08:19 am: Edit |
Congrats Seth on his first (long coming) Sapphire Win!
Yeah. Someone write this one up :-)
By Jack Taylor (Jtaylor) on Tuesday, April 26, 2022 - 07:06 pm: Edit |
Unless I am mistaken - which often happens, I believe we are ready for the 2nd Sapphire Crown tournament.
Sapphire 7 = MadJack
Sapphire 8 = Metaldog
Sapphire 9 = CaptainRon
Sapphire 10 = Kingzilla
That be 4.
By Seth Shimansky (Kingzila) on Tuesday, April 26, 2022 - 09:41 pm: Edit |
In process of a write up - long game and many twist and turns
By Brian Evans (Romwe) on Tuesday, April 26, 2022 - 10:01 pm: Edit |
Congrats Seth! Well Deserved!
By Steve Cole (Stevecole) on Wednesday, April 27, 2022 - 02:39 am: Edit |
We could do that, or we could wait for 1 June to have Petrick back at his desk?
By Geoffrey Clark (Spartan) on Wednesday, April 27, 2022 - 10:54 am: Edit |
Congrats Seth!
By Jack Taylor (Jtaylor) on Wednesday, April 27, 2022 - 11:00 am: Edit |
I am happy to wait on Petrick for the Crown tourney.
By Andy Koch (Droid) on Wednesday, April 27, 2022 - 12:36 pm: Edit |
The Crown could wait till Petrick comes back IMO.
Although, we could start Sapphire 11 in the meantime
Thoughts? Signups May 1 start May 15? or give it a break? or wait for SPP? Mob rule here....
By Seth Shimansky (Kingzila) on Wednesday, April 27, 2022 - 05:28 pm: Edit |
Let do S11 Nov1
By Seth Shimansky (Kingzila) on Wednesday, April 27, 2022 - 08:13 pm: Edit |
Sorry I mean May 1st
By Jack Taylor (Jtaylor) on Wednesday, April 27, 2022 - 09:34 pm: Edit |
May works for me.
By Seth Shimansky (Kingzila) on Wednesday, April 27, 2022 - 09:58 pm: Edit |
Kingzilla RKR PeonOfDeath vs MadJack Kzinti Hairball
I am new to the RKR ship but not to Romulans & plasma play. Jack aka Hairball, as he named himself in the game is a top-tier player also new to Kzinti ship, but well known for his experience in the drone/disrupter ships. This will be a fight and a long game, as I warned Hairball, I like to play with my food for about twenty turns. When Hairball entered the arena, I thought something was wrong with this cat because my sensor seems to show his tail between his legs from 33 hexes away.
Turn one- PeonOfDeath wanted to play it save with insignificant risk just in case this frisky cat had too much nip. So allocated 15/16/21/26 move plot with a total of 19 moves. Loaded tube A with enveloper, 2 ss and started 2 ww with one in trac and hold the other S torp. As we started impulse one, I got excited because Hairball plotted speed twelve and launched a shuttle. We both came at each other slowly down the center of the map with Hairball doing a little slip-age to trac the shuttle back in after the scatter pack launch. PeonOfDeath plan is to maintain the center of the map at the end of the turn and launch the enveloper close to the end of the turn. We both never turned off for the turn but did slip out. At range 15 Jack coughed up four hairballs for 12 damage on the 6. PeonOfDeath launched the enveloper imp 28 and Hairball added 3 speed 32 drones on about the same impulse. Impulse 31 and 32 PeonOfDeath killed the scatter pack drones. We ended the turn about 10 hexes apart.
Turn 2- PeonOfDeath charged phaser with 5 and dropped a ww with 2 in trac using 15/21 speed plot for 20 power and started charging tube A. Hairball started off at speed 20 and for 7 impulses going direction A then turned off direction C. PeonOfDeath had to delay turning in to Hairball because of the phaser delay then trac 2 of the speed 32 drones and used an ss on the third drone. Later in the turn killed them with p3’s. After dealing with drones then turned in and chased a ferial kitty. At impulse 17 Hairball’s speed changed to 27 to outrun the enveloper and killed it on impulse 20. Kitty turned direction A for the turnaround and slowed to speed 20. Impulse 28 Jack fired 4 hairballs on Kingzila # 2, hitting with all 4 again range 10. At this point, Jack is 8 for 8 on disruptors and trying to send me a crying laughing emoji threw SFBOL. Jack is in exceptionally good spirits at this point. Then on impulse 31 fires 4 p1 at range 8 for the big 4 more damage on the same #2 shield. Then types : Crashes back to earth. Turn 2 no plasma or drone launches.
Turn 3- We start the turn with PeonOfDeath facing C and Hairball facing F, 7 hexes apart on the same hex row with our #6 facing each other with Hairball in the center of map C (upper right corner). We are close and I am thinking Hairball will go slow because he did not launch drones and will give me hell with OL’s and try the ww thing on the plasmas. PeonOfDeath plots 26/25/20 with 23 power. Keep arming tube A and putting 2 in HET just in case I need to launch a fast load and HET. I also put 1 in phasers,2 in trac with 1 ss, and 1 ww holding. Hairball starts the turn speed 16 with him turning A and PeonOfDeath turns in for the kill. Impulse 7 Hairball speeds up to 26 and Peon is speed 25 as Jack tries to run away. Impulse 11 Jack is just turned F and is one hex from the wall and I have just turned A at 3 hexes from the upper wall. We are 3 hexes apart with his #6 facing my 2. There is no room for Jack to run from plasma and I launch S and F from the right side. Impulse 3.13 I slow to speed 20 and jack launches a speed 32 drone. I fire 5 p1 at his # 4 doing 21 damage at range 3. Impulse 3.16 I turn B running towards the top right corner, trying to get away while he was running from plasma, and then Hairball HET’s at me then does a speed change to 27. The plasma’s HET to keep range 1. This gives Jack the ability to fire 8 p3 at the F during 2 impulses and the F will die in a few impulses before it will hit him. We are now 5 hexes apart with my #5ish facing his 2ish. It takes me 2 p3’s to kill the fast drone. Impulse 3.19 Jack fires 3p1’s as p3’s at the S because the next impulse Jack does not move. Impulse 3.20 and the S is real, and Jack takes 25 damage on the #5 with a left warp hit. I HET F because I want the left side plasma to face him and hoping for a bolt shot on the broken # 5. Next impulse we both move straight and Jack launches 2 fast and 1 slow drone. On impulse 3.23 Hairball turns off direction D and I trac the 2 fast drones and bolt an F from tube C at range 5. It hit and took the frisky out of the kitty doing 2 more warp hits and a p3. By the end of the turn, PeonOfDeath had killed the drones and was 1 hex from the map upper edge facing F. Hairball was about 10 hexes below facing E. At this point, the Hairball has lost some fur with the #4 and #5 shield down and also down 3 power from 8 internals. RKR has some weaker shields on the #2 and #6.
Turn 4- RKR only goal is to recharge and go speed 21 and run for the left top corner. I roll the A torp, charge bats, dropped the SS, and start to charge the 2nd ww. No power to charge phasers. Impulse 1 and Jack goes speed 20 and follows me to the corner but stayed 10 hexes below me. On impulse 4.29 I launch a fake S from the A tube to try and get Jack to get more distance between us. We end the turn with PeonOfDeath on the top left of the board facing D and Hairball facing E about 12 hexes away. The plasma is about 9 hexes from Jack. No disruptors or drones for turn 4.
Turn 5- I do not want to stop or go very slow but this will be tricky not to get hit by 4 OL. PeonOfDeath is feeling more like a peon here with no place to run and I don’t want launch and cloak. I recharge phaser and keep arming plasmas with the rolled A as a enveloper. I keep the 2 ww with no trac. What was I thinking writing this now with no trac. I have made to straight moves before the turn break, so I go speed 10 for 16 impulses then speed up 15 for the 2nd half of the turn. This gives me the ability to turn B on my 1st move to try to get away but must launch the enveloper before I turn, or it will be lost. Jack goes speed 9 and turns into me with the speed change to 4. I slip towards Jack. Jack launches ww when we are 10 hexes apart and the Plasma is 2 hexes from him. I launch the enveloper impulse 6 so I can turn off the next impulse when I move. Jack now knows the 1st plasma is a fake before it hits the ww. I use batts after I move on impulse 7 to speed change to 18 for the rest of the turn hoping I can avoid an OL disruptor hit. On impulse 5.12 we are 8 hexes apart and Jack is under WW protection with the enveloper 2 hexes away from WW. The plasma is 3 hexes from Jack. Jack does impulse activities and I have a feeling this is not good for him. This is the room chat- : Thinking : it has 2 b bad : it is MadJack orders are: Hairball changes speed to 13. : I was sold that the S was real. Then Jack ED’s and fires 2 OL at me under passive fire control. I did not know if that was allowed but let’s see if they hit before we look it up. I told Jack I have never seen it but he rolled 5 and 6 so it was no issue anyway. Jack launches a 2nd WW and I run off for the rest of the turn. At range 15 Jack fired 2 standards with 1 hit on my #4. So, at this point Hairball has hit with 9 out of 10 disrupters without counting the 2 OL. If we scored SFB games by turns, I definitely won that turn.
Turn 6- My plan was no engagement and reload. I finish both F torps and roll the B tube and started charging the A tube. Filled batts and phasers and keep the 2 ww and go speed 15. I thought Jack would go after his wasted WW and glue some hair back on his ass. This would leave him close to the edge of the map and I give him another enveloper next turn. Jack did what I thought and launched 4 speed 20 drones impulse 6.32.
Turn 7- PeonOfDeath did the basic launch of the enveloper early in the turn and ran off. Jack went speed 4 and used his batts to speed up to 14 after he used his 2nd WW on the enveloper. I enjoyed watching him self-kill his 4 drones. Jack fired 4 disruptors at range 14 for 3 more hits on my #3. This puts him at 12 hits for 14 shots, not bad. Late in the turn, Jack launched 4 more speed 20 drones. At the end of the turn, we are 11 hexes apart with me in the exact center of the map facing A and Jack to my left, facing B.
Turn 8- The RKR load’s enveloper in rack A with a speed plot of 15 for the turn. I plan to launch and run and hope he WW his drones again. Jack goes speed 4 but does not WW the enveloper but fires at it. He absorbs a lot of it with power to his shields and has to add 7 more damage to the shields but no internals. I let the drones catch and I kill them with phasers. We end the turn 17 apart on the top ½ of the map. I am heading for the top right corner and Jack getting close to the center of the map. Jacks has repaired 2 warp at this point and down one.
Turn 9- PeonOfDeath has 2 F torps loaded and is in the 1st and 2nd turn of arming the S’s. My plan is to surprise Jack and turn around fast and attack with 3 F’s. My speed plot is 24/15/28 for 25 moves. I fill phaser and have 2 in trac and drop power to all shuttles. Jack starts at 14 and heads toward me while I move to turn around the fastest twards him. For impulse 14 I am at speed 28 and we are 9 hexes apart with both of us charging for the center of the map. On impulse 9.18 we are 6 hexes apart and I launch tube C trying to get Jack to turn off. This will give me a good shot at his weak rear shields. On impulse 9.19 jack slips out and I turn off D, fearing Jack has OL and breaking my #2 shield. I chicken out. In IA jack fires 4 standards hitting with 3 out of 4 for a total of 15 hits for 18 fired for the game (not bad). Later in the turn, Jack overkilled the F with phasers. At the end of the turn, Jack fixed the last damage warp, and no drone launches for the turn. We end the turn with 9 hexes apart with Jack chasing me in the center of the map.
Turn 10- I arm my B tube as a standard S. This turns out to be a mistake because I do not launch it for 4 turns later. RKR plots 21 moves and fixes some shields I have no plans for this turn while jack has all his power back and can go fast this turn. I start one WW just in case for the future. Jack comes at me fast, so I panic and launch a fake with the other F to keep him away from me this turn. Jack fires 4 standard disruptor before he turns off and misses with all 4. At the end of the turn, Jack is in the center of the bottom right of the map facing E. I turned around after the plasma launch and chased him there. I am closer to the center of the main map, and we are 9 hexes apart my #1 to his 2. No drone launches. This will get interesting next turn because jack is cornered, and I will have 2 S torps but no F torps. At this point, Jack has 7ish drones left with 2 of them IV and 2 fast. Jack has 2 shuttles left. We take a break for a few days here.
Turn 11- This will be another interesting turn because we both had time to think up our plans. Does Jack try to run away, or does he do 9/4 speed plot and get an OL shot before he WW. I want to load/launch an enveloper and get away without getting hit (tricky). My guess is he does the 9/4 so I plan on 4/14/13/14 plot. If I am lucky, I launch the enveloper and then a WW when he gets range 8. This might get me out of range 8 before his fire control comes up after the WW is dead. If this fails, I will be giving him a shot on my weak #2 or #3. The turns starts and we reveal speeds. Jack does the 9/4/14 with 4 OL. His plot has 14 at the end of the turn. It goes down as I thought. On impulse 10 I move speed 14 and get range 9 before fire control comes up. As of impulse 11.17 we are 9 hexes apart and we both have fire control up. In IA for 11.17 I have a speed change for speed 13 for the next impulse. IA is revealed and Jack does an unplotted speed change to 9 thinking he will get range 8. Jack’s high spirits get broken when we both move impulse 11.18 and still maintain range 9. Jack kills my WW with an OL. I run off the rest of the turn with jack losing a little distance by the end of the turn. Jack reveals 3 OL wasted. We end the turn 11 hexes apart around the center of the map.
Turn 12- My plan is to run to the top left corner and recharge and prepare for turn 13. I reload and arm 2 WW because I might need them to get out of the corner turn 13. Jack goes as fast as he can to chase me in the corner. Around impulse 12.24 Jack fired 4 disruptors range 15 with 4 hits on my 4. We end the turn at range 10 with me very deep in the upper left-hand corner facing D. Jack is coming right at me. Jack’s # 1 is facing my #6.
Turn 13- RKR has both F’s load and the S from 4 turns ago and the A tube ready for a fast load F. I drop one of the WW and have 1 ready. I put 2 in trac with 24 in plotted movement. Jack thinks I will go slow, and he will try to take a range 8 shot and run. I believe with batts I can run him down, so he shows me his busted-up rear shields as he runs off. Jack has 1 WW left and should thank me for the extra power that saves him. I do a 15/21/28/21 speed plot so I can turn to him, and I can use batts to go 28 for the rest of the turn if needed. Jack reveals speed 22 for the start of the turn. He starts coming in and, on my 1st, move I turn into Jack. Impulse 13.4 I use batts to speed change to 28 for the rest of the turn. Jack fires 2 standards and a P1 all from the offside at my #1 shield range 7, doing 3 total damage. I now know he will turn off and run. Jack speeds up to 29, but this won’t help because he will be trapped running along the upper wall at some point. On impulse 13.11 we are 4 hexes apart and I have 5 phaser 1 in arc on his # 5 that has 3 shields on it. Jack launches a Drone and fires 2 p1 at me. While I fire the 5 p1 doing 14 internals after he uses 5 reinforcements. This was a nasty shot that took 3 power/trac/dis/drone/bats. Jack does 11 back at me knocking my #6 down to almost gone. I chase Jack for most of the turn while I shoot down the drone he launched. Impulse 13.27 Jack does a speed change to 14 and I launch an S that will hit Impulse 1 unless he ED’s. Jack concedes here.
This was a very tuff tournament for me with hard ship/player match ups. I want to thank Moose-Phaser pig, Hood-Eagle, Spartan-RKR (waiting on my Romulan Ale) and MadJack-Kzinti for the games.
By Steve Cole (Stevecole) on Wednesday, April 27, 2022 - 10:53 pm: Edit |
If Jean is okay with it, lets do 11 on 1 May and Crown 2 on 1 June.
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