Subtopic | Posts | Updated | ||
![]() | Archive through June 12, 2023 | 25 | 06/13 02:32pm | |
![]() | Archive through June 17, 2023 | 25 | 06/19 02:35pm | |
![]() | Archive through June 27, 2023 | 25 | 06/28 02:02pm | |
![]() | Archive through July 12, 2023 | 25 | 07/12 12:41pm | |
![]() | Archive through July 20, 2023 | 25 | 07/24 02:07pm | |
![]() | Archive through August 12, 2023 | 25 | 08/12 04:36pm | |
![]() | Archive through August 18, 2023 | 25 | 08/22 01:52pm | |
![]() | Archive through September 14, 2023 | 25 | 09/17 08:40pm |
By wayne douglas power (Wayne) on Friday, September 15, 2023 - 07:51 am: Edit |
Congrats Seth.
By Peter Bakija (Bakija) on Saturday, September 16, 2023 - 07:21 am: Edit |
Congrats Seth and Ron!
By Geoffrey Clark (Spartan) on Saturday, September 16, 2023 - 10:02 am: Edit |
Congrats, Seth and Ron!
By Jack Taylor (Jtaylor) on Saturday, September 16, 2023 - 04:07 pm: Edit |
Yeah, yeah, Seth won. Let's move on.
By Seth Shimansky (Kingzila) on Sunday, September 17, 2023 - 08:40 pm: Edit |
Crown Final
Kingzilla RKR vs Captain Ron shark L drone R p1
Turn 1 – I thought on tactics for the game and planned on using envelopers for keeping distance and hoping to draw down wild weasels. Using envelopers with the RKR is not my normal tactic because it uses a lot of power and takes away from speed. RKR arms tube B with enveloper and rolls A. No power in shuttles and 18 into movement 15/28 split and 6 on the one. At range 15, impulse 18 Shark has gone 20 straight down and then turns in to start the cross the T and RKR has been slipping in. RKR launches enveloper out of B. Shark and RKR starts slipping and impulse 25 RKR speed changes to 28. Impulse 27 Shark speed changes to 14. On impulse 31 shark is range one from plasma and fires 12 p3 taking 22 off plasma. RKR had turned off but the B tube that had launched is the facing tube. Impulse 32 we are range 9 and shark reinforced all damaged on the 1 2 6 shield and takes 10 split on 3 4 5. Shark launches 3 drones at the end of the turn.
Turn 2 – RKR is in a little panic and pays 4 points to make the rolling plasma into a S torp. Puts 24 into movement with 28/21/28 speed plot hoping to move fast enough to turn around with distance and also plotted 2 in trac. Shark starts the turn speed 20 and on impulse 4 turns A and RKR changes plans and turns A with us 8 hexes apart but is not in FA by one hex row with drones approaching the RKR. RKR’s does not have a loaded S facing the Shark. Impulse 8 RKR kills the 3 drones with 3 phaser 3’s range one. We are parallel to each other 7 hexes apart. Impulse 10 RKR changes speed to 21 and turns E into the Shark. Shark keeps moving A. A few more impulses later the shark turns B while RKR is still E but catches the Shark at range 5 so the Shark’s 3 is facing the RKR’s 3. Shark launches 3 drones and the RKR fires phasers ones and tube D bolt with a hit, bringing the shield down to one after reinforcements. We end the turn with RKR killing the drones and we are 13 hexes apart. Shark facing E about 4 hexes from the center of the map. The RKR is entering the top left corner of the map.
Trun 3 – The RKR does not have much of a plan turn 3 but to react to the Shark. RKR recharges phasers/Bats/Plasmas and puts 2 in trac with speed 28 for a few impulses then 15 for the rest of the turn. RKR has some room to run but the Shark controls the center of the map. Shark goes speed 14 for a few impulse then shots to speed 26 for the rest of the turn. RKR starts off with a turn F and Shark starts turns in direction F. RKR wants the A & C tubes in arc and starts the turnaround. On impulse 7 we are 11 hexes apart and the RKR speed is 15 and the Shark is much faster. The RKR is facing E - 6 hexes from the wall. The shark is approaching the RKR 5/6 shields. The RKR launches an S & F from tubes A and C. On impulse 13 the Shark is facing A with the S and F one hex on its nose and fires 3 phaser 3 at the F. The RKR is Facing F about 4 hexes from the left side wall and 9 hexes from the top wall. We are 9 hexes apart with the Shark on my ass. Impulse 14 the Shark slips F and takes the plasmas on shield 2 while his shield 6 is facing the RKE. The S torp is real and the Shark takes 4 internals after 5 reinforcements, losing a warp engine. Impulse 15 RKR dumps 4 bats into speed change to go speed 21 for rest of the turn. Impulse 24 RKR turns D on the center of the left wall trying to ride the wall edge. The shark is facing F, 3 hexes away with Shark’s 6 on the RKR’s 5 shield. The Shark launches 3 drones. On impulse 27 RKR announces a speed change to 24, using the last bat to try to keep at least range 2 distance from the Shark for the rest of the turn and also try to work in a rear-firing phaser hose on the Shark. The Shark has very tight maneuvering, so it does not hit the wall or can HET. I am hoping the shark used his bats on the shield reinforcement and has no HET power. Impulse 28 The RKR fires 5 phaser ones at the Shark out the rear on the Shark’s 6 three hexes away, doing 22 on the shield. Impulse 29 the shark has a choice slip in or go straight to avoid the phaser 3 hose. If he goes straight it will be a little easier for the RKR to escape the SHARK attack. The Shark slips in and the Drones are heading in the direction where I want to go. I look at the impulse chart and the drones will end up in range one from the RKR by turns end so The RKR firers 6 phaser 3 on the down shield # 6. The Shark fires 6 phaser ones and two phasers 3 at the RKR shield 4. The Shark does 31 damage to the RKR, taking out a warp engine. While the Shark takes 14 from the Phaser 3’s taking out a Phaser 3 and a warp. We end the turn 3 hexes apart, with the RKR direction C and the Shark facing D. The RKR shield 4 facing the Sharks 6. The Shark is one hex out of FA arc. The drones are on the RKR # 5 shield and RKR can’t fire any phaser for a few impulses on turn 4. Neither of the ships has their turn mode set for what each of them wants to do.
Turn 4 – The RKR knows he will get whacked with 4 overloaded disrupter bolts early in the turn and can't HET the direction the RKR wants to go because of the drones. I believe the Shark will go speed zero so it can TAC for the overload shot, then move a little. The RKR is also afraid of being trac at range 3. RKR does not arm any phasers (empty), no fire control but puts 2 in Trac. RKR also drops arming on the F torp D tube but refills bats and does charge torp A and B. RKR puts 23 into movement with 26/25 then 20 on impulse 14. Critical ERROR by me – thought I can HET at speed 26 during EA and forgot about the lost warp. At the start of the turn, the Shark goes speed 9, on impulse 4 turns in for the shot. The RKR turns B just avoiding the open shield 4 with the drones on my side, ships are at range 5. The Shark announces a speed change to 4. On impulse 8 the RKR can’t avoid the open rear shield shot on shield 4 and most HET. I got very lucky at this point because the RKR is speed 25 now. The RKR HET’s direction A with the drone’s range one on the 6, the Shark is range 7 from the RKR. RKR labs drones and one of them is a type 4. Impulse 11 the Shark fires 4 overloaded disrupter bolts at the RKR shield 5, hitting with all 4. The Shark held its phaser fire on the down shield until range 10 then mazia over 3 impulses taking out a warp and plasma F. We ended the turn 17 hexes apart with the Shark never speeding up.
Turn 5 – The RKR Loads enveloper and charges the other 2 plasmas. Refills batts, starts fire control, and puts 3 into phasers. The speed plot is 20 for a few impulses, then 10 for the rest of the turn. This is so I have time for fire control comes up to kill the drones. The Shark is down 2 power and shields 2 3 6. The RKR is down 2 power and shields 4 and 5. The Shark starts at speed 13 and is avoiding the RKR by running direction A, a few hexes from the left wall. The RKR turns around to make chase while putting some batts in a speed change to 15 to get closer. Impulse 32 the RKR launches the enveloper at range 14.
Turn 6 – RKR charges phasers/plasma and batts and allocates speed 14 for all turn. The RKR turns off for some of the turn, while the Shark runs the plasma to the upper left corner of the board. Shark fires phasers and uses reinforcement on the rest of the plasma damage. The last 1/3 of the turn we start approaching each other. We end the turn range 14 with the RKR in the center of the map direction A. The Shark is on the top of the map in direction C. With the RKR shield 6 facing the Sharks 1.
Turn 7 – The RKR tops off phaser banks and loads tube A as an enveloper. RKR also finishes the F tube D and has a speed plot of 16/21/15. The Shark goes at speed 19 and the RKR turns in direction F and launches the enveloper very early in the turn. On impulse 6 the Shark fires 4 standard disrupter bolts and 6 phaser ones at range 10 doing a great roll of 22 damage on the RKR 2 shield. The roll was great, but I thought he could have got a range 8 shot with ED. Later in the turn, I understood what he had planned. Ron worked it so his speed changes got him to speed 4 just in time to wild weasel the plasma. When the Shark announced the speed change to speed 9 the RKR turned in and got a range 8 shot on the very weak shield # 3 doing 8 internals. Taking out 2 warps, a drone, and a phaser 3. We ended the turn 15 hexes apart with the RKR facing E about the center-left side of the map. The Shark facing D above the RKR. The Sharks # 1 facing the RKR’s 3. At this point the RKR has repaired the F torp and 1 warp. The Shark has repaired some shields and 2 warp.
Turn 8 – The RKR did a 21/15 speed plot with an enveloper armed on the facing B tube. The Shark did a 14/9/4/13 speed plot and was able to wild weasel the enveloper that was launched impulse one. We ended turn 8 range 28 hexes apart with the RKR in the lower left corner. The Shark is upper center of the map.
Turn 9 – The RKR tops off phaser banks and charges plasmas with a speed plot of 10 all turn. I am thinking I can’t avoid range 8 so I allocate 7 to the # one shield. The Shark goes speed 14 with a speed change to 22 on impulse 24. On impulse 24 the Shark fires 7 phaser ones and 4 standard disrupter bolts at range 15 on the RKR’s # 1 shield. The Shark rolled well and did 16 points of damage and RKR blocks 12 with batts. The next impulse the RKR fires 5 phaser ones doing 4 points of damage that the Shark blocks. We end the turn range 16 with the RKR coming out of the bottom left corner and the Shark in the center of the map. RKR fixed warp and is at full power.
Turn 10 – The RKR puts 16 into movement with 20/15 plot. Loads tube A as an S torp and finishes tube C as an F torp and adds 3 power to phaser banks. Shark turns off at the start of the turn and makes a big circle to end the turn about the same place but direction F in the center of the map. The RKR went toward the center of the map and ended in direction C, 14 hexes apart. The RKR and Sharks have their # 6 shields facing each other.
Turn 11 – The RKR loads an enveloper in non facing tube B with 2 F torps and S loaded. RKR tops off phasers and puts a point into trac with a speed plot of 21 all turn. Shark starts turn speed 14 and on impulse 3 the RKR launched a S torp out of tube A. Shark turned into the Plasma and RKR then speed changed to 22 impulse 7. On impulse 11 the RKR turned into the Shark and the Shark fires 3 forward p3 at the plasma range 2. Impulse 12 the Shark went straight and the plasma hit his 6 doing no damage (FAKE). We are face to face 7 hexes apart. Impulse 13 the RKR launches the enveloper. Impulse 14 the RKR slips out and the Shark goes straight, then Shark launches 3 drones. On impulse 15 the RKR fires 3 phaser ones at the Shark at range 5, hitting his weak # 6 shield and doing 11 damage with 7 internals. Taking out 2 warp, disrupter, and p3. On impulse 16 we are 4 hexes apart with each of us facing our 6 shields on the same hex row. The drones are 3 hexes away from the RKR and the enveloper is 2 hexes from the Shark. The RKR has the facing A & C tube in arc but holds off on launch because I think the Shark will turn off after fire ED and wild weasel. The Shark does not fire and looks like he wants to wait for the RKR downed # 5 shield. RKR fires 2 more phaser ones on the down # 6 shield doing 6 more internals, impulse, warp, disrupter, drone, and batt. Impulse 17 the RKR slips out and the Shark does not move with the plasma one hex away. The Shark has no activity for impulse 17. Impulse 18 the Shark turns into plasma taking 26 internals. The Shark still has 6 phaser ones and a disrupter bolt after the plasma hit. On impulse 18 after movement, the RKR launches S and F. Impulse 19 everything moves but the drones. The RKR turns in direction A and the Shark slips in so we are 2 hexes apart with our # one shields facing each other. The drones are on the RKR # 2 shield one hex away. The RKR trac 2 drones and labs them all. There are 2 type ones and a type four. I can't see how the Shark can avoid the 50 points of plasma so this is do or die here. The RKR kills the type 4 and a type one with phaser 3. The Shark fires 6 phaser ones and a standard disruptor doing just enough to break the shield after reinforcements on the one. The Shark concedes at this point.
Ron played a great game and I thought he had me the near end of turn 3 going into turn 4.
By Ginger McMurray (Gingermcmurray) on Monday, September 18, 2023 - 11:16 am: Edit |
An epic game! Well played to both of you.
By Ronald J. Brimeyer (Captainron) on Monday, September 18, 2023 - 06:15 pm: Edit |
I think I played well for the 1st. 3 turns. Then I threw it all away by not giving myself an HET option at the end of turn 3 or beginning of turn 4. I got it in my head that Seth was going to park, ww, and cloak turn 4.
Well played Seth.
Administrator's Control Panel -- Board Moderators Only Administer Page | Delete Conversation | Close Conversation | Move Conversation |