By Jack Taylor (Jtaylor) on Tuesday, August 13, 2024 - 07:51 pm: Edit |
Steve P- I never requested a change of ship. I am not requesting a change now. IF I signed up as Hydran, then I should play Hydran. I do not still have the registration email, I am sorry about that.
Just say the word Steve P- if I signed up Hydran I will play Hydran. It's all cool and better for the tree. -Regards, Jack.
By Carl-Magnus Carlsson (Hardcore) on Tuesday, August 13, 2024 - 09:01 pm: Edit |
SPP, sorry for the mess I won't do it again.
By Stephen McCann (Moose) on Tuesday, August 13, 2024 - 09:58 pm: Edit |
I lost to Ted Fay, no way to report a loss currently
By Ted Fay (Catwhoeatsphoto) on Tuesday, August 13, 2024 - 10:08 pm: Edit |
Yeah, I have to say I was well and *truly* shocked to win that one. Moose's best ship is the AUX phaser boat, and the AUX phaser boat is a Fed killer. I'd call this 8/2 or maybe even 9/1 in the RPS.
But however yous stack the odds, I came up on this side of the small odds. Mostly because Stephen made a maneuver error on T2 that permitted me a range 2 shot - where I hit with 4 photons.
He still could have pulled it off, really, as I took several drone hits on shields that weakened them. I took something like 50ish internals by the time all was said and done. However, on 4.32 I put in 2 OLs and all my phasers, basically gutting him and leaving him with no tractor. He had launched a SS and 3 drones at me at r1, but over the turn break I would be able to WW them with the WW I had available. So it was game.
Really surprised here, but there you go.
Sometimes you get the bear. Sometimes the bear gets you.
By Seth Shimansky (Kingzila) on Wednesday, August 14, 2024 - 11:53 am: Edit |
Colonel_Howler HYD dropped out by email & we need a replacement for round 1.
Steve Petrick can you advise.
kingzila RKR vs Colonel_Howler HYD
thank you
By Carl-Magnus Carlsson (Hardcore) on Wednesday, August 14, 2024 - 11:54 am: Edit |
Ted you would probably been under post het restrictions. I can' see it would make much difference though, mosses ships was all red
By Steve Petrick (Petrick) on Wednesday, August 14, 2024 - 12:04 pm: Edit |
Your name is Dana F Madsen
Your email address is dfm330@gmail.com
Your callsign is madman
Your ship is THN
Dana Madsen is the next one up to replace a player.
By Steve Petrick (Petrick) on Wednesday, August 14, 2024 - 12:08 pm: Edit |
These are the weapons from the last listed sign up
Your callsign is Hardcore
Your ship is ORI (#1: P, P, P, f, f #2: H, g, H, B, B)
By Daniel Bitseff (Cadet_Stimpy) on Wednesday, August 14, 2024 - 02:55 pm: Edit |
Stimp & Hardcore are 3 turns in.
Orion (P,P,P,f,f) v. Gorn
Turn 1, Orion comes out at speed 16, Gorn at 17. We both waddle towards the center of the map. Gorn speeds up to 24 for the 2nd half while Orion stays slow until late. At about range 11, Gorn launches the EPT from launcher B & turns out. Orion speeds up, turns in & starts slipping away from the EPT. Orion fires a flurry of ph-3s at torp at range 2 on imp 32 for around 19 damage.
Turn 2 Torp reaches range 1 on imp 1, so Orion is in high speed (30) to run it out a bit, with a speed change to 26 later. Gorn is speed 17, trying to turn the bus around & get the Orion in the corner. Orion runs the EPT out a bit, miscalculates the chart & ends up turning in & eating it for 21 (after phaser damage), and starts to pursue the Gorn again. Gorn flicks out another EPT & turns away, speeds up to 24. Orion eats EPT on it's 10th move for 47 damage after firing ph-3s at it (6 at range 2, 2 at range 1).
Turn 3 Gorn is now cornered (NW corner) with Orion bearing in from about 15 hexes away. Gorn figures best option is to park, as we expect the Orion to come out glowing (living up to his ship's name "Golden Light"). Orion does indeed come out full aglow (lwarp,rwarp & impulse doubled). Gorn sits & spins. As Orion approaches, Gorn pitches out an F-torp that Orion will have to deal with to achieve range 4. Orion turns out & phasers it, eventually taking it for 1, then HETs back towards Gorn, who pitches out the other F-torp, but not soon enough to avoid range 4. Orion reaches range 4 on impulse 32, and we call for ia. Turns out that range 4 was not the Orion's goal. Gorn fires 4 ph-1's at Orion & takes the #2 down to 5 boxes after 2 reinforcement, no return fire from Orion.
We save here, about to start turn 4, we are at range 4 in the NW corner, Gorn parked & facing E & Orion off his number 1, facing A, F-torp inbound (range 2).
Orion shields are 24, 5, 11, 12, 12, 19 only internals are from doubling (1 lwarp, 2 rwarp, 1 impulse -- also 1 lwarp has been repaired), Gorn shields are so far unscathed, but Orion is about to do some work.
By Carl-Magnus Carlsson (Hardcore) on Thursday, August 15, 2024 - 02:15 am: Edit |
I rolled a dice to pick the package since i had no preference one way or the other.
I ate the 47 pt:er because i forgot to use batts to speed change :P It doesn't look good.
By Jack Taylor (Jtaylor) on Thursday, August 15, 2024 - 10:46 am: Edit |
For anyone planning to whoop on me someday- I am playing Lyran in this tournament unless Petrick comes back real soon and decides I am playing Hydran which I never intended to play.
Cheers!
By Steve Petrick (Petrick) on Thursday, August 15, 2024 - 01:49 pm: Edit |
Jack Taylor:
I wrote on Tuesday:
By Steve Petrick (Petrick) on Tuesday, August 13, 2024 - 03:55 pm: Edit
Jck Taylor:
Changing your ship to Lyran messes with the tree, but I honestly admit that with the recent imposition of my medical issues I may have missed a message requesting the reassignment. I have therefore approved the change.
Steven P.
The change to Lyran was thus approved, unless you are denying it for some reason.
SPP
By Jack Taylor (Jtaylor) on Thursday, August 15, 2024 - 02:10 pm: Edit |
Nope, Lyran is where I was always supposed to be.
By Peter Bakija (Bakija) on Thursday, August 15, 2024 - 03:17 pm: Edit |
Von_Nasty (LYR) over bakija (GRN)
T4: We start about 15 hexes apart. GRN moves 12/24 with an enveloper armed. LYR moves 14/24/25. GRN turns towards the LYR, LYR closes in a little, GRN launches enveloper and turns South. LYR can't get R8, so fires 4 std disruptors, hits with 3 for 9 damage on GRN #3. LYR turns off and runs from plasma. GRN turns back at LYR and follows. We end about 12 hexes, with enveloper 2 hexes from LYR.
T5: GRN moves 17/24, LYR moves 28/19/25. LYR runs enveloper out to nothing to the West map edge, and turns North, GRN closes in, angling for the LYR 1 box #3 shield. LYR slows down, turns around, announces an ESG and then another ESG that will be up late in the turn. Ships get about R6, LYR #2 to GRN #2. GRN is still angling to get the LYR 1 box #3. LYR fires 3 standards and some phasers, doing 14 damage to GRN #2. LYR cancels first ESG. GRN is sad that it doesn't move a late impulse, as otherwise I'd be able to get that bad shield, and is not able to change speed to avoid that, due to a impulse 17 speed change. LYR is capable of turning at this point, so GRN does a second HET (does not break down) so that if the LYR turns, GRN will still be on LYR bad shield. Next impulse, LYR HETs away. GRN moves when LYR doesn't, so gets a good R5 shot on LYR #4 with 5xP1 and an F bolt. Phasers do ok, but the F bolt misses for the second time, leaving the LYR #4 at 2 boxes. LYR fires back with 4xP1, leaving GRN already damaged #6 at about 6 boxes. For the last few impulses of the turn, ships just slip apart, and we end at about R10, LYR facing A, GRN facing B, behind the LYR.
T6: GRN finishes a standard S torp, has a held F torp, other S torp is on second arming turn. GRN figures as long as the LYR doesn't stop, chasing it from behind will probably be advantageous. LYR stops, moving 0/4/10. GRN just turns off and flies away to the other side of the map. LYR fires 4 standard disruptors, doing 6 damage to GRN #4 at 15 hexes, but otherwise, nothing happens. We end about 20 hexes apart.
GRN considers situation at this point and resigns. It's still very much a game, but I'm vanishing this weekend to go and care for my old parents in Florida all next week and won't have time to continue this game, which has become one that will take a long time to finish if I'm to have a chance.
I missed with both bolts on 1-4 I fired; if I'd hit with them, the LYR would have 10-15 internals at this point, and I'd be doing ok. But with both bolts missing, I'm behind, my shields are pretty ragged (something like 13-16-15-18-24-6), so if I try and go in, the LYR is gonna do a lot of damage through some weak shield (especially given that it still has 2 armed ESGs), so I gotta just spend the rest of the game at long range and try to bombard the LYR till it runs out of weasels or something, while avoiding getting mangled. Which'll take a long time, which I don't have this upcoming week.
Jude played well, and I got unlucky when I needed to be lucky. Twice.
By Daniel Bitseff (Cadet_Stimpy) on Friday, August 16, 2024 - 01:30 pm: Edit |
Stimp over Hardcore
T4 - Orion comes out at speed 26, Gorn is still parked, we're still at range 4. Gorn launches Ept & then WW, Orion shoots the ww, then elects to HET away. F-torp & ept chase Orion across the map (Orion speeds up to 30).
Gorn changes speed to 8 around mid turn, using this as an opportunity to try to get moving again. Orion runs out the f-torp & phasers up the ept, taking it for 6 pts, then turns back around.
T5 - Gorn goes 8/4/12, Orion comes out at speed 24, everything doubled, and starts closing. Gorn launches another Ept on imp 7 then turns up the map at speed 4. Orion ignores the ept, taking it for full & a handful of internals, also laying waste to his shields, but keeps closing on the now empty Gorn.
As Orion gets into firing range, Gorn has an unfortunate speed change to 12, I elect not to ED to preserve my ability to weasel, and trust in my sturdy hull to pull me through. Range 3, Gorn fires the 2 rear ph-1s, thinking he might HET the next impulse to the front shields towards the Orion, and takes down most of the remainder of the Orion front shield. Gorn doesn't het, and Orion hits range 2 and blasts with 3 ol photons, 4ph-1, ph-3, rolls well doing 74 damage to my #4. Gorn returns fire with 2xph1 & a ph-3, rolling 6,6,5 for another handful of internals.
Gorn has a modest brick (5 allocated + 5 batts) and ends up taking 40 ints (torp, some phasers, some power, a tractor, batts). Orion then turns in to stay alongside Gorn. Gorn, worried about the Orion getting back on his down #4 with the rear phasers & fusions, launches two SS, also to help influence Orion's move, so I can get some off side phasers in arc. Orion gambles that they aren't SS & eats them for 36 on a down shield & calls game. GG Hardcore! I was cruising along for a bit, but then thought you were gonna pull it out after the good alpha.
By Ted Fay (Catwhoeatsphoto) on Friday, August 16, 2024 - 07:01 pm: Edit |
Current Tree?
By Jack Taylor (Jtaylor) on Saturday, August 17, 2024 - 09:53 am: Edit |
MadJack (Lyran) vs Spartan (ISC)
Set for Tuesday 8/20 at 5p eastern.
By Seth Shimansky (Kingzila) on Sunday, August 18, 2024 - 09:11 pm: Edit |
Round one Madman Neo Tholian AKA Coyote vs KingZila RKR AKA Roadrunner
We stopped at the end of 5 episodes after the Coyote needed a rest from chasing the Roadunner. The 1st 4 shows the Coyote set traps for the Roadrunner and the 5th he played defense to protect his wounded ass.
Coyote has no #1 #2 and #5 shield. It donated his snare, 2 p3 & p1, also 4 power and 2 batts. NO het bonus and 3 CDR left. 21 total internals.
Roadrunner has no #1 #4 and ½ the 5 shields. It donated 1 warp and an F torp. Used 1 CDR, no het bonus. 3 boarding parties are missing in action. Both fakes used. 8 total internals. One fast F ready for turn 6.
The Neo has had ok dice but the RKR is fire hot with 4 for 4 on the bolts, with one S bolt hit at range 8. No luck getting plasma past the web.
By Peter Bakija (Bakija) on Monday, August 19, 2024 - 08:59 am: Edit |
So *that's* where my dice went!
By Seth Shimansky (Kingzila) on Tuesday, August 20, 2024 - 09:32 pm: Edit |
KingZila RKR over Madman Neo Tholian
Turn 6 Madman goes 19 then speed change to 9 looking for close range. Kingzila goes speed zero with 2 tacs and speed change to 8 for the rest of the turn. Impulse 2 we are range 10 and the tac gives the Neo a free shoot on the RKR #4 with 1 shield box on it. Neo does not take the shot and gives chase to the RKR. Neo is keeping his strong # 6 shield facing the RKR while the chase is on. A little after mid turn the RKR turns D so the NEO only shot is on the RKR solid #2 or #3 shield. On impulse 20 at range 5 the Neo puts up a 1 energy web for 3 hexs, covers the RKR front shields, one hex in front of RKR ship. Trapping in the RKR. The RKR launches his fast f and fires 5 p1 on the Neo # 6 doing 22 damage. Neo fires 3 p3 at the plasma and it hits the #6 doing 7 internals taking power and the caster. The next few impulses the RKR gets trapped in the web and the Neo moves in to get a range 2 on the RKR by impulse 32. On impulse 32 the Neo is range 2 with his down 2 facing the RKR solid # 3. RKR fires 3 p3 & the Neo fires 2 OL and 2 p1 and a p3. Neo gets 2 internals on the RKR and the Neo losses a lot of power. Madman gives. Madman played a great game but could not overcome the hot dice of the RKR.
By Bill Schoeller (Bills) on Tuesday, August 20, 2024 - 09:39 pm: Edit |
Bs over Racerx
By Paul Franz (Andromedan) on Tuesday, August 20, 2024 - 11:06 pm: Edit |
Tree is up.
By Lee Hanna (Lee) on Wednesday, August 21, 2024 - 01:20 pm: Edit |
summary of Sapphire Star 17, round 1: Putraack (ISC) vs The Hood (Fed)
Turn 1: A held, B enveloped, C rolling. Speed 24-17-24.
He went 13 early, 16 later, I started the PPD from r20. I had to veer starboard to keep the enveloper B in arc, accompanied by pseudo-C. I launched from r13, with him off my port bow and turned away. He turned to follow and accelerated to 25. He reached range 8 and held it from impulse 27. Since he was following, I threw out the port aft torpedo on 1.30. On impulse 32, I gave him 3 phaser-1s for 7 hits. The PPD on his forward shields had been mostly absorbed by 11 reinforcement, the phasers ate 2 more, so only the #2 was scratched.
Turn 2: I started reloading A, B, and D; continued to roll C; refilled only 2 phasers. Speed 24 early, 28 to gain some distance, and 17 for the majority of the turn. He weaseled at the start of the turn, after the fake torpedo “hit” on impulse 1. Sadly, the enveloper was still 1 hex out, so it only did 6 collateral damage to the #4 shield. Torpedo D likewise only did minor damage to the #2 shield.
He accelerated to speed 13 in the bottom half of the turn, which ended with him off my starboard quarter, range 11. (Here is where I embarrass myself, I thought I was bouncing along the top edge of the map, but it was only because of how I’d zoomed in on the SFB board on my screen. I had about 5 hexes more to go.)
Turn 3: finish the PPD, torpedo C as a normal G, continue B, with speed-load a possibilty. He goes speed 4 again, I’m opening at 15, then holding 24 after my first starboard turn to bring the PPD into arc. My PPD burst is mostly eaten by 14 reinforcement, but some scratches to the #6 shield. Torpedo C is able to work around to his #4, but he fires most of his phasers into it, and it only scores 1 damage there. I spend most of the turn crossing his bow around range 14, while he uses his low speed to keep his nose on my starboard side.
Turn 4: I restart the PPD, continue to roll B, start C, finish D. I’ve hung onto E, and now it’s in arc. Speed 23 the whole turn. I let go with the E torpedo, turning towards him to skirt the edge of his FA arc at ranges 7 & 8. He is still slow, and weasels off the E torpedo, then shoots me at range 8, but only 2 overloaded photorps: 1 hit, so no internals. I end the turn nearly facing, around 12 hexes out.
Turn 5: I overload the PPD, thinking he’ll stay slow, finish B and continue C. I turn in and open the PPD at r8. I think I put too much speed on, we are closing relatively fast. I’m barely able to get all six pulses off, but only by slipping into range 4 on the last one, both his #1 and #6 are at 5 points each now. His phasers and 2 overloads (only 1 hit again!) blow down my #6, but my batteries keep out any internals. My 6 phasers, on top of the PPD damage, score 20 internals: 2 warp, 1 torpedo, 2 p-1, the rest mostly hull. I’m able to turn away. We end the turn facing away from each other, about range 10? He’s launched a drone, now 4 hexes from me.
Turn 6: he concedes after mis-plotting his speed. He’s down a shield with significant damage to 3 others, and I have both of my plasma G and 1 F live.
Thanks to Jason for a good game, I could feel the adrenaline most of the evening.
Thanks also to Drew Dederer and Steve Hecker from my home group, who have sharpened my skills and boosted my ego so that I would enter this tournament.
Thanks finally to the unnamed donor who paid my entry fee as a first-timer!
By Peter Bakija (Bakija) on Wednesday, August 21, 2024 - 01:30 pm: Edit |
Congrats, Lee!
By Jack Taylor (Jtaylor) on Wednesday, August 21, 2024 - 03:31 pm: Edit |
Good job Lee!!
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