By Paul Howard (Raven) on Tuesday, January 13, 2009 - 09:04 am: Edit |
Well, after the second installment combat...the dice moved back to being normal - i.e. generally rolling well for the Alliance.
A good Coalition roll results in the crippling of an Alliance ship.
A good Alliance roll results in the death of 1 or more Coalition ships.
A good example, was the battle between the D6D and Fed BT and Kzinti CL.
There was about a 10% chance of the D6D escaping unhurt - the Alliance rolled enough to cripple.
There was a 83% chance of the crippled D6D escaping persuit - Alliance rolled another 1 (I think the Alliance is 2 for 2 on needing a 1 on persuit now, and getting it) to catch the fleeing D6D.
There was about a 17% chance the crippled D6D would survive the battle - and failed.
Overall, I think my chance of living was about 95% (catch me in persuit and on average, get 10 damage in total).
If this was the occasional roll coming up for the Alliance - it wouldn't matter - but it's every key roll!
Whats also annoying - is basically where the Coalition roll is irrelevant (lots of Alliance fighters to cover all losses) - I roll well!
(And where a good roll would be nice - I roll low!).
Fingers still crossed - my luck just has to change!
By Michael Lui (Michaellui) on Tuesday, January 13, 2009 - 05:32 pm: Edit |
Just remember, from Bad to Worse is still a change.
By William Jockusch (Verybadcat) on Tuesday, January 13, 2009 - 10:47 pm: Edit |
Battles rage all across the Federation. Initially, we had 39(!) battle hexes in the Federation. We have now resolved 37 battles, one of which was created by a retreat, so there are 3 battle hexes left in the Federation. On top of that, there are a few battles in Hydran and Kzinti space.
It is difficult to give a brief summary of the results of so many battles, but I will try. The Coalition fleets have been badly hurt. The Feds also took significant damage -- though not as much as the Coalition. It looks like the Coalition will not be able to occupy as many Federation provinces next turn as they have in the recent past.
Some Federation and Romulan forces will be out of supply during the next Coalition turn. The Klingons are mostly in supply -- though their supply line into the central Federation is very thin.
The Federation has liberated four minor planets, and failed to liberate three others. In the short term, the economic significance of this will be minor, as the most of the planets in question will produce no EPs for either side.
By Paul Howard (Raven) on Wednesday, January 14, 2009 - 08:11 am: Edit |
To add to what William said - the carnage is pretty impressive - with large number of Feds and Rom's being cut off.
I saved one of the minor planets by reserving to a battle next to it - William could either capture the planet - or lose a key Starbase (William chose to save the SB).
Elsewhere, I gave William the option of keeping a force in supply and able to retrograde, but allowing me to keep control of a key planet - and William choose to capture the planet. Alas, I think both decision for the Alliance was correct .
The dice went from worse to good (I did actually get some nice dice)...and then (whats worse than worse??) horrendous.
The mugging of the 3 CVS group by a strong Mauler led reserve - didn't happen (I then rolled 40% damage in the next battle to make the feeling even worse!) - and another skirmish, very nearly cost me a SPB, when I failed the Cloak Roll (it's 50/50 now, when it should be 67/33!) when the VBIR went up and William rolled a 6 (the two escorts died).
Elsewhere, another succesful persuit roll* for the Federation cost me 2 D7's and a F5, where once more the VBIR and Williams roll were good for him.
*Out of something like 9 persuits - I think William has only failed 1 (where I would have actually had a higher compot and William only had 2 fighters to use up).
Fingers still cross, the dice will be nice to me in due course....
By William Jockusch (Verybadcat) on Wednesday, January 14, 2009 - 09:24 am: Edit |
Paul, look on the bright side! That 40% damage was pretty annoying. I had been hoping to at least make you sweat in that battle, as the planet is valuable. But after the 25% vs. 40%, I had to run away.
By Ezekiel P. Carpenter-Hyland (Admiral_Zekedak) on Wednesday, January 14, 2009 - 05:50 pm: Edit |
"the dice will be nice to me in due course"
Gamblers fallacy. Expect the dice to be nothing other than even for you as previous rolls have no impact on ones to come. Make plans accordingly.
P.S. best of "luck"...
By Kerry E Mullan (Nomad17) on Wednesday, January 14, 2009 - 11:15 pm: Edit |
Actually Paul the fact of the matter is the Dice dislike you talking poorly about them. Until you praise their worthiness they shall continue ot thwart you.
Take a positive outloook on hte dice and they shall reward you. They have spoken to me and need you to show faith til they give their rewards. Can you do so and not spurn them?
By Paul Howard (Raven) on Friday, January 16, 2009 - 08:21 am: Edit |
Kerry
So you don't recommend me having a 'computerized' hammer nearby?
Fair enough - I shall commence warm and cudly thoughts to the Dicer Rolling Server.....
By Paul Howard (Raven) on Saturday, January 17, 2009 - 06:48 am: Edit |
Kerry
Well, I suppose it nearly worked.
Average rolls over 59 dice throws was
VBIR 3.71
Alliance 3.67
Coalition 3.71 (no, I am as shocked as everyone, I did on average roll higher!)
As usual, timing of the rolls was everything.
In the averages for persuit battles (with all but 1 being a persuit of me I think), averages are
VBIR 4.63
Alliance 4.63
Coalition 2.81
On top of those, the best chance on killing an enemy carrier, fell to me - I had about a 72% chance of killing it (needed 2 or higher in the combat, and then a succesful persuit with 6 ships, the mauler would have then killed it in the persuit battle (or a VBIR up 2 and a 6 in combat would have done!)- I rolled a 1 in combat!
Best ships killed so far - Klingons have lost 2 x D7 and 2 x D6, Romulans a KRM - Kzinti a MEC, Hydrans a HR (William, I couldn't see a capture roll attempt on this ship?) and a LN.
Summary so far of the turn - huge numbers of Coalition ships have died (offhand 24 I think, plus another 2 will probably die!).
Tactically, about the only 'ray' of sunshine for the Coalition, is the partial capturing of 1502 - the only on map Retrograde Point for the Kzinti.
(I own the Hex, and the planet is Kzinti - as I only have a crippled ship in the hex - so nothing can retrograde there).
More death and destruction to be done tonight.
By Paul Howard (Raven) on Saturday, January 17, 2009 - 11:49 am: Edit |
Battles have been concluded.
Hydrans got away with lucky dice in 2 battles, and Coalition got lucky in 1 battle.
Overall for Alliance turn (hope your all sitting down) - combat dice are
VBIR - 3.677
Alliance - 3.677
Coalition - 3.677
Spooky - 62 dice, and even overall!
Retrogrades, CEDS and Strategic Movment - and onto Turn 13!
By Paul Howard (Raven) on Tuesday, January 27, 2009 - 08:41 am: Edit |
Coalition Turn 13 has started.
If I remember (and if people are interested!), I'll post my economics.
Summary
Once more, the Klingons only built a single D6 hull (Sub for the D6M), plus the full allotment of D5/F5/E4's. (Note,still need to roll a D6 for the B10 - a 6 means it's guaranteed to be finished next turn - average rolls would have seen it in action a year by then!)
The Lyrans and Romulans built there full range.
Op movement so far sees combat raging in Hydran, Lyran, Kzinti, Klingon, Federation and Gorn space.
No invaders or battles in Romulan space yet - hurrah.
By Paul Howard (Raven) on Monday, February 09, 2009 - 08:22 am: Edit |
Part I of Operation Bagration has commenced.
With Operational Movement still ongoing, several major developements have occured.
Both Hydrax and Sol are being raided in strength - and 5 Alliance Starbases are under attack.
The Alliance will be broken in the coming offensive - and they should seek terms before their destruction is total.
In the 'new Duchy of Kzintai', following fair and just elections - a new Patriach has been elected, receiving 74% of the vote. The new Patriach's first order is the removal of the pretenders forces from known Kzinti space. Kzinti forces loyal to the new Patriach will be welcomed,so peace and freedom for all with return to these fair lands.
By William Jockusch (Verybadcat) on Monday, February 09, 2009 - 04:13 pm: Edit |
Rules check --
Fed fighters react from 3008 to Earth. Later, fighters react from a SB at Earth back to 3008.
Can the fighters then declare themselves to be based at the starbases in their destination hexes, thus not counting for command or attrition limits in base battles at their new bases?
By Matthew G. Smith (Mattsmith) on Monday, February 09, 2009 - 04:17 pm: Edit |
After the first battle, certainly.
Before the first battle: Hmm. Don't know. It doesn't seem like they should be able to do that.
But you could always meet him in approach and make the point moot.
By Paul Howard (Raven) on Monday, February 09, 2009 - 04:43 pm: Edit |
205.76 seems to say they may never count as 'home fighters' for the hex they react into - as they fly back to their original base each round (even if their original base is lost, i.e. if it is killed as their base/hex was fought first - and then they do need to find a new base - but don't get to claim 'free inclusion' status - as far as I can tell anyway!).
It does mean the Feds can get 3 F14 squadrons into a battle though (if the SB's are in the right place and react to the same hex etc).
(Reminder - we are only playing F&E2K, so there is on oversized figher squadrons, and the Fed enhanced Fighters count at full value as Independent Squadrons)
By Paul Howard (Raven) on Monday, February 09, 2009 - 05:01 pm: Edit |
Matthew - 205.76 seems to indicate they always remains as Independent Squadrons.
(Had a longer post explaining it - and lost it!)
By Matthew G. Smith (Mattsmith) on Tuesday, February 10, 2009 - 11:58 am: Edit |
501.6 should provide the latitude to transfer the fighters, since there is a base with the capacity to hold them.
I will admit that 501.6 does say "in the same hex." But I think you would need more than just a little bit of "rules lawyering" to justify that in this circumstance the fighters from the 'other' SB can't just land on the one in the battle hex.
(i.e., not allowing them to land would be totally inconsistant with the intent of the fighter transfer rules.)
By Paul Howard (Raven) on Tuesday, February 10, 2009 - 03:01 pm: Edit |
Matthew - I think I read 501.6 the other way - mainly due to special fighters.
If the F14 from SB A react into an adjacent hex where BATS B is, BATS B can't support F14's at all (as F14's only work from SB's in 2K)- but if it was allowed to transfer to BATS B - it would be able to operate better than the original fighters could - even though F14's can't be based there! If the F14's could be transfered to the BATS base - why can't a BATS be given the F14 counter?
So the way I read it, the F14's can 'use BATS B' to re-arm, if SB A is detroyed, but they will always count as an Independent Squardon.
Seems to cover off the strange fighter situations, and tactically, doesn't create strange situations!
By Matthew G. Smith (Mattsmith) on Tuesday, February 10, 2009 - 03:38 pm: Edit |
I've read both rules.
I agree that at some point, some where, the rule breaks down in this unique case.
There is a general rule that covers how you tranfer fighters, including rules for "magical" upgrades.
There's a specific rule that covers reacting into a hex from an adjacent base.
There's no rule that talks about mutual reaction into two adjacent base hexes (and certainly no rule about treatment of these if one happens to be an F14 squadron.)
The rules as written work well for one base sending fighters to an adjacent hex. If you read it, it's all internally consistant and sensible. It is also consistant with the other rules in the book.
But the situation William describes is quite rare. What would the on-scene commanders do in such a unique circumstance?
205.76 seems to me to be saying "the transfer rules still work, even if one of the 'carriers' is actually a base in an adjacent hex."
In mutual reaction, I'd be inclined to believe that the transfer rules do in fact still apply, and mutual transfer is exactly what the on-scene commanders would do.
But it's not my game.
You've got one vote. Mike is just a few topics away in Q&A...
By Paul Howard (Raven) on Friday, February 13, 2009 - 07:49 am: Edit |
Well, Combats have started...but first the B10 roll.
Hurrah - an above average roll at last (4) - B10 is on 37 points and needs 3 to finish.
Two choices now (but might as well make some real money on the deal)
1 - What bets will I be given that if I just roll 1 D6 - I roll a 2?
2 - What bets will I be given that if I forgo the C8 - and pay for 2 rolls, I roll two 6's?
Combats then - first 3 battles have been done.
1502 re-captured by the Coalition for no loss
1101 - Once more missed a 50/50 chance of killing a Alliance carrier (Tug+VP pods in form this time) and there was also a couple of slim chances of direct killing a CV which I didn't get.
End result - MEC killed, several ships crippled on both sides - Kzinti withdrew to the Barony (7 Kzinti ships in 902 are now cut off from supply )
This was an excellent example of the Kzinti problem - the Kzinti had 3 CV's here....but only 1 escort in total (and that died).There are now only 8 Kzinti escorts left in total (and 1 FF, no CW's) - and more will probably die in the last two battles!
With only 1 FF production a turn - that shipyard is really needed (which should be finished this turn)
1503 - Kzinti BC crippled for fighter losses (and I missed the 50/50 persuit )
It is likely that the Kzinti will be once more on their own, when the final two battles will be done - breaking the Federation/Kzinti link.
By Michael Lui (Michaellui) on Friday, February 13, 2009 - 04:10 pm: Edit |
No bets, you're a Klingon, you're going to roll a "1" anyway.
Quote:1 - What bets will I be given that if I just roll 1 D6 - I roll a 2?
By William Jockusch (Verybadcat) on Friday, February 13, 2009 - 07:21 pm: Edit |
Paul's dice have been awful, no question, easily the worst I have seen in my long gaming career.
Though sometimes I wonder if things have reached the point where Paul will see all cloud and no silver lining, regardless of the actual size of each . . .
By Paul Howard (Raven) on Saturday, February 14, 2009 - 04:34 am: Edit |
Well, the battle over 617 is over.
And the dice - well, out of 7 rolls - they varied.
First two rounds - I rolled well (+5% on both rounds I think?)
Next two round was a draw (IIRC)
Last three rounds - well, I suppose I could have rolled worse - and William could have rolled better (I rolled a total of 4 over the 3 rounds - and William rolled a total of 17)
Once more - persuit was succesful (Two succesful Alliance v One failed Coaltion so far on persuits).
The actual battles over 617
21 Coalition cripples
1 Dead Lyran CA
2 Lyran CP's used
10 Hydran cripples
1 Dead Hydran KN
3 Hydran CP's used
2 Major's Planet Devastated
1 Minor Planet Devastated
I might have been able to get one more minor (and with average dice, probably would have done) - but overall, not too bad - shame the persuit cost me another hull though. Ep cost of the attack is 48.5 Ep Coalition and 69.5 Ep for Hydrans (32 Ep's from the Economic cost of Devastation).
Only other battle done was a minor action at 315 - I lost a DD and FF (both ships lost in persuit too)and crippled a HR. Dice other than the persuit Roll was OK for once!
By Paul Howard (Raven) on Sunday, February 15, 2009 - 07:47 am: Edit |
Situation update - Operation Bagration proceeds well.
Kzinti Front
The Duke Patriach of the Duchy of Kzintai is pleased to annouce that all known Planets are now loyal to him, and the Pretender Patriach has fled towards the Barony. In addition, the Pretender's Economic link with the Federation has been broken. Rebel forces are fleeing in all
sectors, having suffered the loss of a CC and EFF - plus 11 ships have been crippled.
It is hoped that all Kzinti forces will proclaim their loyalty to the true leader of the Kzinti people and allow the Kzinti people to once more stand proud in the Galaxy.
Coalition losses amounted to 13 cripples.
Hydran Front
Hydran forces remain to resist strongly, although it is hoped the recent battles will force this aggresive race to the Peace table.
With 3 capitals planets devastated, their Economic siutuation worsens.
Battles have seen 12 Hydran vessels crippled and the following vessels destroyed KN, LN, AH and 5 CU's (2 of which were captured).
Coalition losses in this sector amounted to STT,CA, DD and 2 x FF destroyed and 25 ships crippled.
By Paul Howard (Raven) on Monday, February 16, 2009 - 07:57 am: Edit |
Well, I thought it was finally the 'silver linning' - turned out to be another bolt of lightning to fry my a$$.
Once more the dice was average or so...until the key battle at 4206.
I think my highest roll was a 2 - and William again had a couple of 6's.
In the first round - I missed killing the Gorn Battletug by 1 damage. KRM killed in exchange for a BD (I think it was 30% v 35%)
3 rounds later - Gorn's had crippled DN, BT, BD - plus had the FRD direct killed and 3 SIDS scored.
Romulans crippled FH, KRT, 5 x WE, K5L and K5S
I was expecting to cripple the SB (SB was defended by 4 Ships, plus 2 cripples and a FRD) - and was being attacked by a mixed bunch of 15 ships - with most/all being crippled - but the dice once more stuffed me well and trully. I could have stayed 1 more round - but the way the dice was rolling - would have got only 2 or 3 more SIDS and probably would have had to self kill a ship (and cripple the rest) - so I left.
Why oh why is the dice roller so 'evil' to me?
Small battles - it's generally average.
Key/big battles - it's just evil - I bet over the 12 key battle rounds so far - I have averaged probably 2.5, and the Alliance 4.5!)....what can I do???
Administrator's Control Panel -- Board Moderators Only Administer Page | Delete Conversation | Close Conversation | Move Conversation |