By Paul Howard (Raven) on Monday, July 27, 2009 - 05:05 pm: Edit |
Well, dice are still destroying the game I feel.
Alliance can't fail a persuit - and always get the relevant number to kill the required number of hulls.
Big battle - good rolls for the Alliance - small battle, OK rolls on both sides. And this turn it has just magnified it incredibly.
I'll go through the dice to work out the big battle averages and small battle averages (as it's annoying me - although William can't do anything about it - big time again).
By Paul Howard (Raven) on Monday, July 27, 2009 - 05:33 pm: Edit |
Well, I think I captured most of the dice rolls.
Small battles
VBIR average is 3.5
Alliance average is 2.8
Coalition average is 3.4
So as I estimated, I rolled better than the Alliance in the small battles.
Big Battles
VBIR average is 4.1
Alliance average is 4.2
Coalition average is 3.5
So generally, were I wanted low rolls, the rolls were high, and were I wanted high rolls, the rolls were average!
I am also now terrified of persuit rolls - currently the Alliance can't fail (most have only failed on a 6 or 5-6, but there was one needing 1-2) - and pretty much every key Coalition persuit roll in the entire game (namely kill Carrier groups) has failed.
In the one big battle where I mugged a Kzinti force (powerful reserve turned up where is was attacking a pair of Coalition frigates), I bottled crippling the CVL or TGC+VP - as I knew I would fail the persuit roll (so end result would be I cripple a single ship, whereas atleast I killed a BC and SF by letting it fall).
I really need some key rolls to go my way!!!!
By William Jockusch (Verybadcat) on Tuesday, July 28, 2009 - 05:27 pm: Edit |
A rules question has come up. In defending an already-devastated planet, can the defenders voluntarily take 10 damage on the planet to redevastate?
I could swear I saw an answer of "no" in Q&A once, but I can't find it.
By Matthew G. Smith (Mattsmith) on Wednesday, July 29, 2009 - 06:34 am: Edit |
William,
From the errata:
Quote:(508.16) Residual Defense Factors are not units in any sense. They do not block retreat or pursuit. You cannot re-devastate them over and over to rack up points. Any mention of Residual Defense Unit should be read as Residual Defense Factor.
By Paul Howard (Raven) on Wednesday, July 29, 2009 - 07:42 am: Edit |
Thanks William
It was also confirmed in a Q&A 2008 - the defender can't voluntarily devastate the planet - unless there is nothing else that can take the damage.
William, so at 1112, I'll kill the RDU and cripple 2 x CW's - owe you 1!
I'll then run.
By Paul Howard (Raven) on Tuesday, August 11, 2009 - 07:41 am: Edit |
Well, Alliance Turn 13 is over.
And what a Bloodbath it was.
The dice gods continue to favour the Alliance - and in the final crucial battle (Hex 2909), the dice allowed a crippled Federation 3CVB group to live.
The end result was though I think 4 further dead ships on each side, as both sides used cripples to maintain their battle line.
I wanted to stay, as I wanted to persue the CVB group (which had about a 33% chance of dying, as I had an uncrippled full mauler) - plus it would cost the Feds 2 Ep's for the province, and I think William was happy to trade ships - and the dice allowed him to do this.
The Federation average roll was 4 (and 33% damage) and the Coalition average roll was 2.8 (and 29% damage) which resulted in 110 damage from each side over the 5 rounds (if the dice was the other way around, it would have been circa 99 Federation damage dealt v 123 Coalition damage dealt!)
The only thing that 'saved' me, was having the 5-10% higher compot each round
Elsewhere, the Romulan SB at 4015 was crippled and several cripple Romulan ships died. I am guessing William had seen my trap (the Federation attack force at 4015 had to retreat to be able to retrograde), which was partially countered by the Dimiti Task force being re-cut off, following a sneaky Coalition fighting retreat.
The Dimitri force comprises 2 partially crippled carrier groups with no fighters, a crippled Scount and a CL.
I'll be happy it they all die!
By William Jockusch (Verybadcat) on Tuesday, August 11, 2009 - 02:01 pm: Edit |
Elsewhere, the Romulan SB at 4015 was crippled and several cripple Romulan ships died. I am guessing William had seen my trap (the Federation attack force at 4015 had to retreat to be able to retrograde)
***
If that were all that was going on, I could have stuck around to finish off the SB. But there was an additional problem -- the repair capacity of the 6th is finite. I HATE stacking up crips and moving them long distances.
By Paul Howard (Raven) on Wednesday, August 19, 2009 - 07:47 am: Edit |
Coalition Turn 14 has started.
Key events
The Klingon B10 is completed (I knew 1 roll wound't finish it - and so didn't build the C8 and got 2 dice....and rolled barely enough to finish it - 3 points on 2D6!).
Survey was good for once though!
The Coalition has avoided much of the Alliance forces, and is regrouping for Turn 15.
Hydran space - A blocking attempt on 1112, allowing a strong Hydran reserve to turn up.
Kzinti front - The Kzinti will lose all their on map planets (again!)
Federation - Coalition strike in to the North West area, and th 6th SB is assaulted once more.
Gorn - Eastern Gorn space is invaded.
Federation reserves will save some planets - but Task Force Dimitri look like it's in deep trouble (I positioned sufficent forces to block any 'rescue attempts'!)
Gorn reserves will save 1 BATS - and might allow them to regain their lost planet as 1 ship had to pin my garrison force there.
Combats have started - and dice are generally high!
By Paul Howard (Raven) on Friday, August 21, 2009 - 07:38 am: Edit |
Well, Task Force Dimitri lived - barely!
Out of 2 x 3CVS groups, a CL and a FFS - just a CVS and DE lived (although are both crippled).
I ensured the death of 1 CVS group by directing on it - but reduced to 1/36 chance the killing both (I needed 40% to kill it in the persuit battle - got 35% though!) groups.
Although the dice are being nice, based on the actual rolls, if I hadn't directed - both groups would have died - but I would have been even more annoyed, if I hadn't directed and missed the persuit roll!
Elsewhere, a second Alliance Carrier (a CVE on it's own) died!
By David Slatter (Davidas) on Friday, August 21, 2009 - 02:02 pm: Edit |
Paul
You can't play assuming that some voodoo will gumpf your rolls.. Play the odds. Sure, increase the odds when you need things to work, but thats about it.
By Paul Howard (Raven) on Friday, August 21, 2009 - 04:17 pm: Edit |
Well, normally David, I would 100% agree.
Yet this game, just keeps surprising me. Pretty much every previous 50/50 to kill a Carrier has gone against me.
Plus - if I hadn't directed AND was still succesful in the persuit, there was 1/6 chance of failing to kill either CVS - and I think it was a 50/50 chance of getting enough damage to force William to self kill everything.
So, even with hindsight, I think I did the right call! (I was happy to get 1, 2 was nice, 0 would have been a disaster!)
By William Jockusch (Verybadcat) on Friday, August 21, 2009 - 08:04 pm: Edit |
Paul --
If you had let the damage fall in the first round, I would have self killed a bunch of ships and retreated in somewhat better shape than I actually did.
By Paul Howard (Raven) on Saturday, August 22, 2009 - 06:36 am: Edit |
Indeed!
Your CVS could have escaped (kill the crippled escort) - and your crippled cvs chances persuit!
Hence chance of no dead CVS
By William Jockusch (Verybadcat) on Saturday, August 22, 2009 - 12:16 pm: Edit |
A rules question has come up. What happens if both sides do a fighting retreat into the same hex?
By Bill Schoeller (Bigbadbill) on Saturday, August 22, 2009 - 04:13 pm: Edit |
We put both sides at BIR 0 and forced both to retreat after the first round. The situation could repeat.
By Paul Howard (Raven) on Monday, August 24, 2009 - 07:41 am: Edit |
Well, it seems Buses and Carrier Deaths are very similar.
You get none for ages - and then 3 come along at the same time!
On top of the Kzinti CVE and Fed CVS, the Kzinti have just lost a CVL.
The battle in 1701 was particularily fierce as success for the Kzinti would keep the bulk of their on map fleets in supply....but defeated and fleeing back to the Barony, the following Kzinti forces are now out of supply -
1603 DN, 2 x 3CVS (both CVS and MEC crippled and only 3 Fighters left in total), 2 x BC and SF
1704 TGT+VP, CC, CVL (also down a couple of fighters).
The lack of escorts is now hurting the Kzinti badly (the above mentioned CVL died after it's escort, a MEC was also killed) - although, finally, their Shipyard is back on line and so the problem will be resolved soon enough!
....
2705/2605.. I thought that would be the question you was thinking of! Bill's answer seems the most logical to me also.
By David Slatter (Davidas) on Tuesday, August 25, 2009 - 05:42 am: Edit |
Indeed..
I have noticed this in the past. As the war drags on, the Zin find it increasingly hard to use free fighter factors for carriers as they simply lack hulls.
By jason murdoch (Jmurdoch) on Tuesday, August 25, 2009 - 08:57 pm: Edit |
If you can build and store MBs it sort of follows that you can store fighter modules. And since fighter modules hold fighters then you can put the FFFs in there and upgrade a bases or FRDs fighters at a later date.
However there is no enabeling rule for this idea so it is probably highly illegal.
By Paul Howard (Raven) on Wednesday, August 26, 2009 - 03:54 am: Edit |
Hi Jason
We are only playing with F&E2K - so no fighter modules! It's use it or lose it (I think the Klingons have lost the most free fighter points, although it was only 1 for 2 turns I think).
By Paul Howard (Raven) on Wednesday, August 26, 2009 - 04:02 am: Edit |
Coalition turn 14 combats have been completed!
Summary
SB at 3611 received 4 SIDS
SB at 4806 received 5 SIDS
(All self inflicted).
3611 could have been destroyed,but I pulled out after achieving my aims (alas the Romulans did use 2 Command Points - but it was the only way I had a chance to kill the SB)
BATS 2201 with it's fleet are forming a partial supply grid - although the Kzinti forces near the BATS (CV and crippled MEC) are in trouble!
My main aim of the turn was to minimise my losses - which occured, although the most important secondary aim - the cutting off of Hydran forces in Coalition space failed, as I messed up on fully blocking the reserves!
Overall though, not a bad turn, and the Alliance took some heavy losses on good hulls!
By William Jockusch (Verybadcat) on Saturday, August 29, 2009 - 07:15 pm: Edit |
THEY DID WHAT?
I am sorry Sire, replied the Admiral of the Fleet, but my intelligence is reliable. There is no question that the B-10 is stationed at Kzintai.
You also said that the B-10 has been attached to a powerful Lyran reserve?
I'm afraid it's true, Sire. The reserve also includes a Lyran dreadnought, mauler, and carrier group.
Very well. Cancel the planned offensives. Extricate what you can back to the Barony.
I believe supplies will reach most of the trapped forces before the end of the current campaign. Beyond that, I don't know what . . .
Leave that to me, and to our Allies. The Federation says that in the event of victory, the entire Hegemony will be restored. In light of their treatment of the Gorns, there is reason to hope that this may in fact be true. Your job is to continue fighting as best you can.
That we will, Sire. But we only have 34 ships in the entire Hegemony, and only 21 of those are presently in supply . . .
I understand. Fortunately our Allies find themselves in better circumstances. And they need us to keep fighting.
Very well, Sire.
By William Jockusch (Verybadcat) on Wednesday, September 02, 2009 - 02:05 am: Edit |
Alliance turn 14 Op move is well underway. As hinted above, the Kzinti are very weak. The other three Alliance powers are attacking along a broad front. Notably, a large (80 hulls) Federation fleet has arrived at 2509, which is defended by an almost-equally-large Klingon fleet.
By William Jockusch (Verybadcat) on Wednesday, September 02, 2009 - 02:07 am: Edit |
I forgot to post my econ earlier and will do so now.
Kzinti Economy Turn 14
Total from Previous Turn -1.05
Offmap 31
Total Income 31
Grand Total 29.95
Econ and Repair Phase Expenditures
Repairs in Barony 14.5
Builds:
TGT 6
VP 2
2EFF 7
Total E+R expenditures 29.5
Left at end of Econ Phase 0.45
By William Jockusch (Verybadcat) on Wednesday, September 02, 2009 - 02:10 am: Edit |
Hydran Economy Turn 14
Total from Previous Turn 14.3
Capital 16
Onmap majors 5
Onmap minors 6
Onmap Provinces 17
Other (specify) 0.6
Offmap 29
Scrap 2FF 2
Survey Roll 10
Survey Total 129
Total Income 75.6
Grand Total 89.9
Econ and Repair Phase Expenditures
Repair:
Hydrax 2.5
Offmap 1.5
Build:
PAL (3 FFF) 16
TG (1 FFF) 6
2TR, HR (1 FFF) 16
LN (1 FFF) 4
6FF [2 are scouts] 17
Overbuild 2CU 10
Total E+R expenditures 73
Left at end of Econ Phase 16.9
By William Jockusch (Verybadcat) on Wednesday, September 02, 2009 - 02:13 am: Edit |
Federation economy Turn 14
Total from previous turn -19.9
Capital 47
Onmap majors 20
Onmap minors 8
Onmap provinces 40
Off-Map base 6
Survey 16
NZ 0.8
Survey Roll 19
Survey Total 205
Total Income 137.8
Grand Total 117.9
Econ and Repair phase expenditures:
Builds
10FF 30
6NCL 30
3CVS 21
FFS 4
Conversions
3FF > 3FFS Earth 3
FF > FFE 3008 1
Repairs
Earth 14.5
2907 4
3008 8
3604 1
6th 1
Total Expenditures 117.5
Left at end of Economic Phase: 0.4
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