Archive through December 25, 2020

Star Fleet Universe Discussion Board: Federation & Empire: F&E INPUT: F&E Reports from the Front: Active Scenarios: How I Learned to Stop Worrying and Love the Mauler [GAME UPDATES ONLY]: Archive through December 25, 2020
By Graham Cridland (Grahamcridland) on Thursday, December 17, 2020 - 11:35 pm: Edit

This will be a thread for game updates from the referenced game.

If you would keep all comments, suggestions, and corrections to the other thread, and leave this one for myself and Trent, the alliance player, that would be appreciated.

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 12:12 am: Edit

My son and I have our copy of the F&E rules, and in the absence of counters (no core set in the shop, not ability to really set up a paper game anyway in the house since we will be going through maaybe a turn a week) we will be playing via VASSAL.

[By the way, he 2-0ed me this weekend with his triple Hellbore Orion. I mean, that ship is silly, but it is also really dangerous.]

I will be playing the Coalition against his Alliance. He's into carriers, and the Feds' econ, so this makes sense. We're not playing cut-throat; he's ten and we're learning, so we may allow a few sequence of play mulligans and the like as we get going.

I would like to give a shout to Peter Bakija and Jason Langdon, whose "And Now For Something Completely Different" threads were a major reason why we are trying the game out. We are mostly starting off with their rules (We have FE, AO, CO, FO.)

My job calls for a lot of time investment, so I don't know how fast we'll be able to proceed. But I will try to write (and as time goes on, let Trent contribute).

If nothing else, maybe it will stop him trying to convince me to play F&E scale battles in SFB!

-From Base 2K10: Remove ship captures (don’t like having to remember). Add “you can always sub an FF” (i.e. you can always build an FF instead of any ship on your production schedule). Only Klingons get BBs (using B10 construction rule), except for Federation Reaction (from AO). No Orions in any capacity other than abstract smuggling.

(The "You can always sub an FF" is a made up house rule, but we like using it, and it generally helps the Alliance out).

-From CO: Remove SFGs, 77th PF Division, 23rd FiCon Division, Monitors, SAF, Ground Combat (replace all G ships with base hull; ignore G Aux ships), Prime Teams, Police Ships

-From FO 2016: Remove Swarms, Wild SWACs. Long Term Capture (mostly to avoid having to figure out map status).

-From AO: Ignore Admiral Quality (use regular Admirals); remove Logistics Task Force (Feds can build FDX like Klingons); Penal ships removed for base hull; use Fed Reaction (opting to use optional rule).

We either aren't using raids or will start later.

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 12:26 am: Edit

CT1 Lyran Economy
Year/Turn Y168F 1 Exploration:3+5+5=13
Starting Treasury 0 FFF: 3
Income Major Minor Provinces TOTAL INCOME
On Map 3 3 16 56
Off Map 2 2 4 24
Capital 4 5 35
Captured
Transfers (to be delivered to Klingons via transports CT2)-9
Salvage
Repairs
TOTAL INCOME 106

Schedule # Actual # Hex Cost
BC 1 BC 1 10
CA 1 TGC 1 8
CW 3 CW 3 15
DW 2 DW 2 8
FF 3 FF 3 7.5
DW 1 DWS 1 6
CW 1 CL 1 6
Total 60.5
Conversion Program Actually Produced Hex Cost
CA 1 DN 1 408 6
JGP 1 JGP-V 1 608 5
DD 1 SC 1 404 2
DD 1 SC 1 411 2
CA 1 CC 1 OFF 1
CA 1 CC 1 404 1
DD 1 SC 1 OFF 2
Total 20
Other Production Cost
FRD 10
MB 10
CP 5
Total 25

Total 0
Grand Total 105.5
Ending FFF 0
Ending Treasury 0.5

CT1 Klingon Economy
Year/Turn Y168F 1 Exploration:None.
Starting Treasury 0 FFF: 6
Income Major Minor Provinces TOTAL INCOME
On Map 4 7 26 93
Off Map 0 0 0 0
Capital 5 8 49
Captured
Transfers
Salvage
Repairs
TOTAL INCOME 142

Schedule # Actual # Hex Cost
D7c 1 D7c 1 9
D7 1 TGA 1 8
D6 1 D6M 1 10
D5 9 8D5, D5S 9 48
F5L 2 F5L 2 8
F5 4 FV, 3F5 4 13 (4FFF)
E4 3 E4a, 2E4 3 9.5
Total 105.5
Conversion Program Actually Produced Hex Cost
D6 D6M 1411 5
D6 D6S 1411 4
D6 D6D 2517 3
D6 D6D 1509 3
Total 15
Activations Cost
D6 2 2
F5 2 2
E4 3 3
E4 0 0
Total 7
Other Production Cost
E4a 0
FRD 10
Total 10
Grand Total 137.5
Ending FFF 2
Ending Treasury 4.5

During Combat, there were three combat hexes, 0701, 0703, and 0803. In 0701, on the approach, the Lyrans lost a CL and some cripples, but directed a Kzinti BC on the line, then retreated.
In 0703 and 0803, the Lyrans traded a crippled FF for a BATS.
The Lyrans retrograded on their border BATS, leaving Kzinti space undisrupted.

Net: Lyrans 11.5 EP of repairs and a lost CL
Kzinti no repairs, lost BC.

The Lyrans also staged some EPs within 6 hexes of the Klingon capital with transports and used strategic movement to set up their CT2 upgrades. Our impression was this wasn't an important turn either way. Both sides were unambitious; the Lyrans were satisfied with BATS, and the Kzinti focused on saving one, rather than trying to save more.

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 12:53 am: Edit

Kzinti Econ
Survey 0 + 13 = 13 (Next 20)
EP 93
Schedule
BC (CV, 6 FFF) 12
CL (CVE) 13
DD (DDE) 7
2 FF (2x FFK) 6
Total: 38

Conversion
CL (0904) CLD 3
CL (1304) CLD 3
CL (1704) CLD 3
CL (OFF) CLD 3
CVL (1402) CV 7
Total: 19

Command Point : 5
FFF 0
+ Salvage 2
-4 PDU (Kzintai) 28
Final Treasury : 5


To explain my economic choices: I substituted a CV for a BC and a CVE for a CL. I did that because I like carriers, and because I need to soak damage on fighters. I substituted a 2 DDEs for 2 DDs. I did that to defend my carriers. I substituted a 2 FFKs for a 2 FFs. I did that to cripple them to defend my big ships. I converted a CVL to a CV in my capital hex. I also converted CL to CLD to get drone bombardment. I did this in hex 0902, 1304, 1704 and off map.

In operational movement I moved the Count's Fleet back to starbase 0902 to take advantage of the Starbase Compot to fight the Lyrans if they choose to attack.

Otherwise I kept my fleets on Starbases to defend, and assigned a reserve from the Home Fleet.

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 12:54 am: Edit

Lyran Econ Y169SYear/Turn Y169S CT2 Exploration:13+14=27
Starting CP: 5
Starting Treasury 0.5
FFF: 3
Income Major Minor Provinces TOTAL INCOME
On Map 3 3 16 56
Off Map 2 2 5 26
Capital 4 5 35
Captured .8
Transfers -10
Salvage
Repairs 11.5
TOTAL INCOME 95.5

Schedule # Actual # Hex Cost
DN 1 DN 1 16
CA 1 TGC 1 8
CW 3 CW 3 15
DW 2 DW 2 8
FF 3 FF 3 7.5
DW 1 DWS 1 6
CW 1 JGP 1 7
Total 67.5
Conversion Program Actually Produced Hex Cost
CA 1 DN 1 408 6
CL 1 CLV 1 OFF 3 3FFF
CL 1 CLV 1 OFF 9
DD 1 SC 1 411 2
FF 2 HFF 2 404 3
Total 23
Other Production Cost
CP 5
Total 5
Grand Total 95.5
Ending FFF 0
Ending Treasury 1.3
Ending CP 6

Klingon Econ Y169S
Year/Turn Y169S CT2
Exploration:0+5=5
Starting Treasury 4.5 FFF: 8
Income Major Minor Provinces TOTAL INCOME
On Map 4 7 26 93
Off Map 0 0 0 0
Capital 5 8 49
Captured
Transfers
Salvage
Repairs
TOTAL INCOME 142

Schedule # Actual # Hex Cost
C8 1 C8 1 16
D7 2 TGA 1 8
D7 1 8
D5 9 8D5, D5S 9 48
F5L 2 2 F5L 2 8
F5 4 FV, 3 F5 4 13 4FFF
E4 3 E4a, 2 E4 3 8.5
Total 109.5
Conversion Program Actually Produced Hex Cost
D6 D6M 1411 5
D6 D6M 1411 5
D6 D6D 1509 3
D6 D6D 1716 3
Total 16
Activations Cost
D6 2 2
F5 2 2
E4 3 3
E4 1 0
Total 7
Other Production Cost
E4a 0
CP 5
Total 5
Ending FFF 4
Ending Treasury 9
Ending CP 7

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 12:56 am: Edit

Reserves have moved and combat is beginning on the reset of CT2 Combat.

We have nine battle hexes:

0701: Lyrans demolishing an undefended BATS.
0902: A starbase assault with 40 SEQ of Lyrans against the Count's Fleet (unreinforced).
1001: Lyrans taking an undefended planet.
1004: Klingons demolishing an undefended BATS.
1105: Klingons taking an undefended minor planet.
1202: A battle line of Lyrans attempting to sneak close to the capital and being met by the Marquis' Reserve; the Kzinti will certainly keep the planet.
1205: Klingons demolishing an undefended BATS.
1304: The main Klingon fleet meeting the Duke's fleet and a strong reserve from 1401.
1401: About 28 SEQ of Klingons against about as many Kzinti, but the Klingons have a clear edge in ship size and quality in the capital hex.

Trent played his reserves as aggressively as possible to attempt to prevent the Klingon Fleet in 1401 from retrograding. The Klingon North Fleet is pretty much locked into SB 1304; if they retreat then the Emperor's Fleet in 1401 will be out of supply and unable to retrograde.

[One presumes the Emperor will be unhappy about that?]

On the other hand, the Count's Fleet is likely to be out of supply to start AT2, but getting them back in supply shouldn't be hard.

So far in CT2 Combat:
In 0701, 1105, 1205, and 1001 the Coalition took two minor planets and destroyed BATS for a few cripples included in what will be the final summary below.

In 1202, the Lyrans directed an SAD in formation and self killed two HFF's to avoid a pursuit round, then backed off to 1103.

In 0902, both sides took a bunch of cripples and the Lyrans lost two BC's and an SC directed on the line. The Kzinti lost CLD (put on the line in a later round and directed) and then after the fleet retreated, SAS, SAD, SAV, and the Starbase. The Lyrans were mostly dropping damage to make the Fleet retreat. The Count's Fleet then retreats to 0901, where it will presumably be rescued on AT2.

1304 and 1401 remain to be resolved.

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 12:58 am: Edit

Combat is over on CT2, as is CT2 itself. The Klingons have mostly withdrawn to their border BATS, leaving only a small fleet on planet 1105 and stationing two very strong reserves on BATS 1407. They also "loaned" three crippled frigates to the Lyrans in 0903. The Lyrans may as well repair them since they are already there...

In 1401 the dice continued to favor the Coalition.

Final dice: Coalition 4.0 Alliance 3.38.

You can certainly see this in the losses, which favor the Alliance, but not by as much as you would expect given the Starbases... although the Klingons in particular lost ships that are hard to replace (2xD6S, D6V...)

Final combat losses:

Lyran Killed: 2xHFF, SC, CL, 2xBC
Cripples: 4xFF, CL, SC, 5xDD, 4xCW [23 EP (counting 7 Klingons)]

Klingon Killed: 2xD6S, D5S, D6V, E4a, 2xD7, 3xF5
Cripples: 4xE4, 14xF5, 3xF5L, 2xD5, 3xD6, D7, D6M [28 EP (not counting repairs by Lyrans)]

Kzinti Killed: 2xCLD, 2xSAD, SAS, SAV, LAS, LAV, 3xBC, TGC [and 11xPDU (4 on Kzintai, 3 on Keevarsh, 4 on 1105, 2xBATS, 2xSB]
Cripples: Correct is 4xBC, BF, 4xDD, 3xCLE, 2xCL, 4xEFF, 5xFF, FFK, CC, DDE. 74 Repair, 37 EPs.

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 01:00 am: Edit

AT2 Econ (All Updates Included)

Kzinti
Starting Treasury: 1.125
Survey: 14 + 6 = 20 (1 Province)
Income 93 (-10 conquered) (+2 Off Map) = 85 EPs
Repairs: 2 (BC in 1401)
DBB: 80 (-48 Free DBB) = 3.2 EPs
Salvage: 10

Construction:
BC -> CV 12
2xCM -> 2xMEC 12
2xDD -> Sub 2xFF, 2xFKE 8
3xFF -> FKE, 2xFF 9

Conversion:
None this turn.

Build 4 PDUs on Kzintai 28

81.7 spent, 21.925 left.

The Kzinti pretty much fell back to the capital and the Marquis area, not giving the Coalition reserves a chance to fight by simply not creating any battle hexes this turn. This will cost a few net EPs in provinces, but Trent's strategy appears to be to bleed the Coalition by fighting over hardpoints, and that makes sense. The Kzinti have a strong reserve on 1401 and on the Marquis Starbase.

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 01:01 am: Edit

Coalition Turn 3 Lyran Econ

Year/Turn Y169F 1 Exploration: 27+11=38
Starting Treasury 1.3 FFF: 3
Income Major Minor Provinces TOTAL INCOME
On Map 3 3 16 56
Off Map 2 2 5 26
Capital 4 5 35
Captured 3.8
Transfers -10
Salvage 9.75
Repairs 23
TOTAL INCOME AFTER REPAIRS 97.55
Starting Command Points: 5
Schedule # Actual # Hex Cost
BC 1 BC 1 10
CA 1 TGC 1 8
CW 3 CW 3 15
DW 3 DW 3 12
FF 3 FF 3 7.5
CW 1 CLS 1 9
Total 61.5
Conversion Program Actually Produced Hex Cost
CA 1 DN 1 408 6
JGP 1 JGP-K 1 608 5
CL 1 CLS 1 OFF 3
CL 1 CLS 1 411 3
FF 1 DWS 1 (1st Turn) 404 4
Total 21
Other Production Cost
CP 5
FRD 10
Total 15
Grand Total 97.5
Ending FFF 0
Ending Treasury 1.35
Ending CP 6

Coalition turn 3 Klingon Econ

Year/Turn Y169F 1 Exploration: 5 + 8 = 13
Starting Treasury 9 FFF: 10
Income Major Minor Provinces TOTAL INCOME
On Map 4 7 26 93
Off Map 0 0 0 0
Capital 5 8 49
Captured 2.8
Transfers 19
Salvage 11.725
Repairs and DBB 30.8
TOTAL INCOME AFTER REPAIRS 144.725
Starting Command Points 4
Schedule # Actual # Hex Cost
D7C 1 D7C 1 9
D7 1 TGA 1 8
D6 1 D6M 1 10
D5 9 D5 9 45
F5L 2 F5L 2 8
F5 4 F5 4 12
E4 3 E4 3 7.5
Total 99.5
Conversion Program Actually Produced Hex Cost
D6 1 D6M 1 1411 5
D6 1 D6S 1 1411 4
D6 1 D6D 1 1509 3
D6 1 D6D 1 2517 3
D5 1 D5S 1 1716 3
Total 18
Activations Cost
D6 2 2
F5 2 2
E4 3 3
E4 1 0
Total 7
Other Production Cost
E4a 0
B10 Roll: 6 5
Total 5
Other Costs
CP 5
Total 5
Grand Total 134.5
Ending FFF 10
Ending Treasury 19.225
Ending CP 5

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 01:02 am: Edit

Starting Coalition operational movement on CT3, the Coalition is clearly set to take the foot off the gas against the Kzinti... but not THIS turn; both the TBS and the Far Stars Fleet are headed not North, to Kzintai, but to the Hydran border, but everything that is already in range of Kzinti targets is giving no indication of backing off.

The Lyrans have the Home Fleet (consisting of CT1 production + the original Home and Red Claw fleets) and the Fire Squadron (a joke my son made which we are keeping, this is the FRD park and a few auxiliaries - using the token for the Fire Squadron because it is where ships that are on fire go to get repaired) in 0903 [Something like 60 SEQ];
0705 [Reconstituted Red Claw Fleet, 10 SEQ of CT2 production including 2 DN.];
0404 [13 SEQ of repaired ships, plus the Far Stars FRD.];
0109 [20 SEQ (Far Stars Fleet)]0411 [23 SEQ (Enemy's Blood Fleet)].

The Klingons have the North Fleet, Northwest Fleet, Emperor's Fleet, and 2nd reserve (Not a reserve anymore, but it's still there) in 1307 [88 SEQ including auxes and the FRDs/tugs];
1105 [5 SEQ] [Northern Reserve];
1107 [5 SEQ] [Northeast Fleet];
plus assorted ships that spread out to get repaired at BATS or SB 1509, and unreleased fleets/new construction/things not on the Northern Border. The TBS (except for 3 D7, 2 D6, and a stray E4 left behind on Strategic Movement of CT2) is on BATS 1417 with part of the East Fleet. The rest of the East fleet is in 1214, and the Home Fleet is deployed in 1212. (I think this should stop the Expedition. But I'm prepared to be screwed.)

[The Coalition plan to set all of their reserves in the south this turn.]

The Coalition collect their various ships and send, in Kzinti space, the following into enemy-held hexes:

1. A D7C battle line to BATS 1405 (10 SEQ) [The Klingon Northeast Fleet]
2. A D7C battle line to neutral planet 1506 (10 SEQ) [The Klingon Northern Reserve Fleet]
3. A D7C battle line to BATS 1605 (10 SEQ) [The Klingon Northwest Fleet]
4. A C5-led reinforced line to planet 1504. (13 SEQ) [Battle Group Blood.]
5. The Lyran Home Fleet (54 SEQ) and the Klingon North Fleet (66 SEQ) to 1401. Discussed below.
6. A FD7 line with a few replacement frigates to major planet 1502. (11 SEQ) [The Klingon Red Fleet]
7. A DN-led reinforced line to 1202 (16 SEQ). [The Lyran Red Claw Fleet.] (Ships that couldn't make it to 1401 for various reasons including an SAV and LAV.)
8. A DN-led line to BATS 1004 (11 SEQ) [The Lyran Black Stripe Fleet.] (This is mostly ships repaired too far from the front to make it to "real" combat, plus a CT2-construction DN that couldn't reach 1401 this turn.)

[One Lyran reserve is in 1401 and is pinned. The other is in the Marquis Starbase, and can absolutely ruin the day of any Klingons it wants to [DN,CV+3 escorts, CV+3 escorts, + 2 ships.]

[It isn't clear what the Coalition is doing in 1401. They have 120 ships and a fair number of Lyran DN's, Maulers, and so on, but they are a little short of decent scouts (because Trent has been directing every scout he sees on CT1 and CT2) so fighting multiple rounds against minus points over the shipyard may not be in the cards. Or maybe it is!]

In addition, the Lyrans are setting up a mobile base on 1001, and have two CW's that were repaired in 0404 dragging an FRD forward (currently in 0703). The Fire Squadron (Lyran FRDs/MBs/Tugs) has moved forward to 1204, and the Emperor's Fleet (Klingon FRDs/MBs/Tugs) has joined it there. Really looking forward to leaving these things somewhere and using my tugs for something more productive than toting FRDs around.

By Graham Cridland (Grahamcridland) on Friday, December 18, 2020 - 01:04 am: Edit

[The above summarizes the game to this point. It includes a few fixes to econs and so on we have noticed and / or made that are different from the original posted notes. As noted above, this is our first game, and we are happily muddling through.]

Reserve Movement CT3: The Marquis Reserve (Kzinti 2nd) goes to 1502 and will no doubt save the planet. (The Kzinti 1st Reserve was in 1401 and is pinned there, but probably needs to stick around anyway.)

By Graham Cridland (Grahamcridland) on Saturday, December 19, 2020 - 01:32 pm: Edit

Here is the map on CT3 after reserve movement.

The Coalition is occupying most of Kzinti space outside the Marquis area, but the Kzinti aren't losing 1502 and the shipyard is in no danger with 78 SEQ of defenders [all cripples evacuated to the Barony or Marquis area on AT2], a starbase, and its PDUs rebuilt. The Kzinti are not fooling around; no offensives, no attempts to hold empty space, but keeping the Shipyard until the Federation comes and rescues them.

We'll see.

[So far the Coalition his killed BATS 1004, BATS 1405, and conquered minor planet 1202. Combat continues.]

https://imgur.com/F2w7A3h

By Graham Cridland (Grahamcridland) on Saturday, December 19, 2020 - 11:50 pm: Edit

The Coalition has taken 1504, 1506, 1605, with minimal losses (a few cripples, mostly fighters.) However, 1502 was a disaster. The Kzinti reserve went there, kicked the Klingons out, and then retreated into 1401 to join in the fun there.

[Some poor fool Klingon admiral forgot that he couldn't retreat the same distance to supply if there was a hex closer to supply. So while if the Red Fleet retreated into 1401, Coalition ship count kept the reserve out, without the Red Fleet, fighter SEQ allows the Kzinti to sneak in. So not only does the Coalition lose the Red Fleet, but the Kzinti get two CV groups and a DN doing double duty. Oops.]

However, the dice seem to be favoring the Coalition again; over the shipyard, the Kzinti rolled a 1, allowing the Coalition to maul 4 PDUs and retreat, taking "only" a DN directed in formation plus a bunch of cripples (75 damage).

Full report to follow when 1401 is complete; the Coalition is picking and choosing fights to minimize losses over the outer systems, but hasn't been back to the shipyard.

By Graham Cridland (Grahamcridland) on Monday, December 21, 2020 - 12:25 am: Edit

Combat is over on Coalition Turn 3.

The Coalition killed fighters, PDUs over Zamorla, PDUs over Keevarsh. They took one shot at the Shipyard, keeping the PDUs there in check but losing a DN (Directed in formation) for the privilege of thinking about whether or not to bite the bullet for another turn.

Elsewhere in 1401, the Coalition just looked for winnable fights and fought them, trying to create decent attrition through approach battles, and empty planet battles. Unfortunately, the Coalition had THREE maulers shock out in 1401 (out of four available). The fourth was directed on the line. So this strategy was not a tremendous success. The Kzinti sold out to defend the shipyard with their static defense, so the Coalition just killed 4 PDU there and walked away. No planets were actually devastated (the Coalition chose to direct ships over empty planets rather than drop rocks on civilians.)

Losses:

Lyrans: DN, CW killed, 8xCW, 3xCL, FF crippled
Klingons: 2xD6M, D7, F5 killed, D5S, 7xD5, 4xF5, 2xE4 crippled.
Kzinti: CL, BCx3, CVL, SC, CL, 2xCVE, FFK 7xPDU (1x Keevarsh, 2xZamorla, 4xKzintai) killed; DD, SF, FFK crippled, also some number of fighters best numbered in scientific notation.

Obviously, the Coalition was directing every turn since otherwise they wouldn't do anything except kill fighters.

Rolls favored the Coalition, kind of. Final dice were 3.24 for the Coalition to 3.16 to the Alliance, but except for a 6 on pursuit out of the Capital, the Kzinti came up small when it mattered (a 1 over the Shipyard...). The Alliance got good rolls on, like, hopeless BATS fights.

Details of retrograde, strategic, and reserves to follow.

By Graham Cridland (Grahamcridland) on Monday, December 21, 2020 - 01:38 am: Edit

[The above list is missing two crippled D6M's. Two dead, two crippled, none available on AT3 (except in the Reserves.)]

Retrograde Movement CT3:
The Klingons:
Battle Group Blood remains in place over 1504.The Red Fleet retrogrades to the 1204 multiracial FRD Park.
The Northeast and Northwest Fleets are disbanded and folded into the Northern Reserve Fleet, on BATS 1506 (except for cripples retrograding to various BATS and to Starbase 1509 for repair).
The North Fleet retreated from 1402 to 1302 and remains there, eyeing the Kzinti Home Fleet in 1401.Klingon cripples also retreat to 1204 and various BATS out of the above fleets.
The Lyrans:
Cripples from the Home Fleet retrograde to 1204.
The Pelt Hunter and Black Stripe Fleets retrograde to 1001 (except one FF left in 1004 to hold the province) [there is one in 0701 too.], since that planet has been in Coalition hands since before this turn.
Red Claw remains in place on 1202.
TG+FRD from 0408 retrograde to 0411.
3xCL [crippled] retrograde from Home Fleet to 1001 after the FRD arrives.
Crippled FF from Black Stripe retrogrades to BATS 0705.

Strategic Movement CT3:
Klingon:
Remaining ships (3xD7, D6D, E4) from TBS join the Southwest Fleet in BATS 1418, leaving 2xD6 on the SB to be upgraded on T4&T5.
TGAx2 from 1204 Strategic Move to the capital to be outfitted with pods.

New Construction splits into two Reserves in 1407 (Each led by a TAV2 Carrier), and the remainder to the West Fleet.

Lyran:
2 transports to Klinshai with this turn's 9 EP.
1 Tug from Klinshai to 0408 returning from the same mission.
One strong reserve to 1001, the remaining new construction to 0411.

Map as of turn's end:
https://i.imgur.com/4eKbXBO.jpg

Commentary:
I am a little worried about the FRD Park's advanced location, but I wanted a spot where I could:
1. Have My FRDs meet this turn;
2. Reach all of the following for attack or defense:
a. 1401;
b. 1101;
c. The Kzinti 1800-line BATS and minor planet;
d. Ideally be fairly easy to pin the Kzinti out of (so not too close to off-map, amongst other things).

1204 fit the bill.  Note that the Kzinti ship count in 1704 is negligible; the Marquis, Count's, and Duke's Fleets are all in the Home Fleet now.  I have a lot of uncrippled ships in 1302, which can react against movement out of 1401 two hexes (so the Kzinti can't just go around).  If the Kzinti try to get around the pin via 1502, I can react ships into 1401.  In the long run, I think 1202 is the place, in the event that the shipyard does not fall.

Province 1203 is left open.  Should have left a frigate there, but forgot.  1504 is vulnerable, although a couple of strong reserves can reach there unless the Kzinti pin them (and they can't, without getting reaction-pinned by the ships in 1302.)  With ne defenses, though, the Kzinti could probably to okay in an open-space battle over the ruins if they send a strong fleet.

The lack of Kzinti repairs from this turn is a little ominous, but the dead hulls probably make up for it somewhat.

[As an aside, we are planning on adding a couple of Alliance friendly balance options that still fit the game before AT3. This is not so much because I'm worried I'm stomping him (I'm fairly clearly doing okay; two starbases down and the Capital hasn't grown it's PDUs out of proportion, but the Kzinti have a mess of carriers, and as soon as they repair/build enough decent escorts, they will be able to kick pretty hard.)]

By Stewart Frazier (Frazikar3) on Monday, December 21, 2020 - 06:02 pm: Edit

No planets were actually devastated

Definitely a mistake, as the game is economics as much as combat ...

By Graham Cridland (Grahamcridland) on Tuesday, December 22, 2020 - 11:29 am: Edit

Hi this is Trent I play the Alliance. For the Kzinti I made a CV group (CV+MEC+FKE). I substituted 9xFFs for bc, 2 CMs, CL, 5 FFs. I did that because I need 35 eps for repair. For the Hydrans I made a TG (tug) instead of a RN. I made a LTT (light tactical transport) to carry pallets. I made a FCR (carrier resupply ship) and 2 HNs (destroyers). I also made 3 CUs (frigates). I built 4 pdus at each capital. I am soooo excited that finally I have 2 empires.

In operational movement for Kzintis I moved my repaired cripples back to my capital. I did this so I have more SE (ship equivalents) in my capital. In operational movement for the Hydrans I attacked 0411 (The Enemy's Blood starbase) with my expeditionary fleet and my 2nd fleet. I attacked BATS 0413 with my home fleet. May have been an overkill?

[Combat to Follow.]

By Richard Eitzen (Rbeitzen) on Tuesday, December 22, 2020 - 03:11 pm: Edit

The CMs (as MECs) are probably too valuable to sub FFs for except in the most dire circumstances, IMO.

By Graham Cridland (Grahamcridland) on Tuesday, December 22, 2020 - 04:27 pm: Edit

See title of thread.

By Graham Cridland (Grahamcridland) on Tuesday, December 22, 2020 - 08:56 pm: Edit

AT3 OP Movement & Combat:

Contrary to the above, after doing some math about how many cripples he would have even after a successful Starbase assault, and the chances - he would be facing a 2-shift and a 141 COMPOT first Lyran line - of actually losing even with a bigger fleet, Trent chose to hit the border BATS and leave 0411 alone.

He got one of them with no cripples to plague him on the next turn, although a few good hulls were directed.

Lyran Losses:
Killed: CC, CW, FF, BATS 0413
Crippled: CF, CL, 2xDD, FF
Hydran Losses:
Killed: LB, LB, RN
Cripples: None.

By Graham Cridland (Grahamcridland) on Wednesday, December 23, 2020 - 09:39 pm: Edit

CT4 Econ (Lyran)
Year/Turn Y170S Exploration: 27+11+10=48
Starting Treasury 2.35 FFF: 3
Income Major Minor Provinces TOTAL INCOME
On Map 3 3 16 56
Off Map 2 2 6 28
Capital 4 5 35
Captured 6.8
Transfers -10
Salvage 4.125
Repairs 19
TOTAL INCOME AFTER REPAIRS 100.925
Starting Command Points: 6
Schedule # Actual # Hex Cost
DN 1 DN 1 16
CA 1 STT 1 10
CW 4 CW 4 20
DW 2 DW 2 8
FF 3 FF 3 7.5
DW 1 DWS 1 6
Total 67.5
Conversion Program Actually Produced Hex Cost
CA 1 DN 1 408 6
FF 1 DWS 1 608 4 1st turn
FF 1 DWS 1 404 0 2nd Turn
CL 1 CLS 1 OFF 3

Total 13
Activations Cost
Total 0
Other Production Cost
CP 5
Total 5
Other Costs
BATS 1001 15
Total 15
Grand Total 100.5
Ending FFF 3
Ending Treasury 2.775
Ending CP 7

By Graham Cridland (Grahamcridland) on Wednesday, December 23, 2020 - 09:42 pm: Edit

Coalition Turn 4 Econ (Klingon)
Year/Turn Y170S Exploration: 5 + 8 + 10 = 23
Starting Treasury 19.225 FFF: 16
Income Major Minor Provinces TOTAL INCOME
On Map 4 7 26 93
Off Map 0 0 1 2
Capital 5 8 49
Captured 7.8
Transfers 19
Salvage 5.7
Repairs and DBB 25.3
TOTAL INCOME AFTER REPAIRS 151.2
Starting Command Points 4
Schedule # Actual # Cost
C8 1 C8 1 16
D7 2 TGA, D7 2 16
D5 1 D5V 1 7 6FFF
D5 6 6xAD5 6 36
D5 1 D5S 1 8
D5 1 MD5 1 7
F5L,F5 6 F5E 6 24
E4 3 E4 3 7.5
Total 121.5
Conversion Program Actually Produced Hex Cost
D6 1 D6M 1 1411 5
D6 1 D6S 1 1411 4
D6 1 D6D 1 2318 3
D6 1 D6D 1 1716 3
D5 1 D5V 1 1509 2 6FFF

Total 17
Activations Cost
D6 2 2
F5 2 2
E4 3 3
E4 1 0
Total 7
Other Production Cost
E4a 0
B10 Roll: 5 Total: 11 5
Total 5
Other Costs
CP 5
Total 5
Grand Total 155.5
Ending FFF 4
Ending Treasury 14.925
Ending CP 6

By Graham Cridland (Grahamcridland) on Wednesday, December 23, 2020 - 09:44 pm: Edit

Coalition Turn 4 Op. Movement.

The Coalition essentially stopped sending ships north this turn, sending the vast majority of new construction south to fight the Hydrans.  There are eight combat hexes:

1. 1401: The Klingon North Fleet [130 ships] and the Lyran Home Fleet [93 ships] amounting to pretty much everything the Coalition has in Kzinti space have descended on the Capital.  At least, the Coalition seems determined to devastate all of the planets, and it is hard to imagine there being better opportunities to assault the Capital (well, better opportunities in the FUTURE, anyway...).

2. 0915: The Klingon South Fleet [22 ships of new construction and repurposed Tugs Strat Moved home to refit on CT3] is attacking an undefended BATS.

3. 1116: The Klingon Southern Reserve Fleet [12 ships] is attacking an undefended BATS.

4. 1217: The Klingon Red Fleet [10 ships drawn from the Southern Reserve] is attacking an undefended BATS.

5. 1219: The Klingon Blue Fleet [10 ships drawn from the Southern Reserve] is attacking an undefended BATS.

6. 1017: The Klingon West Fleet [93 ships mostly comprising the Home Fleet, Tholian Border Squadron, and original West Fleet] assaulting a Starbase and pinning the only Hydran Reserves (not that they'd be likely to abandon the Starbase anyway.)

7. 0215: The Lyran Far Stars Fleet [20 ships drawn from the Far Stars and Enemy's Blood Fleets] pinning Hydrans onto their Starbase.

8. 0315: The Lyran Blood Claw Fleet [9 ships comprising what was left over from the above] attacking an undefended BATS taking advantage of the pin.

Other important Op. Moves and similar decisions:

1. The FRD Park moves from 1204 to 1203 to make pinning Kzinti out a little bit easier and head for the eventual home over 1202.

2. The Lyrans are setting up an MB over 1202.

3. The Klingons are setting up an MB over 1504, already defended (before retrogrades) by about 6 ships that couldn't reach 1401 for various reasons this turn.

4. Lyran new construction moved south to grab NZ hexes 0613, 0514, 0414, and 0314, with the bulk of the units in 0314 and only an FF in the others (the three the other Lyrans failed to occupy.)

5. As noted in econ, Lyrans are upgrading the MB over 1001 to a BATS.

6. Klingon F5's and E4's grab provinces 1303 and 1503.

7. NZ Hexes 0713 and 0813 remain in Hydran hands pending future operations.

8. SB 0716 and the Hydran Capital were left alone because so many Hydran ships could just be avoided by not hitting them.  The Coalition may well regret this if and when they are forced to fight 16 (or more) PDUs at once later on.  But it seems sensible, given the limited number of ships that could reach Hydrax.

MAP:

https://i.imgur.com/Pax4BQx.jpg

By Graham Cridland (Grahamcridland) on Thursday, December 24, 2020 - 11:01 pm: Edit

In the Capital hex, the Coalition hit three systems in round one. In the first outlying system, the Alliance rolled a '1'. In the second outlying system, the Alliance rolled a '1'.

So of course, over the shipyard, the Alliance rolled a '5' with 253 COMPOT and demolished everything in sight. I was facing a two shift so I barely got the 30 I needed and left 20 homeless fighters swinging to prevent a repeat in the second round.

However, I spent the two CP on the shipyard, so here we go; fortunately you can maul TWO PDUs with 30 damage even into the teeth of 20 minus points...

By Graham Cridland (Grahamcridland) on Friday, December 25, 2020 - 11:31 am: Edit

[Posted out of order - this is pre-1401.]

Pending 1401, the Klingons have killed BATS 0915, 1116, 1217, and 1219, and the Lyrans BATS 0315.  The Klingons have also killed SB1017 (although they absolutely took it on the chin to do so).

Dice have been low for everybody, 61/22 for the Coalition and 63/22 for the Alliance (this helped the Alliance over SB1017 since it meant more rounds of the -1 shift they comfortably maintained after directing the Klingon D6S in the scout box early on.)  However, the Hydrans continue to bleed strong cruisers (I'm honestly not sure how they avoid this).

Even with three special D6's and a D7C dying, this has to be considered a pretty cheap SB kill.  The Coalition took what the Alliance would give them this turn, rather than insisting on Hydrax, but that meant the Hydran 1st Fleet was alone at SB 1017 (because their other ships were busy on the Lyran border) and the Hydran lines there were only 125ish, falling to 100 before the Hydrans retreated after 5 rounds.

Hydran Killed: KN, SC, LM, 3xRN, SAV
No cripples

Lyran Killed: SC
No cripples

Klingon killed: 2xD6M, D6S, D7C, 2xE3A (self killed)
Cripples: 6xD5, 5xF5, 2xE4, 2xF5L, 2xE4A

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