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FC0007: Escalation - mojo_jojo vs wedge_hammersteel
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4455
Location: Middle Tennessee

PostPosted: Wed Mar 09, 2011 4:35 am    Post subject: Reply with quote

Turn #3 Energy Allocation:

KJ-1 [Gary]:

Total Power Available: 40 energy tokens
(38 self-generated + 2 BTTY)
KJ-1 pays 16 energy tokens for baseline speed 16
Total Power Remaining: 24 energy tokens


KJ-2 [Burt]:
Total Power Available: 30 energy tokens
(29 self-generated + 1 BTTY)
KJ-2 pays 24 energy tokens for baseline speed 24
Total Power Remaining: 6 energy tokens
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wedge_hammersteel
Commander


Joined: 27 Sep 2008
Posts: 579
Location: Lafayette, LA

PostPosted: Thu Mar 10, 2011 1:31 pm    Post subject: Reply with quote

I will never surrender. If Gary wants my ship for his next battle, I hope he has a big bottle of glue to put together all the pieces.
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mojo jojo
Lieutenant Commander


Joined: 23 Jun 2009
Posts: 340

PostPosted: Thu Mar 10, 2011 3:55 pm    Post subject: Reply with quote

I prefer duct tape. Very Happy

Burt isn't quite dead yet, but he has 15 power and only a few weapons. I have nearly all my power and weapons. It should be mopup for turn 4 to finish him off. Either a close range blast with disrupters and phasers or an ESG overrun, or both.

This game turned on a ridiculous bit of luck on turn 1. At 14 range, I did 26 points of damage to him and he did 6 to me. After reinforcement and ED energy, it was 22 pts to 1. That carried over to our alpha strike on turn 2 where I did about 20 more internals to him than he did to me. He was forced to run away from me to avoid an ESG ram and that gave me a free shot at 4 hexes range with 3 overloaded disrupters and 7 PH-1 on turn 3.
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4455
Location: Middle Tennessee

PostPosted: Thu Mar 10, 2011 10:44 pm    Post subject: Reply with quote

Here's where both players ended up after movement of Turn #1, Impulse #1:



And here's how they got there:


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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4455
Location: Middle Tennessee

PostPosted: Thu Mar 10, 2011 10:45 pm    Post subject: Reply with quote

And here's what the ships look like after that exchange:


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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4455
Location: Middle Tennessee

PostPosted: Fri Mar 11, 2011 10:53 pm    Post subject: Reply with quote

The final 7 Impulses of Turn #3 were just movement and preparing for Turn #4. After all of Turn #3s movement was completed, the ships are here:



Once End of Turn activities are submitted, I'll update ship cards and post updates.
After that, it'll be Turn #4.
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Scoutdad
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Joined: 09 Oct 2006
Posts: 4455
Location: Middle Tennessee

PostPosted: Sat Mar 12, 2011 1:22 am    Post subject: Reply with quote

Turn #3 End of Turn activities:

KJ-1 [Gary]
Expend 3 Repair Points to repair 1 REAC.
Expend 1 Repair Point to repair 1 F Hull.
Rotate 6 undamaged boxes from # 6 shield to the #1 shield.

KJ-2 [Burt]
Expend 4 Repair Points to repair Disruptor [C].
Rotate 5 undameged boxes from #2 shield to #1 shield.
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4455
Location: Middle Tennessee

PostPosted: Sat Mar 12, 2011 1:26 am    Post subject: Reply with quote

FC0007: Both ships after End of Turn #3, start of Turn #4:


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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4455
Location: Middle Tennessee

PostPosted: Sun Mar 13, 2011 3:34 am    Post subject: Reply with quote

Turn 4 Energy Allocation complete:
KJ-1 [Gary]:
Total Power Available: 42 energy tokens
(39 self-generated + 3 BTTY)
KJ-1 pays 24 energy tokens for baseline speed 24

Total Power Remaining: 18 energy tokens


KJ-2 [Burt]:
Total Power: 15 energy tokens
Baseline Speed: 0

Total Power Remaining: 15 energy tokens
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wedge_hammersteel
Commander


Joined: 27 Sep 2008
Posts: 579
Location: Lafayette, LA

PostPosted: Sun Mar 13, 2011 5:04 pm    Post subject: Reply with quote

Will you allow me the honor of a warrior's death?
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mojo jojo
Lieutenant Commander


Joined: 23 Jun 2009
Posts: 340

PostPosted: Sun Mar 13, 2011 5:43 pm    Post subject: Reply with quote

wedge_hammersteel wrote:
Will you allow me the honor of a warrior's death?


Sure. If you agree, we can let Scoutsdad run the rest of the turn without sending orders. I'll get to 0 or 1 hex range and we exchange alpha strikes. Scoutsdad can then report results to us.
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4455
Location: Middle Tennessee

PostPosted: Sun Mar 13, 2011 8:48 pm    Post subject: Reply with quote

KJ-1 moves forward 4 hexes, turns right 60 degrees and moves an addiitonal 2 hexes forward.

KJ-1 / KJ-2 end Impulse 6 facing each others #1 shields at range 2.
Both units fire everything remaining. KJ-2 even fired his probe as a weapon!!! Shocked

Impulse 6:
Offensive Fire Phase:
KJ-1 Bone Claw [Gary] pays 8 energy tokens to fire 2 OL disruptors [C,D] at KJ-2.
To hit rolls of: 5,3 hit for 16 points of damage on the #1 shield.
KJ-1 Bone Claw [Gary] pays 7 energy tokens to fire 7x Phaser-1 [1,2,3,4,5,6,7] at KJ-2.
To hit rolls of 4,5,2,3,6,5,3 hit for 4,4,6,5,3,4,5 = 31 points of damage to the #1 shield.
KJ-1 Bone Claw [Gary] pays 1 energy token to fire 2x Phaser-3 [9,10] at KJ-2.
To hit rolls of 5,1 hit for 2 + 4 = 6 points of damage to the #1 shield.
Total volley of 16 + 31 + 6 = 53 points to the #1 shield.
10 shield boxes disabled… 43 internal points.
With 28 internal boxes and 3 FRAME remaining undamaged - KJ-2Heartblood is destroyed.
BOOM!

KJ-2 Heartblood [Burt] pays 8 energy tokens to fire 2 OL Disruptors [c,D] at KJ-1.
To hit rolls of 3,6 hit for 8 points of damage to the #1 shield.
KJ-2 Heartblood [Burt] pays 2 energy tokens to fire 2x Phaser 1 [3,4] at KJ-2.
To hit rolls of 2,3 hit for 6 + 5 - 11 points of damage to the #1 shield.
KJ-2 Heartblood [Burt] pays 4 energy tokens to fire the Probe as a weapon at KJ-2.
To hit roll of 6 hits for 8 points of damage to the #1 shield.
Total volley of 8 + 11 + 8 = 27 points of damage to the #1 shield.
KJ-1 Bone Claw pays 2 energy tokens to reinforce the #1 shield, reducing damage to 25 points.
10 Shield boxes disabled… 15 internal damage points.
DAC roll of 3: Transporter, Lab, R Hull, F hull, R Hull, F Hull, Battery, Phaser [10], Drone [ESG-Z], Any Warp [C]
DAC roll of 1: R Warp, Impulse, L Warp, F Hull (becomes C Hull), Lab (becomes Tractor).
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4455
Location: Middle Tennessee

PostPosted: Sun Mar 13, 2011 8:49 pm    Post subject: Reply with quote

Gary has won FC0007 and will move on to Round 2.

In Round 2, he will be flying a Lyran NCA / Lyran NCA combo.
Probably the best matched squadron in Round Two.

Good Luck, Gary.

And thanks to both Gary and Burt for a great game.
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