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Jean Site Admin
Joined: 18 Sep 2008 Posts: 1733
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Jean Site Admin
Joined: 18 Sep 2008 Posts: 1733
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Sneaky Scot Commander
Joined: 11 Jan 2007 Posts: 475 Location: Tintern, Monmouthshire
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Posted: Tue Nov 14, 2017 8:19 pm Post subject: |
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Thanks for Communique 143 - I have a question. The DNT was previously released as a combined ship card with the DNP, with a point value of 280 in squadron scale. I note the dedicated DNT ship card gives a point value of 270. Is one of the values in error, or did I miss something somewhere (which I don't rule out as a possibility)? _________________ Nothing is quite as persuasive as a disruptor pistol on slow burn and a rotisserie...... |
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Dal Downing Commander
Joined: 06 May 2008 Posts: 651 Location: Western Wisconsin
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Posted: Wed Nov 15, 2017 1:35 am Post subject: |
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The simplest answer usually are the best. I imagine with a combine card the simply used the greater Point Value for both ships. When they seperated the DNT they gave it it's lower value. _________________ -Dal
"Which one of you is the Biggest, Baddest, Bootlicker of the bunch?"
"I am."
"ARCHERS!!! THAT ONE!!!!" |
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mjwest Commodore
Joined: 08 Oct 2006 Posts: 4075 Location: Dallas, Texas
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Posted: Wed Nov 15, 2017 2:42 pm Post subject: |
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Dal Downing wrote: | The simplest answer usually are the best. I imagine with a combine card the simply used the greater Point Value for both ships. When they seperated the DNT they gave it it's lower value. |
^This would be the correct answer. _________________
Federation Commander Answer Guy |
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Kang Fleet Captain
Joined: 23 Sep 2007 Posts: 1976 Location: Devon, UK
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Posted: Sun Dec 10, 2017 8:42 am Post subject: |
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I have to say absolute kudos to Steve Cole for creating such an amazing set of ships and scenario for Comm. #144, and that on the back of recovering from his recent illness - well done mate! Much appreciated. _________________
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Steve Cole Site Admin
Joined: 11 Oct 2006 Posts: 3831
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Posted: Mon Dec 11, 2017 7:05 pm Post subject: |
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Seriously, the new ships were easy to do and in my current state of mental fuzziness they were at the edge of my brainpower. Easier to do them than screw up something more complex. And I just wanted to feel alive and doing ship cards is one of the best ways to do that. _________________ The Guy Who Designed Fed Commander
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Jean Site Admin
Joined: 18 Sep 2008 Posts: 1733
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Mike Fleet Captain
Joined: 07 May 2007 Posts: 1675 Location: South Carolina
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Posted: Thu Jan 11, 2018 1:13 pm Post subject: Question about (8CM132) Home A-Drone |
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The Klingon setup says they get 20 shuttlecraft plus two ZY fighters. The Designer's Notes says you calculated that 24 Klingon shuttles would give both sides a fighting chance at victory. I'm going to play it both ways, but should those references to the number of Klingon shuttles be in agreement? If so, which number? _________________ Mike
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Sandpaper gets the job done, but makes for a lot of friction. |
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mjwest Commodore
Joined: 08 Oct 2006 Posts: 4075 Location: Dallas, Texas
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Posted: Thu Jan 11, 2018 2:40 pm Post subject: |
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24 Klingon shuttles should result in a Klingon victory, unless there were just absolutely ridiculous rolls (on either side). 20 Klingon shuttles results in a much fairer fight.
My calculations were based on 18 Klingon shuttles, as I thought the fighters would replace two shuttles, not be added to them. So, in theory, that means the Klingons might have a slight advantage. However, I also assumed the Klingons could move perfectly. (All surviving Klingon shuttles must end Turn #3 in the hex directly adjacent to Facing A of the planet. If that is delayed by even a single turn, the Klingons probably just lose.)
I now have lots of tactical observations I can make on this scenario! _________________
Federation Commander Answer Guy |
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Sgt_G Commander
Joined: 07 Oct 2006 Posts: 529 Location: Offutt AFB, Nebraska
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Posted: Thu Jan 11, 2018 8:11 pm Post subject: |
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The scenario runs 15 turns, but the Klingons have to hold the planet for eight turns. I presume that's eight consecutive turns, yes? So, they have to capture the planet by Turn 7 and must not lose control at all. If they fail either of those terms, they lose the game -- no need to play out to Turn 15. Yes? No?? _________________ Garth L. Getgen
Master Sgt, US Air Force, Retired -- 1981-2007 -- 1W091A |
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mjwest Commodore
Joined: 08 Oct 2006 Posts: 4075 Location: Dallas, Texas
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Posted: Fri Jan 12, 2018 12:03 am Post subject: |
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Effectively, that is true. And, since the Feds can only contribute two shuttles and eight marine units to the fight, once the Klingon shuttles land, it is just ground combat to see what happens. Like I said before, the Klingons must get their surviving shuttles to the ground at the beginning of Turn #4 or they probably can't kill the defenders fast enough. _________________
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Jean Site Admin
Joined: 18 Sep 2008 Posts: 1733
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Jean Site Admin
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Jean Site Admin
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