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FC0005: Escalation! - SFU_FEAR versus terryoc
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4754
Location: Middle Tennessee

PostPosted: Fri Jan 07, 2011 4:55 am    Post subject: Reply with quote

Turn 2 is under way.
Energy allocation as follows:
Orion Turn #2 Energy Allocation
Double left and right warp engines only
Energy generated: 36 + 20, total of 56
Energy in batteries: 0
Repair two boxes on Shield #1: 4
Baseline Speed 24: 24
Total Spent: 28
Remaining: 28


Klingon D5W Turn 2 Energy Allocation
Energy generated: 39 + 4 BTTY
Total available: 43 energy Tokens
Baseline Speed 24: 24 Energy Tokens
Remaining: 19 energy tokens
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SFU_FEAR
Lieutenant SG


Joined: 28 Jun 2010
Posts: 137

PostPosted: Fri Jan 07, 2011 3:09 pm    Post subject: Reply with quote

Drat, forgot about the five boxes of shields to move...

That's what I get for not playing often enough!
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4754
Location: Middle Tennessee

PostPosted: Sat Jan 22, 2011 9:10 pm    Post subject: Reply with quote

FC0005 is really heating up.

We have completed Turn #2, Impulse #4 and both ships have fired most of their weapons and have taken some damage. It looks as if the rest of the turn will be maneiverign for an optimal shot on impulse #1 of Turn #3.

In case you're curious, this is the current location of both ships:

Well, almost. The D5W fired two ADD rounds and took out both of the drones that had impacted the #6 shield, but they had not been removed as of this screen capture/upload.

Here's the condition of both ships:


funny enough, both players seem to think thay got came out better on the exchange.
Do remember that the Orion "hyped" both the left and right Warp Engines, so each of them will receive a point of damage at the end of the turn.
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4754
Location: Middle Tennessee

PostPosted: Sat Jan 22, 2011 9:14 pm    Post subject: Reply with quote

Here's how both units came to be where they are at:
Movement orders:


and Impulse Activities:

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SFU_FEAR
Lieutenant SG


Joined: 28 Jun 2010
Posts: 137

PostPosted: Sun Jan 30, 2011 12:28 am    Post subject: Reply with quote

Terry, you got to do better than that! You have the +1 protection or more power than me and this is all you can do?

Come on man! Grab a Foster's and get to it! Wink Very Happy
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4754
Location: Middle Tennessee

PostPosted: Sun Jan 30, 2011 3:56 pm    Post subject: Reply with quote

Shocked
All trash talk aside, here's the Energy Allocation for Turn #3:

Orion BC #1
1 energy token transferred to BTTY on Turn #2.
Total power:
Warp engines: 28 enrgy tokens
Double all three warp engines: 28 energy tokens
Impulse: 6 energy tokens
BTTY: 1 energy token
total power available: 63 energy tokens

Baseline Speed - 24: 24 energy tokens
Repair 5 shield boxes on #2 shield: 10 energy tokens
Maintain tractor beam on drone FD-1: 1 energy token

total power remaining; 28 energy tokens.

Klingon D5W: IKV Soulkiller
Total Power: 41 (39 generated + 2 BTTY)
D5W pays 24 energy tokens for baseline speed 24
Total power remaining: 17 energy tokens
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Scoutdad
Commodore


Joined: 09 Oct 2006
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Location: Middle Tennessee

PostPosted: Sun Jan 30, 2011 4:00 pm    Post subject: Reply with quote

And the current ship status:

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JonPerry
Lieutenant SG


Joined: 12 Jul 2010
Posts: 124

PostPosted: Thu Feb 10, 2011 4:32 pm    Post subject: Reply with quote

Hi.
Curious if I am reading this correctly.

Turn 2, Impulse 2, Defensive Fire Phase.
Orion BC fire Phaser-1 [4] at Drone, killing it.
That means he fired the phaser that is marked as number 4 on the SSD, right? One of the three FA+R phaser-1s?

Turn 2, Impulse 4, Offensive Fire Phase
Orion BC fires 6 x Phaser-1 [1,2,3,4,5,6] at the D5W.

Reason I bring it up is that it looks like phaser bank #4 fires twice in the turn.

What am I reading wrong here?
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Scoutdad
Commodore


Joined: 09 Oct 2006
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Location: Middle Tennessee

PostPosted: Thu Feb 10, 2011 4:50 pm    Post subject: Reply with quote

Well... it looks as if you caught the sneaky Orion Pirate being... well, sneaky.
Somehow, we all three missed that.
The phaser should not have been allowed to fire for damage on the D5W.

Fortunately. it only scored one point of damge [roll of 5 at 8 hexes];
and since no one caught it... I'm going to rule that the Legendary Weapons Officer onboard the Orion BC "One Lucky Duck!" managed to re-route the power conduits from all four unused P-3s into the P-1 for an extra shot. Unfortunately, the power spike completely burned out the 2nd hand EPS conduits smuggled onto the Orion slipway that refitted the BC - so this trick can't be used again.

That's what I get for using stripped down ship card print outs to moderate these PBEM games. I didn't have the handy dandy "Weapons Used" track on the print out, so I overlooked it.
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Scoutdad
Commodore


Joined: 09 Oct 2006
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Location: Middle Tennessee

PostPosted: Thu Feb 10, 2011 4:55 pm    Post subject: Reply with quote

If caught earlier - I would have corrected it. But since we've already completed Turn #2 End of Turn sequence (including repairs) and progressed into Turn 3; we're moving on.

Besides, regardless of the eventual outcome of the game, but sides now have a hook to hang a loss on:

Klingons: "If only Tony had corrected the Turn #2 error, I would have had less damage and could have eeked out a win!"

Orions: "If only Tony had corrected the Turn #2 error, I could have used the extra point of energy that should not have been expended to batter away a crucial damage point or to overload the last disruptor shot and managed to pull out a win!"

Wink
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SFU_FEAR
Lieutenant SG


Joined: 28 Jun 2010
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PostPosted: Thu Feb 10, 2011 5:54 pm    Post subject: Reply with quote

If I lose due to one point of damage, then I deserve to lose. Nice catch, and thanks for letting us know about that Legendary Weapons Officer.

The story about the shorting electronics is not really fully true. We had a Dagger Team rig the short in attempt to neutralize the LWO.
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Scoutdad
Commodore


Joined: 09 Oct 2006
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Location: Middle Tennessee

PostPosted: Thu Feb 10, 2011 6:16 pm    Post subject: Reply with quote

I believe it's called "spin", and apparently they still practice it. Even in the 23rd century.
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storeylf
Fleet Captain


Joined: 24 Jul 2008
Posts: 1897

PostPosted: Thu Feb 10, 2011 7:13 pm    Post subject: Reply with quote

I spotted a while back that there are a few other points that,, erm . ., the masters have been interfering with whats been going on Smile . Everyone should have an officer assigned to look out for bizarre fluctuations in shield energy to catch such interference. Of course it could just be an error in the ships logs and the damage did really occur?


For the record, the orions took an extra 3 on turn 2 impulse 3 (1 disrupter should have missed):

range 6, 4 dirupters roll 2,1,4,5 for 12 pts. Shouldn't that be 3 hits for 3 each = 9.


And the klink took an extra 5 on turn 1 impulse 8 (an extra disrupter and some over-excited phaser energy).:

Range 10. disrupters roll for 4,5,2 for 9, that should have been for 6 and phasers roll 1,1,3,3,5,1 for 13, that should be for 11 which was a total of 17 not 22.


PS Just to be clear, I think Scoutdad is doing a great job between running several games and real life pressures, and can't be expected to get everything perfect, at the end of the day there are 2 other involved in each game to keep a check on their own game.
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Scoutdad
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Joined: 09 Oct 2006
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PostPosted: Thu Feb 10, 2011 9:22 pm    Post subject: Reply with quote

nag, nag, nag, nag, nag... Wink

Most of the errors seem to creep in when things get rushed and I try to hurry up and complete that last little update in the scant seconds available between other activities.
I need to just slow down an double check things - don't I?
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Scoutdad
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Location: Middle Tennessee

PostPosted: Sun Feb 27, 2011 4:16 am    Post subject: Reply with quote

Turn #3, Impulse #4 update sent to players. Will post updated SitRep, map, and ship cards at the end of Impulse #4.
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