Mobile Base AAR
The final battle of this round saw my small Fed group of 2 DD and 1 FF attack a mobile base being used for front line repairs defended by a D7c, F5 and E4.
Funny - as ever we were both thinking before hand how hard this was going be, it always looks more dificult from your side of the hill. The base is fairly chunky, though as a base without much reactor it can do down fairly fast. I had come with 10 photons and just planned on moving up to the 26 range line on turn 1 and then charging in on turn 2 past the defending klingons to hit the base then try and escape as best as possible, there are big VP for taking it out and the klingon will pay double for front line repair this round if he loses it, so I was prepared to lose small ships to kill it. My main concerns with such a strategy was the klingon ships swinging in on me and tractoring me from behind (or the side) and/or them hitting with good aimed at weapon volleys whilst I was still about 9-15 from the base. Being caught in a fight against ships in front of the base woudn't be good. It may not be that heavily armed but it is still extra firepower I don't want to take whilst fighting the ships.
We are playing on a 4 *3 (large hexes), location map around the base. I have 1 disengagement side (the one I enter from). The other 3 sides are klingon disgengament sides.
Turn 1 sees me finish arming photons and moving up to the line that is 26 from the base. The klingons are moving out to meet me, though from the chatter between Targ and Capt Jack it appears that they have decided that they do not want to stray too far from the base. I take shield damage on 1 DD at the end of the turn and see drones and suicide shuttles launched that the other DD, whilst I launch drones at the F5. I withhold direct fire, putting what remaining power I have into photons, giving me partial overloads on the DDs (power starved as ever) and full overloads on the FF.
Turn 2, I start pondering a change in plan, it appears that the klingons have moved further out than they may have been intending, if they continue to look at getting another good volley in they will have strayed quite far from the base, and I might possibly be able to take on the ships at its extreme range. I plot speed 16 to retain weapon power (and any other stuff I might need), those DDs pack a punch but boy do they feel the power shortage. Imp 1 sees the klingons move to range 8 and withhold fire, good, it does look like they are tunnel visioned

- forgetting their 'don't stray far from the base' talk earlier on and thinking I'm going straight for the base. More drones are launched at the DD, who now has 8 incoming drones. I accel and plot a move that should avoid the drones this impulse but hopefully put me at range 4 to the D7C. Unfortunatley the D7C and F5 decel on a subpulse to keep drones from impacting and I end at range 5 to the command cruiser, what's more I have mis-calcultaed and can't out manouver the 8 drones the following impulse without a HET. I open up with all photons on the D7C, but hold back on phasers. Even an average hit should see the D7C take 30-40 internals through its front shield. As ever with Feds I have that horrible feeling of relying on the streaky photon volley, but my dice rolling is very nice, as only 2 miss and the D7C goes straight to cripple status. In return the D7C does some minor internals to a DD. The other Klingons withhold fire. I then HET from the drones and the rest of the turn sees me expend lots of ADDs trying to take them out as they chase me slipping along the map egde. My ADD fire, however, is no where near as good as the Photon fire. The F5 and E4 obtain good positions and close to deliver significant damage to the DD that was hurt by the D7C.
Turn 3 I'm a little concerned that whilst I have nobbled the big klingon ship that I'm going to be picked off by more manouverable klingons behind me. I plot speed 24 to avoid the drones that I still haven't dealt with even though I have used up all ADD rounds! My FF starts rearming photons, but the DDs cannot really afford to. The klingons have gone 16 for some odd reason. After a couple of impulses and the F5 just behind me, I see an oppotunity to launch shuttles that will force him to give up the slot just behind me (or take the hits). The F5 HETs away at that point, as I try to pull round with the usual poor Fed turn modes. My speed allows me to catch the F5 at he end of the turn with the good DD and FF in a reversal of situation as it runs out of power. I'm unable to deliver much damage though due to power. He declares end of turn EM.
Turn 4 the DDs start arming some photons, but not all. I slow down to 16 as the F5 goes EM and 24. The E4 is getting close to base by now, along with the D7C (limited to base speed 8 ). The F5 successfully outmanouves me to avoid the point blank shots, and realising I'm drifting into the base as I follow, I settle for whatever aimed phasers into its rear shield that I can get at a slightly longer range. Those shots more or less seal the game, as the F5 is stripped of all but a disrupter. I spend the remainder of the turn pulling back round away from the base to give my ships time to rearm photons, and importantly to regroup, as by now I'm split all over the place.
Turn 5 I finish arming what photons I had started last turn and spend the turn regrouping at the range 16 line from the base.
Turn 7 I head in at speed 16, so I can get to point blank range for certain on the base. The E4 is still largely pristine, the F5 and D7C are positioned on the far side of the base going speed 0 in reverse - so they can fire what weapons they have whilst still slowly moving to disengage. I head in and the E4 sweeps around me to come in behind, the klingons have given up on the base, but they are determined to take down my crippled DD in response, which is attacking as I'm not sure that I have the fire power to kill the base in 1 go without it. I reach range 0/1 at impulse 7 and stick every weapon into the base, which blows up nicely with a lot of overkill as it happens. All klingons fire at the DD, but it somehow hangs on. Realising it lacks power to even go 8 the FF slaps a tractor on it to pull it out.
Turn 8 - We agree to play a couple of impulses to see if the klingons can nobble the DD. My other pristine DD could in theory have moved against the other Klingon ships, but it was very late and I was happy to just disegage. The DD counts as a large ships for tractor purposes, which is quite amusing, so the FF goes 24 ( 8 ) and accels to get away from the E4 just a couple of hexes away (but not facing well), the other DD facing the wrong way slips to keep its rear centerline discouraging the E4 from turning at the crippled ship. In the end the klingon E4 is unable to turn on the cripple and the last shots of the game fail to get through the 3 points of shield the cripple DD had facing them.
A pretty big win for me, largely stemming from that single photon volley at the D7C. I certainly got lucky, I can't deny that, but the klingons definately made the mistake of getting so far out from the base and then letting me take that shot. Of course they couldn't afford to take long range shots that would just let me then speed in on the base either. Even after taking out the D7C though I wasn't thinking I was neccessarily going to win. The 2 other klink ships seriously out manouver mine, and with 1 crippled DD it was to a large extent a 2vs2 for a couple of turns. If they could hurt me enough I was concerned I wouldn't be in a state to take out the base. I enjoyed playing the 3 ships I had, the FF is a great ship power wise, whilst the DDs have massive fire power but really struggle for power if they want to use it all.
Game end:
Fed: DD crippled
Klingon: D7C crippled, F5 damage (12)
VP:
Fed +1000Vp for base, +300Vp for not forfeiting any VP = +1300
Klingon -100 for losing base. = -100
Campaign: The klingons pay double for repairing damage ships this round (not cripples).