Posted: Sat Mar 12, 2011 11:56 am
Meeting engagment AAR.
By the time we got sorted for the campaign round it was getting on a bit, so we choose to play this battle first, as it was likely to end whereas the other 2 are likely to be multi evening battles.
I can't quite remember all the detail, but this is my rough recollection of events. Targ commanded the D6 and Capt jack commanded the E4s, as ever Jack brought his side kick - the 'elite rear gunner'.
The battle looked fairly even to me, but I did have the higher pointed fleet. My perception probably skewed by the fact that I'm having to use the CL which I just can't bring myself to like. The DD packs a punch but has serious power problems, and obviously I'm outmanouvered.
Turn 1 - Sees the fleets close, the klingons take some phaser pot shots and launch drones at the back end of the turn after turning away. I manage arming a few overlaods with spare energy at the end of turn. The klingons look like they are concentrating on the DD - it has power issues and most of my firepower, so any damage to it could be bad. The Feds fired Ph1s, but reports cast doubt on what they were shooting at!
Turn 2 - I start to pursue, the klingons are clearly looking to maintain range whilst whittling me down, so I look to keep out of his FA (disrupter) arcs whilst shepherding them against a map edge from the inside track. I keep to speed 16+ - partly due to turning concerns, and partly down to power issues on my DD. I have to pass 2 drone waves on the way which prove no great issue. The klingons engage in what will be long loop around the map wth me in pursuit. I take the chance at the end of the turn to fire at range 12 with my 3 remaining standard photons along with a volley of ph1s at an E4 which fails to even take down a 12 pt shield, in return Capt Jacks phasers hit my front DD shield hard.
Turn 3 - The loop and pursuit carries on, but the fire is little more interesting - Just before turning around to keep on the intercept path the Feds fire all Ph1s about to go out of arc, these put a nice hole in an E4, however in return Capt Jacks phasers also take out the front shield of the DD. This isn't good - if I can't get the photons out soon then the DD is in trouble. The DD is forced to drop back a bit at the back end of the turn due to lack of power for accels. The E4 I've damaged turns off to loop around and either split me or come in behind. I leave it to come in behind once it has pulled back round, and concentrate on the D6 instead.
Turn 4 - the FF and CL have full overloaded photons by now, so they hit speed 24 and the DD stays at 16. I'm now in a postion where I'm sure that I can intercept the D6/E4 at very clsoe range in the coming turn with the CL/FF, and the DD will come in slightly behind to finish off or be available to cover any attempt to turn in and behind my faster ships. The D6 and remaining E4 see the problem and go EM, but I launch my last drones that ensure that the E4 at least cannot turn inside of me. Right at the end of the turn, the 2 enemy ships are caught in my corner and we fire everything we can at that point with the CL/FF. The D6 is badly damaged, though EM has saved him from over 40 extra damage as half my photons miss at point blank range. The DD is still closing as well.
Turn 5 - the D6 is lacking power to outrun the DD and is left with little choice but to risk disengaging of my map edge and take the extra damage roll. The Fed ships therefore fire everythng at the EM E4 before it gets away, photons and mass phasers take out its shield and do some internals, as my rolling lets me down again. The E4 captain then panicks as he manouvers to avoid photons, until it is pointed out we have already fired them. This ends the battle on a bad note for the Feds - There can be nothing more insulting than an E4 not noticing that we have already fired photons at it.
End: The D6 rolls another 10 damage for disegaging, enough to push him to cripple status, but at least not dead (which a 6 and maybe a 5 would have done). The E4s are both damaged (3, 8 ). The Feds are all pristine.
VP:
Feds - crippled D6 = 65VP, 2 damage E4s = 12VP, bonus for not conceding any whilst scoring myself = 300VP.
Klingons = 0VP.
Not a bad game, I probably had a slight edge force wise. The next 2 games are going to be much more awkward. The Assasinate in particular is very much a good klingon scenario, as the Romulan can choose to run and make it a high speed chase battle, whilst throwing aout plasma and having his better long range ships make life awkward. I can't afford to manouver much in that situation or the Romulan will disengage. The BATS has also probably come out in favor of the klingons, I think they are almost a ~BC up in points, and with plasma fighters to get past. I can't see me 'winning' those fights, but as the klingon will be missing 2 cards in the supply phase I am wanting to pile on the damage as much as possible before disenaging (if I decide I need to).
PS: Capt Hooker of the Federation Police vessel 'TeeJay' reports an engagement against a Klingon 'D7C' caught behind our lines. Whilst the enemy cruiser was damaged already, the bravery of the local police force in tackling a such a powerful battlecruiser has saved the lives of many freighter crews in the area. According to news reports the TJ pursued the enemy for several days in a running battle towards enemy lines, where only the appearance of further klingon forces resulted in withdrawal.
By the time we got sorted for the campaign round it was getting on a bit, so we choose to play this battle first, as it was likely to end whereas the other 2 are likely to be multi evening battles.
I can't quite remember all the detail, but this is my rough recollection of events. Targ commanded the D6 and Capt jack commanded the E4s, as ever Jack brought his side kick - the 'elite rear gunner'.
The battle looked fairly even to me, but I did have the higher pointed fleet. My perception probably skewed by the fact that I'm having to use the CL which I just can't bring myself to like. The DD packs a punch but has serious power problems, and obviously I'm outmanouvered.
Turn 1 - Sees the fleets close, the klingons take some phaser pot shots and launch drones at the back end of the turn after turning away. I manage arming a few overlaods with spare energy at the end of turn. The klingons look like they are concentrating on the DD - it has power issues and most of my firepower, so any damage to it could be bad. The Feds fired Ph1s, but reports cast doubt on what they were shooting at!
Turn 2 - I start to pursue, the klingons are clearly looking to maintain range whilst whittling me down, so I look to keep out of his FA (disrupter) arcs whilst shepherding them against a map edge from the inside track. I keep to speed 16+ - partly due to turning concerns, and partly down to power issues on my DD. I have to pass 2 drone waves on the way which prove no great issue. The klingons engage in what will be long loop around the map wth me in pursuit. I take the chance at the end of the turn to fire at range 12 with my 3 remaining standard photons along with a volley of ph1s at an E4 which fails to even take down a 12 pt shield, in return Capt Jacks phasers hit my front DD shield hard.
Turn 3 - The loop and pursuit carries on, but the fire is little more interesting - Just before turning around to keep on the intercept path the Feds fire all Ph1s about to go out of arc, these put a nice hole in an E4, however in return Capt Jacks phasers also take out the front shield of the DD. This isn't good - if I can't get the photons out soon then the DD is in trouble. The DD is forced to drop back a bit at the back end of the turn due to lack of power for accels. The E4 I've damaged turns off to loop around and either split me or come in behind. I leave it to come in behind once it has pulled back round, and concentrate on the D6 instead.
Turn 4 - the FF and CL have full overloaded photons by now, so they hit speed 24 and the DD stays at 16. I'm now in a postion where I'm sure that I can intercept the D6/E4 at very clsoe range in the coming turn with the CL/FF, and the DD will come in slightly behind to finish off or be available to cover any attempt to turn in and behind my faster ships. The D6 and remaining E4 see the problem and go EM, but I launch my last drones that ensure that the E4 at least cannot turn inside of me. Right at the end of the turn, the 2 enemy ships are caught in my corner and we fire everything we can at that point with the CL/FF. The D6 is badly damaged, though EM has saved him from over 40 extra damage as half my photons miss at point blank range. The DD is still closing as well.
Turn 5 - the D6 is lacking power to outrun the DD and is left with little choice but to risk disengaging of my map edge and take the extra damage roll. The Fed ships therefore fire everythng at the EM E4 before it gets away, photons and mass phasers take out its shield and do some internals, as my rolling lets me down again. The E4 captain then panicks as he manouvers to avoid photons, until it is pointed out we have already fired them. This ends the battle on a bad note for the Feds - There can be nothing more insulting than an E4 not noticing that we have already fired photons at it.
End: The D6 rolls another 10 damage for disegaging, enough to push him to cripple status, but at least not dead (which a 6 and maybe a 5 would have done). The E4s are both damaged (3, 8 ). The Feds are all pristine.
VP:
Feds - crippled D6 = 65VP, 2 damage E4s = 12VP, bonus for not conceding any whilst scoring myself = 300VP.
Klingons = 0VP.
Not a bad game, I probably had a slight edge force wise. The next 2 games are going to be much more awkward. The Assasinate in particular is very much a good klingon scenario, as the Romulan can choose to run and make it a high speed chase battle, whilst throwing aout plasma and having his better long range ships make life awkward. I can't afford to manouver much in that situation or the Romulan will disengage. The BATS has also probably come out in favor of the klingons, I think they are almost a ~BC up in points, and with plasma fighters to get past. I can't see me 'winning' those fights, but as the klingon will be missing 2 cards in the supply phase I am wanting to pile on the damage as much as possible before disenaging (if I decide I need to).
PS: Capt Hooker of the Federation Police vessel 'TeeJay' reports an engagement against a Klingon 'D7C' caught behind our lines. Whilst the enemy cruiser was damaged already, the bravery of the local police force in tackling a such a powerful battlecruiser has saved the lives of many freighter crews in the area. According to news reports the TJ pursued the enemy for several days in a running battle towards enemy lines, where only the appearance of further klingon forces resulted in withdrawal.