Convoy Action - we are not finished yet, but so far..
The basic map is 4 panels by 6 panel (large hexes), with the freighter having to get across the 6 panels (54 hexes) to escape. The map size is based on a full on freighter run allowing for escape during turn 3 if they don't deviate or lose power. That puts a time constraint on the attacker, and possibly allows even a smaller escort to delay a raider by enough to allow the convoy to escape. It has so far proven difficult to stop any cargo loss, the scenario is more about preventing total loss.
Turn 1.
My CA comes in half way along a long edge (3 panels in) the convoy starts half way on a short edge. A turn 1 close range exchange is possible, so with limted time I prearm photons for use on turn 1 and go speed 16. speed 24 would leave me to short on power, and speed 16 gets me to the middle of the board at around the point the convoy would be if it went dead ahead. I move up to that potential intercept point without yet accelerating. Annoyingly speed 16 leaves me moving simulatneous with the large freighters, and after the small freighters, Fed manouverability for you!
The klingons engage in a bit of scattering, the F5 turns and runs to the far side, the 2 small freighters slip away a bit and the 2 large freighters slip towards me a bit. Obviously I'm expecting a Q-ship in the large freighter group. I pass across the bows of the large freighters at range 4 towards the end of the turn and my labs spot the Q-Ship. I carry on to the small freighters. I'm not likely to get a good photon shot this turn, but my plan is to phaser a small freighter, which even at range 8 should do internals and aimed at power could leave it almost dead in space. Unfortunately I appear to have a rookie gunner on board, and this turn is the first of several which sees me unable to take out a freighter shield. Forward phasers fire at a small frieghter and fail to get through 5 points of shield, rear phasers fire at the large frieghter and prove equally useless. The Q-Ship rakes one of my rear shields, and the F5 takes one of its few shots of the night to damage another shield slightly, but has turned away from me (thinking he is my target) so it only manages rear phasers.
Turn 2.
The F5 and small freighter have by now turned away from me against the far edge and back the way they came, another small freighter has carried on but also against the far edge. The Q-ship and large FF are behind me somewhere - the Q coming at me, the FF running for home. I carry on ahead at speed 24, enough to keep the F5 panicking then turn to the small FF making the run for home, and at range 1 put in just enough aimed phasers ( 2 Ph1s and 2 Ph3s) to strip it of power boxes, I wait another impulse before launching my drone at it, the delay will guarantee that it comes in on the downed rear shield. Then I start turning round to attack the large Freighter, I'm not going to reach it, but hopfully some phasers at the end of the turn will take out some of its power leaving it stranded as well. The drone catches the small freighter and it just survives blowing up, hanging on by thread. By the end of the turn I have been hit quite hard by the Q-Ship again, and the F5 might have thrown out a tickler of a shot. My 3 rear shields are all looking dubious by now. My shots at the large freighter are another poor volley and yet again freighter shields prove to much for my gunner to take down.
Turn 3.
This turn is quite brutal. Speed 24 is leaving me too drained ofpower so I slow down to 16, I have the Q and F5 closing on me from different directions. The large freighter is not far in front of me, and the intact small freighter has only just managed to pull back round from its run back on turn 1. I'd like to clobber the large freighter, but my shield situation and need to deal with the escorts closing in on me force me to turn on them, or rather try and pull my pig in space around to deal with them. Fortuntaley Jack snatches defeat from the jaws of victory as he shoots his load a bit to early, not scoring much and then turns away and heads to the crippled small freighter to tractor it towards the map egde. So just as I look like I'm getting out manouvered and about to get hammered by both escorts I find myself against just the Q-Ship. I'm still in a somewhat bad position - I need to HET to face him and moving simultaneously means I can't even be sure that will come out right. My photons are only standard loads (I dream of power for overloads). I do, however, manage to execute a point blank attack, and we exchange shots, the Q-Ship drops my front shield and does a handful of itnternals whilst I blast him for over 50 internals. That leaves me with no power for the rest of the turn, but there is little the Q can do. I spend the rest of the turn pulling back around again so that I end the turn facing my disengagment edge for next turn whilst I wait to see what is happenening.
Turn 4.
I'm looking fairly good internally, I've lost 1 power which is repaired and am down a couple of phasers. My shields are a different matter, after rotation I'm looking at 1,3,4 and 5 with about 5 or 6 boxess left each and numbers 2 and 6 looking 'good' with a few damage each. I start rearming 2 photons, and go 16 giving power for weapons and batteries. The Q is struggling, but still has a couple of disrupters and a phaser, and whilst down to less than half starting power, for the klingon Q-ship that is still adequate. The F5 drops the tractor and comes at me. The Q and myself circle with our wide turn arcs, I've decided to stay on and see what else I can achieve - a good phaser volley could see off Jack who doesn't like scratches on his ships. My turning should keep my goodish number 2 at the enemy most of the way through the turn. We eventually exchange shots with the F5 at range 2, on split boudaries. A timely decel has put me in about a good as position as I can get, the split boundary gives me my number 2 to take damage, whilst I have both FH and RH phasers and side phasers bearing on him, he takes that on his front. My number 2 survives with battery assitance whilst I take his front down, just. We both score 1 internal. We then both launch our last drone, but he has an ADD to take out mine, whereas I am out of ADD rounds by now and have to tractor the drone at the end of impulse 8.
That is where we left it. This has been extremely close so far. Jack has been his usual over cautious self which has aided me in this fight (sometimes his caution better suits klingon and the scenario than Targs more aggressive stance), Jack only got aggressive once I was in a bad way. I have 2 photons up this coming turn, The freighters are still up for grabs, but my shields are so knackered that there isn't many ways I can face without being at risk. The klingon escorts are not looking brilliant, but there better shields and arcs compensate for that. It's unlikley I can afford to hang around much longer. I do already have some points in the bag having scored cargo hits on a small freigter and the Q-Ship.