Scenario Queston
Posted: Tue Jan 18, 2011 4:25 pm
Regarding scenario 8CM32:Rescue the Supply Tug.
http://www.starfleetgames.com/federatio ... que-44.pdf
By the setup, the Klinks start 26 hexes in direction D from the planet.
The tug starts one hex from the planet - presumbaly on the direction A side, so 27 hexes from the Klinks. The scenario doesn't give a facing for the tug, so presumably the Feds choose direction A.
Location map, disengage if you can get 25 hexes from the planet.
Turn 1,
Klinks move a full 32 hexes in direction A, looking to close the distance ASAP. They end 6 hexes "north" of the planet.
Tug sets a baseline speed of 8, accelerates every impulse, moves a total of 16 hexes in Direction A. It ends 17 hexes "north" of the planet, with the Klinks 11 hexes behind it, closing fast.
End of the turn, tug announces EM starting impulse one of next turn.
Also at the end of the turn, Klinks open fire - but at 11 hex range and not a lot of remaining, they won't even drop the tug's facing shield.
Turn 2
Tug has 21 usable power plus 2 batteries (remember that the special scenario rule robs it of 15 point of power from one of its engines). Tug can use these 23 points of power to have a baseline speed of 8, accelerate every impulse, and pay 6 for EM.
Klinks declare base speed 24. (if they declare 16, even with acceleration the best they could do would be to get to range 3 by the end of the turn. So maybe they do that instead? I don't think it matters)
By the end of the turn, the tug will be much more than 25 hexes from the planet (around 33 hexes). Which means it will disengage at the end of turn 2 unless the Klilnks can kill/capture it by the end of impulse 8. The Klinks cannot actually capture it, because you can't board a ship doing EM. They can't tractor it and stop the disengagement, because you can't tractor a ship under EM. That leaves them with trying to kill it. 2 D6 battlecruisers, one of which has a poor crew, having already used at least 24 points for movement, and under a +2 firing penalty due to enemy EM, cannot destroy an intact Fed tug with a cargo pod in a single volley.
This seems to be the easist and most obvious thing for the Tug to do. I don't see how the Klinks can stop it from disengaging. Klink victory conditions are to capture or kill the tug, and from what I see is is not possible to do either.
All of this is without even talking about the Fed NCL that is in the scenario.
SO....I must be missing something. I'm sure this would have been the first thing a Fed playtester would have tried.
What am I missing?
(by my math, I think the Tug can actually EM on both turn one and turn tow...)
http://www.starfleetgames.com/federatio ... que-44.pdf
By the setup, the Klinks start 26 hexes in direction D from the planet.
The tug starts one hex from the planet - presumbaly on the direction A side, so 27 hexes from the Klinks. The scenario doesn't give a facing for the tug, so presumably the Feds choose direction A.
Location map, disengage if you can get 25 hexes from the planet.
Turn 1,
Klinks move a full 32 hexes in direction A, looking to close the distance ASAP. They end 6 hexes "north" of the planet.
Tug sets a baseline speed of 8, accelerates every impulse, moves a total of 16 hexes in Direction A. It ends 17 hexes "north" of the planet, with the Klinks 11 hexes behind it, closing fast.
End of the turn, tug announces EM starting impulse one of next turn.
Also at the end of the turn, Klinks open fire - but at 11 hex range and not a lot of remaining, they won't even drop the tug's facing shield.
Turn 2
Tug has 21 usable power plus 2 batteries (remember that the special scenario rule robs it of 15 point of power from one of its engines). Tug can use these 23 points of power to have a baseline speed of 8, accelerate every impulse, and pay 6 for EM.
Klinks declare base speed 24. (if they declare 16, even with acceleration the best they could do would be to get to range 3 by the end of the turn. So maybe they do that instead? I don't think it matters)
By the end of the turn, the tug will be much more than 25 hexes from the planet (around 33 hexes). Which means it will disengage at the end of turn 2 unless the Klilnks can kill/capture it by the end of impulse 8. The Klinks cannot actually capture it, because you can't board a ship doing EM. They can't tractor it and stop the disengagement, because you can't tractor a ship under EM. That leaves them with trying to kill it. 2 D6 battlecruisers, one of which has a poor crew, having already used at least 24 points for movement, and under a +2 firing penalty due to enemy EM, cannot destroy an intact Fed tug with a cargo pod in a single volley.
This seems to be the easist and most obvious thing for the Tug to do. I don't see how the Klinks can stop it from disengaging. Klink victory conditions are to capture or kill the tug, and from what I see is is not possible to do either.
All of this is without even talking about the Fed NCL that is in the scenario.
SO....I must be missing something. I'm sure this would have been the first thing a Fed playtester would have tried.
What am I missing?
(by my math, I think the Tug can actually EM on both turn one and turn tow...)