James Lowry(Rindis)United States
At the start of April, Mark and I returned to our SFB campaign. This time, we went to the battle at Mark's third base, in Region 5. This features one of my two main 'base busting' fleets, led by a WDN. With it, I had two heavy cruisers and a light cruiser, plus two frigates. With 25 EPV left in my command limit, I could have put in another frigate (the WNF is only 21, though everything else is too big at 31 and up), or used destroyers instead, but I was out of any of those. Mark, limited by the first turn rules, only had a WCA and and WFF with his base, making it a notably smaller force than last time.
Mark set up next to his base rolled low for weapon status 1 again, while I set up behind the ships (at range 35). I came in at speed 10, while the Carnivons went 7. At that speed the WDN and WVF were running with good EW, though the WRL had a minimal 1/0 and the WFF couldn't manage any. Only the base put up EW for Mark (it is easy to suppose that charging phasers was more than enough power drain as it was).
On turn 2, the Carnivons picked up to speed 11, while I split between 11 and 12. The Carnivon WCA Wolfbite (201) put up a point of ECM, while I generally reduced mine. On impulse 9 the base launched a pair of death bolts at the oncoming fleet. The Carnivon ships slowly turned clockwise, and on impulse 24 I turned towards their new course at range 17 from the base. The Carnivons immediately turned off, presenting a stern chase. On turn 3, he slowed down to 9 and 10, and then continued counter-clockwise, putting the base between the fleets. I had increased everyone's speed to 12, and on impulse 11 broke off to turn for a run at the base, which fired its disruptor cannon at WVF USS Intrepid (SF-68) on impulse 17, but missed, thanks to ECM it was running.
On impulse 32 the lead two ships reached range 8 and unloaded. WCA USS Mare Serenitatis (SF-25) and WRL USS Gatherer (SF-70) each hit with one out of two photons (fairly good with a +1 shift, and it would have been all four without it), while the seven phasers from the two ships rolled horribly to do 3 damage. This left the base's #6 at one box (I regretted that one box, as knocking it down would have forced him to use general reinforcement only on that shield).Initial maneuvers, turns 1-3.
My speeds dropped down to 9 (the frigates) and 10 (all others) on turn 4. The base had been loaning offensive EW to WDN USS Venus (SF-38), so it countered with 4 ECCM, even though it would still suffer a +2 shift if the base kept at full EW (4 ECM + 4 self-loaned, or used as O-EW). However, the base apparently was now short of power, as it dropped all loaning (presumably to reinforce the #6 shield), though it kept up 4 ECM.
The Carnivon ships came around to rejoin the base as my line continued running to range 8. On impulse 4 the base fired all four ph-1s at Gatherer, doing seven damage on mid-range rolls (after reinforcement) to the #2 shield. Simultaneously, Venus fired all three photon torpedoes and six phasers into the base, with a mix of high and low rolls for one torpedo hit and nine phaser damage to get one internal (hull) past the shield and armor.
The base rotated before the trailing ships could get to range 8, but Serenitatis got to the shield boundary on 13, put a battery into ECCM to reduce the shift to +1, and fired three phasers into the down shield, for two damage, taking out cargo and hull. After this, I turned away to avoid the Carnivon ships, outrun the two sets of death bolts the base had launched, and start rearming for the next pass. On impulse 25, the Carnivons were ten hexes from the base, and Wolfbite launched a pair of death bolts.
The base repaired one shield box at the end of turn 4, while his ships increased speed slightly to 12 and 10. I increased speed to 12 (frigates) and 11. This was needed to get a little more distance on the death bolts, but did constrain my rearming efforts a bit. My plan had been to spend two turns looping around counterclockwise, and hit the base again as the #6 came around (and be working off my left side instead of right), but Mark interfered with this plan, his ships cruising by the base near the end of the turn. On impulse 26 the base and WFF Sharp Claw (25) each launched a death bolt, and on the next impulse Sharp Claw and Wolfbite fired phasers at WFF USS Marengo (SF-23) in the 9-15 bracket, doing 5 damage to bring down the #1 shield (which technically has six boxes, but since that last box is the only benefit of full-power shields, it was running with minimal shields all battle). On 28, the base launched a second death bolt and fired the disruptor cannon all four ph-1s at the Marengo, to do ten internals through the down shield, knocking out a warp, all impulse, the only bearing phaser, and the photon torpedo. She turned away while the rest of the fleet headed in, and did a point to Wolfbite's #5 with the rear phaser.
For turn 6, Marengo couldn't do better than speed 6 (after housekeeping—turning off fire control—and repairing the #1), while Intrepid stayed at 12 (with 1 ECM) and the heavier ships all went 10. The Carnivons sped up, with Wolfbite going 12 and Sharp Claw doing 15(!), with the base loaning ECM to both ships. On impulse 4, the base's phasers recycled and fired at USS Gatherer, doing two points to the #6 shield (after reinforcement), while Venus and WRC USS Rover (SF-72) fired at Wolfbite, hitting with one out of three photon torpedoes, and moderate rolls on six phasers to do 14 damage, punching through the #5 to do four damage to the armor. The next impulse, Serenitatis and Gatherer fired, missing with two photon torpedoes, but good phaser rolls did four damage to finish off Wolfbite's armor. On 6, Rover fired on the base, and knocked the two repaired boxes of shield #6 down with great rolls (after reinforcement).Turn 6, Impulse 4, showing movement from T5-I24 to T6-I8.
After that, I turned off, plotting to make another run at the base in about three turns, since the two-turn turnaround of this one had proven much too short to get all batteries and phasers recharged while rearming any photons. Wolfbite went down to speed 7 for turn 7, while Sharp Claw stayed at 15, and my speeds stayed the same (other than Marengo dropping shield repair to recharge the phaser capacitor and go speed 9). Marengo headed towards a far corner, while the main fleet started circling around, with the Carnivons circled in the opposite direction, and well inside of me, passing by the base headed away from me near the end of the turn.
Speeds were the same for turn 8, except that Marengo (now ~20 hexes from the base and enemy ships) went back down to speed 6 to start repairing the #1 shield again, and it was a quiet turn of maneuver. On 9, the Carnivons dropped to about half speed (5 and 8), while my main group dropped to 8. While the Carnivon ships were coming around again, those speeds meant there would be no immediate interference as I lined up my next shot at the base. Wolfbite fired a pair of death bolts on 13, and the base fired the disruptor cannon at Gatherer's weak #2, but missed (he would have been advised to hold it until I came closer, but Mark seems to have been mystified as to my plan at this point). On 28, the lead of my line started turning in to hit range 8 to the base early next turn, when the #6 shield would come around to face me.
My fleet speed went back up to 10 as I endeavored to get my timing right, and most of the big ships were finishing the reload of their last photon torpedoes (Gatherer was holding one of two, and not even trying on the second, which I'll get into below). The Carnivon ships sped up for turn 10, with Sharp Claw going 14, and Wolfbite 10. To my surprise, the Carnivon ships turned off in the first impulses of the turn, but I was a too busy to really think about Marengo out by itself, and still going speed 6. The base's latest round of death bolts (and last ones until he could get the ready racks reloaded) got out to my line, and forced Rover to sideslip out as they seemed to be targeted on her.
On impulse 10, I got to my range 8 shot, and the base loaned two offensive ECM to Venus and fired the disruptor cannon and two ph-1s at Mare Serenitatis, doing eight damage to her #2. The next impulse, the other two phasers fired for six more damage, cracking the shield and doing two points of armor damage. Meanwhile, Venus and Serenitatis fired, getting four out of five photon hits, but only seven damage with eleven phasers on horrible rolls. This was still enough to punch a shield reinforced to sixteen strength and do 23 internals. On 14, Gatherer made range 8 and missed with both phasers, but hit with its photon for another eight internals. All of this wrecked the base, taking out all "weapon" systems other than 2 RX ph-1s and 1xspecial sensor. Power wasn't touched, but all hull was gone, and a combined total of 21 repair and cargo hits were left.
As I started working back away from the base, I realized that the Carnivon ships were after the Marengo, but at the end of the turn I was still getting the fleet turned around to chase after them. This wasn't bad, as she was leading them from the base, and towards the edge of the map, where I might force a disengagement. By the end of the turn, Marengo was ten hexes from the edge of the map, Sharp Claw was nine hexes behind her, and Wolfbite another seven back. Turn 11 was obviously going to be a chase, and Mark turned up the speeds to 14 on Wolfbite and 15 on Sharp Claw, while Marengo had just repaired the warp engine to go 12 (with fire control on), Intrepid went 15, and the heavier ships went 10 and 11.
Towards the end of the turn, Marengo reached the edge of the map and turned to skim along the edge, able to sideslip and disengage if it took too much damage. By impulse 30, range from Sharp Claw was down to 5, and she fired the rear phaser to bounce a point off Sharp Claw's reinforcement.
For turn 12, Sharp Claw slowed down to 12, while Wolfbite worked up to speed 14. Marengo stayed at 12, Intrepid dropped to 12, and the big units stayed at 10 and 11, except for Gatherer, which dropped to 9 to start loading a second photon torpedo now that her batteries and phaser capacitors were nearly full. On impulse 3, Sharp Claw launched a death bolt at Marengo, and fired phasers to do two damage to shield #3. Two impulses later, Wolfbite followed suit with her four forward phasers to do five damage (at range 10) causing two internals, Aux Control and the warp engine, and also fired a pair of death bolts back at Intrepid.
After this, Mark turned the opposite direction from Marengo, following the map edge up as the rest of the fleet gave chase. I had anticipated him trying to destroy Marengo, or at least force a disengage (which would force her to sit out a turn), and then disengage himself. Instead, he went for the option that preserved distance to shake pursuit.
On turn 13, Sharp Claw went back to speed 15, while my speeds continued to fragment. The frigates both went 12 (Marengo still had fire control off, and was headed away from all action), while Venus and Rover went 11, Serenitatis went 10 (it could have done 12, but I was still repairing the #2 shield), and Gatherer was still at 9. Mark skimmed along the map edge until impulse 20, when he started turning in. I was actually still angling at the map edge myself, and plotting when I wanted to turn to parallel him with my slower ships: too far out, and he might turn around and get past me, too close and he'd get past me by turning in. I had been getting close to where I wanted to be (about a dozen hexes out), so turning to intercept was no problem, and on 28 he turned away to parallel the map edge again.
Turn 14 saw Mark run for distance as both ships turned off fire control, and Wolfbite hit speed 15, and Sharp Claw got to 18 (a WFF's theoretical maximum speed is generally 19, but they usually don't have the power for life support and shields at that point). All my ships went speed 12, except Serenitatis, still at 10 to repair the shield, and Marengo, which dropped to 3 to repair the #3 shield, and recharge the phaser capacitor. On impulse 15 he turned in from the map edge again (with only about a dozen hexes to go up), and then turned away again on 29, now with 8-10 hexes between him and the right edge.
On turn 15, the Carnivons slowed down to turn on fire control, going 14 and 16. Intrepid went back to 15, and Venus dropped its one point of ECM to get up to speed 13 (while holding three photons!... and a suicide shuttle I'd had from the beginning). Mark started turning towards the board edge, presumably looking to turn around and slip by me. On impulse 11 he launched three death bolts, possibly at USS Venus, which was closest. On 20, Sharp Claw fired her bearing phasers at Intrepid, but missing entirely at range 11, and then slipped off the map to disengage on the next impulse. Intrepid maneuvered to intercept the death bolts, doing 5 damage to one on impulse 28, and Venus downfired the left-side and rear phasers to clear all three DBs. At the same time, Wolfbite fired on Intrepid, doing five damage to knock down the #2 shield after the battery took care of the fifth point. Then Wolfbite sideslipped off the map to disengage.Turn 15
With the YBS Clutch of Dogs already a mess, we figured I'd have no problem going back to it and slowly pounding it while using reinforcement at slow speed to take it down without any more damage. The following ships came out with permanent damage:
USS Mare Serenitatis has two armor damage.
USS Marengo is out all hull, the transporter, auxiliary control, and the photon torpedo.
Wolfbite is out all eight armor.
Since I had bigger ships, and Mark smaller, I figured this battle would go faster than Region 1. In a way it did; while both took 15 turns, there was more "dead time" in this one with no firing, so we didn't need as many sessions to fight the battle. I think Mark was not expecting me to abandon Mahanian principles and go after the base first, but I figured that he'd probably stay under the guns of the base this time, so I'd need to take care of it sooner rather than later. I did have trouble getting used to a fleet that needed energy for photon torpedoes; I tried going at the speeds that the Andorian ships could do last time.
MVP goes to USS Venus (SF-38) this time. The Federation WDN is a very solid design, and the ability to go speed 14 while holding photon torpedoes is impressive. The five photon hits against the base on turn on turn 10 was lead by the Venus, and let the battle enter its final phase.
On the other hand, it has been shown that I have something of a "frigate gap". I happened to have the two frigates with the smallest shields here, but Mark's general plan was obviously to hit these fragile ships hard and force them to at least need repairs. USS Intrepid was saved by the fact that it has two extra impulse (I don't think there's any other 1/3 move cost ship that has four impulse) that allows it to keep ECM up and running when other ships are dry. Looking again, I realize that Federation ships have high crunch power and weak shields, while Carnivon ships have better shields and low crunch power, so this is an overall balanced match up. But my frigates will be vulnerable in any large fleet action, and when there's bases with disruptor cannons.
This is only going to get worse, as the Carnivons get YFFs long before the Federation does, and the primary change is trading out the point-blank heel nipper for the moderate-range disruptor cannon. Thankfully, that is the major change, with only a modest increase in power and minimal shield improvements. The eventual Federation YFF is a much nastier ship, but its BPV is just below the YDD's, which with our EPV/BPV based command system is going to be another headache for me.
WRL USS Gatherer (SF-70) was notable for having problems rearming after a battle pass. Some of this was the fact that it too was singled out as a Carnivon target, so it had shields to repair, but it had major problems recharging batteries and phasers, never mind loading photon torpedoes. Since pretty much all WCLs have the same power and demands as the WRL, I am concerned that the others will be just as bad. Or worse, since the Carnivon WCL, Terran WCL, and WAL have a 3/4 MC instead of 2/3.
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Last December, Mark and I got going on a large project that is going to take us a while: Playing a modified version of the SFB Admiral's Game campaign from Advanced Missions. Once sorting out the basics was done, we decided to try the first region... first. It features his largest base defense force, and my smallest base assault force, "merely" being lead by a CC (it was also the only force where it was not theoretically possible for me to add another ship). It would also serve as a test of just how tough these early bases were going to be for me. We had the following available:
This was about the only fleet where I tried to stick with one particular member navy. The Andorians (xNx ships) use drones instead of photon torpedoes as heavy weapons, so I figured massing them against a static object for a bombardment would be one of my better options for them. (In this era, speed-8 drones are relatively faster, but still slower than what ships can actually do, so base bombardment is still a good option.) It also features my only 'pair' of ships, as the only classes I have more than one of are the four that I built new ones of this turn, and the other three all ended up split up from their sisters.
Mark set up with his two ships a few hexes away from the base, but pointed towards it, and a poor roll left him at Weapon Status-I (with his bonuses, the lowest possible). The rules give the attacker an automatic WS-III, but I have to set up at least 35 hexes from the base, which with these ships is over two turns travel at best speed. With my mix of designs, I ended up with my fleet speed scattered from 11 to 14 even at the beginning, while Mark went 12 (WDN) and 9 (WDD). EW was minimal, with only the base and Mark's WDN opting for any at all. I set up opposite of the Carnivon fleet and headed in, while they passed through the base's hex and turned right. On impulse 32, the base fired its two bearing phaser-1s at WND USS Battler (SF-75) at range 25, doing one point to its #1 shield.
For turn 2, I kept to the same speed range, though Battler reduced speed to 11 to repair the shield damage, while the WDN dropped to 8, and the WDD boosted to 13; the WDN boosted ECM to 4 (the maximum in this era), and the WNC and WNL started generating 1 point of ECM. On impulse 12, the base fired on Battler again (range 21) and missed. By impulse 24, the WDN was ten hexes away from the base, and turned towards my oncoming fleet, followed by the WDD on the next impulse. I started slipping that way, and then turned to intercept over the next few impulses.Turn 3, Impulse 1, showing movement from impulse 24 of turn 2, to impulse 8 of turn 3.
Mark picked up speed for turn 3, going 13 and 15, near their maximums. I had worried about us being about to go to short- (or at least close moderate-) range combat, so the WCC USS de Gaulle bricked the front shield, and shifted down to speed 4. Everything else went from 11 to 9, generally picking up a little more EW, while the WDN had to drop its ECM. All his units launched death bolts on impulse 1, and the WDN Cerebus and WDD Glory Seeker fired a total of eight ph-2s at WOD USS Dunelle (SF-94) to do five damage to its #1 (after batteries). After that, he turned off, and I volleyed ten ph-2s at Cerebus from three different ships on impulse 5, to do two damage to the #5 shield (out of eight damage done, so at that speed, that was the batteries). The next impulse, Dunelle hit range 8 from Cerebus, and fired its photon torpedo and three bearing phasers, doing five more damage to the #5 with good phaser rolls, but the photon missed.
I had suspected that the death bolts were targeted on Dunelle, and on impulse 16 it became obvious this was the case. My first thought was to 'thread the needle' between the ones from the ships, and the two coming up from the base, but a careful track of movement showed I couldn't quite dodge both. Thankfully, the Orion design has a turn mode of A and is nimble (on a destroyer!), so she was able to do a U-turn to get the entire set running behind it. Mark was surprised by how fast she was able to do this (well, so was I), and on impulse 27, the base fired the disruptor cannon, and all four ph-1s at Dunelle at range nine to do eight damage, and exactly collapse the #5 shield. The next impulse it fired both ph-3s to do one point of damage through the down shield, and hit the left warp engine.
For turn 4 Cerebus dropped from 13 to speed 12, while my speeds were 8 or 9, except for Dunelle, which kept at 11, as she prepared to get some distance before re-arming. Mark's ships continued turning clockwise, and as the turn began were running in direction C, while my remaining five ships pursued. Glory Seeker made a further turn to D, and Mark launched another full set of death bolts on impulse 17, while I turned to intercept the WDD/parallel the WDN. Over the last few impulses of the turn, I launched three drones targeted on the death bolts to start clearing them out of the way.
On turn 5, Glory Seeker dropped to speed 13, while I shifted up to a mix of 9 through 11. On impulse 11 the base fired the disruptor cannon and 2xph-2s at Battler, and thankfully it missed with the former, while the phasers did a point each to the #3 shield. Glory Seeker had gotten out in front of my main force, and turned back in to the base, but Cerebus was still on the far side of her from the base, but turned across my path near the bottom of the turn, and we ended with nine hexes between Cerebus and WNL USS Govar-Jarot (SF-81).
I largely sped up to intercept Cerebus on turn 6, with de Gaulle and Govar-Jarot hitting speed 12, while Dunelle dropped to speed 3 so she could start repairing shields, charging phasers, and loading the photon torpedo. Cerebus turned back away from my oncoming ships, giving me a stern chase, and then started trying to shake me, with some success. On 8 she launched another pair of death bolts, and then turned back left on 16, leaving me to deal with the incoming death bolts as I tried to stick with it. I ended up split into two groups, one of the WNC, WNL, and a WND, the other of de Gaulle and Battler. The death bolts went after (I think) WNC USS Targ-Glast (SF-76), forcing her to slip away from them and Cerebus' course. Then Cerebus turned back to the right, with both groups further away from her, and the larger group out of position and five hexes away from the other two ships.
I sped up again for turn 7, with the two Andorian destroyers hitting speed 13, while everything else made 12 to match Cerebus' speed. Dunelle stayed at 3 as it continued rearming. Despite getting a good position last turn, Cerebus was now contending with the edge of the (large) map, and needed to turn again to avoid that, with de Gaulle and Battler on a converging course. On impulse 25, WND USS Gladiator (SF-53) got to range 8 from behind, and fired a ph-2, but missed. Two impulses later, Battler and de Gaulle volleyed phasers at Cerebus with only one hit for 2 damage, which was absorbed by reinforcement (or batteries). On impulse 28, Cerebus launched another pair of death bolts pointed towards the leading ships, and on 30 she turned in, across their paths, and away from the board edge, and the turn ended with the range dropping fast, and Battler launched a drone at Cerebus and fired another phaser, which missed.Flight of the Cerebus, showing movement during all of turn 7.
Meanwhile, Glory Seeker had flown back to the base and continued in a clockwise circle, ending the turn six hexes from isolated Dunelle. Needing to maneuver, she boosted to speed 5 for turn 8, turned on EW (1 each ECM/ECCM), and finished charging the phasers while going into the final turn of repairs on the warp engine. The rest of my speeds varied between 9 and 12, except for de Gaulle, which dropped to speed 4 again to push up EW and reinforce the front shield. Both of Mark's ships went 11. Cerebus was forced to range 4 from de Gaulle (unsatisfied turn and slip modes) on impulse 3, who fired both photon torpedoes... and missed. On 6, Cerebus and Battler fired on each other at range 2, the latter doing two damage to the #1 shield with a single ph-2, and the former doing 12 damage with 6 ph-2s on horrible rolls, and missed with the in-arc heel nipper. Battler lost the #5 shield and armor for nine internals including two warp, a bridge, aux control, and the bearing phaser.
We had a session break right after that, and as I was setting up the next time, I suddenly remembered that Battler was one of the few ships I had manged to buy T-bombs for, so she dropped one out the hatch on impulse 7, and then spent time guiding the incoming death bolts over it, and Cerebus had to turn aside to keep from being in the blast radius when it went off (which it did on impulse 12, just after Battler got out of range). To my surprise, Cerebus kept running "south", putting me back on a stern chase, when I expected he'd head back to the center of the board and make me deal with her and the base at the same time. He did start slipping away from the board edge, and into my path, so that Gladiator got a range 3 shot with phasers to do 2 damage to the #4 shield on impulse 30.Turn 8, Impulse 6, showing movement from impulse 1 through 17.
Glory Seeker and Dunelle did a range-2 oblique pass on impulse 9, and fired into each other. Glory Seeker's heel nipper also missed, and the phasers did eight damage to almost knock down the #2 shield (after spending the one charged battery on it), while Dunelle's photon hit and the bearing phasers had good rolls for a total of twenty damage, which turned into nine internals, to take out a warp, two phasers, the heel nipper, and the battery. The next impulse, Glory Seeker's remaining ph-3 fired to finish off the shield and do two internals, getting the left warp again.Turn 8, Impulse 9, showing movement from impulse 1 through 13.
Mark boosted to speeds 13 and 14, trying to shake my pursuit, while my speeds were a mix from 11 to 15 (Govar-Jarot didn't need to arm anything...), while Dunelle went 10 and was following Glory Seeker, and Battler went 6 and started repairing the shield. Only de Gaulle, Targ-Glast, and the base had any EW up, and Glory Seeker turned off fire control to get more speed. On impulse 6, Gladiator's phasers recycled, and good rolls did eleven damage, which punched one point through to the armor after reinforcement. On 12, Cerebus launched another set of death bolts (her last until he could break more out of storage and put them in the rack). I launched a counter-drone from Gladiator and stepped around the other. At 20, the edge of the board was starting to loom again, and Cerebus turned across my path again, and over the next several impulses I turned to parallel her.
On turn 10, Mark pushed Cerebus to speed 17, turning off fire control and shields to do this. My speeds in the shadowing group were 9, 12, or 15, as I had expected a race, even if not one that desperate. Gladiator and de Gaulle immediately fired into her (range 4-5), missing with the photon de Gaulle had just reloaded, and doing eight damage with six phasers to finish off the armor and knock out a heel nipper. Glory Seeker had been circling the base, and that fired on Dunelle on impulse 12, hitting with the disruptor cannon and mixed phaser rolls to do twelve damage on the #5 shield, causing nine internals to take out two more warp and a phaser. Dunelle then turned off, looking at heading for the board edge and disengagement. Cerebus got to the bottom edge of the map around impulse 24, and skimmed along it before disengaging off the board on 29 rather than face the chasing group that was still able to intercept.
Down to 7 power, Dunelle turned off everything but shields and life support on turn 11 to go speed 11 and continue gaining distance. Battler turned shields down to minimum settings as it started repairs on the #5. Speeds ranged from 8 to 12 as the main group all turned towards the base to get into position for a bombardment. Glory Seeker was now chasing Dunelle at speed 13, and the base fired at Dunelle on impulse 4 to do two damage to the #4 at range 18. Glory Seeker tried a phaser on 15, but missed at range 6.
Glory Seeker backed down to speed 11 for turn 12; Dunelle (and most of the rest of the fleet) went 9 as fire control came back on. Dunelle reached the top edge of the map a bit over halfway through the turn, and started skimming along the edge, having fired two phasers back at Glory Seeker to do one damage to her #1, and see how far Mark would be drawn away from the base that the main force was starting to approach. Glory Seeker eventually turned the other way instead of being forced to stick close to Dunelle, and Dunelle started cautiously turning back onto the map.
At the end of the turn, I was starting to shake out into a ragged line coming in towards the base, and started launching drones. Turn 13 saw me backing down to speeds 5 to 10 to get everyone more concentrated, and allow the drones to start running ahead. Since the closest ship (Targ-Glast) was still 12 hexes out, this was a turn of slowly tightening the noose. The base went to switching off drones with the special sensors, and launched a shuttle at the top of the turn, followed by death bolts a few impulses later. On impulse 24, the base fired the disruptor cannon at Battler for a hit that did 1 damage through the reinforcement I'd put up. The special sensors rolled slightly better than average, the phasers fired at incoming drones, Targ-Glast fired at incoming death bolts, and the turn ended with four drones in flight (range 6 or 7), my ships largely in one hex at range 7, a death bolt a hex away, and the shuttle three hexes away.
My speeds dropped to 3 to 5 for most ships on turn 14, with a couple exceptions. Sensors turned off more drones, I destroyed the death bolt, and crippled the shuttle, which then turned out to be a suicide shuttle aimed at one of the early drones. This time, a pair of phasers fired on Targ-Glast to do two damage to the #1 shield. Drones started impacting on impulse 28, followed by a range-2 pair of photons from de Gaulle, which both hit, to bring the shield down and take out the base's armor. I fired phasers on the next impulse with awful rolls and a +2 shift to do four internals, followed by another shot on 30 for another five internals, another on 31 for four more, and then four drones hit on 32 through the down shield for 32 internals.
Turn 15 was mostly just accounting as I continued the bombardment and phaser barrage. de Gaulle flew through the base's hex, getting a range-0 shot with a phaser that had recycled, and then turned to go after Glory Seeker, which was still skulking around. The base was battered, losing another shield, but survived the turn, with half of its excess damage hits gone. We called it at that point, as de Gaulle should be sufficient to get Glory Seeker to leave, and once the base blew on turn 16, the the others would get up to speed, and join in hunting her down.
After repairs, the following still had damage:
USS Battler still had a bridge, tractor, and transporter out, as well as its armor.
USS Dunelle is out a bridge, forward hull, both rear hull, and two cargo.
Cerebus could easily repair the one internal it had taken, but is out all of its armor.
Glory Seeker is out three center hull (of four), and auxiliary control.
Knowing how weighted this was in my favor, I didn't think it'd take 15 turns; 12 would have been closer to my guess. The base didn't get a chance to do a lot; thanks to the fleet action largely traveling away from the range-15 limit on special sensor lending, and then I made sure it was quite busy at the end. Mark had an opportunity to get past me with Cerebus on turn 7, and should have taken it. My primary goal was to herd it off the map edge, though getting to do real damage would have been a bonus as long as I didn't end up trading something important like a command cruiser for the privilege. He nearly got through with his maneuvering at that point, but backed off, presumably judging I'd do too much damage at the ranges we'd get to.
He needs to remember the lesson of "Lone Gray Wolf": it takes a lot to seriously harm a dreadnought. On the other hand, he couldn't outrun me, because I had the inside track, and the bulk of my ships didn't need to spend energy on heavy weapons, which is what let a couple stay really close, while his power drained away from defending against the occasional good phaser shot.
WOD USS Dunelle (SF-94) gets MVP from me. It was an early target, and took internals on three separate occasions, one of which was me getting overconfident near the base. The quick duel with Glory Seeker showed the crunch power of the photon torpedo, even without overloads, and it had managed to patch everything together just in time for that pass. The shields are a little thin (I notice that overall, Federation shields are thinner than Carnivon), but the maneuverability of a nimble "A" on a destroyer is amazing. Its sister ship is in region 4, which was where I had a large advantage in an open space fight, so it was surrendered without a fight from Mark. That one will be back in Y78, and may get in a real fight, but Dunelle may be in the shop next year.
WND USS Battler (SF-75) also did well, surviving getting too close to a dreadnought in relatively good shape. Armor tends to go with extra-thin shields, so it's even more likely that she'll sit out next turn to get the armor repaired. Having a pair of identical destroyers was a help, though they ended up with different allocations most of the time.
Overall, the Andorian ships are not bad. The lack of crunch power from no photons is made up for by low power requirements, but it did put something of a burden on de Gaulle and Dunelle to provide the heavy direct firepower. (Taking a look at early Kzinti, which have much the same pattern, does not make me excited to fly them.) The massed drone tactics here were not bad, but in future my thought is to instead sprinkle them throughout other member's fleets and use the drones as death bolt defense. Death bolts have a low rate of fire (1.5 turns at best), and take more damage to kill than normal, but a single drone is all it takes. Just one or two racks, at the right place (the hard part), can probably get rid of whatever single death bolts are the biggest problem.
- [+] Dice rolls
Last December, Patch and I kicked off the group's SFB adventures for Y161 with an early historical scenario featuring USS Kongo in its five year mission under Captain Kosnett (last seen here in "Coming of the Meteor", and is now a CAR). Patch took the Klingons, who are holding a Federation trade commission hostage at the local base station. Kongo has shown up with the commando cruiser Okinawa to rescue them by coup de main.
I made a number of errors in this scenario, and the first one was not appreciating that the base station and accompanying F5 start at weapons status I. This allows them to charge phasers on the first turn, but of course while the base's ph-4s are really dangerous, that's a large power drain on something that size (12 out of 22 total power in fact, and another four is needed for housekeeping). The Federation ships enter together, 20 hexes from the station, and the F5 is parked adjacent to it. I planned to force-dock the CMC Okinawa to the base and engage the base directly in a boarding action to get the hostages, and started it with a wild weasel while the CA had a suicide shuttle prepped. Both ships went speed 8, with full ECM up (again, because I didn't appreciate how power-strapped the base was), while the F5 went speed 12, and the BS lent two ECM to the F5 (making it effectively 4ECM/2ECCM), and lent ECM to itself for 8/0 EW.
Patch launched a pair of shuttles on the first impulse; the BS's stayed out for possible point defense, while the F5's landed aboard the base, presumably with boarding parties; the F5 circled behind the base while I cautiously approached. Turn 2 saw a bigger mistake from me as the CMC picked up to speed 10... but was 12 hexes from the base (I honestly don't know if I hadn't thought far enough ahead during EA, or if I miscounted the range...). The CA stayed at 8, and F5 stayed at 12. I stayed at full ECM, while the F5 shifted to 3 ECCM and the base to 6/3 EW. During impulse 5, Patch dropped non-facing shields on the F5 and BS, moved to bring the gaps to bear on the next impulse and transported boarding parties from the F5 over to the BS.
By mid-turn the base was starting to loom larger, and the F5 turned in to come in behind my approach course. On impulse 19, the base fired into the CMC at range 7, getting bad rolls at +1 to do seven damage to the #1 shield (I had bricked that as best I could...). On 27, the F5 got to range one of the CMC and unloaded on it, hitting with one disruptor, and poor phaser rolls to knock down the #5 shield and do two points to the armor. Then it slipped into the CMC's hex and fired a drone and the RX phasers to knock down shield #4 and do two more to the armor. I shot down the drone before it could impact, but the BS launched a second one on 31.Turn 2, Impulse 27, showing movement throughout the turn.
At this point, I should have been at range 1 to start the docking procedure (which would have forced a range-2 shot at the new drone on 31...), but I was still two hexes out, and the BS fired again with more poor dice to take out shield #6, the last two armor, and do eleven internals, knocking out two warp and a phaser. The CA fired on the F5's #4 shield with good rolls to do 18 damage, half of which went in to take out two power and a phaser.
For turn 3, the F5 dropped to speed 8, while the CA dropped to 5, and the CMC went 1 as it started it's extended docking procedure. I kept to full ECM, the F5 went for a 1/3 split, and the base continued loaning to itself for 4/3 EW. The CMC turned off fire control in EA and launched its wild weasel first thing (giving the CMC 12 ECM for as long as it would last...). Patch fired a ph-3 to cripple the shuttle, but kept missing with shots from the BS's ADD. On two he launched his own shuttle, and then hit with the ADD on 3 to do one damage to the shuttle before his original base shuttle finally killed it with it's shot.
The F5 missed its overloaded disruptor shot vs the CMC, sideslipped past it, and fired the remaining FX phasers into the CMC for seven damage on a down shield. Only one got in after general reinforcement, and then the explosion period ended and the base fired two ph-4s to do 29 internals (after spending the batteries to stop one damage...). This gutted the CMC (no surprise...), knocking out the barracks and the bulk of the boarding parties, and almost all the shuttles (with more boarding parties on board; another mistake: I should have been launching them, where they'd be separate targets that needed more damage to kill), with the HTS surviving crippled in the bay.
The next impulse, the next pair of ph-4s fired for 30 damage, which nearly did for the CMC (I estimated 9 damage to kill it; more if there were sensor/scanner hits in there). A ph-3 took it down to two excess damage boxes remaining. Meanwhile, the CA had launched all its' shuttles and the ADD and fire from the Klingon shuttles soon cleared most of them out, and they merely crippled a single Klingon shuttle. On impulse 28, the CA burned batteries to go to 2/4 EW, and fired on the BS at range 2 to do 16 damage with an overloaded photon to shield #5. The next impulse was another photon shot for 16 more damage and 11 internals, which killed one of the hostages. I tried a pair of hit and run raids to rescue a couple of hostages, but got 'boarding party returns' results against the guards.
Patch managed a phaser-1 shot against the CA (lack of power) to do 3 damage through the lowered shield for one warp hit. The CA headed back out, trying to de-fang the BS on the way (it did get the disruptor mount) and firing on the F5 at range 1 on 32 to do 14 internals after crashing the #6 shield.
We called it there, with the CA too close to the base, but headed off the fixed map. At its max acceleration, it could go 15, which would bring it to about four hexes from disengaging. If the BS is smart enough to counter any ECM the CA puts out, four ph-4s at the top of the turn will do 40-80 damage at range 4, with a 20-point shield and about five power available to boost it. Fifteen internals isn't too bad, and the CA would certainly get off without too much more trouble. Sixty-five internals on the other hand.... The F5 would be a serious complication at that point, though it would hopefully still manage to crawl off on the next turn.
Among the other mistakes I've mentioned, a big one was letting the CA fall too far behind the CMC. When the F5 did its turn two pass, the CA wasn't close enough to make it pay, or to distract it. The CA should have been what the F5 encountered first, to act as proper cover for the troops. The general plan for getting the CMC up close and docking looks workable, but you have to do the homework first, and both ships need to be there, and make the Klingon worry that if he fires too much into one ship, he'll dock the other one, and perhaps transport BPs from one to the other. Still, this a tall order at best. Ph-4s are things I really don't like messing with at close range.
One question that came up is how the hostages are counted for H&R purposes. By the scenario you can rescue them that way, and they can be guarded, like various non-system boxes. But is each hostage it's own "box", being it's on legal target needing guarding? Or are they all one target, and you can only rescue one a turn (as you can only target an individual SSD box for an H&R mission once per turn)? We considered them two groups of five for these purposes, which seems reasonable.
- [+] Dice rolls
Last year, I had an itch to try out "The Admiral's Game" campaign, especially as re-done by Jeremy Gray and Dale McKee, and reported on in "Day of the Eagle Comes Early" on ADB's forum.
So, I wrote up a new set of campaign rules, reverse-engineering everything I could from that, and adding a fair number of new things besides. I pitched it to Mark, and talked him into the general concept. My original idea had been to pair off a couple empires contemporary to our main group games (i.e., Y161), and advance the group and the campaign in tandem, but... Mark eventually gravitated towards seeing the Carnivons in action, especially as he'd been going through the General War-era version of them in Module C6.
I don't have that, but I (and Mark) do have Y1, where they were first introduced. In addition, I had recently read an update for The Admiral's Game for the Early Years in Captain's Log #39, where the Federation has to cycle through the various member navy's ships in the W-era.
So, the campaign got set at the close of the W-era, with the Y-series ships about to come in, with a fight between the Carnivons and the Federation.
Now... "historically" they did not border each other, but there doesn't seem to be any big technology mis-matches going on, and if they had, it's not too hard to believe the Federation would quickly get fed up with the constant raids by various "packs" and feel a need to use their new navy to mount an expedition into their space to put an end to the raids on far-flung colonies and merchant vessels. So, I am playing the Federation, which is attacking the Carnivons.
This campaign is starting in Y77, and each strategic turn in it takes one year. One ship can be a prototype each turn, with cruisers available as prototypes one year before their service date, and smaller ships two years. The structure is explicitly allowing me to build a Federation YCA in the second turn, but we'll both be fielding mostly W-series ships for a long time to come.
Both sides have six each FF, DD, CL, CA, plus 2xCC and 2xDN. On the first turn, the Carnivons do not have access to half of these (strategic surprise). We both get EPV for new ships, refits, and such, but we must build 2xFF and 2xDD each turn, and then get to do what we like with the leftover budget.
This canine-like species historically existed between the Kzintis and Lyrans, and getting rid of them was one of the few things they've ever agreed on. They generally never developed any stable central authority, with lots of temporary 'packs' raiding their neighbors.
Their heavy weapons are Death Bolts (a type of drone with annoying problems reloading), and Heel Nippers, a nearly point-blank weapon that automatically destroys one warp box if it hits, and causes the ship to miss its next move, and turn in place. That last is bad enough, but on the early underpowered ships, the idea of guaranteed power hits through shields is scary. In the Y-era, they get Disruptor Cannons, which is a two-turn version of the familiar Disruptor Bolt.
At first, they had somewhat limited ship classes, but Y2 and Y3 built them out so they have CCs and DNs like everyone else. They hit the Y-era slightly later, but they start with the smaller ships, and should be able to eventually refit all the W-series ships up.
I'm attacking as the United Star Fleet of the Federation of Planets. As these are all ships converted to tactical warp from the various member planet's navies, I will be learning to deal with six different design styles. Also, my new W-series ships must cycle through the six different navies, so I can't just pick a favorite design in each class and go straight to that.
Earth, Alpha-Centauran, Orion, and Rigelian: These all use the good old photon torpedo (though there's no overloads, and, worse, no proximity fuses, in this era). Phaser coverage and other details vary from fleet to fleet, but I have no feel for common design elements yet. [The Orion national guard ships never actually directly served in the Federation's early wars, but they were part of Star Fleet, and I figure it's the only way we'll ever get around to seeing them in action.]
Andorian: These ships use drones as the heavy weapon. They're fairly close to Kzinti drones, but not identical, but the only direct-fire weapons are phasers.
Vulcan: Their CA and DD have a pair of special sensors (the only things outside of a base with them in this era; this is important, as I have a bunch of base battles in my future). The others have the usual photon torpedo, and they all mount phaser-1s (everyone else is stuck with ph-2s on their ships in this era).
The nomenclature for the Star Fleet ships is inconsistent (largely in Y1), and I've cleaned them up for reporting here (so, they are all prefixed with "W", and the Orion ships are xOx). Also, trying to back-port earlier NCC numbers is a mess, so I've figured that the initial Star Fleet ships got sequential "SF" numbers as they were converted and commissioned into the fleet. Once new ships are built in the Y-series, then they start using "Naval Construction Contract" numbers.
So, we've assembled the fleet lineups, done the initial builds, and finally assigned everything to the eight regions of the first defense line.
We're trying a system where the Command Rating of a ship is multiplied by 35 times the current year/100, and it can command that many EPV of other ships (this means a CR 10 dreadnought can command 270 EPV this turn, and 273, next time...). This maxes fleets out somewhere around six-seven ships, and I (with all my ships available) couldn't fill them out.
Half of the defender's fleet is in reserve (not including his five new ships), which gets me a fairly free pass to get through this defense line, and why Mark is so thin on the ground right now. This will change. Any ships of mine that disengage this turn will be unavailable next time.
My region 7 force was minimal so I could concentrate elsewhere, so I have surrendered that region without a fight. And those two ships will be in Reserve next time.
Mark's region 4 force was completely outmatched, so that one is surrendered without a fight. Others may be in the future, but right now, we will be fighting out region 1, and seeing how that goes. I have no idea of what fighting these bases will be like.
Region 1: Two ships on each side permanently damaged, and the YBS destroyed:
Planets of Tripoli Y77 Region 1
Region 3: Instead of playing another lopsided base battle, we mirrored the approximate results of the others, with the large Carnivon ship losing all armor, and one random Federation ship (WAL) taking damage, which cost her its armor.
Region 4: Mark’s force was completely outmatched, so it was surrendered without a fight.
Region 5: One ship on each side took serious damage, the YBS was destroyed, and USS Mare Serenitatis took two of eight armor damage.
Planets of Tripoli Y77 Region 5
Region 6: My force was not quite minimal in hopes of catching a pair of FFs. Instead, the Carnivons had a heavier force, and I disengaged to Reserve instead of risking my ships.
Region 7: My force was minimal so I could concentrate elsewhere, so I surrendered that region without a fight. And those two ships will be in Reserve next time.
- [+] Dice rolls
Captain's Log #43 had a very interesting idea for the main story and associated SFB scenario. The premise is that the Romulans tested Federation neutral zone defenses in two groups. One was a single War Bird which got chased down by the Enterprise as it picked off listening outposts (the episode "Balance of Terror"), while a larger group waited in ambush at the other end of the line. The USS Alfred the Great walked into the trap, and was lost with all hands, after destroying a War Bird with a photon volley.
The story/scenario is about the latter part, with six Romulan ships using hidden cloaking, and able to set up hidden mines. Since there's no experience with cloaking devices at this point, there's no tracking of ships at all (normally, with hidden movement, you regularly indicate the general direction of the ship(s)). Once one ship starts decloaking, it is placed on the board, and the others are also placed... somewhere within five hexes of its true position. The Alfred needs to go to a large asteroid (that used to have an outpost on it), and send down a landing party, and get it back a turn later (not 32 impulses, nor even 8, for that matter, just on a different turn), and get off the map, within 5 turns. The Romulans win a marginal victory for destroying the Alfred, with their level of 'victory' lowered by one for each ship they lose (two if it's one of the larger ships, like a War Bird; historically the Romulans had a minor defeat).
This takes place back in Y154 (our group is playing Y161 currently), so Mark and I went back to give it a play. I took the Romulans, and set up my ambush. The King Bird (my command ship) was near the asteroid, with the WB a little further back, and the Hawk on the opposite side. The three Snipes, were further out near various possible approaches. One mine was next to the asteroid with two more five hexes further out (the minimum allowed) on the most likely approaches.
...And we had some confusion about that. Our instincts (and my setup) assumed entry from the top edge of the map, but it seems (and we went with for play) it enters on the left of the map, at maximum distance from the asteroid. This definitely puts time pressure on the Alfred to get there and exit in five turns, after hanging around the asteroid for a turn. Which, it needs to be mentioned, is an unusual ship. It is an "Old" Heavy Cruiser, which is the Federation light cruiser design grown up to heavy cruiser size. It has armor, but the shields are weaker, phaser coverage is better, and there's slightly more power, but there's not as much hull to take damage on (actually, it might about the same, but more of it is rear hull, which doesn't come up quite as often as forward hull). Overall, its very close in capabilities to the regular CA (maybe too close), but it does fight a bit differently.
Mark entered at the lower corner of the map (...and I'd been expecting the upper edge...), at speed 25. (The Romulans are all sublight, and are either tactical impulse or speed 1, and they all went speed 1.) He largely sideslipped over, maneuvering to pass by the asteroid from below. In so doing, he passed a couple hexes behind one of the snipes near the end of the turn, who turned to face where the OCA was going (along with everyone else maneuvering similarly).
On impulse 17, the OCA turned to make its direct run at the planet, and two impulses later, the WB started decloaking, 7 hexes away from it.At the moment of decloaking. The 'outline' ships are the sensor ghosts Mark got to see, while the others are the actual locations.
Mark dropped the forward shield as he came into range and beamed a boarding party down to the asteroid. Mark slipped away from the WB, which also had the effect of passing him directly through the KB's location. The WB launched its plasma on 23 and immediately started recloaking. On 26, the KB and HK started uncloaking, the KB one hex behind the OCA, and the HK seven hexes in front.
On impulse 31, the KB and HK finished decloaking, and the HK launched both of its torpedoes. The OCA had gotten outside the KB's firing arc, but it turned on impulse 32... and then held fire until the next turn so it could power the plasma-R torpedo in EA rather than out of batteries. The OCA dropped speed slightly to 23, and fired 2xphotons and the four bearing phasers at the HK on impulse 1, missing with a photon, and getting poor phaser rolls (two 6s) to do 14 points to the Hawk's #6.Point of impact
Mark slipped into the plasma-Gs from the HK, which also caused the R from the WB to impact at the same time. But they hit on different shields, and if he had dodged them, they would have all hit on #5 an impulse later. As it was, the #6 and #4 collapsed, going through the armor, for 29 internals. Nine impulses later, the plasma-R from the KB hit, knocking down #5 and doing another 17 internals. During the early part of the turn, he also dropped a shield and recovered the boarding party, getting the shield back up before the final plasma hit. Since the sublight Romulans have very limited range on their lasers, lowering shields around them isn't a big deal as long as you're not on top of them.
And... that was pretty much that. Even after all the damage, the OCA could do speed 19 on turn 4. As he was still in 2502 (and needed to get to, effectively, 00xx), he wouldn't get off the board, but he'd be in easy range of it for turn 5.
The OCA had lost all hull, half the lab, all phasers, two photons, all impulse, and ten warp, but still had two APR and 20 warp to work with. It couldn't fight, but it was comfortably above the 10 warp minimum the scenario gives for disengaging off the map.
I still had the Snipes, but their plasmas didn't reach out to where the OCA was. The WB was in plasma-R range, but was going into second turn of arming, so all it had was a fast-load F, which is worse the the G's on the Snipes.
There's no levels on a Federation victory, which this is. It looked scary while the plasmas were moving, but the OCA had the bulk, and I needed a to get the plasmas on two shields instead of three (which took fancy maneuvering). That said, there's not a lot better I think I could do in the setup, but more extensive mining near the asteroid is must.
- [+] Dice rolls
The Y160 variant of "Lone Gray Wolf" was the last thing on the group's docket for that year, so we're advancing to the next year in the SFU timeline.
Here's the summary of the year:
Post-TOS: The initial scenarios for SFB tend to be set in the 5-year missions of a couple Federation heavy cruisers that happen right after Enterprise's famous five-year mission.
The Four Powers War: The Klingons and Lyrans, after doing well become increasingly stymied by new technologies: Hydran deployment of hellbore torpedoes (which are exceptionally dangerous against Klingon ships), and Kzinti fighters, which allow for sudden, large drone waves.
SH1 (BS) Sabotage Federation Klingon
SH7 (AM) Rescue the Hostages Federation Klingon
SH54 (S1) ...And Settle Their Hash Klingon Kzinti
SL157 (CL17) The Fog of War, The Frenzy of Space Hydran Lyran
Two of these scenarios feature USS Kongo (NCC-1710) on its five-year mission (also seen in "Coming of the Meteor" last year).
SH1 Sabotage is another very early scenario, and possibly a good 'training' scenario for a new Klingon captain, but I don't see how it should be balanced, and I'm currently planning on skipping it.
SH7 Rescue the Hostages looks more interesting, though base battles often go a bit sideways for us. It's also another early scenario that looks like a possible TOS plot.
SH57 ...And Settle Their Hash is the first scenario to really cover the Four Powers War in a bit. A Kzinti drone bombardment mission is interrupted by a Klingon squadron. Victory conditions are the usual... but the Kzintis can get a bonus for continuing the bombardment mission. Should be very interesting.
SL157 The Fog of War, The Frenzy of Space is a huge fleet battle, and Patch looked at it and said, 'no way'. Then I started reading through the terrain effects (supernova!), and he started saying, 'okay, I've got to see this...'. So, yes, we'll get to this one.
Tholian Web strength is now rated at 1.5 times the energy put in (instead of 1.0). In-universe, it's the Tholians getting some of their old galaxy tech back; out-universe, it's a balance for the fact that ship speeds and energy are starting to go up.
Fighters: The Kzinti develop the Attack Shuttle as a small weapons platform with some help from the Hydrans. It does have some advantages over a regular shuttle (such as being able to do a HET), but the ship its based off of has to provide all the tracking for the two drones it's carrying, making it something of a piloted reusable scatterpack.
Heavy Variant: The Lyrans apply their new larger center section to the DD, beefing it up to about the size of a light cruiser. A few of the HDD and HFF are kept into the General War period.
- [+] Dice rolls
[Scenarios 1 & 2]
Once again, I had hopes of drawing an easy fight as Mark and I got back to "The Lone Gray Wolf" back in May. But, Mark rolled a 1 again, which made me really glad I'd eliminated a CL from it last time, leaving it at a CC, CL, and FF. Even better, that CC was missing most of the padding. However, it's still not a group to take lightly, especially as that CC has the weaponry to cause some major damage, if it can line up a good shot.
Mark lined up directly astern and went speed 18, while I did my standard speed-20 opening with 1 ECM, while all the Kzintis also put up some ECM. I turned shortly into the turn, while Mark kept his options open by slipping towards me. On impulse 5, I blew batteries to bring my ECCM up and fired phasers at the FF to dent it's #1 shield, with a mix of rolls doing four damage, three of which registered on the shield. The Kzintis started slipping out, and I continued my turn, bringing disruptors to bear on impulse 24, and I fired two (all I had charged) at the CC's #2, getting one hit which bounced off of reinforcement, and the turn ended with us back outside the forward arc at about range 22.
I stayed at speed 20 for turn 2, while the Kzintis slowed down to 15 and 14. Mark boosted ECM, while I had a 2/2 split for EW. The Kzinits turned in on impulse 2, and I followed suit on 7. He continued slipping, and I turned towards the Kzinti formation on 18, and the Kzintis launched a full spread of drones on 19, and then turned off. Range was down to 15, so I boosted ECCM to match the FF's and volleyed the disruptors at it, hitting with three, and then doing one more point with the three bearing ph-1s, doing 9 damage to the #3 shield (after a point of reinforcement). On the next impulse, I tried a couple of ph-2s to do one more point, and exactly collapse the shield. Six impulses later, I turned, bringing more phasers to bear, and was still on the #3 shield, doing three internals with mixed rolls on a ph-1 and 2xph-2, taking out the bridge and a warp box. After that, the FF turned the shield away, and the CC and CL turned the other way.Beginning of Turn 3, showing movement from Turn 2, Impulse 19.
I stayed at speed 20 while the FF boosted to 24, and the CC and CL slowed down to 9(!) and went full ECM, and launched another full wave of drones on impulse 1. As well, he launched two shuttles, and I volleyed the disruptors at the CC, getting two hits, to do 12 damage to the #3 after reinforcement. I then turned off, and a few impulses later the CC and CL turned in; I boosted ECM just as he volleyed all the weapons bore at me (5x disruptors, 5xph-1) for 12 damage from two hits and good phaser rolls, and doing 12 damage to the #5 and one more to the #6 shield. I circled around to the other side for the rest of the turn, with the Kzintis cautiously following, and at the end of the turn, we were on parallel courses a bit under 20 hexes from each other, with the drones still near him, and the FF had swung around to nearly rejoin the formation.
I stayed at 20 for turn 4, while CL went 15, the CC 19, and the FF went up to 27. I shifted to 2/2 EW, while the CC kept up a full 6 ECM, and the CL generated 4 ECM. Mark started the turn by tractoring his shuttles and landing them back aboard ship. On impulse 7, the Kzintis started turning away, and I turned to follow them. As they continued turning, I couldn't follow suit, thanks to my turn mode, and the fact that it would take me uncomfortably close to the stacks of drones now between us. On 18, I boosted ECCM and fired three disruptors at the CL, getting two hits for 2 damage after reinforcement on its #4. The next impulse, I loaded the last disruptor off of batteries and hit the CL's #4 again for another two points (the CL burned a battery to reduce it to that). I turned at the last quarter of the turn, and sidestepped the drones, with the CL and CC turning in, I turned again on impulse 29, putting on an intercept course for them, while the FF had again turned off to head in the opposite direction.
At only range 11, I stepped down to speed 17 (for turn mode 4), and overloaded one disruptor, leaving the others at standard and a 2/4 EW split, while the CC went up to 27, the CL went 24, and the FF dropped to 18, all running various amounts of ECM. The CL turned off immediately, but the CC's speed forced another couple hexes forward, and I fired on impulse 3 with the three standard disruptors, for two hits, but three ph-1s only did one point of damage at range 9, for... nothing to register on the shield.Turn 5, Impulse 3, showing movement for the first eight impulses.
I contemplated going after the FF, especially when it turned to head 'up', but when the CC and CL turned to parallel me, I turned back, and then they turned back away. On turn 6, I went back to speed 20 with a 1/5 EW split, and the CC and CL went 27 with the FF at 24. The cruiser's EW was both 2/0, but the CC boosted ECM to 6 with batteries after seeing my ECCM. With them drawing away, I fired the disruptors at the CL's #4 at range 15, only getting one hit, with one point of damage registering on the shield. I then tried the bearing ph-1s, but rolled just as bad (5s and 6s) to do no damage. The CC launched a new batch of four drones on impulse 6, and I sidestepped around them near the end of the turn. The cruisers maneuvered back and forth a bit, slowly working around to their left, while the FF did a long turn to start coming in behind me.
I stuck with speed 20 for turn 7, while the Kzintis all went 27, while I maintained 1/5 EW, and only the CC bothered with 4 points of ECM. I took my standard shot on impulse 2, hitting the CC with three disruptors, doing 5 damage to its #5. We stayed on parallel courses for the turn, while the FF completed its loop behind me and came up to range 8 dead astern on impulse 30 (one hex off centerline would have been wiser). I fired the four waist ph-2s at it, doing 4 damage, two of which registered on the #1.
I dropped to 17 again for turn 8, with 1/1 EW, while the Kzintis went 21 (or 24 for the FF) with moderate ECM. To my surprise, the FF turned off without firing a shot, but it turned back after a few impulses and continued shadowing me two hexes off of centerline, and then fired everything on impulse 15, hitting with a standard disruptor and a point with a ph-1, which was exactly matched by the 4 power I'd scraped up to reinforce the #4 in EA. I turned towards the FF, it turned the opposite direction, and I fired all the bearing phasers (3xph-1, 4xph-2) to do 10 damage to the #2 shield. The cruisers turned the opposite way as well, which put me back on an intercept course when I turned back. The cruisers kept turning left, and with the FF turning to shadow me on the other side, they were headed together again. On impulse 29 we got down to range 14, and I fired the disruptors, with all four hitting the CC to register 5 damage on the #1. I turned to a reciprocal course, and on 32, the CC fired a disruptor at range 10, which missed.
With range low and closing, I overloaded two disruptors and went speed 12 with 4/2 ECM, while the cruisers also went 12, and the FF did 18 and they all put up 3 or 4 ECM. I launched an ECM drone on impulse 1, and the CC fired on 3 (just before the drone became active) hitting with one of two overloaded disruptors, a standard disruptor and moderate rolls on ph-1s to do 15 damage to shield #6 (after a point of general reinforcement). The CL turned off, but the CC turned across me, and I turned opposite for an even closer pass. The CC launched another spread of four drones on 8, and I turned back to chase the CC, which launched a shuttle on 15. I fired on impulse 15 at range 5, hitting with three overloaded disruptors, and another 11 damage with ph-1s on the #3, for 19 damage to register, 9 as internals, taking out a drone, a disruptor, a ph-3 and three power.Turn 9, Impulse 15.
Four impulses later, I tractored two of the drones, and killed the other two with pairs of phasers downfired as ph-3. I then tractored the shuttle, not knowing what it was, and it did 4 damage to shield #2 with its phaser (sadly, for once I was going too slow to death-drag it). I turned to follow the CC, ending up with both the FF and CL coming in behind me.
With the CC only three hexes away, I stayed at speed 12, and overloaded all the disruptors and could only spare two power for ECCM (needing to recharge the batteries), though the ECM drone put me at 3/2. The CC went 14 with 3 ECM, the CL 12 with 4 ECM, and the FF 18 with 3 ECM. I dropped all tractors in EA, and the CC launched two more drones, and I boosted ECCM to 3, and fired everything that bore, while the CC boosted ECM by one (keeping the shift), and fired an overload disruptor and a standard disruptor with 3xph-1 and 4xph-3. Good rolls for everything but the overload did 18 damage to my #6, while I did 42 in return (only one bad ph-1 roll and one bad ph-2 roll) to the #5 shield, leading to 23 internals, which savaged his systems since the padding was already largely gone, hitting 8 power, all the batteries, three phasers and another drone rack.Turn 10 Impulse 1.
On impulse 6, the FF was at range 5, and fired the disruptor (missing) and ph-1s, doing 6 damage to the #3. The next impulse the CC turned (further) away, and I fired the off-side ph-1 at the FF, doing 4 damage to it's #1. The CL fired the bearing disruptor on 8, hitting shield #4, which took 1 point after reinforcing with batteries. The FF and CL turned to parallel me, with the CL's second disruptor coming into arc, which missed. The CC and FF circled left and right to head towards each other while the CL shadowed the C6, which slowly moved to follow the CC while avoiding the drones.
On turn 11, I stuck with speed 12 again (the ECM drone was still running...) with 1/4 EW (4/4 with the drone), while the CC sped up to 21, and CL went up to 15, while the FF stayed at 18. The CL fired at range 7 on impulse 9 (just off of centerline, which also meant he was just out of my FA), missing with the disruptor, and only doing three points with the ph-1s, which hit a general reinforcement, and I spent two batteries for reinforcement on the other two. I had to maneuver around the latest set of drones still, but turned to get an oblique shot on 18, hitting with two disruptors and good ph-1 rolls to do 18 damage to the CL's #6 shield, causing one internal (drone). The next impulse I tried the ph-2s, and got excellent rolls for another 10 internals, knocking out two power and two ph-3s. The CL turned off, and so did I, leaving the CC paralleling me at about range 25, and the other Kzintis moving away.
I had about the same plot for turn 12, but boosted EW to 2/4, while the Kzintis all went 21 with the CL powering 2 ECM and the FF 1. I did a right loop during an inactive turn, while the FF and CL joined up again, and the CC headed for them. I stayed the same for turn 13, but the CL and FF sped up to 24, and the CC generated 2 ECM. The drones that I'd been maneuvering around for the last few turns finally expired at the start of the turn, and on impulse 3 I took a range 12 shot at the FF, hitting with two disruptors, and collapsing the repairs to the #3 shield I'd shot up near the start of the fight for three internals, getting a sensor box and a pair of hull. The CL and FF turned off to head directly for the CC, and then turned to join it, while I headed away. The Kzintis turned in to chase, but much of the later part of the turn was spent at range ~30.
The ECM drone would burn out in another turn, so with the ranges being long, I went back to speed 20, while the CC went 23 and the CL and FF went 27 for turn 14. The Kzintis angled towards me, and I turned across their path, causing them to angle off. I turned towards them and volleyed the disruptors at the CC, missing with all four at range 21. I kept up pursuit for a bit, and then turned directly away from the Kzintis near the end of the turn.
The Kzintis started coming back around, and the FF went speed 30 for turn 15, while the CL went 27 and and the CC 24 while turning off fire control. I went flat out at speed 31, prepared to run for range on the last few turns before the turn 20 break point (the rules for the campaign break the scenarios into 20-turn segments, and I can be at above speed 20 for six turns in each segment. Kzinti pursuit took a bit to shake out, and I turned back in with me and the CL and FF headed right for each other at the end of the turn. I kept up my charge for turn 16, while the CL slowed down to 24, the FF to 21, and the CC to 21. The FF fired its disruptor on impulse 5, doing three points to the #6. I chased after it, while the CL got out of the way, and FF couldn't maneuver because it'd show the #3 shield to me, or get really close as it crossed my path. Finally, on impulse 27 I fired the disruptors at range 4 hitting with all four for 16 damage; after reinforcement and the #4 shield, this did six internals, taking out two warp. The FF turned off, and I didn't get another clear shot until impulse 31, when I put 3xph-1 and 2xph-2s into it for 22 internals (great phaser-1 rolls, 6,6 for the ph-2s). This crippled the FF, reducing sensors to "3", and leaving it two warp and one APR for power.
The FF made its best speed, 6, for turn 16, with the CC at 20 and CL doing 24, while I continued my speed 31 sprint. I launched a drone to finish off the FF, but it launched a shuttle which had enough time to shoot it down. (I should have shot up the shuttle....) The turn was mostly administrative as I went straight and we checked to see what the range was by the time the CL could get turned around to give chase.
The CL finally got on course for a true stern chase on impulse 22 with a range of 28, which would open up to 30 by the end of the turn. It couldn't do better than 24 with two warp out and other power demands (like sensors for lock on...), so it was loosing 7 range every turn, and I would hit range 51 on impulse 29 of turn 20. At the end of turn 20, Mark would roll for reinforcements, but I barely managed a disengage by separation right before that.
We checked to see what the group would be for the sixth and final scenario, but there wasn't much hope of anything that could really stop it with both good groups being severely shot up. It turned out to be group 2, a lone CS. We didn't bother to set that up, as at worst, the C6 could sprint to catch up to it, and shoot it up, since it only has 27 warp, for a top speed of 28, and once the C6 got close, no shield on the CS was likely to last long.
Mark did a lot better this time with a strategy of keeping at moderate ranges and forcing me to think about time. If that CS had joined the group from scenario 5, it could have complicated things for me; and it does well operating next to the CL, which its very similar to.
Certainly, for the first half of the scenario, I was worried, and having to play smart. However, I fired off my disruptors almost every turn, and that started wearing the Kzintis down. Once again, the FF was my primary target. The CL is always a bit short of warp power, and the CC only needed one good hit to disable, since it was still down 12 hull from last time. But Mark was too cautious, and didn't answer my disruptors in kind most turns (a total of six disruptors fired at me every turn—I'm discounting an off-side CL shot here—would add up). The biggest waste was when the FF got in behind me at range 8. It should have dumped everything into an overload shot on impulse 1, along with ph-1s and power to ECCM. I figure it could have still turned off at speed 15 after that, and it I didn't start turning, it could still shadow me to get another range 8 shot in a couple turns. I could take that for a while, but the #4 would start getting dangerously thin for anything else that got a rear shot.
I get a substantial victory just for having escaped all six scenarios intact. I get a bonus for doing 300 points by the standard victory conditions, but only scored 148.7 (I needed to blow up more than one CL, or maybe capture something.)
I did up a worksheet for drone storage for the campaign, and spent some time figuring out what I wanted. The campaign rules allow me 3x Type III-ECM drones, which I took, and, including the three reloads, used most of. One rack was initially full of standard Type I drones, in case I took a drone hit, and the remaining nine spaces had Type IIs, four of those having extended range, and one of those had a half-space of armor.
We used the MRS option, so both the C6 and the CC had one available, but they never got deployed. I never got quite desperate enough to (presumably) sacrifice it, though scenario 4 could have gotten there. It comes with extra drone storage, and I took the two-space drone as a Type V-X, all the single space drones as Type II, three of them with extended range, and two with a half-space of armor. Without those spares, I would have been completely dry of reloads by the end of the campaign,
Mark stuck with all standard Type Is, which I had figured out by the end, but he says he's learned a lot about drone handling through these scenarios, and has a much better idea of what the specialized drones would be for now. At the same time, I had to pull out every trick I could think of over the course of the campaign. The big thing for the Klingon here is to be unpredictable; a dreadnought has the resources for a lot of options, and not letting the Kzinti player know what he's going to see next is essential. I'll also say that the C6 probably does better against the lineup of Y160 ships than the C8 would against the Y175 lineup. The C6 is darn close to being a C8, and Kzinti ships improve a lot in the next 15 years.
This was the end of the group's Y160 scenarios, so we're going on to Y161... but Mark and I will actually be spending quite a bit of time in the past for our next several SFB games.
- [+] Dice rolls
Captain's Log #48 had another interestingly inventive scenario in it, based on the main fiction piece of the issue. About a week after the episode "Trouble With Tribbles" the Klingon ship involved is still having trouble. The non-Klingon crew is all down with... probably the common cold, but they've never encountered it before. And there's a fresh outbreak of tribbles for the Klingons to deal with, while the ship is ordered to a border system to 'show the flag' while a Federation frigate is patrolling the area.
The story is actually pretty good, and winds up with what should be the normal one-pass showdown between two ships counting coup, but by now the tribbles have been chewing on the wiring, and the D7 suffers failures in several weapons. The scenario rather unusually starts on impulse 25 of the first turn, right after this happens. Two disruptors are shorted out, along with the wing phasers, and the scenario starts with rolling damage from the remaining two disruptors and the three boom phasers.
On the other side, the Federation has a FFG (yes, a frigate versus a cruiser!—also one of the first FFGs, and first refitted ship we've seen in action), with prox torps already loaded, and about to complete an oblique pass in front of the D7. All the FFG needs to do is knock down a shield on the D7 and get away to win. The D7 is wanting to avoid this and knock down a shield on the FFG. As extra handicaps, the D7 has minimal boarding parties, no damage control abilities, and any time a system other than power or the disruptors and boom phasers is used, it will fail on a roll of 6 (on one die).
Patch agreed that the situation looked interesting, and volunteered to take the FFG out for a spin. To generate uncertainty, there's random draws for whether the Klingons have any transporter bombs (no), a scatterpack ready (no), or have any 2-space or moderate-speed drones (I got one of each, and took the allowed option for one type-V drone).
All my rolls for the initial volley were 3s and 4s, which let both disruptors hit, and did 2 damage with the phasers for a total of 8 points on the FFG's #2 shield, only four of which registered. On the next (first of the game) impulse, we both went forward, putting the FFG right on the oblique, where he fired one proximity photon... which missed. Patch turned off the next impulse as the turn wound down to its end.First pass, Turn 1, Impulses 24-32.
The scenario set both of our speeds at 21 for that first turn, and I maintained that speed while the frigate boosted to 24. Patch also put up a point of ECM, while I did the same and put up four points of ECCM (because of all the trouble, the D7 is considered to have a poor crew, which means 4 ECCM just counters his 1 ECM and the 3 ECM I suffer for the poor crew; also, five EW is all I can do as the first point of power is wasted).
Turn 2 largely saw the FFG get off to my right, while I kept my options open. It finally turned again (to the right) on impulse 23, and I fired the two disruptors at that point, getting 6 damage on the #3. I turned two impulses later, and we ended the turn at range 15.
We kept our respective speeds and EW on turn 3, and Patch slowly turned back to the left in the first half of the turn, putting us on a converging course as of impulse 14. Patch turned in, fired another proximity photon on 23... and missed again. The next impulse, I fired the two disruptors... and missed with both. On 28, Patch fired two ph-1s for 5 damage, none of which registered on my shields (I had one general, two specific on shield #1, and then spent two batteries to block the rest)Second pass, Turn 3, Impulse 24, showing movement from Impulse 14 to 32.
We had finished up the turn at range 8, so I went down to speed 16 to overload the disruptors, while Patch boosted to 27 and dropped EW. Patch fired a bearing ph-1 on impulse 1, but missed, while both disruptors hit to do 10 damage (after reinforcement) to his #5. Patch opened up the range, and then started looping back to the right, ending the turn at range 16.
We both ended up back at speed 21 for turn 5. I kept my standard 1/4 EW split, and Patch continued without EW, presumably scraping the bottom of the barrel for warp power to put in the photons. The turn was mostly a stern chase, but Patch kept sideslipping left to get us near the 1/6 and 3/4 shield boundaries even as the range stayed constant. On impulse 25, he turned right to go across my path again, and I fired disruptors right afterward, and missed with both. Patch turned again on 31, and range dropped back to 11 at the end of the turn.
I shifted down to speed 15 for turn 6, while Patch stayed at 21 and put up 2 ECM and 1 ECCM. On impulse 4 the range closed to 8 hexes, and Patch fired two overloaded photons and the two bearing ph-1s, doing 6 points with the phasers and hitting with one 10-point overload, and 11 points registered on my #1 shield. Patch turned off, but I got the range down to 6 hexes and fired on impulse 9, hitting with one overloaded disruptor for six damage to the FFG's #3 shield.Third pass, Turn 6, Impulse 4, showing movement from Impulse 1 to 12.
Patch boosted to speed 27 on turn 7, while I went back to 21, and he dropped EW while I kept my standard 1/4. I didn't fire the disruptors until 25 (...after the range went up a bracket), and got one hit for 2 damage on the #4. On turn 8, Patch went down to speed 24, but continued running to get the photons reloaded, while both of my disruptors missed again on 23.
On turn 9, the FFG dropped to speed 18 with everything else the same. It was mostly another stern chase, but Patch started turning in for a pass on impulse 25, just as I fired the disruptors again for one hit and 3 more damage on the #3 shield.
For turn 10, we were both going speed 15, and Patch put up 2 ECM and 1 ECCM (I was still at my normal 1/4). I tried keeping some distance as Patch turned in for a close pass, but I muffed it, and ended up where I didn't want to be. Part of it was I allocated for a pass on my #2 shield, and I probably should have let that get close while the FFG was still turning. Instead I slipped out, giving it time to clear more options, and ended up close (which is also what I was trying to avoid) with the FFG's turn mode satisfied.
By impulse 18, range was down to three, and Patch launched a speed-12 drone. That also complicated things, and kept me from doing what I had planned. I launched a drone on the next impulse (right after speed-12 went; good timing Patch!). An all of this was forcing the action out of my forward arc. On 20, the range closed to 2, and the FFG fired, hitting with one 14-point overloaded photon and 5 points from a single ph-1 for 19 damage on the #3 shield; general reinforcement and batteries put it down to 14 damage, to keep one box up on the shield. The next impulse the other bearing ph-1 fired for minimal damage (3 points on a 6), knocking down the shield, and Non-Violent Targeting meant no internals were scored.Fourth pass, Turn 10, Impulse 20, showing movement from Impulse 1 to 24.
The FFG turned off, tractoring my drone, and I fired the three boom phasers into the weak #3 for 10 damage, two hit reinforcement (or probably batteries), three knocked down the shield, and the FFG took five internals for two warp and one phaser hit. The next impulse, I fired the two right-side waist phasers, which thankfully worked, but then I rolled 6s on damage... which with a +1 shift were clean misses. I later used the other waist phasers to kill the drone... and failed. The first left waist phaser failed to function, and the drone lived through 4 damage done by the other (implying a type-V drone...).
After that, it was time to move to disengage for the FFG, which I had little means to contest. And that's a victory for Patch. The main goal is knock down a shield on the D7, do less than 10 internals, and disengage. My basic goal was to knock down a shield on the FFG without losing one of mine (easier said than done with the rear shields). Not done. There's also an astounding victory for the FFG by disengaging after knocking down two shields, but that one gets reduced by taking internals. But the other two don't talk about that, so this should be the basic win for Patch.
A maxim of Dave Eastman from my old SFB group was, "You damaged me; I must go faster!" Often, a few internals destroy more power-consuming weapons systems they they destroy power generation. Here, we have a D7 that is down two phasers and two disruptors (six power draw, ten if you're overloading and recharging those phasers all at once), but has no power hits; speed 15 is not something you generally see a D7 doing when it's overloading "all" disruptors. Frigates are another matter (especially when they have 12 warp, but only need 10 to get to speed 30), so one of the effects here is a D7 that can keep up with a frigate while charging for a close pass, and D7s already have some of the best power generation on a cruiser in this era (39 power, only beaten by Lyran and some Hydran cruisers at 40).
There was a certain amount of frustration for Patch here as the first two (single) photon shots missed, and one did on the next two passes. I had at least my statistical number of misses with the disruptors mid-game, but was still wearing down the shields with the ability to fire every turn. Patch worried about the fact that he couldn't keep up on the damage output, but that was time to read the VC again.
One bit that was unexpected was that both ships are turn mode category "B", so whenever we were going the same speed, it was simultaneous movement time, which we don't often run into. Overall, it's a good scenario for brushing up on maneuvering, and I think it helped there. It also give a bit more flavor to the usual 'duel' scenario, and shows off the FFG. I think this is one the better small scenarios I've seen a bit.
- [+] Dice rolls
[Scenarios 1 & 2]
As Mark and I sat back down to the "Lone Gray Wolf" mini-campaign, I wondered if it might wrap up quickly. Most of the groups available to the Kzinti can't match the power of an uninjured DN, and a couple more fights like that would leave me able to just disengage at will from the sixth and final scenario.
And then Mark rolled a 1 for the fourth group; the best Kzinti group of the set. One that in the original version I'd be tempted to just disengage from immediately, even on the first scenario, just not to have to tangle with a full carrier group and squadron of fighters.
In Y160, it's 'merely' the equivalent ships: a CC, 2xCL, and FF. In this era, Kzinti cruisers are a bit lackluster, except for the CC. It nicely ups the firepower of the regular CS class, has the full amount of warp power something that size should have, and may be the only ship around right now that has 180-degree arcs on disruptors (expanded disruptor arcs will become a lot more common in a decade, but right now they're almost all limited to 120-degree arcs). So, this is something of a more dangerous repeat of the third scenario, which featured group 4.
The Kzinti group lined up behind me and all went speed 24 for turn 1, while the C6 went speed 20, and only the CC put up EW, with four points of ECCM. I immediately turned off to the left, hoping to maneuver for a moderate-range shot, and the Kzinti followed suit a few impulses later. I continued my turn, and brought the main weapons to bear at range 8 one impulse 20. By impulse 23, range was down to 3 and the Kzintis started launching drones. On 24, I slipped in and ended up nose-to-nose with the CC, which is something I'd been trying to avoid, but the ranges had been a lot shorter than I'd anticipated. I tractored the two drones in front of me, and we both launched more right before firing. I shot down the two new drones from the CC, and hit the CC itself with four disruptors (one overloaded), four ph-1s, and 2 ph-2s, for a total of 58 damage. The CC fired one disruptor and 4xph-1, at me, and five more ph-1 came from the other ships, for a total of 49 damage (with some poor phaser rolls).Turn 1, Impulse 24, showing movement in Impulses 20-32, and ships largely hidden underneath the cloud of drones.
This did five internals to me, knocking out a phaser and one warp box. The CC took 25 internals, losing one drone, one disruptor, and multiple phasers, and blasting through the forward hull to start losing batteries. The next impulse, the FF launched a drone, putting everyone at maximum launches for the turn (short of the C-racks on the CC, which couldn't do their second fire until the next turn anyway).
With drones all around, I shot down the two from the CL on 26, giving me a chance to maneuver out (and that was partially due to the fact that drones have to go straight—or HET in place—on their first move). For turn 2, I dropped to speed 16 (partially recharging phasers and starting repairs on the #1 shield), while the Kzintis dropped to speed 21, with the CC at 20. I dropped the tractored drones, and put up 1 ECM, while the Kzinti didn't use any EW. With everyone drawing apart, I fired a ph-1 one at the rear shield of the FF on Impulse 2, doing one box to it.
We roughly paralleled each other for the first half of the turn, with my drones in between us (and slowly falling behind). On Impulse 14, the greater speed of the Kzintis put CL-2 into my FA and I fired four disruptors at it (two off of battery), getting two hits and doing three boxes to its #5. After that, the Kzintis started slipping out, and ranges climbed to 9-11 by the end of the turn, but were still in my FA arc. The CC repaired one box on its #1 compared to my three.
For turn 3, the Kzinti CLs dropped to speed 20, while the CC and FF maintained their speeds, and I stayed at 15 (but with the phasers largely charged, I shifted power to disruptors and EW). I boosted ECM to 4, and everything other than the CC put up one or two points of ECM. On Impulse 3, I boosted ECCM to 1 (matching CL-2s ECM) and fired disruptors at it, getting three hits, and doing seven more boxes to its #5. On impulse 10, the two CLs turned in. On 13, I turned the opposite way, setting up to pass behind both groups. All the Kzintis turned on 16, with the CLs nearly on the oblique, and they fired at range 6 (Mark would have liked to fire all the main weapons, but was stymied by the RF+R and LF+L setups on the CLs), and hit with one overloaded disruptor and a pair of ph-1s to do 9 damage to the #6 shield.Turn 3, Impulse 16, showing movement in Impulses 9-22. The CC is under the FF.
On 18, the CC and FF each launched one drone. On 22, the FF turned in and fired an overloaded disruptor, which missed, and a ph-1, for another 3 points on shield #6. At the same time, I fired the boom phasers at CL-2, for good rolls to 9 damage on shield #5, collapsing it and doing three internals, which took out the right-side disruptor and the left-side ph-3. I continued slipping in, and the fight started spiraling left, until I turned in near the end of the turn (finally having cleared the possibility of him hitting my #1), and the FF and CC turned right at the end of the turn, while the CLs continued left. The CC repaired another shield box, while I repaired three more on shield #1.
The Kzinits slowed down to speed 15, while I boosted to 16 for turn 4. CL-1 generated 2 ECCM, CL-2 generated 1 ECM, and the FF generated 2 of each, while the C6 generated 4 ECM and 1 ECCM. The CLs turned again on impulse 3, and fired a ph-1 each on 5, doing 3 damage to shield #4 (after a point of general reinforcement). The CLs turned to direct centerline behind me on 9, and fired the remaining ph-1s and an overloaded disruptor at range 5. The phasers rolled well, but had a shift, and the disruptor missed, for 7 more damage on my #4.
I turned to get them off the shield, and chase the CC & FF, and the CC launched a shuttle an impulse later. Later in the turn, I got close to it and it fired, doing 2 damage to my #1... which was blocked by reinforcement. I then tractored it to kill it by death dragging. The CLs got close, thanks to my turning, and passed behind me, and I turned back to parallel them. They still were a bit back, so late in the turn I volleyed my disruptors at the FF, getting three hits to do seven damage to the FF's #5. On impulse 32, the CLs turned in again, I slipped out, ending the turn at range 3. The CC and CL-2 both repaired a shield box, while I repaired one box each on the #1 and #6 as well as the warp engine hit.
For turn 5, the Kzintis stayed at speed 15, while I downshifted to 12. The CC put out 2 ECM and the FF 4, while CL-1 generated 4 ECCM and CL-2 generated 2, and the C6 generated 6 ECM. On impulse 1 I launched an ECM drone, and on impulse 3, the CLs each launched two drones. On 4 they moved to range 1 of me, sorely limiting my maneuver options, and a launched a pair of drones to take out two of them, and fired ph-2 on the other two to destroy them. On 5, the ECM drone started generating 3 ECM and loaning it to the C6, giving it 9 points, and a +3 shift for anyone without ECCM (this would turn off and on a few times over the next few impulses as maneuvering restrictions kept it from always being in my hex), and CL-1 launched a shuttle. Then the CLs boosted ECCM and fired the right-side ph-1s and disruptor (CL-2's was out), for 8 damage on shield #4 (decent, if shifted, phaser rolls; the disruptor missed).
The CLs turned away after that, and I tractored CL-2 at range 2, costing me 8 power in the auction, 5 of which came from batteries. A combined movement cost of 2 1/6 put us both at speed 4. On 9, the CC launched three drones, and the FF launched a pair (which surprised me, given the range between us). During the rest of the turn, the CC and FF turned around and started heading back towards the action, while CL-1 moved to join them. I slowly turned around, tractored two drones from turn 3 that had caught up, and fired on CL-2 on impulse 24.
Four overloaded disruptors hit, followed by good rolls for 3xph-1, for 49 damage. This crashed through the 16-point shield #3 for 33 internals that wrecked the ship. Over the next impulses, the CL launched its remaining shuttle, and I launched a drone at CL-2. The drone hit on impulse 30 through the down shield for another 12 internals, that left it with the off-side phasers and seven power. I repaired the lost phaser, and three more boxes on shield #1, while the CC repaired another box of its shield #1, and CL-2 repaired a box of shield #5.
For turn 6, CL-1 and the FF went speed 21, the CC went 18, and the CL could only manage speed 6 with fire control off. I stuck with speed 12 to keep the ECM drone functioning, dropped the tractors in EA. For EW, only the CC and CL-2 put up two ECM, and the C6 put up one point of ECM. I shot down the two (ex-)tractored drones, and one of the shuttles fired at point-blank to do three damage to the #1. On impulse 3, I moved to range 1, boosted ECCM to 2, and fired three overloaded disruptors into shield #2 of CL-2 with 2 hits to blow down the shield and do another four internals, killing two power. On four, one of the shuttles got a good hit on the ECM drone, destroying it, and I fired two ph-1 into CL-2, doing eight internals and taking out three more power. On five, I launched a new drone at CL-2 and started maneuvering past it.
On impulse 10, CL-1 got to range 4, and fired the right-side disruptor, ph-1 and ph-3s, doing 6 damage, of which 4 registered on shield #4. I turned the shield away, also hemming in CL-2, who was trying to avoid my drone. On 17, the FF shot down the drone with a range-5 ph-1 shot just before it could catch the CL. On 22, I finally put CL-2 back in a forward arc, fired the last disruptor into shield #5, which took two points and collapsed for three more internals, killing a phaser and the probe. The next impulse I did 5 more damage with a ph-2, killing the last phaser, APR, and getting onto the excess damage track. Then I slipped out to range 2, and downfired a pair of ph-3s into it for six damage, with the fifth point finally destroying the ship.
This still left me at low speed with all the remaining Kzintis getting in on the weak #4, and on impulse 28 the FF fired a ph-1 and disruptor at range 4, thankfully rolling poorly for 3 damage, only one of which registered on the shield. Ranges were down to 3 (CL-1) to 5 (CC) at the end of the turn, and I dropped a mine out the shuttle hatch on impulse 32 to try and shake off the Kzinti ships. I repaired one box on #4 (I had been quite aware that it could go down, and made sure I could reinforce it next turn).Turn 7, Impulse 1, showing movement from T6I28 to T7I6.
For turn 7, I boosted to speed 20, the CC stayed at 18, and CL-1 and the FF dropped to 15. The CC put up 2 ECM, while the remaining CL generated 1 ECCM, and I put up 1 ECM. The CL and FF immediately unloaded all bearing weapons, and the FF boosted to 1 ECCM. One overloaded disruptor missed, but the second hit, and the ph-1s rolled well, for a total of 24 damage on the #4 shield. Between reinforcement and batteries, I only took 9, which caused one internal (hull).
I sidestepped the drones from last turn, he sidestepped the mine I'd dropped, and the CC got on shield #4 on impulse 6, and fired, thankfully missing with all three disruptors, and only doing 3 damage with a pair of ph-1s to destroy a disruptor and a phaser. On 7, a shuttle got a rear shot, and rolled well (1) to do an internal, hitting Aux Con.
The rest of the turn was spent with me trying to get some range and shake the Kzintis from my #4 shield for next turn. On impulse 24, I tried a shot with the boom ph-1s at the CC, doing four damage that bounced off of reinforcement on his #1. By the end of the turn, range had opened up to 7 (still a lot closer than I'd like), but I'd gotten the Kzintis progressively further from the #4 shield boundary. And I repaired one box on the #4 shield.
With the #4 down and #1 still weak, it was going to be impossible to continue without slowly bleeding internals. Just separating into two groups would let him get there at some point. So for turn 8, I went speed 30 (all I could manage with a warp box out) and plotted to disengage by acceleration. We played out the turn to see if he could get a good shot in before I left, but he never quite managed it.
The bad news is that I can only disengage by acceleration once in the campaign. The hope is always to save that for the last scenario, and just declare it over at that point. Now, I have to destroy the opposing ships or force them to disengage. Or catch them at a long range at some point and force the range over 50 hexes. I don't think Mark will let me pull that trick twice.
The good news is that I went into this with the goal of making sure this group would be weaker if I faced it again. The initial plan was to pepper the FF with moderate-range disruptor shots until it's shields collapsed, and then finish it off. But destroying a CL certainly works. I managed to only use one transporter bomb this time, but the drone reloads are starting to empty, and I fired off nine drones this time, which is a rate I can't really keep up (well, okay, eighteen drones in two scenarios would work, but I'm expecting to use more, not less, if I get another serious fight).
The FF and CL-1 never took internals, and I was able to repair everything in the between-rounds segment, though it was pressing up to my limit of 18 boxes. However, the CC is still down 13 boxes. All the vital systems are repaired, but it's only got one forward hull, four aft hull, and is down a tractor beam. If it shows up again, getting through the 'padding' won't take long at all.
Neither of us really wanted a point-blank pass first thing this time, but it happened anyway. As I predicted earlier, the CC made a big difference; it survived the pass in a lot better shape than the CS could, and instead of losing half of my shield #1, it went down. Mark was probably too cautious with the CC after that. He made sure I didn't get another shot at its #1, but it didn't contribute much either. It might have been better to slow down, keep it further away, and repair the shield faster (and make sure to keep those disruptors charged for moderate-ranged shots).
Mark also ran into trouble with the LF+L and RF+R arcs of older Kzinti ships here, which with two CLs made a difference. For the closer passes, he should have either been looking to centerline, or approach a hex or two off, fire one side's weapons, turn across me, and fire the other side as he goes by. At longer ranges, keeping one side uncharged helps movement.
Again, we're off on other games for a little bit, but we'll back for the rest soon.
- [+] Dice rolls
[Scenarios 1 & 2]
Mark and I returned to the "Lone Gray Wolf" mini campaign a bit ago, as my C6 dreadnought continued making its way back to friendly lines. This time was a proper challenge, as the pursuit group came up '4', which is the second-best Kzinti group. In the original, this is a CVL+ carrier group (basically modified BC, CL, FF with nine fighters); in this Y160 variant, there's no fighters (of course), and the ships are their regular unrefitted equivalents of a CS, CL, and FF. By straight BPV, this is 195 vs 262 (and by F&E ratings 10-12 vs 17-18), though there are some serious advantages to having one large ship instead of three smaller ones (it being easier to punch through a shield to destroy weapons on a smaller ship being the main one).
As ever with this campaign, setup is the C6 in the middle of the board, with the Kzinti 14 hexes behind it; in this case Mark started his ships one hex apart, with the CS in the middle. I started at speed 20 and no EW, while the Kzintis all went speed 18 with 1 ECCM running. The first few impulses got us going, and I slipped and then turned on Impulse 5. The Kzinti generally slipped over to keep in line with me, and I turned in late in the turn, and used the good arcs on the ph-1s to hit the FF's shield #1 for 8 points at range 12 (5 registered).
With the range staying closer than I might have liked, and Kzintis turning to intercept on impulse 32, I decided on a somewhat risky maneuver: going down to speed 12, and launching an ECM drone (actually done on Impulse 32). The Kzinti went to speed 21 (except the FF, which stayed at 18), and used varying amounts of ECCM, while I generated 6 ECM (with another three from drone when it came on-line during impulse 4).
I turned in at the start of the turn, and Mark tried to clear the ECM drone with a pair ph-3s on impulse 7, but failed to get any hits at range. He launched drones on 8, the FF slipped out, and the CS turned in for nose-to-nose confrontation. I tried tractoring the CS on 10, but gave it up after three points of power. The CS then launched from its remaining two drone racks, and I launched two drones, and then we unloaded into each other (with the CL adding in). Phasers knocked down all the just-launched drones and the ECM drone, and the CS and CL boosted ECCM enough to get the shift down to a +2. Two of four of his disruptors missed, and mixed phaser performance added up to 23 damage, or just over half my shield #1. One of my disruptors missed, but three overloads, 4xph-1 and 2xph-2 did a total of 50 damage, crashing through the #1 for 24 internals. This ripped through the forward hull, and took out the batteries, along with the usual scattering of weapons and power.Turn 2, Impulse 10, showing movement for the first 16 impulses.
On 11 various ships moved forward and the CS slipped to the left. I tractored the latest two CS drones, and launched another drone at one of the ones further out. The CS fired all available (6!) ph-3s, doing 22 damage to shield #5. On Impulse 13, the CL slipped in behind me and fired two ph-3s on #5 for 7 damage (one blocked by a battery), while I downfired a phaser to knock down a drone (and then the other one of that pair was destroyed my drone the next impulse). On 15 the FF turned to parallel the other Kzinti ships and fired its 360-ph1, doing 2 points to exactly bring shield #5 down. On 16, I finally turned (now that the drones to my starboard were gone), getting that shield away from everyone, and then spent the rest of the turn dodging the remaining drones and pulling away from the Kzinti.
The Kzinti turned again on Impulse 20, I turned to parallel them on on 27, and the Kzinti turned in on 28 so that the closest ships (CL & C6) were at range 5 at the end of the turn. I boosted to speed 16 for turn 3, while the CS went 14 and the other two ships went 15, and all of us dropped all EW. I turned in on Impulse 4, and the CL and CS both launched a pair of drones. The next impulse, the CL turned in, and the FF launched a pair of drones. On 6, the CS launched another pair of drones, and I launched a pair, both targeted on the CL, but pointed in different directions, to cut down his maneuvering options. The Kzinti fired all bearing weapons, with the CL and CS's disruptors missing, and the FF's hitting. All told, I took another 4 points on shield 1, and and 13 on #2.Turn 3, Impulse 5, showing movement from Impulses 1-16.
On Impulse 6, I slipped out, and fired all four disruptors at the CL, while Mark fired ph-3s at my drones to kill one and damage the other (finishing it off with another ph-3 next impulse). Three disruptors hit, doing 12 damage, nine of which registered on the CL's #2 shield. I started turning off, with the drones in pursuit, and on Impulse 12, the FF fired ph-1 and disruptor at range 3 to do 6 damage to the #4 shield. It slipped closer the next impulse, and I fired 2xph-2 at it, for 8 damage, 5 of which registered on its #2 shield. Two impulses later, I followed that up with two more ph-2s, for another 8 damage, which knocked down the #2 and did a forward hull to the FF.
By Impulse 23, both the CL and FF had turned in pursuit of me, and the CS was paralleling me three hexes off my shield #2, so transported a dummy transporter bomb two hexes in front of the CL, and dropped a real one out the shuttle hatch. On Impulse 27 I transported out a real TB in front of the CL and FF. The Kzinti overran the dummy, but the FF turned off rather than hit the one I dropped. The CL and FF were able to avoid the third mine as well, but only with a bunch of slipping, and they started falling behind, which was largely the point. Drones encountered the dropped mine on Impulse 32, which detonated destroying one pair.Turn 4, Impulse 1, showing movement from Turn 3, Impulse 23, through Turn 4, Impulse 6.
I repaired two boxes on my #5 at the end of the turn, and went speed 18, with the Kzintis spread from 18 (CL) to 21 (FF). Mark continued with no EW, but I put up two points of ECM. I turned towards the CS on impulse 2, and it turned away, with the CL and FF still getting around the third transporter bomb. On Impulse 6 I fired two disruptors (the only ones I'd charged) at the CS, hitting with one to do 4 points to shield #5.
I continued turning, keeping ahead of the CL and FF's turn radius, and on Impulse 15 the CL fired its disruptors and ph-1s at range 5 with one disruptor hit and good phaser rolls to do 11 points on the #3 shield. On Impulse 24 the CL managed to turn inside me, and it took some slipping to get it back behind me again. On 27, I fired a pair of ph-2 at the FF, but poor rolls meant I did no damage. The FF turned in pursuit and fired 2xph-1 and ph-3 on 28 to do 7 points to my #3. I turned again on 29 and tractored the CL (at range 2, spending all the batteries on a 4-point tractor).
The CL and I then launched pairs of drones at each other, and I launched the suicide shuttle that I'd spent the first three turns preparing. The CL fired 2xph-3, doing 8 points of damage to #3, while I fired 3xph-1 and 2xph-2 (with overall poor rolls) to do 20 points, which knocked down shield #2 and did 13 internals, costing him two power, two phasers and a drone rack. Sadly, I'd done the movement wrong, and my seeking weapons ended up going past in front of the CL on their first move (when they have to go straight).
I repaired one box each on my #4 and #5 shields, and budgeted for a fairly strong tractor attempt on the CL in EA, and went over my budget, and still didn't manage to hold it. I burned 18 power on a range-2 tractor attempt, leaving me with no weapons charging (and three energy in the capacitors), and only two energy going back into batteries, but at speed 20 with 1 ECM running. The CS and FF were a few hexes behind me (range 5), and the CL had spent nine power resisting the tractor (out of twenty-one available), so it wouldn't be able to fire and keep up with me.
The CS and FF went speed 18 for turn five, while the CL went 12, meaning that my EA had worked: I would pull away a bit this turn into moderate-close range. Better, Mark didn't use any EW, and my +1 shift would help keep me from taking much damage. The real saga of the turn was the CL, which was going speed 12 with a speed-6 shuttle, a speed-8 drone, and a speed-12 drone targeted on it, and adjacent. The CL ended up slipping away from me (his first thought was to give chase, but that'd end up with range one and his down shield to me). My drones HETed, and then went forward, temporarily putting them directly between me and the CL. This caused the CL to be herded away from the action by the speed-12 drone, as it was always hanging off his starboard, and would hit if turned in. He finally shot it with a ph-3 on impulse 17 and killed it (if I'd known how this'd end up, it might have been an armored drone...), and then turned toward the rest of the action.
I went back towards my transporter bombs from a couple turns ago, mostly hoping to give Mark trouble avoiding them as he perused me. Mark went around the mines, but the bulk of the drones had ended up collected into one big mass, and eight of them tripped the third mine on Impulse 32, destroying them, and just left the last two drones from the CL, which were following two hexes behind the rest.
For turn 6, I dropped to speed 17, while all the Kzintis boosted to 21. Mark stayed with no EW, while I put up 4 ECM. I continued a look around the remaining (dummy) transporter bomb. On Impulse 5, the CS fired a overloaded disruptor and ph-1 at range 4, missing with the disruptor, and only doing 2 points through the ECM, which was exactly countered with the reinforcement I'd allocated on my #5. On Impulse 11, the FF fired both ph-1s and its disruptor at range 3, collapsing the weak #5 and doing four internals, knocking out one power and three hull. The CL was approaching from the front, and as I prepared to pass off it's starboard side, I came upon its drones from last turn, which I killed with a pair of downfired phasers on Impulse 12.
On 13, the CL got to range 3 on its down shield, and I fired 3 disruptors (all I'd powered, in case one was lost to internals), of which one hit, 4 ph-1s, which did 12 damage on some poor rolls, and 2 ph-2s, which did 7 damage on average rolls, to do 22 internals and gut the CL.Turn 6, Impulse 13, showing movement from 1-27.
On Impulse 14, I went forward while the CL slipped away, and, still on the #2 shield, I fired another ph-2s for eight more internals. The CL and the C6 both continued straight after the pass, with the CS and FF coming back around in pursuit, and about five hexes behind the C6.
For turn 7, the CS and FF maintained speed 21, while the CL dropped to speed 9, while the C6 sprinted at speed 26. This involved shutting down everything but 2 ECM, full damage control on shield #3, charging five batteries, and charging one phaser (and the capacitors were otherwise dry). Mark fired on Impulse 2, doing a total of 10 damage to shield #4 with a pair of disruptor hits, and one good ph-1 roll (the FFs ph-1 shot missed entirely). On Impulse 14, the CL was 36 hexes away from the C6, and my seeking weapons (one drone and the suicide shuttle) lost tracking and went inert. On 28, the CL was 51 hexes away from the C6 and disengaged by separation.
At the end of the turn, I was ten hexes in the lead of the CS and FF, and did the second part of my plan. I went speed 0, and allocated for the maximum of four tactical warp maneuvers and one impulse tactical while charging everything to full (except for one disruptor kept off line), and put five points of reinforcement on the weak #3 shield in case Mark should fire before I could turn it away. Mark was expecting more high-speed chase, going 22 in the CS and 24 with the FF, and no EW.
Mark turned off and did not try to engage, circling around a bit near the end, and we were at range 17 at the end of the turn. The CS shifted down to speed 14, and the FF to 15 for turn 9. I went my maximum speed of 10, with 14 points of reinforcement on the #1 shield, and standard loads on all disruptors. The Kzinti effectively crossed my 'T' during the turn, and the FF started turning to maintain an orbit around my position, and I turned towards it. I fired disruptors at range 13 on Impulse 25, getting three hits for nine damage to the #6. The FF then turned off, paralleling the CS again. At the end of the turn, I continued repairing shields (#1 and 2 this time), and the Kzintis each repaired one box on down shields.
For turn 10, I boosted to speed 18, while the Kzinti went 15. I had a bit of a quandary at this point. I would have dearly loved to actually destroy one of the group-4 ships, but Mark was now generally playing keep-away, and it looked like I wasn't going to be able to force another close pass at any time soon. I could try peppering him with moderate-range disruptor shots, but even against the FF, that would take time to take effect, and in another 10 turns, he would get to roll to see if another pursuit group showed up. Even the damaged FA-L of group 6 would be a help, and the pair of FFs in group 5 could be dangerous at this point.
So I shadowed the Kzinti for a bit, then turned towards them. After a few impulses the Kzinti turned away, I fired disruptors at the FF for one hit to do four damage to it's #4. The Kzinti turned off of my course... and the turn ended with us back down to about range 11.
On turn 11, I went 19 while the Kzintis went 24, and both launched drones on impulse 1. The Kzinti turned away again, and I fired disruptors at the FF for all for to hit at range 12, and do five internals (after five shields and two reinforcement), which got one warp and two batteries. I turned to go around the drones, and the FF turned to get the down #4 away from me. The CS turned to stay with the FF... and I turned the opposite way.
This was an opportunity I had been looking for. We were now headed directly away from each other, and the range would open up dramatically before Mark could turn back around and give chase. In fact, we ended the turn at range 25, and I plotted to sprint at speed 31 to keep opening up the range. I had five more turns allowed at speed 21+, and the CS was only capable of 24 at best, giving me at least three hexes per turn, and it still had to finish turning around. ...I had forgotten at that point that separation is range 50 (instead of the 35 of losing seeking weapon tracking). On the other hand, I'm not sure how practical even speed 24 was with the need to power other systems, and certainly me dropping speed suddenly again was a possibility. Even at 24, that's six hexes times 5 turns to open up the range at least another thirty hexes and disengage by separation around turn 16 or 17.
After the scenario, I was able to repair what damage I had taken, but I am down six drones, two transporter bombs, one dummy bomb, and one shuttle (that last one hurts the most, I had been hoping to drive him off and recover it). The FF was able to repair everything but two forward hull boxes. The CS is down all its forward hull, two rear hull, a tractor, a transporter, a bridge box, a RS ph-3, and the topmost sensor '6' box. Even after repairs, the CL is a mess, still out three center warp, two impulse, an APR, all the batteries, all hull, two lab, a tractor, a transporter, both drone racks, the RS ph-3 and RF+R ph-1.
Mark's initial mistakes came during the the turn 2 pass. First, he fired on the ECM drone two early, as the ph-3s just didn't have the range, and they missed. Then he killed it while doing his big strike, instead of an impulse before (or even ignoring it, and letting me worry about being stuck at speed 12 or abandon it). Also, the FF didn't come in with the other two ships. He needed the extra firepower, and he needed to distract me from the CS. Even losing the FF outright (which he was rightfully worried about) would be worth having the CS in good shape for the rest of the battle.
Admittedly, that pass went better than I thought even with all of that. I expected to take a lot more than half of my #1 on that shot. The +3 shift from the ECM drone helped, but it's just that the CS is a lackluster cruiser. Trying that against the Kzinti CC (which leads group #1) would end a lot differently, as it has a lot more firepower. It still might not get through the shield, but there would be very little left. (It also has three more warp power, so my end-game sprint wouldn't work against it.)
The CL also was mismanaged. First, it should also have followed the CS in on turn 2 for a centerline shot. On 5, it needed to kill my speed-12 drone a lot sooner so it could maneuver. Second, he needed to make me work for the turn 6 shot at it. Turning across my path would have worked. I could overrun it and then fire the (lots of) rear phasers after going by it, but getting the shield #2 shot might have been tricky, and the disruptors wouldn't have a shot. Instead, I'd probably take the approach shot, leaving it with two down shields but fewer internals. Also, the intact left-side weapons would get to fire at close range.
We're off to other things for the moment, but we'll be checking on scenario 4 soon!
- [+] Dice rolls