HR4 Tournament Game 4023:

Majead Farsi 

vs 

John Trauger


<---Click on image for full view ---> 


Majead Farsi in the WYN Great Black Shark TC
John Trauger in the ISC TC
Moderated by  Darryl Gilpin
Webmeistered by Vorlon (John Trauger)

Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
Current Map
Commentary

TURN ONE

H4023 T1.32 EOT.1 SITREP

ISC: John Trauger, vorlon@vorlonagent.com
SBC: Maj Farsi, 100117.3576@compuserve.com

Situation:
Unit        Hex        Speed
===========================
ISC        3319F        24
ip1        3319F        32
SBC        2116D        26
dw1-4      2116C        20

Movement:
Imp        ISC        SBC        ip1     dw1-4
==============================================
00        2530A      1701D
01        -----      -----
02        -----      -----
03        2629B      1702D
04        -----      -----
05        2628B      1802D
06        -----      -----
07        2728B      1803D
08        -----      -----
09        2727B      -----
10        -----      1904D
11        2826B      -----
12        -----      1905D
13        2825B      -----
14        -----      1906D
15        2925B      -----
16        -----      1907D
17        3025B      -----
18        -----      -----
19        3125B      1908D
20        -----      -----
21        3224B      2008D
22        -----      -----
23        3223A      2009D
24        -----      2010D
25        -----      2011D
26        3323A      2112D
27        3322A      -----
28        3421A      2113D
29        -----      2013D
30        3420A      2014D
31        3320F      2115D
32        3319F      2116D     3319F(L)   2116C(L)

(L): impulse of launch

Impulse Activities:
00  ISC speed 15 takes effect
00  SBC speed 14 takes effect
16  ISC announces speed change to 17
17  ISC speed change to 17 takes effect
23  SBC announces speed change to 26
24  SBC speed change to 26 takes effect
    ISC announces speed change to speed 24
25  ISC speed 24 takes effect
32  ISC launches 40 pt plasma from B
    SBC launches drones 1-4, launchers 1,2,E & F
    ISC fires PPD, roll=8, wavelock
    SBC discharges disr-A & B to space

Damage:
Imp
23 SBC suffers aft hull hit due to late SOP
32 SBC: shield #1: 1 pt  - 1 reinforce. = 0 damage
        shield #6: 3 pts - 3 reinforce. = 0 damage
        shield #5: 1 pt  - 1 reinforce. = 0 damage

Shield Status:
Ship  #1  #2  #3  #4  #5  #6
-----------------------------
ISC   30  30  24  24  24  30
SBC   30  30  24  24  24  30

Weapon Availability:
Ship  Weapons             Ready
-------------------------------------
ISC   Plasma-B       Turn 4 impulse 1
ISC   PPD            Turn 3 impulse 1
SBC   Drone-1,2,E,F  Turn 2 impulse 8

TURN TWO

H4023 T2.32 EOT SITREP
ISC: John Trauger, vorlon@vorlonagent.com
SBC: Maj Farsi, 100117.3576@compuserve.com
Situation:
Unit        Hex        Speed
ISC        1704F        24
SBC        2910A        26

Movement:
Imp    ISC      SBC      ip1     dw1-4
00    3217F    2116D    3319F    2116C
01    -----    -----    3218F    -----
02    3218F    -----    3119F    2216C
03    -----    2016D    3019E    -----
04    3217F    -----    2919E    2316C
05    -----    2017D    2819E    2415B
06    3117F    -----    2719E    -----
07    3116A    1918D    2619E    2515B
08    3115A    -----    2518E    2614B
09    -----    -----    2419E    -----
10    3114A    2018C    2319F    2714B
11    3113A    -----    2219F    2813B
12    3112A    2118C    2218A    2913B
13    -----    -----    2218F(!) 3012B
14    3111A    2218C    XXXXX    3011A(1)
15    3010F    -----    -----    XXXXX
16    2910F    2318C 
17    -----    2418C
18    2809F    -----
19    2709F    2518B
20    2608F    2617B
21    -----    -----
22    2508F    2717B
23    2407F    2816B
24    2307F    -----
25    -----    2916B
26    2206F    2915A
27    2106F    -----
28    2005F    2914A
29    -----    2913A
30    1905F    2912A
31    1804F    2911A
32    1704F    2910A

(L): impulse of launch
????: to be determined
(!): impulse of impact
XXXXX: unit was destroyed, impacted, or went inert last impulse
(1): drones #1 & 4 were destroyed on this impulse

Impulse Activities:
00      ISC speed 17 takes effect
      · SBC speed 14 takes effect
05      ISC announces speed change to 24
06      ISC speed change to 24 takes effect
13      Enveloping plasma strikes SBC
      · ISC fires phasers at SBC’s drones
14      ISC fires phasers at SBC’s drones 
15      SBC announces speed change to speed 21
16      SBC speed 21 takes effect
27      SBC announces speed change to 26
28      SBC speed 26 takes effect
32      SBC launches 4x Speed 20 drones


Damage:
PPD pulses on impulses 1,2,3:
Shield Number
Imp Action   1    6    5
01  Damage:  1    3    1
  · Reinfo: (1)  (3)  (1)
02  Damage:  1    3    1
  · Reinfo: (1)  (3)  (1)
03  Damage:  1    3    1
  · Reinfo: (1)   0   (1)
Totals:      0    3    0
13  ip1 strikes SBC after traveling 12 hexes, strength is 30 points.
    All shields take 5 points damage except for Shield #1 which has 5 
    points of reinforcement.
13  ISC fires phaser #3 as a ph-3 plus three bearing ph-3’s at drones. 
    One per drone.  Rolls are 4,5,5,2.  Result: drone #1 & 4 destroyed, 
    drones #2 & #3 still alive with 3 points of damage each.
14  ISC fires phaser #5 & #6 as ph-3’s, one on each drone, auto kills.

Shield Status:
Ship  #1  #2  #3  #4  #5  #6
ISC   30  30  24  24  24  30
SBC   30  25  19  19  19  22


TURN THREE

Situation:
Unit        Hex        Speed
ISC        0514C        14
SBC        1206E        19
dw5-8      0814F        20
dw9-10     1307E        20

Movement:
Imp ISC      SBC      dw5-8     dw9-10
00 1704F    2910A     2910A     ------
01 -----    -----     -----
02 1604E    2809F     2809F
03 1504E    2709F     -----
04 1404E    2608F     2710E
05 1304E    2508F     2610E
06 1204E    2507F     -----
07 1104E    -----     2510F
08 1004E    2406F     2410F
09 -----    2306F     -----
10 0904E    -----     2310F
11 0804E    2305F     -----
12 0704E    -----     2210F
13 0604E    2204F     2110F
14 0504E    -----     -----
15 0404E    2104F     2010F
16 0305E    2003F     1911E
17 -----    -----     -----
18 0306D    1904E     1811E
19 0307D    -----     -----
20 0308D    -----     1712E
21 -----    -----     1612E
22 0309D    1804E     -----
23 0310D    -----     1513E
24 0311D    -----     1413E     1804E
25 -----    1705E     -----     -----
26 0411C    1604E     1313E     1705E
27 -----    1505E     -----     -----
28 0412C    -----     1213E     1605E
29 -----    1405E     1113E     1506E
30 0513C    -----     -----     -----
31 -----    1306E     1013E     1406E
32 0514C    1206E     0914F     1307E

(L): impulse of launch
?????: to be determined

Impulse Activities:
00 ISC speed 28 takes effect
 · SBC speed 26 takes effect
05 SBC announces speed change to speed 18.
06 SBC speed 18 takes effect
16 SBC announces speed change to 9
 · ISC announces speed change to 24
17 SBC speed 9 takes effect
 · ISC speed 24 takes effect
24 ISC announces speed change to 14
 · SBC launches drones dw9 & dw10 from launchers 1 & 2
 · SBC fires 4 standard disrupters at ISC, range is 15
25 ISC speed change to 14 takes effect
 · SBC announces speed change to 19
26 SBC speed change to 19 takes effect

Damage:
Weapon       Imp  Roll  Damage
SBC Disr  A  24    3       3
SBC Disr  B  24    5       0
SBC Disr  C  24    1       3
SBC Disr  D  24    5       0
                        =====
Sub-Total                  6
Reinforcement              0
Damage to ISC Shield #5    6
 

Shield Status:
Ship  #1  #2  #3  #4  #5  #6
ISC   30  30  24  24  18  30
SBC   30  25  19  19  19  22
 
 

TURN FOUR

Situation:
Unit        Hex        Speed
Unit        Hex        Speed
ISC        2120A        26
SBC        1411C        14
ip3        1717A       32

Movement:
Imp    ISC      SBC      dw5-8     dw9-10    ip2     ip3
00    0514C    1206E     0914F     1307E    ----    ----
01    -----    -----     -----     -----
02    0515D    -----     0814E     1308D
03    -----    -----     -----     -----
04    0516D    1207D     0715E     1309D
05    -----    -----     0615E     1310D
06    0517D    -----     xxxxx     -----
07    0518D    -----               1311D
08    -----    1208D               1312D
09    -----    -----               -----
10    0618D    -----               1313D
11    -----    -----               -----
12    0719C    -----               1314D
13    0819C    -----               1315D
14    -----    -----               -----
15    0920C    -----               1316D
16    1020C    1209D               1317D
17    -----    -----               -----
18    1121C    -----               1318D
19    -----    -----               -----
20    1220B    -----               1319D
21    1321B    -----               1320D    1321A(L)
22    -----    -----               xxxxx    1320A
23    1420B    -----                        1319A
24    1521B    1210D                       1318A
25    1620B    -----                        1317A
26    1721B    1111D                        1316A
27    -----    -----                        1315A
28    1820B    1211C                        1314A    1820F(L)
29    1921B    -----                        1313A    1720F
30    2020B    1311C                        1312A    1719A
31    2121B    -----                        1311A(!) 1718A
32    2120A    1411C                        xxxxx    1717A

(L): impulse of launch
xxxxx: destroyed, hit, or went inert last impulse
(!): impulse that seeking weapon impacts target
Impulse Activities:
00  ISC speed 19 takes effect
  · SBC speed  8 takes effect
05  ISC fires 4 phaser-3?s at drones.
08  ISC announces speed change to speed 20
  · SBC announces speed change to speed 4
09  ISC speed 20 takes effect
  · SBC speed 4 takes effect
21  ISC fires phaser-3?s at drones
  · ISC launched 40 point plasma from launcher B
24  ISC announces speed change to speed 26
  · SBC announces speed change to speed 14
25  ISC speed change to 26 takes effect
  · SBC speed change to 14 takes effect 28  ISC launches 20 point plasma from launcher D
30  ISC fires phasers at ip2
  · Warhead strength after phaser damage is 13
31  SBC struck by ip2
32  ISC fires PPD
  · SBC fires 4 x Standard Disrupters

Damage:
Weapon    #  Imp  Roll  Dam  Target  Result    Notes
ISC Ph-3  7  05    1     4    dw5    Destroyed
ISC Ph-3  8  05    4     4    dw6    Destroyed
ISC Ph-3  9  05    3     4    dw7    Destroyed
ISC Ph-1  3  05    2     4    dw8    Destroyed  Fired as Ph-3
ISC Ph-1  1  21    2     4    dw9    Destroyed  Fired as Ph-3
ISC Ph-1  4  21    4     4   dw10    Destroyed  Fired as Ph-3
SBC Ph-1  4  30    6     4    ip2
SBC Ph-1  5  30    1     8    ip2
SBC Ph-1  6  30    3     5    ip2
SBC Ph-1  7  30    1     8    ip2
SBC Ph-1  8  30    1     8    ip2
SBC Ph-1  9  30    4     4    ip2
SBC Ph-3  1  30    4     4    ip2
SBC Ph-3  2  30    1     4    ip2
SBC Ph-3  3  30    2     4    ip2
SBC Ph-3 10  30    5     3    ip2
SBC Ph-3 11  30    6     3    ip2    Total Damage on ip2 = 55
Ip2 Pl-G  B  21    -    13    SBC    Enveloped Torpedo
ISC PPD   A  32    4   1-3-1  SBC    Acquired Wavelock
SBC Disr  A  32    3     3    ISC
SBC Disr  B  32    5     0    ISC
SBC Disr  C  32    4     3    ISC
SBC Disr  D  32    2     3    ISC
 

SBC Damage Allocation Impulse 31:
Each shield takes 2 points. One point is at players discretion.
        #1  #2  #3  #4  #5  #6
Damage   3   2   2   2   2   2
Reinfor  3   2   0   0   0   2
Total    0   0   2   2   2   0
SBC Damage Allocation Impulse 32:
         #1  #2  #6
Damage   3   1   1
Reinfor  3   1   1
Total    0   0   0
SBC Damage Allocation Impulse 32:
#6
Damage   9
Reinfor  0
Total    9

Shield Status:
Ship  #1  #2  #3  #4  #5  #6
ISC   30  30  24  24  18  21
SBC   30  25  17  17  17  22
 
 


TURN FIVE

Situation:
Unit        Hex        Speed
ISC        3406C        23
SBC        2312B        14

Movement:
Imp    ISC      SBC      ip3       ss1
00    2120A    1411C    1717A
01    -----    -----    1716A    1411F(L)
02    2119A    -----    1715A    -----
03    2118A    -----    1714A    -----
04    2217A    -----    1713A    -----
05    2317B    -----    1612F    -----
06    -----    -----    1512F    1311F
07    2416B    -----    1411F    -----
08    -----    1512C    1311F(!) -----
09    2516B    -----    xxxxx    xxxxx
10    -----    -----
11    2615B    -----
12    -----    -----
13    2715B    -----
14    -----    -----
15    2714B    -----
16    2813B    1612C
17    2812B    -----
18    -----    -----
19    2912B    1713C
20    -----    -----
21    2911B    1812C
22    3010B    -----
23    -----    1913C
24    3009B    -----
25    -----    -----
26    3109B    2012C
27    3108B    -----
28    3207B    2113C
29    -----    -----
30    3206B    2212C
31    3306B    -----
32    3406C    2312B

(L): impulse of launch
xxxxx: destroyed, hit, or went inert last impulse
(!): impulse that seeking weapon impacts target
Impulse Activities:
00  ISC speed 24 takes effect
· SBC speed  4 takes effect
01 SBC launches WW, speed 6, direction F
· ISC loses PPD wave lock
02 ISC regains PPD wave lock
04 ISC announces speed change to 15
05 ISC Speed change takes effect
08 ip3 impacts ss1 (WW), destroying it
· WW explosion period begins
09 SBC activates fire control
13  SBC?s fire control is active
15 ISC announces speed change to speed 19
16 ISC speed 19 takes effect
· SBC announces speed change to 14 24  ISC announces speed change to 23 32  SBC fires 4 standard disrupters at ISC

Damage:
Weapon    #  Imp  Roll  Dam  Target  Result    Notes
ISC PPD   A  01   9+2    0    SBC    Missed    +2 WW ECM
ISC PPD   A  02   5+2  1-3-1  SBC    Hits
ISC PPD   A  03   n/a  1-3-1  SBC    Hits      Last Pulse
Ip3 Pl-F  D  08   n/a   10    ss1    Destroyed 11 hexes moved
SBC Disr  A  32    6     0    ISC    Missed
SBC Disr  B  32    2     3    ISC    Hits
SBC Disr  C  32    3     3    ISC    Hits
SBC Disr  D  32    6     0    ISC    Missed
 

SBC Damage Allocation Impulse 02:
#1  #2  #6
Damage   3   1   1
Reinfor  2   0   0
Total    1   1   1
SBC Damage Allocation Impulse 03:
#1  #2  #6
Damage   3   1   1
Reinfor  0   0   0
Total    3   1   1
ISC Damage Allocation Impulse 03:
#3
Damage   6
Reinfor  0
Total    6

Shield Status:
Ship  #1  #2  #3  #4  #5  #6
ISC   30  30  18  24  18  21
SBC   26  23  17  17  17  20

Break Condition Met: Both (automatic)
Sequence of Play Break Point: End of Turn
Require ESF?s from both players by 1998/05/22 @ 07:30 hrs (EDST).


TURN SIX

Situation:
Unit        Hex        Speed
============================
ISC        3612B        24
SBC        2312B        14
ss2        2015C       inert

Movement:
Imp    ISC      SBC      ip4      ip5     ss2     ip6
=======================================================
00    3406C    2312B    -----    -----   -----   -----
-------------------------------------------------------
01    -----    -----    3406E(L) 3406E(L)
02    3507C    -----    3307E    3307E
03    3508C    2212E(H) 3207E    3207E
04    3608C    -----    3108E    2108E
05    3609C    2113E    3008E    3008E
06    3710C    -----    2909E    2909E
07    3711D    2013E    2809E    2809E
08    3611D    2014D    2810E    2810E
09    -----    -----    2711E    2711E
10    3612D    -----    2611E    2611E
11    -----    -----    2512E    2512E
12    3513D    1915D    2412E    2412E
13    -----    -----    2313E    2313E
14    3413E    -----    2213E    2213E
15    -----    -----    2114E    2114E
16    3314E    2015C    2014E    2014E   2015C(L)
17    3213E    -----    2015D(!) xxxxx   -----
18    -----    -----    xxxxx            -----
19    3114E    -----                     -----
20    -----    -----                     -----   3114E(L)
21    3013F    -----                     -----   3014E
22    -----    -----                     xxxxx   2915E
23    3012F    -----                             2815E
24    -----    2115B                             2715F
25    -----    -----                             2614F
26    3112B(H) 2214B                             2515F
27    3212B    -----                             2414F
28    3312B    2213B                             2314F
29    -----    -----                             2213F(!)
30    3412B    2313B                             xxxxx
31    3512B    -----
32    3612B    2312B

(L): impulse of launch
xxxxx: destroyed, hit, or went inert last impulse
?????: position to be determined
(!): impulse that seeking weapon impacts target
(H): Unit HET?s to this position

Impulse Activities:
00  ISC speed 30 takes effect
--  SBC speed 14 takes effect
01  ISC launched ip4 (launcher C, 20 pt) and ip5 (launcher E, 20 pt)
07  SBC announces speed change to speed 8
08  SBC speed change to 8 takes effect
--  ISC announces speed change to 17
09  ISC speed 17 takes effect
15  SBC announces speed change to 4
16  SBC launches ss2, a WW, direction C speed 6
--  ip5 Runs out of endurance
17  ip4 Strikes WW doing 0 damage
20  ISC launches ip6 (launcher C, 20 pt)
21  SBC activates fire control, voids WW
--  ISC fires PPD at the SBC
24  ISC announces speed change to 24
--  SBC announces speed change to 14
25  ISC speed 24 takes effect
--  SBC speed 14 takes effect
26  SBC fires 4 std disr and 4 phaser-1?s
28  SBC fires 5 phaser-3?s at ip6

Damage:
Weapon    #  Imp  Roll  Dam  Target  Result    Notes
-------------------------------------------------------------
PPD   PPD-A   21   05  1-4-1  SBC    Hits      Range is 10
SBC  Disr-A   26    3    3    ISC    Hits
SBC  Disr-B   26    6    0    ISC    Misses
SBC  Disr-C   26    6    0    ISC    Misses
SBC  Disr-D   26    4    3    ISC    Hits
SBC  ph-1 4   26    4    0    ISC    Misses
SBC  ph-1 5   26    1    3    ISC    Hits
SBC  ph-1 6   26    5    0    ISC    Misses
SBC  ph-1 7   26    5    0    ISC    Misses
SBC  ph-3 1   28    5    3    ip6    Hits
SBC  ph-3 1   28    1    4    ip6    Hits
SBC  ph-3 1   28    1    4    ip6    Hits
SBC  ph-3 1   28    5    3    ip6    Hits
SBC  ph-3 1   28    3    4    ip6    Hits
Ip6  pl-G C   29  n/a  20-9   SBC    Hits      Mvmnt=9 hexes

SBC Damage Allocation Impulse 21:
        #1  #5  #6
-------------------
Damage   1   1   4
Reinfor  1   0   0
-------------------
Total    0   1   4

SBC Damage Allocation Impulses 22 & 23
        #1  #2  #5  #6
------------------------
Damage   2   -   2   8
Reinfor  2   -   0   0
------------------------
Total    0   -   2   8

SBC Damage Allocation Impulse 24:
        #1  #2  #6
-------------------
Damage   4   1   1
Reinfor  4   0   0
-------------------
Total    0   1   1
 

ISC Damage Allocation Impulse 26:
        #4
-----------
Damage   9
Reinfor  0
-----------
Total    9

Ip6 Damage Allocation Impulse 28
Damage is 18 points of phaser damage. Results in warhead strength
reduction of 9 points

SBC Damage Allocation Impulse 29:
        #2
-----------
Damage  11
Reinfor  0
-----------
Total   11
 

Shield Status:
Ship  #1  #2  #3  #4  #5  #6
-----------------------------
ISC   30  30  18  15  18  21
SBC   26  11  17  17  14   7
 


TURN SEVEN

Break for: Both
Break Condition: End of Turn

Situation:
Unit        Hex        Speed
============================
ISC        3919A       (10)
SBC        3416C        18
ss2        2015C       inert
dw11-14    3416C        20

Movement:
Imp    ISC      SBC      ip7      ip8       ip9     dw11-14
===========================================================
00    3612B    2312B    -----    -----     -----     -----
-----------------------------------------------------------
01    -----    -----
02    -----    -----
03    -----    2412C
04    3612A    -----    3612E(L) 3612E(L)
05    -----    2413C    3513E    3513E
06    -----    -----    3413E    3413E
07    -----    2514C    3314E    3314E
08    -----    2515C    3214E    3214E
09    -----    -----    3115E    3115E
10   (3613A)   -----    3015E    3015E
11    -----    -----    2915E    2915E
12    -----    2614B    2814F    2814F
13   (3714A)   -----    2714F    2714F
14    -----    -----    2614E(!) 2614E(!)
15    -----    -----    xxxxx    xxxxx
16   (3715A)   2715B
17    -----    -----
18    -----    -----
19    -----    2814B
20   (3815A)   -----
21    -----    2915B
22    -----    -----
23   (3816A)   3014B                       3816F(L)
24    -----    -----                       3716F
25    -----    -----                       3615F
26   (3917A)   3115B                       3415F
27    -----    3214B                       3315F
28    -----    -----                       3214F(!)
29   (3918A)   3315C
30    -----    -----
31    -----    3316C
32   (3919A)   3416C                                 3416C(L)

(L): impulse of launch
xxxxx: destroyed, hit, or went inert last impulse
(!): impulse that seeking weapon impacts target
(nnnnn): means unit is in this hex, but moving in reverse

Impulse Activities:
00  ISC speed 0 takes effect
--  SBC speed 14 takes effect
04  ISC performs Impulse TAC
--  ISC launches ip7 (20 pt, pl-B) and ip8 (20 pt, pl-D)
07  SBC announces speed change to speed 8
08  SBC speed 8 takes effect
--  ISC announces speed change to 10 reverse
09  ISC speed to (10) takes effect
13  SBC fires phasers at ip8
14  ip7 and ip8 impact the SBC
16  SBC announces speed change to 14
23  ISC launches ip-9 (40 pt, pl-B)
26  SBC announces speed change to 18
27  SBC speed 18 takes effect
--  SBC fires phasers at ip9
--  ISC fires phasers at SBC
32  SBC launches four drones, speed 20
--  SBC fires 4 standard disrupters at ISC

Damage:
Weapon    #  Imp  Roll  Dam  Target  Result    Notes
-------------------------------------------------------------
SBC ph-1  4  13     3    5     ip8    Hit
SBC ph-1  5  13     6    4     ip8    Hit
SBC ph-3  1  13     4    4     ip8    Hit
SBC ph-3  2  13     4    4     ip8    Hit
SBC ph-3  3  13     4    4     ip8    Hit
ip7 Pl-G  B  14    n/a   0     SBC    Hit      PPT
ip8 Pl-F  C  14    n/a  10     SBC    Hit      10 hexes & 10 ph damage
SBC ph-1  6  27     5    4     ip9    Hit
SBC ph-1  7  27     6    4     ip9    Hit
SBC ph-1  8  27     2    7     ip9    Hit
SBC ph-1  9  27     5    4     ip9    Hit
SBC ph-3 10  27     5    4     ip9    Hit
SBC ph-3 11  27     6    3     ip9    Hit
Ip9 Pl-G  B  28    n/a  27     SBC    Hit      Enveloped, 13 ph damage
ISC ph-1  1  28     2    3     SBC    Hit      Range = 7
ISC ph-1  2  28     5    1     SBC    Hit
ISC ph-1  3  28     2    3     SBC    Hit
ISC ph-1  5  28     5    1     SBC    Hit
ISC ph-1  6  28     2    3     SBC    Hit
SBC disr  A  32     6    0     ISC    Miss
SBC disr  B  32     5    0     ISC    Miss
SBC disr  C  32     6    0     ISC    Miss
SBC disr  D  32     3    3     ISC    Hits

ip8 Damage Allocation Impulse 13:
    Total damage to plasma by phaser fire = 10

SBC Damage Allocation Impulse 14:
    Warhead of ip8 is 20 less 10 phaser damage
        #1
-----------
Damage  10
Reinfor  0
-----------
Total    0

Ip9 Damage Allocation Impulse 13:
    Total damage to plasma by phaser fire = 26

SBC Damage Allocation Impulse 28:
    Warhead of ip9 is 40 less 13 phaser damage
    Enveloped: thus 27/6 = 4 with 3 to be distributed
             #1  #2  #3  #4  #5  #6
-------------------------------------
Damage        4   4   4   4   4   4
Distributed           1   1   1
Reinforcement 0   0   0   0   0   0
------------------------------------
Total         4   4   5   5   5   4

SBC Damage Allocation Impulse 28 from Phasers
        #2
-----------
Damage  11
Reinfor  5
-----------
Total    6

ISC Damage Allocation Impulse 32 from Disrupters
        #6
-----------
Damage   3
Reinfor  1
-----------
Total    2
 

Shield Status:
Ship  #1  #2  #3  #4  #5  #6
-----------------------------
ISC   30  30  18  15  18  19
SBC   12   1  12  12   9   3

Break Condition Met: Both Players
Sequence of Play Break Point: End of Turn
Require EAF's from Both players by 1998/07/10 @ 08:00 hrs (EDST).


TURN EIGHT

Situation:
Unit        Hex        Speed
ISC        3919F         0
SBC        3416C         4
ss2        2015C       inert
ss3        3416F         6

Movement:
Imp    ISC      SBC    dw11-14     ss3
00    3919A    3416C    3416C    -----
01    -----    -----    -----
02    -----    -----    3517C    3416F(L)
03    3919F    -----    xxxxx    -----

(L): impulse of launch
xxxxx: destroyed, hit, or went inert last impulse
(!): impulse that seeking weapon impacts target
(nnnnn): means unit is in this hex, but moving in reverse
Impulse Activities:
00  ISC speed 0 takes effect
· SBC speed 4 takes effect
01 ISC fires PPD at SBC
02 SBC launches WW
· SBC drops control of the drones, drones go inert
03 ISC performs warp tack
· ISC announces speed change to 8 reverse

Damage:
Weapon    #  Imp  Roll  Dam  Target  Result    Notes
PPD       A   01   06  1-4-1  SBC    Hits      Range = 5
PPD       A   02   12    0    SBC    Misses    Range = 5
PPD       A   03  7+2  1-4-1  SBC    Hits      Range = 5

SBC Damage Allocation Impulse 1:
#1  #2  #6
Damage   4   1   1
Reinfor  0   1   0
Total    4   0   1
SBC Damage Allocation Impulse 3:
#1  #2  #6
Damage   4   1   1
Reinfor  ?   ?   ?
Total    ?   ?   ?
Shield Status:
Ship  #1  #2  #3  #4  #5  #6
ISC   30  30  18  15  18  21
SBC    8   1  12  12   9   2

Break Condition Met: SBC
Sequence of Play Break Point: Direct Fire Damage
Require SOP from ISC player by 1998/07/17 @ 09:00 hrs (EDST).
 

CURRENT MAP

no map
 
 
Game:  4023     Turn: 8   Impulse: 3 Status:  WYN Surrenders 

In Corner #1: Weighing 182,000 tons, Representing the kindest, sanest people to ever blockade the entirety of known space, Captain John Trauger in the ISC TCC

In Corner #2: Weighing 174,000 tons, Representing the Usurper at his most regicidal, Captain Majead Farsi in the WYN Great Black Shark TC
 

Majead is in the Quarter-Finals of HR3 (facing my brother David, as it happens), so I know he's going to be a first-rate opponent.  His GBS is running 2 drone racks in its option mounts (for a total of 4), which means I'd better study the moves that a certain Andro put on *my* speed-20 drones when *I* played a GBS in HR3.  Win or lose, this ought to be a good fight. 

...Or not.  Dave had drones in that fight (and Maj--who was playing a Fed--got his shield #1 blown off by some of those drones).  Dave finished Maj off faster than I did.  Maj gave me a cause for concern a few times, but I generally felt sure of the outcome once Maj's tactics became clear.

In all fairness to Maj, what he was doing worked OK.  He just didn't know when to put the pedal to the metal and attack.  When I took a WYN Black Shark (LS P-1, RS drone rack variant) and faced an ISC (4SFA #107), I used no reinforcement and had my front shields shot out from under me.  Maj's caution was more prudent than I believed at the time of this fight.
 

Turn 1
The WYN started out speed 14 and only recently jacked it up to 26.  He took a Aft Hull hit for being a little slow with his last SOP (guess he's occupied with my bro).  We ended up about 12 hexes apart with my IMP-32 PPD getting wave-lock the first pulse out the door.  Maj's slow speed and lack of aggression told me he was reinforcing his shields on Turn 1 so he could take the PPD with minimal damage, then maybe charge after me.  True to form, this fist PPD pulse splashed harmlessly off his reinforcement. 

The big question is: does he cover out for another round or attack?  I will have a good idea when I see whether the PPD bites or bounces.  He's shot off 4 speed 20 drones, but so what?  If I keep my speed up, I can dodge them if I don't want to deal with them. 

The biggest mistake Maj made here was staying turned to direction D.  He charged disruptors and ended up discharging them on IMP 32, not firing them at me. If the WYN is going to play the "Wear 'em down" game, he needs to wear 'em down and you don't do that by NOT firing already-charged disruptors at your foe.
 

Turn 2
Looks like he's covering out.  Speed 14, and he put 12 points into anti-PPD reinforcement.  Only 8 points of unaccounted-for power and at least two of that is special shuttles.  As I get the engines ticked over to speed 24, the drones are pulling up close.  I think I'll kill them. 

This was not as cut-and-dried an issue as I make it sound.  I considered simply dodging the things (and saving my phasers) and tie up his control channels. If he wanted to fire the really SERIOUS drones at me he would have to cut tracking to the speed-20s, destroying them at no cost to me.  At the time I didn't realize that Maj was playing my power curve, chasing me around, working his way to the center of the map in order to pace me without going as fast and trying to pin me against a wall.  I went back and forth over this all through Turn 1 and Turn 2 Energy Allocation.  I decided to kill the drones hoping he would fire more and I might run his inventory out  I killed about 1/2 his drone supply this way.
 

He bulled through my enveloper, taking 5 to all shields, except shield 1, which took nothing and kicked up to speed 21. 

Maj underestimated the power of the enveloper, I guess.  As I showed myself as being pretty good at avoiding range-8 he took my next enveloper seriously, phasering the crap out of it.
 

Hmmm...  5 reinforcement on Shield 1.  5 is an interesting number in tournament SFB... 

Assuming his speed increase is good for the rest of the turn he's burned a minimum of 1 point of battery power.  And that then only if he had no special shuttles prepared.  Let's assume he started the game with 2 suicide shuttles (the WYN has two shuttle bays for twin Suicide Shuttles) then, say, started arming a couple of Wild Weasels on Turn 1?  Likely deduction: He's done.  He armed no disruptors (or at best one) and just burned all his battery power to keep his front shield intact.  Now what to do about it... 

IMP 26 Whoops!  Maybe he's *not* holding four special shuttles.  He just kicked in a late turn burst of speed 26.  No weasels, huh Maj?  He only has 2 points of unallocated power.  I'd say no weasels...well, possibly one.  He'd be a fool to arm BOTH his pre-game special shuttles as weasels. 

...Which he might very well have done.  The 3 shuttles he launched were all weasels. This, I think, is an error.  Against the ISC, you WANT toys to throw at him.  Especially since the WYN has two shuttle bays, allowing a double-trouble 2-at-once Suicide Shuttle launch. I think the WYN derives a strong advantage in having suicides to chuck.
 

IMP 32: Oh, by the way, the moderator forgot to mention the fact that the WYN had launched 4 more drones.  Minor detail.  No big deal...   :) 

Turn 3
It's a footrace and this time, it looks like Maj has his sneakers on.  He comes off the gun at 26 to my 28.  Poor drones are being left in the dust. 

IMP 15: The WYN got winded after four  impulses at speed 26.  He's down to 18 while I'm still scooting along at 28.  What's that barrier up ahead...? 
IMP 16: Did I say "footrace"?  Boy was I wrong.  He's dropping to speed 9. NINE?!?  What's next?  Speed 4 for IMPs 25-32?  Maybe he playing the "Fortress WYN" game.  All I know is my biggest problem just CEASED to be turning the corner on this guy.  The question is: do I PPD him or just dust him? 
IMP 25 He's kicking up to speed 19 (as fast as he'll be able to go until IMP 26 NEXT turn).  PPDing him would give him range 8 and THAT is against my religion.  Guess it means "dust him". 

These drops to single-digit speed were the key to my being able to keep out of range 8 for another 3 turns.  I could reliably predict the WYN's maximum speed and plot a probable course and speed around him during EA.  The only question that remained was making sure to keep the plasma chucking and the PPD pulsing.
 

IMP32 Maj's late-turn burst of 19, makes "Dust him" a little difficult, but hey, he's stuck at 19 or slower for the next 25 impulses, and I can pull a max of 28.  I still ought to be able to dodge range 8 and turn the corner.  Instead of being a no-brainer, It'll just take a little planning.  Y'know what?, my G-torp will on-line next turn too... 

Turn 4
We're off to a blistering start ladies and gentlemen...I'm at speed 19 and he's doing speed 8.  SPEED 8?!?  I almost chucked a plasma torp at him just to see if he'd weasel.  I've never been handed the initiative on a silver platter before.  Max WYN speed: 18 for the rest of the turn and into next turn.  Of course, there's the small matter of 4 inbound drones... 

Give that weapons officer a cigar!  Scotched 4 drones with 4 P-3s.  If my PPD hits on the first pulse, he'll get a promotion. 

I got LUCKY!  I had no backup orders and mistimed the drone's approach. If those phasers hadn't all done 4 damage, the remaining drones would have slammed into my ship.
 

IMP 8: Yup.  He'd have weaseled.  He just dropped to speed 4.  I half-expect speed 0 in IMP 16 and TACs.  So he IS playing the "Fortress WYN" game. Well, fine.  I know this game and how it works.  It's a favorite tactic of mine (as Sjakko from H4089 will attest).  We'll just see whether he has more weasels or I have more torps. 
IMP21 ...And here comes my first torp: an enveloping G. 

What Maj doesn't understand is that the ISC is not a "close and hose" ship.  I'm not gonna break range 8 (much less knife fight) unless it's to my advantage to do so.  If Maj wants to hit me with overloads, he'll have to work for them.  I'm not gonna drive up to his heavily reinforced doorstep and say "Please kill me". 

I honestly expected Maj to decelerate all the way.  He didn't.
 

IMP 24: Here he comes, turning in and blazing away at the fastest speed he can go till this time next turn: 14.  I'm going to 26, myself.  The only thing I'm wondering is if he'll fire disruptors this round. 
IMP 28: Feeling like I have a handle on the next couple of turns, I thought I'd chuck a quick F-torp at him... 
IMP 31: I guess he didn't like what happened the last time he was hit by an enveloping G-torp.  He threw EVERY phaser on his boat at it.  Did 55 damage to my poor torp, lowering its warhead to 13.  That means 2 damage to every shield (Shields 1 and 2 have reinforcement)  He's got a spare point to put to the (reinforced) shield of his choice.  #1 as it turns out. 
IMP 32:  He cut loose with disruptors and scorched my Shield #6 for 9 and I started the PPD pulsing.  True to form, my weapons officer hit with the first shot.  As promised, he's promoted.  Between this and H4089, my weapons damage has been nothing less than stellar. 

Turn 5
The second I saw him plot speed 4 I knew what was coming next and Maj didn't disappoint: an IMP 1 weasel.  That messes with my PPD and diverts the F-torp at the same time.  Fortunately, he can only do that 4 times.  I may have to start repairing shield 6.  Hopefully my weapons officer can hold the line on the PPD.  Weaseling just the F-torp would be marginal at best. 

Here I thought Maj was getting aggressive when he turned toward me... 

IMP 8:  My weapons officer is earning his (recently upgraded) pay.  The weasel only threw him for one impulse then he had the WYN in his sights again.  The interesting thing is the WYN only had almost no reinforcement.  Wonder where all that energy went, hmmmm?  Some of it went to phasers obviously.  Last turn was the first time he kicked the dust off them and he fired every phaser he had at my enveloping G.  But he's got 38 power to play with, plus batteries.  He OUGHT to have reams of power for reinforcement, even considering the phasers. Unless...  I think he overloaded his disruptors and put power to negative tractor.  We'll find out about the disruptors on IMP 32, when he discharges those useless overloads.  It ought to come pretty fast.  With my butt pointing at the WYN, my harassment options are limited. 
IMP 16: He's kicking up to speed 14.  Not unexpected. 
IMP 32:  He just turned to B to follow me.  Sounds like a good time to turn to C... 
IMP 32: He shot 4 standard disruptors at me.  He's finally getting a *little* aggressive. What the Hades did he do with all his power?  Let's work it out here: 4 for housekeeping, 9 for movement, 8 1/2 (max) for phasers, 2-4 for special shuttles, 2 for reinforcement against PPD fire, 8 for disruptors.  That's 35 1/2, accounting for everything.  A MINIMUM of 3 1/2 points of power is unaccounted for.  I GUESS the rest may have gone to battery recharge (I had a sneaking suspicion that he used 3 points for shield reinforcement against my IMP 32 PPD and enveloping torp last turn. I guess that accounts for all but 1/2 point, but it just seems like he coulda done more with 38 power than that... 
OOPS:  I did a no-no. I under-allocated power for movement by 1.  Scratch 2 points of battery power... 

Turn 6
So at the top of the batting order, we're both about topped out for speed:  I'm going 30, Maj's is going 14. 
IMP 1:Y'know, Maj's pursuit could be a lot harder if I chucked some plasma at him. Bon Voyage to a G and a F who have been waiting all game for this. I have been MOST unfair to these two launchers, favoring the B and D plasmas.  (especialy the B)  Here's where I even-up. 
IMP 3: He HETed?!?  A HET????  When I saw this I was stunned for 10 minutes.  I could not believe that he turned and RAN in the face of a measly 40 points of plasma.  He is now facing E (straight away from my torps) running for the middle of the board.  They'll be pretty exhausted when they catch up, even though he's only going 14.  (there's about 8-10 hexes separating my torps from the object of their affection)  And I'm headed direction C at speed 30 so I can't exactly HET after him (would that I could) so we'll see how fast we can get this bathtub turned around... 
IMP 7: He just announced a mid-turn speed change to 8.  By my calcs, the torps will hit after running exactly 15 hexes.  The F-torp will be all tuckered out (I'll get maybe 1 point of damage), but the G will be on its last hex of 15-damage.  Unless he turns on IMP 8 to bring more phasers to bear... 
IMP 8: ...which he did.  Turned to D.  We'll see if I get better mileage out of the torps.  Funny thing:  I'VE turned to D too! 
IMP 16: Well, he managed to run out my poor little F-torp.  Mild surprise there.  I thought I had it pegged at impact on it's last hex of movement. The G is down to 15 and it will impact the weasel he just threw up before it loses any more power.  So I at least get collateral damage right? 

Well, actually, no. 

Boy is Maj gonna hate it when he finds out he weaseled a pseudo.  Even if it wasn't fake, Why burn a weasel just to avoid phasering the torp?  It's not like his phasers are gonna wear out, for Boogee's sake... 

Well, sure he's -2 to hit, but inside 10, the PPD (and my weapons officer) can compensate.  On the other hand, I'd love to see him fire back.  So I've traded a F-torp and a pseudo-G for his HET bonus and a weasel.  Not only that, I still have my real G hot and ready.  I'll take it. 
IMP 20: Torpedo away! (the real one)  Some might harken my own words from 4075 back to me, suggesting that I'm firing my torp into a very large neutronium-lined dumpster by launching a torp while Maj has a weasel up. 

Well sure. 

But it's for a good cause.  Take a look at the situation. 

Maj can either: 
A) stay under weasel protection.  He *can't* change speeds until 24 anyhow.  If he does have a speed increase plotted, it will take effect before it (the plasma) impacts the weasel, therefore voiding it (the weasel) and turning it (the plasma) once again towards it (Maj's ship).  Likely Maj would need to E-Decel.  This would be great.  he would be immobile until well into next turn.  Which means I get clean away. 
B) Re-activate fire control and shoot disruptors at me. But then what does he do with the torp?  Phaser it down?  He's gone to great pains to avoid this.  Weasel a second time?  I'd LOVE that, too.  This turn I'd have gotten 2 weasels, Maj's HET bonus, AND an immoblie opponent for 16 impulses at the cost of the cost of a real G and F torp (crunch all you want, I'll make more), and a pseudo-G.  Sweet deal if you ask me. 
C) Reactivate fire control, disruptor me and turn away.  He could easily run the G down to 15, maybe even 10, which cuts back on the phasers he needs to vape it.  But he gives up the chase because he'll be pointing D and I'll be pointing F. 
D) Reactivate fire control, disruptor me and take the torp like a man (i.e. phasering it before it impacts).  This would be my option.  It is the only option which preserves the ability to chase.  And he could possibly run the torp down to 15 before impact.  Of course, Maj would still be out some energy from the phaser caps and he'll need to recharge them next turn.  That's less energy for speed and/or reinforcement than if I hadn't chucked the G at him. 

It will be interesting to see what he does. 
IMP 21: So Maj didn't choose A).  Don't you love it when an enemy is so obliging?  Here I was, staring down a -2 shift for my PPD and Maj kindly turned his fire control back on, eliminating the shift.  'Course my weapons officer is studly enough to have hit anyway (roll of like 5)... 
Maj will have fire capability back on IMP 25, just after the PPD stops pulsing.  How deeply the PPD bites will determine my actions from here. 
IMP 26. The PPD chewed a BIG hole in Maj's #6 shield.  Seems he didn't reinforce anything but #1 and he used his batteries to HET...  Shield 6 is down to *SEVEN* boxes.  That sure sounds like begging for an enveloper to me. 
IMP 29: Yeow! I got 4 disruptors and 4 Phaser-1s right in the butt!  That was a 9-point pain in the...Shield 4.  But on the other hand, my G-torp (rememeber, the one headed for the dumpster?) just slammed into his #2 shield for 11 (he phasered it down to 11)  No word on reinforcement, but Shield 2 took a point of PPD splash damage (so no allocated reinforcement) and I'm SURE he HETed using battery power...  Yup.  Took all 11 on the shield.  He's down to 11 boxes left.  Only one good Front shield (#1) left. 

Interesting point: 2 of Maj's P-1's have stayed silent.  Maj didn't fire them at me and he didn't fire them at my plasma.  I can't believe he'd hold them in reserve (against what, a suicide shuttle?) so that strongly says that he hasn't been able to recharge them after that huge burst of phaser power against my last enveloping G torp.  Hmmm.   Dry phaser caps, dry batteries.  Maj has his work cut out for him allocating power next turn. 

This was the crucial pass. I blew the crap out of his #2 and #6 shields, making it VERY hard for him to pursue me .  Next PPD shot was going to be tough on him.
 

Turn 7
6 turns of anything is enough, right?  Time to change tactics.  I'm gone to speed 0 compared to Maj's speed (max acceleration) of 14.  I'm hoping I wierded him out by not continuing with my blistering pace. 
IMP 7 Well, I popped a couple plasmas at Maj on IMP 4 and, like clockwork, Maj announced a speed change to 8 this timpulse.  Speed 4 should be announced on IMP 15-same impulse the plasmas impact.  Gotta love it when people are this predictable... 
Got another HET, Maj? 
IMP 12.  Hmmm.  Guess not.  Looks like Maj is twisting and turning, trying to get those torps to keep away until he can slow down to speed 4.  That IS what you have planned for IMP 16, right Maj?  Unfortunately, it's a long way to 16 when the torps are 2 hexes from you. 
IMP16: He phasered the F-torp and ignored the G-torp.  Now I wish it was real.  It would have been so cool to ding in the last of his good front shields. He phasered 10 off the F's warhead and met it with 10 reinforcement.  Now remember, Maj burned his batteries to HET last turn and likely emptied his phaser caps too. 

Now Maj has sped up to 14 again.  Hmmm.  No more weasels, Maj?  Just two suicide shuttles maybe? 

Let's do his EA. 

Lesee...he started the turn with 3 moves at speed 14 then 2 at 8, now 1 more at 14 (total 6) +3 for spending at least the next 1/4 turn at 14 (total 9) +4 housekeeping (total 13), +10 shield reinforcement (total 23) assume 2 special shuttles (total 25), fired 3x P-3's and 2x P-1s: +3 (I'll assume the extra 1/2 was left in Maj's caps from last turn, total 28), assume he's armed disruptors (+8 for a total of 36 out of 38 power the ship can generate). 

That leaves 2 points of power for IMP 24-32 movement.  Back to 8 perhaps?  He MAY have as much as 1 1/2 points of power in his phaser caps from the P-1's he didn't fire at my ship last round.  Then again, he could have sloshed that elsewhere and still have 2 points of reinforcement left on #1.  He also may not be holding 2 special shuttles either.  That makes as much as 5-5 1/2 possible points unaccounted for against his IMP 24-32 movement, but I'm not giving him credit for any extra phaser energy than that 1/2 point.  Call it a max of 4 for potential slosh, then (technically 12 slosh but REALLY--like he didn't charge his disruptors?  Get real).  If his holds speed 14 till the end of the turn (4 hexes moved), his caps will be assuredly be bone-DRY.  Moving 3 or more hexes over 24-32 *suggests* his caps are dry but doesn't nail it down. (maybe 1/2 point in them) 

Of course, there's a faster way to find out... 
IMP 26: Looks like Maj is taking his time trying to get to me.  Personally, I'd have turned to C by now to try to get on my rear shields.... 
IMP 23: OK, major rewind back to IMP 16.  Seems Maj's reinforcement was on a different shield.  He took the 10 ALL on the nose!  Woo Hoo!  Shield #1 is down to 16!  I just chucked my enveloper at him.  Figure his reinforcement is on Shield 2, so it won't take nothin' but I'd love to see what happens to that 7-box shield 6...  How's your phasers Maj? 

This was the capstone.  Knocking 10 off his last good shield.  Between my plasma and my PPD, the going's going to only get tougher.
 

Unfortunately, this messes up that whole EA calculation I had going.  Not that I'm complaining, mind you... 

IMP 28: the enveloper hit and he didn't have any reinforcement anywhere.  AND he announced a speed increase back on 26.  Yeah, all the phasers he *didn't* shoot at the F-torp, he shot at the enveloper.  Did 26 to the torp (-13 off the warhead) and ate the rest.  4 to all the front shields and 5 to all the rear ones.  He's now a reverse Klingon.  Glass FRONT shields!.  I think I have just scored first blood too.  When his 11-box #2 shield dropped to 7, I uncorked all 6 P-1's and got exactly average: 11.  If he has batteries, we'll see all 5 of them burned to keep this shield up. 

OK, let's try his EA again: 3 moves at 14 (3) followed by 2 moves at 8 (+2 for 5), followed by 5 more moves at 14 (+5 for 10) and finally he'll get 4 moves at 18 (+4 for 14), Housekeeping (+4 for 18), Phaseres (his caps are assumed completely dry from last turn, but we're assuming 1/2 point carried over--+8 for 26)  Assume 2 special shuttles (+2 for 28) assume he has disruptors charged (+8 for 36).  I have 2 unaccounted for.  As much as 4 if he held back his two P-1s last turn.  1 or 2 OL disruptors?  Possible.  2-4 left in the batteries?  Equally possible.  Unfortunately, Maj didn't send in a SOP to the moderator today and we were stuck at last-ditch reinforcement from my phasers.  We'll know when the moderator is back from vacation after the July 4 weekend. 

OK. The moderator popped into the office for a sec and gave us a sitrep.  Just found out what happened when the phasers hit the WYN's shield.  He pulled *5* from the batteries?!?  Shield #2 still up, but by *1* box!  Doh! 

OK what has he/will he actually burn as far as power is concerned?  14 movement, 4 housekeeping, 8 1/2 phasers, 5 batteries for a baseline of 31 1/2 known.  If he carried over any power in his phaser caps from last round, he can have a max of 3 disruptors armed.  If not, he's got 2.  2 points likely have gone to special shuttles, making 2 the likley number I'll see.  The important thing is he's burned his batteries and emptied his phaser caps.  I KNOW he's going into next turn with just his 38 points of power to deal with threadbare shields, empty phaser caps and disruptors that need powering.  Will he go for the gusto or take time out to catch a breath (and let me arm plasma)?  I'm cool either way. 

IMP 32: He's going for the Gusto.  He even shot FOUR (?!?) disruptors at me (missed with 3, poor guy).  That just put the known energy usage at 39 1/2 when the boy had NO battery power and a max of 2 points of phaser caps carried over from the previous round.  That means he has NO special shuttles armed.  NONE.  NADA.  None even prepping.  Any plasma I shoot he takes on the snoot, unless he phasers it into oblivion. 

Hey, that kinda rhymes... 

Next turn's the Big One for both of us.  he's finally got me at range-8 but he's about as unprepared as he could get.  Nothing in his batteries or phaser caps, he starts at Range-5, but is limited to a speed of 18, just as I'm limited to 10.  The 4th has come and gone, but there ought to be some nice fireworks coming out of this. 

Turn 8
IMP 1: Out of the gun (so to speak), it's the PPD once again.  True to form, my weapons officer hit on the first pulse.  How much reinforcement ya got, Maj?  Guess not much if Shields 1 and 6 both take full damage.  Looks like the front shields were reinforced so as to be able to take 3 pulses. 
IMP 2: Ooo, a weasel!  Anyone NOT see that coming with the WYN running at a speed of 4?  It threw my wavelock off, but at the cost of those 4 drones he just launched.  Still, I have confidence in my weapons officer... 
IMP 3: True to form again, my weapons officer got the wavelock back after one lost impulse. 

This was my first OLed PPD in the game.  It was something of a gamble: Do a 5-pulse OL or 6?  If Maj went for a max-speed burn towards me, getting 6 pulses in before myopia would be difficult at best.  That's certainly what I would have done.  Get as close as possible as fast as possible and cut loose with disruptors and phasers.  Remember: Maj had not taken any internals at this point...but was going to.
 

7/16/98: Maj surrendered rather than even allocate reinforcement against the 3rd PPD pulse.  The PPD was fully overloaded.  4th and 5th pulses would finish sandblasting his shields down and Maj would have needed his batteries to hold off the most of the 5th pulse. He's got nothing to stop the 6th, which will hit him solid.  He'd have no front shields to fight behind.  Even if he has full-OL disruptors, he's going to have to approach open to space with my ship ready with fully-charged phasers and a 2-turn F-torp to pop at him.  If I didn't pop the F at him, It'd be an enveloper the following turn and Maj's best shields (3 and 4) were at 12... 

Yeah, it was time to pack it in...

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