HR4 Tournament Game 4023:Majead FarsivsJohn Trauger
|
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
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
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
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).
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
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).
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).
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 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
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
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...?
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
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.
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.
Turn 5
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.
Turn 6
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.
Well sure. But it's for a good cause. Take a look at the situation. Maj can either:
It will be interesting to see what he does.
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
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...
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
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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