Game Number HR4_4130: |
Moderated by Moderator
HR4_4130.1.32 Sitrep Tourney Duel Hydran / Jason Gingerich jason_gingerich@email.msn.com ISC / John Trauger vorlon@vorlonagent.com Start: ============================= Ship Hex Speed ----------------------------- Hydran TLM 1701D 17 ISC TCC 2530A 17 Imp Hydran TLM ISC TCC HF/1-2 IP/1-2 IP/3 IP/4-5 -------------------------------------------------------- 00 1701D 2530A 01 ----- ----- 02 1702D 2529A 03 ----- ----- 04 1703D 2528A 05 ----- ----- 06 1704D 2527A 07 ----- ----- 08 1705D 2526A 09 ----- ----- 10 1706D 2525A 11 ----- ----- 12 1707D 2524A 13 ----- ----- 14 1708D 2523A 15 ----- ----- 16 1809C 2522A 17 1909C 2621A 18 ----- ----- 19 2009C 2620A 2009D* 20 ----- ----- 2010D 2619A* 21 2109C ----- 2110D 2618A 22 ----- 2619A ----- 2518A 23 2209C ----- 2210D 2517A 24 ----- 2519A ----- 2416A 25 2210C ----- 2211D 2415A 26 ----- ----- ----- 2414A 27 2311C 2518A 2312D 2413A 28 2312C 2517A 2313D 2412A 29 2313D ----- 2314D 2412D 2517A* 30 2314D 2616A ----- 2413D 2516A 31 2414D 2716B ----- 2414D! 2515A 2716F* 32 2415D 2815B 2414C 2515E 2615F * denotes that the shuttle/drone was launched into this position. Impulse Activity: ---------------- Imp 19 ISC announces speed change to 12. Imp 19 Hydran launches 2 fighters, speed 15, direction D. (HF/1-2) Imp 20 ISC changes speed to 12. Imp 20 Hydran tractors 2 fighters. Imp 20 ISC launches 2 20-point torpedoes from launchers B & C. (IP/1-2) Imp 27 ISC announces speed change to 24. Imp 27 Hydran announces speed change to 30. Imp 27 ISC Fires PPD. (Roll 8. It hits. Damage 1+4+1 - reinforcement 0+4+1 = 1+0+0 shield damage (3/2/1)) Imp 28 ISC changes speed to 24. Imp 28 Hydran changes speed to 30. Imp 28 ISC PPD pulse hits. (Damage 1+4+1 - reinforcement 0+4+1 = 1+0+0 shield damage (3/2/1)) Imp 28 ISC Fire Phaser#1-2 at HF/1. (Rolls 6,5. 5 points of damage) Imp 28 ISC Fire Phaser#3-4 at HF/2. (Rolls 6,2. 6 points of damage) Imp 29 Hydran drops tractors on the fighters. Imp 29 ISC launches 20-point torpedo from launcher-C, direction A. (IP/3) Imp 29 ISC PPD pulse hits. (Damage 1+4+1 - reinforcement 0+1+0 = 1+3+1 shield damage (2/1/6)) Imp 29 ISC Fires Phaser #5 at HF/1. (Roll 6. 2 points of damage. Total damage = 7. Fighter crippled.) Imp 29 ISC Fires Phaser #6 at HF/2. (Roll 1. 5 points of damage. Total damage = 11. Fighter destroyed.) Imp 29 HF/1 & HF/2 both fire 2 fusions at ISC. (Roll 5,2,4,6. 5 points of damage - 0 reinforcement = 5 shield (#6) damaged) Imp 30 ISC PPD pulse hits. (Damage 1+4+1 - reinforcement 0+0+0 = 1+4+1 shield damage (2/1/6)) Imp 31 IP/1 & IP/2 impact Hydran for 0 damage. Imp 31 ISC launches torpedoes from launchers B & D, direction F. (IP/4-5) Imp 31 Hydran Fires Phasers #1-5 & #7, 1 Overload HB(A), 1 Standard HB(B). (Range 3. Total HB damage 37. Total Non-HB Damage 28. Reinforcement ( 0, 0, 0, 0, 5, 0). Shield ( 3, 3, 4, 4,24, 4). Total Internals 18.) Imp 32 Hydran fighter HF/1 fires at ISC ship. (Roll 4. It misses) End: ============================= Ship Hex Speed ----------------------------- Hydran TLM 2414D 30 ISC TCC 2716B 24 HF/1 2314D 8 IP/3 2515A 32 IP/4 2716F 32 IP/5 2716F 32
HR4_4130.2.32 Sitrep Tourney Duel Hydran / Jason Gingerich jason_gingerich@email.msn.com ISC / John Trauger vorlon@vorlonagent.com Start: ============================= Ship Hex Speed ----------------------------- Hydran TLM 2414D 26 ISC TCC 2716B 24 HF/1 2414C 8 IP/3 2515E 32 IP/4 2615F 32 IP/5 2615F 32 Imp Hydran TLM ISC TCC HF/1 IP/3 IP/4-5 ------------------------------------------------ 00 2415D 2815B 2414C 2515E 2615F 01 ----- ----- ----- 2415E! 2516F 02 2316D 2814B ----- 2416E 03 2216E 2914B ----- 2317E 04 2117E 2913B 2415D 2217E 05 2017E ----- ----- 2118E 06 1918E 3012B ----- 2018E 07 1817E 3011B ----- 1918E 08 1718E 3111B 2316E 1818E 09 1617F ----- ----- 1718F 10 1616F 3211C ----- 1717F 11 1516F 3312C ----- 1616F 12 ----- 3412C 2215E 1516F! 13 1515F ----- ----- 14 ----- 3513C ----- 15 1514A ----- ----- 16 ----- 3514D 2115F 17 ----- ----- ----- 18 1613A 3515D ----- 19 ----- ----- ----- 20 1612A 3415D 2114F 21 ----- ----- ----- 22 1712A 3416D ----- 23 ----- ----- ----- 24 1811B 3417D 2113A 25 ----- ----- ----- 26 1912B 3418D ----- 27 ----- ----- ----- 28 2011B 3419D 2112A 29 ----- ----- 30 2112C 3420D 31 ----- ----- 32 2212C 3321E * denotes that the shuttle/drone was launched into this position. Impulse Activity: ---------------- Imp 01 IP/3 impacts Hydran ship. (20 points of damage to shield #5) Imp 03 Hydran announces speed change to 30. Imp 04 Hydran changes speed to 30. Imp 10 Hydran Fires 4 pulses from Phaser#5 and 2 pulses from Phaser#6 at IP/4. Range 1. (Rolls 6,2,6,5,3,6. 20 points of damage. 10 off the strength) Imp 10 Hydran Fires 2 from Phaser#6 at IP/5. Range 1. (Rolls 4,1. 8 points of damage. 4 off the strength) Imp 11 Hydran announces speed change to 15. Imp 12 Hydran changes speed to 15. Imp 12 IP/4 & IP/5 impacts Hydran for 6 points of damage to shield #4. All taken on the shield. Imp 12 ISC announces speed change to 16. Imp 13 ISC changes speed to 16. Imp 19 Hydran announces speed change to 14. Imp 20 Hydran changes speed to 14. Imp 28 Hydran tractors fighter. Imp 28 Hydran announces special landing procedure. Imp 28 Hydran fighter lands on Hydran ship. End: ============================= Ship Hex Speed ----------------------------- Hydran TLM 2212C 14 ISC TCC 3321E 16 ISC repairs 1 box on shield #5. ISC repairs Phaser #8.
HR4_4130.3.32 Sitrep Tourney Duel Hydran / Jason Gingerich jason_gingerich@email.msn.com ISC / John Trauger vorlon@vorlonagent.com Start: ============================= Ship Hex Speed ----------------------------- Hydran TLM 2212C 14 ISC TCC 3321E 0 Imp Hydran TLM ISC TCC IS/1 IS/2 IP/1 IP/2 IP/3 -------------------------------------------------------------- 00 2212C 3321E 01 ----- ----- 02 ----- ----- 03 2313C ----- 04 ----- ----- 05 2413C ----- 06 ----- ----- 07 2514C ----- 08 2614C ----- 3321F* 09 ----- ----- ----- 10 2715C ----- ----- 3321F* 11 ----- ----- 3220F 3220F 12 2815C ----- ----- ----- 13 2916C ----- ----- ----- 3321A* 14 ----- 3321F ----- ----- 3320A 3321A* 15 3016C ----- ----- ----- 3219F 3320A 16 3117C ----- 3120F 3120F 3218F 3319A 17 ----- 3321A ----- ----- 3217A 3318A 18 3118C ----- ----- ----- 3217D 3217F 3321A* 19 3119D ----- ----- ----- 3218D 3118E 3320A 20 3219D ----- ----- ----- 3219D! 3119D 3219F! 21 ----- ----- ----- ----- 3219D! 22 3220D ----- 3020E 3020E 23 3221D ----- ----- ----- 24 ----- ----- ----- ----- 25 3322D ----- ----- ----- 26 ----- ----- ----- ----- 27 ----- ----- 3021D 3021D 28 ----- ----- ----- ----- 29 ----- ----- ----- ----- 30 ----- ----- ----- ----- 31 ----- ----- ----- ----- 32 ----- ----- 3121C 3121C Imp HS/1-2 -------------- 20 3219D* 21 ----- 22 3220D 23 ----- 24 ----- 25 ----- 26 ----- 27 3221D 28 ----- 29 ----- 30 ----- 31 ----- 32 3322D * denotes that the shuttle/drone was launched into this position. Impulse Activity: ---------------- Imp 05 Hydran announces speed change to 20. Imp 06 Hydran changes speed to 20. Imp 08 ISC launches 1 shuttle, speed 6, direction F. (IS/1) Imp 10 ISC launches 1 shuttle, speed 6, direction F. (IS/2) Imp 13 ISC launches 20-point torpedo from launcher-E, direction A. (IP/1) Imp 14 ISC Warp TACs to direction F. Imp 14 ISC launches 20-point torpedo from launcher-C, direction A. (IP/2) Imp 14 ISC fires PPD at Hydran. Range 7. (Roll 3. PPD Hits. Damage 1+4+1. Reinforcement 0+0+0. Shield Damage 1+4+1 to 6/1/2) Imp 15 ISC PPD pulse hits Hydran. Range 6. (Damage 3+3. Reinforcement 0+0. Shield Damage 3+3 to 1/2) Imp 16 ISC PPD pulse hits Hydran. Range 6. (Damage 1+4+1. Reinforcement 0+0. Shield Damage 1+4+1 to 1/2/3) Imp 17 ISC Warp TACs to direction A. Imp 17 ISC PPD pulse hits Hydran. Range 6. (Damage 1+4+1. Reinforcement 0+0. Shield Damage 1+4+1 to 1/2/3) Imp 18 Hydran announces speed change to 21. Imp 18 ISC launches 20-point torpedo from launcher-B, direction A. (IP/3) Imp 18 ISC PPD pulse hits Hydran. Range 6. (Damage 1+4+1. Reinforcement 0+0. Shield Damage 1+4+1 to 1/2/3) Imp 18 Hydran fires HB-A at ISC. Range 4. (Roll 6. 15 points of damage. 0/0/0/0/8/0 reinforcement = 1/1/2/2/0/1 shield damage) Imp 19 Hydran changes speed to 21. Imp 19 ISC Shuttles IS/1 & IS/2 fire at Hydran. Range 1. (Rolls 1,5. 7 points of damage - 0 reinforcement = 7 taken on shield #1) Imp 20 IP/1 impacts Hydran ship on shield #4. Strength 15 - 0 reinforcement = 15 shield damage. Imp 20 IP/3 impacts Hydran ship on shield #6. Strength 20 - 0 reinforcement = 20 shield damage. Imp 20 Hydran launches 2 shuttles, speed 6, direction D. (HS/1-2) Imp 20 ISC Fires Phasers #3-4 & #8-9 at Hydran. Range 2. (Rolls 1,3,2,5. 18 points of damage - 0 reinforcement = 7 damage to shield #6 and 11 internals) Imp 20 Hydran Fires Fusion-C and Phasers #1-5 & #7 at ISC. Range 2. 38 points of damage. 18 internals. Imp 21 IP/2 impacts Hydran for 15 points of damage on shield #3. 0 reinforcement. Imp 21 ISC launches 1 shuttle, direction F, speed 6. (IS/3) Imp 21 ISC Fires Phasers #1-2 at Hydran. Range 2. (Rolls 1,1. 14 points of damage - 0 reinforcement = 14 internals) Imp 21 Hydran Fires Standard HB-B. Range 2. Roll 8. 17 points of damage. 1/1/1/2/2/9 - 0/0/0/0/0/0 reinforcement = 10 internals Imp 22 ISC shuttle IS/3 impacts Hydran. 18 internals. Imp 22 Hydran tractors ISC using 1 point of tractor. Imp 22 ISC Fires Phasers #5-6 at Hydran. Range 1. (Rolls 3,1. 13 internals) Imp 23 Hydran announces Emergency Deceleration. Imp 23 ISC launches shuttle, speed 0, direction C. (IS/4) Imp 25 Hydran changes speed to 0. Imp 25 Hydran fires 2 pulses from Phaser #6 at IS/4. (Autokill) Imp 25 Hydran fires 2 pulses from Phaser #6 at ISC. (Roll 4,4. 8 points of damage to shield #4) Imp 28 HS/1 & HS/2 fire at ISC. Range 1. (Rolls 3,2. 8 internals. RWarp (5), PPD (3), Phaser#5 (4), Bridge (2), Phaser #6 (10), Impulse (6), Shuttle (7), Shuttle (7)) End: ============================= Ship Hex Speed ----------------------------- Hydran TLM 3322D 0 (Shields 6/12/ 4/ 3/4/ 0) ISC TCC 3321A 0 (Shields 28/25/17/16/0/ 0) IS/1 3121C 6 IS/2 3121C 6 HS/1 3322D 6 HS/2 3322D 6 End Of Turn. ISC repairs 1 RWarp as AWR
HR4_4130.4.25 Sitrep Tourney Duel Hydran / Jason Gingerich jason_gingerich@email.msn.com ISC / John Trauger vorlon@vorlonagent.com Start: ============================= Ship Hex Speed ----------------------------- Hydran TLM 3322D 0 (Shields 6/12/ 4/ 3/4/ 0) ISC TCC 3321A 0 (Shields 28/25/17/ 8/0/ 0) IS/1 3121C 6 IS/2 3121C 6 HS/1 3322D 6 HS/2 3322D 6 Imp Hydran TLM ISC TCC IS/1 IS/2 HS/1-2 HS/3 HF/1 -------------------------------------------------------------- 00 3322D 3321A 3121C 3121C 3322D 3322D 01 ----- ----- ----- ----- ----- ----- 02 3322E 3321B ----- ----- -----! ----- 03 ----- ----- ----- ----- ----- 04 ----- ----- ----- ----- ----- 05 ----- ----- ----- ----- ----- 06 ----- ----- 3221C 3221C ----- 07 ----- ----- ----- ----- ----- 08 ----- ----- ----- ----- ----- 09 ----- ----- ----- ----- ----- 10 ----- ----- ----- -----! ----- 11 ----- ----- 3321C 3323D 12 ----- ----- ----- ----- 13 ----- ----- ----- ----- ----- 14 ----- ----- ----- ----- ----- 15 ----- ----- ----- ----- ----- 16 ----- ----- 3421C ----- 17 ----- ----- ----- ----- 3322E* 18 ----- 3321C ----- ----- 3222E 19 ----- ----- ----- ----- ----- ----- 20 ----- ----- ----- ----- ----- 3122F 21 ----- ----- ----- ----- ----- ----- 22 ----- ----- 3422D ----- 3324D ----- 23 ----- ----- ----- ----- ----- 3121A 24 ----- ----- ----- ----- ----- ----- 25 ----- ----- ----- ----- ----- ----- * denotes that the shuttle/drone was launched into this position. Impulse Activity: ---------------- Imp 01 ISC attempts to tractor Hydran. Uses 4 points of tractor and fails. Imp 01 Hydran launches WW, direction D, speed 6. (HS/3) Imp 01 ISC Fires Phaser #10 at HS/1. Range 1. (Roll 5. 3 points of damage.) Imp 01 ISC Fires Phaser #11 at HS/2. Range 1. (Roll 5. 3 points of damage.) Imp 01 ISC Fires Phaser #12 at HS/3. Range 1. (Roll 1. 4 points of damage. Shuttle is crippled. Reduces to speed 3.) Imp 02 ISC Warp Tacs to direction B. Imp 02 Hydran Warp Tacs to direction E. Imp 02 ISC Fires Phaser #4 as Phaser-3 at HS/1. Range 1. (Autokill) Imp 02 ISC Shuttle IS/2 fires at HS/2. Range 2. (Roll 4. 3 points of damage. Shuttle is destroyed) Imp 10 Hydran Fires 3 pulses from Phaser#6 at IS/1. PFC. Range 1. (Roll 1,2,6. 8 points of damage shuttle IS/1 destroyed) Imp 10 Hydran's WW is voided due to fire. Imp 17 Hydran launches fighter, speed 11, direction E. (HF/1) Imp 18 Hydran fighter HF/1 announces speed change to 10. Imp 18 ISC Warp Tacs to direction C. Imp 18 ISC Fires Phaser #2 as Phaser-3 at HF/1. Range 2. (Roll 6. 1 point of damage) Imp 19 Hydran fighter HF/1 changes speed to 10. Imp 19 Hydran announces raising of fire control. Imp 23 Hydran fire control fully active. Imp 32 ISC concedes. End: ============================= Ship Hex Speed ----------------------------- Hydran TLM 3322E 0 (Shields 6/12/ 4/ 3/4/ 0) ISC TCC 3321C 0 (Shields 28/25/17/ 8/0/ 0) IS/2 3421C 6 HS/3 3322D 3 (Taken 4 points of damage) HF/1 3121A 10
Game: HR4
#4130 Turn: 4 Impulse:
32
Status:
ISC resigns
Web page last updated around 1/20/99 In Corner #1: Weighing 184,000 tons, Representing those wacky methane-breathers in the Guilded cage, those poster children for constitutional monarchy (How many Hydraxians HAVE there been on the throne anyway?) Jason Gingerich (DBA Monty) in the Hydran TLM In Corner #2: Weighing 182,000 tons, Representing those idealists-in-a-can, rescuing the Galaxy from its own voilence by mowing down everything with a phaser which opposes them, John Trauger (AKA Vorlon) in the ISC TCC |
The moderator is also the meister for this one. Paul Franz has
taken on a lot of new games recently so this game page is quite up yet.
We'll link in when it is.
Wow, that WYN game (SFA 4 #107) sure had my head spinning. Trying to think like a WYN fighting an ISC *and* vice versa has been bizarre. I needed the full two days to formulate a likely victory plan against a ship which can simply mow down whatever I throw at it and blow my doors off even after losing half its weaponry. Jason faced an ISC in HR3 and trashed it. It was flown by a guy from my FTF SFB group. With luck, I'll get him some vengeance. Wonder if Jason will try the winning strategy again... Turn 1
IMP 16: He's been at it for a full half-turn. Of course,
he could announce a change to 30 on 17 and it would be as if he's switched
to 31 on 16...
Let's do his EA: We'll start with Housekeeping (4), Speed 17 from IMP 1-27 (+14 = 18), Speed 30 to end of turn (+5 = 23) Bouncing the first PPD pulse(+5 = 28) and bouncing second PPD pulse (+5 = 33). Assumptions: He's got his Hellbores AT LEAST standard-loaded (+6, 39) and at least 2 special shuttles (+2 = 41). He's got 40 power and 5 batteries. If he's got 2 special shuttles, he's already dug 1 into his batteries. If no special-mission shuttles, he's got batteries +1 left. I'd say he didn't charge any Fusions this round... IMP 29: OK, he's turned to D at long last. Looks like those plasmas
will be dogging him until IMP 1.
Oh, BTW, the moderator got all carried away and forgot about my PPD. The way movement worked, pulse #3 hit Shield 1 and Pulse #4 hit Shield #2. Shield #1 had 1 last point of reinforcement left. That plus the OL Hellbore finishes his batteries. All Hydran power is accounted for and he's burned his batteries. No special shuttles. 16 to keep internals at bay... Turn 2
I thought this out: High speed = no reinforcement = plasma damage unless he's got a fancy plan for dodging my torps while staying on my tail. Now the Hydran's on vacation. Did he at least get his IMP 1 SOP in? Nope. :( IMP 1: IMPACT! I knew this one would. Hydran shield #5 down
20 boxes! (no reinforcement?)
Like all of them. Better yet, the game. :) ('course it's MY fault for getting that close and I know it. Won't make that mistake against YOU, Mr. Gondolfi!) IMP 19: The game resumes with my opponent slowing to 14. Wouldn't
have anything to do with that nearby crippled Stinger would it?
Wait a minute. He fired EVERYTHING? Hmmmm... Cue evil grin. IMP 21: DOH! As I put together this SOP for this impulse, I suddenly realized that I could have HETed my last chasing plasma and made IT impact Shield 4 as well...sure it's be about IMP 24, but it's better than uselessly bringing yet another shield into a single-digit magnitude which ISN'T 0. It would have cut back on my internals because he would have been forced to commit Gatling pulses to defense! I just HATE this kind of mistake. <sigh> I comfort myself that my opponent has left himself open to a dirty trick. I launch a shuttle and fire 2 more P-1s down his open shield. My weapons officer is once again running hot as I get 14 internals. I'm still sucking hull and getting a little REAL damage around the edges, but nonetheless, IT'S MIZIA TIME! I think I bagged a Fusion and another phaser. The Hydran, on the other hand, fires his last Hellbore at this time. It is here I am thankful the Hydran was rigged for chasing me down. It, also, is a standard HB. I'm also thankful I kept that last point of shield from the first HB shot. Only 10 internals. If I'd let the shield go down, it'd been more like 12 and I need every internal I can keep him from blowing off. I still lose a Phaser-1 or two, lots of power, both of my F-torps and the last of my batteries. As I write this, I have to wonder what happened to the the other 3 points of his battery power. He had NO reinforcement at any Point. Unless...that speed change to 21 was from battery power! Aha! IMP 22: BLAM! Eat that you methane-sucking monster! Who'd have thunk anyone would load a SUICIDE SHUTTLE facing a Hydran? I did. Cue evil grin. His IMP 22 movement HAD to take him straight forward (barring a HET which he couldn't do) and he didn't have so much as a pea-shooter to stop my shuttle with. 18 points of much-needed internals go right down his open shield. Gone are the last of his hull, his batteries, some more power and phasers, and his other hellbore. So now I have a decision. All I have left to fire is my 360-degree P-1's (I don't expect him to ever be in arc of the LS P-3s). After this impulse his down shield goes out of arc. Do I fire everything or hold something back? Lesee...I've dug pretty deep into his ship. A good phaser strike might toast his shuttle bay. He's still got 2 shuttles and that damned fighter left in there. To make my decision easier, the Hydran tractors me and finds out what I already know: I have no reserve power left. ...So I give both phasers a whirl and find out how well Hydrans protect their fighters (while on the ship anyway). 13 more internals, 8 of which are power hits. I also fry the last of his facing phasers, not to mention his last tractor beam. What a workout for the Hydran ship's inertial stabilizers. The crew had barely got used to slowing down when Wango! he's not slowing anymore. I didn't even get to his shuttle bay. I forgot to take the Center Warp engine into account. I knocked it down a couple of points, while overall reducing the Hydran's power by about 8. Facing a 2-engine TC, I might have gotten to the shuttle bay with favorable rolls. Not a Hydran. By the time a Hydran loses shuttles, it's usually lost the game already. IMP 23: EMERGENCY DECEL?!? Yup. I guess it's a crisis-bond.
He doesn't want to end the turn far away from the only soul in sight, I
guess. Seeing this, I launch my last shuttle.
IMP 32: I AM LUCKIER THAN I DESERVE. I'd like to state that up front. All through Impulses 22-24, I was watching him go by. I'm mentally biting my nails thinking :"It isn't enough. It isn't enough. He's got too many toys. Any impulse now, he'll pop out his fighter and his other two shuttles and I'll be dog meat." I practically pushed my last shuttle out the shuttle hatch to get it on the board ahead of his fighter. The fact that it (his fighter) never put in an appearance mystifies me even now. His fighter and shuttles, even if the fighter had NO Fusions loaded would still do in the neighborhood of 18-24 MORE internals to me. Fusions would be gravy. The one thing I clung to was the thought of "He's gonna have to show me. First, let him do the internals. I'll bow out before the moderator has to figure what they are." Then there's the choice of slipping in behind me. What's up with that? My #4 shield has been sand-blasted by hellbores but it was otherwise intact (well, not after his P-G got through with it...but it still has 6 boxes left). If he'd have just turned to E, he'd have his Gatling staring down my DOWN #5. A Gatler at range 2 is nothing to sneeze at, especially when added to the damage his absent shuttles and fighter could have done. The fat lady would have sung. My theme song would have been "Turn Out the Lights". I THINK his turn mode was fulfilled by then. Let's see for ourselves. He turned(1), slipped in(2), came to range 1(3), went past me(4) before slipping behind me. Humph. He couldn't turn. The speed jump to 21 put him at a turn mode of 5 (speed 20 has a TM of 4). I guess slipping behind me was probably his best available move. So let's do his EA: If his run at speed 21 went all the way to
the end of the turn, his movement would cost him
So here we are: He's got 1 P-G and 3 fusions to his name, 2 shuttles on the board, plus 2 more shuttles in the bays and a shot-up fighter. I have 2 just-fired plasma-G's 3 P-3's and 2 P-1's (one of my FH phasers and my FA+R made it through the onslaught). I also have 2 shuttles of my own on the board, looping back toward our little Koffee Klatch. But I have 26 power to his 22. That Suicide Shuttle made up for the ground I lost on Turn 1 and I came out slightly ahead in the current exchange of damaging energies. I came into this turn thinking that I was gonna lose but leave my opponent in such a shape that he KNEW he was in a fight. Now, I'm back in it. Jason, you HAD your chance. You didn't put me down when you had me at your mercy. You'd better play this turn well, because the next two after it, I'm gonna blow your doors off...er, sorry, forgot I'm an ISC...heh...pacify you real good if you give me half a chance. And it'll hurt, too. So there. Sorry 'bout that Bryans-Gingerich thing, Jason. Really. Turn 4
IMP 1: The Hydran *weasels*?!?!? Why in heaven's name would he weasel? It's not like I have plasma to toss at him... this kinda threw me off. I expected he'd want to drill my shuttles to keep them off his weak shields, not force himself into a passive FC situation. Seemed very counter-intuitive to me, but... He needs weasels to deal with my plasmas. First order of business: tractoring the Hydran. I have 4 points of power...and lose. Oh well, one more shuttle to kill, and killing shuttles is kinda at a premium at right now. So we'll hit each one with one of my Phaser-3's...and get sucky rolls. The only shuttle crippled is the weasel, which is exactly the *reverse* of what I wanted. I needed to damage the weasel so it would die when it hit the wall (a voided weasel continues to move after being voided) so *it* didn't need to be crippled. On the other hand, a cripple is as good as a kill as far as his free-standing shuttles were concerned. Crippling would limit the shuttle P-3 to its FA arc and cut its speed to 3, making it impossible for the thing to turn around and get my ship back into that FA arc ,this turn. next turn...we'll see. One thing at a time. Unfortunately, it didn't work out that way. IMP 2: If at first, you don't succeed, right? we both TAC, me
to bring my stronger Shield #3 to bear while he's looking to bring some
fusions to bear. I fire my last P-1 as a P-3 and one of the *my*
shuttle P-3's to kill his shuttles. I hold the other shuttle back.
I *don't* want to kill the weasel and give him a free ticket to resumed
fire control! So I burn a P-1 as a P-3 and go on with life.
OK, I know when I'm beaten, right? I GUESS I could have gone on, but the Hydran had repaired his 360-degree P-1 as a P-2, he'd pivot again to bring 3 OL fusions to bear plus the P-G, plus the P-2...If I wasn't beaten before, I was then. What frustrates me is that I WAS LOSING, MADE MY WAY BACK TO PARITY, EVEN GOT AN ADVANTAGE, THEN LOST IT ALL TO A ROLL OF A SIX!!! Even worse, my first run at an EAF left me with a 1/2 point I didn't have anything to do with (it went to transporters on the off-chance we'd both have down shields facing each other). when I went back through to maximize my tractor attempt, I pulled a point out of my phaser capacitor for tractors but *forgot* to reassign that 1/2 point. Thus, I only had a 1/2 point in the phasers when it came time to fire that fateful phaser. It just sucks. It's incredibly frustrating to miss by so little. |
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