HR5 Tournament |
Current Impulse: 4.07
Game started: August 29, 1999
Game finished: December 3, 1999
Positions at 1.32
end of turn
SHIP HEX SPEED
NOTES
===============================
ISC 0301E 14
ORI 1515A 31
Movement
IMP ISC ORI
========================
1.00 1701D 2530A
1.01 - -
1.02 - 2529A
1.03 1601E -
1.04 - 2428A
1.05 1501E -
1.06 - 2427A
1.07 1401E -
1.08 - 2327A
1.09 - -
1.10 1301E 2326A
1.11 - -
1.12 1201E 2225A
1.13 - -
1.14 1101E 2224A
1.15 - -
1.16 1001E 2124A
1.17 - -
1.18 - 2123A
1.19 0901E -
1.20 - 2022A
1.21 0801E -
1.22 - 2021A
1.23 0701E -
1.24 - 1921A
1.25 - 1920A
1.26 0601E 1819A
1.27 - 1818A
1.28 0501E 1718A
1.29 - 1717A
1.30 0401E 1616A
1.31 - 1615A
1.32 0301E 1515A
IMP activities
============
1.00 ISC speed 14
ORI speed 16
ORI doubles left warp
engine
1.23 ORI announces speed change to 31
1.EOT ORI loses 1x L warp
Shield status
ISC 30/30/24/24/24/30
ORI 30/30/24/24/24/30
Turn 2
HR5203.2.32 SITREP
Ace Tournament
Vorlonagent, ISC TCA, vorlon@vorlonagent.com
Scruffybeard, ORI TBR (HHg1B), G_Schapiro@compuserve.com
Positions at 2.32
after all movement
SHIP HEX SPEED
NOTES
===============================
ISC 0102B -10
ORI 1305C 31
IPB/C 1305C 32
impacted
IPB2 0904C 32
launched 2.26
OD1 0803E 20
Movement
IMP ISC ORI
IPB/C IPB2 OD1
================================================
2.00 0301E 1515A -
- -
2.01 - -
- -
-
2.02 - 1514A
- -
-
2.03 - -
- -
-
2.04 - 1413A
- -
-
2.05 - -
- -
-
2.06 - 1412A
- -
-
2.07 0301D -
- -
-
2.08 - 1312A
- -
-
2.09 - -
- -
-
2.10 0301C 1311A 0301C
- -
2.11 - -
0401C - -
2.12 - 1310A
0502C - -
2.13 - -
0602C - -
2.14 - 1309A
0703C - -
2.15 - -
0803C - -
2.16 - 1308A
0904C - -
2.17 - -
1004C - -
2.18 - 1407A
1105C - -
2.19 - 1406A
1205C - -
2.20 - 1405A
1305C - -
2.21 - 1404A
1404B - -
2.22 - 1304A
- -
-
2.23 - 1303A
- -
-
2.24 - 1202A
- -
-
2.25 - 1201A
- -
-
2.26 - 1101F
- 0301C -
2.27 0301B 1001F -
0401C -
2.28 - 1102C
- 0502C 1102E
2.29 0201B 1103C -
0602C 1002E
2.30 - 1203C
- 0703C -
2.31 - 1204C
- 0803C 0903E
2.32 0102B 1305C -
0904C 0803E
IMP activities
============
2.00 ISC speed 0
ORI speed 16
ORI doubles right warp
engine
2.07 ISC warp tacs D
2.10 ISC warp tacs C
ISC launches 2x 20 pt
plasma (IPB,IPC), speed 32, 0301C
2.18 ORI announces speed change to 31
2.20 ORI fires 3x ph-3 (5,6,9) at IPC, range
1
rolls: 4,3,1 => 12 damage
12 damage to IPC, strength
reduced to 14
2.21 IPB/C impact ORI, both pseudos
2.26 ISC launches 20 pt plasma (IPB2), speed
32, 0301C
ISC fires PPD at ORI,
range 8
roll: 8 => wavelock
achieved
3/3 damage to shields
1/6, 3/3 reinforcement, 0 marked
2.27 ISC warp tacs to B
ISC announces speed
change to -10 (reverse)
ISC fires PPD at ORI,
2nd pulse, range 7
1/4/1 damage to shields
6/1/2, 1/0/0 reinforcement, 0/4/1 marked
ORI fires 5x ph-1 (1-4,D)
at ISC, range 7
rolls: 5,1,1,2,4 =>
14 damage
14 damage to ISC, shield
2, 1 reinforcement, 13 marked
2.28 ORI HETs
ORI launches 1x drone
(OD1), speed 20, 1102E
ISC fires PPD at ORI,
3rd pulse, range 8
1/4/1 damage to shields
3/4/5, 1/4/1 marked
2.29 ISC fires PPD at ORI, 4th pulse, range 9
1/4/1 damage to shields
3/4/5, 1/4/1 marked
PPD wavelock ends
2.EOT ORI loses 1x R warp from doubling
Shield status
ISC 30/17/24/24/24/30
ORI 26/29/22/16/22/30
Turn 3
HR5203.3.32 SITREP
Ace Tournament
Vorlonagent, ISC TCA, vorlon@vorlonagent.com
Scruffybeard, ORI TBR (HHg1B), G_Schapiro@compuserve.com
Positions at 3.32
after all movement
SHIP HEX SPEED
NOTES
===============================
ISC 0102D 0
ORI 0202A 12
tractored, real speed 30
IPB2 1406C 32
impacted
OD1 0202F 20
destroyed
IS1 0202C 0
destroyed
IS2 0202C 0
destroyed
IPC2/E 0205E 32
impacted
OD2 0203A 20
destroyed
IS3 0102C 6
Movement
IMP ISC ORI
IPB2 OD1 IS1
IS2 IPC2/E OD2 IS3
===========================================================================
3.00 0102B 1305C 0904C
0803E - -
- -
-
3.01 - -
1004C - 0102C
- -
- -
3.02 - 1306D
1105C 0703E -
- -
- -
3.03 - -
1205C - -
0102C - -
-
3.04 - 1406D
1306C 0603E -
- -
- -
3.05 - -
1406C 0503E -
- -
- -
3.06 - 1407D
- -
- -
- -
-
3.07 - -
- 0403E -
- -
- -
3.08 - 1308E
- 0303E 0202C
0202C - -
-
3.09 - -
- -
- -
- -
-
3.10 - 1208E
- 0202F -
- -
- -
3.11 - -
- -
- -
- -
-
3.12 - 1109E
- -
- -
- -
-
3.13 - -
- -
- -
- -
-
3.14 - 1009E
- -
- -
- -
-
3.15 - -
- -
- -
- -
-
3.16 - 0910E
- -
- -
- -
-
3.17 - 0809F
- -
- -
- -
-
3.18 - -
- -
- -
- -
-
3.19 - 0709F
- -
- -
- -
-
3.20 - -
- -
- -
- -
-
3.21 - 0608F
- -
- -
- -
-
3.22 - -
- -
- -
0102D - -
3.23 0102C 0508F -
- -
- 0103D -
-
3.24 - 0407F
- -
- -
0203C - -
3.25 - 0307F
- -
- -
0204D - -
3.26 - 0306A
- -
- -
0305D - -
3.27 - 0205A
- -
- -
0205E - -
3.28 0102D 0204A -
- -
- -
0204A -
3.29 - 0203A
- -
0202CT 0202CT - 0203A
-
3.30 0102C 0202AT -
- 0201CT 0201CT -
- -
3.31 - -
- -
- -
- 0103A -
3.32 0102C 0202FT -
- -
- -
- 0102C
Notes:
T- tractored
IMP activities
Shield status
Turn 4
HR5203.4.07 SITREP
Positions at 4.06
SHIP HEX SPEED
NOTES
Movement
Notes:
IMP activities
ISC resigns
Shield status
Back to Hemlock's SFB
page
In Corner #1: Weighing
182,000 tons, Representing the race who made war on a whole spiral arm
to keep the peace, John Trauger
in the ISC TC
In Corner #2: Weighing
141,000 tons, Representing the race whose motto is "what's yours is mine",
Greg
Schapiro in the Orion TBR Turn 1
Turn 2
I also learned a valuable lesson: An Orion like this depends on phasers
to notch a shield for hellbore use. A starcastling ISC can generate
enough power that general reinforcement becomes a serious option.
If the Orion is unable to get a good, solid gouge on a shield, he's got
a BIG problem come hellbore time, especially if he's doing this feinting
stuff like Greg is.
Turn 3
I don't understand. He didn't fire phasers or hellbores at me.
Could he have NOT realized my phasers would hit his plasma-munched shield
#6? After all the shield-boundary surfing he was doing? I'll
likely bag a phaser or two. The first won't be a big deal.
He has a LS P-3(unfired). After that, he has no phaser-3 padding.
All his other P-3's are out of arc, meaning I kill phaser-1s or the gat
and none of them have fired this round. Fine by me. I guess
he still has the overrun planned. If he doesn't HET next impulse,
I'll be VERY surprised. If not, I'll be very happy.
The internals just came in. HE TOOK ALL 25. 18 internals.
I bagged 3 Warp, the LS P-3, 2x P-1's, his drone rack, a transporter, a
tractor, a shuttle, PLUS all his hull and 2 Cargo. Life is sweet.
We'll see how badly he makes me pay.
REWIND TO IMP 25!
IMP 25: NO TURN TO A. My torp turns though. To D.
IMP 30: My opponent has paused to asses the situation before moving.
He may think I'm out of TACs and looking for that last-ditch emergency
HET to turn my down shield away from him. Maybe he's wondering if
he should slip out to range 2 (his turn mode isn't fulfilled yet.
IMP 30 move fulfills it, allowing him to turn on 31) He moves in
to range 1 off my dead shield and I respond with a TAC and a--surprise!--tractor
beam. Also I shoot a P-3 into that down shield. 2 phasers,
a transporter and a Warp! Yee ha! On the other hand, He hits
with both hellbores. 24 damage! Hits that should have gone
to my Aft hull instead go to excessive rolls of 4, thumping my Right Warp.
I lose all my F. Hull, 4 right, 1 left warp, a bridge, transporter, tractor,
2 P-1s and my used F-torp (drone hit-whew!). He even bagged a battery
(only one, thankfully)
Interlude: I thought long and hard about whether to continue the tractor
and how much power to use. After the repaired Warp box, he's still
down 5 power out of 27 to start. Max double is 44, but he's not likely
to burn the Impulse so 42's more likely. We can see the "Cocaine
Rule" starting to take hold as his power drops to the point where he'll
need to double both engines just to maintain operational power (you will
recall that he got 39 out of a 1-engine double on Turn 1).
That's what feeding 2 hellbores'll do to ya. I did his EA in advance.
He has about 28 points of critical power needs (4 housekeeping, 6 hellbore,
4 for shield repair (2 and 6) and about 14 for 21 hexes of movement (figure
he'll want to run at speed 30 for the first 10 or 11 impulses to dodge
the 2-turn F (and real F) I can pop out this turn. This is before
phasers, which will run an additional 6 1/2 and recharging batteries for
another 4.
I was down more Warp than average for 24 internals but I still figured
I could handle as much as 24 points in the tractor auction, but as I thought
about it, I realized that I would be depending on him running and depending
on an opponent's action might not be the wisest of moves. Really,
the only reason to go all-out is to try to actually keep the T-beam and
there was 0% chance of that. He is simply able to produce more power
than I can. So I thought maybe a moderate auction, to take the edge
off his reinforcement and make EA a bit of a hassle, maybe assure that
any range 6-8 sniping on my part would hit shield, not reinforcement.
Then I thought, "why am I trying so hard to swat him this turn?"
Time is on my side, not his. I also started thinking about what he
was gonna do while he was leaving. The expected turn to B would not
only turn a fresh shield to bear, it would put him off a fresh shield (boy
I'm glad I tractored him. Saved on myself an extra 4-8 internals)
He will have 5 P-3s hot on IMP 1: the 2 he didn't fire and 3 right side
ones. He can hit me with the 2 left P-3s on IMP 1 and the right-side
boys on IMP 2, which could gouge Shield 1 very well and I need shield 1
as intact as I can get it for his next attack run. Maybe I'm better
off with extra energy as shield reinforcement. Let him run and I'll
go into a defensive posture. My time will come. I dunno, anybody
out there think I should have maybe launched my shuttle on IMP 31?
Might have drained away some phasers or encouraged him not to shield-slam
me.
After initially telling the moderator I wanted to continue the tractor
beam, I have requested the ability to cancel this. If I am not allowed,
I put 1 point into it. I don't expect any use for the tractor this
round anyway. The Orion will have launched his drone before it would
recycle anyway. The other trac is destroyed. Jonathan Kiang
was nice. He's letting me drop the tractor, rather than auction.
Turn 4
Well that's it. I'm running low on phasers and those hellbores
are going to carve a deep gouge through my ship. I needed to bag
at least one HB to stay competitive. Since I didn't, I'm toast.
He'll have phasers to kill my remaining shuttle (which, yes, is also a
suicide) and his last weasel will take care of my F-torp. Collateral
damage won't cut it. I'm beat. Aloha. Go back to Vorlonagent's Tactics Archive
============
3.00 ISC speed 0
ORI speed 17
IPB speed 32
OD1 speed 20
ORI doubles L warp,
R warp, and impulse (glowing like a light)
3.01 ISC launches 1x shuttle (IS1), speed 4,
0102C
3.03 ISC launches 1x shuttle (IS2), speed 4,
0102C
3.04 ORI fires 3x ph-3 (7,8,10) at IPB2, range
1
rolls: 3,2,6 => 11 damage
11 damage to IPB2, IPB
reduced to 15
3.05 IPB2 impacts ORI, strength 10
10 damage to ORI, shield
3, 10 marked
3.08 IS1 & IS2 announce speed change to 1
3.10 ISC fires 1x ph-3 (12) at OD1, range 1
roll: 4 damage => OD1
destroyed
3.16 IS1 & IS2 announce speed change to 0
3.22 ISC launches 2x 20 pt plasmas (IPC2/E),
speed 32, 0102D
3.23 ISC warp tacs to C
ORI announces speed
change to 30
3.25 moderator error, many die rolls used
ORI: 2x d6 (4,4)
ISC: 6x d6 (2,4,3,3,5,5)
18x 2d6 (3,6,8,5,8,11,9,10,4,5,4,8,10,7,7,5,8,4)
3.26 ORI fires 5x ph-3 (9,C) at IPE, range 1
rolls: 2,3,3,4,1 =>
20 damage
20 damage to IPE, IPE
reduced to 10
3.27 IPC2/E impact ORI, strength 30
30 damage to ORI, shield
2, 1 reinforcement, 29 marked
3.28 ISC warp tacs to D
ORI launches 1x drone
(OD2), speed 20, 0204A
3.29 ORI tractors IS1 & IS2, range 1
ORI fires 5x ph-1 (1-4,D)
at ISC, range 2
rolls: 4,4,1,3,5 =>
24 damage
24 damage to ISC, shield
6, 24 marked
ISC fires 6x ph-1 (1-6)
and 3x ph-3 (7-9) at ORI, range 2
ph-1 rolls: 2,6,4,2,4,1
=> 30 damage
ph-3 rolls: 3,3,1 =>
12 damage
42 damage to ORI, shield
6, 12 reinforcement, 30 marked
IS1 fires 1x ph-3 at
OD2, range 1
roll: 6 => 3 damage
3 damage to OD2
3.30 IS1 & IS2 death dragged, both blow up
like unarmed shuttles
ISC imp tacs to C
ISC attempts to tractor
ORI, range 1
1 pt used, ORI is tractored
ORI psuedo-speed is
12, ISC remains at 0
ISC fires 1x ph-3 (11)
at ORI, range 1
roll: 2 => 4 damage
4 damage to ORI, shield
6, 4 internals
internal rolls: 10,4,9,4
&nbsq; summary: 1x trans, 1x
L warp, 1x ph-3 (9), 1x ph-1 (1)
ORI fires 2x OL hellbores
(A,B), enveloping, at ISC, range 1
rolls; 9,7 => 60 damage
60 damage to ISC, shield
6 is the "weak" shield
6/6/6/6/6/30 damage,
6/6/0/0/0/2 reinforcement
0/0/6/6/6/8 marked,
22 internals through shield 6
internal rolls: 4,7,4,6,6,4,7,9,7,4,
5,9,7,7,9,3,10,5,5,4,
2,10
1x L warp, 4x R warp, 1x batt, 2x ph-3 (7,8),
1x plasma (E)
3.31 ISC fires 1x ph-3 (10) at OD2, range 1
OD2 autokill (previous
damage)
3.32 ORI forces ISC into barrier
5 damage to ISC, shield
4, 5 marked
ISC launches shuttle
(IS3), speed 6, 0102C
3.EOT ORI repairs 1x L warp as AWR
ORI loses 1x L warp,
1x R warp, 1x imp from doubling
ISC 30/17/18/13/18/00
ORI 26/00/12/16/22/00
Ace Tournament
Vorlonagent, ISC TCA, vorlon@vorlonagent.com
Scruffybeard, ORI TBR (HHg1B), G_Schapiro@compuserve.com
after all movement
===============================
ISC 0102C 0
ORI 0202F 0
IS3 0102C 6
IPB3 0102C 32
impacted
OS1 0202A 6
OS2 0202D 6
OD3 0102F 20
impacted
IS4 0102C 5
OS3 0202F 5
weasel
IMP ISC ORI
IS3 IPB3 OS1
OS2 OD3 IS4
OS3
===========================================================================
4.00 0102C 0202F 0102C
- -
- -
- -
4.01 - -
- 0102C 0202A
- -
- -
4.02 - -
- 0202C -
- -
- -
4.03 - -
- -
- 0202D -
- -
4.04 - -
- -
- -
0202F - -
4.05 - -
0102CT - -
- 0102F -
-
4.06 - -
0102C - 0201A
0203D - 0102C
0202F
4.07 - 0202E
- -
- -
- 0202C -
T- tractored
============
4.00 ISC drops tractor on ORI
ISC speed 0
ORI speed 0
IS3 speed 6
ORI doubles both warps,
impulse, and AWR
4.01 ORI labs IS3, range 1
roll: 5 => IS3 is a
seeking shuttle targetted on ORI
ISC launches a 20 pt
plasma (IPB3), speed 32, 0102C
ORI launches 1x shuttle
(OS1), speed 6, 0202A
4.02 IPB3 impacts ORI, strength 20
20 damage to ORI, shield
1, 18 reinforcement, 2 marked
ISC labs OS1, range
1
roll: 2 => OS1 is a
manned shuttle
4.03 ORI launches 1x shuttle (OS2), speed 6,
0202D
4.04 ISC labs OS2, range 1
roll: 2 => OS2 is a
manned shuttle
ORI launches 1x drone
(OD3), speed 20, 0202F
ISC fires 1x ph-3 (12)
at OD3, range 1
roll: 6 => 3 damage
3 damage to OD3
4.05 OD3 impacts ISC, 24 damage
24 damage to ISC, shield
1, 9 reinforcement, 15 marked
ORI tractors IS3, range
1
ORI fires 4x ph-1 (2-4,D)
and 5x ph-3 (C,10) at ISC, range 1
ph-1 rolls: 5,1,5,5
=> 20 damage
ph-3 rolls: 2,4,4,1,6
=> 19 damage
39 damage to ISC, shield
1, 1 reinforcement, 15 marked, 23 internals
internal rolls: 5,10,6,6,8,8,8,11,6,3,
5,7,6,3,7,8,7,4,9,12,
9,10,3
summary: 5x A hull,
1x aux, 1x tract, 4x batt, 2x L warp,
1x R warp, 4x impulse, 2x ph-3 (9,12), 1x ph-1 (3),
1x plasma-F (D), 1x PPD (A)
ISC fires 2x ph-1 (2,3)
and 1x ph-3 (9) at ORI, range 1
ph-1 rolls: 2,2 => 14
damage
ph-3 rolls: 6 => 3 damage
17 damage ORI, shield
1, 17 marked
2x ISC d6 rolls (6,4)
used in error
4.06 ISC launches 1x shuttle (IS4), speed 5,
0102C
ORI launches 1x weasel
(OS3), speed 5, 0202F
ORI under weasel restrictions
IS3 released from tractor
ISC fires 1x ph-1 (4)
at OS3, range 1
roll: 4 => 4 damage
OS3 is crippled, drops
to speed 3
ISC fires 2x ph-1 (1,5)
and 1x ph-3 (11) at ORI, range 1
6 ECM (weasel), +2 die
shift
ph-1 rolls: 6(8), 3(5)
=> 7 damage
ph-3 roll: 6(8) => 0
damage
7 damage to ORI, 7 marked
4.07 ORI warp tacs to E
IS4 impacts OS3 for
18 damage
OS3 and IS4 destroyed,
4 collateral damage to ORI
4 damage to ORI, shield
2, 4 internals
internal rolls: 5,5,8,6
summary: 3x C hull,
1x R warp
ISC fires 1x ph-1 (6)
and 1x ph-3 (10) at ORI, range 1
6 ECM (weasel), +2 die
shift
ph-1 roll: 5(7) => 3
damage
ph-3 roll: 5(7) => 1
damage
4 damage to ORI, shield
2, 4 internals
internal rolls: 8,5,7,4
summary: 1x cargo, 1x
C hull, 1x R warp, 1x ph-3 (10)
ISC 00/17/18/13/18/00
ORI 00/00/12/16/22/00
Mail suggestions, comments, corrections, credit card numbers, etc.
to
jonathan.kiang@yale.edu
Game: HR5
#5203 Turn: 4
Impulse: 7 Status:
ISC
conceeds
Once more, we face an Orion. Shjakko's Orion was Plasma-F's backed
by phasers in HR4089 and Greg's is a variant on
the "Stinger-O" with 2x Hellbore and the obligatory P-G in the nose, with
a LS P-1 and a drone rack. Shjakko's package didn't draw much power
(plasma-F's hold for free) whereas Greg's practically mandates doubling
at least one engine to feed those hungry hellbores. This feeds into
my general anti-Orion strategy, which is to focus on engine attrition.
I hem, haw, delay and dissemble the initial clash of arms to make him burn
that last extra Warp box, hastening the Orion's inevitable slide into cocaine-rule
hell. Greg's a veteran PBEM player one of the few to precede the
"HR3 explosion" of PBEM players. He's always been in the upper-echelons.
I'm expecting a tough fight.
Orion speed: 16 (1 engine doubled)
My speed: 14
Not exactly a blistering start, but players almost always start slow
to gauge an opponent.
IMP 3: Per my standard tactical doctrine, I turn away and start surfing
the map edge towards the upper-left corner.
IMP 8: Up until now, the Orions' been going straight-arrow. Now
he's sideslipping towards me while still turned to A. It's as if
he's reluctant to leap to the chase. Fine by me.
IMP 23: No the Orion kicks it to speed 30. No surprise here.
He never turns toward me.
Orion speed: 16 (1 engine doubled)
My speed: 0
Well, heck. Where the hades am I really gonna go anyway?
It's not like I can compete with Mr. Turn Mode A in my Turn Mode D bathtub.
IMP 7: A TAC to direction D
IMP 10: And again to direction C and now that I have Greg close enough
to centerlined, I drop a couple of G-torps his way, just to make a nice
speed-bump for his closing with me. They ought to impact after going
9 hexes if he keeps up current course and speed.
IMP 18: Once again with the 16/30 split.
IMP 20: 3 P-3's for my nice little torps as the ISC slips out to let
the torps run for 11 hexes. 12 damage. Down to 24 between the
two.
IMP 21: Impact! Piff. Both pseudoes.
IMP 26: The Orion starts slipping back towards me and culminates this
with a turn to F...straight at me. Here's my real B-torp, Mr. Orion.
Have fun.
The Orion is now approaching along a hex grain. The fact that
he's moving and I'm not means he can surf the shield boundary,.choosing
which shield he wants to hit. Needless to say, I am a little perturbed.
IMP 27: And a TAC to B to get the other G-torp ready, and I decide
to get a little extra distance between me and him (mid-turn speed change
to -10). Just for fun, let's top it all off with the PPD, shall we?
Wavelock at range 7. His response: 5 P-1's and what a set of rolls!
14 damage at range 7! Ouch! I manage to bounce a point of damage,
which I guess tips my hand as to where the speed change came from.
:)
IMP 28: So much for the Orion. He HETs to C and runs, launching
a drone to cover his tracks. After some internal debate, I decide
NOT to fire my own P-1s back. I certainly couldn't count on as good
rolls as he got, therefore I'm not going to break his shield and I'll need
the power for the REAL attack run which ought to occur next round.
he does a wonderful job of spreading the PPD damage among several shields
I get a 4-point ding on #1 and chew 8 points off his #4. I sandpaper
#2, #3, and #5 for a point or two.
I didn't think as hard as I should have about the fact that he only
doubled 1 engine. That should have telegraphed that he wasn't serious
about making a run at me, but I treated it like an attack run anyway.
All in all, I'd have happily traded his HET bonus for my PPD, but I'd have
preferred not to have thrown in my pseudoes.
Orion speed: 17 (but he doubled both engines AND the Impulse engine)
My Speed: 0 again.
IMP 1: I put a shuttle in space, facing C
IMP 2: The Orion turns to D to bring his ship around toward me.
That means he's going to deal with my plasma.
IMP 3: And another shuttle, same facing.
IMP 4: ...The Orion sure like those 3 P-3's. 11 damage to my
plasma
IMP 5: Impact. Conveniently enough the plasma had to travel its
11th hex to impact the Orion Shield #3, doing 10 points of damage, no reinforcement.
IMP: 8 My shuttles slow to speed 1. And the Orion turns to E.
IMP 10: The Orion's drone is now at range 1. since it doesn't
move next impulse, I have a second shot at it, so I shoot one P-1 at it,
which turns out to be enough to kill. It's not like the drone could
have been a IV.
IMP 16: My shuttles drop speed to 0, perhaps not unpredictably.
IMP 17: The Orion turns to direction F. He's committed now, but
he's s little far out for immediate response.
IMP 22: Plasma launch, both to direction D. At current speed,
he'll end up at range 2 from my ship. I thought I'd charge a little
admission for entering range 5. Like 40 points of plasma. Once
again, he's angling for a shield boundary.
IMP 23: In anticipation of his surfing, my ship TACs to face C, keeping
his ship facing my Shield #2. When he announced his mid-turn speed
change to 30, the next few sitreps came impulse by impulse as I gauged
his movement and tried to keep my plasmas in the Orion's path. My
brother predicted he'd phaser the plasmas down and take them on a flank
shield. I was determined to keep that from happening.
IMP 25: The Orion turns to A as I expected. I expected he'd turn
to A to keep from having to HET to run away.
IMP 26: Here was a definite quandary: Where do I move my plasmas?
They close to range 1 but at an angle to the flight of the Orion.
If I move them in front of the Orion, he'll TAC to the left and force me
to HET while he passes. He'd have the opportunity to drop the Phaser-G
take the plasmas on a flank shield. (I forgot that he'd taken my
last-turn plasma on that shield and it wouldn't hold up) At the same
time, if I position the plasmas off his shield #6, he'll slip to the right
and have the opportunity to drop the gat plus 3 P-3s into the plasmas and
take them (again) on a flank shield. I considered HETing the plasmas
to follow instead of simply turning them, but that would lead to them hounding
him down the hex row. He'd have to turn in before they'd even hit,
but that could make problems for his plan of overruning me. I decided
on shield #6. he shot a couple of P-3s into the plasma but not the
G. 8 points, -4 to warhead. Next move, the F-torp drops to
15.
IMP 27: IMPACT!. Greg slipped INTO my plasmas! because
they didn't move to impact, they were still at full-strength! 36
to his shield #6. After 9 reinforcement, it's a ragged 7 boxes.
I considered what to do. the Orion's at range-4. He's on the
hex-grain so he'll fire into my shield #1 but his facing of A means my
ship will fire into that same Shield #6. I throw all my phasers into
that shield I'll get about 23 damage. Even if he burns his batteries,
that'll still be 12 internals. Or I could wait and let him get closer
and maybe knock down a second shield to make his future life a problem.
Problem was, it didn't look like Greg had used up all his reinforcement.
His engines were putting out 50 points of power, his movement was worth
14, +6 1/2 for recharging phasers, +4 for housekeeping, +6 for hellbores
and +9 reinforcement. This, is a total of 39 1/2 before considering
whether he OLed his hellbores. That leaves 10 1/2, +4 for batteries.
If he has OLed his hellbores, he has 4 1/2 energy left, plus batts.
Why do I think that 4 1/2 is either reinforcement on shield #1 or a reserve
HET? Either way, I decided to cut loose now. The decider was
realizing that, barring a HET his #6 would be facing me for the nex two
impulses. Greg's too smart to allow that so he's going to shoot now
and cut his losses. I can only assume that Greg either through there
was only one plasma there or was sure I'd put them off his shield #1
I got 25 damage, 2 points above average! That's a minimum of 14 internals.
The moderator made a BIG mistake in interpreting the Orion's orders
on IMP 25 and the Orion didn't catch it until the headaches set in with
trying to cope with the above situation. I'm probably being too nice
a guy to let the rewind occur, but the moderator asked and I agreed.
I just didn't want Greg to walk away from this thinking, "the moderator
made a mistake and my opponent was too much of a prick to do it over".
Plus I'd like to win on the numbers, not by a moderator mistake.
I have no problem with opponent mistakes. :) On the other hand,
waiting this long to tell the moderator (and/or not paying close enough
attention to your game to notice the mistake) is itself an error.
I might not be so nice a second time. I certainly intend to use every
scrap of knowledge gleaned by the first time around. Figure the guy
has 5 reinforcement on Shield #6, 8 on Shield #1. As the plasmas
bear down on him, he fires as as little as he can get away with into them
and bludgeons through them. If he turns to A on IMP 26, his IMP 27
move will take him right into the torps but he can cut it so that they
drop his shield #1 to single-digits. The key is he'll be riding the
shield boundary and my torps are off his #1, not #6. My phasers fire
won't hit the same shield as the torps will. No easy internals, but
it could cost him two shields. Interesting plan. We'll see
how close he dares get. Glen has the look of someone who wants to
bring the hammer down on me in one overwhelming SLAM!. Indeed, he
must. His Orion's on a strict timetable and may have wasted a turn
already. back to (revised) live action.
IMP 26: Yup. NOW he turns to A. My torp slips to look him in
the eye...and take his incoming phasers...no doubt as my opponent expected
it would. Let's see if he uses more than one Gat pulse. I'd
half expect he would, simply to have more than a threadbare #1 shield.
He doesn't have those left-rear phasers this time. This is an important
difference for me. Instead of running at an angle to the Orion's
flightpath, it's right in front of him dead in his way. He can't
slip, can't force the plasma to HET, can't take them on a side shield.
The torps will also hit him at full strength wherever he goes, unless he
fires at range-5 and HETs, which might do damage, but wouldn't be the hammerblow
he needs to win this. he's got to make every HB load count and I
don't think range-5 will do that for him. Plus, he'd be out of HET
bonuses. He drills my torps with all the phasers he can scrape together
(including the gat) and gets the full 20 points of damage.
IMP 27: IMPACT! The Orion slips to F and my torps wipe out his
Shield #6. With help from on point of reinforcement, he takes no
internals.
IMP 28: OK, maybe I'm tired of running my ship like a statue.
A quick TAC to D to face any incoming phasers with a better shield than
my munged one. The Orion responds with a drone.
IMP 29: POW! BIG exchange of weapons fire! My ISC shoots
off 6 P-1s and 3 P-3s at the Orion and takes his 5 P-1s back! I take
24 and give 42. ALL My P-3's rolled 4's! That's what gave me
that extra kick. The Orion (in my opinion) WASTED two points of precious
power by tractoring my shuttles. One of them got off a P-3 shot at
his drone but didn't kill it. We'll see what that slimy Orion bahstard
has up his sleeve for reinforcement. If I knew this I might have
TACed to face him this impulse. Of course, he might have some something
different, like slip to face my thus-exposed weak shield on IMP 30 and
rake me over the coals. All in all, I like this just fine.
I'll take a max of 24 internals (albeit probably in 2 volleys). NO
hellbores though. Which means he's committed to continuing towards
me. Which means I can TAC to bring my last two P-3's to bear on him
for another 6-8 internals. I'll take the worst end by volume but
if I score 3 or more engine hits out of it, he'll be the loser. Personally,
I'd have said "screw the extra 5 internals. I'm outta here!" and
fired both hellbores and HETed away, but I'm not my opponent. Last
time something hit that shield, it had to burn through 9 points of reinforcement.
Think he has 9 THIS time, kids? Actually, yes. In some ways,
I really hope so.
Well my hopes came true. 12 reinforcement on Shield #6.
That means he didn't use batteries last time. Let's Re-do his EA:
2x doubled 11-box warp engines and a doubled 3-box Impulse for 50
points of power +4 for batteries (I can't assume he HETed from battery
power last turn. In fact, I'm pretty sure he didn't). 21 hexes
of movement for 14 power, housekeeping for 4, recharging phasers
for 6 1/2, 13 points of reinforcement and 2 points in tractors and 6 for
hellbores, with the expected +6 for OLing both HBs. Lesee...carry
the 2... I'm getting 45 1/2 +6 for 51 1/2 out of 54 max if he OLed
both hellbores. That's 2 1/2 unaccounted for. Figure
the 1/2 is in HET, but the remaining 2 is NOT in batteries. Between
the 1 point to stop internals off shield 2 and NOT seeing that 3 reinforcement when my plasmas slammed that shield 6 in a previous life, I KNOW his batteries
are dry. The question is: Where's the other 2? Likely tractors,
but he might have a suicide shuttle prepared...or a weasel. Both
COULD be prudent things to do, depending on how he expected the game to
run.
IMP 31: It was a nail-biter but I decided to shoot my last P-3 into
the oncoming drone instead of the Orion. The drone would shield #2
and the shield could take the damage, but it would be hanging on be a thread
afterward, which got my spider-sense tingling. I decided to play
it safe.
IMP 32: In a surprise move, he decides to slam me into the wall.
Shield 4 which takes the 5 damage. I respond with my third shuttle.
My speed: 0 (not surprising)
Orion speed: ZERO!!!
So the pirate wants to party! We weren't expecting company this
turn, but I think we can oblige. He's doubled both engines and the
impulse (total 44 points of power) so we're looking at a hot time in the
old town tonight. Those two unallocated points now become VERY significant.
Are they weasels, suicides, or just two points of tractor energy that he
felt there was no point in using against me?
IMP 0: I drop my tractor beam. Not that I could have held it....
IMP 1: Orion labs my shuttle and finds it's a seeking shuttle.
Big surprise, huh? Orion launches a speed-6 shuttle. My contribution
is a F-torp.
IMP 2: SLAM! He takes the F-torp without shooting a phaser at
it! 18 points of reinforcement stripped off the Orion Shield #1,
2 damage. In the meantime, I find out his shuttle is manned.
IMP 3: Another Orion shuttle...
IMP 4: This shuttle is also manned. Also he drops a drone from
his now-not-destroyed rack. I have a P-3 for that...Ouch! Roll
of a 6. My phaser rolls have sucked so bad a points. 3 points
of damage.
IMP 5: BIG OUCH! That was a Type-IV DRONE?!? Yeah, he can
do that. No internals but my shield #1 has 15 boxes knocked off it.
Everybody's phasers come back on line! The ether scorches!
He fires all his P-1's his LS P-3 and his P-G. I shoot an anti-mizia
of 2 P-1's and a P-3. I take 39, he takes 17. NOW come
the internals. 23 in fact. Down go 2 P-3's, a P-1, 3x warp,
all my batteries, all my impulse, my last Plasma-F, and my PPD! OK...
If I can nail him with the plasma and my remaining phasers, I can still
even the odds. Except for his aft phasers, he's dry.
The question is: what are his remaining two shuttles. If they're
suicides, I'm in trouble. If they're weasels, I'm in worse.
IMP 6: Out comes the last of my shuttles and he...weasels?!?
Worse, it's speed is such that it'll move into my hex next impulse.
Reluctantly, I burn a P-1 to kill it, and another one (plus P-3) into the
Orion. 7 more points through the weasel restrictions.
IMP 7: The Orion tacs to F. Yeah, that last shuttle WAS a suicide.
18 internals are reduced to 4. 3 hull and a Warp are the casualties.
I throw a P-1 and P-3 into the mix. He's gonna tac again next impulse.
Another 4 points, a hull, cargo, warp, P-3.
Drop a line to Vorlonagent.