HR5 Tournament
Game 203
Vorlon vs. Scruffybeard

<---click on image for full view---> 


Game won by Scruffybeard


Vorlonagent in the ISC TCA
Scruffybeard in the Orion TBR (HHg1B)
Moderated by Hemlock

Current Impulse: 4.07
Game started: August 29, 1999
Game finished: December 3, 1999

Turn 1
Turn 2
Turn 3
Turn 4
Other games
Commentary



Turn 1

HR5203.1.32 SITREP
Ace Tournament
Vorlonagent, ISC TCA, vorlon@vorlonagent.com
Scruffybeard, ORI TBR (HHg1B), G_Schapiro@compuserve.com
 

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
============
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
        summary: 8x F hull, 2x A hull, 1x bridge, 1x trans, 1x tract,
                 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
 
 
 

Shield status
ISC     30/17/18/13/18/00
ORI     26/00/12/16/22/00
 
 
 
 

Turn 4

HR5203.4.07 SITREP
Ace Tournament
Vorlonagent, ISC TCA, vorlon@vorlonagent.com
Scruffybeard, ORI TBR (HHg1B), G_Schapiro@compuserve.com
 
 

Positions at 4.06
after all movement
 

SHIP    HEX     SPEED   NOTES
===============================
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
 

Movement
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   -
 

Notes:
T- tractored
 

IMP activities
============
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 resigns
 

Shield status
ISC     00/17/18/13/18/00
ORI     00/00/12/16/22/00
 

Back to Hemlock's SFB page
Mail suggestions, comments, corrections, credit card numbers, etc. to
jonathan.kiang@yale.edu
 
 
Game:  HR5 #5203   Turn: 4  Impulse: 7 Status: ISC conceeds

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

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. 

Turn 1
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. 

Turn 2
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. 

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
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. 

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! 
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 25: NO TURN TO A.  My torp turns though.  To D. 
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 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) 
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. 

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
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.

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.

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