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Plasma-F torpedoes hold for free and start the game armed. Each Ready Rack holds an additional charge. They are armed like any other Plasma-F (3 turns of 1-1-3 power). Assume every Gladiator you see is armed with a Plasma-F. Why yes, Hydrans are hilariously good at arming their Fusion Fighters. And they bring oh so many to a fight. EDIT: I just double checked - I've overloaded 4/6 of my Hellbores, and I can't de-overload them to fire past range 10. Oh well, onto ships they can go! berryjon fucked around with this message at 06:55 on Jul 22, 2015 |
# ? Jul 22, 2015 06:41 |
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# ? Apr 24, 2024 15:32 |
I'm back, but I won't be able to run the turn until tomorrow. Thus, order deadline is 24 hours.
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# ? Jul 23, 2015 22:16 |
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Shoeless, do you want to make any changes to the movement plot, or shall we keep diving in while keeping the same Break Conditions?
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# ? Jul 24, 2015 03:22 |
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berryjon posted:Shoeless, do you want to make any changes to the movement plot, or shall we keep diving in while keeping the same Break Conditions? Keep going.
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# ? Jul 24, 2015 04:01 |
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Gnoman: You heard my fellow! Keep moving Straight ahead,, while keeping the same Breaks as before.
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# ? Jul 24, 2015 04:14 |
Impulse 2 Anarchist launches a fighter Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrier Uncloaked War Eagle (This was never cloaked to begin with, which I think I overlooked in some of my updates, it is directly south of the #2 C8) transports 2 crew to D6 #2 Uncloaked War Eagle (This was never cloaked to begin with, which I think I overlooked in some of my updates, it is directly south of the #2 C8) transports 2 crew to D6 #2 Impulse 3 Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrier Impulse 4 Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrier Impulse 5 Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrier Impulse 6 Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrie Impulse 7 Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrier Impulse 8 Romulan War Eagle in arc R from all Hydran ships, range 4 Romulan War Eagle in arc R from all Hydran ships, range 4 Romulan War Eagle in arc LF from all Hydran ships, range 20 Romulan War Eagle in arc LF from all Hydran ships, range 20 KF5 Frigate in arc LF from all Hydran ships, range 17 KF5 Frigate in arc RF from all Hydran ships, range 27 KR+ Cruiser in arc LF from all Hydran ships, range 22 BREAK CONDITION "Detection of a romulan unit within 10 hexes" triggered.
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# ? Jul 25, 2015 00:40 |
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Could we get another copy of the picture but with labels turned on please?
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# ? Jul 25, 2015 02:26 |
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Gnoman posted:Romulan War Eagle in arc R from all Hydran ships, range 4 That's not good. Hey Shoeless, want to make a sharp right and go subhunting?
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# ? Jul 25, 2015 05:37 |
Shoeless posted:Could we get another copy of the picture but with labels turned on please? I've been leaving the labels off in this scenario because the board's so cluttered. I can change that policy if you like.
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# ? Jul 25, 2015 13:12 |
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We don't need to see the names of the empty ships - except perhaps for one in each line up so we know which is which. Edit - Shoeless, should I fire some my standard Hellbores at the incoming fighters? From the situation and our plans, most of our damage is going to come from Fusions, so I feel that it won't be a waste. berryjon fucked around with this message at 16:04 on Jul 25, 2015 |
# ? Jul 25, 2015 15:57 |
berryjon posted:We don't need to see the names of the empty ships - except perhaps for one in each line up so we know which is which. It isn't easy to remove them - the token properties get all screwed up. Producing this is possible, but I have to edit each individual ship if I don't manage to close Maptool before it autosaves or I lose the ability to turn them.
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# ? Jul 25, 2015 16:11 |
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berryjon posted:We don't need to see the names of the empty ships - except perhaps for one in each line up so we know which is which. berryjon posted:That's not good. Hey Shoeless, want to make a sharp right and go subhunting? I say we stick with the plan. Get to R8 of the freighters by the end of the turn and blast them. Let's not get distracted by the romulan ship in our R arc. As you say, you can afford to use the hellbores so firing off some of them at incoming fighters sounds like a sound plan to me.
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# ? Jul 25, 2015 19:34 |
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Conditional Fire Order: IF there are at least two Romulan Fighters within Range 15, and in my FA arc of the Anarchist, use 3 points of Battery (i.e. all) to raise my ECCM to 4. Fire a single standard Hellbore at the nearest Romulan Fighter (lowest launch number if tied). If it hits, (10 damage on a 2-7 on 2d6), then on the next impulse repeat with the next closest Romulan Fighter. If the first shot misses, then on the subsequent impulse fire the second standard Hellbore at the same target. (ECCM to 4 cancels the +2 ECM inherent to fighters, and the +2 for the Small Target Modifier at this range for an even shot) BREAK CONDITIONS
Gnoman, is the above clear and easy to understand?
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# ? Jul 26, 2015 05:31 |
berryjon posted:
Quite clear. I'll get to the turn soon.
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# ? Jul 26, 2015 12:50 |
I've just realized that an error has been made. I did not check the Master Fighter Chart prior to the scenario, and the Stinger-I is only speed 12, not speed 15. It's too late to correct it in the scenario, so I will be treating this as a prototype upgrade. Impulse 9 Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrier Anarchist shifts battery power into ECCM Anarchist fires Hellbore C at Gladiator I fighter. Shot hits despite some remaining ECM effect. Gladiator I fighter destroyed! Hellbore roll (with -1 malus): 7 Impulse 10 Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrier Anarchist fires Hellbore D at Gladiator I fighter. The shot misses cleanly! Hellbore roll (with -1 malus): 11 Impulse 11 Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrier Impulse 12 Fighter Launches from Small Auxiliary Carrier Fighter Launches from Small Auxiliary Carrier Impulse 16 Orders for second half are due in 48 hours
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# ? Jul 26, 2015 17:56 |
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Gnoman posted:I've just realized that an error has been made. I did not check the Master Fighter Chart prior to the scenario, and the Stinger-I is only speed 12, not speed 15. It's too late to correct it in the scenario, so I will be treating this as a prototype upgrade. Don't fret! There is a St-1+ (a Stinger 1 with a ST-2 engine, or equivalent upgrade) mentioned in Captain's Log #21 - YIS Y168, 9BVP. quote:Anarchist shifts battery power into ECCM Which source of ECM did I miss? SHOELESS We are now range 9 from the enemy fighters; did you want to start firing fusions from our ships on them (assuming standard loads), or wait until R8, and let me fire some more Hellbores?
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# ? Jul 26, 2015 18:48 |
berryjon posted:Don't fret! There is a St-1+ (a Stinger 1 with a ST-2 engine, or equivalent upgrade) mentioned in Captain's Log #21 - YIS Y168, 9BVP. quote:Which source of ECM did I miss? Carrier is lending 2 points - As far as I can, there's no Tactical Intelligence level that would reveal this.
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# ? Jul 26, 2015 18:51 |
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berryjon posted:SHOELESS I'll wait until R8, you keep on hellboring. If I can, I'd like to devote a few phasers taking out those admin shuttles. I imagine they're bringing crew to other ships.
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# ? Jul 26, 2015 19:24 |
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Gnoman posted:Carrier is lending 2 points - As far as I can, there's no Tactical Intelligence level that would reveal this. The response: quote:Jon Berry : So, what's the EW status of everything we can see? Shoeless posted:I'll wait until R8, you keep on hellboring. If I can, I'd like to devote a few phasers taking out those admin shuttles. I imagine they're bringing crew to other ships. Don't worry about the Admin shuttles. At most, they can hold 2 crew units, and the damage has been done. I don't have any more standard HBs, so there's no option to fire now. But I can start firing off over loads at R8. Keep your fusions for ships, and phasers for anti-plasma work as there's no way I'll be able to kill all the fighters with my heavy weapons.
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# ? Jul 27, 2015 00:19 |
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Alright. I'm tempted to have my fighters use their fusions against enemy fighters, though at these ranges it would take double charges.... The logic being, we don't have to worry about plasma torps from the fighters if the fighters are dead. While I know we couldn't get all of them, we could still thin them out to the point where our phasers have a much better chance of wrecking them. Thoughts?
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# ? Jul 27, 2015 06:04 |
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Shoeless posted:Alright. I'm tempted to have my fighters use their fusions against enemy fighters, though at these ranges it would take double charges.... The logic being, we don't have to worry about plasma torps from the fighters if the fighters are dead. While I know we couldn't get all of them, we could still thin them out to the point where our phasers have a much better chance of wrecking them. Thoughts? Let me crunch some numbers in the morning - We can shoot them up with fusions (remember, we only need to do 6 damage, not 8 to mission kill them!), but with 23 fighters still in play, that's a lot of plasma. We may need to turn off and run them out (and whittle them down with the gatlings and side phasers) and come back in two turns to try again - after dealing with the armed plasma from the ships on turn 3.
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# ? Jul 27, 2015 06:29 |
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Dammit - thinking about this too much. GNOMAN: Vital question here: Are the ships on the line we are on Warbirds, or WB+ (YIS Y158)? And if we fire on them, will they be treated as normal ships for the purposes of damage (AKA, using the DAC, etc?)
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# ? Jul 27, 2015 08:31 |
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berryjon posted:Let me crunch some numbers in the morning - We can shoot them up with fusions (remember, we only need to do 6 damage, not 8 to mission kill them!), but with 23 fighters still in play, that's a lot of plasma. We may need to turn off and run them out (and whittle them down with the gatlings and side phasers) and come back in two turns to try again - after dealing with the armed plasma from the ships on turn 3. Jesus, they had 12 each? Crud, they almost have numerical parity, though they're torpedo bombers rather than fighters at least. Yeah, with that in mind I think it's prudent to have our fighters attempt to cripple as many of them as possible while our ships fire upon the freighter at the end of the turn, assuming we don't have to turn away from incoming torpedoes.
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# ? Jul 27, 2015 09:01 |
berryjon posted:The response: Just found D17.194, which states explicitly that you get EW information. My apologies - each fighter is using their built-in points, and is receiving 2 points of ECM from their carrier. As for the warbirds, they are neither - they are YWB Veiled Warbirds. I'll record the shots for later use, but to make things simpler for me I'm just going to require a set number of damage points to kill all inactive ships (in the event they get damaged and then made active, I'll run the shots through the DAC.
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# ? Jul 27, 2015 13:02 |
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What is the arming status of the Fusions and Hellbores on Shoeless' ships? I know he mentioned he forgot to arm the Hellbores last turn, but verification is good.
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# ? Jul 27, 2015 17:16 |
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quote:Given that we have 24 Stingers in play (2 Anarchist, 3 Dragoon, 0 Knight, 6 Lord Marshal, 4 Lancer, 9 Ranger), here is the plan: Shoeless, do you see any immediate problems with this plan of action for the next two impulses? Gnoman, is there any confusion about what I want to do?
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# ? Jul 27, 2015 17:45 |
berryjon posted:Gnoman, is there any confusion about what I want to do? Just as a rules clarification (orders are perfectly comprehensible), are you able to use two deck crews per fighter because they have two fusion beams, or is there a rule that I'm not noticing that allows you to put multiple crews on the same task (as I originally posted, and retracted because I thought I was misreading things)? (The ruleset is big, and there's a lot to keep track of. Having somebody in the match that knows them as well is a big help.)
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# ? Jul 27, 2015 17:55 |
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Carriers typically have 1 Deck Crew per fighter - with more that can be purchased through Commander's Options. However, up to 2 Deck Crews can work on a single-space fighter at a time (J4.8712). And given that we have to reload as many Fusion beams as possible, I have made the decision to double-speed reload half our fighters at the expense of not arming any of the others until the first half is done. J8.433 notes that each 'charge' is a half-action, which means that 1 Deck Crew could load 1 Charge every 16 impulses, or 64 for all 4 charges. Using two deck crews, that becomes 32 impulses (Deck Crews work parallel, not serial, so it's still 16 impulses per charge, just doing two at a time and not 8 impulses per charge, one at a time. Does that make things clear?
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# ? Jul 27, 2015 20:00 |
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berryjon posted:Shoeless, do you see any immediate problems with this plan of action for the next two impulses? Gnoman, is there any confusion about what I want to do? Looks good to me. It's quite refreshing to have someone who is taking the lion's share of the burden of figuring out contingencies and who knows the game well. One thing that is confusing is that Gnoman said that the Stingers have 8 charges each, so I'm not sure why you want to land and recharge after only expending 4 changes on some of the fighters.
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# ? Jul 27, 2015 20:02 |
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Shoeless posted:One thing that is confusing is that Gnoman said that the Stingers have 8 charges each, so I'm not sure why you want to land and recharge after only expending 4 changes on some of the fighters. The Ready Rack for the Stingers on our ships holds 8 charges worth of Fusion Beams. The Stingers themselves hold 4 charges (2 charges for each of two Fusion Beams). We reload the fighters from the charges in the Ready Rack, and can power charges into the Ready Racks during Energy Allocation. Shoeless posted:Looks good to me. It's quite refreshing to have someone who is taking the lion's share of the burden of figuring out contingencies and who knows the game well. And I want you to ask questions of me when you need to. I know a lot of stuff, but you may not. So explaining it to you will help both of us out!
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# ? Jul 27, 2015 20:12 |
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Oh, right.Got that mixed up. Also, the Dragoon has, since it had excess power, begun charging some suicide shuttles this turn.
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# ? Jul 27, 2015 23:25 |
berryjon posted:Carriers typically have 1 Deck Crew per fighter - with more that can be purchased through Commander's Options. However, up to 2 Deck Crews can work on a single-space fighter at a time (J4.8712). And given that we have to reload as many Fusion beams as possible, I have made the decision to double-speed reload half our fighters at the expense of not arming any of the others until the first half is done. J8.433 notes that each 'charge' is a half-action, which means that 1 Deck Crew could load 1 Charge every 16 impulses, or 64 for all 4 charges. Using two deck crews, that becomes 32 impulses (Deck Crews work parallel, not serial, so it's still 16 impulses per charge, just doing two at a time and not 8 impulses per charge, one at a time. It does.
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# ? Jul 28, 2015 01:03 |
Berryjon, You have 4 fighters more than you thought - you have two of each destroyer (The Lancers are named Thought and Memory and the Knights are Inflexible and Indomitable), so as of now you have 28 fighters in play. It wasn't until just now that I realized you thought you only had one of each DD. Impulse 17 Plasma Torpedo launch from Romulan Gladiator 1, strength 20 Plasma Torpedo launch from Romulan Gladiator 1, strength 20 Plasma Torpedo launch from Romulan Gladiator 1, strength 20 Hydran Weapons Fire Fusion beam fire from Thought fighter 1 - 2 shots at RIS 0002 fighter 1 Fusion beam fire from Thought fighter 2 - 2 shots at RIS 0002 fighter 1 RIS 0002 fighter 1 DESTROYED Fusion beam fire from Lord Marshal fighter 1 - 2 shots at RIS 0001 fighter 2 Fusion beam fire from Lord Marshal fighter 2 - 2 shots at RIS 0001 fighter 2 RIS 0001 fighter 2 DESTROYED Fusion beam fire from Dragoon fighter 1 - 2 shots at RIS 0002 fighter 2 Fusion beam fire from Dragoon fighter 2 - 2 shots at RIS 0002 fighter 2 RIS 0002 fighter 2 DESTROYED ****ALL CURRENTLY EMPTY (weapon fired) FIGHTERS DESTROYED**** Fusion beam fire from Ranger fighter 1 - Two shots at RIS 0001 Fighter 3 Fusion beam fire from Ranger fighter 2 - Two shots at RIS 0001 Fighter 3 RIS 0001 Fighter 3 DESTROYED Fusion beam fire from Ranger fighter 3 - Two shots at RIS 0002 Fighter 3 Fusion beam fire from Ranger fighter 4 - Two shots at RIS 0002 Fighter 3 RIS 0002 Fighter 3 DAMAGED Rolls 5,3,6,4 for a total of 4 damage, need 6 to cripple (Going to exercise GM privellige and veto your "plasma torpedo" turn break because it is only one more impulse until your "after shooting" break", and I don't want to stop it too often. Sorry about that, hope you understand.) Impulse 18 2 Fighters land on Thought 2 Fighters land on Lord Marshall 1 Fighter lands on Dragoon 3 Fighters land on Ranger Rearming of landed fighters begins Plasma Torpedo launch from Romulan Gladiator 1, strength 2 Fusion beam fire from Thought fighter 3 - 2 shots at RIS 0001 fighter 4 Fusion beam fire from Thought fighter 4 - 2 shots at RIS 0001 fighter 4 RIS 0001 fighter 4 DAMAGED (Rolls 6,6,4,6 for 1 damage, 6 needed to cripple) Fusion beam fire from Lord Marshal fighter 3 - 2 shots at RIS 0002 fighter 4 Fusion beam fire from Lord Marshal 4 - 2 shots at RIS 0002 fighter 4 RIS 0002 fighter 4 DESTROYED Fusion Beam Fire from Ranger fighter 5 - 2 Shots at RIS 0001 Fighter 5 Fusion Beam Fire from Dragoon fighter 3 - 2 Shots at RIS 0001 Fighter 5 RIS 0001 Fighter 5 DESTROYED Fusion Beam Fire from Ranger fighter 6 - 2 Shots at RIS 0002 Fighter 5 Fusion Beam Fire from Ranger fighter 7 - 2 Shots at RIS 0002 Fighter 5 RIS 0002 Fighter 5 CRIPPLED (Rolls 1,4,4,5 for 7 damage - 6 needed to cripple) Fusion beam fire from Lord Marshal fighter 5 - 2 shots at RIS 0001 Fighter 6 Fusion beam fire from Lord Marshal fighter 6 - 2 shots at RIS 0001 Fighter 6 RIS 0001 Fighter 6 DESTROYED Fusion beam fire from Ranger fighter 8 - 2 shots at RIS 0002 Fighter 6 Fusion beam fire from Ranger fighter 9 - 2 shots at RIS 0002 Fighter 6 RIS 0002 Fighter 6 Crippled (Rolls 6,6,1,3 for 6 damage) Overloaded fusion fire from Thought - 1 shot at RIS 0002 Fighter 3 (unless I missed something, Thought has no ECCM of it's own, so the total ECM is 4 Roll (with 2 malus) 8 - miss. -TURN BREAK-
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# ? Jul 28, 2015 16:36 |
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Four Destroyers? Pardon me, I need to go hit my head on the nearest ESG. Anyways, that helps a little; but I won't be able to think things through until after work.
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# ? Jul 28, 2015 16:55 |
berryjon posted:Four Destroyers? Sorry I didn't remind you sooner, it wasn't until you were posting an incorrect fighter count that I realized the rpoblem. quote:Lancer Class Destroyer
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# ? Jul 28, 2015 19:53 |
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Gnoman posted:7 fighters destroyed, 2 crippled, 2 damaged Holy crap. I didn't think fusions out at 3+ hexes would be anywhere near that dangerous! Did we just roll really well or is that par for the course performance, because
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# ? Jul 28, 2015 22:21 |
Shoeless posted:Holy crap. I didn't think fusions out at 3+ hexes would be anywhere near that dangerous! Did we just roll really well or is that par for the course performance, because Compare it to 4 disruptors (12 potential damage) or 4 photon torpedos (16 or 32) at each target, and it looks a lot less impressive (4 fusions will do between 0 and 16 damage at this range, but the variable damage per shot as opposed to being hit-or-miss really hurts). You did roll quite a few 1s, which helped, but the big thing was the sheer number of beams being fired.
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# ? Jul 29, 2015 02:17 |
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Shoeless posted:Holy crap. I didn't think fusions out at 3+ hexes would be anywhere near that dangerous! Did we just roll really well or is that par for the course performance, because A massed strike at range 10 from fusion Beams is extremely dangerous. Yes, the Fusion Beam is the (second/third) worst Heavy Weapon in the game, but quantity has a quality of its own. I'm still thinking, but at this point, I think we should empty our remaining heavy weapons and turn off. There will still be another dozen of so Plasma-F's coming our way, and who knows what the cloaked Romulan to our right is capable of. We start opening up the range now, the less we have to worry about with the Plasma.
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# ? Jul 29, 2015 03:33 |
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Can we get another picture of the battlefield as it stands of this impulse, Gnoman?
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# ? Jul 29, 2015 15:32 |
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# ? Apr 24, 2024 15:32 |
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Shoeless posted:Can we get another picture of the battlefield as it stands of this impulse, Gnoman? Yes, please.
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# ? Jul 29, 2015 16:58 |