Battle Report Hex 916

9 posts ยท Feb 11 1999 to Feb 12 1999

From: Jerry Han <jhan@w...>

Date: Thu, 11 Feb 1999 15:06:31 -0500

Subject: Re: Battle Report Hex 916

> John Fox wrote:

My God!  What was the size of the table you were playing on?  (8-)

J.

From: Indy Kochte <kochte@s...>

Date: Thu, 11 Feb 1999 15:48:19 -0500 (EST)

Subject: Re: Battle Report Hex 916

> Jerry, etal:

6"?? Wow...REALLY tiny table. :-)

Mk

From: Jerry Han <jhan@w...>

Date: Thu, 11 Feb 1999 15:54:06 -0500

Subject: Re: Battle Report Hex 916

> John Fox wrote:

I guess you played open borders (floating tabletop) then; I just can't picture
FT ships moving 4' 6" a turn without slamming into the table edge or something
like this.

J.

> John

From: Indy Kochte <kochte@s...>

Date: Thu, 11 Feb 1999 16:32:53 -0500 (EST)

Subject: Re: Battle Report Hex 916

> OK, OK, OK

I know; I was jus' giving you grief, that's all.

> 6"?? Wow...REALLY tiny table. :-)

Mk

From: John Leary <john_t_leary@y...>

Date: Thu, 11 Feb 1999 16:18:49 -0800

Subject: Re: Battle Report Hex 916

Mountain climbing isn't about being on the summit, but about being in
> the mountains wrote:

Mk, Please, remember that Johns blood preassure is inversly proportional to
the number of his ships remaining on the table.

:-)

Bye for now,

From: John Fox <jfox@v...>

Date: Fri, 12 Feb 1999 01:22:50 -0800 (PST)

Subject: Battle Report Hex 916

Hello Everyone: This is an abbreviated battle report from a ongoing campaign
game.

Corner #1: Za'Ha'Doomies (Shadows) Basically Kravak with beams and only normal
sensors Fleet: 6 Frigates
                4 Destroyers
                5 Cruisers
1 Battlecruiser Entering speed: 54 All ships are thrust 8 Mission: Cause as
much havoc as possible, suicide squad

Corner #2: NAC Normal FT fleet but a beam happy bulder Fleet: 2 Destroyers
                16 Cruisers
3 Battleships 2 Light Carriers (3 squadrons each) Entering speed: 6 Ships
thrust range from 4 to 8 Mission: Defeand system

Other important items: We use different rules for movement and firing. The
slowest ships move first, then the next fastest up to fighters. So thrust 8
ships move last For firing we do fastest to slowest. Fighters (missiles) first
then
down to thrust 1/2.
This was done to simulate that faster ship can manuever better and also to let
the "smaller ships" (usually the ones with thrust 8) to get at least one shot
off before they became space dust.
        This is a FT/ MT game, no Fleet book.

Round #1, Ding Movement: The NAC advance in line leading with cruisers and
destroyers. The three BB and two CVls are right behind. The carriers each
launch two heavy fighter squadrons. The Shadows move 54 inches to right in
your face, hello have some scatter gun. The distance to my closest cruiser was
1" (2.5 cm)

Firing: Due to the fact that all the Shadow ships had thrust 8 they went
first. In short order subpacks hit the following ships. Destroyer #2, Cruisers
# 9 thru 16 and BB #2. Damage was as follows Destroyer #2 4 points, 1
threashold, no systems lost. Cruiser#9 3 pts Cruiser #10 6pts threashold lost
one beam Cruiser #11 11pts threashold lost 1 beam and one PDAF Cruiser #12
26pts Space dust Cruiser #13 13pts 2 Threasholds, 1 beam, 1 pdaf Cruiser #14
14pts 2 threasholds 1 beam, 2 pdaf, no thrust Cruiser #15 7pts 1 threashold, 1
beam Cruiser #16 14pts 2 threashold, 2 beams, 1 pdaf, FTL Battleship#2 29pts
turned into hulk

Bad scatter gun rolls saved many a ship.

All of this took place with the NAC only being able to fire from 2 destroyers.
They took out 1 frigate and damaged one destroyer. DD#2 did 6 points on
frigate #1 and raised the morale a little bit. Now it was the NACs turn.
Contrary to the Klingon proverb, revenge is a dish best served pipping hot
from the barrel of an A beam. The cruisers and BBs took out the following 4 of
the remaining 5 frigates (last one hurting alot, 3 of 4 damage points
inflicted) All of the destroyers 4 of the 5 cruisers (last one hurting) Badly
damaged the battle cruiser (14 or 15 points)

Round #2, Ding Movement: Shadow: Run away, attempting to turn and run the
frigate ended up on the left side of the board, the cruiser middle (about 32"
from battle line) and battle cruiser just a little futher (just out of range
of by beams) NAC: Not knowing what the shadows would do the ships did and X
pattern with the right side turning towards the left so as to not leave any
area

uncovered.

Firing: Shadows. Destroyer #2 was the only one in range that had no screens.
It suffered 5 more points of damage (and thus was turned into a drifting hulk)
NAC: The shadow frigate was destroyed, and the cruiser was turned into a hulk.
The batlecruiser was out of range and thus not hit.

Round #3, Ding Movement: Shadow lite the FTL up and left (being out numbered
21:1 does wonders for the enemy morale) NAC: Recovery operations commenced.

Lessons learned: If you are going to face someone who comes in fast and has
scatterguns, bring lots of ships. Massive firepower seems to be the only
answer. You are going to take loses but you will have to have lots of ships to
win. The fact that all his ships were thrust 8 means that his cost was higher.
In the long run economics will win. The fighters did not get to participate at
all.

Aftermate: A player can salvage hulks for resource points equal to 50% of
their mass (rounded down).  There were 1-36mass, 3 - 28 mass, 3-16 mass
and 6-8
mass hulks floating around from the shadows.  The NAC has 1-52 mass,
1-36mass
and 1-18mass hulks.  Due to a prior battle I will probably let the mass
8s go because of lack of ships to track all the hulks. (In out game a hulk can
be salvaged if you have a tug and get to it in three turns. Barring that
another ship must sit with the hulk and watch it so it does not get LOST in
space after the three turns.) I am able to research any system that survived
in the hulks. Unfortunetly there are no scatter guns left. I do get armor
which will entail building a couple of test ships. Armor would be the best
option to protect ships against rail or scatter guns. (More research)

From: John Fox <jfox@v...>

Date: Fri, 12 Feb 1999 05:53:25 -0800 (PST)

Subject: Re: Battle Report Hex 916

Jerry, etal: We usually play on table that are 6" long (two side by side). He
started at one end, I started at the other. The distance closed in one turn
then he started to unload scatterguns at my ships. Very nasty stuff. Like I
said, the only way to beat that is to bring MASSIVE amounts of firepower to
bear in a VERY short time.

  John

> John Fox wrote:

From: jim clem <travmind@h...>

Date: Fri, 12 Feb 1999 06:20:09 PST

Subject: Re: Battle Report Hex 916

----Original Message Follows----
Date: Thu, 11 Feb 1999 15:48:19 -0500 (EST)
From: "Mountain climbing isn't about being on the summit, but about
being in the mountains" <KOCHTE@stsci.edu>
Subject: Re: Battle Report Hex 916
To: gzg-l@CSUA.Berkeley.EDU
Reply-To: gzg-l@CSUA.Berkeley.EDU

> Jerry, etal:

6"?? Wow...REALLY tiny table. :-)

Mk

From: John Fox <jfox@v...>

Date: Fri, 12 Feb 1999 06:39:36 -0800 (PST)

Subject: Re: Battle Report Hex 916

OK, OK, OK I hit the wrong key, Good grief, and to think you are actually
intelligent.
  six FOOT (as in feet as in twwelve inches as in 182+cm)