Fighting KVs

5 posts ยท Jul 4 1997 to Jul 10 1997

From: Peggy & Jeff Shoffner <pshoffner@e...>

Date: Thu, 3 Jul 1997 23:22:54 -0400

Subject: Fighting KVs

Well, we had a few more fights today. Our analyses are:

2:1 odds against KV tended to be overkill. The KV seriously hurt the humans,
but in the end were wiped out with plenty of human ships flying around; one
third unscathed.

3:2 odds seemed a bit more even. Humans were severely injured, but managed to
either destroy all KV ships, or disable thrusters (A KV CAL going 18"

velocity with no turning capability doesn't stay on the board long.)

KV player realized his ships' superior manuvuerability near the end of second
game, so he might had won if he had used this in the beginning.

Fighters are pretty much useless against KV; they turn too fast to predict
where they'll be (obviously using optional rule that fighters move before
fleet movement.)

Missiles did okay; weren't thrilled by the damaged inflicted. Will try EMPs
the next time.

Pulse Torps were horrible; when you got in range, the KV would pound you to
pieces.

Super Destroyers, Heavy CAs, SuperDreadnoughts were the big pounders on the
human side. We humans won the second game only because I had one keavy CA and
one Super Destroyer virually unscathed for round 5.

Suggestions for rules amendments: KV lose one lvl of armour per threshold
crossing. Think of it as that much armour being vaporized in the heat of
battle.

When sizing fleets, use the 3:2 point selection; seemed to work for us.

On other notes, when scaling down the fight so that it fits on a smaller

table, increase the area size of effects to say 1.5 normal. This would be for
ADAF and Wave and Nova guns.

On other notes, been working on my Kitchen Fleet; ya know, I'm a pretty good
balsa wood carver! I have a couple of CVs and CAs, and a host of fighters (or
is that a 'toast' of fighters....) Anyway, what has me a little stumped is
what to use for "engines." I'd like something different, not
Enterprise/Klingon warbird engine look alikes; any suggestions?

From: Peggy & Jeff Shoffner <pshoffner@e...>

Date: Sat, 5 Jul 1997 15:06:54 -0400

Subject: Re: Fighting KVs

> Why not use electric plugs for the job? Okay so you have 3

Ya know, I never thought of that.   Hmmmm, could be interesting.  Or
maybe even better; the plug serves as the "spikey, pointy thing that shoots at
you" battery. Regular two pronger could be two B batteries, while a three
pronger could be two Bs and one A.... Oh, did I ever mention that I'm slightly
insane?    :)

From: Tony Wilkinson <twilko@o...>

Date: Tue, 8 Jul 1997 09:45:44 -0400

Subject: Re: Fighting KVs

> At 08:22 PM 03-07-97 -0700, you wrote:

> On other notes, been working on my Kitchen Fleet; ya know, I'm a pretty
Why not use electric plugs for the job? Okay so you have 3 pins pointy
backwards, so what? It seems that nobody can tell which wat the SaVasu fly.

From: Tony Wilkinson <twilko@o...>

Date: Thu, 10 Jul 1997 06:26:52 -0400

Subject: Re: Fighting KVs

> At 12:06 PM 05-07-97 -0700, you wrote:
I'm disapponited! Only slightly mad?

From: Tom McCarthy <tmcarth@f...>

Date: Thu, 10 Jul 1997 06:50:30 -0400

Subject: Re: Fighting KVs

I always thought electrical plugs had inspired the front and aft of B5's