[FT] AAR-IF vs NRE

5 posts ยท Mar 6 1999 to Mar 6 1999

From: Laserlight <laserlight@q...>

Date: Sat, 06 Mar 1999 08:35:42 -0500

Subject: [FT] AAR-IF vs NRE

Drove up to see John Atkinson off before he goes to Neu Swabia, and somehow
<g> a FT game got started. Roughly 1200 points on a side. 6 IF ships, all
Thrust 6, weak hull, no FTL, 3 with 5 SMR+ 1 Class2 and 3 with 8 Class 2
beams; plus an IF civilian tug. NRE forces were a DesRon, about 12 ships of
frigate/destroyer size.
Set up on more or less opposing courses, closing speed about 10 MU. NRE in a
cluster, my ships in two squadrons by type with the tug in the rear. Turn 1,
both sides accelerate towards each other. I win initiative and start rolling
clumps of eight dice. John realizes why I bring my own dice,
but nothng is killed although three of his ships are hurting--two of his
four missile destroyers fail systems checks and their missiles go offline.
Return fire scratches IF paint. Turn 2. SLM time, and there's no point in
being subtle. John knew I had 15 salvos, but he still grew pale as I started
setting out "one here, one here, two here, two here, one here..." About half a
dozen of his ships were seriously damaged. One of them bravely acted as a
banzai jammer, soaking up fourteen individual missiles (the first four rolls
were 6,4,4,6...more rolls weren't needed). Meanwhile, I maneuvered exactly
into his two missile salvos (I, er, *meant* to do that, just to make you feel
good, John!). Beam time, again I win initiative, and this time we're within 12
inches. 16 beam dice make themselves known. IF Weak hulls also make themselves
known as
return fire eventually nickel-and-dimes two of my three beam ships into
small nebulae. Turn 3. John's ships all ended up swarmed around my tug, which
jumped out, so to speak, in a very final way. My other ships were out of
range. Given that I had a 3 hour drive back and it was midnight, we called it.
Two IF warships and a tug destroyed, the other four essentially untouched;
three NRE DD and a FF destroyed, several others ready for the ship breakers,
only two untouched. Three of mine surviving were missile ships, though, with
only a Class 2 each remaining. Tactically, I'd say I was somewhat ahead;
strategically, loing the tug was fatal. This was my first (yes, first) live
game against an opponent other than
myself, and I missed having my spreadsheets for move predictions.   I
also need to think more about my opponent's probable moves from his point of
view. I might should have varied my weapons mix just a bit, also, although I
was very pleased with my Beam ships.
Large numbers of SMR's make for a very short game--either they're in the
right place, or you lose. On the other hand, banzai jamming is the only
defense against large numbers of SMR; PDS helps, of course, but it takes 4 PDS
to kill ONE salvo on average.

Bon Voyage, John.

From: cgray <cgray@i...>

Date: Sat, 06 Mar 1999 06:32:01 -0800

Subject: Re: [FT] AAR-IF vs NRE

> Large numbers of SMR's make for a very short game--either they're in
One of the problems our group found out about missles If ya guess lucky they
are toast if not you are prolly toast,mabe change them so they fore more like
beams hmmmmm

From: John Atkinson <johnmatkinson@y...>

Date: Sat, 06 Mar 1999 11:40:06 -0500

Subject: Re: [FT] AAR-IF vs NRE

> Laserlight wrote:

> seriously damaged. One of them bravely acted as a banzai jammer,

It was a Frigate, for Christ's sake!

> salvos (I, er, *meant* to do that, just to make you feel good, John!).
 Beam
> time, again I win initiative, and this time we're within 12 inches.
16 beam
> dice make themselves known. IF Weak hulls also make themselves known

No, the black one went away from the SLMs. I then plinked the red one out.

> view. I might should have varied my weapons mix just a bit, also,

Yup. Although against a heavier force (CruRon) the range limit might be a
little dangerous.

From: Laserlight <laserlight@q...>

Date: Sat, 06 Mar 1999 15:22:57 -0500

Subject: Re: [FT] AAR-IF vs NRE

Said I:
> seriously damaged. One of them bravely acted as a banzai jammer,

Said John:
> It was a Frigate, for Christ's sake!

Well, I assure you I didn't *intend* for it to catch 5 salvos. You could've
moved 3 of those salvos to other ships, if you'd only asked....:)

> view. I might should have varied my weapons mix just a bit, also,

(in retrospect, after a few more hours sleep--I was pleased with my dice
for the beam ships).

> Yup. Although against a heavier force (CruRon) the range limit might

That's what Speed 6 is for.   I feel Beam 2 is more efficient than Beam
3,
unless the B3 ship is faster. In which case, send in my Beam 4, Speed 8
battlecruisers.

From: Ground Zero Games <jon@g...>

Date: Sat, 6 Mar 1999 23:09:33 +0000

Subject: Re: [FT] AAR-IF vs NRE

> Large numbers of SMR's make for a very short game--either they're in

It's not so much about "guessing", it's more about trying to outwit and
outthink (and sometimes outbluff)  your opponent - a bit like poker, or
even Real Life (TM)..... <grin>