[FT] FB K'V

1 posts ยท Dec 1 1998

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

Date: Tue, 01 Dec 1998 02:58:49 -0800

Subject: [FT] FB K'V

Gave K'V rules a runthrough tonight, which was made more interesting by
inexperience of players.  Don't have play-by-play, but was. . . 2600
points per side. K'V was Light Carrier, DN, CA, PC, 2xDD, 2xFF, 3xIntruders.
Other side was NRE DN, NRE Torpedo Destroyer, NSL
Richtofen, 2xNSL DDs, 1xNSL FF, and two ships which were home-brew
designs I don't have stats for but which were based on models of Omega and
Hyperion.

I umped.

Fleets came at each other, with the Humans maneuvering around the side of K'V.
Much wierdness with headings and vectors. Humans whacked a scout ship, and
smacked another destroyer so hard it lost control for 6 turns and floated off
the board. 6 Human Heavy Fighter squadrons and 1 Attack squadron attacked into
K'V fleet. Knocked down 2 KV squadrons, destroyed a KV Frigate, and did the
damage to that destroyer. Then those that survived the scatterguns got pounced
by K'V fighters and more or less wiped out.

Then Human player realized what he was doing, and realized he was flying at
high speed off the board. Crash deceleration, (and floating the table 12"
three times) kept him on the board, but spread out his fleet so badly that he
lost 2 destroyers to K'V without any real ability to respond. Oops. We called
it on account of time and on account of Human player needing about 12 turns to
get his formation back together.

Comments, observations, etc. First: Human fleet was patchwork, and the
two screwball custom designs were grossly deficient on long-range
firepower.  Humans fight K'V best at 19-24", and these ships weren't
cutting the mustard there.  One missle launcher--needed either more, or
none. Varying thrust rates made maneuver difficult. Kra'Vak: NEVER give
Kra'Vak to relatively new player, or one not intimately familliar with Vector
Movement! KV player didn't use that nice expensive maneuverability. I would
have been all over the place. K'V were not that bad, but they were too tough
to really kill. Am downing the armor to 1.5 boxes per mass, rounded down. I
think I like this system, will be tweaking it more.