Indy hits with Pulse Torps!! A mini game report... (long)

4 posts ยท Aug 26 1998 to Aug 27 1998

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

Date: Wed, 26 Aug 1998 09:44:08 -0500 (EST)

Subject: Indy hits with Pulse Torps!! A mini game report... (long)

(oh, damnation, I forgot those bloody email tags; amend subject line to read:

   [GZG: FT/FB] Indy hits with Pulse Torps!! A mini game report...
(long)

thanks - Mk)

The other night I finally got an opportunity to head down to Wash, DC, and get
involved in some FT gaming going on down there at the Game Parlor outside
Fairfax. There turned out to be three of us that night playing: our
list-member
John Atkinson, another guy named Jason, and myself. Due to traffic in B'more,
and having had to take a co-worker home because his car was in the shop,
AND because I only learned that day my schedule was free to play so had to
dash home to get some ships and ship sheets in case whomever was running
things
didn't have any extra, I ran a little late (okay, an hour :-/ ). Met the
infamous John Atkinson.

John and Jason were just setting up a 1500 pt reinforced cruiser squadron
encounter (each side had 1500 pts of cruisers and escorts). They were using
the FleetBook rules, and had ships designed by John (John's fleets were a
curious mix of FSE and NSL minis; we already know John likes the FSE minis,
but we also know his, oh, stance when it comes to the FSE nation ;-). I
had a haphazard collection of ship sheets I just grabbed from my extras pile
from the 'aftermath' of Origins (one of these days I may actually clean
up/out
my living room - we'll not talk about the rest of the apartment!). John
came up with the thought that if I could take 3000 pts worth of ships, he and
Jason would combine forces and we'd just have a larger encounter. So I started
wading through my ship sheets.

I managed to come up with a 3002 pt force, a NAC and NSL mixed fleet (I used
all FB standard designs; no modifications or sub-classes; no time to
make anything else up). Had a mix of destroyers, cruisers, and heavy ships.
One
carrier (NAC light carrier), one super-D (NSL), a NAC BB and BS, an NSL
CA and CE, a NAC CE, and a pair of destroyers from each (I think that was it;
I had 11 ships to their 15-ish). We used Vector Movement (I need a LOT
more practice before I get into any fancy maneuvering that one can do in
Cinematic) and while John typically uses the Core System Rules, we opted not
do (I really personally don't like them much, think they tend to unbalance
things; a friend of mine, Daryl, in Colorado came up with a set of rules for
'lighter' core system his (such as 'Bridge' meant you had to write your
movement orders 1 or
2 turns in advance, or 'Sensors/Scanners' making targets 'move' one
range band further away for targetting and weapons fire purposes), but I
didn't bring his
write-up, so we opted not to use any). In games I run/play I generally
have a
starting speed set between 8-12 (granted, it's very arbitrary and I
could not give you guidelines or concrete reasons as to why I'll have starting
speeds set to 8 one game, and somewhere else in another game or scenario
starting speeds set to 10 or 12; just one of those subliminal things with me
*shrug*),
but John said typically they do double the max speed of your slowest ship.
For me, that was the NSL super-D, Thrust 2 (God, it's slow!!). My
starting speed at the far end of the table was 4. John's was I think 8.

We began closing (me bein' pokey), and soon John & Jason were flying towards
me
at speeds between 16-19. I was coming at them at speeds 7-9. Fighters
were out. I had opted to take 2 Interceptor squadrons and 3 Standard
squadrons. I had toyed with taking a torp or attack squad, but not knowing the
capabilities of the ships I was facing (just how MANY area defense ships were
in there, for example), I opted to be a bit more conservative. Thus also my
relatively low speeds, too.

Basically the battle was a 'classic' run up, smack your opponent as you
closed, smack 'em again as your momentum carried you away from each other,
then either
slow to re-engage, or speed up to break off. No finesse in this pick-up
scenario. So we closed.

John got first shots on my lead destroyers, but failed to take one out. Then
the next turn we were close enough for me to start using my medium and long
range weapons...plus a few pulse torps (I was just waiting for the joke rolls
to come up: "You need a 3+ to hi", and I would roll nothing but 1s and
2s...or
I would get a 3+ and roll crappy on damage). My NAC BB got a chance to
fire his
torps at a cruiser, so I did. I needed a 4+

I rolled a 5 and a 6! TWO hits in ONE try!! WAHOO!!!

Then I rolled the damage die: 1 and 2. Gah, geez oh pete, 3 whole points.
Ting! Ting! Jason looked at me as if I were high for thinking these things
were going to destroy him.

While John was concentrating all his fire on my NSL CA, I fired my NAC CE's
pulse torp (in a desperate attempt to HIT something!). And...it hit! That's
THREE in a row!! The damage die...came up 6! Wa-hooooo!!!!! My NSL CA
finally
died, but I didn't care - I hit with 3 pulse torps in one turn!  :-)

Then my one NSL destroyer fired into one of John's heavy cruisers with a
couple of Class-2 and Class-1 batts. I then proceeded to roll a small
metric tonne of rerolls (what I term as 'teskes' as Aaron Teske was doing this
to me almost regularly during the playtest stages in life). I inflicted
somewhere around 15 pts damage from that lone destroyer! That hurt his
cruiser.:)

> From there the game devolved momentarily into a clash of titans. The

During that turn and the following I managed to hit with approx 60% of my
pulse torp fire. That was very satisfying.

In the end as John and Jason's ships broke off (while I tried to brake
to '0';
the super-D had suffered a significant number of threshold hits after 2
checks which left it with no engines so it kinda drifted backwards away at a
speed of
5), I had lost ~4-5 ships and had a couple others moderately or lightly
damaged
(the super-D was heavily damaged). John and Jason had lost a few
cruisers (my fighters were harassing Jason's one escort cruiser) and a couple
of destroyers. I'm not sure what shape their ships were left in by this point.
But they conceded that I took the victory)and moving away from me at speeds
upwards of 19, no way in hell I was going to ever catch 'em!). Felt more like
a draw to
me; the super-D would be in spacedock for *months*! But I did 'control'
the board in the end.

Dont' know when I'll get time to get down there again and play. Hopefully hook
up with some of the other DCers and see what happens. Next time I'll remember
to grab my starmat to play on.:)

Indy

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

Date: Wed, 26 Aug 1998 17:17:18 -0500 (CDT)

Subject: Re: Indy hits with Pulse Torps!! A mini game report... (long)

> You wrote:

> John Atkinson, another guy named Jason, and myself. Due to traffic in

BTW, that's Jason Atkinson, my younger brother. That's why I can insult him
like that.:)

> and while John typically uses the Core System Rules, we opted not do

Note--the unbalancing is generally in favor of the smaller ships, in my
experience. They tend not to have so much damage left over when the reactor
core goes critical.:)

> speed at the far end of the table was 4. John's was I think 8.

CruRon, thrust 4 for all but the 2 CLs. 8 it was.

> the ships I was facing (just how MANY area defense ships were in

Four--I had three medium cruisers, two in escort config, and 1 in
missle. Both Jason's mediums were escort. Unfortunately we broke formation and
lost two mediums before the fighters attacked.

> John got first shots on my lead destroyers, but failed to take one

One damn point.

> In the end as John and Jason's ships broke off (while I tried to brake

Note that my parting salvo of SLMs came within what, 6 points of blowing it
up. A few luckier rolls and it would have been too close to
call win/loss wise.

> I'm not sure what shape their ships were left in by this point. But

Well, I had three cruisers in dry-dock shape, plus two gone, including
the flagship. Since we don't care about our allies, we won. From the alliance
standpoint, the alliance lost. Jason broke off with what, half of his ships.

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

Date: Wed, 26 Aug 1998 16:05:32 -0700

Subject: Re: Indy hits with Pulse Torps!! A mini game report... (long)

I can only nod wisely, as if I knew what the hell was actually going
> on... wrote:
(long)
> thanks - Mk)

It would seem that the 'Spirit of Indy' visited the west coast
for a while.   I had a force of NSL CAs with PTs as the primary

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

Date: Thu, 27 Aug 1998 14:03:16 -0500 (EST)

Subject: Re: Indy hits with Pulse Torps!! A mini game report... (long)

> J Atkinson writes:

> and while John typically uses the Core System Rules, we opted not do

> experience. They tend not to have so much damage left over when the

Depends on your die rolling abilities.  ;-)

> the ships I was facing (just how MANY area defense ships were in

Four! Yikes!! I'm glad I took out the other two, then...

> John got first shots on my lead destroyers, but failed to take one

:-)

> I'm not sure what shape their ships were left in by this point. But

Something like that. I had busted on his cruisers pretty hard, but left his
escorts mostly alone. My fighters couldn't hit worth a damn, though
(guess that, combined with the crappy rolls for the Class-3 batts from
the NSL SDN, made up for the average hits with the p-torps?)

> John L writes:

> It would seem that the 'Spirit of Indy' visited the west coast

Gee, those rolls sound REAL familiar!

> I am certain that your 'spirit' misses the east coast and wants to come

No, I'm pretty sure it doesn't. I'm sure you can host it just fine out
there in Calif.  :-)  Thanks for taking care of it for me! I'll send
care and feeding instructions later...

Mk