F&E Archive

R vs B Alliance Turn 9 in Review

Posted September 27, 2012 By Rindis

Crossposted from the SFU blog on BGG

The Kzinti continue to recover, with their economy up to 78.2 this turn (plus 24.6 treasury, thanks to the Feds). They built a full schedule and replaced a PDU on 1502 (which had been reduced to 1), as well as converting a CVL to a full CV. Cycling the repairs is continuing, and the end of the backlog is in sight.

On the other hand, the Hydrans lost another three economy in the Capital grid, reducing it to 13 EP. Seeing the writing on the wall, I repaired another SIDS, built a TR, a pair of CUs (and a third at the off-map SB), and repaired a spare AH to bring the UH group up to full (overstuffed) strength, leaving 0 EP left in the treasury. The Old Colonies didn’t have much to do, and is now sitting on 58 EP.

I considered attacking a broad swath of northern Klingon space, mostly to keep some of the Coalition reserves out of the way, but ended up sticking with the main plan: I hit a few other targets to try and sweep the Klingons out of the 13-15 columns, and then sent the Home Fleet in to 1202 to try and retake the last Klingon-held planet in Kzinti space. He reacted out a sizable force to hold some of the fleet away, and then sent in the Lyrans from 1001.

Meanwhile, available Federation forces that I haven’t actually moved into Kzinti space have moved closer to the Klingon border, and in range of a few bases in Klingon space.

The Hydrans contented themselves with kicking the Klingons off of 0519 with overwhelming force (I was expecting the Lyran reserve to come in and force me to take damage, but nothing doing), which was about all they could do without the nearby Klingon forces reacting in.


Kzinti front.


Hydran front.

Combats:
1106: Klingons: crip F5
1107: Klingons: crip D5; Kzinti: crip 2xMEC
1305: Klingons: dest D5
1505: SSC: Klingons: dest D5; Federation: crip FF, retreat
1202: Klingons: PDU; Lyrans: crip BC, CA, 2xCW; Kzinti: dest SF, capture planet
1303: Klingons: crip F5S
1302: Klingons: dest D6M; Kzinti: crip BC, MEC, dest CLE
0519: Klingons: dest F5L; Hydrans: capture planet
1807: Klingons: dest F5, BATS

I was expecting to see a hard fight for 1202. The Kzinti fleet is getting pretty impressive, but it was fighting over Coalition defenses for a change, and he needs to start slowing the Kzinti down.

Belirahc has been shooting SFs every chance he gets, and I am feeling the effects. I’m going to have to start building MSCs just to make it more expensive (though most of the CMs are still going to escorts…).

This marks the end of the second scenario of the General War, “The Tempest”. Here’s how the Victory Conditions break down:

For any level of victory, the Coalition must have more ships than the Alliance (only counting Federation ships in released fleets):
Lyrans: 109; Klingons: 276; Total: 385
Kzinti: 150; Hydrans: 63; Federation: 61; Total: 274 Check
(The totals are adjusted for three Klingon ships that have been captured, which I forgot last turn.)

For a Tactical Victory:
A) The Alliance must have a total economy of 250 or less: 281.95 EP X
B) The Coalition has destroyed 35 Alliance Battle Stations: 29 X
(see the Turn 6 wrap up for how bases are calculated)

Even with the Federation economy at 75%, it counts for 165.75 EPs. The other two are only going to be under 84.25 if the Coalition has used the opportunity to really lock up Hydran and Kzinti space. And generally if it can do that, there will be a invasion of the Federation to cut it down to size before its build schedule kicks in.

Again, the 35 bases is going to be hard to do without invading the Federation (which should make that total easy). It’s still possible, as the bases left in the Marquis zone, which I’ve concentrated on keeping him out of, are worth another five. Combine that with fewer losses on the Coalition side, or more new bases built in Alliance territory, it’s not hard. And that’s not even considering the SBs in the two Alliance capitals.

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Second Wind Coalition Turn 3

Posted September 19, 2012 By Rindis

Crossposted from the SFU blog on BGG.

With everything moved up to—and past—the borders, turn 3 tends to be a bit simpler for the Coalition. Also, I knew that the Duke’s SB was weaker than it ordinarily should be, as he was out of carrier escorts there. I contemplated a raid into the capital, hoping to devastate a few planets while the fleet was elsewhere, but it just too easy for major elements to get intercepted on the way, so I settled for a more normal ‘sweep the Kzinti off the map’ approach.

Builds:
Lyrans: BC, CA, 4xCW, 2xDW, DWS, 3xFF, PDU, CL->BC, 3xFF->DW, MB->BATS
Klingons: D7C, D7, D6M, 7xD5, LTT, D5S, F5L, 4xF5, FV, E4, E4A, E4R, Activate 2xD6, 3xF5, 3xE4, D6->D6S, D6->D6D, CapDD->K-DD

Converting smaller captured ships to your service is somewhat expensive, but I figure it’s less expensive than overbuilding the equivalent ship, so I’m still EPs ahead. Also, I’m planning on converting the DD to a DDE, though I’m still waiting for an answer as to whether the Klingons get to use it as a light or heavy escort. If the latter, it is a poor heavy escort, but serves as an extra for a second-line group as I get all the AD5s in place. If I can use it as a light escort, it’ll be the best one I can have for quite a while.

Combat:
1001: Kzinti: dest MON; Lyrans: crip CL, FF, capture planet
1202: Kzinti: dest MON; Lyrans: crip CW, capture planet; Klingons: crip E4
1502: Kzinti: dest BC, EFF; Klingons: crip D6M, F5, dest D7A
1504: Kzinti: dest 3xEFF, 2xPDU; Klingons: crip D6, 2xD5, 4xF5, dest F5L, F5, E4
1304: Kzinti: dest SB, CC; Klingons: D7C, D6M; Lyrans: crip 2xCA
0902: Kzinti: dest FKE, FFE, wound PT; Lyrans: crip CL, 3xCW, dest CC, DW

As you can see, I’m doing a lot of directing. In fact, my general plan is to try and wear the Kzinti fleet out. The early schedule is sparse, and there’s not a lot of spare ships available. In fact, he had no real light escorts for his carriers at the Duke’s SB battle at all (1304), which led to it being a single-round affair.

One of the additions of Combined Operations are troop ships and marine assaults on bases. Many people don’t care too much for them, and largely ignore them. I don’t have enough experience to have a real opinion of them. But the idea is that you can use them to attack ground bases (or regular bases) and do extra damage—if you can roll well. You can also lose your ground troops for no gain, though they get replaced for free like fighters. The main cost is that troop ships have a lower offensive ComPot, so you’re doing less direct damage.

Against regular bases, they can cause an extra SIDS of damage, which can make them very useful in a hotly contested SB battle. If you need to direct SIDS to get the SB, this can speed the process up, if the defender is voluntarily taking SIDS, he may find it getting unexpectedly crippled by the ground troops. The problem is the odds aren’t too good of making it work, and a SB inherently has a defending marine unit (‘G’) that must be killed before damage can be done.

Naturally, I rolled two 12s in a row to actually do a SIDS to 1304 with a single D6G.

Overall, the turn went very well for me. SB 0902 is still there, but I took the entire ‘second line’ of planets (1001, 1202, 1504), and got SB 1304, all for minimal losses. Sadly, I didn’t parse the situation with the Marquis area correctly, and that’s still on the main grid. Cutting it off will certainly be a priority for next turn.

But now the Hydrans are about to join in, and I have some strategic decisions to make…. Right now, I’m splitting my attention (and new builds) between the two and where I go next will likely depend on how his turn 3 goes.

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F&E for Vassal v2—Someday

Posted September 4, 2012 By Rindis

Crossposted from the SFU blog on BGG.

As I hinted when I released version 1.3.1 of the F&E Vassal module, I had something new in mind. Specifically, I’m looking to start over and do a brand new Vassal module. My hope is to be able to add new features that I can’t current do.

One of the pain points of the current module is actually the map. It is half done in CorelDraw, and half in Photoshop, and exporting the first into the second is a challenge (there’s some places where it’s kind of coming apart in the latest revision that I just can’t get fixed). So, I have done an all-new map purely in CorelDraw. Since it can’t be exactly the same size as the old one, using it would break all saved games in the current module. Therefore a new module is needed.

And since I’m starting over, and I have a pure vector map, I can handle a request that’s been popular:

While I’m at it, I’m re-doing the counters to get away from the pixel-twiddled images I have now, and make them a little easier to do. Though doing all those counters all over again will take time. A lot of time.

Also, the new map comes at a price. It takes a lot of memory, and is too big for Vassal 3.1 to handle. However, Vassal 3.2 (which is just entering beta) can do it. It also has a few other new features, dealing with math that should allow the new module to handle stats around crippled status and showing the stats associated with a fleet marker.

What I need now is people to discuss the new module with. I want to bounce ideas off other people, and get input so that I can make it the best module I can, and I can get started on it from the beginning, rather than having to re-do things constantly. If you’re interested in discussing this, contact me, I want to have an email conversation with everyone who’s interested to hammer out ideas. The only caveat is that you will need to install the test version of Vassal v3.2.0 so you can follow what going on. (Note that doing so will require you to be cautious with Vassal, as you need to remember to switch back to 3.1.20 with any ongoing Vassal games you have.)

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R vs B Coalition Turn 9 in Review

Posted August 17, 2012 By Rindis

Crossposted from the SFU blog on BGG

Turn nine has been a turn of surprises for me. The Klingons actually cancelled a couple ships this turn, so they could support maximum carrier builds (D7V, D5V, F5V).

Meanwhile, the Lyrans are rolling in EPs.

Movement was much shorter than I figured. More cripples pulled out to better repair facilities, and the Coalition went in for the Third Battle of Hydrax.

Meanwhile, he pulled back to defensive positions on the Kzinti front. I’m all too aware that my forces are getting spread out, now that there’s more things to protect, and I refused to take the few reactions I could, since I didn’t know what was coming, and what location he might try to pick off on the cheap.

As it turned out, nothing was coming as movement ended.


All quiet on the Kzinti front…


Hydran theater

Combats:
0119: Hydran: dest RN; Klingons: crip 2xD6D; Lyrans: crip CW
0617: Hydrax I: 3xPDU; Lyrans: crip BC, 3xCW, 3xDW, dest 2xBC
0718: Hydran: dest AH; Klingons: capture planet

If I had examined the forces that went into the Hydran capital, I might have acted differently. The Lyrans had a decent force, and I assumed the Klingons had a fleet just about as big as the Lyrans, but it was only a few small ships.

As it was, he spent one round stripping PDUs over the capital, crippled almost all his big ships and retreated.

However, he has now taken the major planet in 0718, reducing the main grid to the capital and a disrupted province.

I’ve been starting to wonder if I should just abandon the capital shipyard and voluntarily start on a new one in the Old Colonies, but have held off to keep his attention focused down there.

Well, it’s working. The vast majority of his new ships and repairs moved into Hydran space. The Fourth Battle of Hydrax will likely be the last, save any Hydran attempts to take it back.

When I saw ships pulling out of Kzinti space, I was wondering if he was starting preparations for an invasion of the Federation. Not yet. Instead, he used field repair on the new Lyran cripples, moved more ships into Hydran space, and sent money to the Klingons. I’ve been hinting that he should be doing that, but I think watching me do it in Second Wind has brought it to his attention.

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F&E Vassal Module 1.3.1

Posted July 30, 2012 By Rindis

Crossposted from the SFU blog on BGG.

Well, this one is a minor update:

Download it here:
http://www.starfleetgames.com/documents/F&E 1.3.1.zip

Change log:
-Fixed GCEs (copy and delete commands)
-Added R-NHBH and R-FHBH
-Improved Empire reporting on H- & L-shipyards; F-Fighter chits
-Overlays no longer report in the unit summaries
-Updated (603.U) setup to eliminate some minor errors
-Re-worked Battle Mats to have space for BIR/DRMs for each side
-Added CPF and CPX chits to all empires (except Feds)
-Fixed L-Base Module (not reporting fighter factors correctly)
-Fixed stats on L-PF marker
-Fixed F-, K-, R-, Z-, H-MC (no fighter property)
-Fixed T-Base Module art
-Fixed R-4CNV (bad fighter reporting)

The first item was the reason for the new release. It was found that Independent GCE markers could not be deleted. Along the way, I found a number of minor problems that likely no one else has ever seen.

One of the few feature requests left that I can do was for specific CPF and CPX markers (casual PF flotillas from AO), so they’ve been put in. Also, just about all the saved files have been updated to take advantage of the improvements.

I am hopeful that this is everything. All the bugs worth worrying about squashed, all the features that the current module can handle have been added. No need for a 1.3.2 or especially a 1.4.

(Wait, did he say current module…?)

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Second Wind Alliance Turn 2

Posted July 25, 2012 By Rindis

Crossposted from the SFU blog on BGG.

Largely thanks to repairs, the Kzinti are running a bit low on cash already. They built everything, but the ending total was 4.25, which is less than he received in salvage during my Turn 2.

Builds:
Kzintis: CV, 2xMEC, DD, FFK, FKE, FF, 4xPDU, MB->BATS, FF->FKE

With the inclusion of the first three expansions, a lot of new ship types are added to the game, both in new base hulls, and in variants. Most of the base hulls show up mid-war, but the Kzinti get an important one right off the bat: the Killer Frigate (FFK).

Because of the way damage and repairs work, ships with odd numbered factors are considered very important by experienced players. This is because the crippled factor usually rounds up, so a 7-point CW is just as tough when crippled as an 8-point CA. More importantly, repair costs are based on the difference between the uncrippled and crippled values, making a 7-point CW no more expensive to repair than a 6-point CL or DD, even though it absorbed more damage in the process of being crippled.

Most empires have at least one ship type in each slot from 4 to 10 points. The Kzinti were one of the empires missing the efficient 5-point slot (along with the Hydrans and Tholians). Advanced Operations introduces the FFK, the Kzinti’s last attempt at getting better performance out of their frigate. It is actually introduced right before the General War, but it also has a variant of its own, the FKE, or escort version, that gets introduced on turn 2. The FFE is a pre-war design, and is a 2-4 escort, the FKE is a much more effective escort at 4-5.

Production of both versions is extremely limited (two of either type, three total), causing the Kzintis to get a slow trickle of good small escorts and a few of the ‘efficient’ FFKs while managing the shrinking budget. Personally, I think it adds nice little bit of interest in the early Kzinti shipbuilding schedule

I was surprised when both Raids hit Lyran territory. Both disrupted provinces with no loss to the Kzintis.

Belirahc fell afoul of a beginner mistake during movement. He initially just started a bunch of small battles against province raiders, and tried to raid anything I had captured, and I reacted ships out to handle them. When he ended movement without doing anything more, I pointed out that I’d just move my reserve onto any battles that were close and just pound his one- or two-ship forces. He then decided to pick a few larger battles to attract my reserves. This worked, but some of his forces weren’t really in a shape to get into a large battle.

Combats:
0701: SSC; Lyrans: retreat; Kzinti: dest FF
0903: SSC; Lyrans: retreat; Kzinti: crip FF & retreat
1203: SSC; Klingons: crip F5L & retreat
1602: Kzinti: dest FF
0802: Lyrans: crip CW, 2xDD; Kzinti: dest EFF
1305: Klingons: crip F5; Lyrans: crip CW; Kzinti: SF captured
1505: Klingons: crip 2xD5, F5, dest F5L; Kzinti: dest BC, SF

1305 was particularly rough on him. The force was still missing escorts from my turn, so he ended up feeding the fighters forward without the carriers on the line, while I had toys from the starbase assault left over in the hex. He tried to go EW heavy, but I had decided to abuse my D6S and D6Ds, and beat him 8 to 4 on that as well.

I’m not sure what I’m going to do with an SF. All my scouts are better than it, and I really don’t have a need for a 1 EW scout. Possibly the best thing to do is to scrap it for the money (1 EP). Though I might convert it to a SDF for DB duty (3+1+2 = 6 EP… oy). At least he isn’t salvaging it.

Overall, the Kzintis are down seven frigates through the course of the full turn, and lost two CVEs and a BC. The lack of SFs and EFFs is going to be felt in my turn 3 attack.

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R vs B Alliance Turn 8 in Review

Posted July 18, 2012 By Rindis

Crossposted from the SFU blog on BGG.

Federation aid to the Kzinti is really making a difference, as their economy jumped from 61 to 74.2 EP this turn. In addition the Federation had sent 20 EPs of financial aid last turn, some of which was absorbed by drone bombardment costs from last turn.

All in all, the Kzinti had 87.9 EP to play with, and were able to build their first new DN in three years, with no ships being canceled. The backlog of cripples is still a problem, however.

The Hydran on-map economy, meanwhile, shrank from 20 EP to 16. They built a HR, a CU (off-map), a new PDU and repaired a SIDS, in addition to repairing all off-map cripples, and converting a DG to a LB.

The Federation built its second CVA, and an FV. The Limited War provisions really tie their hands. No overbuilds, and no new tug pods. Pity, they can build a very nice heavy carrier pod (VAP), and have the money to do it, but it will have to wait. They did upgrade every DN in Star Fleet to DN+.

I had initially thought to strike at the Klingon minor planet in 1407, but Belirahc reacted off of 1504 as my first strike force went by. At that point, I shifted gears and hit the three planets under Klingon control in Kzinti space. This allowed me to use the Federation Carrier Fleet 1 (centered around the CVB), as it had been out of range of any targets in Kzinti space on the original plan.


Kzinti theater


Hydran theater

Combats:
1605: Klingon: cripF5L destroyed
1504: Klingon: dest 2xD5; Federation: crip FF; Kzinti: capture planet
1505: Klingon: dest D5; Kzinti: dest FF
1303: SSC; Klingon: crip 2xF5 & retreat
1202: Klingon: dest PDU; Kzinti: dest SF
1105: Klingon: dest F5; Kzinti: capture planet
0418: Klingon: dest D5
0519: Lyran: crip CW

The Kzintis lost two ships and took no cripples. That certainly helps with the cripple situation. Though I need to remember to get another couple of scouts soon, Belirahc is starting to go after them, which means I probably need to use the much tougher MSC in place of the SFs.

And another quick look at the numbers says that the Alliance is up another 19 ships, mostly from 11 Federation new builds. The Kzinti are up 7 ships and the Hydrans up one, for a grand total of 240 (only including released Federation ships). The Coalition is up 22 ships for a total of 368, fairly evenly split between the Klingons (10) and the Lyrans (12). Since the Klingons have the bigger build schedule, this points up the fact that they are tending to take the losses at the moment, something that will presumably accelerate when the Federation gets fully involved in the war.

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R vs B Coalition Turn 8 in Review

Posted May 23, 2012 By Rindis

Well, it’s been quite a while since I’ve reported in on this game. Sorry about that, some of that is my fault, as I generated some technical snafus and challenges with Vassal, and some is the fault of Belirahc’s job keeping him too busy.

The bulk of the turn was watching him move a very satisfying number of cripples out of Hydran and Kzinti space. The rest of the turn saw very limited attacks in Alliance space.

In Kzinti space especially, he avoided any confrontation that the Federation could aid with, hitting 1105 (out of range of all Federation ships and defended by a lone CM), and 1506 (in the Kzinti-Klingon neutral zone; the Federation will only help in Kzinti space proper as long as Limited War holds).

In Hydran space, the Lyrans pinned my on-board reserve at 0118 (again) while the Klingons reworked their garrison network and hit the major planet in 0718.

The CM in 1105 was a sacrifice to force him to send something more important than an E4 or two, so both Kzinti reserves went to the neutral zone planet to save it.


Kzinti theater


Hydran theater

Combats:
0119: Hydran: crip LB; Lyran: crip 3xCW
0718: Hydran: 4xPDU, planet devastated; Klingon: crip 2xD6, D6M, F5L, F5, F5V, 3xE4A, dest 4xF5L, 2xF5
1506: Kzinti: crip CC; Klingon: dest F5E
1105: Kzinti: dest CM; Klingon: crip F5, capture planet

0718 showed that Belirahc is learning his lessons. The fleet wasn’t too great, but he stuck it out three rounds to kill the PDUs and devastate the planet, seriously reducing what little economy the Hydran capital has left to it.

Most of the Klingon new ships went to Kzinti space for the assault on 1506. Lyran production all went to the Hyrdran front. The Kingdom isn’t going to be able to hold out forever under this pressure, but it’s a slow, hard grind at the moment.

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F&E Vassal Module 1.3

Posted April 26, 2012 By Rindis

Again, long after I thought I’d be done and get it out the door, I’ve released the next version of the Federation & Empire Vassal module.

Download it here:
http://www.starfleetgames.com/documents/F&E 1.3.zip

The changelog for this version is longest one yet; it’s a pretty massive update. Here’s a quick list of the highlights:

* The ISC extension is updated for the actual published version of ISC War.
* The scenarios are now bundled into the module, so the zip is just the module plus extensions as separate files now.
* The capital charts are completely reworked so that you should be able to run a capital assault just from them.
* The racial charts and battle mats have been updated and look better.
* A lot of markers have been added as memory aids for combat. This includes handling hidden information functions such as which of multiple maulers is actually mauling.
* Added a bunch of carriers with heavy fighters, and separate counters for all the HDW (and similar) modes.
* New squadron counters for the Theater Transports, for when they’re working as a permanent team.
* A new extension (“Extras”) includes just about every unpublished ship that I have official stats for.

So, go download and enjoy! …And tell me what bugs and mistakes remain.

Oh, and I should warn you that the combined module & ISC extension are a pretty huge package. The main ISC scenario (“Driving Winds”) is also pretty massive, so you will need to give Vassal more memory space than the half-gig default. Go into the Vassal module manager, and the the module itself and select “Preferences” from the File menu, and change “JVM max heap” to 1024 (from 512). Otherwise, you’ll probably be able to load, fiddle around, but not save anything big with the ISC….

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Second Wind Coalition Turn 2

Posted April 21, 2012 By Rindis

And now things begin in earnest. With both the Lyrans and the Klingons having massed everything on the borders, the Kzinti can’t defend everything, and must pick their fights.

My usual plan is to go for the planet in 1001, so as to cut off the starbase in 0902. After a turn as a partial grid, the Kzinti have motivation to let it go. This game is the first time that I’ve had to deal with monitors, and I couldn’t juggle everything to feel like I could take on the planetary defenses, monitor, and likely reaction (or at least, Reserve) forces this time.

Builds:
Lyran: DN, TGC, 3xCW, JGP-V, 2xDW, DWS, 3xFF, FRD, 2xKBP, 4xFF->DW
Klingon: C8, D7, TGA, 7xD5, LTT, D5S, 2xF5L, 4xF5, 2xE4, E4R, FRD, Activate 2xD6, 2xF5, 3xE4, D7->D7A, D6->D6M, D6->D6V

Once again, no ‘true’ heavy cruisers have been built (after conversions). There’s several new hulls, but they’re all on other duty. Worse, the life expectancy of a D7A is not great, but it’s the best stasis ship the Klingons have right now.

Which I suppose brings us to ‘new toy time’. Thanks to an episode of the Animated Series, the Klingons have ships with Stasis Field Generators, a device that can be focused on up to three targets at a time, and stops time for that target. Usually, this is done to an enemy ship, whereupon the rest of the fleet gathers near, drones are launched, and the field is dropped. The ship then explodes in a hail of gunfire and drones that hit seconds later. Or, it can be used to protect friendly ships, since it will be immune to fire while the field is up.

The problem is that the field only works at short range, and the SFG-equipped ship must be at a full stop to use the field. This is not wise when there’s other annoyed enemy ships about.

The rules for all of this in Combined Operations are very long and detailed, since there’s a lot of potential rules interactions. And it’s an interesting study in rules that gives the Klingon player full control over his intent, without letting him get everything he wants. Each (non-friendly) target is rolled for to see if the ship is frozen, nothing happens, a random target is frozen (that procedure causes a lot of the rules), or there is a disaster which leaves the stasis ship vulnerable while nothing gets frozen. The more targets the Klingons try for, the worse the chances.

With the addition of the Klingons, and still only a one-front war, the Kzinti had to suffer five raids this turn, which he called up POLs for on each one. My goal was to cause as many disrupted provinces as possible, mostly aimed at ones I couldn’t get at, and the rest at ones that would be difficult to garrison. The Klingons sent in 3xD5, and couldn’t avoid taking a casualty in each fight, so retreated without disrupting anything, with one of the D5s crippled to boot. The Lyrans sent in a CW and CF, both of which managed to disrupt provinces.

Combats:
1601: Klingon: dest D5
1602: SSC: Kzinti retreat
1605: Kzinti: dest BATS; Klingon: crip 2xF5
1303: SSC: Kzinti: dest POL; Lyran retreat
1506: Neutral: 2xPDU; Klingon: crip E4, capture planet
1405: Kzinti: dest BATS; Klingon: crip SAV
1205: Kzinti: dest BATS; Klingon: crip D6, F5
1105: Kzinti: 2xPDU; Klingon: crip D6, capture planet
1504: Kzinti: dest CVE, EFF, SF; Klingon: crip D7C, D5, F5, dest D5
1004: Kzinti: dest BATS; Lyran: crip DW, DD
1304: Kzinti: 3xSIDS, crip 3xBC, dest CVE, 2xEFF; Klingon: crip D7, D6J, 3xF5, dest D6S, capture DD; Lyran: crip 2xCA, CW, DD, dest DW
0903: Lyran: crip CW
0703: Kzinti: dest BATS; Lyran: crip DW, 2xDD
0701: Kzinti: dest BATS; Lyran: crip CL, 2xFF
0902: Kzinti: 4xSIDS, crip BC, CL; Lyran: crip 5xCW, 2xCL, 2xDW, DD, dest SC, DW, 2xFF

I had thought I had a pretty good chance of taking down the Klingon border SB when I diverted a Lyran force to join in on the assault, however, I just didn’t have what it took there, and he had a pretty good defensive force.

Meanwhile, I actually did have enough ships at 0902 to have a good crack at it, but I had no specialty ships. Most notably, there was only one scout present, which Belirahc wisely took out in the first round, leaving me to fire into a -2 shift most rounds. Even so, there was a chance at it, but the dice were not with me; a final 1-5 split convinced to leave instead of digging even deeper into the fleet.

As usual, all the secondary objectives were met. But I didn’t manage any of my primary objectives (taking out a SB or 1504). I’d say this turn shows that while I’m more experienced with F&E, I’m not that experienced. The easiest thing to fix would have been to remember to put a second scout into 0902. Actually sending the Lyran Red Claw fleet there instead of 1304 would seem to have been best as well.

This is of course no more than a delay, as the Kzinti cannot hold up against this for long (and he can’t really afford to lose ships at this rate for long). But the clock is ticking. There is a lot for the Coalition to do in the early game, and not enough time. Delays like this are something that I can ill afford if there’s going to be a creditable invasion of the Federation on Turn 7.

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