After finishing up the latest adventure in Hatten, Patch and I turned to Star Fleet Battles. For our look into Y163, we went with “The First Carrier”, which is the demo scenario for the Kzinti DDV. They started fielding tactical warp fighters in the second half of the Four Powers War, and now that it’s over, they’ve built a special destroyer just to carry the improved AAS fighter.
The main action is reminiscent of SG33 “Treasure Ship“; an unmanned freighter has come out of WYN nebula, and both the Kzintis and Lyrans are trying to grab its cargo for themselves. This time, it’s a large freighter, and is completely dead (no fuel/power). The Lyrans have a CL and FF, while the Kzintis have the DDV and a FF. Interestingly, the scenario rules restrict the frigate’s drones to speed-8 and the DDV’s speed-12.
My initial plan as the Kzintis was to get to the middle of the board at speed 8 (so the fighters could keep up) and try to control the area around the freighter with the fighter squadron while I started towing it. I was thinking purely in terms of carrier operations and controlling a portion of the board. This was a mistake. Patch came in at speed 21, and was nearly to the freighter at the end of turn 1. We were both surprised to realize that a large freighter is still only MC 1/2, so that going speed 30 on turn 2 only slowed him down to speed 17. Drones and fighters couldn’t catch up to him, and even if I had boosted speeds to overtake that, the DDV and FF couldn’t do that much without the backup.
So… we reset to start the game again for the next session.
And the second time, I did not start with any fighters deployed (I had the four allowed by WS-III out the first time), and both ships went speed 18. The first turn was of course spent on approach to the freighter, and on impulse 21 the DDV launched a scatterpack. On 23, I started launching the fighters. On 25, the CL opened fire, hitting my FF with a disruptor, which I absorbed with batteries. The next impulse, I hit back with the FF hitting the CL with its disruptor. His FF returned the favor on 28, but missed with both. Finally, the scatterpack got to launch range, and bloomed on 32.
With both sides 3-5 hexes from the freighter at the start of turn 2, speeds dropped, with the Lyrans going 15, while the DDV went 10 and my FF went 12. With Patch closer, I thought he might grab the freighter and try to at least shift it towards his side before I could get in. Since I was already pointed in that direction, I figured I’d still intercept, and possibly force him to drop the tractor to get speed back up. However, Patch instead danced around it, leaving me the chance to grab it with the DDV, and start towing at speed 5. I was also spending more on EW, including loaning to the fighters so they were at 4/4 as long as the DDV was nearby.
My real surprise was the Lyran FF turned away from coming in right behind the CL on impulse 5, which announced an ESG during impulse 6. When it came up on 10, it was at radius 2, and a couple hexes away from my FF. On 11, the FF moved adjacent and launched drones. It also fired the disruptor and the forward ph-1 for 10 damage, 8 of which registered on the CL’s #2 shield. The drones moved on 12 to hit the ESG and reduce it, while the FF launched a shuttle. On 13, the CL slipped in, with the ESG killing the shuttle and doing damage to the FF in the midst of more direct fire (this was a partial mis-read of the ESG damage rule; the shuttle should have had one damage point left, and the FF take one more point), which did 9 more to the CL, but one overloaded disruptor, and a pair of ph-1s did 16 damage to the FF on terrible rolls, ending up with five internals; which was hull plus one warp hit.





