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Second Wind Alliance Turn 2

by Rindis on July 25, 2012 at 8:37 pm
Posted In: Second Wind

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.

└ Tags: bgg blog, F&E, gaming, second wind
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And the Nominee is….

by Rindis on July 22, 2012 at 12:04 pm
Posted In: Boardgaming

Had the latest multiplayer game day yesterday, but only had four over: me, Dave, Patch and Jason. The general plan was to try a number of shorter games, though we didn’t have anything specific lined up, just a table full of game boxes (we—mostly Dave—have more of the shorter stuff than I thought).

Jason was arriving a bit late on the train, and Patch showed up a little early, so he and Dave played a partial game of Naval War while I fetched Jason.

After that, we eventually settled on playing a game of Enemy in Sight. It’s basically the Naval War system, but modified for the Age of Sail. I actually like it a fair bit more than the original game, since it has some deeper decisions to make (at the cost of being a noticeably more complex game), and actually feels a bit like Age of Sail combat, instead of just being a strange card game with ships. I actually had a fairly good position both rounds, getting multiple 1st Rate ships. I also managed some well-timed Refuse Battle cards that cycled ships in and out of port, and claimed a number of points on prizes. The problem was, I was a little too well off, with a decent lead at the end of the first round. Jason ended up winning by a substantial margin on the second round; I mis-timed the end of the game, and got a fifteen point penalty for having no ships on the line at the end, but that wouldn’t have actually made a difference to the standings.

After lunch, we decided to try out Candidate, which Dave had been eager to try for some time. Political themes generally don’t do a lot for me, so I hadn’t really cared about it, but it turned out to be a very good game. The general idea is that each player is a candidate seeking the party’s nomination in the US Presidential race. Each round is a (or a set of) state primary where the candidates compete to win that state and get it’s votes.

The game is quite cynical and assumes he who spends the most money in that state will win.

What makes the game so interesting is how that works. Each time, every player gets five cards, which have a variety of possible effects, from just ‘money’ (bidding on the votes), endorsements (same thing, but easier to use, and easier for someone else to torpedo), rumors (negative money), scandals (round is invalid; toss all cards and start over with your remaining hand), or deadlock (no one gets the state’s votes). Each player plays face down around the table, so going last is very important; therefore, that privilege cycles around the table (along with choosing which state(s) are up next).

There was a large amount of chaos in the first couple rounds as we started finding out what the cards would do at all. California was the first state picked, and ended up Deadlocked, making sure the initial round at the convention would be quite large. I got several good hand draws over the first half of the game, and managed to pick up a decent number of fairly small states with some brute-force maneuvering. I had much less success with the larger states, and Pennsylvania was the only largeish chunk of votes I had for quite a while. Dave and Patch did quite well after the first few rounds, and picked up some big states. Jason struggled a lot more until the later game where had caught up to me (averages being what they are, I had some truly junky hands for quite a while), and the entire race actually stayed amazingly close between all four of us.

There’s a high degree of brain burn in the game, as you have to budget your cards across 1-3 states (each resolved separately), but (especially when an important state is up) try to avoid spending all your cards in a round where a Scandal comes up and discards everything. With four players, we were going through a third to a half of the deck each time, the extra cards in a six player game would probably guarantee a couple Scandals would be available each time (instead of it being fairly likely).

At the end of the Primaries, Patch was in the lead with 128 votes followed by Dave (117), me (107) and Jason (94). There were three Deadlocked states, lead by California for a total of 92 votes up for grabs at the beginning of the Convention; whoever got that set would be in the lead. I lead with a Zero card, and hoped that someone else would play a Scandal (I actually hoped somewhat loudly). Dave did, and we went to round 2. I played my Scandal at that point, taking the contest to a third round. My cards weren’t great, but were enough to win by $10K (yeah, the game is old enough that the money is in tens of thousands…), putting me into the lead, but still short of the 270 votes needed.

Jason, having the fewest votes at this point was eliminated from the game, and his block of votes a was up for the next round. At 199, winning that would get me the 270 needed, but Patch or Dave would still be short of that total if they won. I wasn’t able to maneuver things nearly so well, and Dave got the 94 votes from Jason. Patch, at a mere 128 votes was the lowest left, and he was eliminated and his votes put up to a contest between Dave and I. My card draws continued to choke, and I just couldn’t match his money, or draw things out enough to try to exhaust his cards.

So, Dave won the party nomination with a grand total of 349 votes.

It’s a really good game, with a lot of chance and thinking to it, and is very hard to predict. I would not ever want to try playing it twice in a row, one go through really ends up with a lot of burned-out brain cells, and I wouldn’t be able to sustain it that long.

└ Tags: candidate, EIS, gaming
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PBr CG I “Who Are These Devils?” — Wrapup

by Rindis on July 21, 2012 at 12:00 pm
Posted In: ASL

[Last Date: 15 PM]

My surrender at the end of the 15 PM scenario came just about a year after the entire thing had kicked off. After a year of a single campaign dominating my game playing, there was a fair amount of wrap-up celebrations and review…:

benj wrote:

“Congrats to both for this AAR, it has been thrilling from the beginning.”


footsteps added:

“Yes, it’s sad to see this one end. Congrats, guys. Thanks for letting us peer over your shoulders.”

“Alan”


And FMFCB added:

“Enjoyable read and great format with the map.”


Thank you benj, footsteps, FMFCB and Tork (he repped me for my last post), and everyone who has commented, repped, watched on VASL, or just read this thread for your kind words and interest. If this report inspires more play of anything associated with this HASL map, I think it’ll be well worth it. For how plain the terrain tends to be (vineyard, vineyard, vineyard, orchard, vineyard, village, more vineyard…) it still has subtle bits of interest. When an Orchard becomes a key spot because of the +1 TEM, and you measure Hindrance with the range… well it’s a very different experience.

A quick recap:
13N: Went about as expected. I’m still a little annoyed that I had real problems getting the first starshell off, and the NVR going down early made it even harder to convince the garrison that anything was up. I kind of recommend this campaign as a first time into the night rules. This is a relatively light scenario for the amount of ground it covers, and is so lopsided that I doubt major rules muffs will affect the outcome too much.

14A: I skipped this date to have a truly overwhelming attack late in the day. It would be interesting to see just what could be done with a serious effort at an early attack.

One of my big rules blunders dates from here as this is when I bought the ill-starred 88 section. In general, they’re handy to have around, but at this point, there’s no way to have them where they’re needed. For some reason, I had the delusion that paths would help vehicles, and didn’t snap out of it ’til my first MPh (I knew better, but…). However, looking at the purchase chart again, there’s not a lot of options, as I already had bought just about everything that was available. That leaves more OBA, save the points, or purchase but retain off-map until the north entry is safe (I can’t remember off-hand if they were available past 14N, some groups go away at that point).

One thing I never considered, and should have gotten, was off-board observers. It’s the only way to get above ground level on this map, and that’s really essential with all the Hindrances on this map. As it was, the one OBA Module I bought at this point lasted me the entire campaign as I couldn’t get to a good vantage long enough to call down a FFE before Patch’s fire broke the Observer. As it was, I only got one mission off before he spent the rest of the Date broken again.

14P: And this is where the wheels came off the wagon. I think the general plan was sound, and jumped off properly. The turn 3 breaking of most everything really crunched me, and I didn’t personally recover for a long time. The dice were decidedly against me. I did manage a good number of HoB rallies, but I also lost about 3 squads to RPh ’12’s. Add in some very effective air support for Patch and I was unable to get anywhere meaningful. Commendation to the Fallshrimjaeger weightlifting team for actually shifting an 88 through vineyards.

And it bears mentioning here, as this was where it became really obvious. The Italians can make a threatening show in this campaign, but they crumple very easily. They have an ELR of zero, so every break result lowers their quality, and reduces them to helpless disrupted conscripts way too quickly. But they’re also the only source of real SW during the first day.

14N: The night attack ran into effective opposition, aided by my most serious rules blunder of the game. I completely missed that Fortifications did not get revealed as soon as you got LOS to them at night, which ended up shattering the early main thrust into the town, and my losing control of three MGs. I eventually picked one of them back up, but the other two stayed in no-man’s land in front of the wall until the end of the current Date, where the hex passed into Patch’s hands.

Despite this, this Date seriously tested Patch’s hold on the village. The first of three Dates in a row that ended during the first possible Game turn, it ended just as I was starting to make progress. The east side of the town was in trouble, but may well have held out. I took two of the three foxholes along the wall even after that expensive start, and would have taken the third and last in the next turn. I’d just emptied the bunker on the west side that had been a thorn in both attacks. And I was in CC with the bunker on the north side of the bridge.

That last really hurt as I had realized that that was I really needed to take. That one point could choke off any reinforcements, even in the RePh. Patch didn’t realize it until late, and it is his good fortune that I couldn’t get luckier in my CC rolls.

Patch’s good fortune wasn’t contained to an early end—he managed to kill the only armor I was able to afford in the CG. Two StuGs down with lucky AT Gun shots.

15A: Patch’s counterattack stepped off bright and early the next morning. I’ll admit that I had a rough time wrapping my head around this one. The Brits pull out, but get to purchase fresh troops in the village, having crossed the bridge unopposed under the guns of the nearby Germans?

This cognitive dissonance caused me to take a more aggressive approach than was really called for, and I’m surprised I wasn’t punished more strongly for it. In general, I think things went fairly well. The big trouble was an-ill advised second attempt at the bridge pillbox. I hoped a bold move could get me in there quickly. I just got into trouble quickly.

The AT Guns did their job, killing one Sherman each, one of them on the bridge. the main line west of the village did fairly well, with the highest commendations for the squad manning the MG that anchored the far right of my line. It eventually fell, but seriously held up Patch in the process.

One of the die rolls I most regret is the one that caused my Pioneer company to be the only Depleted formation I got in the entire CG. As they were all I had to the south-east, it seriously compromised any plans for that area.

In fact, this Date’s purchases were a real struggle. There were two different ‘theaters’ with no connection between them. This isn’t too bad except for the ‘everybody goes home’ rule after 14N. This left me trying to purchase all my infantry from scratch. I would have killed to be able to purchase platoons as the companies were too expensive and inflexible for this situation. I ended up with a Gun-heavy main line, and having to hope that I could march reinforcements in on the double. I’m still not sure why it actually worked.

15P: I took some chances with my setup here that were poor ideas. After the last time, I relied on Guns too much, and an actual defensive network of foxholes too little. This led to the early elimination of a couple Guns I should have been shelling Patch at a distance with. Part of this, again, was due to a lack of manpower. I just couldn’t buy troops in the numbers, and number of groups I needed. I really could have used the ability to buy platoons here again.

To top it off, Patch did a really good job showing how to assault light defenses in thick terrain.


“I was a little surprised by Rindis’ surrender as I thought that 15N offered him some opportunities to counterattack, as apparently is the scenario intent. I’m infantried out, having bought 4 companies, while I believe Rindis still has one to go for the day. The third Pioneer company, setting up on-board, can cause a great deal of havoc at night, particularly if he takes the Fanaticism (CG16) option. With 4 FT and 10 DCs, I think he would have hurt me despite the odds. However, that would have left him thin somewhere, and a counterattack by me could exploit and turn around his gains.”

“My overall thoughts on our campaign? Gosh. We started May 20 last year, so this has been a while. Overall Rindis played a good game, and certainly surprised me more than once. However, I think he didn’t push as hard as he could have on the 14PM and 14N dates. I never saw a multiple MG kill stack formed around the 10-2 or the 9-2, which would have hurt, and I never saw Rindis try and dig in against my attacks. One thing about this campaign which looked like a good strategy for the Germans was to dig extensive entrenchments and wait for the Brits to approach, hitting him with point-blank FTs and easy DC placements. This battle was largely fought in the open, which left Rindis exposed to steady attrition over each date.”

“The best British strategy I could think of is smoke, smoke, and more smoke. WP, too, if you have it, though I only ever was able to use it for cover rather than as an offensive weapon. Smoke shields you from the guns and large fire groups by isolating sections of the board, and did help shield my river crossing from a nearby OBA.”

“The 40LL AT guns are very deadly in this game (7 or less TK# against a Sherman at 6 hexes or less, and in the vineyards, combat’s gonna be at 6 hexes or less), and you’ll never suppress them with direct tank fire. You have to smoke them, bury them under OBA, or hit them with infantry.”

“Though I played 15AM and PM very aggressively, hitting Rindis with small platoons as I tried to crack his line, smoke helps you move forces up so you can overwhelm sections of his line and still have portions of your force break. With the AT guns covered, or when non-existent, I threw my tanks right against the foxholes, solving the whole entrenched LOS problem. Better yet, throw on top and freeze the troops so you can advance into CC.”

“I burned a lot of HS searching out concealed Germans, and though they tend to die, they do help strip that nasty concealment for looming CC. They also proved beneficial as I was able to sneak that 248 behind Rindis’ lines, which resulted in the elimination or capture of a sizable amount of Axis troops.”

“The biggest thing I noticed about this game was how different it was from a scenario. If you’ve never played a campaign game before, there appears to be a whole new set of tactics. There’s no ‘victory’ each date, and so the game becomes more about where you want to be the next day, and what you want left. On 14PM, as the game wound down, I decided I didn’t want Rindis to have two -2 leaders on map and so rather than firing on several squads, I directed everything against a 9-2, leading to his elimination through double-break. On 15AM and PM I switched fire several times from Good Order units to broken ones with the hope of double breaking to reduce what I’d face the next game. It’s definitely a different feel.”

“Overall, this was an enjoyable campaign. It has a feel of being very pro-German, though, so I’m somewhat curious to see how others have found this campaign.”


“I was a little surprised by Rindis’ surrender as I thought that 15N offered him some opportunities to counterattack, as apparently is the scenario intent. I’m infantried out, having bought 4 companies, while I believe Rindis still has one to go for the day. The third Pioneer company, setting up on-board, can cause a great deal of havoc at night, particularly if he takes the Fanaticism (CG16) option. With 4 FT and 10 DCs, I think he would have hurt me despite the odds. However, that would have left him thin somewhere, and a counterattack by me could exploit and turn around his gains.”

An interesting thought. I keep getting stuck on the idea that I could buy 3 companies per day, not 4. However, the current manpower ratio is 3-1. Purchasing an extra company would get it down to 2-1, but even with a concentrated Night attack (to keep as much as possible under “No Move”), that’s not great odds. And I have a nasty habit of straying into the darnedest places. @_@

“My overall thoughts on our campaign? Gosh. We started May 20 last year, so this has been a while. Overall Rindis played a good game, and certainly surprised me more than once. However, I think he didn’t push as hard as he could have on the 14PM and 14N dates. I never saw a multiple MG kill stack formed around the 10-2 or the 9-2, which would have hurt, and I never saw Rindis try and dig in against my attacks. One thing about this campaign which looked like a good strategy for the Germans was to dig extensive entrenchments and wait for the Brits to approach, hitting him with point-blank FTs and easy DC placements. This battle was largely fought in the open, which left Rindis exposed to steady attrition over each date.”

Mr 10-2 spent too much of 14PM broken… and I’m still trying to figure out how to assault high-value terrain (+3 buildings, +2 walls). And yes, I really, really should have dug in more. I’m somewhat surprised that 15AM went as well as it did with my bad misreading of the situation. And I let that ‘success’ blind me to digging in for 15PM. The general idea was that I was going to have to restrict your approach, which can’t be done in foxholes in this terrain. I should have had a few more to duck into as you got closer. Engineers in Foxholes were eliminated in 15PM by the need to purchase off-board entry, these guys are expensive!

“The 40LL AT guns are very deadly in this game (7 or less TK# against a Sherman at 6 hexes or less, and in the vineyards, combat’s gonna be at 6 hexes or less), and you’ll never suppress them with direct tank fire. You have to smoke them, bury them under OBA, or hit them with infantry.”

The German AT options are pretty decent, but you have to spend on them. DC would work well in this terrain, but with the amount of infantry support available, I’d be very lucky indeed to get to try it outside of a foxhole. Other than that, it’s ATG, and flank shots with everything else.

I’m pretty happy with my overall performance in this campaign. I’m not great, but I’m getting out of ‘poor’. 😛

└ Tags: AAR In Progress, ASL, gaming, Journal 6, PBr campaign
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PBr CG I “Who Are These Devils?” — July 15 PM

by Rindis on July 19, 2012 at 12:00 pm
Posted In: ASL

[Previous Date: 15 AM]

The morning offensive from Patch went a bit better for me than I really would have expected. That said, he had successfully gotten setup areas on the north bank away from the town. I really should have looked at investing a lot more into fortification points, but I was still punch-drunk from my earlier beatings and was desperately squeezing points for all the troops I could get and, since I didn’t have much experience with various fortifications, I didn’t really rate them very high. Patch naturally attacked again on the next CG Date, and we got going in February 2008…:

And we’re back with the start of the next date!

To no one’s surprise, the British have opted to attack again in 15PM.

I’m still having trouble coming up with enough points to buy what I need. Given the points being thrown at the British right now, I really find it hard to believe he could have the same problem. He certainly isn’t being reduced to buying things at off-map setup cost.

We got the bulk of the first British turn done. Surprises abound on both sides, and at the moment I hold the dice-luck high ground. Sadly, his first move revealed a fatal weakness in the setup. He’s moving around the west flank, and I assume, is headed for the west entry area and building B5. Unless I’ve got something HIP up there… I’ve got trouble.

I set up an 81mm MTR daringly up front. Sadly, the ROF tear did not happen, and it may need to bug out now. He’s got nice strong formations on the west flank, the east side of the west flank, and the east flank. In fact, the town itself, especially on the west side, looks to be the weakest part of the British line….

My Sniper has been active (still at ‘4’): two ‘1’s on about 5 SANs. My Sniper has whacked his Sniper *twice* and knocked him out completely. (Started at ‘3’….) If that kind of luck keeps up, it could get very interesting.

Patch has been driving me nuts by doing the exact thing he should, that I forgot all about: Searching. He found a little deception a bit earlier than I hoped for. In the east pocket, there was the expected three stacks. An Italian one, and two German ones with the obvious MMC, MG, leader combos, one in the foxhole he’d been about to take last time. He parked a Sherman on it (after Bogging another one), and Searched with a HS, to find only Dummies. He’s been beating the bushes in the area ever since, but hasn’t found the killer stack yet. (As he’s stripped ‘?’ on the other German stack, he knows the 8-1 is missing.)

And the Italians? The squad just Disrupted and surrendered. They are so living up to the stereotype this game….

Other than maneuvering, and Smoke usage (which depleted two of his small MTRs), the only thing of interest in the west is that I finally got to use one my INFs in something other than a low-odds attack on a pillbox. ELRed one squad to 2nd Line and HoBed the other to Elite Fanatic. I suppose there’s a lesson there somewhere….


Situation, after rout on British Turn 1, 15PM.
↓ Read the rest of this entry…

└ Tags: AAR In Progress, ASL, gaming, Journal 6, PBr campaign
1 Comment

R vs B Alliance Turn 8 in Review

by Rindis on July 18, 2012 at 10:11 pm
Posted In: BvR - The Wind

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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