Demo Old School fight

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sunnyside
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Demo Old School fight

Post by sunnyside »

ARRRGGGHHH this got deleted and I have to star over :(
Almost forgot since this is set in the past I'm having these ships structural integrity fields only add 60,000TJ instead of 90,000TJ to hull structural integrity.

Connie refit

phasers, total output 6,000 TeraWatts
4 x 2nd class photon torpedo tube (4 sec reloads)
Weapon Range and Accuracy : 150

shields: 702,000 TeraJoules subs 117,000TJ
hull 140,000TJ

con 2d6+7

Special rule: Just because the ship has so much class and development behind it and the Klingons have just a couple points on you the connie gets +1 to engineering rolls.

----------------------------

Excelsior

phaser bank, total output 18,500 TeraWatts
4 x 2nd class photon torpedo tube
Weapon Range and Accuracy : 515

shields 1,201,500 TeraJoules subs 200,000
hull 208,000TJ

con 2d6+4

-----------------------------

Miranda Refit

phaser bank, total output 8,000 TeraWatts
4 x 2nd class photon torpedo tube
Weapon Range and Accuracy : 255

shields 621,000 TeraJoules subs 103,500TJ
hull 141,000TJ

con 2d6+8

---------------------------
Klingons Again klingons are +1 tac -1 con -1 engineering

K'T'Inga early model

disrupter cannon, total output 8,500 TeraWatts
2 x High Power photon torpedo tube with 230 rounds 5 sec reload 128,000TJ torps
Weapon Range and Accuracy : 80 (means they have be darn near point blank!)

shields 108,000 TeraJoules sub shields: 18,000TJ
hull 141,000TJ

con rolls 2d6+7

-----------------------------------
Refit

disrupter cannon, total output 15,500 TeraWatts
1 x High Power photon torpedo tube
Weapon Range and Accuracy : 350

Shields 1,107,000 TeraJoules 184500 subs
hull 151,000TJ

con 2d6+7
Last edited by sunnyside on Fri Sep 28, 2007 1:42 am, edited 2 times in total.
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Post by sunnyside »

Alright some tactical comments.

Ships of this time have lousy range. And so while before you'd quickly have no modifiers expect some wiked nasty modifiers until you get into point blank range. And depending on how ships twist I may assign occasional range modifiers because of the really short ranged we are dealing with.

This also makes it easier to have separate combats, because just being 100,000m away means that, while technically in disruptor range, only torps will be able to hit you.

Also don't expect quick kills as much. These ships have a lot of armor and shields compared to their armaments. So it can be more of a slugfest. Expect to see a lot more crit repairing since you won't just have ships blown up shortly after taking heavy fire.

Ships (with the exception of the Excelsior) are also very manuverable. They'll generally do what you ask unless it's a manuver directly opposing another nimble ship.

Comparing the fleets the excelsior is a beast but lacks manuverability which could get it in trouble if left alone with a more nimble klingon ship.

The Klingons again have (relatively) brutal disruptors if you let them get in really close. But with careful fleet planning and manuvers it's easier to avoid those nasty green blasts by just putting a little distance between your ships.
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Post by sunnyside »

Again pick a formation (and maybe discuss a battle plan) and let me know when you want to activate the gravitron sensor net.
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Post by sunnyside »

A comment on crits and targeting. As a result of the strong shields vs weaker phasers only the phasers on the excelsior can directly target specific things through a shield on the early Klingon vessel.

Otherwise you can just target an area and hope you get crits that get what you want. However against those Klingon refits again only the Excelsiors phasers can cause a crit at all. However all the torps can. And each of your ships is just as good as the others in the torp department. And with manuvering for good shots the Miranda and Connie are more likely to get those crits if they go for them.

None of the Klingon disrupters can do targeted crits either. And the early model can't crit the Excelsior at all. However the refits can land crits on any of you, and don't be surprised if they do.

Another comment. While Klingon torps again take longer to reload they are more powerful. Watch out for things like multiple Klingons with torps ready to fire lining up on the same shield section on one of you at point blank range, especially if they have an angle on your warp cores if you aren't being evasive. That could be very bad. You may want to use more angling orders to try and block vital regions with nacells or to try and spin your ships to make it harder for attackers to get all their shots on one shield area.


Oh and just so you have it. The torp schedule (not firing resets it obviously)

Feds
turn1: fire
t2: fire
t3: fire
t4: reloading
(repeat)


Klingons
turn1: fire
turn2: fire
turn3: reloading
turn4:fire
furn5: reloading
(repeat)

And note that the refits have no rear tube to switch to. So when they're reloading there won't be any torp fire that turn from them.
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Post by sunnyside »

stupid forum lag causing double posts.
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Post by Deepcrush »

I think I should be in the center with the others on either flanks for support.
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Post by sunnyside »

Two things.

First if you guys try to hit the same ship, even if you target the same thing I roll randomly to determine the shield your shot goes through due to the other ship and your manuvering. You're most likely to hit the shield facing you, espially if you're coming in from the side.

The point being if you want to combine fire to knock down a specific shield

either

1. In your con orders say that you're making an attack run together where you come in at the same angle and fire at the same time.

2. Both target a shield facing the same way you would a region of the ship.

(or I guess you could just shoot and hope the dice like you)

All are easier from the side.



The second thing is you might want to have some consensus on what your plans are beyond just starting formation. For example if one of you rockets ahead while the other two hold back, well, you can guess what will happen.
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Post by Deepcrush »

Lets get this battle started.

Our formation is..

Hewer Left flank
Deep Center
Rochey Right flank

What is the Klingon formation?
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Post by sunnyside »

The refits side by side 700,000m from you and the early version 150,000m behind them.

Fleets are face to face and closing at 100,000m a turn (so in the tac phase range will be 500,000m barring people closing the gap with con orders).

When you say flank do you just mean which side they're on or are you guys spready out by 100,000's of meters?
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Post by Deepcrush »

Our ships are side to side to side. 50,000m between each of us.
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Post by sunnyside »

In response to a question deep had

From: sunnyside
To: Deepcrush
Posted: Fri Sep 28, 2007 6:27 pm
Subject: Re: Weapon Range and Accuracy : 515
I apply weapon range and accuracy to everything. However it's most significant for phasers since the guidance systems in a torp limit its modifier to -2.

Your range of 515 means that you don't have any tac modifiers out to 51,500m are at only -1 from 52,000-102,500m and so on out to the maximum phaser range of 300,000m at which point the nadions mostly disapate or somesuch.

So lets say you and the connie are 200,000m from a refit. Everyones torps are at -2 tac. Your phasers would be at -3 (so if you don't make your tac officer do something special to get other mods your rolls would be at 2d6+2, as always against an 8, so you'll probably hit), but the refit would be at -6 with it's disrupters, and the connie would be at something like -12.

Note that usually I deal with distances in increments of 50,000m as ships are moving around, but with con orders you could maintain more specific ranges.
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Post by Granitehewer »

has rochey,submitted his orders,yet?
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Post by sunnyside »

Nope. Nobody has.
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Post by Granitehewer »

Am raring to go, but away tomorrow, so either we start tonight if rochey makes it on, or we have a natter,then start battle royale, on sun, if there are other period ship types eg a constellation(no idea when they're from, can't be bothered to find out lol), we could try to recruit another player too, or launch an appeal on a thread, so that we recruit some players to play the 'red team' ie villains
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Post by Granitehewer »

ps Miranda Refit: USS Pinochet
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