So I've been playing Star Fleet Battle by myself, the
Cadet Training Handbook.
Scenario 10 is a two on two fight: a Federation Heavy Cruiser (Fed) and
a Gorn
Heavy Cruiser against a Klingon D7 Cruiser (D7) and a Romulan KR
Cruiser (Rom).
The big differences between this fight and one using the full rules is
the lack
of overloaded weapons, mid-turn speed changes, high-energy turns,
scatterpacks,
pseudo plasma torpedoes and weapon status.
Basically I decided to do this as two one-on-one battles on the same
map. Fed
vs Rom and Gorn vs Klingon. Even if two non-dueling enemy ships stray
close to
one another they won't engage, until one duel is done. Basic tactic for
the Fed
would be to close in rapidly, fire photon torps, then run and reload.
With the
Rom I decided to run for the corner, cloak, and load the plasma torps.
The Gorn,
who doesn't have a cloak, tried to stay away from the Klingon until his
plasma
torps were ready. The Klingon charged hard to hit the Gorn before the
Gorm got
his heavy weapons ready.
First turn was just closing in. In turn 2 the Fed closed in to range 7
of the
Rom, who was still cloaked. Fed hadn't fired yet because of the cloak.
Klingon
had closed and pinged the Gorn, who would have his plasma torps ready
next turn.
Turn 3 tactics. Fed wanted high speed, phasers and photons at close
range if Rom
is still cloaked, otherwise fire as the Rom uncloaks and run. Rom,
being at
speed zero and facing the edge of the map, would only be able to turn
this turn,
so he decided to stay cloaked and ride out the Fed attack, then uncloak
and
pursue in turn 4. Klingon fired at the Gorn then turned tail and ran,
Gorn took
a handful of hits but nothing important. Gorn turned and chased
Klingon, going
a bit slower.
Turn 4 saw the Fed running at medium speed since the Rom wasn't going
to move
fast. Fed reloaded phasers and started loading photon torpedoes. Rom
accelerated
to the max of 10 and didn't get anywhere. Klingon put the pedal to the
metal and
ran started speeding away, but the map boundary would reign him in and
a Gorn
plasma torp hits him. Turn 5 Fed turns around for another pass at the
Rom, who
goes to speed 20 and charges the Fed. Fed makes a slight mistake and
turns at
the end of the turn. After a quick look the Rom fires both plasma
torpedoes,
knowing the Fed can't possibly avoid them. Meanwhile the Klingon turns
to avoid
the wall and the Gorn stays behind him, peppering the rear shields with
phaser
fire.
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Turn 6, the Klingon, in big trouble, keeps running as
the Gorn keeps phasering
him. Gorn fires second plasma torp. Plasma torp hits the Klingon
cruiser,
destroying the remaining weapons except a disruptor. With less than 50%
power
and only one weapon the Klingon is out of the fight. The Rom closes in
on the
Gorn and hits him in a down shield to do some phaser damage. Fed is
able to run
just far enough to use his phasers and a shield to absorb the Rom torps
and take
no internals. Now the Fed turns and heads for the Rom.
Turn 7. Rom, being next to the Gorn, sees that if he moves the Gorn can
stop,
turn, and hit him with a just loaded plasma torp. So the Rom stops,
phasers the
Gorn through the down shield, then starts cloaking. The Gorn takes the
damage
gracefully, then turns and fires at the Rom through the cloak. The Fed
closes in
to about a range of 13. Rom torpedoes will be loaded next turn.
At this point I stopped. If the Rom tries to stay under cloak and fight
the Fed
and Gorn can take him apart. The Rom's best chance is to uncloak, fire
both
torps and phasers at the Gorn, then start cloaking while the Fed is
still more
than four hexes away. The Gorn will fire a torp and phasers, taking
down a
shield and doing some damage, although the Rom attack will do about 45
internals
and gut him. The Fed rushes in and fires as the Rom starts cloaking.
Three
photon torps hit, add phaser damage and the Rom takes about 25
internals. This
leaves a badly damaged Rom, out-of-the-fight Gorn, and a fresh Fed. The
Alliance
wins.
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