Here's the recap of the Kzinti Strike Cruiser vs. Orion
Raider Cruiser match.
One thing that I didn't take into account is that the Kzinti Cruiser
only has
24 points in its #1 shield, compared to 30 for a normal cruiser. Not
that the
small Orion ship could really do anything with that fact, but it could
have
made the battle a little closer.
Turn 1. Range is some 50-odd hexes. Weapon status 2 so phasers are
armed,
multi-turn arming weapons are in their last turn of arming, and one
special
shuttle can be readied, which in the Cadet Training Handbook can only
be a
suicide shuttle. Kzinti strategy is still to overrun and use its drones
for
the dirty work, so speed 31 which leaves no power to arm the
Disruptors. Orion
strategy is less certain at this point, so speed 27 and see what
happens.
Both ships head towards each other. One strategy against a seeking
weapon
opponent is to move fast and skirt them. Make him commit the seeking
weapons
then go the other way and speed up some more. Run until the weapons run
out
of fuel, which for a drone is three turns which is a very long time.
Easier to
do with a plasma torpedo as those only last less than a turn. Orion
ship tries
to stay near the edge of the map, the Kzinti ship wisely heads for the
center.
At these speeds it takes a lot of space to turn, although in SFB, it
takes the
same amount of time to turn around at each turn mode bracket. Hence
ships try
to stay at the highest speed on a turn mode bracket, rather than the
lowest
speed of the bracket.
Kzinti ship makes a small mistake by firing a drone barrage at the
start of
the turn. Normally you can fire a weapon only once a turn, and not
within a
quarter of a turn from the last firing. This makes impulse 25 (of a 32
impulse
turn) the "impulse of decision", as that is the last impulse when a
ship can
fire and still be able to fire those weapons on impulse 1, when you've
done
another energy reallocation. Since the ships were so far away, firing
the
drones early means that they'll run out of fuel earlier, although in
this game
it didn't matter. In retrospect the Orion should have immediately gone
into
"run" mode and tried to stall until the drones burn out.
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Towards the end of turn 1 the Orion charges the Kzinti.
At range 5 he fires
everything, hoping for maximum damage and maybe taking out a couple of
Kzinti
weapons. 25 points of damage is enough to punch through the Kzinti #1
shield,
which he forgets to reinforce with battery power (to stop the extra
point of
damage from scoring an internal). The internal is a warp hit,
inconsequential
this early in the game.
Turn 2. Bad news for the Orion, as he decides to run. The first four
drones
will hit the Orion and he doesn't have the phasers to stop them, so he
charges
the tractor beams and hopes that his two drones will stop two of the
Kzinti
drones, then his two tractor beams can stop the other two drones. The
Kzinti
barrels in, using battery power to charge the Disruptors.
Orion launches drones. Kzinti shoots them down. Kzinto fires at the
fleeing
Orion, punching through the #5 shield and scoring 11 internals. Orion
uses his
rear phaser-3s to try to shoot down the two Kzinti drones, but only
destroys
one. The other drone hits the #5 shield, scoring 12 internals. Photon
torpedo
is hit, as are all but 2 phaser-1s and a drone. Eight power hits add
insult to
injury. At this point the Orion is running with the Kzinti in pursuit,
he
doesn't have enough power to outrun the Kzinti and at this point a
moderate
Kzinti overrun will cripple the Orion. I call the game as the Orion has
clearly
lost.
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