As I previously mentioned in the analysis, the
Federation Heavy Cruiser (Fed
CA) is at a significant disadvantage against the ISC Star Cruiser (ISC
CA).
One of the problems with playing both sides is that it's easy to become
biased
and favor one side or the other -- or, in this case, to decide that one
side
doesn't have a chance and play it that way. This also happens in
multiplayer
games, but it's less of a problem because there will be the other
player who
has a different prespective of the game.
Starting out some 45 hexes away, both captains decided to move at speed
24.
Early on, the ISC CA started launching its six shuttles, which strung
out
behind it. In the latter half of the turn, the Fed CA also started
launching
its shuttles, although with only four shuttles the squadron wasn't
quite as
impressive. At a range of about 12 the ISC CA fired its plasmatic
pulsar device
(PPD), scoring an immediate hit. The PPD scored more damage over the
next three
impulses, dropping the Fed CA's #1 shield to less than 50% At range 7,
the Fed
CA decided to fire all bearing weapons and turn away before the ISC CA
fired
its plasma torpedos. Three photon torpedos hit, and four phasers added
below
average damage, all of which wasn't quite enough to down the ISC CA's
#1
shield. At the end of the turn the ISC CA fired its phasers and plasma
torpedos
at his opponent, the phasers doing heavy damage to the Fed CA's #6
shield.
Turn 2. The Fed CA puts all power to speed and tries to run away from
the
plasma torpedos. But an unfortunate miscalculation allows one torpedo
to hit,
after being phasered down a bit, crushing the #5 shield and down a few
points
of internal damage. Meanwhile, the ISC CA starts to reload and proceeds
to
engage the Fed shuttles, which are no match for the CA and soon are all
destroyed by mid-turn. The Fed CA decides to chase the ISC CA before he
can
rearm the plasma torpedoes. He turns, letting the second plasma torpedo
hit
and almost down his #4 shield. The ISC CA heads for his shuttles to use
them
as a screen. By the end of the turn, the Fed (with no phasers charged
and the
photon torpedos unloaded) is some 7-8 hexes behind the ISC CA and
starting to
pass in front of the ISC shuttles, which fire to no effect, as shuttles
are
rather ineffective outside of range 3.
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Turn 3. The Fed CA charges his seven remaining phasers
and plots a pursuit of
the ISC CA, neglecting to start loading the photon torpedos. The ISC CA
is
also moving quickly. The Fed CA fires at and almost downs the ISC CA's
#4
(rear) shield. The ISC CA is able to fire a couple of phasers through
the Fed's
#1 shield, scoring more internal damage. At this point, about midturn,
the Fed
decides to run away so he can recharge the photon torpedos in peace.
The ISC
is currently moving away from the Fed and slowly turns around, so that
at the
end of the turn the ISC is a good 15 hexes away and starts firing his
PPD at
the Fed, scoring a hit.
Turn 4. The Fed CA starts charging the photon torpedos, 4 phasers, and
puts
some reinforcement on the shield being hit by the PPD., leaving him at
a speed
of 17. The ISC is also at a speed of 17, due to the fact that the
plasma torps
have a higher final turn arming charge. The ISC CA pursues, firing the
bearing
plasma torpedo immediately, calculating that the Fed can't get away
from it
with his slow speed. Fed phaser fire manages to destroy the ISC PPD, a
little
too late. As the Fed runs for the edge of the map, the ISC fires his
second
plasma torpedo and phasers at impulse 25, scoring more internals and
stripping
phasers, although not the photon torpedos. By the end of the turn the
first
plasma torpedo hits, doing a fair amount of power damage, although
again the
photon torpedos escape harm.
Turn 5. Desperate, since the Fed CA is a bit ahead of the ISC CA,
leaving the
photon torpedos out of arc, the Fed CA stops and tries to use Warp
Tactical
Maneuvering to turn his ship. But on impulse 1 the ISC CA fires all
phasers,
doing great damage and destroying two photon torpedo launchers. Then
the ISC
turns away, taking the remaining photons on a fresh shield. The second
plasma
torpedo hits the Fed, doing more internals. At the end of the turn the
ISC
shuttles fire at range 1, downing the strongest remaining shield and
gutting
the Fed cruiser. Game over, as the Fed CA has only its #3 shield with 7
boxes,
along with 2 phasers and 4 points of warp power. The ISC CA has lost
its #1,
2 and 4 shields, but only taken four points of internal damage.
Decisive
Victory for the ISC.
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