Forget what I said about the Hydran Ranger's robustness.
Although it can
certainly take quite a bit of damage, it can still be gutted like any
other
starship. And if the Ranger is destroyed, the fighters will have a
tough
time winning by themselves unless the other starship can't move faster
than
about 20 hexes a turn.
Turn 1: Ranger charges at speed 31. Romulan has speed 20. They close in
quickly and the Romulan launches both plasma torpedos. Gosh, I love
those
plasma swivel mounts as both torpedos stay tightly together. The Ranger
decides to plow through the torpedos.
Both ships are at close range when the torpedos hit. The Ranger
neglects to
fire at the torpedos. You have to remember that on any large volley
you'll
lose at least a couple of phasers, so might as well fire them before
they
get taken out. The Ranger takes a lot of damage, losing three phasers
and
a fusion beam. Later in the impulse the two starships exchange direct
fire,
but since the Ranger has lost some weapons it only does a handful of
internal
damage, although destroying a plasma launcher.
Fighters were launched on impulse 25 so that they can fire on impulse 1
of
turn 2. They're a few hexes away at the end of the first turn. Both the
Ranger
and the fighters can shoot through the downed #6 shield of the Romulan
on
impulse 1 of turn 2, with the Hydran having a fusion beam that it
didn't fire
on turn 1.
Turn 2: The Hydrans fire, doing significant damage to the Romulan
starship.
The Romulan all of its facing phasers, leaving it with just two
phaser-2s on
the right side and a plasma torpedo. The Romulan runs, trying to
recharge its
plasma torpedo. The Hydran pursues. The fighters split up into groups
of three
to try to corral the Romulan.
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Two-thirds of the way through the turn the Romulan tries
to break through the
fighter screen, hoping to get past them before the end of the turn.
Alas, the
attempt falls short, and the Romulan starship ends the turn with three
fighters
right behind it. Faced with another 40 points of damage that will cut
through
the scant #4 shield, the Romulan surrenders.
Key thing for the Romulan was to try and destroy the Hydran Ranger. Not
too
surprisingly, the six phaser-2s that shoot in the FA arc are rather
important
and easy to strip with a good volley. Without them the Ranger has to
get a
centerline shot to hit with all fusion beams, meaning it doesn't have
much
firepower out of the centerline.
Although the fighters look quite fearsome, without the Ranger they are
not all
that threatening. Each fighter can do about 4 points of damage at a
range of
4-5 hexes, which is as close as an enemy ship will get (in the Cadet
Training
Handbook, shuttles can't be fired upon outside of range 5). Although
that would
be about 36 damage for the full squadron, if the ship has plenty of
power then
it has the leisure of running away and repairing its shields. Note that
it's
going to be hard to destroy the Ranger while not taking substantial
damage.
For Round 2, the Klingons are allowed to come back into the tournament.
The
matches will be Gorn vs Lyran, Hydran vs ISC, and Klingon vs Kzinti. As
a wild
guess, I think that the Gorn, ISC, and Kzinti ships will advance to
Round 3.
Gorn because of its phaser-1s, ISC because it has more power and is
sturdier
than any other ship, Kzinti just because.
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