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Re: Battle of Prenglar

PostPosted: Mon May 25, 2009 6:57 pm
by Aethelwulffe
Will wrote:Planet in 2619, Fortress in 2519 rotating CCW.


5 assault scouts, 3 frigates, fortress' fighters in hex 2119.
2 DD, LC and BB in hex 2219.
Minelayers in hex 2319.

All ships speed 10, facing west(oops!).

Re: Battle of Prenglar

PostPosted: Thu May 28, 2009 8:33 pm
by Terl Obar
Actually, Art is correct, I just wasn't paying attention when I plotted the move. I've updated the images.

On the seekers, no the cruiser was closer. You placed the seeker missiles fairly close in to the planet and the frigates are still fairly far out. They're moving so fast, however, that the frigates will probably be much closer next round.

Okay, Will's Minelayers and the station target the heavy cruiser
The minelayers miss with all four laser batteries
The station misses with all three laser batteries, hits with its electron battery(10 HP) and proton battery(3 HP) and misses with its rocket battery. The cruiser is barely holding together but still in the fight (4 HP left).

The cruiser is the only ship with a shot on the Sathar side and it unloads it's remaining arsenal (which isn't much, just 2 LB and a RB) into the station. Only one of the LB connects knocking out the combat control computer (-10% to hit).

It is now the Sathar movement phase on round 2.

Re: Battle of Prenglar

PostPosted: Thu May 28, 2009 10:52 pm
by Will
Cool. I didn't remember where I put the seekers.

Sokay, I was reading the station's movement plot backwards anyway.

Now, on with the killing.

Re: Battle of Prenglar

PostPosted: Wed Jun 03, 2009 6:06 pm
by Aethelwulffe
Oh boy, the killing is Juuuuussst starting.....

I am assuming that since I don't have an MR, I can't ram the station with the CG....Soooooooo....

The SAV Cruiser/Minesweeper "Colonoscopy" does not accelerate or decellarate, maintaining speed of 29 while conducting DC. The planet forces a turn after 3 hexes (2519). Assuming it isn't destroyed by mines, it should exit the field at hex 3501 +8 hexes. The ship is concentrating on manuevering damage control. After it gets an MR point back, it has to work on HP. Let me know if I can declare decell at a fractional rate (out of combat) so that I can manuever enough to get this thing to a dock without breaking up!

The fast attack arm of my squadron, ignoring the futile seeker missiles, accelerate by 3 to speed 16. They turn right at hex 2724 to line up with the station, ending the turn at 2622, using the same tangent that the Cruiser used, and ending my turn on the hex the cruiser started on.
They unleash a barrage of death. All ships fire LC's, LB's, RB's, and Torps into the hapless station......head on...range 2.

Re: Battle of Prenglar

PostPosted: Thu Jun 04, 2009 6:25 pm
by Shadow Shack
Actually Art...if the planet forces your turn at 2519 (where the station was during last movement phase) and you exert no further MR points, you would travel a straight line from there and leave the map at 3401 not 3501.

That being the case, my cruisers will accelerate by 2 to speed 19, each making a left turn at 3401 ending their moves at 2617 and 2616 respectively. All cannons, batteries (including RB within range, I believe only the lead cruiser has this at the moment), and torpedos fire at the fortress. ICMs ready for any torpedo or assault rocket attacks that may come from the UPF ships (or any seekers that are in range), 1 per ship per inbound torpedo/rocket/missile. If I'm reading Art's exit point wrong or I missed a maneuver of his, I will restate the approach.

The assault carrier will release its fighters in 4801 and will make a right turn in the next hex afterwards (4701), accelerating to a speed of 12 (moving 11 hexes forward in a NW direction from 4701). The fighters will accelerate to 15, ending their move in hex 3301 (start speed of ten in 4601).

Re: Battle of Prenglar

PostPosted: Fri Jun 05, 2009 7:45 pm
by Terl Obar
Shadow was right it is 3401. In any case, here are the positions after the move. Art's single cruiser is an additional 8 hexes off the map and effectively out of the game. It will take at least 4 turns before it could come back in (assuming it doesn't get blown up this round, repairs its MR and doesn't break up in maneuvering).

Image

We just need defensive fire from Will once he gets done moving into his new house.

Re: Battle of Prenglar

PostPosted: Sat Jun 06, 2009 10:05 am
by Aethelwulffe
WOOOOHOOOOOOOO! No Mines!

Re: Battle of Prenglar

PostPosted: Mon Jun 08, 2009 3:45 am
by Shadow Shack
My carrier is depicted wrong...

The assault carrier will release its fighters in 4801 and will make a right turn in the next hex afterwards (4701), accelerating to a speed of 12 (moving 11 hexes forward in a NW direction from 4701).


It should be going the other way --- off the map.

Re: Battle of Prenglar

PostPosted: Mon Jun 08, 2009 7:50 am
by Terl Obar
Sorry about that. I'll fix it when I post the battle damage.

Re: Battle of Prenglar

PostPosted: Sat Jun 20, 2009 8:26 am
by Aethelwulffe
When is will supposed to be back?

Re: Battle of Prenglar

PostPosted: Mon Jun 22, 2009 7:34 pm
by Terl Obar
No idea. He just said he was moving and would be back on once he got internet service at his new house.

Re: Battle of Prenglar

PostPosted: Sun Jun 28, 2009 7:08 pm
by Will
I'm up, and I'm back. Will post soon.

Re: Battle of Prenglar

PostPosted: Thu Jul 16, 2009 8:00 pm
by Terl Obar
We're ready when you are.

Re: Battle of Prenglar

PostPosted: Sun Jul 19, 2009 11:03 am
by Aethelwulffe
Triple ready when you are ;)

Re: Battle of Prenglar

PostPosted: Sun Jul 19, 2009 7:39 pm
by Will
Minelayers will defensive fire on Art's cruiser.

Then samaritan can take over, cos I'm just burned out right now.

Re: Battle of Prenglar

PostPosted: Mon Jul 27, 2009 9:17 pm
by Terl Obar
Okay, let's see if we can get this game back on. Looks like we will need a new UPF player if Samaritan doesn't show up. Maybe we can recruit Larry back.

BIC: The wounded Sathar cruiser flies past the station with it's maneuvering knocked out. The cruiser and station exchange fire. Of the cruiser's weapons, only 2 LB and its RB are still operational. The LB's miss but the RB connects for 13 HP. The station returns fire with its three LB and one scores a massive hit (double damage: 20 pts) completely obliterating the cruiser (it only had 4 HP left).

The station fires it's other weapons (PB, EB, RB) at the lead frigate but they all miss. The minelayers also fire at the lead frigate (changed Will's declaration to fire at the closer ships) and one LB from each minelayer connects. The first rips a huge gash in the frigate's hull (double damage 18 points) and the second damages it's maneuvering thrusters, causing them to misfire (must turn right until all MR is expended).

The Sathar frigates unleash a barrage of destruction against the UPF Fortress. Six of the eight LC connect, five doing hull damage (12, 7, 12, 2x13, 2x16 HP) and one taking out the station's EB. Only one of the frigates' LB connect but it is a solid hit doing 10 HP. Four of the RB connect, all doing hull damage (11, 12, 12, 14 HP) and only two of the torpedoes hit. One does 24 pts of hull damage and the other takes out one of the station's LB.

The Sathar Heavy Cruisers sweep in from the other side and unleash a similar hail of destruction. The lead cruiser connects with its DC (11 HP), LB (2x6 HP), EB (10 HP) and it's torpedo (2x25 HP). The other six cruisers all miss with their Disruptor Cannons, connect with 3 LB (2, 5, 10 HP), two PB, one doing 3 HP and the other causing an electrical fire to break out on board the station. They also hit with two EB knocking out the stations Proton Screen and causing 7 points of hull damage. Finally, four of their six torpedoes make it past the hail of ICM's and cause 12 HP, a power short circuit disabling all screens and ICM's, knocking out another LB and the final torpedo delivers the coup de grace doing 2x22 HP. The final hit is more than the station can withstand and it busts apart with pieces flying in all directions as the structural integrity of the station gives way.

Casualties: UPF Fortress, Sathar HC
Wounded: Sathar Frigate A

It is now the UPF turn to move. The 6 seeker missiles will move four hexes this round and intercept the Sathar Frigates. Between them all, the frigates have 32 ICM's that they can use against the 6 inbound missiles. Art can declare how many he wants to fire at the Seekers and the UPF player can declare the movement for the UPF ships.

I've also uploaded an updated version of the Ship Rosters

Re: Battle of Prenglar

PostPosted: Thu Aug 06, 2009 5:33 pm
by Aethelwulffe
Forgive me, Iam just attempting tore-familliarize myself with the status of the game.
In an earlier post I was pretty sure that the cruiser had exited the field, and was "out of the game". Maybe the spacing of defensive fire might be doubled or out of order, but our previous posts seem to indicate that...dunno. I am pretty sure that the seekers are more than 2 hexes away from the frigates, and will only move two hexes on their first movement turn, and therefore will never catch the frigates.

Re: Battle of Prenglar

PostPosted: Tue Aug 11, 2009 4:05 am
by Shadow Shack
We could alwaysss permit sssathar agentsss to portray the UPF ssshipsss...

Re: Battle of Prenglar

PostPosted: Tue Aug 18, 2009 4:12 pm
by Aethelwulffe
Naaa, you know how those agents are, always sponging off the people with the actual talent...

Re: Battle of Prenglar

PostPosted: Sat Oct 03, 2009 5:54 pm
by simplymenotu
I'm confused where all my ships are. Are they in the same hex as the Battleship?
Why do I have fighter counters?

What is the chances the seekers will destroyer the frigates?
How many HC's are near the planet, 2?

I know it's a pain but could you put the # of ships and speed for each hex?
Example:
upfmove1.png
upfmove1.png (68.75 KiB) Viewed 28735 times



Once I have the info I'm ready to Move and Declare targets. :twisted: