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Watchman

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  1. Encounter of 20200702 Near an uncharted reef HMS Sybille 40 gun Frigate vs. USS Atlanta 14 gun Sloop HMS Orpheus 32 gun Frigate USS Constitution 44 gun Frigate We spotted an American force approaching with the wind at our backs. We would need to be mindful of the intervening reef. Initially all was proceeding well. At some point the Captain of the Sybille felt the effects of too much grog the night before as his executed turn to the port instead of starboard was not in accord to planned maneuvers to pass by the reef to starboard. This action put Sybille some distance behind the Orpheus and effectively out of supporting distance, as will become quite obvious later on. The American force seems to have been committed to the same maneuver. It appears their plans changed upon observing the great distance between our ships; the lure of ganging up on the small ship was too tempting. They finally, after considerable maneuvering, attained a favorable position to commence firing, in this case Raking Fire. In the ensuing melee the American Sloop Atlanta went down. It is to be noted, a rather drastic wind change occurred and it is observed, dark clouds are rapidly building to the North West. In the mean time the chase has begun. Occasionally the Americans send off a shot as here with a Port side rear guns; for the most part of the chase, neither one of us was in position to shoot. Once past the Reef our positions opened up and once again we traded shots. We both were sustaining quite some damage. The Orpheus, being a fast ship decided to head down the windward side of the Reef to attempt to head off the Americans. During this time the chase ended and maneuvering for good shots ensued. The Orpheus at this time made an error in judgment and came about, thinking the Americans would sail back the direction they had arrived. Several times positions were reached were Raking Fire was utilized, quite devastating. If you notice the position of the Orpheus is dangerously close to the Reef. More Raking Fire. Orpheus way too close to the Reef with the wind coming from the Starboard Fore Quarter! Another chase begins. Orpheus grounded on the Reef and with bad weather approaching, probably no chance of saving the ship. Sybille and Constitution back at it. The running battle carried the ships to the leeward end of the Reef. At this point both ships are pretty well shot up but the Orpheus’ final shot did the Constitution in. After action report: It has been about two years since our last battle and decided to advance to the Standard format. It is more challenging with damage occurring faster and more of it. Quite the challenge also, dealing with the wind. We instituted a wind direction change 10 turns into the game. Mastery of wind effects will bring a favorable outcome over superior fire power by placing your ship for the most advantageous shot. We have a ways to go before that happens, as evident with the Orpheus grounding. This was a 5 hour battle.
  2. Battle Record Keeping/Terrain Modules update. Battle Record The current plan is, as updated, starting as before: Everyone starts as a Regular (R), Second battle on, as a Veteran (V), Kills recorded in every seventh column (K), denoted with a star, Elites are survivors of eleven battles (E), Ace is reached on the fifth kill (A). Terrain Modules I think a compromise will work better by making new modules following the contours in close in places only, such as these: And staying with the hex pattern everywhere else so as to not unduly reduce the number of places a CAV can set upon. This is based upon the narrowness of many places, if strictly adhering to the contour lines solely. As you can see, battle planning will still be required for the deployment of certain CAV units due to restricting terrain.
  3. MercNews Report 7 Watchman Reporting MercNet HQ, Kaitos (2) 20200604 I bid you greetings; This encounter was precipitated by a platoon of fairly heavy CAVs for the pirate group: Black Cutlass Division C elements Platoon strength vs. 42nd Legion (Black Watch) 1st Battalion 3rd Company elements 2nd & 3rd Platoons Black Cutlass advanced upon a static position; 42nd Legion in defensive positions. Black Cutlass was approaching from the South on the right flank. The 42nd evidently did not have any air assets on surveillance patrol, as it appears Black Cutlass was able to approach fairly close before the 42nd took notice of their presence. The 42nd sentries were not very diligent in being mobile to continually have a differing view of the surrounding terrain. Never the less they spotted two Wights closing in. Black Cutlass was driving his Wights while leaving the rest of his force behind. The Purple Wight was in position to initiate combat but lacked the range, the Bishop, on the other hand was able to launch his DFMs and scored some damage which resulted in the Wight backing off to cover. The Bishop did try to rattle the Wight by launching some IFMs his way, but as there was no Target Lock, you can see the resulting impact point far enough to the right, that even his Area-of-Effect of 4” was unable to reach out and touch him. All the while this was going on the 42nd Starhawk VI was moving out of the back of the fort, around to the left flank in a hurry, using the roads to good effect. The Sovereign III along with the Falcon, were moving in position to cover the South access point. The Specter had moved up to the wall position to cover the Bishop. In the mean time the other Wight was moving up behind the ridge and eventually achieved a position where it was able to fire upon the Falcon, achieving hits but no damage. The Falcon on the other hand did score. The Wight fell back but was hindered by being in the water so did not achieve a point sufficiently far enough to get out of the line of fire. The Specter achieving a lock-on could only use his DFMs, due to the range factor. The Specter did zero in on target and while the missiles started to impact, the crew pod was ejected and the Wight suffered a critical hit putting that CAV out of commission permanently. The Rhinos never made it to the battle, being bogged down in the heavy woods. Black Cutlass determined it was better to perform a retrograde maneuver with the fast approaching 42nd units. Force details/objectives. The Black Cutlass had three Veteran crews and one Regular. Their objective was to probe the Fortress defensive units and: Determine the size of force present and return with no losses. They achieve half of their goal by observing six CAVs present. The battle was considered a draw. Their big failing was splitting their force, leaving major firepower behind. Higher Command surmised there were at least two more present to form two complete Platoons and maybe another Platoon in the area for a full company. The 42nd had all Regular crews that performed quite well considering their lateness in getting on the ball, damaging one and killing another.. We have all CAVs listed thusly; all start as regulars, as denoted in the first column (R). The next time that CAV goes into battle it will be as a veteran (V). To achieve Elite status would require accomplishing ten battles. To be an Ace will require five kills.
  4. Here is the JoRs plus those from "CAV Rules" Journal of Recognition 1 Archer Assassin Badger Bishop Blitz Challenger Conqueror Cougar Dictator 60 Duelist Falcon Fenri Ghost ` Gladiator II Hedgehog Hunter Infantry (Regular) Infantry (Heavy) Jaguar Kahn Katana Kikyu Knight Lance Mastodon Ogre Panther Poltergeist Puma Raptor Regent Rhino Scorpion Sovereign III Spartan Specter Spider Starhawk V Sultan Talon Thug Tsuiseki Tyrant Vanquisher Warlord Whisper Wight Wraith Wyvern Psyro (Drone A) Psyro (Aggressor A) Psyro (Aggressor B) Journal of Recognition 2 Ashigaru Banshee Baron Butcher Centipede Centurion Chancellor Chieftain Czar Despot Dictator 70 Dingo Dragonfly Dragoon Emperor Flail Ghast Harpy Hornet Kharl Longbow Lynx Malefactor Manticore Mantis Merlin Naginata Nomad Outlaw Overlord Raider Revenant Ripper Ronin Ryoshi Sabre Sabretooth Scarab Spike Starhawk VI Stiletto Thunderbird Tiger Tsukai Vindicator Warden Wolf Wolverine Errata reprints: Fenri Hunter Katana Lance Vanquisher Wyvern CAV Rules APC Assassin I Challenger Dictator Gladiator Heavy Infantry Infantry Kikyu Knight Lance Launcher Panther Puma Poltergeist Regent Rhino Scorpion Specter Sovereign III Starhawk V Tsuiseki Tyrant Vanquisher Warlord Wraith These from the "CAV Rules pdf", have different values. Just check with main rule book and the info is the same as Vil-hatarn.
  5. If someone does not beat me to it,I will list both JoRs after work today.
  6. Looks like I may have another job for you beside Infantry.  Do you still have all the different paint schemes of mine?

  7. Greetings;

       I was wondering if you ever were able to create CAV construction tables for CAV 2?  I have yet to get to that version though, as we are still working on CAV 1

    1. Vil-hatarn

      Vil-hatarn

      I was working on a system, yeah. I never got around to a final balancing pass (and also made some rules revisions of my own in the process), but it's 95% playable as-is if you're interested in taking a look.

    2. Watchman
    3. Watchman

      Watchman

      I was wondering about tonnage being left out?  It seems it would impact the mobility factor. 

      My main interest in tonnage, in an unrelated purpose, deals with the bridge loading on some of my terrain modules.  Obviously I can go from CAV I ratings and make up the rest for non-CAV I models. 

      A side note, I have started modifying CAV I rules with CAV III ideas, such as ammo limits, etc.

  8. I am thinking on redoing the 3D boards by cutting out the elevated portions on the Contour Lines instead of the hex sides as it currently is, thereby making the terrain less restrictive. Yes the BT sheets came in quite handy, not to mention they copy well on lighter paper for cutting out the elevated portions.
  9. MercNews Battle Report 6 Watchman Reporting MercNet HQ, Kaitos (2) 20200326 I bid you greetings; There is a field report coming in of a small, but intense, battle presently in progress. Current location has been CLASSIFIED by request of the 14th. Cav. The force structure of each is as follows: 14th. Cav. Dictator 70 Archer Ogre Scorpion Mastodon The next unit, due to its varied scheme and colorful nature, must be the Pirates: Black Cutlass (2) Wights (2) Rhinos Talon Both units being reinforced Platoons, the first with Artillery support and the second with ECM/ECCM support. Black Cutlass is advancing on his left flank taking full advantage of maneuver space and cover. The 14th is wending its way up the mountain passes. Unfortunately the slower units ended up in the lead. (Turns 1 – 4)It appears the 14th made a tactical mistake sending the Ogre and Scorpion up the left hand pass, as will become apparent. The Dictator is in position to open fire on the closest Wight, but the hits cause no damage and Wight returns fire and caused 1 hit. (Turn 5) The Archer is next to prosecute the same Wight, and again the fire did no appreciable damage. The Wight returned fire but was wide of the mark. The Mastodon reaches firing position and sends an AP (Armor Piercing) round down range and does 1 damage point on the same Wight. (Turn 7) Once again the Mastodon shoots at the Wight with another AP round, but causes no significant damage. The Wight returns fire but once again misses the target. The second Wight pops up and takes a shot at the Archer obtaining 1 hit, but the Archer returns fire and also scores 1 hit on the second Wight. (Turn 6) Rhino #1 comes in range to shoot at the Mastodon with no effect. The Mastodon returns fire with AP and scores 2 hits on Rhino #1. (Turn 7) The Dictator comes under fire and is hit 2 times, whereas the returned fire from the Dictator has no effect. (Turn 8) The first Wight again shoots at the Dictator and hits 2 times, and in return Wight #1 takes 1 hit. The Dictator scores 1 hit on the Talon, but when it gets into action and puts 2 hits on the Dictator, that was sufficient to take down the Dictator. (Turn 9) Wight #2 shoots and hits the Archer, with 1 hit and is missed with returning fire. (Turn 10) (Battle ended due to time constraints) Battle Results: Black Cutlass 14th Cav. Wight #1 2 hits Dictator 70 7 hits Wight #2 1 hit Archer 2 hits Rhino #1 2 hits Talon 1 hit After Action Report: 14th Cav. suffered from poor Recon initially. Sending the Ogre and Scorpion on the left hand trail, fatally took them out of action, as not being able to navigate the exit trail off the mountain and instead caused them to traverse to the right hand trail back off the mountain to the valley trail. Had the battle lasted they eventually would have been able to engage. The Dictator rushing out ahead of supporting forces gave the Pirates a primary target to focus on with little hindrance to there attacks. Once the Talon moved into coverage range the Dictator was in for a rough ride resulting in the necessity of punching out of the doomed machine. The only fault I can lay at Black Cutlass’ feet is putting the Talon on the front line as a regular combat unit, thus exposing the unit to the possible loss of the highly effective ECCM capability. (One small, small, concession to the Cav. Commander, was the distraction of running the rules to relearn the rule mechanics since the last battle, of say, a year ago.) This is the Watchman Good Day
  10. The 7th. Fleet is the smallest binder by far as they face the Tholians (You don't mess with us, we will not mess with you.) The largest fleet is the 6th., followed by the 5th. The 6ths first binder is three times the size of the 7th's, as is the 5th's. The Fed has the highest production rate, followed by the I.S.C. During our 20+ year war the Feds have faced only two of four potential enemies, Romulans and I.S.C. Production was geared toward them omitting the Klingons and Andromedans. Production has moved away from having all the fancy different Fed variants and narrowed down to Scouts, mediums, and heavies. As well, all light ships have or are relocating to the Klingon border. The super heavies will continue to be held on to, mostly for the 6th Fleet, but many Heavy Cruiser Types and Drone Cruisers are more valuable for numbers of weapons they can put on target.
  11. Logistics of Star Fleet Battles Federation Forces The extent of my supporting Logistics would be considered overly… complex, shall I say. The other three combatants would be considered minimalists in relation to my efforts. Starting with the Battle Log, where I record all of the various encounters; Listing: opposing forces, ship value, ultimate vessel outcome, combat points and resulting score. Next is the Ship Yard Report. Here I have a list of all ship yards and their capabilities and capacities; a log of ship construction/repair status and at which base currently located and return destination; and a chart with the positions of ships on station along the border. Lastly is the Dry Dock holding ship SSDs of ships under going repairs. The Fleet Logs hold all the ship SSDs, separated by front positioning. There is at least one binder per fleet 1 through 7. A survey fleet is positioned in the Fifth’s binder, all of which are being used as various sorts of carriers during War conditions. With the high Drone content present, the ISC steers clear attempting a left flank run. The Regulation book, of which there are two, consists of all the earlier rules books, updates, and errata. The other is a newer Doomsday rule book. This is our current Battle Map. This is from FASA’s Federation Space game which, in a momentary Brain Synapse failure, I gave away years ago. Considering half of the game mechanics dealing with the economic aspect of our battles came from those rules. The second map is a possible replacement combining Federation Space map with the Star Trek TM map with a more accurate placing. Map three is the most realistic, conforming to the Galactic Disk, which will have the Federation Space map zones and fleet locations over laid as close as possible considering I will be going from a rectangle to a circle. So that is a brief over view of my Logistical efforts. I might add I have a chart(s!) showing all (?) possible Drone types that could be constructed, I think over 1,000 variations. I like to keep the boys on their toes.
  12. Romulan incursion of the 7th Fleet area, next to Tholian Space. Opposing Forces: BCJ+ Cruiser, Battle KWR Cruiser, Battle, New CAR+ Cruiser, Heavy, refit KWR Cruiser, Battle, New CAR+ Cruiser, Heavy, refit KE Cruiser, Heavy, King Eagle CAR+ Cruiser, Heavy, refit KE Cruiser, Heavy, King Eagle CAR+ Cruiser, Heavy, refit KWS New Scout CADR+ Cruiser, Drone, refit KDA Cruiser, Escort CADR+ Cruiser, Drone, refit RR Destroyer, Raven (lost in action) NCS+ Cruiser, Strike, New (Drone) DD+ Destroyer, refit SC Scout K= Klingon variant A new way of engaging the Romulans is being employed with this battle. A more defensive posture will be adhered to throughout this engagement to attempt to reduce the extent of damage received heretofore. We move in quickly, to about 1/3rd overall distance to the Romulan force and halt our advance. Our time is spent finishing the powering up of the Photon Torpedoes, preparing Wild Weasel shuttles, and front shield reinforcement. Once the distance is close enough, and when the Romulans begin to de-cloak, we begin launching Drones of varying Warhead strengths and armor thickness to keep him guessing the extent that he will be required to expend Phaser and Plasma-D resources to stop a Drone. He has a limited Plasma-D compliment then he will have to strictly rely on Phaser fire or Tractor Beams to capture them. The primary plan is to position the Photon armed ships to either flank; Drone Launch platforms with the Scout in the center. This will facilitate the Photons firing across the front into the flanks on the opposite side of the front, using Proximity fuses. It is a rarity to ever use normal Photons against the Romulans or I.S.C. if the Feds intend to survive. (The one time it was used effectively against the Romulans was during a time they were cloaked and I was able to close to point blank range. The Romulan learned that day Normal charged Photons can be deadly at point blank, even without a lock-on. The Feds have never been allowed to get close again.) The first volley is successful with fourteen Photon Torpedoes penetrating a side shield of the center ship (RR) on the right flank. Twelve Photons heavily damaged the side shield on the center ship (KDA) of the left flank. Now to begin backing away to recharge and let the Drones distract him while we gain time to rearm. In the mean time with the Drones homing in, the Romulan gets his Plasma-Ds in action, eventually taking them out but with added expenditure due to uparmored Drones present. The chase is on and we reach a point of being ready to reengage. At a dead stop with Tactical Maneuvering we keep our heavily reinforced shields toward the Romulan advance. He is thrown off by a sudden change in Federation tactics, so much so he opts for using his Plasmas as direct fire weapons, at one half strength at the current range. The shields hold, although the Heavy Cruiser on the far right flank came close to losing his front shield, having been shot at with R, S, and F Plasmas, fortunately not all hit. We fire off another barrage of Photons doing more internal damage to the RR. The next round of the engagement is a, push the Romulans back, until he is recharged then the Feds back off until recharged. In the course of backing off once again the flanks ended up changing sides. Once again we go after the Romulans as they back off to recharge but this time all the Photon ships fire at once at the rear shield of the RR and in a once-in-a-lifetime shot, every Photon scored damage. The RR was blown apart, at which point the Romulans decided to retire from the area. This is a first major victory for the Federation against the Romulans, without losing a ship or suffering heavy damage… or any damage in this case. It was a hard fought battle that hopefully will reduce the loses/damage the Feds have been sustaining.
  13. That would still fall in line with the TM's first group based upon how fast the ships were brought on line. Getting toward the movies era, ships are few and far between.
  14. 1st. commission of 14, 2nd. commission of 16, 3rd commission of 4, 4th commission of 111 as per Star Fleet TM.
  15. Star Fleet Battles Ship Roster The oldest ships are the white Federation Heavy Cruisers, Destroyers, and Scouts. The first two Heavy Cruisers are the oldest; one having the barest of detail and the second having an un-keyed stand hole. These were acquired in the 70s. While in Tech School in Keesler AFB, Biloxi, Mississippi in 74, TSgt Zocchi was my instructor in RADAR school and I ended up working with him in the beginning of Gamescience formation and was a Play Tester for the Star Trek game that had square cards for ships and a string for range and bearing. I have the Enterprise and a D7 around here; I believe it is a signed copy of the game. Probably half of the Federation ships have the large stand hole, which works far better than the small hole type. I have never broke off a large pin since the 70s. The first row is a collection of various companies’ ships, plastic and metal. Next to them are the Frigates and the very small Heavy Cruisers I use for Police Cruisers. A large force of Zocchi Heavy Cruisers, then Destroyers behind them, next Scouts (you need good eyes to see the difference between the two). Beside those are two Carriers and the Tugs in various configurations. Next the Dreadnoughts, New Light Cruisers, one ship from a time period beyond our game scope, (we stopped at the ISC) Battle Cruisers and Old Light Cruisers behind them. Next picture has the Klingons, Lyrans, and Romulans, and in the way back are freighters and some Kzintis. Note the three painted Klingons near the front were painted by creating the color as per the painting guide, I do not know if the color is now made or if I need to recreate it to finish the job. Next picture starts with the Hydrans, then the Tholians, and the Neo-Tholians in back along with all the Kzintis behind them. Last picture has the I.S.C., Gorns, Wyn, and Andromedans. Originally I had planned to build the complete Star Fleet as per the Star Fleet Tech Manual, and I did acquire the 20 Dreadnoughts but alas it seems the Zocchi ships are no long being sold. I consider them the finest models produced to date. I have not seen another company reproduce the raised shield grid on their ships, only score markings. So if anyone sees the Zocchi ships being sold again let me know so I can complete the force. As a side note, Frans Joseph had a better grasp on the size fleet needed to cover the Federation Treaty Territory. Based upon the TOS and the Star Fleet Tech Manual, the 5 year mission would have been impossible concerning the distances covered, not to mention the rather skimpy force indicated in the the movies to protect such a vast treaty territory.
  16. Ours is a modified version incorporating strategic/economic component from Federation Space. Each game represents one month of actual time, covering travel time to and from the front to the nearest Battle Station and the battle itself. At year's end ship construction is planned for the next year. Battles occur concurrently: Fed vs Romulan, Fed vs ISC, ISC vs Romulan.
  17. Inter Stellar Concordium incursion to the 5th. Fleet Area, Sector 5/I/B/2 20200116 I.S.C. Federation Strike Cruiser (CS) New Mauler Light Cruiser (MCL+) Medium Dreadnought (DNM) New Strike Light Cruiser (NCS+) Strike Cruiser (CS) New Jersey class Battle Cruiser (BCJ) Escort Destroyer (DE) New Drone Light Cruiser (NCDr+) Heavy Destroyer (HDD) New Drone Light Cruiser (NCDr+) New Destroyer (NDD) New Destroyer (NDD) The opening movement has both forces racing toward each other. The aggressive move on the Feds behalf has surprised the ISC commander. The Mauler moved in behind the Strike Cruiser for cover as to not take fire right at the beginning, not that there is much danger of that normally, since no one seems inclined to use Tactical Intelligence to see what is coming at them. The Mauler being used by the Federation has pretty much been a failure due to the need to be close to the enemy to be effective. The force coming to a halt puzzles him. A new defense strategy was prepared but was found unnecessary with the high volume of Drones that could be put on target: 23 each turn for four consecutive turns then 14 for the next two turns while the other Drone Racks are reloaded. This has always un-nerved the ISC Commander which causes him to react with, it appears, excessive caution. His focus is more toward the Drone missiles than their source. His small ships, other than the Escort, are as strong as the Federation’s Light Cruisers. Eventually his defensive Plasma-Ds run out and his Tractor Beams are all in use holding Drones and insufficient Phaser Fire leaves him exposed to several hits, causing damage to three of his ships while the Federation ships withstand a barrage of PPDs relatively unscathed. The ISC decides to perform a retrograde action with the Federation in pursuit. Since the ISC force was backing away, they needed to turn around to perform a disengagement action, and then perform a maximum speed run for one turn thereafter to actually disengage. Two of the Federation ships had flanked the ISC at a distance and were sending Drones into the ISC force with the other ships in pursuit. The ISC did succeed in disengaging, albeit more damage. As long as the ISC Commander never presses his attack against Federation ships and focuses on the Drones we will continue to wait him out until his defensive weapons run out. With the number of PPDs he usually has in his force he could cripple a few ships before I could disengage and retreat off the field of battle.
  18. Greetings;  Some how my e-mail was "hacked", I guess.  Tried to change the password. That failed so now I am locked out of my e-mail and to create a new account I new a mobile phone account to establish a "FREE" account. Now I do not see how it is free when purchasing a mobile phone. So could you send me you current address again through here for the moment?

    Keith

  19. Battle of 20190729 Romulan Invasion of Federation 6th. Fleet, Sector I/A/2 Opposing Forces: Federation Romulan Command Cruiser (CC+) New Heavy Cruiser (KWR) Battle Cruiser (BCH) New Heavy Cruiser (KWR) Battle Cruiser (BCG) King Eagle (KEH) Upgraded X-cruiser (CX+) King Eagle (KEH) Upgraded X-cruiser (CX+) King Eagle (KEH) Upgraded Heavy Cruiser (CAR+) Escort Cruiser (KDA) Upgraded Heavy Cruiser (CAR+) Destroyer (DD-E) Upgraded Heavy Drone Cruiser (CADR+) Destroyer (DD-E) Upgraded Heavy Drone Cruiser (CADR+) Destroyer (DD-E) Upgraded New Scout Light Cruiser (NSC+)New Scout Cruiser (KWS) This battle was most fortunate for the Federation and a shocker for the Romulans due to the timely arrival of the CX+ ships. The first shock was the ability of the Photons to reach out to 60 hexes with a harder punch. The second shock was finding out the close in effective range was much greater and an automatic hit. So the battle started with the normal routine, with both sides failing to use Tactical Intelligence, which was far more critical for the Romulans. The first shock rattled him so much so as to cause his judgment to falter. He started to use his Plasmas as direct fire Bolt weapons and continue to do so for the length of the battle. His mistake was compounded when a misunderstanding exposed the fact the two CX ships were stationary and would have been sitting ducks. He closed to the Photon’s effective range, Bolting at the time. Also he was more focused on the Command Cruiser reversing from the firing zone. I unleashed 10 Photon Torpedoes at 80 points, blowing away his shield and inflicting considerable damage. My not using Tactical Intelligence caused me to fire upon a less valuable ship, but it was sufficient to cause him to retire from the field. I sustained no damage to any ship; just the front shields on the two X-ships were damaged. Needless to say he was not pleased one little bit. He has been use to routinely destroying a Federation or I.S.C. ship, but now the battle on my front with him is now a level playing field, although I will need to remember he may not be using the Bolt mode as often. The I.S.C. on both fronts is probably going to need to be more aggressive in pressing his attacks as his PPD weapons inflict damage on three shields simultaneously for four hits in a turn, that is if his PPDs lock on, that could take down three shields in one hit. The longer he waits on my front the more Drone Cruisers will be facing him, and this just about destroys his combat effectiveness. His focus on the Drones causes him to lose sight of the fact Light Cruisers face him that he could blow away. The Romulan side stands a better chance if he could weather the Plasmas to get in close. They will Cloak in an instant as soon as the range of the PPD becomes a very real threat. If he can get in close the Romulan will stay cloaked, but the I.S.C. could do damage with direct-fire weapons in “Combat Without a Lock-on” mode. His mass of Phasers and using his Plasmas in Bolt mode would cause serious damage. So the Romulans vacate the area hastily, and we suffer no structural damage. Hopefully the other X-ships being upgraded get to the front sooner than later, now we see how effective they are in stemming the Romulan aggression.
  20. Battle of 20190622 Inter Stellar Concordium Invasion of Federation 5th. Fleet, Sector I/B/2 Opposing Forces Federation/Kzinti I.S.C. NCS+ Light Strike Cruiser, Upgraded DNM Dreadnought, Medium NCS+ Light Strike Cruiser, Upgraded NCS Hvy Cruiser, Strike System NCS+ Light Strike Cruiser, Upgraded NCS Hvy Cruiser, Strike System NCS+ Light Strike Cruiser, Upgraded HDD Destroyer, Heavy NCS+ Light Strike Cruiser, Upgraded HDD Destroyer, Heavy KzCC Command Cruiser, Kzinti NDD Destroyer, System Defense KzBCH Battle Cruiser, Heavy, Kzinti NDD Destroyer, System Defense KzDWS Destroyer, War, Scout, Kzinti KzFNL Cruiser, Light, New, Federation Conversion The I.S.C. just stepped into a Hornets nest. A Kzinti Fleet was relocated along the I.S.C. (Gorn) and Romulan borders in a program to give Kzintis a wider combat experience and a Federation ship modification experiment to Kzinti specifications, the FNL being the first. The battle is already in progress with the Federation racing forward to close the distance with the I.S.C. to be in Drone launch range (35 hexes) and to be able to guide Kzinti Drones handed off from their position. Kzinti ships are not as durable as Federation ships when dealing with R, S, and G plasmas, nor the I.S.C.’s PPDs. The Kzinti Drones are more powerful than Federation models but regardless the more Drones there are, the easier it is to over come the I.S.C.’s defenses and cause their commander to suffer information overload as to which Drones to concentrate on. I include dummy Drones that are all armor and no explosives, and ranges to, little armor and most explosives, so his neglect of Tactical Intelligence has him using insufficient firepower to take out a Drone. More times than not, he will be so focused on the close in threat as to neglect to fire his PPDs, a nasty weapon for its four impulses of fire against three shields at each impulse, or equivalent to 12 hit per turn. Did I mention he usually brings on enough ships to carry 8 PPDs, a potential 96 hits of varying strengths based upon range. Drones away, as well the Federation breaks off as to maintain distance from the PPDs, but not before the lead Cruiser incurs some PPD hits. The Light Cruisers are not able to go against the big ship and possibly not the smaller, considering the Drones are the only heavy weapons they carry. The Light Cruisers at best can bring six, Phaser Is on target per ship. Whereas the (small?) I.S.C. Destroyers fire Phasers and Plasmas. We continue to keep the pressure on launching Drones every turn. This allows the Kzintis to close in to lock-on range, which will allow us to double the amount of Drones going down range. He knows how powerful the Federation Drones are and does not even want to tangle with the Kzintis’. When they close enough, they launch four, Patrol Frigates (Pseudo Fighters to some), to add to the Drone swarm. The I.S.C. has sweated enough on this run and decided a retrograde maneuver is the most expedient move to make, as his defensive D-Plasmas have run out. His shields have not been breached up to this point, so facing 35 Drones per launch from just the Federation would absolutely over whelm his Phasers. The most powerful Drone is 18 points, which would dent any shield, as for the Kzinti, 24 points would drop many a shield. The forces were fairly even in combat points. Moral wise it was an allied victory, driving off the I.S.C., but suffered minor damage to the lead NCL and causing no damage to the enemy.
  21. Battle of 20190511 Romulan attack on Federation 6th. Fleet, Sector I/C/3 Opposing Forces Federation Romulan CC+ Command Cruiser, Upgraded FH-N Firehawk-N DNG Dreadnought KEH King Eagle, Heavy CAR+ Heavy Cruiser, Full Upgrades SkH-A-X Skyhawk-A (X-ship) CAR+ Heavy Cruiser, Full Upgrades SkH-A-X Skyhawk-A (X-ship) CAR+ Heavy Cruiser, Full Upgrades STE Destroyer, Heavy CAR+ Heavy Cruiser, Full Upgrades EE Destroyer, Escort NCS+ Light Strike Cruiser, Upgraded The action begins with the Federation closing the distance at high speed. We concentrate on the left flank. Putting ourselves in close would, hopefully, keep the Romulans from cloaking. As is standard practice we get the Drones out A.S.A.P. as Federation heavy weapons are quite useless unless you have many for long distance Proximity attacks. Their strength is half or less. Effective range starts at 12 hexes and that is mostly considered suicide in front of a Romulan, or any of the races actually. With Plasmas ranging 30 hexes at 32 speed, you normally do not out run them. Also they can turn them into a direct fire weapon, a Plasma Bolt, which will do half the damage but still put a hurting on your ship. The Federation X-Cruiser can just hold it’s own against the Romulans, but are working on an upgrade with more powerful and longer ranged Photon Torpedoes. The current loss rate is totally unacceptable. The Romulans are attempting to counter our Drones with their defensive Plasma-Ds and launching Plasmas on the ships in the mean time. Once we launch and fire Photons, we high tail it and the Romulan heavies are starting to close in to cover the weaker ships we concentrated on. We are able to do some damage on their heaviest ship, but it took 20 Photon Torpedoes with Proximity fire to do so. But the trade off is damage to the Dreadnought and a lost heavy cruiser in the initial engagement. As you will note the Dreadnought less it's escorting Heavy Cruiser. One aspect to battling the Romulans is in their reload time for their Plasmas. During this time we try to close as much as possible to take advantage of their fade in time. There are 6 impulses of movement to fire and run for the hills before they can return fire. They eventually they make the decision to break off the attack with their defensive Plasmas expended, but all-in-all they damaged two ships and destroyed one at the cost of one damaged ship. The Federation was the superior force, point value wise due to the Dreadnought. Without it the forces would have been even cost wise. Weapon wise the Romulans are clearly superior with the help of the Cloaking devise. Here is an updated version of the Star Fleet Tech Manual map, showing races outside the original six main races, when you include the cartoons' Kzinti, from ToS era.
  22. 252-260 Completed. Here we have an H-6 Scurrg Bomber peering out of the darkness, but by applying the Bright Eye Scope shows us what is really present, six H-6s on their way for a training mission. Same shot with and without the Bright Eye Scope. Once again there is a Kikyu of the 11th. Armored Cavalry Regiment coming out of the shadows but once again the Bright Eye Scope shows more than the eye could see. There are six Kikyus, a Badger, (Same shot with and without the Bright Eye Scope.) a Merlin, a Ghast, and a Baron on their way out to bring Shock and Awe to some one, some where. Sorry guys no plastic here, all True Scale, Heavy Metal. ;O}
  23. 245-249 Nearing the end. About three or four times I went to do something else and when I returned, spots would show up where just painted. Half the light areas are bare spots. Every time more spot revealed. Tomorrow in the Sun light I will probably see more. I will be painting the backside just in case I want to match up a mountain that does not quite cover each other, so it will not look too obvious.
  24. Here is a shot of all the structures to date. This is two sets of mountains built as modular, the high peaks the dividing line on the left and the bridge is over the gorge between the other two. There are ten different structures, the closest being one large maintenance barn. The last shot is of a single mountain and another plant of some sort.
  25. 236-237 Okay, 350’ is reached. This turned out to be the heaviest mountain to date, even with the gaps from the piece work in the upper third. Now to the finish work… painting, or should I say Landscaping? Alas this may be all for naught with changing situations, from job and work schedule changes and the loss of the area gaming store has severely curtailed gaming, I mean battle options. Time will tell whether I go ahead with the other three mountains.
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