Rindis ([info]rindis) wrote,
  • Mood: sad

Tug of War

The Kzintis developed their first battle pods in Y135, hoping to use it as a surprise against pirates and enemy raiders, and also to give their tugs some combat capability if a war situation ever became desperate.

After the first set of pods was successfully tested at the weapons labs on Kzintai, they were placed on a tug to be taken to a starbase and stored for use as needed. The tug joined a convoy headed in that direction, not expecting combat but ready for it if it should come. As luck would have it, a group of pirates chose to raid the convoy during the voyage, giving the battle pods their first field test (and four pirate captains a rude surprise).


We played this SFB scenario from S2 today with me in charge of the convoy and Kzinti defenders and Mike and Mark splitting the duties of the four Orion ships.

For all the angst and fear that the tug caused the Orion captains going in, it didn't perform all that well. It is easily the single most powerful unit in Y135 -- if you can get it pointed in the right direction. It is, after all, a tug. Combat maneuvers are not an important part of the design.

In the actual event, the Kzintis are protecting a convoy of four freighters (one of which is a Q-ship) with the transport battle tug, and a frigate against two Orion Raider Cruisers and two Light Raiders. In some ways this scenario was fought a little oddly, as we're still introducing a number of basic rules, so capturing the freighters was something of an abstract concept.

The first couple turns went fairly well, as I got an idea of how I wanted to run my defense and everybody got their weapons charged. Turns 2 and 3 saw accurate disruptor volleys from the tug hurt one of the LRs and wreck a shield on a CR. As a result, the LR wandered out of the action to keep from engaging with the downed shield, while the Orions had crippled a small freighter.

Then the problems began. It became harder and harder to line up the tug for a good shot, the FF got separated and pounded once too many times and speed 8 and 12 drones were too easy to deal with.

Mike pointed out that I should have spread the drones out a bit to keep the opportunities to sidestep them down, instead of stacking them all. That was part of the initial plan. The first turn, I decided the stacks were a bit better, simply to help discourage a direct approach with bunched Orions, which they did. After that, I should have been spreading them out more, but I think doing the paperwork for six ships and acting as controller was overloading my ability to put in all the finesse I should have into such things. I think my load out on the drone racks was good (the tug used 1 load of Type-Is, one of V-Xs, and one of IIs), I just needed to use the expensive ones on the second set of launches instead of the third.

In the end, one small freighter was captured, one was hurt, the large freighter was dead in space (no power left), the Q-ship hurt, the FF crippled, and the Tug unhurt. The Orions got away with three hurt ships (some of that was self-inflicted...). The overall total came out to an Astounding Victory for the Orions, showing they cut and ran at a good time, since another round could yet have seen the tug finally get the close pass it desired (it has a forest of phaser-3s and the batteries to hold most anything in place so the drones can get it). However, range 5 was about the closest the Orions ever got, and with the stealth bonus, the disruptor volley is about the only reliable damage it has.

The tug captain, I fear, is going to be the guest of honor at the Patriarch's next banquet....

So the calendar has now officially rolled over to Y136 in our game universe, and we'll be doing a generic patrol scenario set in that year next time.
Tags: gaming, sfb

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  • 4 comments

[info]patch_bunny

October 3 2005, 04:31:34 UTC 6 years ago

My initial plan with Mark was to to an alpha strike on the frigate, with leftovers going after a small freighter if possible. The, the Tug would not be able to keep us from spliting and taking out the remainder of the freighters or the Tug's #4 shield. Not being able to start off with photons armed, and with the previously unknown defensive bonus, we decided to do a quick run in once the Frigate seaparated and trounce a freighter while our Photons charged. That hurt a freighter and revealed the Q ship. Some good hits on the Frigate and Q ship accomplished early goals and removed most of James' weapons platforms.

Drones did keep things interesting, but Mark and I were able to keep moving around them while directing large strikes against the remaining freighters. Things were getting late as I was preparing to do a run against the Tug on turn 6 (4 overloaded phtotons and 10 Ph-1's), so Mark and I decided to score points and finish off the convoy instead. Mark crippled a small freighter which I tractored away, and did a number on the Frigate and the remaining freighter.

Fun game that did not turn out the way I had expected. I thought the Tug would do more damage, but it couldn't get a follow-up salvo though a damaged shield and the Orion ECM penalty helped a lot. Only Mark had shots get through, and they did very little. The drones, as James indicated, did not fan out as I was expecting, and though made maneuvering interesting, did not prevent a concentration of firepower against the convoy.

[info]rindis

October 3 2005, 17:24:42 UTC 6 years ago

Yeah, I definitely need to pay better attention to my drone tactics if I want to keep playing as Kzinti. Speed-8 and -12 drones don't seem like much, but this is the first time we've seen the kind of drone firepower a good Kzinti force can put on the board.

The convoy allowed me to know where you were headed, but also kept me tied down to lower speeds than I otherwise would have liked. That tug is surprisingly capable at managing power issues, given 28 warp at MC 1. Point it in the right direction, and just charge.... But that's playing to all its strengths anyway. It'd be relatively easy to dodge.

[info]patch_bunny

October 3 2005, 22:16:53 UTC 6 years ago

Looks like a fish, moves like a fish, steers like a cow...

[info]rindis

October 3 2005, 18:00:56 UTC 6 years ago

Kzinti Frigate review

Well, didn't get a great chance to feel out this ship. But I'm certainly interested in seeing more. In thirty years this class will be refitted with some shield improvements and two more drone racks... more in line with the minor refits of Federation ships instead of the complete rework the CS and CL get.

So this is the early Kzinti ship closest to its General War descendant. 12 warp at MC 1/3 is standard for a small frigate, but 2xPh-1 and 1xDisr main armament is pretty light, even backed by 2xPh-3, and 2xDrone. But the Ph-1s are notable against the Klingons (who are universally on Ph-2s), and the Lyrans (who only use Ph-1s on their larger ships), giving the FF a longer ranged punch, a high standard speed, and the ability to toss drones at anyone who gets too close.

It doesn't compare so well with the Fed FF (3xPh-1, 2xPhoton), which is arguably the finest small frigate in the game. (And certainly the best one available in Y135.)
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