X-POP3-Rcpt: jcoleman@azure Return-Path: owner-babylon5-wars@CSUA.Berkeley.EDU Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by azure.a2t.com (8.7.5/8.7.3) with ESMTP id AAA00677; Sun, 11 Oct 1998 00:11:41 -0400 Received: (from majordom@localhost) by soda.CSUA.Berkeley.EDU (8.8.8/) id VAA17179 for babylon5-wars-outgoing; Sat, 10 Oct 1998 21:09:51 -0700 (PDT) env-from (owner-babylon5-wars@CSUA.Berkeley.EDU) Received: from soli.inav.net (soli.inav.net [199.120.107.103]) by soda.CSUA.Berkeley.EDU (8.8.8/) via ESMTP id VAA17153 for ; Sat, 10 Oct 1998 21:09:48 -0700 (PDT) env-from (regnar@inav.net) Received: from regnar (dip249.inav.net [205.160.208.119]) by soli.inav.net (8.8.7/8.6.12) with SMTP id XAA16899 for ; Sat, 10 Oct 1998 23:09:39 -0500 Message-ID: <004601bdf4cc$d993f4e0$77d0a0cd@regnar> From: "Aaron Mays" To: Subject: [B5W] battle report, fighter costs.(long) Date: Sat, 10 Oct 1998 23:08:47 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Sender: owner-babylon5-wars@CSUA.Berkeley.EDU Precedence: bulk Reply-To: babylon5-wars@CSUA.Berkeley.EDU Delivered-To: babylon5-wars@csua.berkeley.edu Ok, first off I like the idea of A) making fighters less tough to reflect what we see in the show and B) either reducing the cost or giving fighter carrying ships a BPV with fighters included, and a conversion factor or something for races with more than one viable fighter (EA and Narn, since Razi is not viable and Rutarian requires a Dargan). Next, the promised battle report, which featured EA vs EA. Note that missile fire may have been mishandled, I didn't have the missile rules handy, and we used the pulse cannon option wherein you get extra pulses for every 4 under your too hit roll. All other rules per core, save that all fighter guns were resolved individually. BLUFOR commanded by yours truly, was 2xOlympus, 1xNova, 6xThud with two missiles@ and 12 thrust, and 18xFuries. OPFOR, commanded by a newby friend, 2xOmega, 6xThud with 4 missiles @, and 24xFuries. We set up in opposite corners. BLUFOR set up with the Oles three hexes either side and 3 forward of the Nova, all caps speed 6, fighters forward and dispersed with Thuds in the middle, all fighters speed 9. I planned to initiate with the Oles, hit one flank or the other with thuds and fury escorts, and hey diddle diddle straight up the middle with the Nova, this to minimise the Nova's extreme lack of manueverability. OPFOR deployed Omega 1&2 adjacent to each other, fighters in tight formation just ahead, thuds in the middle of the fighter group. All ships were at speed 12. OPFOR command planned to engage with forward guns, blow through and engage with SPBs and aft guns while all fighters attacked the weak points opened up by the DHs. In both cases, the battle plan failed to survive the enemy's appearance on the field of battle. Turn 1: Omegas turtle, Nova goes full offensive. No fire, out of range of probability of hit (pH) too low for Nova to waste shots. BLUFOR caps slide left. BLUFOR fighters swing right a bit, to see how OPFOR fighters will react. OPFOR fighters stay in formation with superfast Omegas, all flying straight ahead. Turn 2: OPFOR: OH SHIT! as he realises that he is too fast. Plunges straight in, decelerating as BLUFOR caps slide left again and Nova starts turn to port. OPFOR still mostly turtle, a little OEW on Nova. This hurt when he started lighting up the Oles... Ole 2 centerlines Omega 2. BLUFOR fighters hedghog 'round thuds as they set for missile attack on port side of Omegas. Oles fire 6 missile at Omega 1, three hit (SPBs enagage non-locked thuds, damaging two, very low pH). Nova bow and some port slice up Om 1 front a bit, most guns held in reserve. Ole fire rail guns and Ole 2 snipes Om 1 reactor, completely destroying it and knocking Om 1 out of the fight. No shit, there I was, freak shot from hell... Several OPFOR furies damaged by lockless MPC fire, Ole 2 defronted by mass Omega, thud missiles, and fury fire. (Wait... he's not quite dead!) 11 Blue Thud SSMs and 6 furies hack off half of Om 2's port side. Om 2 finally finishes Ole 2 with last HPC shot. Turn 3: Last Omega continues to decelerate, still going straight. OPFOR furies gang up on Nova port side for a truly awesome number of shots (12 missiles, 44 fury gun hits) (ow). Ole 1 turns port and slides starboard, setting up MPC/ missile shot on Om 2 aft, accepting HL shots. Nova turns port as well, firing up Om port with 3 ML and 2 MPC. Finishes port sides, causes many primary criticals, including one to C&C that deadlines ship for next turn. Ole wings Omega aft with MPC, and snipes at fighters with missiles, hitting (and killing) one. BLUFOR fighters gang up on OPFOR fighters. When the smoke clears, Ole 1 is moderately damaged by two HL, but still 80%+ combat effective. Nova port side completely destroyed, primary very shaky. 6 OPFOR furies destroyed, all thuds seriously damaged, and 4 more furies hurt. Turn 4: Ate pizza, AAR and gave BLUFOR a probable win. Decided that the surviving Olympus had enough left to take on the last Omega, especially with missing SPBs and big gaps in interceptor coverage. OPFOR fighters would probably not finish Nova, especially since Thud missiles were expended and BLUFOR fighters were about to execute surviving, mostly damaged Thuds and Furies. We figured that if nothing else, the Nova would roll, fire off every gun on the starboard and starboard aft sections, and finish the Omega. OPFOR mistakes: ignored Olympii and fighters, did not hold SPBs for missile intercept. Started WAY to fast. self explanatory, I think. BLUFOR mistakes: waited too long to attack enemy fighters with friendly fighters. I should have held two flights of Furies for CAP. Should also have slowed Oles and then pivoted turn two to keep Omegas in missile arcs, or else hit Thuds with missiles on the way in. OPFOR credits: Concentrated fighters nicely on Nova. Did fairly well for first game. BLUFOR credits: Damn, hot dice! Plan allowed enough flexibility to adapt to the unexpected. My forces were deployed to take advantage of perceived task force strengths that wound up matching reality fairly well. End notes: Fighters are definitely too hard to kill. Thuds were unable to kill other Thuds, with average hits and damage. For that matter, SPBs didn't kill any fighters. Fighter damage vs capital ships was not unreasonable. Sheer mass of fire was more important than relatively weak (6 armor all systems) primary armor on the Nova. Pulse cannon worked well. The new hit determination streamlined play and was seen as fair by both sides. Railguns are nice, freak shots aside. Thud missile swarms worked well, though thud was proved useless against capital ships once missiles were expended. Finally could one of you, say Graves or Fulton, please repost the new heavy weapon damage, PC recharge rates and max hits, sequence of fires, and fighter drop outs? I seem to have deleted those. Oops. Aaron Mays Go guard! Where we make kick ass grunts like Rodger Young. -- End --