@RogerBW asked for a die roll:
Side selection: on a 1, I’m the Terrans.
d2: 2
Ships:
Do you want to try the Terran side? I don’t really mind playing the Talons.
Happy to stick with Talon. These have missiles.
Okay, so you deploy first but keep which unit is which hidden and then I’ll counter-deploy.
Good luck! You got this!
Okay, let’s see if this makes sense. Sorry for the delay, had to dig out the tiles for a Light Cruiser and Destroyer.
Thor, the Light Cruiser, will go two hexes to the Right of the “O” marker, facing directly towards the middle of your formation.
Caleb will go 6 hexes to the Left of the “O” marker, facing directly towards the furthest left of your three ships.
| Ship | Curve | A | B | C | D | E | F |
|---|---|---|---|---|---|---|---|
| Surprise | 2-3-0 | move | AP | move | AP, move | ||
| Hunter | 1-3-0 | move | move | AP, move | |||
| Shadow | 1-3-0 | move | move | AP, move | |||
| Thor | 3-3-1 | AP, move | AP, move | AP, move | |||
| Caleb | 2-3-1 | move | AP | move | AP, move |
Let me know if that looks OK and I’ll go ahead. Meanwhile I’ll stick tag letters on the counters.
Looks fantastic! Let’s do it!
“Enemy contact.”
“Survivors from the Zhukov Encounter?”
“They look fresh.”
“Well. Let’s fix that, shall we? All energy to forward shields, load the torpedo tubes, and let slip the canines of conflict.”
Oh, do you mind putting a zoomed-in picture of my two ships somewhere? Just to remind me what their loadout is.
Actually, nevermind, I’ll do it myself here:
THOR: Antimatter Torpedoes (all three arcs), 1 Phaser bank (all three arcs)
CALEB: Antimatter Torpedoes (all three arcs)
Dropped ship layouts at top of thread. (These are not scanned by me; I got them from the Tabletop Simulator mod.)
Pom-POM, pom-POM, pom-POM… (opening scene of Star Trek: The Motion Picture).
1.A.1 No AP, no moves. No afterburners, no firing.
No possible moves on my end.
Back to you for Impulse B!
(Personally, I’m playing the Star Control II opening cinematic music while playing this… dun-da-da-dun, dun-da-da-dun, DUN DUN DUN!..)
Your missiles are going to be tricky to deal with. They need to be hit for 3 damage in a single blow, or twice (for any amount of damage). I don’t have a source for 3 instant damage other than my Torpedoes, and I’m not excited about using those to shoot down 1 missile… and my Phasers simply can’t shoot down your missiles unless I get very lucky (you’d have to be at Range 2 on Impulse F and I’d have to have a charged Battery AND Initiative!).
I’m curious to see how this scenario plays out!
1.B.1
All ships reinforce port shield, expiring in 2.B.
All ships turn to starboard.
Hunter and Shadow each launch two missiles targeting Caleb. (Missiles are not subject to collision, so #3 and #4 pass through Surprise.) I’m showing missile direction by the hex side they’re nearest to.
1.B.2: Thor has AP and move, Caleb has move only.
(I wasn’t going to do this because of BGA, but since that’s not working, I may poke at automating all this plotting and movement and such. In my copious free time.)
Just a quick heads up: Your missiles have a Range of 4 (they have infinite range once fired, but you can’t fire them until you get within 4 Hexes).
Since you may or may not change your heading and AP usage as a result of not being able to fire you missiles (feel free to make those corrections either below or adjust your post), but it won’t affect (effect? Damnit…) my turn:
Thor Charges Batteries.
Both ships move forward one space.
Back to you for Impulse C!
You’re quite right, I looked through the rules and it wasn’t there but it is on the player aid card. I would probably have set up differently had I spotted it.
I’ll maintain the setup and manoeuvres for simplicity.
1.C.1 Surprise has AP, no movement. Defend Initiative..
1.C.2 Caleb has AP.
No, no, no! If you want to setup differently, by all means! We’re still on the first turn.
(Of course, it’s easy for me to say that because you have to move all the tokens!).
Let’s redeploy and start over.
Not a huge change, just trying to bring the range brackets together.
Move the Caleb one hex to the left, and we are good to go. Thanks!