(Incidentally I see the whole moving map as a synthetic convention so I intend to ignore the rule that missiles going off the map are lost. Or I could move everything towards the top right corner now.)
As memory serves, the missiles have to be 6 hexes from any target for them to be removed from the table. I suspect it’s one of those “I fired 8 volleys at that one guy, he ran, and the rest of the fight happens over there…” conventions. I’m happy to keep them in play.
You can also shift everything to the middle of the table if you want.
No AP, moves, or firing. The yeoman on the Thor begins composing a heroic ballad about the Caleb’s upcoming sacrifice.
Yup, happy to do “too far away to be interesting any more” as needed.
1.F.1 all Talon ships AP and move.
all reinforce fore shields, expiring next F.
Hunter turns starboard, Shadow and Surprise move ahead.
Hunter and Shadow each launch two missiles at Caleb (in both of their F arcs). They orientate onto the hexside most facing their target. There is a glorious sizzling hissing sound that goes with massed rocket fire; even now I can feel it in my bones.
Well, if I’m really lucky you might have to ram your own ships to pull of this shot… which is good, because there’s no way to survive 4 missiles in a single hex.
Okay… let’s see if I can at least do an effective trade for the Caleb.
Takes off Caleb’s reinforcement and one bow shield box. (Possibly this has exposed me to explosion damage, but you might have got some point defence in.)