2.B.2 no scheduled AP or moves for Talon ships, but the missiles strike home. “For what we are about to receive…” 8 total damage, 2 off the shields and 4 off the hull is kaboom.
(This is where I disagree with the point system. If I just flee right now, when you’ve lost one ship and I’ve lost none, the ratio of losses is infinity and I get the best possible level of victory. But I am not going to do that.)
@RogerBW asked for a die roll:
Also repair can be tried at the end of every player turn, which I keep thinking means the 6 impulse time entity ending in a power phase, but that’s a Round not a Turn. So end of B, needs a 6: d6: 3
You can attempt a Repair of repairable critical damage (which the Helm Damage is repairable) every Impulse except the Impulse in which the damage was received. Which makes sense.
I damaged you in Impulse B, so you are allowed to attempt a repair in Impulse C, so all correct there!
Thor spends her AP to Charge her Batteries.
Thor then Turns Left/Port.
As an aside: I think if you attempted to run at this point, the Thor would be able to chase down and destroy the Hunter (you have a -1 Power damage on it, which means I can adjust my Power Curve to 1 - 5 - 2, the best you could manage would be 0 - 4 - 1). You need 2 more turns to spool up the FTL, which gives me 2 full rounds to catch you… I’d have one volley of Antimatter Torpedoes, I think? So about a 50/50… I’m doing some handwaving math here, but I think that’s correct.
55/48 = 1.14, so a minor victory if I manage to catch and destroy the Hunter. And I might be able to damage the Surprise while I’m chasing the Hunter down…
Maybe? I dunno, I’m not good at this game, but I suspect that it would be close.
@RogerBW asked for a die roll:
You damaged me on 2.A.1 I think, before Caleb exploded in 2.B.2.
Also I failed to put out my turn markers. Done now.
I actually find the rules unclear here: can a ship that’s taken Power damage still use the bits of its power curve that would leave it below zero AP? I agree it would be a sensible rule and I’ll abide by it, but it doesn’t seem to be stated. Will ask on BGG.
Aha!
“Also if a ship is traveling at a high Speed and suddenly takes a large amount of hull damage, reducing its Power, its drives may overheat and the ship can break apart. You can never have a negative Power number written on your ship so unless the ship can slow down to a safe level during the Power Phase, it will overheat.”
2.C.2 My moves. Surprise turns to startboard, others move straight.
Repair Hunter’s helm on a 6: d6: 4
Yeah, I remembered that having a negative power results in instant destruction (during the Power Curve step), but I couldn’t remember if Zero power did as well.
I doesn’t. You’re allowed to have 0 Power, just not a negative. It’s in the rules under 5.4.5.
Anyway!
Thor moves forward. Steeling itself to unleash some heck in future Impulses.
I don’t think the Talon Empire is so much for “Sneaky” as it is for “We’ve done this Intergalactic War thing for generations, and these upstart Terrans have many lovely resources we could convert into missiles…”
The opening volleys of the war were expected by both sides. Although there was something about the Patton discovering that the reason the Talons attacked humanity wasn’t malicious so much as desperate? Something along those lines.