SFB Challenge

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consequences
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SFB Challenge

Post by consequences »

You are in command of a Fed CA, unrefitted, with Outstanding Crew, and every Legendary Officer in the book. You start at Weapons Status 4(We know We're Fucked), with everything conceivable armed and ready to go according to your preference.
You are facing a Kobayashi Maru situation, with three unrefitted Klingon D7s, all commanded by Kaptain Keneric, starting 60 hexes away from you. As soon as you sestroy the first three, three more show up at 60 hexes towards your forward arc. Disengaging is not an option, Bluffing will not work. What do you do to ensure that as many of the Klingon bastards as possible are taken with you to hell? How many do you think you can destroy?
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Keevan_Colton
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Post by Keevan_Colton »

Hm, cheating.... :D

Cripple dont destroy....take out two, cripple the third....repair any damage, wait before murdering the last vessel in cold blood then lather rinse and repeat....
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Post by consequences »

That's the tactic I was thinking of, but you are limited in the number of systems you can repair, especially if you are keeping one of the '4' boxes available for shield repair. Max total repairs, 14 boxes without burning the last one 18 if you do, but I can't remember how the Legendary Engineer affects that.
Also, the Klingons will Self destruct before they let you use the between battle repair rules.
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Post by Keevan_Colton »

*chuckles* I havent a clue about the rules of the game....just how to deal with the basic parameters set out there....
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Post by Typhonis 1 »

Kaufman Retrogade and try to Miaza them
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Post by Coaan »

:D

Wade in phasers a-fizzin and pho-torps a poppin.

I'll assume this refit of the Ca is the one with the full rack of missles...if so, just before engaging, the scatter packs are readied and fired right at the first cruiser. This is repeated until the second cruiser is also crippled to the point where it's of little problem....then you engage the remaining cruiser the traditional way..

in the small lapse before the k'tingas self destruct...move to the spawning point and set up mines quickly...making sure to set enough out of the blast area of each but enough to do damage to each cruiser

After that it's a free for all...if push comes to shove...I'll blow up the reciprocity. (like to name meh cruisers :) )
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Post by EmperorMing »

Overloads blowtons and phaser on the fist klink that reaches range 8, then turn and run recharging standard torps and phasers on the re-arm turn. Rinse and repeat as quickly as possible. The crew options will make range 8 hits for the torps a viable option.

Speed 8 drones will be nothing to fear from klinks. Just don't get anchored or it's all over.

I just don't see this fight lasting much beyond the second wave...Even the first wave could kill you if the klinks plan on using the 'sacrificial lamb' tactic.
Last edited by EmperorMing on 2003-05-21 12:25am, edited 1 time in total.
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Post by Coaan »

EmperorMing wrote:Overloads blowtons and haser on the fist klink that reaches range 8, then turn and run recharging standard torps and phasers on the re-arm turn. Rinse and repeat as quickly as possible. The crew options will make range 8 hits for the torps a viable option.

Speed 8 drones will be nothing to fear from klinks. Just don't get anchored or it's all over.

I just don't see this fight lasting much beyond the second wave...Even the first wave could kill you if the klinks plan on using the 'sacrificial lamb' tactic.
As I mentioned...if it's the Ca refit I think....you'll have your own drones to play with which means scatter packs...it'd be possible to reach the third wave with the right deployments of them...

I don't agree with the overcharging of weapons though....when out numbered...you need your weapons to fire fast...on regular you can deal alot more damage due to the times they take to recharge....it may not seem it...but it does...the heavy slow weapons...well...the enemy can be taking you apart while you've nothing to respond with
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Post by EmperorMing »

First item; the CA has no refit. :wink:

Second thing; starting the scenario at WS-III will allow you overloaded torps for the Flathead. With full crew and officer options his generated power will be 30+4+4 allowing a speed of 26 with full overloads. That first shot is gonna hurt someone if used wisely. The rearm turn is what will hurt you, and there I would agree go with standards.

This scenario is basically similar to "The Mighty Hood Goes Down". Just don't get anchored. All this is for the Flathead...

For the Klinks, one ship puts power to a tractor, the other two iron jaw and close. Hack and slash over the turn break and you can finish the Flathead on the following turn.
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Post by consequences »

Best option the Fed has, after relooking at the crew and officer rules, is too crank up the ECM to max, while engaging in Evasive manuevers. This gives 13- 14 points of ECM, with no badness due to EM. Klinks can either crank ECCM up to max, to reduce the downshift to a mere -2, or use their own ECM, and hit pretty much nothing. Total repair work possible is 26 boxes, with 6, 9, or 12 free EDC rolls each turn, depending on what Cap's doing, and whether you are trying to repair weapons. In this case, the Kaufmann retrograde maintained at about range 12 looks like a decent option.
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Post by JodoForce »

How close is Starfleet command to SB? :P
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Post by consequences »

I've never played SFC, but I've heard they are pretty similar. Main difference I've heard is that shields naturally regen in Command, and it takes specific application of power and DC to do so in the board game.
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Post by Towlie »

Wasn't there a Kobayashi Maru ST novel? It may have given some ideas. I think one of them was Scotty ejecting the warp core to blow away the last D7.
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Post by consequences »

There was, and the actual Kobayashi Maru was much more unfair than what I'm presenting.

Scotty's fight(the coolest in my opinion)
3 Klink Cruisers show up, blast through Connie's shields casually in blatant disregard for normal disruptor/shield interactions, disable photon launchers, generally screw up ship. Scotty has phaser crews scale up the frequencies until they match with the Klinks shields, and then pours on the firepower. Three Klingon cruisers die, phasers on Connie completely drained.

Five Klingon cruisers show up Connie desperately runs for home. Scotty ejects antimatter pod, detonates, removing Klingons.

9 Klingon cruisers come out of nowhere and begin pursuit. Scotty has Photon torps taken to each transporter, and beamed to the junctures of the Klingo shields which are interlocking for increased strength. This is a process which doesn't work in real life, but the math says it should, so the simulation compuyter buys it. 9 Klingon cruisers die.

At this point, while the Connie has been running into Fed space for some time, 15 Klingon Dreadnaughts(don't know if these were official dreadnoughts or if the writer was merely being dramatic) somehow catch up to the poor ship. Scotty orders the warp engines dropped to detonate on them, but the simulated engineering crew acts confused, and do not execute before the Klingons waste the Connie

Final score, Scotty 17(would have been 8 in real world, but would have been thirty two if the Sim Comp hadn't decided to screw with him one more time, Klingons 1
If a war had resulted from the incident, the Klingons would have been near fatally weakened in the first engagement.
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Post by EmperorMing »

consequences wrote:I've never played SFC, but I've heard they are pretty similar. Main difference I've heard is that shields naturally regen in Command, and it takes specific application of power and DC to do so in the board game.
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