----------------------- SFB: TWIRLING ACES 1 SEGMENT RESULTS ----------------------- Turn: 4 Segment: 4 Ship: all ----------------------- ======================= Starting Positions & Modes ======================= L-Lyr-DND: 1518/A t1, 2 ESG's active at range 2 X9-XXX-DRN: 1519/B (target: L) O-Ori-CR: 3110/A t6s Q-Hyd-LQ: 2525/C t2s G-Gor-CL: 2411/A t0s, EmerDecel restrictions until t5i3 I-ISC-DD: 1113/E t4s F-Fed-FFB: 3216/A t5 F1-Fed-SHTL: 3125/E D-LDR-DD: 3324/A t0s K-Kli-F5C: 3625/B t0s Z-Kzi-CL: 4229/C t0s R-Gor-BDD: 4220/F t0s E-Fed-DD: 3811/F t1 H-Hyd-LN: 3914/C t2 X10-XXX-PL: 0524/B (target: L) X11-XXX-DRN: 0305/C s (target: I) X12-XXX-DRN: 3905/D s (target: E) ======================= Speeds (assume changes announced here) ======================= K-Kli-F5C: speed 0 D-LDR-DD: speed 0 G-Gor-CL: speed 0 R-Gor-BDD: speed 0 EM (no EM starting impulse 25) Z-Kzi-CL: speed 0 F1-Fed-SHTL: speed 4 Q-Hyd-LQ: speed 8 F-Fed-FFB: speed 9 EM (change to speed 12 starting impulse 28) E-Fed-DD: speed 10 H-Hyd-LN: speed 10 O-Ori-CR: speed 12 EM I-ISC-DD: speed 15 (starting EM first impulse of turn 5) L-Lyr-DND: speed 20 X9-XXX-DRN: speed 20 X11-XXX-DRN: speed 20 X12-XXX-DRN: speed 20 X10-XXX-PL: speed 32 R7-Gor-PL: speed 32 (launched impulse 26, lasts until impulse 32) R8-Gor-PL: speed 32 (launched impulse 27, lasts until impulse 32) ======================= Lock-Ons & Electronic Warfare ======================= O-Ori-CR has 4 ECM and 4 NECM for EM R-Gor-BDD has 4 ECM and 4 NECM for EM (through impulse 25) F-Fed-FFB has 4 ECM and 4 NECM for EM K-Kli-F5C does not have active fire control, gets 2 ECM bonus O-Ori-CR has 2 ECM for stealth design X10-XXX-PL has 3 ECCM built in R7-Gor-PL has 3 ECCM built in (launched impulse 26, lasts until impulse 32) R8-Gor-PL has 3 ECCM built in (launched impulse 27, lasts until impulse 32) [Note: NECM is "negative" ECM, applied to your actions. This is the same old penalty for EM as always, just another notation for it.] ======================= IMPULSE (25) ======================= Ship Movement: F-Fed-FFB: TL 3116/F R-Gor-BDD: announce ending of EM at end of impulse 25 Seeking Weapon Movement: X10-XXX-PL: SL 0523/B Ship Weapons Fire: L-Lyr-DND: OL-DISR-A&B at I-ISC-DD w/UIM, range 7, hit on 1-5, dice {1,4}, both hit, 12 damage to shield #5 Damage Taken: I-ISC-DD: 12 damage to shield #5 Events: L-Lyr-DND: UIM breaks down on 1-2: die 4, no breakdown ======================= IMPULSE (26) ======================= Ship Movement: E-Fed-DD: SL 3712/F H-Hyd-LN: FD 4014/C I-ISC-DD: TR 1012/F L-Lyr-DND: SL 1417/A Seeking Weapon Movement: X9-XXX-DRN: TL 1518/A X11-XXX-DRN: FD 0405/C X12-XXX-DRN: FD 3906/D X10-XXX-PL: FD 0622/B Launch: R-Gor-BDD: launcher C: plasma torp (str 20) R7-Gor-PL 4220/A Ship Weapons Fire: R-Gor-BDD: PH1-3 at H-Hyd-LN, range 7, die 3, 3 damage to shield #2 Damage Taken: H-Hyd-LN: 3 damage to shield #2 ======================= IMPULSE (27) ======================= Ship Movement: R-Gor-BDD: WT 4220/A Nimble Ship Movement: O-Ori-CR: TL 3009/F Seeking Weapon Movement: X10-XXX-PL: SL 0621/B R7-Gor-PL: FD 4219/A Launch: R-Gor-BDD: launcher B: plasma torp (str 20) R8-Gor-PL 4220/A ======================= IMPULSE (28) ======================= Ship Movement: Q-Hyd-LQ: FD 2625/C I-ISC-DD: SR 1011/F L-Lyr-DND: FD 1416/A Seeking Weapon Movement: X9-XXX-DRN: SL 1417/A X11-XXX-DRN: SR 0406/C X12-XXX-DRN: SR 3806/D X10-XXX-PL: FD 0721/B R7-Gor-PL: FD 4218/A R8-Gor-PL: FD 4219/A ======================= IMPULSE (29) ======================= Ship Movement: E-Fed-DD: TL 3612/E H-Hyd-LN: FD 4115/C L-Lyr-DND: SL 1316/A Seeking Weapon Movement: X9-XXX-DRN: FD 1416/A X11-XXX-DRN: FD 0507/C X12-XXX-DRN: FD 3807/D X10-XXX-PL: SL 0720/B R7-Gor-PL: FD 4217/A R8-Gor-PL: FD 4218/A ======================= IMPULSE (30) ======================= Ship Movement: F-Fed-FFB: SL 3016/F I-ISC-DD: FD 0911/F Nimble Ship Movement: O-Ori-CR: SL 2910/F Seeking Weapon Movement: X10-XXX-PL: FD 0819/B R7-Gor-PL: FD 4216/A R8-Gor-PL: FD 4217/A ======================= IMPULSE (31) ======================= Ship Movement: L-Lyr-DND: TL 1215/F Seeking Weapon Movement: X9-XXX-DRN: TL 1316/F X11-XXX-DRN: SR 0508/C X12-XXX-DRN: SR 3708/D X10-XXX-PL: TL 0818/A R7-Gor-PL: SL 4116/A R8-Gor-PL: FD 4216/A Systems: H-Hyd-LN: lab-d attempt on R7-Gor-PL, range 1: die 4, succeeded Ship Weapons Fire: R-Gor-BDD: PH1-1,2 at H-Hyd-LN, range 6, dice {1,2}, {4,3} damage to shield #2 H-Hyd-LN: PH2-1,2 at R7-Gor-PL, range 1, dice {2,4}, {5,4} damage H-Hyd-LN: PH1-3 at R7-Gor-PL, range 1, die 2, 7 damage H-Hyd-LN: 4*PHG-5 at R7-Gor-PL, range 1, dice {5,3,1,3}, {3,4,4,4} damage Damage Taken: H-Hyd-LN: 7 damage to shield #2 R7-Gor-PL: 17 warhead points (str now 20-17=3) ======================= IMPULSE (32) ======================= Ship Movement: Q-Hyd-LQ: SR 2626/C E-Fed-DD: SL 3613/E H-Hyd-LN: TR 4116/D F-Fed-FFB: FD 2916/F I-ISC-DD: TR 0910/A L-Lyr-DND: SR 1214/F Nimble Ship Movement: O-Ori-CR: FD 2809/F Shuttle Movement: F1-Fed-SHTL: SR 3024/E Seeking Weapon Movement: X9-XXX-DRN: FD 1215/F X11-XXX-DRN: FD 0608/C X12-XXX-DRN: FD 3709/D X10-XXX-PL: SR 0918/A R7-Gor-PL: fizzles out due to endurance breakpoint and phaser damage R8-Gor-PL: TL 4116/F, impacts on H-Hyd-LN, str 20 on shield #6 Damage Taken: H-Hyd-LN: 11 damage to shield #6, 3 reinforcement, 6 internals: 11 fus-a, 8 c-hull, 7 c-hull, 9 c-hull, 5 c-hull, 5 c-hull Events: See the unified hull & warp engine in action. Special thanks to the crew of the GloriousFire for providing such useful Hydran textbook examples lately, including the PHG vs. plasma torp last impulse, too. ======================= Ending Positions & Modes ======================= L-Lyr-DND: 1214/F t2s, 2 ESG's active at range 2 (str: 17,17) I-ISC-DD: 0910/A t1 Q-Hyd-LQ: 2626/C t4s G-Gor-CL: 2411/A t0s, EmerDecel restrictions until t5i3 O-Ori-CR: 2809/F t3 F-Fed-FFB: 2916/F t3 F1-Fed-SHTL: 3024/E D-LDR-DD: 3324/A t0s K-Kli-F5C: 3625/B t0s Z-Kzi-CL: 4229/C t0s R-Gor-BDD: 4220/A t0s E-Fed-DD: 3613/E t2s H-Hyd-LN: 4116/D t1 X9-XXX-DRN: 1215/F (target: L) X10-XXX-PL: 0918/A s (str: 15) (target: L) X11-XXX-DRN: 0608/C (target: I) X12-XXX-DRN: 3709/D (target: E) ======================= End of Turn Activities ======================= No Twirling Aces battle points earned this turn... only 9 internals total. Even the house couldn't snatch a 3/4 chance to nail the Kzinti. Repairs: E-Fed-DD: Shield #4 gains one box F-Fed-FFB: Shield #6 gains one box F-Fed-FFB: PH3-6 restored to full capability G-Gor-CL: Shield #1 gains two boxes H-Hyd-LN: Shield #1 gains one box R-Gor-BDD: Shield #2 gains one box O-Ori-CR: Shield #3 gains two boxes Crew casualties to date: D-LDR-DD: 2 BP + 4 other crew units lost (extra BP + crew from K-Kli-F5C) G-Gor-CL: 1 non-BP crew unit lost K-Kli-F5C: all BP gone, 9.5 other crew units left K-Kzi-CL: 1 BP + 1 princess + 5 other crew units lost ======================= Notes & Comments ======================= Turn 5 EA due next MON Sep 29 at 18:00 CDT. ***** HOWEVER, through SUN Sep 28, I will review all EA's that are turned in, so that if we have any problems, we can resolve them and still give you a chance to have appropriate and desired orders for t5s1. It is optional, for your benefit, and not required. ***** Turn 5 Segment 1 orders due next MON Sep 29 at 18:00 CDT. I've got another experiment for results format. I'll be sending it later on this week, with the same info as in this report. It is a report of what happened per ship, per impulse, then per type of activity, rather than per impulse, per type of activity, then per ship. This allows easy archival of multiple segments for each ship, producing a very useful scenario history per ship. You can then see when the plasma ship last launched, etc., without looking through a dozen results reports. I gotta say that it looks like we get a lot less accomplished than with this format of report. That's probably a good sign... the info is more compact, so that we can see more of it in each view. I almost got drafted to moderate the impulse-per-day 22-ship battle brewing on the official PBEM site, but somebody volunteered. Instead, I've got the next Twirling Aces scenario almost worked out. It's a 2-sided fleet battle, with one (not very powerful) admiral per side. Unless there's an overwhelming request otherwise, we'll stick to 8-impulse segments once per week. There will be greatly simplified TacIntel, as well as multiple maps for multiple integrated battles. It'll basically be Alliance vs. Coalition, with a variety of races, and a couple special perks. If you are interested in participating, please let me know in the next couple weeks. I'll be nosing around out there, seeing who else is looking for some action. In the meantime, you are welcome to talk to your friends (in this game or not) and agree which side you'd like to be on. Assuming the requests aren't too lop- sided, you get to pick which side you're on, with "no preference"-ers and latecomers getting assigned as needed. At the moment, we don't know the total number of ships, but it'll most likely be large. This brings up the issue of number of games going on at once... that's for each individual to deal with and to decide how many to participate in. Be realistic, but have as much fun as you can stand.