Full Thrust Java test list -- July 2005

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Re: Game717 Carrier Ops! over



> 23 turns.  Minor NAC Victory.
>
> The ESU Light Carrier and NAC Fleet carrier died early.
> The ESU Attack Carrier was isolated (with one threshold) and jumped away
> as
> the entire NAC fleet ran it down after 18 turns of manoeuvering.

Well, not the entire.. There was a small detachment around the andromeda
that was being run down by the remaining ESU fleet. Which was planned -
the Orel was just sticking around as bait. Could have jumped away at least
one turn earlier, though.

After the first few rounds it was clear an ESU victory was no longer in
the cards. We could still score a draw (I think - might've been a minor)
by destroying both NAC carriers, so changed the plan accordingly.

Unfortunately the attack on the Andromeda seems to have overshot slightly.

> All ESU fighters destroyed; 31 NAC fighters intact (but out of endurance).
>
> This game is not set up for Vector movement due to the starting
> velocities.
> It took 15 turns for any ship to get back into range after the initial
> firing pass.

Indeed. And it gets even worse if your main drive is KO and you keep
rolling poorly for the repair ;)

> Problems noted:
> When all the fighters stack up at the same co-ordinates, only the first
> squadron in the stack is targetted by "Attack nearest fighter" orders,
> leading to massive overkill and the rest ignored.
> An "attack nearest unengaged fighter" order would be handy for this.

*grin* And you have no idea how lucky you were with a slight confusion on
fighter orders from our side...

Cheers,

    Derk








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    roger@nospam.firedrake.org
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