|A Wii remote does duty as the Federation Carrier Scheherazade|
The attacker had sustained damage during the earlier action but I had neglected to keep the record. Therefore, I rolled twice on the damage chart before beginning the game. The TB suffered hits to the hull and engine.
Here is an account of the torpedo run from the perspective of the Scheherazade.
When the Aquian torpedo boat (TB) reached anti-fighter battery range, our guns opened up, but they failed to hit the target. As the TB closed, it launched one of its torpedoes.
|The Aquian launches its first torpedo (at range 5)|
The TB continued to approach, but our batteries turned their focus in an attempt to destroy the torpedo. Defensive fire failed and the torpedo struck a glancing blow on the hull. Damage was fortunately minor.
|The torpedo strikes!|
- I don't have a provision for anti-torpedo fire in the rules. Instead it is abstracted in the torpedo hit table.
- I added a step to the turn sequence. Torpedoes are not resolved in the turn they are launched but in the following turn. This adds a little suspense as the attacker must decide whether to continue his run before the torpedo strikes.
Anti-fighter fire continued, again unsuccessfully. The enemy closed and launched his second torpedo.
|Another torpedo away!|
|The enemy is crippled but the carrier suffers serious damage|
With the Scheherazade damaged, the advantage now lies with the Aquians. We expect a major offensive shortly and are in need of reinforcements.
All in all, the game holds some promise. I think I need to add more anti-fighter fire (perhaps 2 rolls per turn instead of 1) but I'm worried that it will be too much. Looks like I have some experimenting to do.