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A Tactical Starship Simulation |
Part 6: The tables have turned
It's time to take the battle to him.
My other torpedo tube just came back online! The Klingon AI commander is trying to withdraw. The game is smart enough that he realizes he's in bad shape. If I let him, he'll limp off and repair his weapons so he can come back.
...but I won't let him. I fired another torpedo at him offscreen. He had just fired a torpedo the turn before, so when he phasered my torpedo, he accidentally detonated both it and the one he had just launched. Both explosions hit his hull. We scan and find out... he's done for. No weapons, and more importantly, no scanners.
His ship is now blind.
I'm maneuvering around him and firing, and without scanners, he has no idea where to aim his phasers for defense. In one turn, I've killed almost 70 Klingons with a direct torpedo impact against his hull. Three of his reactors are down, one of his shield generators is offline, and his power surplus is dwindling.
I've maneuvered in front of him. He doesn't have a clue. On his display, all he has is a white icon of where I was at the moment sensors failed.
I've closed within phaser range and opened fire on him.
This guy is done. I've launched a probe. The probe my ship carries has a high yield warhead but moves very slowly. If he had phasers and scanners, he could easily detonate it before it got too close, but blind...
It's time to leave. Antimatter explosions are like fireworks. They are best enjoyed from a distance.
I'm leaving phaser range as the probe has closed very close to the enemy. It hasn't quite armed yet, but it will shortly.
Arming....
and detonated. The explosion set off his reactors and warp core, and the resulting explosion completely ripped apart the ship. After some battles, a lifeless hulk would remain, doing whatever it was last commanded until its engines burned out. Not this time. The fight is over.
We lost crew, but we also managed to destroy a Klingon Dreadnought with a
small Federation Destroyer. Not too shabby.
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