I win initiative and move my airship into cover behind the island.
|Turn 3, ID 1|
|Turn 3, SM 1|
|Turn 3, ID 2|
|First kill to the Iron Dwarves.|
|Turn 3, ID 3|
Turns out I didn't hide my blimp well enough as EV had a shot with his flagship and put a point on it.
|The airship is tested.|
|Turn 3, SM 2|
I guess I wasn't trying to make cover for my damaged cruiser. I managed to get off some shots, but with little effect. I am starting to accumulate a nice parking lot though.
|Turn 3, ID 4|
EV moves his cruisers. It looks like he's taking his whole fleet behind the SE island.
|Turn 3, SM 3|
With 3 points of damage on it, I decided that I'd try to sink the token if I could manage it without extending myself too much.
|Turn 3, ID 5|
By moving the token into the middle of my fleet, EV assured its destruction, or at least that it would draw more fire. I started considering how to get double shots out of my unactivated cruisers.
|Turn 3, SM 4|
I had a hard time lining up targets for both broadsides with my cruisers, while maintaining a sailing line that wouldn't put me into one of my other ships or an island. I managed it though, destroying the token and putting a point on a SM cruiser.
This is a situation where I wish the ID cruisers had fore guns. ID ships are usually more expensive than the other fleet's equivalents, except for the cruisers. ID cruisers are the cheapest I've seen, and I think it comes down to lack of fore guns. While they have good broadsides at RB1+2, the lack of extra shooting arcs is very noticeable at times.
|Turn 3, ID 6|
|Turn 3, SM 5|
EV finishes with his heavy cruisers. Not sure why he staggered them so much this activation.
|End of turn 3, SM 6|
Ships are taking fire, with more action poised to happen quickly. My plan is developing with the frigates going wide around the SW island while the rest of the ships are set to shoot the gap. The airship is floating about a bit. With no good bombing targets close by, I'm being cautious with it and trying to shelter it from fire. I've destroyed one sub token, which I decided was the real sub, so I expect the other token to run around and maintain a card in EV's hand. I'm trying to look 2-3 turns down the road where hopefully I'll have taken the center and be raking what's left of EV's fleet as he tries to round the SE island.
I began turn 4 by playing the repair card I had been holding, fixing the airship and improving the heavily damaged cruiser somewhat. I think I was holding another repair card at this time, so I wasn't too concerned about wasting the third repair point.
My frigates finish the work they started last turn, taking out the damaged SM frigate and a pristine one as well. Unlike last turn, this turn I went after the squadron before they activated.
|Frigates start the turn right.|
I wanted to deal with EV's frigates with mine, but I also wanted to move them towards the center where I figured the fight would be in the turns to come. Managing two goals with one action like this always makes me happy.
|Turn 4, ID 1|
|Shroud cruisers return fire.|
|Turn 4, SM 1|
|ID cruisers reply with cannons.|
|Turn 4, ID 2|
|Turn 4, SM 2|
|Turn 4, ID 3|
|The big boy joins the fray.|
|Turn 4, SM 3|
|ID cruisers move on the center.|
|Turn 4, ID 4|
So much for having already destroyed the sub...
|Rippers gonna rip.|
|Turn 4, SM 4|
|Double crit does the job.|
|Turn 4, ID 5|
The lone remaining southern frigate puts the horrible fate of its mates behind it and zooms in to ding my central heavy.
|Death or glory!|
|Turn 4, SM 5|
Turning my battleship around, I put a long-range crit on the SM destroyer, holing it below.
|Hole it, down below.|
I considered sending my battleship into the center, but decided to turn it around and face the flanking SM ships head on. Mostly I didn't want to keep my rear pointed towards them for multiple turns, so I took the line that would resolve that situation the quickest.
|Turn 4, ID 6|
|End of turn 4, SM 6|