Rubik's Second Tour of Duty

 Our F5 Frigate Axe is repaired at one of our Starbases, converted to the first of a new generation of F5E Escort Frigates, and renamed Axe Guard. The conversion is intriguing, and as primary weapons officer I familiarise myself with the new systems. Basically, our two disruptors are removed and each is replaced with two drone racks of a relatively new design, similar to those in use by the Federation. The Type-G rack is a multi-purpose weapons platform, capable of being armed with either four standard anti-ship missiles or eight anti-drone defensive projectiles. The improved anti-drone capability is better than the standard ADD racks carried by most of our ships, but not quite as good as the double-sized 12-shot racks carried by the smaller E4 Escorts. However, the dual function gives the ship a useful option should we end up fighting the Hydrans or, possibly, the Feds.

We move forward to join the fleet as it heads into action again. The so-called 'molasses' strategy is in full swing, and we are hitting three Kzinti Battle Stations, with a main attack force heading deeper into Kzinti space, aiming for one of their main planets. The Axe Guard is assigned to escort a Carrier Tug as part of the force heading for the final Kzinti border station near their Marquis' jurisdiction. This is as far to spinward as we dare go, because standing orders are not to enter the Marquis' space - that would give the Flatheads the excuse for which they are no doubt itching. 

I experience two passes against the station. Kzinti forces here are somewhat weaker than they are elsewhere, but even so they include a formidable CVS Strike Carrier amongst their number, not to mention the Battle Station and its fighter contingent. Our force dances the duel of death with the enemy, as both disruptor-armed fleets fence with each other beautifully, shredding fighters as much as possible. Our D7 wing does most of the anti-ship work, crippling an enemy frigate and destroying another. The game ends when the full power of the Battle Station is turned on our C8 flagship, inflicting heavy damage. At this point we leave and get ready for the next round.

This time we only have five fighters, and our command is somewhat degraded as the fleet is switched to a D7C. The Kzinti only have nine of their own fighters left, but even so both sides give as good as they take.  Our location to the right side of the fleet makes us vulnerable as we and our companion E4 fight to protect the valuable Tug. Both sides lose the remainder of their fighters, and eventually, the Axe Guard is crippled by a combination of disruptor and phaser fire from two Kzinti Destroyers and two Light Cruisers; we go into silent running. Unfortunately, Captain Okorgh is killed in the fighting, and is replaced by First Officer Khek'Merk; I am promoted to First Officer in turn. We watch the rest of the engagement silently in appreciation of Okorgh's valour. One of our D7 Battlecruisers is crippled and another heavily damaged by the enemy Strike Carrier, in return for a Kzinti Frigate crippled. The fleet warps out to get ready for another attack run.

This next fights is again rather elegantly done. Our fleet is classically tight: a D7 Battlecruiser Wing; two F5 Frigate Squadrons; and a command element comprising a D7C Command Cruiser, a D6M Mauler Cruiser, and an F5 Scout. The D7s do what D7s do best and rather efficiently remove a Kzinti ship every so often; in total, they cripple two Destroyers. Elsewhere, the Mauler vaporises an enemy Frigate, but the Kzinti take advantage of the use of its battery power to press a close assault with their CVS Group, crippling the D7C and badly damaging the Mauler. Our ships leave, but then the Kzinti are forced to destroy the station and leave themselves, because they no longer have ship capacity to mount another defensive battle.

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