effect. I've used it in my simple quadrant conquest scenario, and while it
wasn't easy for the Klingons, they've established a beach head in system one
with a shipyard. They held that hard-won ground while the shipyard built the
fleet back up to six, and now they've moved to open space to get to work on
convoys that form the Federation's economic base. Here are the results of
the simple quadrant conquest to date:
1)wa (1009.27) contact: 1 FCA.(1009.27) k1-6 vs f1: f1 destroyed. No damage
to fleet. Begin construct KSY1. Turn 1= No contact. Turn 2= contact: 4FCA's.
(1109.05) K1-6 vs F1-4. K1 destroyed. F1-4 destroyed. Turn 3= contact:
5FCA's. (1109.05) K2-6 vs F1-5. F1-5 destroyed. No damage to Klingon Fleet.
KSY1 begins construct K1. Turn 1= contact: 1 FCA (1109.07) KSY1, K2-6 vs F1:
F1 destroyed. No damage to Klingon Fleet. Turn 2= contact: 2FCA's (1109.08)
KSY1, K2-6 vs F1,2: F1,2 destroyed. K2 destroyed. Turn 3= contact: 1FCA
(1109.08) KSY1, K3-6 vs F1: F1 destroyed. No damage to Klingon Fleet. K1
launched.KSY begin construct K2. Turn 1= contact: 5FCA's (1109.08) KSY1,
K1,3-6 vs F1-5: F1-5 destroyed. No damage to Klingon Fleet. Turn 2= no
contact. Turn 3= contact: 4 FCA's (1109.08) KSY1, K1,3-6 vs F1-4: F1-4
destroyed. No damage to Klingon Fleet. K2 launched. (1109.08) K1-6 moves to
open space- (1109.08) K1-6 search for convoy:Turn 1: no contact. Turn 2:
convoy encountered: 2 FCA escorts.
Next up, the full Klingon fleet is going after a Federation convoy. I'm
thinking about restricting the Klingons to ten volleys to destroy or
sufficiently reduce the convoy (destroying or capturing 3/5 ships) in order
to be successful. Otherwise it seems too busy. I'll play it that way on this
attempt to see how it goes. And in case you're wondering what the rules
actually are for this scenario, here they are:
Roll 1d6 for size of enemy fleet. Then use appropriate simple combat
template. All surviving ships retain damage but can move and fight until
destroyed. They can only be repaired by remaining in place for two turns
(subject to random enemy attack each turn) or by docking at shiyard for one
All open space must be cleared.
Random enemy convoy(s) must be stopped=at least 3/5 freighters destroyed,
escorts (random, 1-2) destroyed or disabled (10/15 damage). Every convoy
that is stopped decreases potential enemy fleet size by one.
Enemy forces may be encountered in all open spaces. Roll for encounter (2/6
chance), Roll for size of enemy fleet (use same method as in-system combat).
Shipyards are recommended. They can be built anywhere. Three starships must
remain in system or open space area for three turns to build shipyard. LOS
(line of sight) must be maintained to use shipyard. Shipyard subject to
attack every other turn by random number of enemies. Shipyard has X50
multiplier. Shipyard can construct replacement ships in 3 turns.
If you want to register as a player, notify me through a comment on the
blogsite. I recommend keeping a record of your games played, as they add up
to experience points that enrich your gaming experience.
Of course these are subject to change...