Monday, January 18, 2010

Summary of Events Stardate 0110.18

If you'd like to be able to jump right in to see if you like this game, you
might want to try a few rounds of Simple Combat. The Simple Combat Game is a
way for you to quickly resolve combat between vessels, or fleets of vessels.
This is useful if you are playing a scenario or campaign that involves more
than a few ships. Otherwise a simple scenario could take weeks to play
through.

It is useful to keep a copy of the Simple Combat Template. This makes it
possible to copy and paste the basics of your bit of 'paperwork', add
however many ships you may need to, and change or insert ship names. Here is
a very basic template (there are more in the files):

IKS rolls: o/d
USS rolls: o/d
Result:
IKS damage /15
USS damage /15

The first section is for points rolled (1d6 result times the appropriate
multiplier), and how the points are allocated (offense/defense). The second
"Result" section shows the calculated damage. In the case of basic AI ships,
the damage potential is 15.. so you would indicate 5 points damage with
5/15. Pretty simple.

If you are playing a single player game, roll a 1d6 to see who 'wins the
toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent
first. Allocate available points according to this multiplier chart:

2 (DS) Defense Sat/(FR)Freighter X1
3 (FF) Frigate X4
4 (DD) DestroyerX6
5 (CL) Light Cruiser X8
6 (CA) Heavy Cruiser X10
7 (CC) Command Cruiser X12
8 (HCA) Heavy Battlecruiser X15
9 (DN) Dreadnought X20
10 (BB) Battleship X22
11 (CV)Carrier X25
12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)


Here is an example of simple combat between the Klingon heavy cruiser
Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the
toss, playing as the Perseus. That meant that I had to roll and allocate for
the Sha'kurian first. (The point of all this 'coin tossing' is to add
randomness to the gameplay in the single player game. It puts the luxury of
being able to react to your opponent's first move on a totally random
footing. And of course, whoever rolled second first time rolls first the
next. Compare it to the coin toss to determine who receives the kickoff in a
football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting
for the Shakurian, I decided to play it safe, putting it all on defense. As
it turned out, the caution was unnecesary. The Klingon only rolled a 1.

IKS Perseus rolls:10 0o/10d
SRS Count rolls:60 0o/60d
Result:
IKS Perseus damage 0/25
SRS Count damage 0/15

For the next volley, the Klingon ship took its turn rolling first. It rolled
a "3", for 30 points, and put them all on defense. It didn't save him,
because the Count rolled a 6.

IKS Perseus rolls:30 0o/30d
SRS Count rolls:60 60o/d
Result:
IKS Perseus destroyed
SRS Count damage 0/15

You'll note that the Perseus is able to take 25 points of damage. That is
because all of my play has given me a "Elite" rating. The increased
available points is one of the benefits of that. For details, see
"Experience Points: How to Get Them and What They Get You". If you want to
take it a step further, you can capture ships using Simple Combat. You have
to cause 10 points of damage to lower the enemy shields, then transport
over. Ah, but to so that you have to lower your own shields. Do that by
giving yourself (just for the 'transport' volley) 10 points damage. A bit
tricky, with careful timing involved, but a great tactic. And of course, as
new races are added to Fantasy Trek, there will be a few necessary
variations to these rules (i.e. Tholian Webs).

So what to do with all of this? As I said, the Simple Combat Game is ideal
for extended scenarios involving many ships in combat. For example, Head to
Head Sector Assault was written with Simple Combat in mind:

Rules
The goal is to conquer and hold all 5 systems.

In order to do this, you must conquer (in order, 1 through 5), and
sufficiently defend all systems while denying your enemy access to those
same systems. Reduce the enemy fleet sufficiently to prevent them from
building a shipyard, and stop/destroy enough enemy convoys to deny random
reinforcements sufficient to threaten your shipyards. You must also attain a
minimum of 13 points (see 'Victory Conditions' below)

System Conquest:
Regardless of whether a system has been taken by enemy forces, you will face
a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for
size of enemy fleet, then subtract any applicable random fleet disadvantage
(see below). If the size of the enemy fleet is less than the random fleet
disadvantage, then there is no contact. 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-50% chance of random attack.
1d6:1-3=no contact. 4-6=attacked) or by docking at shipyard for one turn
(subject to random enemy attack, same odds as above). The system remains
yours once you've defeated the initial fleet, but if left undefended, any
attempt to conquer it will only be countered by a randomly generated fleet.
You can (and should) choose to leave any combination of ships and/or a
shipyard to defend it.

Open Space:
Enemy convoys will only be encountered in open spaces. Roll for encounter
(1d6:1-3=contact). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2
CA escorts. The random fleet disadvantage does not affect this. Random enemy
convoy(s) must be stopped=at least 3/5 freighters destroyed or captured
(5/15 damage and successful boarding party action), escorts destroyed or
disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped
decreases random enemy fleet size by one. This is the random fleet
disadvantage. For every three freighters captured, your random fleet
disadvantage is reduced by one. You will not encounter convoys in open
spaces when you have conquered both adjacent systems

Shipyard:
Shipyards are recommended. They can only be built in systems that you hold
(by destroying an initial assault fleet). Three starships must remain in
system or open space area for three turns to build shipyard. During each
turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then
roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less
than the random fleet disadvantage, then there is no contact.) LOS (line of
sight) must be maintained to use or attack shipyard. Shipyard has X75
multiplier. Shipyard can construct replacement ships in 3 turns. While your
fleet can not exceed 6 ships, additional ships built at shipyards do not
count against this total. They cannot fight with full-sized fleets, but can
supplement diminished fleets. The same rule applies to surviving random
reinforcements. Since you must have a minimum of three ships to build a
shipyard, it is recommended that you build at least one shipyard and at
least two reserve ships just in case of unforseen losses. A fleet reduced to
two ships and no shipyard to fall back would have little chance of victory.

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.

Victory Conditions/Points-
Shipyards 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)

You must conquer 5 systems and attain 13+ VC points

Templates (it is recommended that you keep a master copy of these, making
working copies to modify suit your needs):

Klingon fleet vs Federation Fleet
KCA IKS Kandido rolls: o/d
KCA IKS Kurry rolls: o/d
KCA IKS DuranQo rolls: o/d
KCA IKS Ok'ran rolls: o/d
KCA IKS D'Han rolls: o/d
KCA IKS Glommer rolls: o/d
FCA USS Washington rolls: o/d
FCA USS Roosevelt rolls: o/d
FCA USS Cleveland rolls: o/d
FCA USS Detroit rolls: o/d
FCA USS Abraham Lincoln rolls: o/d
FCA USS Guadalcanal rolls: o/d
results
KCA IKS Kandido damage: /15
KCA IKS Kurry damage: /15
KCA IKS DuranQo damage: /15
KCA IKS Ok'ran damage: /15
KCA IKS D'Han damage: /15
KCA IKS Glommer damage: /15
FCA USS Washington damage: /15
FCA USS Roosevelt damage: /15
FCA USS Cleveland damage: /15
FCA USS Detroit damage: /15
FCA USS Abraham damage: /15
FCA USS Guadalcanal damage: /15

Klingon fleet versus Federation convoy with two escorts

KCA IKS Etlh rolls: o/d
KCA IKS Dk'tagh rolls: o/d
KCA IKS Bertaa rolls: o/d
KCA IKS BortaS rolls: o/d
KCA IKS Chang rolls: o/d
KCA IKS tIQ'etlh rolls: o/d
FCA USS Komack rolls: o/d
FCA USS Nogura rolls: o/d
Fr rolls: o/d
Fr2 rolls: o/d
Fr3 rolls: o/d
Fr4 rolls: o/d
Fr5 rolls: o/d
results
KCA IKS Etlh damage: /15
KCA IKS Dk'tagh damage: /15
KCA IKS Bertaa damage: /15
KCA IKS BortaS damage: /15
KCA IKS Chang damage: /15
KCA IKS tIQ'etlh damage: /15
FCA USS Komack damage: /15
FCA USS Nogura damage: /15
Fr1 damage: /15
Fr2 damage: /15
Fr3 damage: /15
Fr4 damage: /15
Fr5 damage: /15

Sample First Turn:

Turn 1)
(1209.13)
System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA
USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won
toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau
FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD
KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.
System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA
IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's
*won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS
Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt
FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.

TNG Era:

Kri'staK Sector
Ab'Qaff Battle Group
Ab'Qaff Class Klingon Heavy Command Cruiser (KCVC) IKS Ab'Qaff
General Kapact Commanding

wej'Hom System-
The Ab'Qaff battle group arrived in the wej'Hom system. Initial findings
revealed debris similar to that found in the wa'Hom and cha'Hom systems. A
massive asteroid field, stretching across space that could have occupied at
least four planets, is littered with the same hull material as the other
systems, as well as other unidentified material.

Games in Play:

"Eyes on the Prize" (see Dev notes for rules)

Opening moves here. The Feds are making a bee line for the distant prize.
The Klingons are aiming for the Federation infrastructure.

Turn 1)
(0110.17)
Klingon: (c,17) KF1(K1-6) assembles. KSY1 begins construct KF2 turn 1/18
Federation: (c,5) FF1(F1-6) assembles. FSY begins construct FF2 turn 1/18

Turn 2)
(0110.17)
Klingon: (c,17) KSY1 continues construct KF2 turn 2/18 KF1(K1-6) moves to
(c,16).
Federation: (c,5) FSY1 continues construct FF2 turn 2/18 FF1(F1-6) moves to
(d,5).

Turn 3)
(0110.17)
Klingon: (c,17) KSY1 continues construct KF2 turn 3/18 KF1(K1-6) moves to
(c,15).
Federation: (c,5) FSY1 continues construct FF2 turn 3/18 FF1(F1-6) moves to
(e,5).

Turn 4)
(0110.17)
Klingon: (c,17) KSY1 continues construct KF2 turn 4/18 (F7 complete)
KF1(K1-6) moves to (c,14).
Federation: (c,5) FSY1 continues construct FF2 turn 4/18 (K7 complete)
FF1(F1-6) moves to (f,5).

Turn 5)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 5/18 (F7 complete)
KF1(K1-6) moves to (c,13).
Federation: (c,5) FSY1 continues construct FF2 turn 5/18 (K7 complete)
FF1(F1-6) moves to (g,5).

Turn 6)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 6/18 (F7 complete)
KF1(K1-6) moves to (c,12).
Federation: (c,5) FSY1 continues construct FF2 turn 6/18 (K7 complete)
FF1(F1-6) moves to (h,5).

Turn 7)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 7/18 (F7,8 complete)
KF1(K1-6) moves to (c,11).
Federation: (c,5) FSY1 continues construct FF2 turn 7/18 (K7,8 complete)
FF1(F1-6) moves to (i,5).

Turn 8)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 8/18 (F7,8 complete)
KF1(K1-6) on station (c,11).
Federation: (c,5) FSY1 continues construct FF2 turn 8/18 (K7,8 complete)
FF1(F1-6) moves to (j,5).

PvP games reported:

(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: Both ships destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed PVP

(As you might guess, Mrs Kapact and I had a marathon PvP session)

Heavy Combat: KCA IKS Etlh(A) vs KCA IKS Etlh(B) combat simulation in
progress.

Command College:

"What Are Your Orders, Captain?"

(TMP Era) "Enmeshed"

Discovering a mysterious and unidentified Federation starship trapped in
what appears to be a Tholian interspatial gravity well, Captain Robau of the
Akula Class destroyer USS Sparta moves to investigate, but is challenged by
two approaching Klingon warships. As the Klingons close, they are revealed
as a K'tinga Class Battlecruiser and a Levek Class Destroyer. Their weapons
are charged, and they are on course to intercept the unknown ship, intent on
either capturing or destroying it. The Klingons ignore Captain Robau's
hails, and seconds later, two Tholian ships arrive, throw a web around the
K'tinga, and open fire.

What are your orders, Captain?

"Common Foe"

Despite the obvious enmity between the Federation and the Klingons, Captain
Robau decides to take his chances with the Klingons rather than the
Tholians, and locks photon torpedos on the lead Tholian cruiser. Then he
sends a hail, ordering them to stand down. The Tholians respond by hitting
the Sparta with a phaser blast. As the second Tholian ship comes around to
engage the Sparta, the Akula Class destroyer responds with a full spread of
torpedoes. As the Tholian turns to engage them, Robau is surprised to see
the Levek join the fight on their side. Disruptors slam into the turning
Tholian, and a phaser barrage bring down the Tholian shields. The
jewel-shaped starship explodes in a dazzling display... and the entire
region of space ripples and shifts, and the stars vanish.

When the brilliant flash subsides, Captain Robau notes that the Tholians are
gone, along with the mysterious Federation ship. The two Klingon ships are
adrift, but still occupy the same positions relative to the Sparta. Scans
show that the warships are still powered, but show extensive damage. At the
same time, the science officer reports a massive intallation extreme range
that shows a distinct Tholian signature. What should Captain Robau do next?

Post your solution here for a Command College Point. Feel free to discuss
this with the 'comment' feature

"Captain's Log"

"... a threat we weren't prepared for..."

Class N Reducing
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: High surface temperature due to greenhouse effect; water exists
only as vapor
Atmosphere: Extremely dense, carbon dioxide and sulfides
Life forms: Unknown
Example: Venus

17) A seemingly abandoned device on the planet threatens to destroy the
ship.

(Post-TNG Era)
Captain T'leenvil
RIS D'Shoanna
D'deridex Class Warbird

We responded to a distress signal from the theoretical warp facility on the
third planet in the Tal system. As we came into sensor range, we noted waves
and waves of compressed temporal displacement, originating from the
facility. This phenomenon is rare, but not unheard of. But coming from a
theoretical warp facility that deals in artificial singularities leads to
numerous scenarios, each more frightening than the last. Now, as our Praetor
is using the same technology to meddle in time travel to vanquish enemies
that he cannot defeat through any other means, and facilities like this
sprout up all over the Empire, I fear that these kinds of disasters will
become more and more commonplace.

We assumed standard orbit, and immediately scanned for life readings. None
were apparent, but the facility itself was building to an implosion.
Normally, I would have destroyed the facility with plasma torpedoes, but the
unusual gravimetrics created by the device prevented us from using our
impulse engines to break orbit. Finally, the chief engineer proposed a
solution once employed Captain Kirk, on the USS Enterprise more than a
hundred years ago. The procedure involves jumping directly into warp from
one fixed planetary orbit to another fixed planetary orbit in a different
system. The effect on the originating planet is, unfortunate, but as Tal III
will soon be another casualty of our Praetor's ambition anyway, I ordered
the procedure implemented. We were minutes away from our warp jump when
received another distress signal. Apparently the temporal displacement was
even affecting sensor readings from the surface. A probe launched directly
at the facility showed twenty-seven life signs. Most of the scientists still
lived, even as we prepared to leave. Fortunately our transporter was able to
beam the survivors from the life support domes on the otherwise
uninhabitable world to the safety of the D'Shoanna before we literally
warped out of orbit of the dying planet.

So we celebrate the lives of twenty-seven scientists who might otherwise be
dead, without so much as a corpse to mark their passage. And our Praetor,
who sold herself as a savior to the Romulan people in our darkest hour, may
in fact represent a threat we weren't prepared for.

for next week. write a 100+ word log entry including the phrase "... an
unimaginable scale...". Post it in the yahoo group or on the blogsite's
"comment" feature for a Command College Point.

Dev Notes:

I am still pushing through the Etlh's second combat trial. Slow going as RL
is a bit of a pain right now. Also talking myself into working through an
Excel-based map/Simple Combat scenario called "Eyes on the Prize":

The objective is to travel to the far side of unexplored space to recover
the artifact and return it to your home world.

Single Player AI engagement rules: AI will move to engage enemy fleets
within 3 spaces in neutral space. AI will move to engage enemy fleets within
5 spaces in friendly space.

System Conquest: In enemy/unclaimed territory, roll for encounter (2/6
chance). Roll 1d6for 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 shipyard
for one turn. System can be held by shipyard, starbase or at least three
ships in-system.

Random enemy convoy(s) may appear in enemy/unclaimed space. All convoys
stopped=at least 3/5 freighters destroyed, escorts (random, 1-2) destroyed
or disabled (10/15 damage) within five volleys deactivates one random enemy
shipyard. Shipyard will require at least three starships onsite for three
turns to reactivate.

Enemy forces may be encountered in all enemy/unclaimed open spaces. Roll for
encounter (2/6 chance), Roll for size of enemy fleet (use same method as
in-system combat).

Shipyard:
Shipyards are recommended. They can be built anywhere. Shipyard can
construct a ship in three turns. Three starships must remain in system or
open space area for three turns to build shipyard. LOS (line of sight) must
be maintained to access shipyard outside of home space. Shipyard outside of
home space is subject to attack every other turn by random number of
enemies.

Two complete fleets (12 ships) can construct an advanced shipyard in six
turns. Advanced shipyards, in turn, can build a ship in one turn.

Fleets are designated by number/race. For example, the Klingon First Fleet
is designated as KF1

Consult the Simple Combat Table for multipliers.

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