Friday, February 5, 2010

Summary of Events Stardate 0210.05

Quick Start Play:




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 (BCH) 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 IKS Ab'Qaff discovered ancient underground caverns on the fourth planet in the system. They contained indications of a sizable underground population that died off in a short period of time, around the time of the battle that took place two thousand years ago.



Games in Play:



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

Turns 21 through 44.



The Klingons assault on the Federation shipyard has been the deciding factor. The Federation fleets protecting their shipyard should have been building reinforcing shipyards. The Klingons moved within striking distance of FSY1 (Federation Shipyard One) and built two more shipyards. By that time, the defending ships couldn't leave the shipyard unprotected to launch a counter offensive, and the Klingons used their two shipyards to combine shipbuilding efforts. They therefore managed to field a fleet twice as fast. In the end, 19 Klingon ships combined to form the First Imperial Klingon Fleet. As of turn 44, the First IKF had smashed through the Federation's initial line of defenses without losing a ship. As the First Federation Fleet returns to friendly space, it faces danger.Of course, the goal is to return the alien artifact to the team's homeworld. That means that the Klingons will have to locate and capture the Federation ship carrying the artifact and capture it before it returns to Earth. That's the objective.



Turn 21)

(0110.26)

Klingon: (c,17) KSY1 continues construct KF3 turn 3/18. KF1 (K1-8) remains on station (c,9) No contact. KF2 (K10,11,12) moves to (c,15).

Federation: (c,5) FSY1 continues construct FF2 turn 16/18 (F7,8,9,10,11 on station). FF1(F1-6) moves to (u,11).



Turn 22)

(0110.26)

Klingon: (c,17) KSY1 continues construct KF3 turn 4/18 (K13 on station). KF1 (K1-8) remains on station (c,9) No contact. KF2 (K10,11,12) moves to (c,14).

Federation: (c,5) FSY1 continues construct FF2 turn 16/18 (F7,8,9,10,11 on station). FF1(F1-6) moves to (v,11).



Turn 23)

(0110.27)

Klingon: (c,17) KSY1 continues construct KF3 turn 5/18 (K13 on station). KF1 (K1-8) remains on station (c,9) No contact. KF2 (K10,11,12) moves to (c,13).

Federation: (c,5) FSY1 continues construct FF2 turn 17/18 (F7,8,9,10,11 on station). FF1(F1-6) moves to (w,11).



Turn 24)

(0110.27)

Klingon: (c,17) KSY1 continues construct KF3 turn 6/18 (K13 on station). KF1 (K1-8) remains on station (c,9) Contact: Fed convoy w/2 FCA escorts. K1-8 vs Fr1-5, F1,2. K7,8 destroyed. K1-6 undamaged. Convoy destroyed. KF2 (K10,11,12) moves to (c,12).

Federation: (c,5) FSY1 continues construct FF2 turn 18/18 (F7,8,9,10,11 on station). FF1(F1-6) moves to (x,11).



Turn 25)

(0110.28)

Klingon: (c,17) KSY1 continues construct KF3 turn 7/18 (K13,14 on station). KF1 (K1-6) remains on station (c,9) KF2 (K10,11,12) moves to (c,11).

Federation: (c,5) FSY1 continues construct FF3 turn 1/18 (F7,8,9,10,11,12 on station). FF1(F1-6) moves to (y,11).



Turn 26)

(0110.28)

Klingon: (c,17) KSY1 continues construct KF3 turn 8/18 (K13,14 on station). KF1 (K1-6) remains on station. Begins construct KSY2 turn 1/3: no contact (c,9) KF2 (K10,11,12) moves to (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 2/18 FF2 (F7,8,9,10,11,12) remains on station. FF1(F1-6) moves to (z,11): Pick up Alien Artifact.



Turn 27)

(0110.28)

Klingon: (c,17) KSY1 continues construct KF3 turn 9/18 (K13,14 on station). KF1 (K1-6) remains on station. continues construct KSY2 turn 2/3: Contact: 2 FCA's K1-6 vs FCA 1,2 (c,9). F1,2 destroyed. K6 damage 2/25. K1-5 undamaged. KF2 (K10,11,12) remains on station, Begins construct KSY3. Turn 1/3: no contact. (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 3/18 FF2 (F7,8,9,10,11,12) remains on station. FF1(F1-6) moves to (y,11).



Turn 28)

(0110.31)

Klingon: (c,17) KSY1 continues construct KF3 turn 10/18 (K13,14,15 on station). KF1 (K1-6) remains on station. continues construct KSY2 turn 3/3: No Contact: KSY2 Complete. KF2 (K10,11,12) remains on station, continues construct KSY3. Turn 2/3: no contact. (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 4/18 (F13) FF2 (F7,8,9,10,11,12) remains on station. FF1(F1-6) moves to (x,11).



Turn 29)

(0110.31)

Klingon: (c,17) KSY1 continues construct KF3 turn 11/18 (K13,14,15 on station). KF1 (K1-6) remains on station. (c,9) KSY2 turn 3/3: No Contact: KSY2 Complete. KF2 (K10,11,12) remains on station, continues construct KSY3. Turn 3/3: no contact. KSY3 complete (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 5/18 (F13) FF2 (F7,8,9,10,11,12) moves to (c,6). FF1(F1-6) moves to (w,11).



Turn 30)

(0110.31)

Klingon: (c,17) KSY1 continues construct KF3 turn 12/18 (K13,14,15 on station). KF1 (K1-6) remains on station (c,9) KSY2 begins construct KF4 1/18 (c,9) KF2 (K10,11,12) moves to (c,9) KSY3 begins construct KF5 1/18 (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 6/18 (F13) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (v,11).



Turn 31)

(0210.01)

Klingon: (c,17) KSY1 continues construct KF3 turn 13/18 (K13,14,15,16 on station). KF1 (K1-6) remains on station (c,9) KSY2 continues construct KF4 2/18 (c,9) KF2 (K10,11,12) remains on station (c,9) KSY3 continues construct KF5 2/18 (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 7/18 (F13,14 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (u,11).



Turn 32)

(0210.02)

Klingon: (c,17) KSY1 continues construct KF3 turn 14/18 (K13,14,15,16 on station). KF1 (K1-6) remains on station (c,9) KSY2 continues construct KF4 3/18 (c,9) KF2 (K10,11,12) remains on station (c,9) KSY3 continues construct KF5 3/18 (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 8/18 (F13,14 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (t,11).



Turn 33)

(0210.02)

Klingon: (c,17) KSY1 continues construct KF3 turn 15/18 (K13,14,15,16 on station). KF1 (K1-6) remains on station (c,9) KSY2 continues construct KF4 4/18 (K17 on station) (c,9) KF2 (K10,11,12) remains on station (c,9) KSY3 continues construct KF5 4/18 (K18 on station) (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 9/18 (F13,14 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (s,11).



Turn 34)

(0210.02)

Klingon: (c,17) KSY1 continues construct KF3 turn 16/18 (K13,14,15,16,17 on station). KF1 (K1-6) remains on station (c,9) KSY2 continues construct KF4 5/18 (K17 on station) (c,9) KF2 (K10,11,12) remains on station (c,9) KSY3 continues construct KF5 5/18 (K18 on station) (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 10/18 (F13,14,15 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (r,11).



Turn 35)

(0210.02)

Klingon: (c,17) KSY1 continues construct KF3 turn 17/18 (K13,14,15,16,17 on station). KF1 (K1-6) remains on station (c,9) KSY2 continues construct KF4 6/18 (K17 on station) (c,9) KF2 (K10,11,12) remains on station (c,9) KSY3 continues construct KF5 6/18 (K18 on station) (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 11/18 (F13,14,15 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (q,11).



Turn 36)

(0210.02)

Klingon: (c,17) KSY1 continues construct KF3 turn 18/18 (K13,14,15,16,17 on station). KF1 (K1-6) remains on station (c,9) KSY2 continues construct KF4 7/18 (K17,19 on station) (c,9) KF2 (K10,11,12) remains on station (c,9) KSY3 continues construct KF5 7/18 (K18,20 on station) (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 12/18 (F13,14,15 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (p,11).



Turn 37)

(0210.02)

Klingon: (c,17) KSY1 begins construct KF6 1/18 KF3 (K13,14,15,16,17) remains on station (c,17). KF1 (K1-6) remains on station (c,9) KSY2 continues construct KF4 8/18 (K17,19 on station) (c,9) KF2 (K10,11,12) remains on station (c,9) KSY3 continues construct KF5 8/18 (K18,20 on station) (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 13/18 (F13,14,15,16 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (o,11).



Turn 38)

(0210.02)

Klingon: (c,17) KSY1 begins construct KF6 2/18 KF3 (K13,14,15,16,17) moves t0 (c,16). KF1 (K1-6) remains on station (c,9) KSY2 continues construct KF4 9/18 (K17,19 on station) (c,9) KF2 (K10,11,12) remains on station (c,9) KSY3 continues construct KF5 9/18 (K18,20 on station) (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 14/18 (F13,14,15,16 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (n,11).



Turn 39)

(0210.02)

Klingon: (c,17) KSY1 begins construct KF6 3/18 KF3 (K13,14,15,16,17) moves to (c,16). KF1 (K1-6) remains on station (c,9) KSY2 continues construct KF4 10/18 (K17,19,21 on station) (c,9) KF2 (K10,11,12) remains on station (c,9) KSY3 continues construct KF5 10/18 (K18,20,22 on station) (c,10).

Federation: (c,5) FSY1 continues construct FF3 turn 15/18 (F13,14,15,16 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (m,11).



Turn 40)

(0210.02)

Klingon: (c,17) KSY1 begins construct KF6 4/18 (K23 on station) KF3 (K13,14,15,16,17) moves to (c,15). KF1 (K1-6) moves to (c,8) KSY2 continues construct KF4 11/18 (c,9) K17,19,21 move to (c,8) KF2 (K10,11,12) moves to (c,8) KSY3 continues construct KF5 11/18 (c,10) K18,20,22 move to (c,9).

Federation: (c,5) FSY1 continues construct FF3 turn 16/18 (F13,14,15,16,17 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (l,11).



Turn 41)

(0210.02)

Klingon: (c,17) KSY1 continues construct KF6 5/18 (K23 on station) KF3 (K13,14,15,16,17) moves to (c,14). KF1 (K1-6) remains on station (c,8) KSY2 continues construct KF4 12/18 (c,9) K17-22 form KF7 (c,8) KF2 (K10,11,12) remains on station (c,8) KSY3 continues construct KF5 12/18 (c,10)

Federation: (c,5) FSY1 continues construct FF3 turn 17/18 (F13,14,15,16,17 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (k,11).



Turn 42)

(0210.02)

Klingon: (c,17) KSY1 continues construct KF6 6/18 (K23 on station) KF3 (K13,14,15,16,17) moves to (c,13). KSY2 continues construct KF4 13/18 (K23 on station) (c,9). KSY3 continues construct KF5 13/18 (K24 on station) (c,10) KF1 (K1-6), KF2 (K10-12), KF7 (K17-22) form IKF1(Imperial Klingon Fleet 1) redisgnated (IK1-15) (c,8)

Federation: (c,5) FSY1 continues construct FF3 turn 18/18 (F13,14,15,16,17 on station) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (j,11).



Turn 43)

(0210.02)

Klingon: (c,17) KSY1 continues construct KF6 7/18 (K23,24 on station) KF3 (K13,14,15,16,17) moves to (c,12). KSY2 continues construct KF4 14/18 (K23 on station) (c,9). KSY3 continues construct KF5 14/18 (K24 on station) (c,10) IKF1 (IK1-15) moves to (c,7)

Federation: (c,5) FSY1 continues construct FF4 turn 1/18 FF3 (F13,14,15,16,17,18) remains on station (c,5) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (h,11).



Turn 44)

(0210.03)

Klingon: (c,17) KSY1 continues construct KF6 8/18 (K23,24 on station) KF3 (K13,14,15,16,17) moves to (c,11). KSY2 continues construct KF4 15/18 (K23 on station) (c,9). KSY3 continues construct KF5 15/18 (K24 on station) (c,10) IKF1 (IK1-15) moves to (c,6) IK1-15 vs F7-12 F7-12 destroyed. No damage to Klingons

Federation: (c,5) FSY1 continues construct FF4 turn 2/18 FF3 (F13,14,15,16,17,18) remains on station (c,5) FF2 (F7,8,9,10,11,12) remains on station (c,6). FF1(F1-6) moves to (g,11).



PvP games reported:

(All games, players Kapact vs Kate)

#282/(0210.01) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP!

#283/(0210.01) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP!

#284/(0210.01) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed PVP!

#285/(0210.01) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP!

#286/(0210.01) PCA AV Sitka vs KCA IKS 'etlh: Both ships destroyed PVP!



These games put player Kate past her first hurdle. She now has an "Experienced" rating. Player Kapact finally made "Legendary", as noted below.



Heavy Combat: KCA IKS Etlh(A) vs FCA USS Constitution(B) complete, See Dev notes for details.



Command College will return next week.



Dev Notes:

The Constitution Phase Two is up, a bit late. RL and all that. Again, nothing fancy, no graphics program, but all creativity, all mine. The USS Constitution has launched, under command of Captain Mike Murphy, formerly of the USS Guadalcanal. On an administrative note, the first planetary mission of the Constitution gave me my 50th experience point, giving me Legendary status. Took me almost 3 1/2 years, and the following stats;



Heavy Combat engagements (5=1 exp point) 14

Simple Combat engagements (including PvP) (10=1 exp point) 281

PvP (Player vs Player) Simple Combat engagements (5=1 exp point) 26

Post length (100+ words each) log entries (5=1 exp point) 55

"What Are Your Orders, Captain?" Command College Exercises (10=1 exp point)21

100+ word "Captain's Log" Command College entries (10=1 exp point) 21



As "Eyes on the Prize" runs its course, I'm thinking about a longer, more involved campaign, involving Klingons, Feds and Romulans and maybe pirates as a wild card element. The three major powers will have a single big objective. Each race will have a strength which can win the war. Convoys that actually have to be defended in order to keep bases running and ships repaired. That's partly to add another level to the game, but also because I've never had a convoy survive an attack (in Simple Combat, anyway). Now I'll be in the position of having to learn to defend a convoy.This is kind of taking a bit of what I like about the "Star Trek: Armada" games, without the monotonous technology tree nonsense.

The second heavy combat test of the KCA Etlh was finally completed this past week, versus the newly minted FCA USS Constitution. The Etlh was a bit slow to bring its heavy weapons to bear (the 8 micro-torpedoes), and the Constitution put on a burst of speed and used a hero point for a high energy turn (HET) to line up on the Etlh's vulnerable aft quarter. One good phaser blast at range 5 tore vital components out of the Etlh (impulse and sensors). The Etlh was completely disabled. It occurred to me to use a mess of hero points to repair the Etlh and try a counterpunch, but the Constitution still had strong shields, and would have had another phaser volley at close range. There was no point.

From a gameplay point of view, the Klingon ship (as always) is not easy to fly. The aft quarter is way vulnerable, and the Etlh's micro-torps are power hungry buggers. The secret, I think, is for the Klingon to maintain the initiative. As for the state of Advanced Heavy Combat, I've eliminated the second 'elevation' map and added a simple elevation notation, from 1 to 10, in the position marker. And the Etlh pulled a nifty 45 degree STBD roll to put its micro-torps in firing arc. (Next time, we'll try that earlier to protect the Aft quarter.) The entire combat played out in three volleys, which on one hand seems quick, but it makes it a bit more player-friendly. I do think, upon reflection, that the hull and shields need to be further bumped up. Range 5 is medium range, and one 9 point phaser volley shouldn't be a game ender, as it was in this case. I think that probably I need to add, say 10 points to shields, double the hull numbers and reduce the dice roll to 1d6. In the last volley of that test, the Connie was at range 5, lined up on the Etlh's aft quarter, and rolled a 9. The multiplier for phasers at that range is X5. The Connie put all 9 points in a phaser blast, which had this effect (-8 pts ECM that the Etlh put up):



A) Damage: 37 pts AFT: AFT Shields 22/22 AFT Armor 3/3 AFT Hull 2/2 Impulse 3/3 Sensor 1/1 AFT Photon 2/2 DORS Shield 4/32



At that same range, with 32 Aft shields, 4 Aft hull points, and a max of 30 pts (1d6 X5 multiplier), the shields would be mostly wiped out, but the Klingon would still have a chance to HET and move off. I will say that heavy combat is fun, and basically works, and the advanced STD's have improved the game, it is still a bit paperwork intensive. The three rounds in this game actually didn't take long to play through, but the notation is a teensy bit of work. Can it be simplified? Maybe. More testing is certainly indicated.

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