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
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
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
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. The latest is "Fifty Points" (details below)
Games in Play:
Fifty Points is sort of on hold for the week, as I'm coming to realize that it's sort of hit a boredom threshold. The setup is fine, but having only a short time each day to play, it is taking way too long to bring in some of the more interesting elements into play. So look for things to change. I'm thinking of bringing in civilian traffic, and dangerous convoys. We'll see.
"Head to Head Sector Assault"
Here are the rules for anyone who doesn't remember:
The goal is to conquer and hold all 5 systems.
In order to do this, you must conquer, then sufficiently defend the 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)
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). 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: (1d6: 4-6)) or by docking at shipyard for one turn. 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.
Enemy convoys will only be encountered in open spaces. Roll for encounter (3/6 chance). 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
Enemy forces may be encountered in all open spaces (even between two conquered and held systems). Roll for encounter (2/6 chance), Roll for size of enemy fleet (use same method as in-system combat).
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: 4-6) 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 the Yahoo Group or 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.
Shipyards 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points
Turns 10 through 12
Both sides have started to chip away at the economic resources of the other, at the same time that they march towards each other and what I think is going to be an ugly fight. What will make the initial difference, I think, will be the combination of convoy hunting and initial random fleet encounters. As a side loses too many convoys, they'll most likely find themselves quickly overwhelmed. And of course, the roll of the dice as a fleet pulls into a new system.
System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek (KF2) on station KSY1 begins construct KCA IKS Kandido 3/3 Contact? Contact: 4 FCA's. *won toss KSY1 KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek vs FCA USS Karakorum FCA USS Kabul FCA USS Sacramento FCA USS Toronto. FCA USS Karakorum FCA USS Kabul FCA USS Sacramento FCA USS Toronto destroyed. No damage to Klingons.
System 5: FSY1 random attack? Contact: 3 KCA's. FSY1 vs KCA IKS Koroth KCA IKS Kuge KCA IKS D'natu BortaS. *won toss KCA IKS Koroth KCA IKS Kuge KCA IKS D'natu BortaS destroyed. No damage to FSY1
Open Space: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn arrive in open space. Search for convoy turn 2? Contact: KFr1-5 w/1 KCA. *won toss FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn vs KFr1-5 KCA IKS BetleH. KFr1-5 KCA IKS BetleH destroyed. No damage to Feds. Klingon random fleet disadvantage at -1.
System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek (KF2) on station KSY1constructs KCA IKS Kandido complete. KF2 departs for open space.
System 5: FSY1 idle
Open Space: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn depart for System 4.
System 1: KSY1 idle
Open Space: KF2 (KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido) arrive. Search for convoy turn 1. Contact: FFr1-5 w/1FCA escort. *won toss. KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido vs FFr1-5, FCA USS Intrepid. FFr1-5, FCA USS Intrepid destroyed. No damage to Klingons. Federation random fleet disadvantage at -1.
System 5: FSY1 idle
System 4: FF2 (FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn) arrive. Contact: 1 KCA *won toss. FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn vs KCA IKS RaptaH. KCA IKS RaptaH destroyed. No damage to Feds.
What Are Your Orders, Captain?
"Old Wounds" TNG Era
Coded signals have begun to come in on a frequency not used by the Empire for almost a hundred years. You've been ordered to investigate in the once hotly contested Donatu system. You find one of an increasing number of sleeper agents, planted in one-time hotspots in the conflict between the Federation and the Empire. Normally, these agents have been debriefed and released into the Empire. In this case, however, you have a dilemma. The agent in question was a senior officer, possibly behind the intelligence failure that some speculate was at least partially responsible for the military debacle that was the battle of Donatu Five. But years have done much to heal the wounds of that defeat, and the High Council has allowed the controversy to die.
If the agent that might be at the heart of the matter comes back in from the cold, back from the dead, as far as many are concerned, the controversy will rise again. Powerful families, seeking to protect ugly secrets, will obstruct the investigation, and relations with the Federation, already strained, may suffer with the reopening of this old wound. On the other hand, honor demands a full accounting of the truth, and the Empire may even gain an advantage over future potential enemies by examining the failures of the past.
You are the Commander of the ship and the mission. The agent's return, in fact his life, is in your hands. What are your orders, Captain?
Post your solution in the YahooGroup or through the blogsite's 'comment' feature.
"... a system that works..."
(Post TNG Era)
Traitor. That is what they called me on the Altair Queen as I left Federation space for the last time. On Qo'noS, they call me 'urwi' tera'ngan. Human traitor. On both worlds, there are few words or expressions worse. A decorated hero. A veteran of two Borg incursions. A veteran of conflict with Romulan splinter groups and Klingon warriors. A family name that has helped to defend Earth since before there was a Federation. A Stiles. So how could a Stiles be labeled a traitor by friend and enemy alike? By living. By surviving and coming home to a world that defined itself by its peaceful ideals, and a system that works through freedom and self-determination, but had also seen enough of war to last several lifetimes. Did I make things worse when I came home? Did I have trouble turning off the soldier inside of me? Yes. A long succession of counselors told me I'd have trouble, and how they thought I should deal with it. But none of their suggestions silenced the alarms that went off in my head when someone walked in the room, or got rid of the shakes that I went to sleep with every night.
None of that made me do what labeled me a traitor. What did that was being forced to take refuge in the Vulcan compound in San Francisco because nobody else could look at me and not see a loved one who hadn't made it home. Only the Vulcans could look at me and see just another human soldier. And they couldn't keep me there forever. Funny, the Klingons laugh at me, spit at my feet, call me 'urwi' tera'ngan, but they let me live on their world and somehow, strangely, they make me feel like I belong.
For next week. write a 100+ word log entry including the phrase "...do it the old-fashioned way...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
There has been more administrative work than anything else done this week. I'm starting to provide a separate place to read all of "Captain's Log" challenges, for those of you who just want to read. I finished the May calender image in the middle of an Enterprise marathon, and I'm starting to come up with ideas for June and July. Fifty Points is on hiatus. I'm also waiting for my pre-ordered copy of "Children of Kings" to show up. What does that have to do with Fantasy Trek? Well, it is generally accepted that Pike's Enterprise was different from Kirk's. It would be interesting to see if any substantive differences show up, maybe substantive enough to start a Pre-TOS era. I am also reading my way through the "Vanguard" series. Book three, "Reap the Wirlwind", was not only exciting and well written. It also provided an origin story of sorts for the Tholians. The fourth is called "Open Secrets". No doubt referring to all of the secrets revealed at the end of the third. But first I'm reading Arthur C Clarke's "Rendezvous With Rama".