More next time
Kapact
What is Fantasy Trek?
http://fantasytrek.blogspot.com
What is Fantasy Trek?
http://fantasytrek.blogspot.com
More next time
Kapact
What is Fantasy Trek?
http://fantasytrek.blogspot.com
What is Fantasy Trek?
http://fantasytrek.blogspot.com
At coordinates M,22, IKS Kor3 attacks USS Endeavour4
IKS Kor3 rolls: 36 allocation: 12o,24d
USS Endeavour4 rolls: 96 allocation: 39o,57d
result
IKS Kor3 damage: destroyed
USS Endeavour4 damage: undamaged
After the battle, the Endeavour4 linked up with the Genghis Khan5, and they will either harass the Klingon fleet or attempt to rejoin the Federation fleet.
The Federation fleet did indeed cross into Klingon territory for another go at Klingon shipyard wej. Here are the unfortunate logs:
USS Entebbe2, USS Chang4, USS Gordon3, USS Guadalcanal3 attack Klingon Shipyard wej (F/G,13)
USS Entebbe2 rolls: 108 Allocation: 84o,24d
USS Chang4 rolls: 48 Allocation: 0o,48d
USS Gordon3 rolls: 72 Allocation: 0o,72d
USS Guadalcanal3 rolls: 96 Allocation: 84o,12d
IKS Shipyard wej rolls: 280 Allocation: 39,8,8,27o,99,0,0,99d
Result:
USS Entebbe2 damage: destroyed
USS Chang4 damage: undamaged
USS Gordon3 damage: undamaged
USS Guadalcanal3 damage: destroyed
IKS Shipyard wej damage: undamaged
USS Chang4 rolls: 60 Allocation: 60o,0d
USS Gordon3 rolls: 60 Allocation:60o,0d
IKS Shipyard wej rolls: 252 Allocation: 66,66o,60,60d
Result:
USS Entebbe2 damage: destroyed
USS Chang4 damage: destroyed
USS Gordon3 damage: destroyed
USS Guadalcanal3 damage: destroyed
IKS Shipyard wej damage: undamaged
This represents just part of a really devastating day for the Federation. The only positive they can bring from this is when they respawn, they'll be in a position to join the battle against the Klingons. Speaking of Klingons, here are the logs of their attack against Federation shipyard Two:
IKS Drunken Warrior2, IKS Krueg4, IKS Genghis Khan, IKS tIQghoB attack Federation Shipyard Two (J/K,21)
IKS Drunken Warrior2 rolls: 48 Allocation: 48o,0d
IKS Krueg4 rolls: 96 Allocation: 96o,0d
IKS Genghis Khan rolls: 72 Allocation: 72o,0d
IKS tIQghoB rolls: 120 Allocation: 120o,0d
UFP Shipyard Two rolls: 308 Allocation: 0o,77,77,77,77d
Result:
IKS Drunken Warrior2 damage: undamaged
IKS Krueg4 damage: undamaged
IKS Genghis Khan damage: undamaged
IKS tIQghoB damage: undamaged
UFP Shipyard Two damage: destroyed
While I played through these attacks, I challenged myself to balance the offense and defense of both sides. Simulating both sides acting simultaneously, and doing my best to find some way for both sides to try as hard as possible to win or even survive. I came up with two things. With a shipyard having a multiplier of 28, the most it could have to defend with is 336. (28X12). Assuming that your fleet consists of four heavy cruisers, (each of course with a multiplier of 12), each ship needs to contribute 84 points, or a roll of 7 or up to overwhelm and destroy the shipyard. (84X4=336). So my Federation Fleet Commander, balancing the need to destroy the shipyard with the need to survive, is going to want to devote 84 points to the offensive effort whenever possible, and when he can't, balance the offense and defense as best he can. Considering that 7 is just about the medium possible roll from the two six-sided dice, that number 84 is the number a sensible fleet commander (if the fleet has four ships) will be thinking about when taking on a shipyard. On the other hand, there is the risky (and successful for the Klingons today) strategy of throwing every point into offense. Sure, the shipyard could fire back at four undefended ships, but I think that the obvious advantage enjoyed by the ships in adopting this strategy is balanced by the risk they face by not knowing what the shipyard will have to defend itself with. Look again at that medium 7 roll. Four ships would need to roll more than an average of 7 in order for that strategy to work. Any less, and a shipyard commander can work the numbers enough to whittle down the attackers. And really, once a shipyard has destroyed one attacker, the others are doomed. Because then that 336 max points means each ship (three remaining) will need an average of 112 points each (an average roll of 9.333 each). That's what I worked out during these two shipyard assaults.
So the situation we're left with is this: There are three remaining Federation shipyards. The USS Endeavour4 and the USS Genghis Khan5 are in formation, facing a Klingon fleet that smells victory. Four Federation starships (USS Entebbe2, USS Chang4, USS Gordon3 and USS Guadalcanal3) will respawn in a position to cause trouble for the Klingons, but they'll be slowed. Only three can respawn at once. They really have no choice but to fight a defensive battle now. Or maybe try to capture a Klingon ship or two. I think they can still come back with three shipyards, but if they lose another, I think it's just a matter of time. And of course, the IKS Kor4 is just about to launch from shipyard vagh and rejoin the battle.
All of this stuff probably seems pretty complicated, but it is really just the process of playtesting that works out rules to properly balance. It could eventually contribute to a tactics and strategies manual. It also is fun for me, because the more thinking I put into this campaign, the more I'm enjoying it. No button-mashing. No joystick-breaking. No cheat codes. Thinking. Decision-making. Problem-solving. And while there are no graphics to enjoy (yet:)...), as far as a thinking challenge, Fantasy Trek is getting to be my favorite. Of course, I'm a bit biased probably :)
More next time
Kapact
What is Fantasy Trek?
http://fantasytrek.blogspot.com/
Here are the combat tables:
USS Chang3 rolls: 84 allocation: 50o,34d
IKS Kor3 rolls: 84 allocation: 34o,50d
result tie
USS Chang3 damage:
IKS Kor3 damage:
USS Chang3 rolls: 120 allocation: 85o,35d
IKS Kor3 rolls: 120 allocation: 35o,85d
result tie
USS Chang3 damage:
IKS Kor3 damage:
USS Chang3 rolls: 108 allocation: 80o,28d
IKS Kor3 rolls: 96 allocation: 16o,80d
result tie
USS Chang3 damage:
IKS Kor3 damage:
USS Chang3 rolls: 120 allocation: 80o,40d
IKS Kor3 rolls: 84 allocation: 4o,80d
result tie
USS Chang3 damage:
IKS Kor3 damage:
USS Chang3 rolls: 84 allocation: 60o,24d
IKS Kor3 rolls: 72 allocation: 12o,60d
result tie
USS Chang3 damage:
IKS Kor3 damage:
USS Chang3 rolls: 36 allocation: 0o,36d
IKS Kor3 rolls: 120 allocation: 120o,0d
result
USS Chang3 damage: destroyed
IKS Kor3 damage: undamaged
In an attempt to gain more advantage, the IKS Krueg4 and the IKS tIQghoB attempted to the USS Genghis Khan4 at coordinates N,20. The way to do that is to bring down the defending ship's shields (by doing 5/15 points of damage. The way I set up the combat tables for the ship-to-ship combat was to have one attacker rolls first. The defender rolls next, in response. Finally, the second attacker rolls third, doing what they can to attack enough to bring the defender's shields down. Here is how that went:
IKS Krueg4 rolls: 132 Allocation: 62o,70d
USS Genghis Khan4 rolls: 108 Allocation: 46o,62d
IKS tIQghoB rolls: 48 Allocation: 0o,48d
Result: tie
IKS Krueg4 damage:
USS Genghis Khan4 damage:
IKS tIQghoB damage:
IKS Krueg4 rolls: 42 Allocation: 0o,42d
USS Genghis Khan4 rolls: 72 Allocation: 48o,24d
IKS tIQghoB rolls: 132 Allocation: 29o,103d
Result:
IKS Krueg4 damage: 6/15
USS Genghis Khan4 damage: 5/15 (shields down)
IKS tIQghoB damage: undamaged
Then we use boarding parties (personal combat tables) to play the ship-board action out. Here are the combat tables. Note that as I've rolled the dice, I've kept the totals at the top cumulative.
IKS Krueg4
Boarding Parties
26/30
IKS tIQghoB
Boarding Parties
26/30
USS Genghis Khan4
Defenders
0/45
a= IKS Krueg4 boarding parties
b= IKS tIQghoB boarding parties
c= USS Genghis Khan defenders
1st engagement
1a. 5 1b. 1 1c.4
2a. 5 2b. 6 2c.2
3a. 3 3b. 3 3c.5
4a. 1 4b. 3 4c.1
5a. 3 5b. 4 5c.3
2nd engagement
1a 4 1b 4 1c 6
2a 4 2b 1 2c 2
3a 6 3b 1 3c 5
4a 2 4b 4 4c 3
5a 3 5b 5 5c 3
3rd engagement
1a 5 1b 4 1c 2
2a 5 2b 2 2c 3
3a 4 3b 1 3c 2
4a 3 4b 3 4c 2
5a 1 5b 3 5c 5
4th engagement
1a. 1 1b. 6 1c. 5
2a. 4 2b. 6 2c. 6
3a. 1 3b. 1 3c. 2
4a. 6 4b. 2 4c. 2
5a. 2 5b. 6 5c. 2
5th engagement
1a 5 1b 5 1c 6
2a 1 2b 4 2c 2
3a 6 3b 4 3c 2
4a 3 4b 4 4c 4
5a 1 5b 6 5c 4
6th engagement
1a 5 1b 3 1c 1
2a 5 2b 3 2c 1
3a 1 3b 5 3c 5
4a 3 4b 2 4c 6
5a 5 5b 3 5c 4
7th engagement
1a. 1 1b. 4 1c. 1
2a. 1 2b. 5 2c. 3
3a. 5 3b. 3 3c. 4
4a. 2 4b. 3 4c. 4
5a. 6 5b. 4 5c. 2
8th engagement
1a 5 1b 4 1c 2
2a 2 2b 3 2c 3
3a 4 3b 4 3c 6
4a 6 4b 2 4c 1
5a 4 5b 1 5c 3
9th engagement
1a 1 1b 5 1c 4
2a 5 2b 3 2c 5
3a 1 3b 2 3c 5
4a 2 4b 2 4c 4
5a 2 5b 2 5c 6
10th engagement
1a 1 1b. 5 1c. 6
2a 3 2b. 3 2c. 4
3a 3 3b. 6 3c. 6
4a 2 4b. 6 4c. 4
5a 4 5b. 5 5c. 3
11th engagement
1a 6 1b 2 1c 6
2a 6 2b 1 2c 6
3a 1 3b 5 3c 5
4a 2 4b 3 4c 2
5a 2 5b 3 5c 1
Capture successful
With this, the Klingons have a fleet of four ships (IKS Drunken Warrior2, IKS Krueg4, IKS tIQghoB, and the newly captured IKS Genghis Khan) deep in Federation space and within striking distance of Shipyard #4. The IKS Kor3 is on its way to join the fleet, and the IKS Chang4 will launch on the next turn.
If the Klingons can assemble a fleet of five ships to send against the remaining Federation shipyards, it could signal the beginning of the end of this campaign. That leaves few options for the Feds. Try to defend the shipyards while whittling down the Klingon fleet. Gamble big by running for undefended Klingon shipyards. Or assemble as a fleet and take the Klingons on head to head. That would either reset the clock (except for that destroyed shipyard), or pretty much finish it for the Federation. As the commander of the Klingon fleet, I'm pretty enthusiastic. As the commander of the Federation fleet, I'm thinking that a big gamble is the only thing that'll turn things around. That will means either taking on the Klingon fleet, or the Klingon shipyards.
More next time
Kapact
What is Fantasy Trek?
http://fantasytrek.blogspot.com/
If the newly minted IKS Kor3 can somehow make it through five Federation ships, it will link up with the fleet and try to take out another shipyard. Otherwise it will still be a very long, tough war of attrition, even though the Klingons have the upper hand. And quite honestly, it's hard to see how the Federation can regain the intiative. By failing in the attempt early on to destroy Klingon Starbase wej with three ships, they not only lost those ships (and an early advantage of momentum), but they also gave the Klingons a free lesson in how many ships it takes to destroy a shipyard.
I've decided to include the combat tables from this so you can see the particulars of the battles I've described. The attacking ship rolls and allocates points first. Of course, I'm using the simplified combat rules here. The little 'o' means offense, the little 'd' means defense, and the roll number comes from the total of two six-sided dice times the particular multiplier for the particular class of ship. So if a Heavy Cruiser rolls a six, their 'roll' number is 72. Easy as fishin'. To destroy your opponent, your 'o' number has to equal your opponent's 'd' number plus 15. (To take down shields, you have to have their 'd' number plus 5).
Here's the first battle:
IKS Kor2 attacks USS Chang3 at coordinates F,18
IKS Kor2 rolls: 96 allocation: 50o,46d
USS Chang3 rolls: 84 allocation: 34o,50d
result tie
IKS Kor2 damage:
USS Chang3 damage:
IKS Kor2 rolls: 84 allocation: 50o,34d
USS Chang3 rolls: 96 allocation: 49o, 47d
result
IKS Kor2 damage: destroyed
USS Chang3 damage: 3/15
Here's the second battle:
IKS Drunken Warrior, IKS Krueg4, IKS Chang3, IKS tIQghoB attack Federation Shipyard Five (N,20/21)
IKS Drunken Warrior rolls: 108 Allocation: 90o, 18d
IKS Krueg4 rolls: 60 Allocation: 50o, 10d
IKS Chang3 rolls: 36 Allocation: 36o, 0d
IKS tIQghoB rolls: 108 Allocation:60o, 48d
UFP Shipyard Five rolls: 308 Allocation: 22,22,22,22o/55,55,55,55d
Result:
IKS Drunken Warrior damage: 4/15
IKS Krueg4 damage: 12/15
IKS Chang3 damage: destroyed
IKS tIQghoB damage: undamaged
UFP Shipyard damage: destroyed
More next time
Kapact
What is Fantasy Trek?
http://fantasytrek.blogspot.com/