Summary of Events Stardate 0610.05
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. The latest is "Fifty Points" (details below)
Games in Play:
"DusaQ VeS"
Remember DusaQ VeS? I'm back on it. Chapter 8 is mapped out. I'm thinking about actually mapping the whole thing out before playing it through
"Fifty Points"
Fifty Points is on its way back. I'm getting ideas to spice things up, including a threat system to challenge all three parties and force them to work together on certain occasions.
"Head to Head Sector Assault"
Here are the updated rules (including space terrain rules):
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)
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 to see what kind of space terrain will be in the system. 1,2= Asteroid field (within that, 1,2=light field 3,4=medium field 5,6=heavy field) 3,4=nebula 5,6=black hole accretion disc (note: obviously, shipyards cannot be built in a system with a black hole accretion disc. They can only be controlled by Line Of Sight rules). 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 (except for systems with black hole accretion discs).
Open Space:
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).
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: 4-6) LOS (line of sight) must be maintained to use or attack shipyard (by friendly forces or attacking fleets). Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. There is no maximum fleet size. 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 unforeseen 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.
Victory Conditions/Points-
Shipyards 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points
Turns 1 through 6
This is definitely a different Head to Head Sector Assault. I've removed the fleet size restrictions (for taking on hard targets). Both sides have the 'Legendary' Simple Combat advantage, to actually make it head to head. But the real kicker is the inclusion of terrain rules. This is detailed in the rules, but suffice to say the Klingons took the first serious terrain-related hit. Four KCA's entered a heavy asteroid field to take on three damaged Federation cruisers building a shipyard. By the time they'd made it through three had been destroyed and the fourth one heavily damaged. Before the Klingons can win that game, they'll need to crack that nut. And for that, they'll need more than six ships. Here are the turn logs:
Turn 1)
(0510.23)
System 1 (nebula): FCA USS Discovery FCA USS Atlantis FCA USS Mercury FCA USS Thermopylae FCA USS Invictus FCA USS Iwo Jima form Fed 1st Fleet (FF1. Contact: 5 KCA's *won toss. (0510.23) FCA USS Discovery FCA USS Atlantis FCA USS Mercury FCA USS Thermopylae FCA USS Invictus FCA USS Iwo Jima vs KCA IKS LoS KCA IKS TanQut KCA IKS Chorgh KCA IKS TlhuHu KCA IKS QaHom FCA USS Discovery FCA USS Atlantis FCA USS Mercury FCA USS Thermopylae FCA USS Invictus FCA USS Iwo Jima destroyed. KCA IKS Chorg destroyed. All other Klingons undamaged.
System 5 (asteroid field/heavy): KCA IKS K'task KCA IKS Haboryan KCA IKS DuranQo KCA IKS BetleH KCA IKS Kur'ya KCA IKS NoQ'chu form Klingon 1st Fleet (KF1). Contact: 6 FCA's *lost toss. (0510.23) KCA IKS K'task KCA IKS Haboryan KCA IKS DuranQo KCA IKS BetleH KCA IKS Kur'ya KCA IKS NoQ'chu vs FCA USS Washington FCA USS Adams FCA USS Jefferson FCA USS Hamilton FCA USS Lincoln FCA USS Independence. KCA IKS K'task KCA IKS Haboryan KCA IKS DuranQo KCA IKS BetleH KCA IKS Kur'ya KCA IKS NoQ'chu destroyed. USS Adams FCA USS Hamilton FCA USS Lincoln destroyed. FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35
Turn 2)
(0510.29)
System 1 (nebula): KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom form KF2 begin construct KSY1 turn 1/3: contact? contact: 3 FCA's *won toss KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom vs FCA USS Ghandi FCA USS Dunkirk FCA USS D'Este. FCA USS Ghandi FCA USS Dunkirk FCA USS D'Este destroyed. Klingons undamaged.
System 5 (asteroid field/heavy): FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 form FF2 begin construct FSY1 turn 1/3 contact? Contact: 4 KCA's *won toss FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 vs KCA IKS Tol'Qut KCA IKS Wa'maH KCA IKS TuQ KCA IKS LoQ. KCA IKS Tol'Qut KCA IKS Wa'maH KCA IKS TuQ KCA IKS LoQ destroyed Washington damage: 17/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35
Turn 3)
(0510.29)
System 1 (nebula): KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom form KF2 construct KSY1 turn 2/3: contact? contact: 4 FCA's *won toss KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom vs FCA USS Arizona FCA USS Montezuma FCA USS Kukulkan FCA USS Darwin. FCA USS Arizona FCA USS Montezuma FCA USS Kukulkan FCA USS Darwin destroyed. KCA IKS TanQut destroyed. Other Klingons undamaged.
System 5 (asteroid field/heavy): FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 form FF2 construct FSY1 turn 2/3 contact? No contact.
Turn 4)
(0510.29)
System 1 (nebula): KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom form KF2 construct KSY1 turn 3/3: contact? no contact
System 5 (asteroid field/heavy): FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 form FF2 construct FSY1 turn 3/3 contact? No contact.
Turn 4)
(0510.30)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom) on station KSY1 construct KCA IKS QultuH turn 1/3: contact? No contact
System 5 (asteroid field/heavy): FF2 (FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35) on station. Repair stage 1/2. FSY1 construct FCA USS Montgomery turn 1/3 contact? No contact.
Turn 5)
(0610.01)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom) on station KSY1 construct KCA IKS QultuH turn 2/3: contact? No contact
System 5 (asteroid field/heavy): FF2 (FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35) on station. Repair stage 2/2. FSY1 construct FCA USS Montgomery turn 2/3 contact? No contact.
Turn 6)
(0610.01)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom) on station KSY1 construct KCA IKS QultuH turn 3/3: contact? Contact 4 FCA's *won toss. KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KSY1 vs FCA USS Charleston FCA USS Jerusalem FCA USS Cairo FCA USS Newport. FCA USS Charleston FCA USS Jerusalem FCA USS Cairo FCA USS Newport destroyed. No damage to Klingons
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence) on station. FSY1 construct FCA USS Montgomery turn 3/3 contact? No contact.
Command College:
What Are Your Orders, Captain?
"Drift" (ENT Era)
Responding to a distress signal, Captain Erika Hernandez of the Columbia NX-02 discovers a planet near the edge of known Romulan space that presents a unique dilemma. The planet, designated Alpha Galorus IV, is part of a region of space that drifts into Romulan territory due to the unique nature of galactic drift in the sector and the imprecise mapping of the just-settled treaty boundary. Based on projections, the planet (which is home to a vital sensor outpost staffed by more than a hundred scientists) will begin its journey through the neutral zone in less than a day. At that point, there will be no way to retrieve the scientists or the vital sensor data without violating the hard-fought treaty. While it is a simple matter to upload the sensor data, it is doubtful that the limited transport facilities of Columbia could bring up all of the scientists in the short time remaining.
What Are Your Orders, Captain?
Post your solution in the YahooGroup or through the blogsite's 'comment' feature.
"Captain's Log"
"... no matter what it costs..."
(Post-TNG Era)
Captain William T Riker
USS Titan
Galorndan Core has been a source of trouble between the Federation and the Romulan Empire since the very birth of the Federation. When the Romulan peace treaty was established, there were a few systems along the edge of the nuetral zone that actually drifted across the treaty boundary due to the effect of galactic drift in the area, as well as the imprecise mapping of the time. Many of those systems contained colonies that were civilian in nature and actually capable of evacuating themselves. Galorndan Core, known as Galorus IV at the time, was a different matter. It was a surveillance outpost, put there specifically to watch for any Romulans coming back to settle the score.
The actions taken by Captain Erika Hernandez of the NX Class Columbia at the time, while safeguarding the assets on the planet without provoking a resumption of warfare, inadvertantly ensured that Earth and the Romulans would be at odds over Galorndan Core for the next two hundred years. Now, as political upheaval in the Empire has presented us with the possibilty of either lasting peace or another war, Galorndan Core again finds itself at the flashpoint. As the planet begins to drift across the same poorly drawn political line from two centuries ago, the diplomatic team on the Titan will find itself joining forces with a Romulan diplomatic team to forge another treaty, this time based on more than the desperation of mutually assured destruction. As Ambassador Spock has said, we have more than fear and mistrust in common. And just as Captain Hernandez did what she did because there was no alternative, we also have no alternative. We will find a lasting solution, no matter what it costs.
For next week. write a 100+ word log entry including the phrase "... the benefit of hindsight...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes:
You wouldn't know it to watch the site, but it's actually been a reasonably productive week... or two. June's calender image is done, though I have yet to scan it. An exhausting couple of weeks at work, as well as a blow-dryer blowing through the desert southwest has sucked much of the motivation out of me, including the little necessary to connect the scanner to the computer. Long story, don't ask. I did snap a picture of it with my smart little Palm Treo 650, and I might just upload that. Pathetic is better than nothing at all. Space Terrain rules now apply to Head to Head Sector Assault, which is making things extremely dicey for the Klingon fleet. And that, among other things, may breath life back into Fifty Points. Here are those space terrain rules so far. just in case you're curious and forgot from last time.
The rules are for asteroid fields, nebula, black hole accretion disc. I only have rules for heavy cruisers now, but that'll change. Here are the rules so far:
Asteroid field
-heavy
--to hit: roll 6
--accident rate
volley 1 roll of 6 roll for damage
volley 2 roll of 5-6 roll for damage
volley 3 roll of 4-6 roll for damage
volley 4 roll of 3-6 roll for damage
volley 5 roll of 2-6 roll for damage
volley 6 roll for damage
-medium
--to hit: roll 5-6
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
-light
--to hit: roll 2-6
--accident rate
volley 6 roll of 6 roll for damage
volley 7 roll of 5-6 roll for damage
volley 8 roll of 4-6 roll for damage
volley 9 roll of 3-6 roll for damage
volley 10 roll of 2-6 roll for damage
volley 11 roll for damage
Nebula
temp 20% damage to simulate loss of shields
need 3-6 to hit
Black Hole Accretion Disc
need 3-6 to hit
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
volley 10 roll 1-3 to escape black hole.
These blog entries are now going to be automatically updated to Twitter.
Saturday, June 5, 2010
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