Saturday, February 20, 2010

Fifty Points Map

on google docs

http://spreadsheets.google.com/ccc?key=0Au-eMmI095Q6dGx3c281b2Mtb1ctQ2dCX0x1U0xBUlE&hl=en

Friday, February 19, 2010

"Fifty Points" Kick Off

"Fifty Points" Campaign kicks off with turn one:


Turn 1)
0210.18
Federation: FF1 (Federation First Fleet) launches (z,39)
Klingons: KBF (Klingon Black Fleet) launches (z,42)
Romulans: RIF1 (Romulan Imperial First Fleet) (ae,41)

"Fifty Points: Announcement" Stardate 0210.19

(Post TNG Era)


(Moderator's Note: Approximately 10 years following the events in Star Trek: Nemesis)

The Romulan Empire is in a dangerous state of disarray. Federation intelligence has no idea of the power structure behind the neutral zone, but Romulan Warbirds are once again out, and in force. Any positive feelings following the Shinzon incident seem to have vanished.

The Klingon Empire continues to attempt to establish a foothold in Romulan space with Remus under their protection. Federation curiosity in Klingon affairs have chilled relations between the Federation and the Empire, though outright hostilities have not broken out.

In the midst of this tension, all three powers have agreed that the so-called Triangle Zone, where the territory of all three powers meet in a nearly lawless and pirate-ridden zone, has gotten out of control. Independent cultures have moved in and agitated the powerful pirate powers, and a state of chaos now reigns. After diplomats from all three major powers failed to reach a peace-keeping solution, it was determined by Medusan Ambassador at Large Kallar that an Organian model, with modifications, was required to bring stability to the troubled region:

The area was divided into three zones, one for each power. Each power would be charged with bringing peace and prosperity to the region, bringing the pirate problem under control, and uniting at least two regions under a single treaty.

Aside from a single intial fleet, the powers are required to mine and refine sufficient material for their needs, as well as establishing an ongoing convoy route back to their home space.

Powers are prohibted from conspiring with each other to undermine the spirit of the agreement, and while diplomatic solutions and positive interaction with the local cultures are encouraged, efficiency and success are the only goals. Other methods more amenable to disparate cultures are not prohibited.

A neutral exit point from local space, as well as a neutral entrance to the Triangle Zone has been established. Any hostilities in these neutral areas are prohibited, and will constitute immediate victory for the injured party. Any other areas, including the designated corridor leading to the zone are considered open space, and subject to possible attack.

The map, as well as more detailed rules will be provided.

Wednesday, February 17, 2010

Summary of Events Stardate 0210.17

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.





Games in Play:



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

Turns 44 through 51.



The outcome was pretty much decided. Victorious Klingon forces smashed through Federation defenses and moved in to catch the Fed First Fleet as it returned home. The Feds built a second shipyard, but twelve Klingon ships destroyed the shipyard and smashed the Fed sheilds and captured the whole fleet, and the alien artifact with it. Honestly, though, the Feds' straight forward approach doomed them from the start. When and if I play this through again, the Feds will make things more difficult for the Klingons. Here are the final turn logs.



Turn 45)

(0210.05)

Klingon: (c,17) KSY1 continues construct KF6 9/18 (K23,24 on station) KF3 (K13,14,15,16,17) moves to (c,10). KSY2 continues construct KF4 16/18 (K23,25 on station) (c,9). KSY3 continues construct KF5 16/18 (K24,26 on station) (c,10) IKF1 (IK1-15) moves to (c,7) IK1-15 vs FSY1, F13-18: FSY1, F13-18 destroyed. K1,9-15 destroyed. IK2-8 on station.

Federation: (c,5) FSY1 continues construct FF4 turn 3/18 FF3 (F13,14,15,16,17,18) remains on station (c,5) FF1(F1-6) moves to (f,10).



Turn 46)

(0210.05)

Klingon: (c,17) KSY1 continues construct KF6 10/18 (K23,24,25 on station) KF3 (K13,14,15,16,17) moves to (c,11). KSY2 continues construct KF4 16/18 (K23,25 on station) (c,9). KSY3 continues construct KF5 16/18 (K24,26 on station) (c,10) IKF1 (IK2-8) moves to (c,6)

Federation: FF1(F1-6) remains on station, begins construct FSY2 turn 1/3 (f,10)



Turn 47)

(0210.06)

Klingon: (c,17) KSY1 continues construct KF6 11/18 (K23,24,25 on station) KF3 (K13,14,15,16,17) moves to (d,10). KSY2 continues construct KF4 17/18 (K23,25 on station) (c,9). KSY3 continues construct KF5 17/18 (K24,26 on station) (c,10) IKF1 (IK2-8) moves to (d,7)

Federation: FF1(F1-6) remains on station, begins construct FSY2 turn 2/3 (f,10)



Turn 48)

(0210.06)

Klingon: (c,17) KSY1 continues construct KF6 12/18 (K23,24,25 on station) KF3 (K13,14,15,16,17) moves to (d,10). KSY2 continues construct KF4 18/18 (K23,25 on station) (c,9). KSY3 continues construct KF5 18/18 (K24,26 on station) (c,10) IKF1 (IK2-8) moves to (e,8)

Federation: FF1(F1-6) remains on station, begins construct FSY2 turn 3/3 (f,10)



Turn 49)

(0210.06)

Klingon: (c,17) KSY1 continues construct KF6 13/18 (K23,24,25,26 on station) KF3 (K13,14,15,16,17) moves to (e,9). KSY2 stops construction KF4 (K23,25,27) on station (c,9). KSY3 stops construction construct KF5 (K24,26,28) remains on station (c,10) IKF1 (IK2-8) moves to (e,9)

Federation: FF1(F1-6) remains on station, begins construct FSY2 turn 3/3 (f,10)



Turn 50)

(0210.06)

Klingon: (c,17) KSY1 continues construct KF6 14/18 (K23,24,25,26 on station) KF3 (K13,14,15,16,17) joins IKF1 (e,9). KSY2 stops construction KF4 (K23,25,27) on station (c,9). KSY3 stops construction construct KF5 (K24,26,28) remains on station (c,10) IKF1 (IK2-8) combines with KF3: All ships now designated IK1-12 (e,9)

Federation: FF1(F1-6) remains on station, FSY2 begins construct FF2 1/18 (f,10)



Turn 51)

(0210.07)

Klingon: (c,17) KSY1 continues construct KF6 15/18 (K23,24,25,26 on station) KSY2 stops construction KF4 (K23,25,27) on station (c,9). KSY3 stops construction construct KF5 (K24,26,28) remains on station (c,10) IKF1 (IK1-12) moves to (f,10) IKF1(IK1-12) vs FSY2, F1-6 FSY2 destroyed. F1-6 captured. Alien artifact recovered.

Federation: FF1(F1-6) remains on station, FSY2 begins construct FF2 2/18 IKF1(IK1-12) vs FSY2, F1-6 (f,10).



Klingons destroy/capture all Federation forces, recover artifact, win game.









"What Are Your Orders, Captain?"



(TMP Era) "The Devil You Know, Or...?"



Investigating 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, and encounters two Klingon warships, a K'tinga Class Battlecruiser and a Levek Class Destroyer. After defending the Klingons from a Tholian attack, the USS Sparta finds itself in what seems to a starless zone. In the distance is an installation showing a Tholian power signature. Scans of the Klingon ships show nominal power readings but extensive damage.



A further scan of the Klingon ships indicate that they are not in immediate danger, but still refusing to acknowledge hails. After commenting about the unique nature of Klingon gratitude, Captain Robau orders a course set to approach the installation. His idea is to approach to just within sensor range, and try to learn more before choosing his next course of action.



"The Greater Good"



Sensors show that the installation is an interspace generator, as well as the presence of the mysterious Federation starship that disappeared following the battle with the Tholians. Despite his hesitation to abandon the damaged Klingons, Captain Robau must attempt to recover the mysterious ship and find a way home. He sets course for the Tholian installation.



For next time...



"Troubled Waters"



(TNG Era)

Captain Ritchie of the Galaxy Class USS Andromeda discovers a refugee Suliban community living inside of an abandoned colony ship of unknown origin. Standard orders regarding Suliban refugees dictate that they be protected but kept hands-off. No starfleet officer has met a Suliban face to face in more than a hundred years because of a catastrophe involving the crew of the USS April. The problem is that the colony ship is approaching a region of space heavily populated by space-borne life forms that are attracted by impulse emissions.





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



"Captain's Log"



"... extreme conditions..."



Comet



11) You meet a society or conditions on a planet that causes you to question your mission...



(Pre TMP Era)

Captain Ab'Qaff

IKS MiPong



Klingon ships are not like other ships. Klingon crews are not like other crews. But more than anything else, Klingon orders are not like other orders. I have spent time working alongside our Romulan allies, and there are frequent circumstances when the Romulan commander will find a reason to violate his or her orders, explain themselves to their superiors, and survive. Klingons do not. There have been instances when an ambitious Klingon captain captured an enemy starship instead of destroying it as ordered. And while the intelligence gathered was valuable, the ambitious captain was executed. Because he disobeyed orders. We would rather lose an unexpected advantage than lose discipline, because once a Klingon can justify violating orders, he can no longer be controlled. And without control over our warship commanders, the Empire is doomed.



When I was ordered to destroy a rogue comet that was passing through the ToQ'wa system, I didn't think I would be put in the position of questioning my orders, The comet had been attracted by the gravitational force of ToQ'wa's massive sun, and it was determined that the comet posed a danger to a dilithium refinery in the system that is vital to our operations against the Tholians. We approached the comet two days out of ToQ'wa, and immediately calculated a firing solution. It posed little challenge to our armament. That was when we were informed that the subject races manning the refinery were in full revolt, and the military governor had been assassinated. My first inclination was to allow the comet to strike the refinery, but I can imagine the High Council informing my wife Valkris that I failed a simple mission and was executed without honor. The Empire does not recognize command perogative. In the end, I ordered a team of warriors to transport to the icy surface of the comet. They braved the extreme conditions of the rogue body to plant a string of thermal detonators, along with radiolitic warheads. We were successful. The comet was deflected, coming within 5,000 kellicams before it was destroyed by the radiolitic warheads. As a result, the refinery was bathed in neutron radiation which killed the rebels but left the refinery undamaged. Then it was a simple matter of destroying the remains of the comet with a photon torpedo.



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



Dev Notes:

The biggest thing going on right now is preparation for a long term campaign called "Fifty Points". It is a multilevel campaign taking place on an Excel-based map. While I've stayed away from anything more tech-heavy than a text document, the excel worksheet lends itself wonderfully to a map. Excel worksheets can be created and modified on Google Docs and Open Office, as well as many handheld devices. And with the range of play in "Fifty Points", modifying a text-based map for each move would have made the game almost unplayable. If anyone wants a text-based map for reference purposes, I can provide one. Take into account that the rules will probably change and adapt as the campaign goes on. They always do, even in simple campaigns. This one is very complex. Here is the overview and rules for "Fifty Points":



Objectives:



Diplomatic agreement to settle unclaimed zone. Fifty-one planets in three sectors. Seventeen systems each. Each sector= 10x25 spaces.



Three powers must establish economic/material support locally.



After initial battle group (One dreadnought, three heavy cruisers, two destroyers), all ships must be built locally.



Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.



Winning power must unite at least two sectors in order to win.



Winning power must achieve 17 experience points.



Winning power must win at least 5 heavy combat engagements



Sector Victory Conditions:



Military: 2/3 (12/17) systems conquered

Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate threat



At least ten 100+ word logs required from each power.



Rules



Shipyards:

Three heavy cruisers take three turns to build a shipyard (subject to random pirate attack in systems where pirates are active).



Shipyards require one freighter shipment of duranium and one freighter shipment of duranium and one freighter shipment of dilithium to build two carriers, six heavy cruisers or twelve destroyers.



Shipyards build at this rate:

1 carrier= 6 turns

1 heavy cruiser=3 turns

1 destroyer= 1 turn



Convoys:



Aside from the twelve convoys that must be transported from friendly space to unclaimed zone and then back to friendly space, convoys are required to transport refined dilithium and duranium from refineries to shipyards in order to build/maintain fleets. Powers can hijack enemy convoys, but after each such incident, the odds of it being sibject to pirate attack increase. (see ROE)



ROE (Rules of Engagement)



Three powers must turn local populations to their sides. Each power will have advantages:

Federation: Diplomacy/Economic strength

Klingons: Military

Romulans: Subterfuge



Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will weaken diplomatic standing. Klingon using diplomacy will embolden local military resistance. Romulans using diplomacy will have less chance of success)



During every turn, there is a 1/6 chance of random calamity (convoy lost, contact lost with colony)

Use the following table:

1d6 roll=result

1= convoy closest to destination lost

2= contact with random colony lost

3= power lost to all shipyards for one turn

4= pirate appears from warp and attacks random colony

5= population stages violent revolt on random colony

6= defsats malfunction, destroy random orbiting ship in random system



Every system has 1/10 chance of being dominated by pirate activity upon first contact. Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one of its systems will fall under pirate attack.



Despite ROE, each power will have to use disadvantage to gain access to system at least twice



Pirate Attack:

Pirate attacks consist of attacks on planets, installations and starships. Use simple combat tables to determine number and types of craft.

Default pirate craft will be determined by 1d6 roll:



Klingons:

1-2= Klingon ship

3-4= Romulan ship

5-6= Federation ship



Federation:

1-2= Federation ship

3-4= Klingon ship

5-6= Romulan ship



Romulans

1-2= Romulan ship

3-4= Federation ship

5-6= Klingon ship



Klingons and Romulans can employ sanctioned privateers that can be customized.



System Conquest:

To conquer a system, you must conquer one controlling planet, including any defense.



System Defense:

Systems have defense ratings of 1 through 10.



1= No installations

No ships permanently assigned

2= No installations

Less than six ships (Destroyer class) permanently assigned

3= Less than six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

4= Six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

5= Six defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

6= Eight defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

7= Eight defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

8= Nine or ten defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

9= Shipyard assigned

Four to six ships (heavy cruiser class) permanently assigned

10= Starbase assigned

Four to six ships (heavy cruiser class), or any number of carriers permanently assigned



Planets have natural simple combat multiplier of x100 without any added defense, as well as 100 defenders. To conquer a planet, you must defeat it in simple combat and boarding party action.

Convoy Defense

In preparation for a long term, multilevel campaign called "50 Points", I needed to test the ability of a single heavy cruiser to defend a convoy of five freighters for five volleys from attack by as many as two heavy cruisers in simple combat. You get to the point where the defending heavy cruiser has to be willing to sacrifice itself in order to fight off the attacker(s) while the convoy escapes. In the campaign, convoys getting through are important, not only as a VC (victory condtion), but also for transporting refined duranium and dilithium from a mining station to a shipyard. Without shipyards you can't build and repair ships. Anyway, here are combat logs from both encounters. (Note that the volleys are numbered. That is critical, because at the rate that a convoy passes through a system, an attacking ship has only five volleys to destroy that convoy. Not easy.




Convoy defense vs 1 FCA



1)

IKS K1 rolls:30 30o/d

IKS kf1 rolls:10 o/6d

IKS kf2 rolls:4 o/5d

IKS Kf3 rolls:2 o/5d

IKS Kf4 rolls:8 o/5d

IKS Kf5 rolls:4 o/5d

USS F1 rolls:30 o/d

Result:

IKS K1 damage /35

IKS kf1 damage /35

IKS kf2 damage /35

IKS Kf3 damage /35

IKS Kf4 damage /35

IKS Kf5 damage /35

USS F1 damage /15



2)

IKS K1 rolls:20 20o/d

IKS kf1 rolls:4 o/d

IKS kf2 rolls:8 o/d

IKS Kf3 rolls:6 o/d

IKS Kf4 rolls:6 o/d

IKS Kf5 rolls:4 o/d

USS F1 rolls:20 o/20d

Result:

IKS K1 damage /

IKS kf1 damage /

IKS kf2 damage /

IKS Kf3 damage /

IKS Kf4 damage /

IKS Kf5 damage /

USS F1 destroyed



Convoy defense vs 2 FCA's



1)

IKS K1 rolls:50 25/25o/d

IKS kf1 rolls:6 o/8d

IKS kf2 rolls:8 o/7d

IKS Kf3 rolls:12 o/7d

IKS Kf4 rolls:8 o/7d

IKS Kf5 rolls:2 o/7d

USS F1 rolls:30 5K1)o/25d

USS F2 rolls:50 25(k1)o/25d

Result:

IKS K1 damage 30/35

IKS kf1 damage /35

IKS kf2 damage /35

IKS Kf3 damage /35

IKS Kf4 damage /35

IKS Kf5 damage /35

USS F1 damage /15

USS F2 damage /15



2)

IKS K1 rolls:20 20(f2)o/d

IKS kf1 rolls:8 8(f2)o/d

IKS kf2 rolls:4 4(f2)o/d

IKS Kf3 rolls:12 12(f2)o/d

IKS Kf4 rolls:4 4(f2)o/d

IKS Kf5 rolls:2 2(f2)o/d

USS F1 rolls:60 o/60d

USS F2 rolls:30 o/30d

Result:

IKS K1 damage /

IKS kf1 damage /

IKS kf2 damage /

IKS Kf3 damage /

IKS Kf4 damage /

IKS Kf5 damage /

USS F1 damage /

USS F2 destroyed



3)

IKS K1 rolls:40 o/45d

IKS kf1 rolls:10 o/5d

IKS kf2 rolls:2 o/5d

IKS Kf3 rolls:6 o/5d

IKS Kf4 rolls:8 o/5d

IKS Kf5 rolls:4 o/5d

USS F1 rolls:50 (k1)o/d

Result:

IKS K1 destroyed

IKS kf1 damage /

IKS kf2 damage /

IKS Kf3 damage /

IKS Kf4 damage /

IKS Kf5 damage /

USS F1 damage /



4)

IKS kf1 rolls:8 36o/d

IKS kf2 rolls:2 o/d

IKS Kf3 rolls:6 o/d

IKS Kf4 rolls:8 o/d

IKS Kf5 rolls:12 o/d

USS F1 rolls:20 o/20d

Result:

IKS kf1 damage /

IKS kf2 damage /

IKS Kf3 damage /

IKS Kf4 damage /

IKS Kf5 damage /

USS F1 destroyed

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.

Tuesday, February 2, 2010

(0210.02) KCA IKS Etlh (A) vs FCA USS Constitution (B) (Advanced Heavy Combat Test)

Here, at last, is the second heavy combat test of the KCA Etlh, 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. And there was no terrain to work around. So it's probably okay. I think a few asteroids might be in order next time.



Here are the records:



KCA IKS Etlh (A) vs

FCA USS Constitution (B)





1)

Position

....1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

1___________________________________________________

2___________________________________________________

3___________________________________________________

4____________A______________________________________

5___________________________________________________

6___________________________________________________

7___________________________________________________

8___________________________________________________

9___________________________________________________

10__________________________________________________

11__________________________________________________

12__________________________________________________

13__________________________________________________

14__________________________________________________

15__________________________________________________

16________________________________________B_________

17__________________________________________________

18__________________________________________________

19__________________________________________________





A) Roll [8]

A) Helm: Position/Movement[9,4x4 /Speed2]/[Course 90x000 ]

A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [8ECM/ECCM()+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

A) Tactical: Target[BSTBD] Target Bearing[45] Target Range[13] Fire weapons [FWDdisruptors(x) +FWDphotons(x)+AFTdisruptors(x)+AFTphotons(x)]

A) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def disruptors(x)]/(Fighter[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [beam disruptors(x)+photons(x)]





B) Roll [11]

B) Helm: Position/Movement[21,16x5 /Speed10]/[Course270]

B) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [3ECM/ECCM()+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

B) Tactical: Target[ASTBD] Target Bearing[45] Target Range[13] Fire weapons [FWDphasers(x) +FWDphotons(x)+AFTphasers(x)+AFTphotons(x)]

B) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def phasers(x)]/(Fighter[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [phasers(x)+photons(x)]



Results:

A) Damage:

B) Damage:



2)

Position

....1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

1___________________________________________________

2___________________________________________________

3___________________________________________________

4_________________A___________________________________

5___________________________________________________

6___________________________________________________

7___________________________________________________

8___________________________________________________

9___________________________________________________

10__________________________________________________

11__________________________________________________

12__________________________________________________

13__________________________________________________

14__________________________________________________

15__________________________________________________

16_______________B__________________________________

17__________________________________________________

18__________________________________________________

19__________________________________________________





A) Roll [8]

A) Helm: Position/Movement[11,4x4 /Speed2]/[Course 90-45 degreeSTBD roll]

A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [8ECM/ECCM()+8retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

A) Tactical: Target[BSTBD] Target Bearing[+90] Target Range[13] Fire weapons [FWDdisruptors(x) +FWDphotons(x)+AFTdisruptors(x)+AFTphotons(x)]

A) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def disruptors(x)]/(Fighter[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [beam disruptors(x)+photons(x)]





B) Roll [9]

B) Helm: Position/Movement[11,16x5 /Speed10]/[Course000HET 90+(hero point 1/15]

B) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [9ECM/ECCM(3)+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

B) Tactical: Target[ADORS] Target Bearing[000] Target Range[13] Fire weapons [FWDphasers(x) +FWDphotons(x)+AFTphasers(x)+AFTphotons(x)]

B) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def phasers(x)]/(Fighter[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [phasers(x)+photons(x)]



Results:

A) Damage:

B) Damage:





(0210.01) KCA IKS Etlh (A) vs FCA USS Constitution (B) (Advanced Test)



3)

Position

....1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

1___________________________________________________

2___________________________________________________

3___________________________________________________

4______________________A____________________________

5___________________________________________________

6___________________________________________________

7_________________B_________________________________

8___________________________________________________

9___________________________________________________

10__________________________________________________

11__________________________________________________

12__________________________________________________

13__________________________________________________

14__________________________________________________

15__________________________________________________

16__________________________________________________

17__________________________________________________

18__________________________________________________

19__________________________________________________





A) Roll [12]

A) Helm: Position/Movement[14,4x4 /Speed2]/[Course 90]

A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM()+8retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

A) Tactical: Target[BFWD] Target Bearing[+135] Target Range[5] Fire weapons [FWDdisruptors(x) +FWDphotons(x)+AFTdisruptors(4x4)+AFTphotons(1x4)]

A) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def disruptors(x)]/(Fighter[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [beam disruptors(x)+photons(x)]





B) Roll [7]

B) Helm: Position/Movement[11,7x4 /Speed10]/[Course000-hero point 1/15]

B) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM(9)+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

B) Tactical: Target[Aaft] Target Bearing[000] Target Range[5] Fire weapons [FWDphasers(9x5) +FWDphotons(x)+AFTphasers(x)+AFTphotons(x)]

B) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def phasers(x)]/(Fighter[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [phasers(x)+photons(x)]



Results:

A) Damage: 35 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

B) Damage: 11pts FWD 11/30 FWD Shields



KCA IKS Etlh disabled. FCA USS Constitution withdraws from combat.