Thursday, March 31, 2011

April Calendar Image news

The 2011 calendar will return shortly. This mfonth is my first serious attempt at a comic strip. I have four simple, no color, sparse on detail framed drawings. Stan Lee has nothing to worry about. All I have left to do is an opening, kind of establishing shot. Then scanning onto the computer and posting The plan is to have four frames a month in an ongoing story. Anyway, I expect to have the first attempt up by Thursday at the latest.

Friday, March 18, 2011

USS Remillard Stardate 0311.18 Captain Bindi McKinnon


There are still jokes in some circles about red-shirts, despite the fact that security personnel have swapped colors with command and now wear gold. In some cases, especially among those of us in the command path, that joke is a bit of gallows humor we keep to ourselves. But I tend to keep a very tight rein on that particular joke. No member of an away team is expendable, and there are no missions so routine that I don't think about that as we are released by the transporter beam. So naturally I could think of nothing but the bright red of my uniform as we beamed into the smoky, oily gloom of the crippled Korax class light cruiser. No matter your intentions, Klingons never appreciate you beaming onto their ships uninvited.

The floor was sticky. All four of us, two security specialists, chief engineer Brandon and I noticed it at the same time. Tricorder analysis showed that it wasn't because of any substance that had been spilled or spread on the deck. The deck plating itself had undergone a molecular change as a result of being subjected to extreme heat. Fortunately, the heat source was no longer present, so we didn't have to worry about our shoes melting. But there was also nothing known of this particular region of space that would do this to a klingon ship. So we were looking at either an unknown environmental hazard or exotic alien with a grudge against the klingons. Neither alternative sounded conducive to an uneventful survey.

Monday, March 14, 2011

USS Remillard Stardate 0311.14 Captain Bindi McKinnon


The Korax is a deceptively simple design, essentially the same tried and true space frame that has worked so well for them for more than two centuries. It has a single hull with outrigger nacelle struts that swing up and meet on top with a torpedo launcher integrated into a single warp nacelle. While l am not familiar with the capabilities of the Korax. it certainly resembles the Relentless class of the 23rd century; a ship almost legendary for its ability to withstand extreme damage and still make it home under power.

So I wasn't really surprised to find that there was enough of the ship intact and maintaining an atmosphere to warrant investigating. Unfortunately, there is so much interference that we can't determine any life readings. So in the grand tradition of starfleet crews since there was a starfleet, we're going in blind.  

Wednesday, March 2, 2011

USS Remillard Stardate 0311.02

The debris we discovered led us to a nearly intact Korax Class Klingon light cruiser. Our transmission to Starfleet was greeter with deafening silence. We finally heard back with word that again will delay our mission to Tholia. The Klingons deny having any ships near Tholian space, and seem furious at us for having found one of their new ships out here. So we've been ordered to board and investigate. I have to think that the Klingons aren't going to be happy about this no matter how it turns out. Great.

Friday, February 25, 2011

First Complete Casual Head to Head Sector Assault and Lessons Learned

Thirteen turns is what it took to reveal a serious balance issue in the Casual Head to Head Sector Assault. As much fun as it honestly was to have a seemingly unending series of Klingon wolf packs pound a struggling Federation shipyard into dust, it doesn't give the Feds a chance to get out of the gate. So we'll limit the wolf pack to one per engagement. Incidentally, a wolf pack consists of three KCA's responding to a request for reinforcement from a Klingon ship as it's being destroyed. I'll start this up again soon with the revised rules.

 

Here are the turn logs.

 

Turn 1)

(0211.15)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Contact: 2 KCA's. 2 KCA's destroyed. No damage to Feds. 2 KCA's destroyed. Intrepid FIF-FCA1 damage: 19/20. Other Feds undamaged.

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Contact: 2 FCA's. 2 FCA's destroyed. Ok'rand KLKF-KCA1 damage: 18/20. Other Klingons undamaged.

 

Turn 2)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 damage: 19/20 Repair Turn 1/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Construct FSY1 Turn 1/2 Contact: No contact

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 damage: 18/20 Repair Turn 1/2 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Construct KSY1 Turn 1/3 Contact: No contact

 

Turn 3)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 damage: 19/20 Repair Turn 2/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Construct FSY1 Turn 2/2 Contact: No contact

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 damage: 18/20 Repair Turn 2/2 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Construct KSY1 Turn 2/3 Contact: No contact

 

Turn 4)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) FSY1 Construct Decker FDF-FCA1 Turn 1/2 Contact: 2 KCA's. 2 KCA's destroyed. Intrepid FIF-FCA1 damage:15/20. Other Feds undamaged.

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Construct KSY1 Turn 3/3 Contact: No contact.

 

Turn 5)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 damage:15/20 Repair Turn 1/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) FSY1 Construct Decker FDF-FCA1 Turn 2/2 Contact: 3 KCA's. 3 KCA's destroyed. One wolf pack destroyed. Intrepid FIF-FCA1 damage:15/20 Repair Turn 1/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 destroyed.

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) KSY1 construct Kahless KF-CA1 Turn 1/3 Contact: 1 FCA. FCA destroyed. Klingons undamaged.

 

Turn 6)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Decker FDF-FCA1 FSY1 Construct Goeben FDF-FCA2 Turn 1/2 Contact: No contact

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) KSY1 construct Kahless KF-CA1 Turn 2/3 Contact: 1 FCA. FCA destroyed. Klingons undamaged.

 

Turn 7)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Decker FDF-FCA1 FSY1 Construct Goeben FDF-FCA2 Turn 2/2 Contact: 3 KCA's. Monitor FIF-FCA4 destroyed. Hornet FIF-FCA5 damage: 15/20. 3 KCA's destroyed.

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) KSY1 construct Kahless KF-CA1 Turn 3/3 Contact: 1 FCA.

 

 

Turn 7)

(0211.18)

System 1: Intrepid Fleet FIF-FCA (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Decker FDF-FCA1 Goeben FDF-FCA2 FSY1 Construct  Eximer FDF-FCA3 Turn 1/2 Contact: 2 KCA's. 3 wolf packs.  (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 destroyed. Decker FDF-FCA1 damage: 18/20. Goeben FDF-FCA2 FSY1 undamaged. Klingons destroyed.

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 KSY1 construct T'yang KF-CA2 Turn 1/3 Contact: No contact.

 

Turn 8)

(0211.19)

System 1: Decker FDF-FCA1 (damage: 18/20 repair turn 1/2) Goeben FDF-FCA2 FSY1 Construct  Eximer FDF-FCA3 Turn 2/2 Contact: No contact

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 KSY1 construct T'yang KF-CA2 Turn 2/3 Contact: No contact

 

Turn9)

(0211.24)

System 1: Decker FDF-FCA1 (damage: 18/20 repair turn 2/2) Goeben FDF-FCA2 Eximer FDF-FCA3 FSY1 Construct Farragut FCF-FCA4 Turn 1/2 Contact: no contact

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 KSY1 construct T'yang KF-CA2 Turn 3/3 Contact: no contact

 

Turn 10)

(0211.24)

System 1: Decker FDF-FCA1 Goeben FDF-FCA2 Eximer FDF-FCA3 FSY1 Construct Farragut FCF-FCA4 Turn 2/2 Contact: 3 KCA's. Two Wolfpacks responded. All KCA's destroyed. Decker FDF-FCA1 Goeben FDF-FCA2 Eximer FDF-FCA3 destroyed. FSY1 damage: 62/80.

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 KSY1 construct Hegh yan KF-CA3 Turn 1/3 Contact: No contact

 

Turn 11)

(0211.24)

System 1:  FSY1 damage: 62/80 (Construct Farragut FCF-FCA4 Turn 2/2 suspended) Repair Turn 2/2 Contact: No Contact

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 KSY1 construct Hegh yan KF-CA3 Turn 3/3 Contact: No Contact

 

Turn 12)

(0211.24)

System 1:  FSY1 Construct Farragut FCF-FCA4 Turn 2/2 Contact: 1 KCA. 1 Wolfpack responded. KCA's destroyed. FSY1 damage: 74/80 

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 Hegh yan KF-CA3 KSY1 construct Koord KF-CA4 Turn 1/3 Contact: No contact

 

Turn 13)

(0211.24)

System 1: FSY1 damage: 74/80 (Construct suspended Farragut FCF-FCA4 Turn 2/2) Repair Turn 1/2 Contact: No contact

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 Hegh yan KF-CA3 KSY1 construct Koord KF-CA4 Turn 2/3 Contact: No contact

 

Turn 13)

(0211.24)

System 1: FSY1 damage: 74/80 (Construct suspended Farragut FCF-FCA4 Turn 2/2) Repair Turn 2/2 Contact: 3 KCA's. FSY1 destroyed. No damage to Klingons

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 Hegh yan KF-CA3 KSY1 construct Koord KF-CA4 Turn 3/3 Contact: 1 FCA. FCA destroyed. No damage to Klingons.

 

Federation cedes sector.

Tuesday, February 22, 2011

Medium Combat Template

  What you see here is an attempt to merge heavy combat with simple/casual caombat. Something a little more involved, with maneuvering and internals, but still bus-playable. For now, a text map that is just for reference, and the casual dice roll scheme. I am playtesting it now.


    1  2   3    4   5   6   7  8  9
a__/__/__/__/__/__/__/__/__/
b__/__/__/__/__/__/__/__/__/
c__/__/__/__/__/__/__/__/__/
d__/__/__/__/__/__/__/__/__/
e__/__/__/__/__/__/__/__/__/
f __/__/__/__/__/__/__/__/__/
g__/__/__/__/__/__/__/__/__/
h__/__/__/__/__/__/__/__/__/
i __/__/__/__/__/__/__/__/__/


Shields

       X      Y
F   /20    /20      
A   /20    /20          
P   /20    /20          
S   /20    /20         

Damage

                     X      Y         
Shld Gen   /20    /20          
Pha/Dis     /20    /20      
Photons     /20    /20          
Sensors     /20    /20
Impulse     /20    /20                    
Warp         /20    /20

Position
            X      Y
            ,        ,            

Course
            X      Y
            ,        ,         

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1

Roll:
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=

Thursday, February 17, 2011

Update: Casual Head to Head Sector Assault

The first ten rounds of the casual head to head sector assault have taught me that we still have a serious balance issue. Heavy Cruisers (CA's) have a defense rating of 20, which works fine, and a Shipyard has a defense rating of 80, which also works fine.... almost. I gave the Feds an economic advantage, allowing them to finish construction in two turns what it takes Klingons three. At the same time, the Klingons always have a 50% chance of calling in reinforcements if they're losing a battle. Again, no problem. The Feds have always been stronger economically, and the Klingons have always had wolfpacks out roaming around. But the shipyard is too easy to take down by persistant attacks. So I'm going to tweak the casual rules a bit and start over. It used to be that every ship rolled a die (1d6), designated a target, and got shot up itself. Ships of equal grade balance fine doing that, but the shipyard needs additional firepower to be a credible threat, so I'll try giving it two dice rolls (2d6) to use on offense. And rather than have any damage sustained require repair time, we'll say that 6 points out of 20 damage (roughly a third) count as shield damage. And make it 24 out of 80 for the shipyard. More and more to keep track of during a 'casual' game, but important for balance. We'll just see how it goes. And in case you're wondering what a "Head-to-Head Sector Assault" is, it is a single player contest to occupy five systems in a sector. Use simple rules to play both sides (or play against another player) and the rules below.

 

Here are the rules as of Feb 15th (0211.15) that I'm playing by:

 

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 attack fleets sufficient to threaten your shipyards. You must also attain a minimum of 7 points (see 'Victory Conditions' below)

 

System Conquest:

Regardless of whether a system has been occupied 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 (1-2=1, 3-4=2, 5-6=3), then subtract any applicable random fleet disadvantage (see below). Then use appropriate casual combat template. All surviving ships retain damage but can move and fight until destroyed. (6/20 damage to CA's count as shield damage that will automatically regenerate by the next turn. 24/80 for shipyards) 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.

 

Random enemy ships (including Klingon wolf packs) will fight to the death. All other ships may withdraw at player's discretion.

 

Open Space:

Enemy convoys will only be encountered in open spaces. Roll for encounter (1d6: 1-3). 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, escorts destroyed in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. 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). Unless otherwise noted, three starships must remain in system 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. Unless otherwise noted, shipyard can construct replacement ships in 3 turns.There is no limit to the number of ships you can group in a fleet, and no limit to the number of fleets you can field. It is recommended that you build at least one shipyard and at least three reserve ships just in case of unforseen losses.

 

Race Specific Rules:

- Federation ships require only two turns to build shipyards, and shipyards require only two turns to build ships

- Klingons have 50% chance of summoning reinforcements wolf packs of 3 KCA's (1D6 1-3)

 

Shipyards roll 2d6 during casual combat.

 

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=

Fleet size=

Random Attack Fleet capacity=

 

You must conquer 5 systems and attain 7+ VC points