SFB Archive

Gentlemen—The Great Experiment

Posted October 14, 2011 By Rindis

Crossposted from the SFU blog on BGG.

One of the problems that Star Fleet Battles has struggled with for… decades by this point, is electronic piracy. While the game is complex, the components are simple, and ever since the rise of BBSes, there have been problems with copies of SSDs being traded around on the net. Since most products in the line are vehicles for presenting new ships, that is is a problem for ADB’s bottom line, and the root cause of their generally anti-electronic stance, which has thawed somewhat recently.

This Tuesday, ADB made a PDF version of the Basic Set SSD book available through e23 for $7.50.

Traditionally, SSDs are photocopied by players for use in the game. Today, a lot of people have spent a fair amount of time scanning their SSDs in so that it easy to print out what’s needed on a moment’s notice. Now, there’s a way (for a few, but common, ships) to be available for printing out without going through that time, and without needing a scanner. And of course, the quality is very good, since this is straight from the electronic file that generates the printed book.

However, Steve V. Cole writes:

“We are considering the idea of putting most of the SFB SSDs on e23. However, there is concern over piracy. There is also concern over sales. Frankly, how well basic set sells (and how much trouble we have with pirates) will determine if any others are ever uploaded. If you want the SSD book for module this or that, buy the basic set one if you’re serious.

“This is the current version. Not every SSD has necessarily been updated with the most recent bells and whistles such as advanced shuttles and crawford boxes. We will do that when we have time (new products come first) and you’ll get the update free.

“I always resisted putting stuff on e23 because of pirates. We have had 10 times as many pirates since e23 as before, and for exactly the reason I predicted (you don’t have to scan a copy to upload it). Joel spends at least a day a week hunting pirates and demanding that the files be taken down. Sales have been steady but I had been led to believe (by those of you who campaigned for this stuff) that we’d be selling five times as many.”

So, if you think this is a good thing for ADB to be doing, discourage piracy when you see it, spread the word that this PDF version is for sale, and of course, consider if it is worth $7.50 to you.

I will also note, that the Basic Set SSDs are missing a few features compared to more recent ones.

SVC has gone on to write about that:

“Steve Petrick, intrigued by my incremental way of doing some tasks, has agreed to update one SSD per day until they’re all done. (This won’t happen on some really busy days, or days he is not here, but then some days he might do two or them.) Today he actually did the first six. Counting the front page as done, that’s 7/48.”

If you have an e23 account when you buy the PDF, you will automatically be informed when an update is posted.

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ISC War and other things

Posted September 2, 2011 By Rindis

Crossposted from the SFU blog on BGG.

Just a few notes and a preview:

I finally got my copy of ISC War a couple weeks back. I haven’t gone through it with a fine tooth comb yet, but it looks pretty good. And pretty massive, with six sheets of counters, it is the biggest F&E expansion yet.

One of the sheets was actually printed six years ago, when there was a spare slot on one of the single-sided runs. So, it is of the ‘old style’ with fewer counters per sheet, while the other five (actually, five copies of the same sheet) have the current, ‘denser’ layout, and use the newer white core counters that most MMP products have moved to. There’s also several cardstock reference cards, including the ISC Capital Chart, a new econ form, and several fleet and battle line setup cards.

There’s actually only four new rules in the product, which surprised me. One of them, Tactical Reserves, is a general use rule for kind of ‘local reserves’ that can be used by any power in the post-General War period (though the ISC gets it first).

There’s notes (but nothing else) on how the ISC could be (ahistorically) integrated into the General War, and a mini-scenario that would have the Romulans and Gorns trying to keep the ISC from establishing their outer ring of bases while the General War gets going on the other side of the map (the combat damage that results could unbalance the rest of the war though). But the bulk of the rule book (25 pages!) is taken up with the Pacification Scenario, broken down into smaller areas for each border they tried to drive their wedge into. It’s longer than the actual Pacification, since it is assumed for this version that it is not interrupted by the Andromedans.

I also blew a bunch of money on other things by ADB while I was at it. I got Module R11: Support Ships, which was also surprisingly thick. (96-page SSD book, instead of the more common 80.) In general, there’s nothing really “exciting” in this one, but it still has some neat stuff, and there are a number of interesting short essays talking about several general ship types; a real boon to anyone interested in the background of the Star Fleet Universe.

And I got Captain’s Log #36. (Yes, I am a few years behind on my collection, why do you ask?) It’s a fairly standard issue, fiction, new ships, scenarios, and so on. Nick Blank has another set of great deckplans, this time for the Romulan Snipe frigate.

And now, a preview:

The next version of the F&E Vassal module is under way. I’ve re-done a bunch of stuff in the ISC extension to match the published version. Now I’m starting to tackle a complete rework of the capital charts. The idea is to only need those during a capital assault without recourse to the main battle mat or fleet boxes. Here’s a work-in-progress preview (the full version would have another three systems):

The idea is to have the two battle lines in miniaturized forms right with each system display. Some of the ‘bonus’ slots will need stacking multiple units on occasion. I plan on making some ‘tokens’ that can be dropped on the defending fleet to mark if they come from the static or mobile forces. (Similar ones will be done to mark ISC Core Ships on the normal form.)

I’m still working out the color scheme and main layout, and any comments on that will be appreciated. I was originally planning for the Mobile and Attacking force boxes to go at the bottom of the form, below all the system displays. I’m wondering if maybe they should go [i]above[/i] the systems. It would be much handier during an assault, though it would get in the way of day-to-day tracking of bases and facilities in the capitial hex.

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Pressing an Advantage

Posted March 29, 2011 By Rindis

Mark and Patch made it over on Sunday, and we had our first SFB game for nearly a year. (And that one was nearly a year after the previous one. We either need to get more of the rest of the group hooked, or find some way of getting the three of us together more regularly.)

The agenda for the day was SH125 Pressing an Advantage from Module S2. It’s kind of a sequel to the previous scenario we played, happening just afterwards, but with different forces involved. It’s also a very different battle. Captain Koda of a Klingon D6J (penal ship), is determined to get out of disgrace, figures it is now open season on the LDR, goes hunting for an LDR force to win some glory. He starts with a convoy of armed freighters (which are part of the LDR defense forces), and then a significant task force of regular navy vessels shows up….

The opening part of the battle (3 turns) is a distinctly uneven fight between an LDR POL and three armed freighters (two small and one large) and a Klingon force with a D6J, F5C, F5, and E4. After that is a fight with the survivors and a LDR (Lyran—no gatlings) CA, 2xFF and PSC. To encourage things from just being maneuvering with zero combat, the LDR gets VPs for turns 2 & 3 if the Klingons aren’t close enough, and the Klingons get VPs if the LDR forces aren’t close enough (they are there to defend the LDR after all). Within 15 hexes and everything’s fine. Outside of 22 hexes, both sides are getting 4 VP per impulse. The seven hexes in between gives only the LDR VPs. Lastly, the Klingons cannot disengage until the D6J is crippled or one of the reinforcing LDR ships is destroyed.

With three of us, we split the Klingons for the first two turns between Patch and Mark, since they had a bit more to do, with Mark taking over the LDR reinforcements on turn 4.

I took a look at the relative forces and ran. I would have been just as happy if we were both getting VPs because of distance on turn 2, but as it happened, we ended the first turn right in the ‘sweet spot’. The Klingon force pushed itself to speed 30 for turn 2, while I maintained speed 18, which was about as good as the small armed freighters could manage. I kept running for the first quarter of the turn, building up some VPs, and then as the Klingons got into range, a bit off the right side, I turned in.

I had hoped to turn in quick and speed past the Klingon force on a turn where they were obviously giving up weapons for speed. With a closing speed of nearly 50, I could blow by and get back to moderate ranges before even nimble Klingon ships could get turned around. Then it’d be a turn of running flat out while waiting for the regular navy ships to arrive.

Not so much.

While I was generally right, and only about half the disruptors were even armed, the firepower available at that range was more than I could really take, even with some bad rolls. Worse, the Klingons were ready with tractors powered. The POL and one of the small freighters got grabbed. I even aided the process by tractoring the E4 myself. The plan was to hold it for a few impulses so a suicide shuttle had a chance to hit. The F-AS that did that was in turn tractored by the F5C an impulse or two later, leading to the first situation we’ve had where three ships were all tractored together. The D6 tractored the shuttle (quickly destroying it) and and the POL. The other F-AS took the brunt of the damage, and the F-AL took light damage (killing all three ph-2s) as it alone made it through the Klingon formation.

There was a short tractor auction at the end of the turn 2, but my ships weren’t nearly big enough to put up much resistance. All energy went into weapons and shields. It took most of the turn to completely finish off all three ships (cargo pods make great padding), while the F-AL clawed for distance.

Damage to the Klingons was mostly shield damage, but the #1 on the F5 was nearly down, the #6 half down, and the E4 had taken internals.

Turn four was fairly boring, as the LDR forces came in at speed 24, hitting moderate range to the Klingons, who spent the turn regrouping from a scattered position, by the end of the turn. Since so little of the initial force was left, I’m in charge of the F-AL and the CA, while Mark is handling the two FFs and the PSC. A volley of disruptor fire seriously eroded the F5s #2 shield near the end of the turn, leaving it with no strong shields whatsoever. The PSC is hanging several hexes back from the rest of the force, ready to lend EW, and the F-AL has intercepted and is now escorting it.

We had to pack it up for the day at that point. Four turns for something this big is pretty good for us, and we have the setup saved to continue in the near future. Right now, the Klingons have a Substantive Victory (~220%), but it is not likely to stay that way. The situation is still very interesting, and we want to see where it goes from here.

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SH124: Kroal’s Illegitimate War – Part 2

Posted March 26, 2011 By Rindis

Crossposted from the SFU blog on BGG.

[See Part 1.]

The two F5s took the blast on the #2 shields without taking internals, but the E4J was hit on the weak #3, and took 7 internals (after blowing a battery) losing one power and the #2 and #4 phasers.

The E4J moved into the F-AS’ hex the next impulse, which fired into the front shield, dinging it. On impulse 16, the E4J moved adjacent to the CivBS and fired, doing 6 damage to the #6 shield through a 2 shift (ECM and poor crew penalty).

By impulse 21, the F5P and F5I-2 had moved adjacent to the base, and everything opened up. The two F5s launched a drone and a shuttle apiece, while the F-AL fired on the F5I. The CivBS fired ph-3s at the F5I and ph-2s at the F5P. The POL tried for point defense, firing one ph-3 at each drone, a disruptor at a shuttle, and 2xph-2s at the other shuttle. The F5s poured everything they had (5xph-2 and 2x overloaded disruptors each) at the CivBS.


Situation when everyone opened fire.

F5I-2 took 45 damage, punching 31 internals through the #6 shield, knocking out 9 power, both disruptors, 2 phasers and all controls spaces (other than security). The F5P took 32 damage on #6, causing 8 internals, knocking out one disruptor and the #1 and #4 phasers.

Poor rolls from the POL let both drones live while killing both shuttles.

Bad rolls, and a +1 shift caused 2 of the four disruptors fired at the CivBS to miss, and total damage was 62, causing 39 internals through the #1 shield. While only three phasers (#3, #8 & #9) were hit, so was one tractor, and it ripped through the hull and destroyed 13 repair boxes (out of 22).

The next impulse, the drones were knocked down by the Agro Station and a previously-launched shuttle, while further shuttles were launched from the E4J and E4I-1. The impulse after that, the CivBS launched two drones. (…all CivBS have drones, even if it belongs to a race that never uses them, it seems.)

On impulse 24, the two E4Is, having made it across the main line of TBs, slip in to range 4 on the oblique and fire. +1 for ECM combines with bad rolls so that no disruptors hit, and only six damage was taken from 8xph-2s. This knocked out another 2 phasers and four repair.

On Impulse 26, F5I-2, following behind the E4Is, slips in and fires. Again the disruptors miss at range 4 with a +1 shift. The 5xph-2 manage better, scoring 6 damage (instead of 6 damage across 8xph-2…). This knocks out a drone rack, and another two phasers, leaving the CivBS with 4 phasers total.

As the Klingons started maneuvering past the base, one of the drones took out one of the shuttles on impulse 28. On impulse 30, the one launched from E4I-1, from further away, turns out to be a scatterpack, and releases its drones while the drone from the CivBS is still 2 hexes away.

On impulse 32, the second wave of bombardment drone reach the line of transporter bombs. M7 does not detonate, but M3 does, wiping them out.

This is the critical turn. In the original game, things were very bad because the base was crippled, and all the tractors on it were destroyed, forcing it to drop all three Orion ships. This time is only slightly better. Two of the tractors are intact, so only LR-2 gets dropped at this point. However, weapons are running out, and so is Repair. Since there’s not much Hull on the CivBS, and hull hits turn into repair hits, the CivBS is down to 4 repair boxes. This frees up some power, but means getting the Orions underway is nearly impossible.

LR-1 still needs another two repair points to turn on a DamCon box so that it can start activating systems on its own. That leaves two repair points left over to do… I’m not sure what.

The Klingon force has become scattered, and may still get in trouble the the defending ships and the FF that is about to show up. However, now they can afford to spend more effort on achieving the mission of destroying the Orions, rather than reducing the base. There’s not much worry that the base will get them operational any time soon.

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Q: What does it take to have a great campaign?

Posted March 3, 2011 By Rindis

Crossposted from the SFU blog at BGG.

A: Two (or more) dedicated players.

For many people, tactical games eventually conjure the dream of a campaign game. A kind of “super” tactical game where the consequences of one fight are seen in further fights. ASL has long had a good answer to this dream in it’s various HASL modules.

Star Fleet Battles has a number of small campaign games. I have yet to try any of them, though some are certainly interesting. But, to the point of this post, there are some very good campaigns that have extensive AARs posted over on the ADB forums, that I recommend looking at, if you have a good amount of time to spare.

The first is “The Day of the Eagle comes early“, it’s a modified version of the Admiral’s Game from Advanced Missions played between two good players, and obviously good friends, Jeremy Gray and Dale McKee. At first they were farming battles out to other people, but now they fly every one themselves—when they have time, which has been short lately. There’s still a lot of good fighting reported in those archives.

Much of the reason they’re busy is the other campaign game: “The Farthest Stars Campaign“, Dale is running this campaign, and Jeremy is playing the Tholians. This one has several ‘admirals’, each running one empire, and battles are farmed out with the expectation that players will report in as to what’s happening. Lots of interesting reading in that one too.

Both campaigns use a concept from the SFB Campaign Designer’s Handbook: Flexible command rating. The idea is similar to the ‘command rating’ introduced in F&E and used in the normal SFB S8.0 rules: You declare one ship the flagship, and the rest of your fleet is limited to what it can command. However the ‘flexible’ system tries to encourage the use of smaller ships by making them ‘cost’ less. In addition, both of these campaigns use lower flagship values, so that a ‘full fleet’ is around 5-6 ships instead of 10-12, making the fights much more manageable.

And while I’m on the subject, I’ll point out there’s a long tradition of posting reports on F&E games at the ADB forum. Some of them don’t get a lot of reporting, but just stick to the higher post counts in the Active Scenarios folder, and you’ll find some war stories worth reading.

(Note that all these links don’t give the normal view of the forum, you’re missing a left panel where all the login controls are kept, but you can’t direct link anywhere and keep that window. -.-; )

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SH124: Kroal’s Illegitimate War – Part 1

Posted March 2, 2011 By Rindis

Crossposted from the SFU blog at BGG.

A little under a year ago, I played this ‘historical’ SFB scenario with my two main gaming buddies. I was playing the Klingon force, and Mark and Patch had the defending forces. It didn’t go so well for them.

In the aftermath of that, I actually started a solo play of the scenario based off of my thoughts about the defense, and adding some suggestions in the thread, to see just how differently things would go. I never finished it, but this seems like a good opportunity to pick it up again.

[For the rest of this post, I'm assuming you've read the AAR of the original play, or are otherwise familiar with the scenario.]

The main points were for all the defending LDR ships to buy as many T-bombs as possible, and construct an ‘instant minefield’ around the planet. The ships themselves would stay parked near the planet, offering a stubborn close-in defense. The base would activate some impulse as APR on all three Orions, so that they were no longer sucking down power just to get the shields up, and then start concentrating on the first LR.

The Klingon tactics were the same as before, but with an actual pre-plotted bombardment in place, and programming for if the target is not immediately found.

The Klingons entered from the bottom right corner, just as in the previous game, with the F5 squadron going 16, and the E4s at 15. This puts them near the planet at the end of the turn, ready to charge fully loaded for a overrun. The LDR freighters and POL sit and TAC. The CivBS blows the majority of its batteries to help generate 21 repair points, activating 4 impulse as APR (2 on the CR, 1 each on the LRs—they will all power their own shields on turn 2), and starting activation of a Damage Control Box on LR-1 (taking a chance on the only ’4′ box; 12 points needed). If that can be activated (with a maximum of 5 repair per on a box per turn, that’s three turns) then the LR can start activating its own systems, however slowly. The first wave of drones started on the south edge, moving up directly towards where the base would be after orbiting at the end of the turn (though at speed-12, they’d still be three hexes short of that point), and programmed to look for the armed freighters.

The defenders dropped various shields on the first impulse and put up an arc of transporter bombs halfway around the planet at range 3-4 (out of explosion range of ships and base in orbit). The problem here is that there’s just not enough TBs to go around. Some decoys need to be put into the mix.

During the mid-turn the Klingons start side-slipping around. The E4s are going slower, but it’s been decided to put the E4J in front to clear the minefield—the hard way. On impulse 30, the drones reach the mines, and are immediately lost in a detonation. The F-AL transports a replacement mine out, and TACs the down shield away from the approaching Klingons.


Situation at the end of turn 1. The F-AL is in the same hex as the CivBS, underneath all the Orion ships.

For turn 2, the LDR stayed parked, the CivBS turned on the ECM, and trickling power back into the batteries, and only powering 5 repair to continue work on the LR’s DamCon. The Klingons announced speed 14 for the F5s, 15 for the E4Is, and 18 for the E4J. The second wave of drones enters at the same spot as the first, but is programmed for the CivBS.

With transporters available again, the ground base starts transporting Orion crew units up to the CivBS for transfer to the ships, and more transporter bombs are put out—directly in the Klingon’s path. This causes a change in plans, and on impulse 3, the Klingons start turning to direction A, away from the direct path to where the CivBS’s orbit is taking it, and trying to get to the upper flank of the minefield.

On impulse 8 the E4J makes contact with the minefield, but the TB does not detonate. (And the annoyance of solo play is that I knew perfectly well why, even as the Klingons wondered, I wondered if I’d subconsciously set this up.) On impulse 9, the F-AL transported another TB in the path of the the Klingons. On impulse 10, the Klingons, not wanting to take an even longer road around,turned in with the F5P and moved the F5Is adjacent on a different facing. M1 still refused to detonate (it could have done a lot of damage right there). On impulse 11 the E4J moved further into the minefield, but the new M10 did not detonate either.


No boom today?

The E4J launches a drone (due to move on the next impulse). On impulse 12 the F5P and one F5I move onto M1 while the other F5I continues north, and the drone moves forward. Neither M1 or M10 detonate. F-AS-2 fires on the drone at range one and destroys it. On impulse 13 the E4s move. On impulse 14 F5I-1 continues north, skirting the minefield with the two E4Is. The other F5I and the F5P move forward.

And M10, reaching its count of 2 Size Class 4 (frigate) objects, detonates.

To be continued…

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Kroal’s Illegitimate War

Posted May 24, 2010 By Rindis

This SFB scenario from Module S2 is probably the most complicated one we’ve done yet. It’s not quite the size of “Battle of the Long Claws”, but it’s close, and has a poor crew (an E4J), a legendary captain, inactive ships (systems are off and have to be rebooted), drone bombardment, and the need for a lot of personnel transfers.

The LDR (Lyran Democratic Republic, formerly the DDSC) has hired Orion pirate ships to help with their defense. The pirates who didn’t get the contract arrange to make it seem to the Klingon Internal Security Forces that those ships are the ones responsible for several pirate raids inside the Empire. The ISF takes off in hot pursuit of one such raid, only to end up at an LDR base where the Orion ships are docked for maintenance and R&R.

After some discussion, we got going a bit late yesterday with me in charge of the Klingons (an F5 and an E4 squadron—specifically a F5P (defanged F5C), 2xF5Is (F5s with shorter range disruptors), 2xE4I (E4s with shorter range disruptors), and a E4J (penal ship, poor crew)), Patch taking charge of the base (a civilian Base Station, still decently large, but toothless compared to most bases) and the Orion ships; and Mark in charge of the mobile defenses (a L-POL, a F-AL, and 2xF-AS).

This is another scenario that doesn’t seem to be thought through properly. I went moderate speed the first turn, and kept tightly bunched (F5s in one hex, and E4s in the next hex over). Mark came out and engaged with the Pol at moderate range, the F-AL at close range and the F-ASs went after the first turn’s drones. Rolls on both sides were poor, with half the disruptors missing at 3-6 or 2-6 range. For me, that wasn’t too bad, as my massed fire was more than enough to gut the F-AL. However, he should have punched a shield on a F5I and done some internals with two overloaded disruptors, but with only one hit, it just weakened the #2.

On turn 2 I went in for the base. I was already fairly close, and Mark’s forces were scattered around the rest of the board. With only Ph-2s, Patch made me pay, but it wasn’t nearly as bad as it could have been, with the dinged F5I taking a volley through the weak shield and being crippled.

I did quite a number on the base. It was struggling to find power to do everything, and the Orions were just barely generating power for their own shields. Most of the systems on the base were destroyed in my overrun and all three tractors were, forcing the Orions to undock, though they were still drifting in orbit with the base.

I circled around the planet and potshotted a FA-S at range before coming in again to drop some drones and suicide shuttles on the floating mess and heading off to engage the LDR frigate (no gatlings yet) that came in as a reinforcement on turn 3. He refused to engage directly (a good idea), and I was pondering what to do next as we ended for the day.

There was another FF and Pol due on turn 4, and I was headed towards where they’d enter. I figure if they went fast, I’d try to engage (rather than turn my back on them), otherwise it was back to finish off the station to get the explosion and start working on the Orions. Once they were crippled, it would be time to leave (can’t disengage until they’re crippled, I’m crippled or my legendary captain dies). The Orions were not going to be more than an accounting exercise, but the combined LDR forces are potentially dangerous if all together (especially after another Pol and trio of armed freighters on turn 5). So it was time to get an exit strategy while they were separate. Or just try to pick them off one by one.

By the points as they stood when we quit, it was a Decisive Victory. After accounting for some damage, and my disengagement after crippling the Orions, it would go down to Major.

In all, there’s two things here for the LDR. They need to stay closer to the planet and each other. Among other problems, the drone defense was not there because all the ships and shuttles got strung out. I misplayed the drone bombardment (didn’t plot it all ahead of time like I was supposed to, but I missed the backup plans on if they don’t immediately see a valid target either). Second, would be transporter bombs. We’re not used to using those, and taking all the TBs possible to put an ‘instant minefield’ around the base could pay great dividends. It could keep the Klingons at a greater distance, or at least make them pay a much higher price for going in after the base (and force them apart a bit so as not to all get hit by one mine).

Still, good to get a chance at SFB again. It’s nearly been a year since the last game we had finished up.

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Two For One Starship Sale

Posted July 4, 2009 By Rindis

With today (the 4th) being a Saturday, I got yesterday off for the Federal Holiday. Zjonni also had the day off from college, so he came over for some gaming yesterday. As he wasn’t entirely on top of things, he decided to go for Star Fleet Battles over learning any of the other games that I’ve given him some intro to, but he hasn’t played yet.

After a little indecision, he stuck with the D7 as his training vessel, and I decided to take the Hydran Lord Commander command cruiser (without fighters, thank you), as a good way to encourage maneuver. I carefully pointed out the gatlings, and the Fusion beams and made sure he had an understanding of why being overrun with a Hydran is a Bad Idea.

And it worked; the fight went several turns with a good amount of maneuvering for position going on. I eventually got him, but it took a fair amount of work, and I never really got closer than range two. I was helped early on when a volley of disruptors hit 1:4 with odds that should have seen three hit, I really didn’t have the reinforcement to deal with that, and it would have been an extra down shield (we both ended with not much left in that department). However, the dice were pretty cold for both of us early, though I got the advantage of the first shot with good rolls.

That took (including lunch out) until mid-afternoon. For a second game, we went over a couple of rules, went to a two-on-two battle and he wanted to try something different. So, he had a couple of Gorn CAs and I took two D7s.

The initial maneuvering went well, and I started denting one of the CAs at moderate range. Zjonni finally got in close enough with the CA I wasn’t concentrating on to launch it’s pair of torpedoes. At the same time, the one I’d been picking on was trailing behind and to one side, and it launched its facing torpedo. Then it turned in to bring the other to bear and launch it. I could probably have run them out to near their full range, but I went in a bit to volley what I could on the hurt CA, and managed to get one of the torpedo launchers. This meant I wasn’t able to run them out past the mid-range damage brackets. The D7 he was picking on by now had all the rear shields shredded, and now took most of its fluff, but was still a good fighting platform.

The next turn saw both hurt ships doing their best to pull out of combat, with moderate success. That left the two unhurt ships facing off. Since they were already inside of overload range, I went slow and charged everything hoping to get a good shot off as he swept out of range. Instead, he stopped and taced. I was going just fast enough to get to him. Disruptors can fire every turn, so they have a lower one-shot output than other heavy weapons. So it is easy to forget just how much damage a range-0 pass from a D7 can actually put out.

The next turn was spent finishing off wrecking the CA… and about this time it had to be called for dinner (since that was the same table). It was obvious I was going to win, but there was a lot hurting left; it was obvious that I was going to eat a plasma-G at full strength, never mind the phasers.

At any rate, two games, a lot of fun, and Zjonni is getting up to speed very nicely.

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Starship Nostalgia

Posted April 14, 2009 By Rindis

As neither of us had anything important going on for the day, Zjonni came over Sunday for some gaming. We’ve been meaning to get together for a while now for something with just the two of us, and we finally used a gaming day delay as an excuse. I ran down the list of games I thought I could teach on short notice, and he hemmed and hawed a bit.

Eventually, nostalgia won out and he expressed a desire to try Star Fleet Battles again. We’ve talked about it a bit in the past, and as he pointed out, he hasn’t really had anyone to talk to it about in the last twenty years. I’m more than happy to oblige. ~_^

So I ran him back through the basics, and it was obvious that once reminded he was remembering at least half of it immediately. We started with a classic Fed-Klingon duel (apropos as the current calendar year the group is working with is the year of the Second Klingon-Federation War), with him taking the Klingon. A bit more challenging at this point, but it emphasizes maneuver, which is something he appreciates.

I went slow and finished loading photons and overloaded one pair, expecting a moderate speed from the Klingon to start sniping at me. Well, no, speed 29, and he was practically in my face at the end of the turn. I sped up a bit, overloaded the other pair, and hoped to get in close. Zjonni misjudged/misremembered the situation, and didn’t realize that photons were auto-hit at range 0 and 1, while disruptors only do that a 0. He went slow, put up 16 reinforcement, and expected a miss or two. Well… there wasn’t much of a ship left.

Still, he had a fun time, and it didn’t take long, so we went again, but this time I switched to a Kzinti CA for a challenge that didn’t have the same kind of crunch power, and would also need to maneuver more. The CA is short of power (33, less than the Fed CA), but has four drone racks, four disruptors and usual Kzinti mix of ph-1s and -3s. I also re-introduced him to HETs (I kept it pretty basic for the first time…).

This went better, with him doing a nice job of eroding my #2 shield to nearly nothing, but then he pushed aggressively into knife-fighting range after unloading part of his weaponry. The maneuvering worked out far better for me than I expected, and I managed a range 1 centerline shot. It didn’t do as much as the Fed could, but the drones were right behind… not something I expected to see happen with speed-8 drones. He shot down two, and the fourth was actually targeted on his drone, but the one drone hit put the damage back in the Fed category. Meanwhile, I’d turned past him and was going to get away clean.

Despite the destructive results, he certainly enjoyed himself, and I’m sure he’ll get up to speed quickly. We took a break to show him around some of my SFB materials, and could have probably fit in a third game, but I figured with my luck, we’d get into a drawn-out maneuvering duel that would run overtime. So, I quickly set up Pursuit of Glory ran through the basics, and the first turn of the sample game, explaining in some detail as we went. It’s not the best intro to the constant tension the game creates, but if I get a chance to put in front of him again, he’ll have a good basis for understanding.

After that it was time for a very good dinner. ~_^

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Wolf in Sheep’s Clothing

Posted October 3, 2008 By Rindis

In Y155, an Orion “Horde” attacked and destroyed Federation outpost K4. This was a prelude to a massive smuggling operation in which weapons and contraband purchased from the Klingons were smuggled into Federation space.

The three usual suspects (me, Patch, Mark) just finished playing this scenario from S1 online, with Mark taking the Federation and Patch and I splitting the Orions. It’s an interesting scenario, as it’s written to complicate a fairly straightforward situation. Also because of it’s nature, it caused us to pay a lot more attention to a few parts of the rules than normal.

I didn’t want to say too much before the game started, but I did warn everyone before the game started to look over the victory conditions very carefully. The victory conditions work off the normal Modified Victory Conditions, and relative victory points gained thereby, but the points are redefined from the standard BPV. All the Feds have is a Battle Station, and with the number of ships against it, it will be destroyed. Worse, the Orions get to send in a large Q-ship first, and the base isn’t allowed to do anything until it can get its first shot off. However, destroying the BATS is 5 points. Destroying the Q-ship is 10. So, if the BATS destroys the the Q-ship, the Orions lose—unless they can capture the BATS, which is worth 20 points.

Patch had the initial Q-ship, and the two LRs in the force that shows up after it fires. I had the CR and CA that show up with the LRs. The Q-ship came up and fired point blank towards the end of turn 2, downing shield #2 and doing a good number of internals. An impulse later, the suicide shuttle hit. The base is allowed to start with weapons active, and took a fair chunk out of the Q-ship, and slapped on a tractor beam. After the end of turn 2, there was a tractor auction where the BATS maintained the tractor for 13 points of power, which at least drained some of the BATS’ reserves.

Naturally, the BATS carved up of the Q-ship’s hide at the top of Turn 3, while the Orion force moved in at moderate speed. To my surprise, instead of preparing to finish it off, he beamed a couple of boarding parties over, and followed this with more on Turn 4. Luckily, a couple of the transporters had been knocked out in the initial volleys, and he was unable to get an advantage over the Q-ship’s crew, which in fact beamed a couple back on board the BATS. I slowed to speed 8 and got to range 12 from the base at the end of the turn. Patch went faster in the LRs, but swung wide towards the north of the map above the station.

Boarding party combat reduced Patch’s BPs to one on board the Q-ship, and both on board the BATS died. However, they did take one with them.

Mark’s attempt to take over the Q-ship mystifies me. I suppose, if he’d gotten control, he could have tried to limp it off the map, and pretty much guaranteed victory by getting double points for it, but it was pretty much a drifting hulk by this point, and we probably could have grabbed it and towed it somewhere convenient for recapture on its way out. 20 points would certainly have guaranteed a draw at minimum though. If he could cripple a ship or two, it might even be a victory. But, I was quite happy to see him frittering away his BPs on the effort, as it had become obvious that we were going to need to capture the station to get any sort of victory at all.

Obviously, the points are set up so that the Orions must preserve the Q-ship if they don’t want to face a boarding action (and with 25 BPs starting on the BATS, it’s not a fun prospect). To do that, I would think either the Q-ship needs to be able to keep from being tractored as the BATS pounds it to pieces. I’m not sure if it’s possible to keep it from getting crippled (which would still be 2.5 points—half of what the Orions get for destroying the base—a tight budget), but sticking to range 2 or three when firing should make the power exchange uneven enough that the BATS probably can’t afford a determined auction from the Q-ship.

As it was, it was time for my attack run. The CR doubled both engines, bricked #2 and went speed 16. The CA doubled one engine, went 15, put a good brick on #2 and a few points on #1 just in case. By my calculations, the downed #2 on the BATS would come back around about when I got there. Thankfully, Mark did not change the rotation speed and mess that up. The plan was to show him #2 until he fired, then turn the #1 to him, centerline him at point blank, and then show him #6 at the end of the turn. The big worry was that he’d wait until after I had to turn to make the run work and gut me at point blank with an unreinforced shield.

The skirmishing continued at the Q-ship as it emptied it’s last phaser capacitor into the weak #2 (bounced off of reinforcement), and the base transported more BPs on board. Also, Mark fired early and did a mere 20 points to the CA (18 of which bounced off the brick) with 3 ph-4s.

Towards the end of the turn, I hit range 1 with the CA on the weak #2, range 2 with the CR and Patch’s LRs. Even with the EW advantage of the BATS, we did something akin to 98 internals, and thoroughly wrecked things. This was a a means to an end, as the real point was killing more boarding parties on the base (1 per 10 internals taken) right before transporting ours aboard, followed up by three shuttle-loads of further BPs (one loaded at the non-combat rate).

The turn ended with a 5:1 situation on the Q-ship. Mark only generated one casualty, and Patch gave up control of the ship, and preserved his BP with the understanding that there’d likely be help arriving the next turn. Between casualties and transfers to the Q-ship, the BATS was down to 6 BPs, and we had 15, +4 that couldn’t participate until the following turn. We did 6 casualties, effectively silencing the opposition.

Then things got confusing. Mark was thinking of self-destruction, but thought that he couldn’t do it with more than a minimal crew on board; he missed the provisions for if there’s more enemy than friendly BPs on board. If I’d been thinking about it, I would have have burned four of the casualties inflicted in taking over the two-box bridge (the only control spaces left).

As it was, the last two ph-4s spoke one last time, hitting the rear of the CR, and destroying the Q-ship, which exploded on the shield of the CR that just went down. Thankfully, it’s big enough that it could take it without crippling.

The final tally was 20 to 11.5, which worked out to a Tactical Victory for us.

The next SFB game is scheduled to be “The Federation Exchange”, which will probably be played between Mark and Patch.

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