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Strike Patrol

by Rindis on December 5, 2025 at 12:00 pm
Posted In: SFB

After Hatten, the next big game with Patch was a round of Star Fleet Battles. None of the Y164 scenarios really appealed, but there’s a number of ships with a Year In Service of Y165, which means there’s already a few lead ships available. Patch also wanted to get back to the basic Federation ship, so we did a basic patrol match built around the Federation strike cruiser from Module R9.

I gave him a CAR and a CS, which total 254 (this was to show off the early refit as well as to make the CA as close a mirror of the CS as possible). So, I took a D7C and D6 as the Klingons, for a total of 249 (remember, there’s no UIM yet, so the D7C is 136, not 141).

The CS is an interesting idea. It loses half the labs of a Fed CA, moves transporters, battery, and probe to the saucer, lowers the engines so the side phasers are LS/RS, and rear hull goes from four to two. All of this is more compact, and movement cost is 5/6, instead of 1. In-universe it’s an ancestor of the eventual Fed BC classes, but it was originally inspired by fan-movies-era Decatur-class.

I took all speed-12 drones on the two Klingon ships, with the D7C having a pair of Type V-X drones, and the rest Type II-X. The scenario starts at Weapon Status II, and the D6 prepared a scatterpack to make up for the slow drone fire rate. I also took one T-bomb per ship.

All ships were going speed 15 for the first turn, with some EW up on all ships. Initial maneuvering took up the first turn, and I was surprised when Patch fired a proximity photon from each ship on impulse 19 at range 29. One hit the D7C’s #1, which exactly bounced off of reinforcement. On impulse 28, range dropped to 22, and I volleyed all disruptors at the CS, hitting with four for eight damage, of which two registered.

Both of my ships sped up to 21 for turn 2, with a hope of controlling the range and trying to wear him down with a saber dance. Naturally, I couldn’t judge approach rates that well, and it became obvious I’d be getting inside of range 8; adding to this was the fact that I maneuvered poorly, and the D7C got out of arc before I realized it. I launched the scatterpack on impulse 10, and Patch immediately fired a pair of proximity photons at it, hitting with both to blow it up. The CAR turned in, and I launched my available three drones on 13, and the D6 fired two disruptors, missing with both, while two ph-2s did four damage, with none registering on the shield.

On impulse 17, the D7C turned in, and reached a range 4 oblique shot on 19. Both of Patch’s ships fired 2xph-1s for 15 damage, and the the CS fired an overloaded torpedo that missed. The D7C fired off the disruptors (one overloaded off of battery), 3xph-1, and 2xph-2. Two regular disruptors hit, and phaser rolls were mixed for 22 total damage, with 20 registering on the #6. The CS and D7C turned off, but the CAR was a hex behind, and now it’s turn was up, hitting the D7C with a 14-point overload and 4 phaser damage (horrible rolls, two 6s on ph-1s) to do 18 damage to the #5.

For turn 3, I slowed back down to 15, while Patch boosted to 17. We both circled around, arranging a pass off our right sides, and on impulse 22 the D7C fired disruptors at range 15 for one hit, which didn’t register on shields. On 27 the CAR turned in, getting range to the D6 down to 15, at which point it fired, getting two hits, and five damage on the #1 (…I may have marked that wrong). I followed up with a couple of ph-2s, but couldn’t get a good roll.

Turn 4 saw us both at speed 15. I was still past the oblique while Patch turned in, and I launched a new set of drones to give him something to do. I then turned so that if we went straight, we’d pass about 10 hexes from each other. Patch then turned in. Ranges dropped, the D7C reached the oblique with the CS at range 9 on impulse 18 and fired, getting three disruptor hits to register five damage on the #1. On 22, the D6 reached the oblique seven hexes from the CS and both sides fired. All four disruptors missed, while one (of two) photons from each Federation cruiser hit the D7C, with one ph-1 from each did a total 23 damage, and the one battery left on the D7C reduced that to 22 to exactly take down the #2. The next impulse, the D7C fired the boom and right side phasers, which did 16 damage on good rolls (the ph-2s especially). Patch fired two more phasers per ship, with okay rolls for 10 internals through the down shield, getting the once-only warp hits and two phasers. The D7C turned off, and Patch swept the closest drone to turn the opposite way. With everything shot out, the D6 turned in, and ended at range three behind the Federation ships but out of arc.

Patch wanted to get away and went speed 20 with no EW for turn 5. The D6 was already in range, so overloaded all disruptors and then went speed 11. This was the bottom of turn mode 3, but even that was already satisfied, and it was the slowest speed that went on impulse 3. The D7C went speed 15, largely limited by the need to repair shields. On impulse 2, Patch moved, on impulse 3, the D6 turned to get the disruptors to bear.


Beginning of Turn 5, showing movement from Turn 4, Impulse 24 to Turn 5, Impulse 11.

I had debated who the target was going to be. I’d been picking on the CS to try and get some power hits and reduce it to the CA’s power curve, but hitting the CAR to give it maneuvering problems different from the CS’s was also a plan. But, since this was on the rear, I stuck with the CS. Patch fired six phasers across both ships, with poor rolls doing 23 damage, 21 of which register, reducing shield #2 to one box. Meanwhile, three disruptors hit, and at range 3, ph-2s are flat, and the boom phasers did 11, for a total of 35 damage on the #3 and 11 internals, which got two phasers, the once-only warp hits, and the APR.

The CS then turned to follow the CAR, which dropped a T-bomb out the shuttle bay. I was surprised four impulses later when my drones did not set it off. He just wanted the ships to have to go around. On impulse 11 the D7C fired at range 12, getting three disruptor hits though the down shield for another nine internals for another phaser and warp hit.

The rest of the turn was spent with me getting my two ships back together, and Patch swung around at the bottom of the turn. For turn 6, we both had minimal EW, and Patch slowed down to speed 12 while I went back to 21 since I had anticipated a need to chase him down again. I continued on course, and Patch turned to another passing engagement on impulse 6 with an anticipated range of 5. I launched more drones at that point, and Patch boosted ECM. He slipped in on 8, and we fired with a range 8 oblique pass (D7C to CS/CAR; the D6 was at 6, but still a hex away from the oblique).

He fired a phaser at the closest drone, and a pair of photon torpedoes at the D6, while the D7C boosted ECCM and fired at the CS’s weak #6. One 12-point photon hit to do 9 damage to the D6’s #6, while two disruptor hits and decent phaser rolls did 13 damage to get three internals for another warp hit. The next impulse the D6 fired, getting three hits for another 9 internals getting two more phasers and two warp hits (and finishing off the forward hull). I turned off, and Patch fired five photon torpedoes at the #5 shield, but only one standard load hit, and even with a pair of phaser-1s the shield held.

Afterword

We called it at that point, as Patch was going to leave, and I didn’t have much more that I could do (the D7C had shot out the phasers earlier, and the D6 only had two points in the capacitors). We both had problems with dice early on, the D6 especially rolling poorly enough that I was thinking of the old stories of Klingon players marking off crew units when they missed…. However, when it came down to it on turn 5, I got good, if not great, dice for a solid hit through an intact shield. It’s the sort of thing I’d been afraid of getting hit with from Patch the entire time. And he got a good chance on turn 6, where at least I’d presented the option of firing on the D6 with the intact shield or the D7C which was further away. As it was, his dice were terrible on that point, and Patch did not want to hang around when he was down six phasers and a good amount of power.

I got 5 points for the difference in BPV, and another 32 for both of Patch’s ships taking max T-bombs, and 25% of his BPV for forcing disengagement (63.5). Patch got 20 points for my drone upgrades and one T-bomb per ship, and 10% of the D7C’s BPV for doing internals (13.6). That is 100.5 to 33.6 and a Substantive Victory for me (just shy of Decisive).

Patch said the CS does feel nicely flexible next to the CA, the extra power at speed meant he generally had some in transporters (presumably the spare fractions) and had more for EW. My first round of internals showed just how dangerous it is to have minimal aft hull though. Four 8s meant he lost the hull and the APR on a fairly small set of internals, and it’s not that unlikely.

I was also noticing that Patch was facing the same difficulties I’m seeing in soloing a Fed vs Klingon campaign in my spare time. I’ve seen it stressed that the problem with the disruptor is that you have to get into firing position twice to match the damage from the photon torpedo once. However, the one-turn arming cycle means that you can take whatever opportunity presents itself. With a photon torpedo you tend to want to find a “good” opportunity instead of merely an “adequate” one, and Federation ships can end up waiting through quite a pummeling. This is only made worse by the proverbially iffy nature of getting hits with them. As speeds move up, this becomes more of a problem, and I really don’t understand why UIM and DERFACS (especially) were seen as necessary.

It also explains why the Federation starts experimenting with other weapons. The flirtation with the plasma torpedo is interesting, and might have worked out if they’d ever used anything bigger than the plasma-F. It also explains the later reliance on drones and superior fighters. Drones are the kind of stand-off weapon to help with reloading turns, and emphasize their general superiority in phasers.

└ Tags: gaming, SFB, Y164
2 Comments

SH129 The Derelict

by Rindis on June 20, 2025 at 12:00 pm
Posted In: SFB

After finishing off a game of France ’40 Mark and I recently an SFB scenario, which featured far from expert play, but certainly taught some good lessons. We went with “The Derelict” from Module S2, as the more interesting looking of two Romulan scenarios for Y163. USS Hood finds the galactic survey cruiser (an expensive version of the heavy cruiser specially equipped for long-range exploration and survey) USS Marco Polo adrift, the entire crew having been killed by a disease.

Thankfully, a cure had been found just too late to save the crew, and personnel from the Hood are inoculated and moved over to Marco Polo, who start up the warp engines. And then a Romulan KR and K5R show up. Hood is at weapons status II, but Marco Polo is generating three power per engine (standard 15-box ones), which will go up one point per turn. Also, there’s two crew units and four boarding parties on board. This is not the minimum crew requirements, severely limiting what she can do. (There had been a distress call, so Hood has extra crew and boarding parties on board to man the Marco Polo.)

I had the Federation so Mark could try the KRs, and my two ships set up four hexes from each other, while the Romulans come in on the right map edge, which is only fourteen hexes away. Mark set up slightly further, and headed straight for Hood, going 21. Hood went 10, overloading three photons and with a wild weasel ready. Marco Polo was only generating 12 power (three on each engine plus full impulse and APR), and went speed 6. Not having a minimum crew means that one of the two crew units is on the bridge, controlling most primary functions (power generation, movement, shields, EW), and the second can be assigned to a systems box to make that box work. I didn’t have any good ideas for that, but I did energize the phaser capacitors.

The Romulans came in as a stack, and on impulse 10 Hood launched a shuttle as ‘fighter cover’. On 11, the Romulans fired all four plasma torpedoes. This isn’t quite the scary event this becomes later, but eighty points of plasma eight hexes away is more than intimidating enough. Classically, the worry is if they’re real or Memorex, with a smart Romulan probably doing three psuedos and one real (or not; you have to keep the opponent guessing). The really nasty play here is for them to all be real, but aimed at the Marco Polo. She can’t have a weasel ready, the Hood has to worry about them being on her (forcing her to weasel as they go by), and then get a head start on cruising around for the rearming cycle.

We got fairly straightforward tactics here. But I couldn’t know this, and I had some very tight timing as the Romulans came in behind the plasma. On 16, Hood turned in and declared emergency deceleration. On 17 Hood unloaded at range 4, hitting KR RIS Kestral with two 12-point photon torpedoes and another 15 damage on mixed phaser rolls. Only 29 registered, so the front shield held. On 18, the deceleration took effect, and the wild weasel was launched. On 19, the plasma torpedoes hit, and were all real, destroying it, and doing 46 damage, thanks to bad proximity rolls from all the ECM, which turned into 7 collateral damage, 5 of which registered on the #4 shield. Mark then fired the phaser-1s on both ships, but the explosion ECM kept the damage minimal, and the reinforcement from the emergency deceleration handled it all.


Turn 1, Impulse 17, showing movement from Impulse 12 to 24.
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└ Tags: gaming, SFB, Y163
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SL119 The First Carrier

by Rindis on May 19, 2025 at 12:15 pm
Posted In: SFB

After finishing up the latest adventure in Hatten, Patch and I turned to Star Fleet Battles. For our look into Y163, we went with “The First Carrier”, which is the demo scenario for the Kzinti DDV. They started fielding tactical warp fighters in the second half of the Four Powers War, and now that it’s over, they’ve built a special destroyer just to carry the improved AAS fighter.

The main action is reminiscent of SG33 “Treasure Ship“; an unmanned freighter has come out of WYN nebula, and both the Kzintis and Lyrans are trying to grab its cargo for themselves. This time, it’s a large freighter, and is completely dead (no fuel/power). The Lyrans have a CL and FF, while the Kzintis have the DDV and a FF. Interestingly, the scenario rules restrict the frigate’s drones to speed-8 and the DDV’s speed-12.

My initial plan as the Kzintis was to get to the middle of the board at speed 8 (so the fighters could keep up) and try to control the area around the freighter with the fighter squadron while I started towing it. I was thinking purely in terms of carrier operations and controlling a portion of the board. This was a mistake. Patch came in at speed 21, and was nearly to the freighter at the end of turn 1. We were both surprised to realize that a large freighter is still only MC 1/2, so that going speed 30 on turn 2 only slowed him down to speed 17. Drones and fighters couldn’t catch up to him, and even if I had boosted speeds to overtake that, the DDV and FF couldn’t do that much without the backup.

So… we reset to start the game again for the next session.

And the second time, I did not start with any fighters deployed (I had the four allowed by WS-III out the first time), and both ships went speed 18. The first turn was of course spent on approach to the freighter, and on impulse 21 the DDV launched a scatterpack. On 23, I started launching the fighters. On 25, the CL opened fire, hitting my FF with a disruptor, which I absorbed with batteries. The next impulse, I hit back with the FF hitting the CL with its disruptor. His FF returned the favor on 28, but missed with both. Finally, the scatterpack got to launch range, and bloomed on 32.

With both sides 3-5 hexes from the freighter at the start of turn 2, speeds dropped, with the Lyrans going 15, while the DDV went 10 and my FF went 12. With Patch closer, I thought he might grab the freighter and try to at least shift it towards his side before I could get in. Since I was already pointed in that direction, I figured I’d still intercept, and possibly force him to drop the tractor to get speed back up. However, Patch instead danced around it, leaving me the chance to grab it with the DDV, and start towing at speed 5. I was also spending more on EW, including loaning to the fighters so they were at 4/4 as long as the DDV was nearby.

My real surprise was the Lyran FF turned away from coming in right behind the CL on impulse 5, which announced an ESG during impulse 6. When it came up on 10, it was at radius 2, and a couple hexes away from my FF. On 11, the FF moved adjacent and launched drones. It also fired the disruptor and the forward ph-1 for 10 damage, 8 of which registered on the CL’s #2 shield. The drones moved on 12 to hit the ESG and reduce it, while the FF launched a shuttle. On 13, the CL slipped in, with the ESG killing the shuttle and doing damage to the FF in the midst of more direct fire (this was a partial mis-read of the ESG damage rule; the shuttle should have had one damage point left, and the FF take one more point), which did 9 more to the CL, but one overloaded disruptor, and a pair of ph-1s did 16 damage to the FF on terrible rolls, ending up with five internals; which was hull plus one warp hit.


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└ Tags: gaming, SFB, Y163
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SH127 My Brother, My Enemy

by Rindis on January 13, 2025 at 12:00 pm
Posted In: SFB

With other opportunities having passed it by, I decided to try soloing “My Brother, My Enemy” for SFB from Module S2 during the holidays.

It’s an interesting situation that had caught my eye when I first went through S2. Mind-controlling “plants” are discovered on a planet by the Gorns (or should I say they discover the Gorns), and are brought back to a base, which they promptly take over. The Gorn navy sends a couple ships to investigate, which arrive just before all the ships at the base are ready to depart to spread the plants further. If plant-controlled boarding parties get loose on a Gorn ship, they start taking over the crew, but the Gorns can use scientific research to find a cure. Even better, disengagement is limited to via separation (which means 50 hexes), so the plant-controlled ships have to scatter and get away from the navy.

However, the first thing I found while setting up is that the given setup is illegal. C13.7 is quite clear that each tractor beam on a normal base is one docking position, that can take one ship, with the tractor used to hold it in place. The Gorn BS has three tractor beams, and there are six ships docked to it. Deciding that each position was a ‘dual’ dock, with the single tractor beam able to do the close range manipulation of two ships at once wasn’t hard, but it was something to be aware of first. (I imagine this is a place changed/clarified from Commander’s Edition, and they didn’t catch the wrinkle when putting together the “new” book.)

After sorting out that wrinkle, next up is determining the schedule of departures. The one military ship there (a FF) can leave whenever, but the other five ships roll a d6, and that is the turn on which they can undock. The plants got lucky with two small freighters and the free trader ready to go on turn 1. The final two small freighters had to wait for turns 4 and 5. Since they’re docked, they’re under normal acceleration restrictions, while the Gorns are coming in at whatever speed they want, and at WS-III. The Gorn ships decided to split up, with the CA (speed 24) circling around clockwise to catch anything going that way, and the DD (speed 27) going counterclockwise, and hopefully meeting up on the far side. Natrally, the four plant ships all undocked and made best speed; the FF at 15, FT at 13 and the freighters at 9.

Also, there’s no specific headings related to being docked, but I set up the docked ships with “fixed” orientations, and as they had been at 0, they have an unsatisfied turn mode upon undocking at the start of the turn. At lower speeds, it took a bit to get turned around, but the plants all turned to direction E, away from the Gorn’s entry, and sheltering behind the base and its phaser-4s.

By impulse 9, the DD had hit range 17 from the base, which fired a pair of ph-4s, with bad rolls keeping damage down to 3 damage on the #1 shield. The FF decided to distract the CA, and continued running in front of it, and the CA launched a plasma torpedo on impulse 19. The FF turned off, and the DD tried to work around the base with disastrous results. The DD had slowly been getting closer to the BS, and on impulse 24 hit range 14. The base waited until 27 and fired 2xph-4s with good rolls doing eight damage to the #6 shield, following up with the final pair on 29 for five more damage, causing three internals, two of which were warp hits.


Turn 1, Impulses 1-18. One big happy fleet.

The DD hadn’t gotten close enough for any research, but the CA was five hexes from the FF and generated 8 points of information. Down two power, the DD only went 23 while repairing a shield box. The CA sped up to 29, while the FF went 24, the FT 23 and the freighters got up to 10. The BS had been loaning EW to the FF and a freighter, but had to shut down the special sensors to recharge phasers.

The plasma torpedo hit on impulse 1, tearing through the FF’s #5 shield for four internals, taking out a warp and two phasers. The DD turned a fresh shield to the base, which fired another pair of phaser-4s to exactly knock down the #4. A second shot with another pair did seven internals, mostly getting hull, but also a warp, a phaser and the bridge.

On impulse 9, the CA got to range 3 of the FF and tractored it (the FF’s batteries were spent against the plasma). The 1/2 MC FF only slowed the CA down to 21, while the FF had a pseudo speed of 6. The CA then turned to parallel the two freighters (and FT) and start overtaking them (and nearly keep up with the FT). The CA then fired the other torpedo at the FF. This hit eight impulses later to do 10 internals to the FF through its #4 shield, taking out the remaining phaser, torpedo, and three power. The CA then spent the next few impulses pounding the FF with phasers, reducing it to three power, and not much else. A probe bought an easy 20 points of information, while the CA’s range 3 from the FF got another 20, giving a total of 48 out of the 100 needed for a cure.

Afterword

I generally ran out of steam at the start of turn 3 after a look at the victory conditions, and the relative speeds for that turn. Importantly, the CA had to slow down to 25 while rearming the plasma torpedoes, start rearming the phasers, and recharging the batteries (two being expended on that distant tractor). The FT worked up to speed 23, implying a very long chase after it (current range = 31) that would also see the two freighters left behind.

The DD was down to speed 19, and needed to stay a very healthy distance away from the BS, as its shields just couldn’t take the kinds of abuse ph-4 fire could deliver. The FF turned off everything to go speed 9, but a beginning of the turn phaser shot reduced it to 0 power (until a warp box could be repaired in a few turns).

With the other two freighters still at the base, the best call seemed to be for the DD to turn around and try to keep them in range if they bolted in the opposite direction (this would also turn the untouched right flank shields to the base). The CA could catch one of the loose freighters and still catch the other, carefully knocking down shields and beaming over once the cure was found in about another three turns.

This would give the plants 9 VPs for the FT getting away, 4 VPs for the FF being crippled, and then 1 point for each freighter that takes internals in the process of getting shields down. (This is a scenario where the Gorns could consider non-violent targeting, though I don’t know that it’d work out.) So 13 VPs, possibly going up to 17 if things go well. If one of the last freighters actually gets away, that’s another 3 VP. The plants win with 17 or greater. Very careful surgery with the freighters should just avoid that. (Possibly a succession of ph-3 shots at range 3 or 4.)

The Gorns had two problems here. The first is their own fault, with the DD getting close enough for a ph-4 barrage to take down multiple shields that are 7-10 boxes each (only the #1 is better at 14). I think the DD is going to have to keep distant and try to just keep whatever is furthest from the CA in sensor range. The first plan was for it go go after the free trader, but it was a long ways away, and too fast once the DD lost power.

The second was the early release of three ships. Having to coral four ships at once was a bit much for them, though they took out the only one not in something of a group (the FF). Most particularly, having the two competent ships, the FF and FT, going at once made things a lot worse. The FT can only go speed 24 (12 warp and MC 1/2), but small freighters have a theoretical max of 12, and with only one impulse, life support, minimal shields, and low-power fire control (which is quite optional here) reduces them to speed 10. Just by putting the base between the navy ships and it, the FT ensured a large lead that could only be overcome with a lot of effort.

└ Tags: gaming, SFB, Y162
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SL60 Flight of the Audacity

by Rindis on November 14, 2024 at 12:00 pm
Posted In: SFB

After our Graveyard Shift, Patch and I went on to SFB, where we tried out “Flight of the Audacity” from Captain’s Log #3.

It’s certainly an interesting idea. A Klingon frigate (IKV Audacity, me) works through a large and dense asteroid field to get at a Federation force negotiating with a Neutral Zone planet, kidnaps the native’s diplomat, and then makes off through the same asteroid field. The Klingon is chased by a Fed CA (our friend, USS Kongo, seen in “Rescue the Hostages” and “Coming of the Meteor” and played by Patch), so there’s a vast difference in weight class, helped by the F5C having a better time maneuvering around the asteroids. However, it is an early scenario, never republished, so I had deep concerns about balance (I think much of the trouble it it was written before ‘speed is life’ really became a mantra). To keep you from going too fast, empty space is still considered to have dust, which will cause damage at the end of each turn (up to 7 at speed 31).

It took me a while to realize, but this is the ‘demo’ scenario for the new Klingon F5L introduced in the issue. Before Captain’s Edition, the F5L was a stand-alone command variant of the F5. Captain’s Edition took the separate -C and -L suffixes and made them a unified idea, with the -Ls being the equivalent to the -K refit. The original F5L SSD is pretty much the current F5C (the modern F5L gets improved phasers and drone racks).

Sadly, play of the scenario showed it did not live up to its promise. One of the troubles is that the F5C is an extremely energetic ship. It has a total of 22 power (compared to 34 on a Fed CA, which is twice as big), which turned into a steady speed 27, putting up 5 reinforcement (to counter 5 dust damage at that speed), and charge one phaser per turn. The CA can either go speed 26 and take a point per of dust damage/turn, or go 25 and have one point of power left for a phaser. It also starts at WS-0, and so has to spend the first turn warming up the phasers. (Otherwise, Kongo‘s best move may be to do a turn 1, impulse 1 fire of 6xPh-1s at range 20.) No chance for photon torpedoes as long as the action stays this fast.

So, the ‘special sauce’ of the scenario is that it is a scrolling asteroid field. Audacity must move at least ten hexes towards the upper left corner. Specifically, ‘direction F’. I mentally shorthanded that to just ‘left’, so I possibly violated that (depending on exactly how you want to measure it), though while trying to obey the spirit. Also, I don’t think this makes things any better. Any time a ship enters the topmost or bottommost row of hexes, you scroll everything six hexes away and place seven new asteroid counters, and then roll for a one-hex drift. If a ship enters the leftmost column of the board, you also shift everything six hexes, but place four new counters, and roll two dice each: the first is how many hexes down the column you move the counter, and then the second is a one-hex drift. Neither system really gives the density needed to really cause maneuvering, but the left-hand side version does get a lot more unpredictable (it also tends to clear out the upper left corner, making a purer direction F flight safer).

The large variation in where allows for some interesting dynamics in bunched clusters on the left edge, which did happen. Now, Patch did manage to catch up some during our play (thanks to my attempts to maneuver), but he expended his batteries (without being able to recharge), and was slowly losing the front shield, while I hadn’t taken any actual damage.

This scenario might also work better with a regular F5. It has two fewer APR, getting the power curve down to something less extreme, and has a 9-point #4 shield that it will need to be cautious with (the F5C has the equivalent of the B-refit built-in for a 16-point shield).

We called the scenario after just about four turns because it wasn’t working out. The scrolling asteroid map is still an interesting idea, and I’d like to tweak it some for re-use. Say roll d3 to move the counter from initial position, and then a drift roll. For this scenario, there also needs to be more of them; some way of gradually increasing the number of placements over the first few turns as you get deeper into the field would be nicely thematic, but a lot rougher mechanically.

└ Tags: gaming, SFB, Y162
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