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Second Wind Coalition Turn 1

by Rindis on December 16, 2011 at 12:00 pm
Posted In: Second Wind

Crossposted from the SFU blog on BGG.

Well, not satisfied with one game slowly grinding forward, Belirahc and I have started a second full General War game. It is the second game, which means when it comes to a choice, we work on the original game first and let this one sit. (And it has done a fair amount of sitting while I work on the Vassal module.)

We’ve swapped sides, so now I get to show Bel how the Coalition offensive should be done… or embarrass myself trying. ^_^; In addition, we’re using the CO, AO, and FO rules for this one. I’ll go into some of the extra toys available in another entry soon.

Along with other things Module R5 introduced the “New Heavy Cruiser”, a response to the fact that F&E was showing that by the middle of the General War, the major empires were going to be running out of heavy cruisers. While F&E isn’t as centered on the CA as SFB is, they are still an important part of the fleet, being the biggest units that aren’t commonly set aside as being the command element of a battle force.

The reason that this is so can be seen in my turn one Coalition builds. Including mothball activations, the Coalition has six new heavy cruiser-sized ships, but the number of actual heavy cruisers in service is technically lower than they started. Here’s my first turn production:

Lyran: BC, TGC, 4xCW, 2xDW, DWS, 3xFF, MB, PDU, KSP, CA->DN, 3FF->3DW
Klingon: D7C, TGA, D6M, 8xD5, D5S, F5L, 4xF5, [FV+E4A], E4, E4R, Activate 2xD6, 2xF5, 3xE5, D6->D6S, D6->D6D

The Lyrans only have one CA build slot per turn (which has been the subject of much moaning from Lyran fans over the years), and their need for tugs (thanks to needing to build a wide-ranging infrastructure, and the ability to use a large number of good tug pods and pallets) is not to be underestimated. Technically, a Cougar tug is just as good in combat as a regular CA, but a tug can’t really be treated the same as a CA, because their flexibility will take them into other roles, and that makes them a valuable target if seen unprotected on the battleline. At the same time, an existing CA was converted to a dreadnought, a uniquely Lyran ability, which does allow them to start treating their heavy units as a way of constructing very dense lines, instead of task force leaders, but there is still plenty of things for extra command ships to do.

Meanwhile, the Klingons construct a command cruiser (fall turns only), two heavy cruisers (/battlecruisers), and activate two more D6s (for as long as the mothball reserves hold out). However, they have lots of different roles to turn these ships to. One CA is substituted to a TG, as there certainly aren’t enough of them for my plans (though the LTT will help soon). The other is substituted to a mauler, which will be desperately needed to force ship kills on the fighter-heavy Alliance. One of the activations is converted to a scout, because the D6S is an excellent heavy scout, and the EW war is something that the early Alliance has trouble with, so I want to push that advantage as far as I can. The other D6 activated is converted to a D6D, the most versatile non-tug in the game. It can do drone bombardment, it can be the free scout, and it can go on the battleline and be just as effective as a regular D6, while also still contributing EW. (It should be mentioned that that last can be a good way to lose a D6D as an aggressive Alliance player will likely kill any D6Ds he can get at, though the scout self-defense bonus will make this slightly more expensive to do than killing a normal D6 as well.)

One of the major new rules in the game is Raids. Each power gets to put a small number of ships into a “Raid Pool” which each get to go behind enemy lines and attack single weak targets (like an unguarded FRD) or disrupt a province. The enemy gets to either react a nearby ship, or call up a free police ship to try to deal with it.

My two raids technically didn’t get what they were going after, and I got a crippled BC to boot, but I did manage to kill a Kzinti BC that reacted to one of the raids. That is a nice result.

The first turn tends to be fairly boring. Some Coalition players don’t even bother attacking, figuring that it just makes it easier for the Kzinti to do an effective counterstrike on their turn. Even with aggressive play, there’s only three targets that can be taken down on the first turn, and the Kzinti will be able to defend them pretty well.

I went across the border and hit all three BATS. I didn’t try anything fancy like pinning forces on the SB, or going after the fourth BATS in 1004 (on the Klingon border, but technically in range).

Combats:
0701: Lyran: crip CA, 2xCL; Kzinti: crip 2xBC
0703: Lyran: crip SC; Kzinti: dest EFF
0803: Lyran: crip 3xDW, DD; Kzinti: dest BATS

So I got one BATS and took more cripples than he did. Pretty much par for the course. I did take out a EFF with direct damage, and if I’d thought about it, I probably would have take out a second one in the third battle.

└ Tags: bgg blog, F&E, gaming, second wind
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R vs B Alliance Turn 6 in Review

by Rindis on December 10, 2011 at 12:00 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

The Kzinti economy has stabilized at 60 EP. I seriously contemplated going for a DN this year, but 16 EP was just too much to sink into one ship. Instead I built a new CV group, a BC, 3 CMs, and repaired a full CV group as well as 4xBC, CC, CM and FF.

Economically, things have continued to go from bad to worse for the Hydrans. With my failure to be able to hit all of the blockading line, the Old Colonies were cut off from the capital. Total income was about the same as turn 5, but it was split between the capital and the off-map. This limited Hydran builds to RN, HR, CU (off-map) and a PDU on the capital. On the other hand, it meant I had a free hand to repair all the cripples that were piled up in the Old Colonies, and convert a captured D7 to Hydran technology.

For the Hydrans, the plan was simple: Hit as many targets of opportunity as possible, send the fleet in to 0416, and see if I could kill a tug or base before running out of fighters. The Kzinti contemplated something similar, but like last turn, ended up pinning a reserve on 1504 and hit another pair of Klingon border BATS.


Kzinti front.


Hydran front.

Combats:
1701: Klingon: dest D7
1307: Klingon: dest BATS, dest cripD5, cripF5, cripE4A captured
1302: SSC – Klingon retreat
1703: SSC – Klingon retreat
1602: SSC – Klingon retreat
1707: Klingon: dest BATS, F5
1504: Klingon: crip 3xD5; Lyran: crip CW; Kzinti: crip MEC, Z-D5
0117: Lyran: dest CW, DW
0118: Klingon: dest E4
0319: SSC – Hydran retreat
0416: Lyran: crip DN, BC; Klingon: crip 2xC8; Hydran: dest PAL
0417: Klingon: crip E4; Hydran: dest PAL

Things continue to go poorly for the Hydrans. Many of my attempts at ‘gaming’ Small Scale Combat on that front went awry, the worst case being ambushing a couple Lyran cripples in open space with a Paladin DN, and forgetting that he had plenty of spare Reserves to hit it with.

Worse than that gaffe, the Hydrans push at 0416 again had two rounds of bad rolls and ran out of fighters without getting past the approach battle. Not only that, but he killed the other PAL (a battle tug was in formation), leaving battle tugs as the only CR-10 ships in the Hydran navy. That is going to come back to haunt me.

The Kzinti did much better, with no dead ships and minimal cripples. In exchange they took down another two Klingon BATS, delayed repairs on a crippled D6V (driven off one of the BATS), and captured… an E4A.

That last will get turned in for EPs. If there’s anything the Kzinti don’t need, it’s another 2-4 escort frigate. Now an F5E, on the other hand… that would be worth something. (In fact, if I ever manage to capture an F5, or Lyran DW it’ll be converted to an escort; the Kzinti just don’t get any good light escorts in the base game.)

The Hydrans have pulled back to protect the capital again, but the Kzinit have put a chunk of the navy on the starbase in 1704. It controls the on-map connection between the Kzinti and the Federation, and it is for the first time a legal target. He might force it, but with a Federation Reserve in range, I can make it hurt. On the other hand, a major push against the Hydrans may see the capital fall.

This is the end of Turn 6, and the end of the initial scenario, “The Wind”. I believe Belirahc is going to do a review of the full six turns, but in the mean time, this is how the Victory Conditions break down (by my count, which is… mostly accurate. :p):

For any level of victory, the Coaliation must:
A) have more total ships than the Alliance: 333 vs 191. Check.
B) have more total attack factors on those ships: 1909 vs 1223. Check.

For a Tactical victory:
A) the Alliance must have a total economy of 90 or less: 99 EP. X
B) the Coalition must destroy 20 Alliance Battle stations (SBs count as 3, and subtract out any Coalition ones destroyed): 17 BATS + 6 SB – 4 BATS + 1 BATS built in Kzinti space = 29. Check.

So he managed the overall check quite well, and killed enough bases (and qualified for a major victory there, which wants 25 BATS). The problem is the economy, which is a really tough one to manage. The Kzinti are currently managing 60 income on their own, and the Hydrans are already down to about their minimum without actually taking the capital. If he had managed his turn 4 push on the Kzinti capital better, I think he could have devastated more planets, but he really needed to devastate everything other than the capital itself (like he did in the Hydran capital). That would have barely gotten him the tactical victory.

A major victory requires getting the Alliance economy down to 75, which would seem to require actually taking one of the capitals. Possible, but not easy. “Historically”, I believe the Hydran capital actually fell on Turn 7. …which could still happen here. :shake:

And yes, we are continuing. Belirahc and I agreed to go as long as we can take it on this game, so keep watching for Coalition Turn 7 to show up soon. I’m pretty sure we won’t see an invasion of the Federation, but it will be able to send the 4th Fleet in to help the Kzintis.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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R vs B Coalition Turn 6 in Review

by Rindis on November 20, 2011 at 12:00 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

It is now Y171, which means the Lyrans finally get to start building carriers. I had forgotten that their limit is two per year, not one per turn, so I was a bit disconcerted when Belirac promptly built a CVL, and converted a second. At the same time, the Lyrans built a new PDU (stored) to replace the one I destroyed, and have started converting two MBs to BATS.

Klingon activity was more surprising. They canceled an entire F5 squadron as well as their 3 E4s, and substituted a TG-B for a D7. All of this helped them afford a D7V and FV group, as well as upgrading a MB to BATS, and using the upgrade method to get a second PDU on 1202.

I was expecting another turn of watching the Coalition pushing on my defenses, while I watch the Kzinti cripple pile mount ever higher. Well, I was in for a surprise.

This turned out to be the turn of repositioning and rest. Belirahc avoided precipitating any major battles in Kzinti space, since I had two good reserves there. In Hydran space, he drove to cut off the Old Colonies from the Capital, and I couldn’t stop it because I couldn’t keep a good line of ships all the way there with only one reserve. If I had thought to split it into a pair of small reserves, I could have done it. Lesson for next time: Always try to use all your reserve markers, even if everything fits into one; you may want the added flexibility.

It was gratifying to watch several large stacks of Coalition cripples retreating out of my space. It can be easy to forget just how much damage you’re doing when you’re trying to figure out how to make good your own damage.


Kzinti front.


Hydran front.

Combats:
0319: Hydran: dest CR
0119: Klingon: dest 2xE4
1702: Klingon: dest F5L

A lot of the new builds went to Hydran space, so I assume that’s where most of his attention will be next turn. In the mean time, I’m going to have to see what I can do about his current round of base building.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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R vs B Alliance Turn 5 in Review

by Rindis on November 12, 2011 at 12:00 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

After the failures in my efforts to keep the Coalition from just disrupting everything in sight, it should be no surprise that income was down again. Kzinti income dropped another four EP from 63 to 59, while Hydran income dropped nine points to 40.

The Kzinti scrapped a Lyran DW that was captured in the Coalition portion of the turn to raise another 1.5 EP. Production was limited, consisting of a CV group, an extra MEC (to replace one lost last turn), BC, FF. Repairs were even more limited, adding up to less than last turn’s. However, that repaired all the crippled escorts and a good number of regular ships, so the backlog is slightly better. I also repaired and converted a captured D5 to Kzinti technology. It would probably been better to wait until money was flowing in from the Federation, or the repair backlog is clear, as the conversion is not necessarily cheap (3 EP). But having it sit there for two turns has been bugging me, so that irritant is gone. If we were using the EW rules in Combined Operations, I would have sacrificed quite a bit to get it in service and converted to a D5S. A good heavy EW platform for the Alliance is worth quite a bit in the early going under those rules.

Meanwhile the Hydrans had even tougher decisions to make. Turn 5 is when the first Cavalier carrier is scheduled. Hydran carrier groups tend to be somewhat weak in ComPot, but they protect valuable fighter-carrying ships from harm. I wanted to build the CV, but with 10.5 fighter factors, it has a cost of 31 EP, slightly over 3/4 of the Hydran income. Free fighter factors reduce this to 19 EP, but that was still too much to be able to afford the escorts, much less more prosaic things like repairs. So I canceled the entire group, repaired a few things (pretty much everything with fighter factors), and built DG, 2xHR, and two PDUs on the homeworld.

Operationally, the main plan had been to visit the Lyran MB in 0902 and kill it before the conversion to a BATS completed. However, the arrival of three sets of tugs with PDU/MB pairs at 1001, 1202 and 1504, and four Klingon reserves in Kzinti space caused an entire re-think of the prospect.


Kzinti front


Hydran front

Combats:
1601: Klingon: dest F5
1507: Klingon: dest cripF5, cripE4, BATS; Kzinti: crip CL, FF
1506: Klingon: dest F5; Kzinti: capture planet
1303: Klingon: crip D5
1504: Klingon: dest 2xTGB, crip D7, 2xD6, 5xD5; Kzinti: dest DF, crip CV, CC, BC, MEC, 2xCLE, 2xEFF, FF
1202: Klingon: crip D6V, F5, 2xE4A; Kzinti: crip CC, DD, 2xFF
1302: (Fighting Retreat) Klingon: crip D7
0819: Klingon: dest E4
0419: Klingon: crip E4; both sides retreat to 0418
0418: Klingon: dest cripE4
0519: Klingon: dest 2xcripF5L, cripF5, F5
0416: Lyran: crip 2xBC, CC, 2xCA, CL, 2xDW dest TGC, 3xCW, 3xDW; Hydran: crip HR, dest HR, 2xLN, CR
0417: Lyran: crip DW; Hydran: dest crip HN

Things did not really go as planned. Mostly because the dice decided to be disagreeable and the Kzinti failed the initial approach battle at both of their major battles. The Hydrans rolled lower than the Lyrans in all four rounds at 0416 (and the pursuit), which forced them to expend the stored fighters of the FCP just to get that far. In all cases casualties were higher than hoped simply because of the trouble in getting to the target. To add insult to injury, I couldn’t even roll the 3 or higher I needed to kill a lone D7 in a Fighting Retreat.

However, two Klingon and one Lyran tug are dead. He’s only built four since the beginning of the game (after missing them the first turn, he’s been building at the max rate of 1/year), so it will be much harder to pull this ‘four simultaneous sets of bases at once’ trick.

I had tried to distract the Klingon reserves by striking at Klingon space itself again, but he ignored it, letting me take out a BATS and (temporarily) capture the neutral zone planet. If I can keep doing that, he’ll run out of BATS and become especially vulnerable to having the supply grid in Kzinti space disrupted….

And now, I sit tight and wait for the coming storm. I’m pretty certain that there won’t be a turn 7 invasion of the Federation this game, so I’m presumably going to facing everything he can throw at me on the upcoming turn 6, and turn 7 after that will be worse. The Federation will interfere on Turn 7, but the 4th Fleet reserve won’t be able get to the Kzinti capital….

└ Tags: bgg blog, BvR Wind, F&E, gaming
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Vassal Update 4

by Rindis on November 7, 2011 at 12:00 pm
Posted In: F&E

Crossposted from the SFU blog on BGG.

Okay, the new version of the F&E Vassal module has turned into quite an undertaking. For some reason, I’ve decided work through just about every idea I’ve had for the module and not gotten to, and put them in the upcoming 1.3.

With any luck I won’t need to do this again for quite a while, because this is certainly the biggest update I’ve had in ages. Certainly, it has the longest feature list of any update I’ve done.

Anyway, last week I put in just about every legal heavy fighter carrier conversion outlined in (530.221), and not just the couple of ‘common’ ones that actual counters have been provided for.

Now, I’m redoing all the HDWs. I went with the AO route originally, just general counters with a box that marked what mode they’re in, but not actually giving specific stats. That saved me a lot of effort, and since the module didn’t give the combined total in the stack viewer at that point, it had minimal effect. Now, I’m providing a separate counter for each legal mode. I’m also putting in a sub-menu that allows quick switching between modes.


Who do you want to be today?

So, anyone who’s waiting for the ISC War update, sorry for the delay, as all these extra things I’m doing are pushing back the release of that. The good news is the delay has given me time to notice a couple things hidden away in the rule book to put in the module, such as overlays for the new provinces the Romulans and Gorns annexed at the end of the General War.

└ Tags: bgg blog, F&E, gaming, Vassal
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