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Cunning Pirates

by Rindis on March 20, 2011 at 5:05 pm
Posted In: Boardgaming

Got the gang over for gaming yesterday. Had five people total, and ended up playing Blackbeard.

Had the usual painful beginning as setup is fiddly, and there’s lots of different things to do, all of which work a bit differently. But things sped up by lunch, and we finished off the long version by about 4.

I went with a start I considered a bit risky. I only put out one pirate to begin with, and him in India. India has the richest cargoes, but there’s only so many ports there. If no merchant ships showed up there or in East Africa (not nearly as valuable), I’d be stuck a long way away from anything to loot.

As it was, I got lucky and two merchantmen showed up off of India to start. Patch had placed a pirate off of East Africa, and he moved in to get one of them, but I still got the other. I got a rich haul, ransomed a passenger, and then set out for East Africa.

One thing that happened in there set a trend for the rest of the game. We had been neglecting die re-rolls through Cunning, because we’d forget about it. When my initial spot attempt on a merchant failed, I re-rolled it since I figured even blowing it on that was better than not remembering it at all. That kept it in everyone’s mind, and a fair number of re-rolls were done through the day. That particular attempt did nothing for me, but I used up the pirate’s other three cunning points, and they all turned low rolls into high or max rolls.

Jason got off to a good start, and was the first to start really maneuvering to retire a pirate. I tried stop it with a Piratical Ambition card, allowing me to try and take over the ship (and kill his pirate) by winning a duel between him and the second (unused) pirate I had been dealt. The odds were against me, 4d6 to 3d6, but I managed a tie (which continued the duel for a second try) before failing. Having him in reserve because I was concentrating on one pirate was a nice side-benefit of my strategy.

I was the third one to retire a pirate, and I think it’s the first time I’ve done it ‘early’ (getting more common all around as we get used to the pace of the game). I had taken one prize, looted one port, my speed rating was down to zero, and my combat rating had taken a couple hits. But I got in to port before I could be stopped, and that one cargo hold was worth a lot; combined with Notoriety, I shot into the lead.

As usual, the end of the game seemed to come very suddenly, I had not done much with the new pirate I drew. But it had been enough. For the first time, I won, with a total of 99 VPs. Patch came in second with 79, Jason third with 63, Dave fourth with 57, and Mark came in last with 49. We’ve been spreading the wealth around: Patch one our first two games (one session), Dave the next one, Zjonni (who couldn’t make it today) the last one, and this was my first win, leaving only Mark and Jason without wins.

During lunch, talk turned to Onward Christian Soldiers and a desire to do the First Crusade with more than four players (handles up to seven), so we may be starting a game of that next month.

└ Tags: Blackbeard, gaming
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Scenario 603 The Hurricane – Initial Analysis Update

by Rindis on March 16, 2011 at 12:00 pm
Posted In: F&E

Crossposted from the SFU blog at BGG.

As I mentioned earlier, I got the new 16-page updated version of Scenario 603 (keep in mind the original is three pages). I had actually been well aware of it, and had done some work with an early draft version of it. Over the last weekend, I updated my Vassal setup file for the draft version to the published version. The main thing I noticed is that a fair number of Klingon D5s in the draft seem to have been promoted to D7s and D6s in the final version. Also, the draft was done before SO came out, so the new stuff from there is integrated in, and the PO materials are better integrated now. (In fact, this, and “Maelstrom” in SO are probably the only two scenarios that fully integrate the tactical transports and other units from SO.)

I was not the only one to notice the deficiency of the Klingon carrier force; the introduction to the update mentions the missing Klingon carriers and missing Klingon cruisers. An interesting note is that the update keeps the original number of Lyran carriers. I had noted that they seemed to have a decent carrier force in the original, but my attention had been stolen by the lack of Klingon carriers. It turns out there’s more Lyran carriers than is normally possible. The ‘construction override’ rule (not part of the base F&E set; it was introduced in PO) makes it possible to produce more of a limited class by paying a price. Considering the Lyrans come late to the carrier game, and generally have more money than scheduled builds, this actually makes sense, and is something that I should consider doing the next time I play with the PO rules (I had just ignored it).

By my quick count, it looks like the D6V and CVT carriers missing from the starting OoB are back, but no more, indicating that the Klingons built no new carriers from the start of the war to the introduction of the D7V and D5V. Also, there’s still only 3xFVs. This is much better, but nowhere near the carrier force usually built, nor needed against the fighter-heavy lines of the Kzinti, Federation and Hydrans. Oh, and if you have FO, there’s two E4Vs available. The tug situation seems to have improved by one TGA, still putting the Klingons in quite a crunch under the original rules (though CO and SO improve that).

An interesting note is that the Lyran infrastructure is better developed. In the original version, they have MBs set up in 1406 and 1103, which I consider slightly unusual locations, and only barely gets them into range of the Federation border. The update has a better developed grid with MB nodes in 1105 (Kzinti planet), 1807 (Klingon BATS on the Federation/Kzinti border), 1411 (Klingon capital) and 1013 (Klingon BATS on the Hydran border).

Another interesting point is that the ‘artificial’ situation of no fleet damage has been taken care of. One of the scenario rules stipulates a certain amount of damage must be taken on ships in each sector before play begins.

I’m currently looking at giving this a solo try across all sectors with just the base rules, and see how it goes. If I can get deep into it, I might repeat a couple sectors with rules additions.

└ Tags: bgg blog, F&E, gaming
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Offensive Theory

by Rindis on March 13, 2011 at 12:00 pm
Posted In: F&E

Crossposted from the SFU blog on BGG.

One of the basic principles of Federation & Empire is the ‘supply grid’. This is a network of bases that provide supply to all friendly units in range. In the General War era of most scenarios, this range is six hexes. Two friendly bases out of range of each other, with no intermediate stops in between will form two ‘partial grids’ (or, more likely, a partial grid, and a ‘main grid’, which will include the capital or off-map area).

When invading, you need to eliminate his bases to restrict supplies and operational range. Also, you will need to extend your supply range, as most powers are larger than the area existing bases can reach.

Convoys and Tugs can work as limited supply points, extending supply range six hexes from their location, as long as they are in supply. However, they are not a part of the supply grid, so you cannot simply chain them together for further reach, nor can you join two partial grids together with them.

New bases are not that hard to set up and integrate into the grid. However, the beginning bases are not that hard for the enemy to kill, unless you have such overwhelming superiority that you can prevent the enemy from even reaching the location of the new base for at least two turns. (The first turn, while the Mobile Base is being set up, the enemy just needs to get past the approach battle, and use direct damage on the Tug. The second turn—if the MB is immediately upgraded—it just requires passing the approach battle, and using direct damage on the MB, which is no tougher than an average cruiser.) And even once upgraded to a BATS, it is still fairly vulnerable.

Planets are another matter entirely. The planets notable enough to be  on the F&E map are worth taking for three reasons: 1) They produce a fair amount of the enemy’s economy. 2) With a little time, they will produce some economy for you. 3) Again, with a slight delay, they can act as a part of your supply grid (or the enemy’s, if they take it back). Since it is impossible to destroy a planet in F&E, planets are harder to deal with. It is possible for the side on the strategic defensive to gain a local superiority and force you to retreat off the planet, losing control of it, but that requires a lot more effort than is needed to just kill a new base. Therefore, strategic reach depends in large part on controlling planets.


The above image is a map showing the supply grid connections available just from planetary sources. The Orion Enclave is left out because it is generally easy to force it neutral when it matters, and cannot be counted on. Likewise the permanent neutral of the LDR is excluded. Shorter connections are lighter, and longer ones are darker.

A few things should be fairly obvious: Most of Romulan space is dependent on bases for a supply grid. There is no easy way to hook Hydran space into an external supply grid. There is no easy way to hook the Klingon and Romulan supply grids together through Federation space.

Examination of this grid can also reveal where critical bases are.

There are two Klingon and three Lyran at-start bases that are in supply range of Hydran planets. One of the Lyran bases is a SB, but it is not nearly as hard to keep the Klingons from having easy access to the Hydran capital. On the other hand, once the Hydran base network is taken down, their range is limited, and some Coalition players do not even worry much about containing them.

The ‘historical’ route the Klingons took in invading the Federation, was the ‘southern’ route, which leads directly from the Klingon capital to the Federation capital. As you can see above, this is a difficult route, as the Klingons are at the end of their supply ability by the time any further supply points are reached, meaning that it relies on the ability to set up and protect new bases within the Federation.

The ‘northern’ route is the one that always catches my eye. The initial planets are in easy reach of pre-war bases, and the density of the potential supply grid is high. To say nothing of taking a larger bite out of the Federation economy. The Klingon border BATS in that corner are often popular for upgrading to a starbase.

At the same time, the only Federation planet south of the Orion Enclave is in range of the Romulan border, and with the Enclave itself to hold the flanks of the Klingons and Romulans, it is a very important location for holding the Coalition together, instead of allowing the Romulans to become isolated.

└ Tags: bgg blog, F&E, gaming
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Scenario 603 The Hurricane – Initial Analysis

by Rindis on March 11, 2011 at 12:00 pm
Posted In: F&E

Crossposted from the SFU blog on BGG.

I’ve been contemplating soloing my way as far as I can through the third General War scenario in the F&E rulebook. It would give me experience with the mid-war, which I really don’t have, and see how the various navies evolve in that period. If I can make it through the full 10 turns, I can see what happens as PFs hit in the base rules, without any of the complications of X-ships and more advanced ship and carrier types (the late war is largely covered in Advanced Operations).

The idea is also to stick with purely base rules and ships, and 603 is the last scenario that gets its own set up, instead of just extending a previous scenario. However, the setups for 602 and 603 haven’t really been modified since the original 1986 incarnation. I believe the modernized version of the scenario has recently been published in Captain’s Log, but I’m years behind on those, and part of the idea is to stick with something that everyone who owns the base game has.

It starts in Spring Y173 with the Coalition at its height: The Hydran capital has fallen, and the fleet is falling back to the Old Colonies; the Kzinti capital is doing well, but the rest of Kzinti space has been abandoned to the Coalition; the Klingons have taken out the Federation border, including the 7th Fleet starbase near the Tholians, and the Romulans are about to join in.

By my accounting, the Coalition economy is currently 425.2. This should pick up a little over the next couple turns from further gains, and as the Romulans claim an extra 16 EP worth of unexplored territory. The Alliance economy is 290.8; due for a 87 EP pickup in two turns as the Gorns join the Alliance. As F&E is in large respect an economic game, a 135 EP (~50 EP post-Gorn) lead is pretty serious.

And the Coalition has 6 turns to make it count. As of the seventh turn (Turn 16 overall), the Kzinti, Hydran, and all three Coalition economies go down 25% due to economic exhaustion. Ten turns after that (Turn 26), they all go down 50%. Because they join the war late, the Gorn economy doesn’t shrink until Turns 27 and 37 respectively. The Federation gets the benefit of a late start and a more robust economy, and only hits exhaustion on Turns 28 and 38.

Just setting up the scenario has been an interesting exercise. I’ve never really set up the Romulans in earnest before, and I’m suddenly finding myself in unfamiliar territory looking at their builds. I’m mostly familiar with them, but the knowledge lacks the well-worn grooves of the Lyran or Kzinti navies.

My initial look at the status of Klingon forces is alarming however:

Carriers: 2xD7V, 2xD5V, 1xD6V, 3xFV
Tugs: 3xTGA, TGB

Compared to the opening OoB, the Klingons have gained four modern carriers (with good escorts), but have lost five of the beginning medium carriers, and four F5Vs. This puts them well behind where they need to be in establishing good fighter reserves (compared to at start, they are down 17 fighter factors). They are also down two TGAs and a TGB, seriously compromising the ability to establish bases and other infrastructure, which will be needed as the economy shrinks.

The good news is that the Kzinti carrier force has not done too well either, having lost a CV and CVE compared to the starting forces. The Federation is similarly near its Turn 7 forces.

This isn’t so much of a surprise, as F&E play typically emphasizes carriers much more than the history does, especially the history as written in 1986. The only truly alarming part is the loss of most of the Klingon at start carriers.

So, I’m nearly ready to begin play (still undecided about how serious I am about it), and am starting play around with build options. Which points up a certain artificiality of the situation: there’s no cripples from previous turns, so there’s plenty of extra room in the initial budget.

UPDATE: the revised 603 has been published. It was contained in CL#41, CL#42 and the CL#41 supplemental file. ADB just collected it all together and released it on e23 today for $5.

^_^

I suppose I’ll have to go get it and re-work from there.

└ Tags: bgg blog, F&E, gaming
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BATS Busting: A Simple Tactical Problem

by Rindis on March 9, 2011 at 12:00 pm
Posted In: F&E

Crossposted from the SFU blog at BGG.

Expansive wargames like Federation & Empire often present the player with too much to do when first learning the game. This is normal, but still creates a very steep learning curve when first getting into the game. In F&E, like in most such games, the biggest burden is figuring out what you should be doing with your forces. There’s a lot of ships out there, and six hexes of operational movement gives them a fairly good range. Making things worse is the fact that at the beginning of the game there are a lot of targets out there for the Coalition, who is on the strategic offensive, to hit.

The bulk of the initial targets is the line of battlestations (BATS) along the borders. These are small, but quite capable of cutting lines of supply, holding provinces for the original owner, providing limited repairs, and acting as a forward base for staging counter-raids into your territory. They do need to be taken down, and this should be done as efficiently as possible, as there is likely to be stubborn resistance over the more capable starbases, and possibly the more valuable planets, which will need the attention of as much of the fleet as possible.

Given the number of BATS, and the Alliance’s need to defend more important targets, it is helpful to have a good idea of what exactly needed to take out an undefended BATS with minimum effort. I’ve always been disappointed that I’ve never seen an article discussing this subject. While it is something relatively easy to work out, the number of things that need consideration is still overwhelming for a beginning player.

A BATS has an offensive and defensive Combat Potential (ComPot) of 12, and 6 fighter factors. From worst case (50%) to best case (10%) this permits damage anywhere from 9 to 2 points. On the other hand, it takes 21 points to kill. 12 points to cripple, 3 more to force it to be killed (at least 50% of the smallest available defense factor—middle of 302.61), and the six fighter factors, which are sure to be given up in preference to actually killing the base.

Planning for the worst possible result (rolling a ‘1’ at 0 BIR, giving 10% damage) shows that it would take 210 ComPot to ensure a one-round kill a BATS, an impossibly dense line, and a waste of resources even if available. The opposite extreme (50% damage on a ‘6’ at 10 BIR) would only need 42, a much more realistic force. However, you can’t count on getting that.

What can you count on? Well, at an undefended base, you get to control both halves of the BIR equation (304.41), leaving only the Variable BIR and the final result outside your control. Assuming you pick BIR 8, the worst result is that the VBIR goes down two, and you roll a ‘1’. This is 25% damage, indicating a need for 84 ComPot, which is possible, but a pretty heavy line at the beginning of the game (that would take something on the order of a DN leading an entire line of CWs).

In fact, that’s too good a line to be putting on a limited secondary mission, and is completely impractical. What can be done? Well, the question becomes, why kill the BATS in one round? The reason is to give it less opportunities to fire back and cause damage to the fleet that will then need to be repaired. However, the only way to do high damage is to pick a high BIR, which allows the BATS to do more damage in return. Lowering the BIR will lower the damage done in a round for both sides, it doesn’t actually help with the ratio of damage done, which is what we really want to maximize. So, given that a smaller force will need to spend more time taking damage from the BATS, what can be done?

The magic number is 8. That is the maximum amount of damage a BATS can take before it’s ComPot is degraded on the next round. 8 damage or less can be taken as one or two SIDS which have no effect on the BATS’ performance (308.83). The ninth point would be a plus point, which would have to be resolved on a fighter, lowering ComPot to 17 for the second round. Around about 12-14 points is best; at that point the BATS must either cripple to preserve fighters (lowering ComPot to 6+fighters), or it must lose extra fighters over what the crippled side can hold (and absorb damage with).

At max BIR, the minimum result (25%) demands ~36 ComPot to get a minimum 9 damage (say, a CA, and 4xDD). A more average result would be in the middle of BIR 8, or around 35%, and would generate 12 damage, right into our sweet spot.

Now, the BATS should be doing 5-7 damage at this point (more at higher BIR, but I’m sticking with the BIR 6 and 8 examples I’ve been going through). That’s crippling a ship, or two if the force is mostly FFs. This could turn into a noticeable drop in ComPot if you hold the cripple off the line in hopes of not having to damage anything on the second round (thanks to a high smallest defense number). It should still be enough to take the weakened BATS in one round, however.

However, it needs to be noted that we’re looking at a total of about 6-12 total incoming damage. Most BATS-busting in the early game falls upon the Klingons. The early D6V/TGV and FV carrier groups are given short shrift because of their low density (because there’s no large escorts) and the not-quite-a-ship-equivalent 5 fighter factors on the large carriers. The low density tends to make them ill-suited for large base battles, where damage needs to be poured out to wreck the enemy fleet as fast as the attacking force takes it. This makes them available for missions like this. A [D6V+E4A+E4A] and [FV+E4] is 25 ComPot, which, at max BIR will do 9+ damage 50% of the time, and can aborb 9 points of damage itself before taking any permanent harm.

Adding a free scout (to get rid of the EW penalty) will make it 2/3rds of the time. Making sure of 9 damage at max BIR without a scout needs another 13 ComPot—say two D5s. With the scout lowers it to 9 more ComPot; if you put a F5S on the line, this drops to 7—one D5.

This is great in theory, but there’s generally not enough carriers at the beginning to cover all the targets. All that can be done is to make do with what there is. However, it does provide motivation to use the Klingon’s free fighter factors filling out the carrier force until the better escorts and carriers show up.

└ Tags: bgg blog, F&E, gaming
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