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SL294 Operation Stabilize

by Rindis on January 5, 2017 at 12:00 pm
Posted In: SFB

Crossposted from the SFU blog on BGG

Just as Patch and I were gearing up for an SFB battle in Y159, I got Captain’s Log #42, which featured a scenario set in Y158. Mark and I found time to give it a try this last Monday, since we were both still off work for New Year’s. We had a lot of catching up and chatting to do, which was great, but did hold us to only getting four turns in.

One particular action early in the operation involved two Hydran frigates: the Brazen and the newly commissioned Catkiller. The Catkiller was one of the first of the new hellbore-equipped ships. The two frigates were returning after not having found anything worth attacking when they picked up a small Lyran convoy nearing a base station. The frigate commanders diverted to attempt to destroy the convoy before it could reach the station. The convoy’s escort, a Leopard destroyer, had been called away to another location during the earlier stages of the Hydran raids. Those Hydrans had been driven off before it arrived. It returned to its original mission just in time to attempt to protect the freighters from the Brazen and Catkiller long enough for the convoy to get under the umbrella of the base station’s weapons.

It’s yet another battle that features early use of the new hellbore torpedo, though it doesn’t headline the scenario the way it does for “Where Wisdom Fails” or “Catching Hell”. We had to review the hellbore/ESG interaction rules, since they just haven’t come up for our group before. The setup is on two maps, with the freighters about 50 hexes from the base station, and the DD actually a few hexes in front of them, while the Hydrans come on the board 26 hexes away from the freighters and slightly in advance of them. While the BS’s ph-4s can reach that far, they don’t do much (or possibly any) damage at that range, and lending EW only works out to 15 hexes, so it’s mostly an appropriate ‘end goal’ for much of the game. Victory is with a unique schedule of points that mostly revolve around destroying cargo boxes on the freighters.

Mark had the Hydrans went fast the first turn, 21, while the DD went 15 with one overloaded disruptor, and the freighters kept together at speed 10 (which is the best the F-S can do without turning off fire control completely). The initial pass weakened shields, and I did a few internals to the CU, knocking out a phaser and a little power, but no more than that.


The main action after Turn 1.

The second turn featured some slowing down to charge everything up. I interposed the DD between the Hydrans and freighters, and was about to announce the ESG to force him to turn off (since the hellbore had fired last turn) when Mark did so anyway. In the maneuvering that followed, he got a few internals on the DD and took out a disruptor and the ESG, which gave him greater freedom to maneuver.


End of Turn 2.

Mark pounded the small freighter during turn 3, and completely depowered it. The main action over the next turn was grabbing the large freighter in a tractor and trying to haul it back away from the BS, since it was nearly to range 15, where it could loan ECM, and the ph-4s on the base would get even more dangerous. However, this was a slow process, as the F-L was larger, and still going at a good speed. Given a little time, he could depower it some more to help, but the DD would eventually come back to help. Meanwhile, the DD had tractored the F-S, and was hauling it closer to the base.

It’s hard to say just where the scenario was going at the point where we had to leave it. Certainly, if Mark managed to completely destroy the F-L, he’d have 93 points (including destroyed cargo on the F-S), but both of his ships had been damaged, for a final total of 83, and a Tactical Victory. However, since the DD was in generally good shape (though with two down shields), it would not be that easy. Quite likely, at least one of the frigates would be crippled, which would drop him down to 68 points and a Marginal Victory. If I drove him off with the F-L, say, half-destroyed, that’d be… (call it 28 cargo vs. two crippled frigates) -8 for a Tactical Defeat. I’d say we were headed for a draw or Marginal Victory for him.

It’s hard to properly protect the freighters, but Mark was rightly worried about the fact that they were getting closer to the BS (which is why he tractored the F-L). Sacrificing the DD will actually work if it can buy enough time to save the freighters. Mark got lucky that the ESG was hit early, before I had a chance to use it, but the HN had taken 14 internals, and the CU had taken 21, including the hellbore, and the Scanner was down to ‘5’. The DD had taken 11, but its shields were in better shape, and it was about to repair the second disruptor as a range-10 version. It’s easy to ignore the BS in the early game, but it should be taking some potshots with the ph-4s and the disruptor, while keeping self-generated ECCM up.

└ Tags: bgg blog, gaming, SFB, Y158
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SM2 The Space Amoeba

by Rindis on December 18, 2016 at 12:00 pm
Posted In: SFB

Crossposted from the SFU blog on BGG.

Last year, after running through the first SFB monster scenario, I figured I’d try to run through one of those each ‘game calendar’ year. Recently, Patch and I started up the ‘main’ fight for Y159 for us, so while I was down visiting my dad, I started up this scenario, which is loosely based on the original series episode “The Immunity Syndrome”.

It’s mostly an exercise in the lab and research rules. The ship needs to generate research points, and when it has enough, it rolls for a random method to win the scenario. Shuttles, probes, and special sensors can also aid in this (scouts and survey vessels have a fairly easy time with this scenario), and range to the monster matters for how much information is collected. In the meantime, the monster does damage to the ship by rolling on the same information table, but scores damage from it. It only does one point of damage to shuttles each turn, but it also has MCIDS, so they are unlikely to live at range 3 or closer.

This leads to some timing issues: You base information (/damage) off of your ‘closest pass’ during the turn, but don’t resolve it until after the impulse sequence is over (which is natural, under the circumstances), meaning you have to record that info, and update it as the turn progresses. In this case, you also have to keep track of what shield the monster was on when you first hit that range, as that’s where damage will be scored. The major question is at what point in the turn sequence is the damage done? If it’s step 8C, Final Records Stage (when information from the labs is rolled, using the same table), then it happens after shield repairs are done (8A).

The minor (nitpicky and technical) question deals with what part of the impulse is range for information gathering determined in? A ship could tow a shuttle into range three, and then use the Special Landing Procedure to get it back out again (or just get it into the ship, which is also at range 3). Since MCIDS is in the Direct Fire Weapons chapter, it should fire at that point, and would get the shuttle out of harm’s way before MCIDS fires (though it does specifically fire at anything about to hit it during the Movement step, so maybe MCIDS doesn’t ever fire in 6D?). The only lab function that takes place during an impulse, identifying seeking weapons, happens in 6B4, which implies to me that range for information purposes might be best resolved then, which is before the shuttle shuts down as part of the landing procedure in Step 6B8.

A year ago, I was thinking of just going with Kzinti cruisers each year, and watching them upgrade. But currently I’ve been playing as Lyrans (I’ve got a Lyran squadron in the current fight, and should be playing as them against Mark soon), so I thought I’d get some time in on their CA. That may have been a mistake. It’s a good combat cruiser, with a higher-than-normal BPV of 131 (reduced for being before ESG capacitors), but it only has two shuttles and four lab boxes, meaning it doesn’t gain information particularly fast, but at least it has good shields. This meant that I needed 419 points from the labs instead of the normal 400.

Another wrinkle is that shield reinforcement doesn’t work on damage from the amoeba, so the only way to resist shield damage is by using damage control to repair damage done. Finally, the entire scenario is on a timer, after 20 turns the amoeba splits, and information gathering has to start over on both of them. So retreating out of range for a while to repair shields isn’t really an option either.

I initially approached at speed 18 to get close to the monster on the first turn, and then went speed 12 for the rest of the scenario, as that is a handy speed for managing shuttles (going faster than 12 makes it possible to kill your own shuttle once tractored, though good timing can still avoid that). The monster only goes speed 4, but moves completely randomly, meaning that it can be hard to get exactly the pass you want. With only two shuttles, and one of the possible solutions being a suicide shuttle, I flew them very conservatively to keep out of MCIDS range, and then played lots deck crew games to repair the shuttles in rotation.

By the end of turn 7, every shield had taken significant damage. #3 and #5 were nearly down, and were out of action for the rest of the scenario. A range 0 pass on the amoeba caused a 20-point hit on shield #1 while generating 40 points of information, and then I took the damage on #4 the next turn, which took out about half the shield, but only generated 4 points of information. In fact, the monster tended to roll slightly better on the table than I did for much of the scenario.

After that, I tried keeping to further passes, accepting slower information gathering (and trying to rely on the two poor shuttles more) while working the #2 and #6 shields, and concentrating repairs on them (and eventually all on #2 after a bad turn put it most of the way down, but #6 held out for a while). Turn 8 saw the use of the last probe (the fifth one being kept in reserve, as it is needed for one of the possible solutions), and I was getting worried about the time limit.

Eventually, another close pass (range 2, closer than intended) got a good roll, while doing minimal damage to shield #1 (8 out of the remaining 13), followed by two more good rolls got me to exactly the 419 points needed at the end of turn 16.


Log of information gathered during the scenario.

The roll for the solution… 3! Do 200 points of damage to the monster to destroy it! …I was really glad to not get the ‘try again after another 100 points of information’. Between the damage and timing, that probably would have been a loss. I had already done 34 points early in the game (up to 50 points are allowed without voiding one of the other results), and now I overloaded the disruptors, released the ESGs, and did a range 1 pass that did 154 points of damage and knocked my #6 shield down to two boxes. The next turn, I went back and at range 1 finished it off with a second volley. That also collapsed the #2 shield, and if the damage should happen before the repairs, took two internals (F Hull and an ESG).

I spent quite a while on this scenario, playing one or two turns at a time. Once through the initial setup, and done getting into the groove, it was fairly tedious, and too much of an accounting exercise to really enjoy. I should also note that the random movement of the monster also tended to be biased in direction ‘1’. Over the course of 18 turns, it moved from 2115 to 2001. There was a fair amount of wandering back and forth (it went 14 hexes in 18 turns at speed 4), but it did keep drifting to the top of the board, and it was happenstance that I didn’t need to adjust things at the end. I don’t even recommend this as a good way to get used to operating a ship, as there’s too few demands on power. On the other hand, it is very good for getting used to maneuvering a ship, and possibly using shuttles more.

└ Tags: bgg blog, gaming, SFB, Y159
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F&E Vassal Module 2.0

by Rindis on December 14, 2016 at 12:00 pm
Posted In: F&E

Crossposted from the SFU blog on BGG

After way too many delays, version 2.0 of the Vassal module for Federation & Empire is officially out, and available for download from ADB. There have been some small fixes over the last few months, but mostly I’ve been trying to get the gumption to get extra scenario setups done. It’s past the point of delay for no gain, so the module has been released without all of them done.

New features of 2.0:
* Both regular and large-scale maps.
* New counter art, which is easier for me to work with than the old set.
* The ISC, LDR, Vudar, and Seltorians are in the main module.
* The stack viewer counts ships and SEs. This isn’t nearly as good as it sounds because I can’t do the 0.5 for cripples, but it will be easy to update if/when Vassal becomes able to do it.
* Captured ships can be flagged to their new owner, and show up in the tracking under the owning empire.
* The regular map features sector and cordon borders as layers that can be turned on and off as needed. (This ate the memory of most testers on the large map, sadly.)
* All bases, and ships with multiple EW settings, can be set to their current usage, which will adjust the AF in reports.
* Combined MON+pallet and TUG+pod counters are in the module.
* New markers added, such as ‘Free Strat’ to note just built/repaired ships.

You can see the look of the new module, and the large-scale map in my reporting on Bel and I’s game of the Four Powers War.

Scenario setups are included for the first few scenarios of the General War in both sizes. The small map also has setups for the Maelstrom and Winds of Fire. Future releases will include setups for 4PW, ISC conquest, and Minor Empires (note that the initial Seltorian force is already present in these setups, allowing you to use them when your game gets that far) for both size maps.

The zip file also contains a PDF explaining some of the fine points of the module.

Before I go, I’d like to mention that it’s a little annoying that even at 50 pixels, the counters are so small. Just about every base hull is a different graphic, but many of the differences just aren’t visible at that size. So, here’s a few counters closer to the size I see them at in CorelDraw:

Please, feel free to make comments and ask questions!

└ Tags: bgg blog, F&E, gaming, Vassal
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R vs B Alliance Turn 14 in Review

by Rindis on October 15, 2016 at 12:00 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

Sorry for the delay here, but Bel got a new job that promptly ate a few months of his life. He seems to be back, and hopefully we’ll have semi-regular reporting again.

The Alliance economy continues to do well, with income up 3.4 EP from the previous turn (this is mostly from the Kzintis, though the Hydrans had a couple of disrupted provinces to offset a small loss in the Federation economy).

The Kzintis finished setting up a new PDU on 1504 and built their full schedule, including their third CVA, and converted their Z-D5 to a D5S. The Federation canceled all but five FFs in an effort to start catching up on cripples, while building a CVA and CVS. Y175 sees the introduction of the NAC, the best escort the Federation gets (still not as good as the D5A or MEC), and I produced four while converting two others to start getting heavier Federation carrier groups.

The Kzinti concentrated on reclaiming their last planet in 1105, and sweeping the Lyrans out of their territory. This also involved strikes at 0404 and 0707 to pin reserves, hitting border BATS 0504 on the way.

Meanwhile, the Federation did not do much of anything near Kzinti space, preferring to strike at southern Klingon space, and cut off the Tholian Border Squadron SB from the main grid. Operations against the Romulans were confined to the eastern end of the border, where the Romulans were upgrading a new mobile base to a BATS.


Kzinti offensives.


Operation “Mortain”.


Operation “Onion”.


What passes for activity in Hydran space.

Battles:
2015: Klingon: crip F5S
2214: Klingon: dest F5E, crip D5, D5V, AD5; Federation: dest CC, DE, crip CL, capture planet
2216: SSC: Klingon: dest D7; Federation: crip FF, capture planet
1918: Klingon: dest BATS
2518: Klingon: dest F5, planet captured
2318: Klingon: 4xSIDS, crip D6M, 2xD5; Federation: dest DN+, FF
0519: Lyran: dest cripFF, planet captured
0702: SSC: Lyran: retreat
0404: Lyran: dest DW, FRD, crip 2xCW; Kzinti: dest BC
0504: Lyran: dest BATS
1106: SSC: Lyran retreat after no damage
1105: Lyran: dest 2xDW, FF crip CL, 2xFF; Kzinti: crip CM, MEC, capture planet
1004: Lyran: crip CWE
0904: Lyran: dest 2xCL, FF, cripFF; Kzinti: crip CM
2716: Klingon: crip D6, 2xD5, F5L; Federation: crip NCL, 2xFF
2815: Cloaked evasion
2914: SSC: Romulan: dest K5
3113: SSC: Romulan: dest SN
3812: Romulan: crip SN; Federation: dest CA, FF, crip FF
3912: Romulan: dest SP, WE, SK, crip 3SK, K5L, 2xK5; Federation: dest CL, 2xFF
4010: Romulan: dest BATS; Federation: dest FF, crip FF
1808: SSC: Klingon: dest cripD5
1609: Klingon: crip D6, D5; Kzinti: dest FF, crip FF
0707: Retreat after refused approach

NZ planet 2214 changed hands again as USS Napoleon showed up with a slightly larger fleet than was with C8V Vindicator. While I won, and did more damage, Bel is getting aggressive with mauling valuable ships.

I was a little surprised that Bel took 4 SIDS on the SB in 2318 in one round, but it is probably the best choice. Most of his available fleet was cruisers, and if I can keep interrupting the supply grid in the region, the SB will fall given some effort anyway. I had two DN+s, so he mauled the one on the line.

Bel has had a crippled Lyran SC garrisoning the edge of Kzinti space (after it got away from a BC last turn), and a poor roll (2) allowed it to get away from the DD I sent to kill it.

The Lyrans had to suffer another 6/1 split in die rolls at 0404, allowing the Kzinti to do more damage while fighting at a defended SB. The Kzinti fleet retreated on top of neighboring BATS 0504 and blew it up, leaving only one Kzinti border BATS left.

There were three small combats near the 7th Fleet SB, and the Romulans blew their cloaked evasion rolls on two of them, and then had poor SSC rolls to lose two out of five ships without even forcing a retreat from the Federation ships.

The MB upgrade in 3912 was a primary target, but after passing approach on the first try, minimal rolls left me unable to direct on the MB. I pulled out after three rounds before I dug too deep into the ships that are needed to defend my SB and planet 3711.

Turn 14 scoring:
Coalition: 369.8 EP (x2) + 555 (bases) + 569 ships (/5) + 100 (Hydran Capital) = 1508.4
Alliance: 336.8 EP (x2) + 475 (bases) + 550 ships (/5) = 1258.6

Difference = 249.8 Major Coalition Victory

Regaining the Hydran capital puts the score back to being comfortably in the major victory category. However, the situation isn’t as good as it was even a year ago when the Romulans joined (291).

Amazingly, the Federation overall lost seven ships this turn, though the Kzintis made up for that with an eight-ship increase. Meanwhile, all three Coalition empires lost shipcount. The loss of three Coalition bases also did much to erode the score.

Much more importantly, a decent chunk of Klingon space is cut off from the main grid. He should be able to restore it, but since the best base-to-base distance in the area is now 5 hexes, it should be easy to keep cutting it off each turn.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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The Four Vassal War Alliance Turn 5

by Rindis on June 7, 2016 at 12:00 pm
Posted In: Four Vassal War

Crossposted from the SFU blog on BGG.

The Alliance gained 0.8 VP for holding four Lyran provinces at the beginning of the turn. Three were held by the Hydrans who had been left alone by the Lyrans, while the fourth was held by the Kzinti, thanks to a poor SSC roll last time. That had also stranded an important part of the Lyran fleet out of position, which was to have grave effects.

Construction was fairly normal, though both the Kzintis and Hydrans showed defensive concerns upgrading planet defenses, and the Hydrans built a new Monitor (for 0519), and provided all their monitors with carrier pallets.

Builds:
Kzintis: BC, 2xCL, DD, 3xFF, 3xPDU upgrades
Hydrans: DG, 2xKN, CR, 2xCU, MON, 3xMPV, RN->LM, 2xPDU upgrades

Both raids hit the Lyrans again. The Hydran raid continued to pick on province 0107, but the called up POL forced a retreat. Meanwhile, the Kzintis tried to raid a hex that already had a POL, but I was still able to call up a POL and the pair of them crippled the Kzinti CL.

Movement was brutally direct: Bel moved just about everything available onto the two main Lyran SBs, while avoiding contact elsewhere. On the Hydran border, this was simple, and expected, as major portions of the Hydran fleet were still adjacent to the SB. In Kzinti space, Bel first first pinned my main fleet in front of the SB before moving everything else in. I had managed to pin a couple of his larger scouts out before that, but it was to be of little real use.

This left me with one active reserve (one being pinned in 0404, and all the Klingon reserves were well out of range), which I sent to 0404 in the hopes of saving the Kzinti-border SB.


The Kzinti assault.


The Hydran assault.

Combat:
0705: SSC: Lyran: POL destroyed
0604: Lyran: Crip CA; Kzinti: crip CLD
0404: Lyran: dest SB, 2xCL, 5xDD, 8xFF, (stored) MB, crip BCE, 2xCA, 4xCL, 4xDD; Kzinti: dest CC, 5xCS, 3xCD, CL, CLG, 2xFF, SF, crip DNE, 2xTTB, FF, SF, DF
0504: Lyran: crip 3xDD; Kzinti: crip BC, CL
0411: Lyran: dest SB, DD, DDG, FF, POL, SAS, FTS, (stored) MB, crip CC, CA, 2xCL, CLG, DD, capture LN; Hydran: dest TGB, TGT, DG, PT

0404 went seven messy rounds before I retreated behind the barely surviving SB, with both sides at max BIR, and generally getting high rolls. The Kzinti generally had 9-11 EW available, and I had to boost the SB’s EW just to keep the die shift to -1. I contemplated directing on the CDs to lower the EW deficit, but dropped damage to try and force the Kzinti fleet off. He did self-kill a couple at the beginning, and I should have followed up by killing another after that. Bel should have killed the CLS I put on the line to force the -2 shift, or forcing my SB to minimal ComPot. He did a troop assault every round, and managed to kill the inherent G. As I didn’t have any troop ships in the hex, I bought a G for the SB a couple rounds before letting it go (they both did their job of absorbing a loss/SIDS).

0411 didn’t have sufficient forces on it after last turn’s assault; I had planned for the reserve to go there, but saving 0404 seemed the safer bet. However, the Lyran 2-EW SCs and poor Hydran EW allowed me to generate a -2 shift on the Hydrans. This time I concentrated on killing key units (mostly tugs) for four rounds before retreating behind the SB.

The Lyran fleet is is really bad shape (there are four uncrippled DDs left), but Alliance losses have generally been bigger, and it’s possible for them to get going again. But the Klingons are going to be carrying the war for the Coalition in the meantime. Last turn, I was expecting to see not a lot of major moves; I’m going to have to figure out how to get out of this hole.

Destroying a SB is 8 VPs, and incurs another 8VP penalty in bases that need replacing. Both our totals for enemy ships destroyed have shot up, though I retain a healthy lead there. Technically, my repair needs are down, and the Klingons are about to get to cycle through a number of them, but the Lyrans won’t have much to do.

In all, the Alliance is up to 142.4 VPs, and most of it isn’t going away. With all the ship kills, the Coalition is up to 113.85 VPs. This is near the top end for a Minor Victory for the Alliance, and if they can keep up this kind of momentum, might have a chance at a Major victory.

└ Tags: 4VW, bgg blog, F&E, gaming
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