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SM1 The Planet Crusher

by Rindis on November 30, 2015 at 8:53 pm
Posted In: Boardgaming, SFB

Crossposted from the SFU blog on BGG.

I’ve been thinking of doing a bit more SFB for a little bit. And then airjudden talked about having gone through all the monster scenarios from the Commander’s rulebook some time ago, and posted a solo game against against a new one.

I’ve occasionally thought about trying some of the solo monster scenarios out. And with some vacation time available, he inspired me to go through with it.

This is part of my group’s plays, so the date is Y158. Starting at the beginning, I went with SM1, which features a monster inspired by the episode “The Doomsday Machine” (but not nearly so tough). I’ve been wanting to get back to the Kzinti, and went with their main cruiser of the era, the Strike Cruiser. (The better CA and CC classes exist, but there’s more CSs than CCs and CAs put together. The first BC will be converted from a CS in about two years.) This meant ignoring SM1.432, which states all drones are speed 20 (such technological marvels are a decade away).

Paying for Type II/V drones wasn’t worth considering. With MCIDS swatting down up to three drones an impluse, speed 12 wasn’t worth the 0.5 BPV per drone. (In general, I’d think speed 12 should be 0.25 instead of the same 0.5 of speed 20, but I suppose the idea is that ships are slower in this era.)

Speaking of slow ships, the CS only has 27 warp, limiting it to speed 28 (with the one point of impulse thrown in). And it only has two disruptors and two ph-1s; the main weapon is pretty much the drones, which I can’t count on.

Starting to wonder if this was really a good idea, I looked over the details. You can’t fire on the monster unless at range six or closer (there goes the idea of softening it up first). And it fires at range six or less, with no adjustments for range, and no effect from EW. At the top end, it does 35 damage—ouch! That’s starting to look like a ph-4.

But the low end is only 10 damage… and it only fires once per turn. Since there’s no reason not to go to point-blank range, the real primary weapon of the CS comes out: 10 ph-3s. And at speed 6, it’s much slower than the CS. The robot rules move it towards the planet unless a ship is within two hexes, at which point it’ll pursue that ship like a seeking weapon.

I pondered loading up on transporter bombs. It wouldn’t be too hard to get the planet crusher to run over them, but the extra BPV cost would up the amount of damage I needed to do to defeat it. So I went no frills; just a stock CS with no commander’s options. With a BPV of 116, the balance formula said I needed to do 186 damage to it, while I would lose if it did 200 damage to the planet it was headed for. I contemplated that if things went poorly, and I needed time, I could let it get to the planet, and chew on it for at least five turns. Assuming the inhabitants were non-Kzinti natives, this should be acceptable to the Hegemony—unless the natives were especially tasty.

With little to fear with a set up on the far side of the map (with the target planet at the upper middle; I went speed 23, charging phasers, fire control on, shields at minimum and no disruptors. I headed more-or-less straight at it, while it mostly headed straight up, with a couple hexes of direction B thrown in, ending at range 16.

I randomly rolled for all planet crusher movement that had two possibilities. One thing I’m not sure of is where in the movement order it goes. I judged it as a ship, so it went first, as I was always moving faster—except when it was in range two of me and ‘pursuing’ my ship, then it gets the ‘no you go first’ exception. It might make sense to rate it as a seeking weapon (targeted on the planet) at all times.

For turn 2, I put disruptors to standard loads, planning on overloading them off of battery unless I took a bad hit, put shields to full, and went speed 25. I immediately turned to heading F to get ahead of the planet crusher and came in, showing my #6 shield. We both moved on impulse 16 and hit range 5.

A ‘3’ did 25 points on the 22-point shield. I spent one battery on reinforcement, planning on using the other 4 to overload the disruptors. Disaster! The two internals hit a phaser and disruptor! I took the left side disruptor and ph-1, since the next pass would certainly be off the right side.

I turned in, and on impulse 22, entered its hex. The planet crusher would have also moved, but in pursuit of my ship stayed where it was. I launched four drones and all forward-facing weapons.

Well, almost. I forgot about the two 360 ph-3s until I noticed my power wasn’t balancing on the follow up shot.

MCIDS fired at the first three drones… and missed! My overloaded disruptor automatically hit at range 0 for 10, the ph-1 did 7, and the ph-3s did 15. The next impulse, the drones hit for another 48. The impulse after that, I finished my overrun and did another 21 points with the remaining 6xph-3.

101 damage and delayed the monster a hex. Not a bad turn’s work.


Turn 2, showing Impulse 16, with movement from beginning to contact on impulse 22.

At the end of the turn, I was still at range 6, which meant I knew it would fire on impulse 1, and hit my #4 shield. I partially recharged phasers, overloaded the disruptor, recharged batteries, went speed 9 and put 8 extra power in the the shield. That would block anything but a ‘1’, and the five batteries would stop that if needed.

A ‘5’ did 15, putting 7 points on the shield. I turned around, executed a snap-turn (slip in one direction followed by a turn in the opposite direction, and then fired at range three on impulse 25 (which kept the weapons clear for turn 4…). The disruptor missed, but the bearing phasers did another 10 points of damage.


Positions at end of turn 2 and turn 3 impulse 25.

The planet crusher went in direction B for its next move allowing me to slip into range 2, and then get to range 1 on impulse 32. It moved into my hex for the end of the turn, where I launched a second set of drones, only to watch the MCIDS instantly kill three of them….

Wanting to be able to get back out of its seeking range, I went speed 13, overloading the disruptor, charging all phasers, and putting 8 onto #1 for the same plan as last time (it had been a stronger shield, until I dinged it with that overload on the first pass…).

The planet crusher did 20, putting 12 on the #1 shield, and I immediately added two more with feedback from an overloaded disruptor. That did 10, the ph-1 did 6 and the six bearing phasers did another 22. On impulse 3, I moved out of the hex and did another 15 with the rear ph-3s for a total 65 damage for the turn.

Sadly, while it followed me, it chose a direction that didn’t lead away from the planet. I danced ahead of it a little, but finally got out of seeking range and paralleled its course until the end of the turn, where I turned in to get to range 2 off my shield #2.

I went with much the same plan as the last two turns, with speed 9 and 10 reinforcement on shield #2. The planet crusher rolled ‘6’ to not even hurt the shield, and moved into it, doing another 40 damage with the right-side weapons.

Total, 216 damage. Creature destroyed.

It really is a pretty simple creature to deal with. Slightly random movement helps give it some more interest. I thought I was in trouble when those two internals took out important weapons, but the complete failure of MCIDS after that more than made up for it. The fact that it never rolled less than a ‘3’ also helped a lot, but I was reasonably well prepared for that after the first pass.

I note that the rules state that the creature gets one shot per turn at each ship present (when it gets within six hexes), so I’d think taking a frigate squadron against it might be a pretty stiff challenge.

└ Tags: gaming, SFB
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SH126 The Sally

by Rindis on July 25, 2015 at 5:25 pm
Posted In: SFB

Crossposted from the SFU blog on BGG.

Patch and I decided to turn back to SFB a little while ago, finishing off a project that our group had been stuck on for a while (more on that in a bit). This particular scenario is the third of a set of three in S2 that has Klingons vs the LDR in Y157 (pre-gatlings).

“Captain Kruze had been watching the Hydran border for months, with no activity, when word reached him that the LDR had initiated hostilities. Kruze’s frigate squadron was the northernmost on the Hydran border, and having just left the base at the angle where Klingon, LDR, and Hydran space conjoined, he was in excellent position to sally into LDR space. Kruze intended to raid LDR shipping and avoid a decisive engagement. He found what he thought was a convoy and moved to attack.”

However, Kruze had found an LDR force of armed freighters (three small phaser-armed, and two large disruptor-armed) accompanied by two police ships. It doesn’t look like much, but there’s a lot of weapons in there. The Klingon squadron consists of an F5C, F5, and E4. Both sides cannot disengage at first, with the LDR only being able to disengage at all when both F-ALs are crippled or destroyed, and any Klingon ship only being able to disengage after being crippled.

I had the LDR and decided to load the POLs and F-ALs up on transporter bombs, and started each one with a suicide shuttle armed and ready to go (leaving the three shuttles on the F-ASs for point-defense and group protection if it should come down to that). I started with everything going speed 12, while the Klingons moved in at speed 19. I started in a pretty loose formation, and then tightened it up with sideslips, but Patch split off his F5C about halfway through the first turn. I turned for the larger group, as the F5C’s shields are tougher. A little later, Patch hit with three out of four disruptors to nearly take down a shield on an F-AS (not bad at range 13 with a +1 shift!). The F5C followed up and got one point in (hull…). As he turned away, I volleyed all six disruptors at the E4 and nearly got shield 2 down on four hits. We both followed up with Ph-2 shots, but range and ECM were problems. The F-ASs finally got an internal on the E4 after firing all phasers, and got a lucky R Warp hit.


First pass.
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└ Tags: bgg blog, gaming, SFB
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Where Wisdom Fails – Part 2: The Pursuit

by Rindis on December 12, 2014 at 6:59 pm
Posted In: SFB

Crossposted from the SFU blog on BGG.

[See Part 1.]

Patch and I did the second scenario of the UL2 mini-campaign this Tuesday.

I knew, going in, that this was going to be bad. It wasn’t until I started looking at the DG again for repairs that I realized how bad.

The idea is that there are three Klingon ships available to counter the two-ship Hydran raid that assaulted their BATS. The raiding ships head their separate ways, trying to lose their pursuers, and the Klingons also split up. In the campaign structure, each Hydran ship goes through two follow-up scenarios, “The Pursuit” and “The Ambush” against either a D7 and F5 or a single D6.

In my case, only the Dragoon survived, so all three Klingon ships were present. As there is no time to visit a base, the only repairs allowed are the standard Continuous Damage Repair set, which on a cruiser is four boxes, and pulling out spare shuttles, which gave the DG its full complement of shuttles and a second fighter (there had been one recovered during the first scenario). And all shields are repaired, which was good, since the DG only had two left in decent shape.

I had already repaired one Warp box during the previous scenario, and so selected two more Center Warp and one of the hellbores for the rest of the CDC.

Because of the unbalancing caused by the newer base rules, I also did a round of Emergency Damage Repair as if I had done it on turn 0. There were only three labs left, so I eliminated the top ‘4’ box on the DamCon track for chances to repair another C Warp, Ph #3 (FA+L) and another hellbore.

All three repairs succeeded, giving me 27 power (19 warp), two phasers and three hellbores. I had 10 turns to disengage by separation from all Klingon ships, which meant finding some way of slowing them down significantly.

The best I could manage was speed 14, arming all three hellbores and holding a suicide shuttle. The Klingons start 10-11 hexes behind the DG, and all went speed 22, putting up 1 ECM and one 1 ECCM.

I ran straight for a few impulses, and the D7 and F5 (which start on either side of the DG) started sideslipping in, and so I turned to the left, to bring the what I had to bear on the D7.

We both opened up at range three on impulse 11. The Klingons launched drones, and I launched the suicide shuttle. The D7 fired the five bearing phasers (mostly 5s and 6s), and hit with 3 disruptors, to do 7 internals through the #5. The DG fired both hellbores on that side, but one missed (again!) to seriously dent the weak #4 without actually bringing it down.


Impulse 11; too expensive, and no meaningful result.

I turned off after that, but I couldn’t afford internals at all and lost 6 power, and the one bearing phaser in that exchange. I could have set up a longer range pass, but wanted the hellbores in the 15 damage bracket… not that it did me much good.

Patch took a couple of phaser shots to kill the shuttle before he reached it, and the D7 managed to get back onto the #5 shield to do another 3 internals (a ‘6’ at range 3…) to knock out another power.

I then turned the other way to get the #5 away from him, and fire the third hellbore at the F5. I hadn’t counted on the #3-5 shields being equal, so even with a hit, it didn’t do much. I launched the two fighters at this point, since they had a chance of living until they could fire as long as he concentrated on the ship.

He managed to pick off one of the fighters while all the disruptors on the D6 and F5 fired on the DG with two hits at range 1 (!!) The D6 then tractored the DG and then fired bearing phasers, which rolled only slightly better and the disruptors to put 15 internals through the #4 shield. The F5 followed up several impulses later with the RX phasers for another 12.

At that point, I was down to four power, a FA ph-2 that had never been hit (never bore on anything…), a probe launcher I didn’t have the power to arm, and two shuttles. We called it at the end of the turn for a Klingon Substantive Victory.

In the more ‘normal’ form (D7 & F5 vs a DG with about six internals) it should be a challenging scenario. The hellbores will punch through the weak rear shields fairly easily, so some lucky hits can definitely give the DG a real breather. Though its top speed is 28 (only 27 warp), so getting away from speedy Klingons is a problem.

We’re going back to our usual ASL next, but hopefully we’ll be playing SFB a little more regularly next year.

└ Tags: bgg blog, gaming, SFB
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Where Wisdom Fails – Part 1: The Attack

by Rindis on December 2, 2014 at 2:01 pm
Posted In: SFB

Crossposted from the SFU blog on BGG.

Patch and I regularly game online, and we decided to have another SFB outing a little while ago. I’ve been going for a ‘historical order’ system, to see how things evolve, and we’re currently in Y157, which is the revised date for the mini campaign in Captain’s Log #4.

We decided to go full-bore with revised rules for this old scenario, which was probably a mistake. Bases were made much tougher in the 1999 version of Advanced Missions, and the first scenario isn’t balanced for that, and we’re not good enough to need bases being made tougher in the first place.

At any rate, Patch took the defending Klingons, who just have a Battlestation (BATS) with reinforcements arriving on Turn 6, and I took the Hydrans, who are testing out the Hellbore Torpedo by assaulting the base with a Ranger (RN) and a Dragoon (DG).

My initial plan was to start bombarding the BATS from just out of overload range, since Hellbores are good moderate range weapons, and Fusions act the same from ranges 3 to 10.

I went in somewhat slow to get the 9-10 bracket with the RN while the DG lagged behind. Towards the end of the turn, the BATS opened up with disruptors and a pair of Ph-4s, hit with both disruptors and got ‘1’s with both phasers to take the RN’s #1 almost halfway down. Patch followed that up with another pair of Ph-4s for 10 more points (1 & 4) and a total of 23 on that shield. In return, the RN missed with two Fusion shots before turning off to show the #2. The DG then hit with one Hellbore, which was absorbed by general reinforcement.

For turn 2, I stayed near speed 10 with both ships, with the idea of continuing the bombardment for a turn. However, I launched all twelve fighters while the BATS launched a shuttle on impulse 1. Patch followed up with a second shuttle on impulse 3, while the RN did the same, BATS shuttle #3 launched on 5, and #4 (and last) on 10.

Mid-turn, Patch used a couple Ph-4s to auto-kill two of the Stingers. A few impulses later, the Stingers and shuttles exchanged fire, killing three of the shuttles, and damaging (but not crippling) two of the fighters. One was a point short of crippling though, and missed with both Fusions at range 5 on a +3 shot before turning off to find the RN.

On impulse 22, the remaining fighters hit ADD range, and the base started picking them off with that. (There was some mix up as Patch didn’t realize that it took time for the rack to switch from one magazine to another at first.) The BATS opened up on Impulse 25, firing overloaded disruptors at two of the Stingers, killing them, and a pair of Ph-4s at the DG, putting 23 points on its #1.

Two surviving Stingers made it to range 1 on Impulse 27, and I should have fired with both of them, as the Ph-3s opened up at that point, but I only fired with a damaged one, doing a total of 6 points through a +2 shift. The DG fired two Hellbores the impulse after, and missed with one, putting 15 points on the #5 shield the fighter had weakened and sandpapering 3 off all the others (except #6 which was reinforced).


Impulse 28, DG misses with one Hellbore, but weakens shield #5.
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└ Tags: bgg blog, gaming, SFB
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Combat Patrol

by Rindis on October 19, 2013 at 10:19 am
Posted In: SFB

It’s been entirely too long since our group has managed any Star Fleet Battles, so Patch and I started a game on-line a while ago. Our current play-date is concurrent with the short Gorn-Federation War, so we used the excuse to actually use the Gorns and fast seeking weapons. We tend to prefer battles with more than just one ship per side, so the Gorns got a CA and CL (a good pair), while I came up with a few possibilities for the Feds. Either a CA and DD or CA or CL would about right, BPV-wise, but both the CL and DD are somewhat odd ships. The last possibility was a CC and FF, which would leave quite a gap in sizes, but are both solid Federation ships.

Patch took the Gorns, which left me to choose which set to take, and I settled on the CA+DD. I’ve always like the DD, and I had no compunctions about keeping a couple photon tubes empty to speed it up. We set up in the standard Patrol scenario locations, and rolled randomly for Weapon Status. Zero. That hurt both of us, since Patch was going to need three turns to get his heavy weapons ready, and I didn’t have anything pre-loaded, including overload energy. The CA started warming up a wild weasel and suicide shuttle while the DD just kept up at speed 16. Patch only went speed 8, despite having plenty of power, with the plasmas on the cheap turns and no phasers to arm.

I reduced speed to 12 for the second turn as I struggled to get a pair of photons overloaded, and loaded a second pair as proxes. Patch had ECM up, and I missed through a +2 shift. We began turn 3 at a minimum range of 13, and headed in for our first firing pass. I boosted slightly to speed 14, while the Gorns split at 12 (CA) and CL (15). His extra power and moderate speeds added up to heavier EW than I could afford.

Combat Patrol 1
The first two and a half turns.
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└ Tags: gaming, SFB
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