dossamg@houxn.UUCP (A.GOPIN) (01/22/85)
I have just been handed 5 scenarios to playtest for the game StarFleet Battles (a game of ship to ship fighting in the Star Trek Universe). They are as follows: The Wreck Of The Rex: Gorn Command Cruiser goes to a truce talk with the Romulans in Y176 and is ambushed by a Sparrowhawk and 6 Snipe-A's. Supply Voyage: Klingon supply task force of a D-5H, D-5G (the above two are new ships), Tug-B and E-4 gets jumped by a Hydran force of a Lancer, Hunter, and Cuirassier in Y170. The Run For Home: A 3 scenario mini-campaign in which an Andromedan Dominator is abandoned by its crew in satellite ships who try to make rendezvous for pickup to return home. Intercept!: The Andromedans raid a small Federation colony for supplies and are pursued by a Fed task force - Fed DN+, CA+, FFG, and FFS vs. 3 Cobra, 1Courier, 1 Terminator. Rendezvous: Andromedan survivors of above attempt to buy supplies from an Orion Salvage Crusier but gets jumped by a Gorn Task Force - BC, HDD, PFT Between a Rock and a Hard Place: Surviving Andromedans make rendezvous point only to find a pitched battle going on between a Federation taskforce and a Romulan StarLegion - Fed - DN+, GSC(CVL), CA+, DD, 2xFFG, FFS Romulan - Superhawk, Sparrowhawk-E, Skyhawk-A, King Eagle, ChickenHawk, Skyhawk-F Andromedan - Survivors of above, Dominator arrives turn 2. If any experienced SFB players are interested in helping out with this playtest, please let me know by mail. I will send details. Before you ask, please note: I need reports by 21 February. Alan Gopin ihnp4!houxn!dossamg a.k.a. Cat Who Sleeps With Dogs Commanding, Third Kzinti Field Force
andrews@uiucdcs.UUCP (01/24/85)
I take it this is for the scenarios in the Third Commanders Rulebook? Brad
dossamg@houxn.UUCP (A.GOPIN) (01/25/85)
One of the five SFB playtest scenarios I am responsible for appears below. If you wish to work on it please submit a report to me by 25 Feb. 1985. The report should include the following: The names of all the people who participated (so they can get listed in the credits). The scenario number. The number of times it was played. The number of times it was completed. Does the scenario "work?" Why or Why not? Is the scenario balanced? If not, who does it favor and why? Is there a "trick key" that can unlock this scenario and make it fall apart (become dull or disappointing)? If so, what is it and how can it be fixed? Should any changes be made? Any other useful comments. Thanks for your help Alan Gopin ihnp4!houxn!dossamg a.k.a. Cat Who Sleeps With Dogs Commanding: 3rd Kzinti Field Force PLAYTEST SCENARIO FOR SFB - COPYRIGHT 1985 (c) AMARILLO DESIGN BUREAU (SP671.0) THE WRECK OF THE REX In Y176 Admiral S'Trenk of the Gorn 3rd Fleet received a message from Admiral Marcus Tiercellus. The Romulan Admiral stated that he was personally tired of the war, and that his entire fleet was willing to declare its own neutrality and the eutrality of its home province. As this would cripple the Romulan forces on the Gorn border, the Romulan Emperor would be forced to sue for peace, ending the war. Tiercellus insisted on a personl meeting with S'Trenk to discuss terms. S'Trenk had little choice but to accept the invitation; any chance to end war and save countless lives was worth any risk. Even so, he was wary of a Romulan Trap. Tiercellus agreed to meet him in open space, each admiral in his own crusier and no other forces. To satisfy Gorn fears, the Romulan Admiral transferred his flag to a Sparrowhawk, a ship decidedly inferior to S'Trenk's Command Cruiser. Tiercellus even offered to allow a Gorn destroyer to sweep the area ahead of time to make sure no mines oe cloaked ships were present, an offer S'Trenk accepted. S'Trenk's Command Cruiser arrived and approached Tiercellus' Sparrowhawk. S'Trenk's flag lieutenant was not convinced. "I still think it's a trap," S'Toval warned. "There are probably a dozen ships within range, all cloaked and waiting for the moment to attack." "Unlikely, lieutenant," the admiral responded. "they would have to use small ships, and have them lying here cloaked for six months to avoid our detection. Anything shorter than that, and the residual effects of their arrival could be detected. And those tin cans don't carry the food or air to stay in space that long." "Then they've been eating moonbeams, Admiral, because they just uncloaked!" (SP671.1) NUMBER OF PLAYERS: 2; the Gorn player and the Romulan player (SP671.2) INITIAL SET UP GORN: Command Cruiser Rex in 3515, facing C, speed 0, WS-III ROMULAN: Sparrowhawk Avenger in 4218, facing F, speed 0, WS-III. Six Snipe-A cloaked anywhere on the board not within 10 hexes of the Rex and not within 10 hexes of each other, facing at the option of the Romulan player, speed 0, WS-III. (SP671.3) LENGTH OF SCENARIO: The scenario continues until the Rex has been captured or destroyed or has disengaged. (SP671.4) SPECIAL RULES (SP671.41) The map is fixed; it does not "float." Romulan ships cannot cannot leave the map. (SP671.42) The Gorn ship can only leave the map between hexes 0110 and 0120 inclusive. This is the only means by which it can disengage. (SP671.43) Because they have been cloaded for several months, the six Romulan Snipe-A firgates have only one crew unit each. They are considered undermanned (G9.42). The have no boarding parties, shuttles, or PPTs. The can uncloak (using fade-in) at any point, but cannot move on the turn that they complete fade-in. (SP671.5) VICTORY CONDITIONS: If the Rex is captured, the Romulans win an astounding victory. If the Rex is destroyed, the Romulans win a decisive victory. If the Rex is crippled, the Romulans win a marginal victory. If the Rex escapes uncrippled, the Gorns win a decisive victory. If the Avenger is destroyed and the Rex is crippled, the result is a Gorn decisive victory. If the Avenger is destroyed and the Rex is not crippled, the result is a Gorn astounding victoy. Destruction or capture of all seven Roumlan ships and escape by the Rex (regardless of its condition, so long as it is undestroyed and has working warp engines) would surely mark S'Trenk as a legendary captain. Notes: The Snipes are old ships and considered expendable, and so do not figure int the victory conditions. However, several months have been spent laying this trap, and a failure to destroy the Rex will probably cost Marcus Tiercellus his command (if not his life). (SP671.6) VARIATIONS: the following variations can be used by the players to provide different challenges within the general conditions of this scenario. (SP671.61) Replace the Rex with a Federation Command Cruiser or Battlecruiser. (SP671.62) Add a DD (3316) and HDD (3513) to the Gorn forces (or a DDL and FFG to the Federation forces). Replace two Snipe-A with Snipe-Bs; add two Warbirds to the cloaked forces. (SP671.7) BALANCE: This scenario can be balanced to suit players of different levels of skill or experience by deleting a Snipe-A or replacing it with a Snipe-B. (SP671.8) TACTICS (SP671.81) ROMULAN: The trap must be carefully laid. Two ships must be deployed as goalkeepers astride the Gorn exit point. The others should be set up to provide interlocking fields of fire. Don't fire all of the torpedoes at once, as this would simply encourage the Rex to use a wild weasel. Remeber, the Rex can destroy the Avenger before the Snipes can reload. One possible tactic: have your ships grab the Rex with tractor beams to slow it down. (SP671.82) Gorn: Discretion is the better part of valor, and it is not going to be very wise to stay and fight seven ships. As such, your first duty is to escapt. Even using a HET on the first turn and maximum acceleration, it will be sometime during turn 3 before you can leave the board. That being the case, the most direct route is not strictly necessary. Indeed, a route along the edge of the map could put many of the Snipes out of range. Whatever you chose, don't be predictable. You might even roll a die to pick a course so that you can't be outguessed. Save your own phasers to blast plasma torpedoes. Since you will start with torpedoes armed, use them to pin down key Romulan ships, but don't reload them as you won't be on the board long enough. Save the power for shields and negative tractor. Your probably won't have time for wild weasels (although one or two should be ready, just in case), but the rest can be used for suicide attacks. Those seeking legendary status should be warned that no mere mortal can succeed. If you try, take out the Sparrowhawk first as it is the most dangerous opponent, then go Snipe hunting. You might even manage to capture a Snipe by boarding, if you want to add to your legend. (SP671.9)PLAYTESTER'S COMMENTS: A fast-pased scenario; it's all over in three turns. INSTRUCTIONS TO PLAYTESTERS: Note Snipe-A in Starletter #23; note that Snipe-A has six warp engine boxes, not eight.
andrews@uiucdcs.UUCP (01/26/85)
So we have to know what a snipe-A is, sigh, I was thinking about trying it out tommorrow night. Brad
overlord@nmtvax.UUCP (02/01/85)
In article <> andrews@uiucdcs.UUCP writes: >I take it this is for the scenarios in the Third Commanders Rulebook? > > Brad ......No, these are the scenarios for Captain's Log #4 Alan Kerr Socorro, NM Playtest Group New Mexico Tech
dossamg@mtuxn.UUCP (A.GOPIN) (07/30/85)
If there are any Star Fleet Battles players out there who would like to help me out in testing the following new rule, please use it and send a report to me by 31 August. Thanks Alan Gopin ihnp4!mtuxn!dossamg a.k.a. Cat Who Steals The Stars STAR FLEET BATTLES ------------------ (FP90.0) USE OF PLASMA TORPEDOES AS DIRECT-FIRE WEAPONS (Provisional Rule for Playtest Purposes Only) Copyright (c) 1985 Amarillo Design Bureau Revised 29 July 1985 ======================================================================== Plasma torpedo launchers can be fired, within certain restrictions, as direct fire weapons, rather than as launchers for seeking weapons. This procedure is less efficient, but has certain tactical advantages. The method of firing in this mode is to modify the energy field holding the torpedo in the launcher in such a way that the matter-energy conversion will begin in the tube, rather than upon impact with the target. The torpedo energy is then released as a directed stream, in effect lasing. (FP90.1) AVAILABILITY All plasma torpedo launchers except those noted in (FP90.2), during all time periods, can be used in this mode. Using a given launcher in either mode does not restrict its future use (even within the same scenario) in the other mode. (FP90.2) RESTRICTIONS Certain types of plasma torpedoes cannot be used in direct-fire mode due to the nature of their operations. (FP90.21) Pseudo-plasma torpedoes cannot be used in direct-fire mode because they are not energy based weapons, but fixed-rounds stored in advance. Besides which, as no deception is possible, there would be no benefit to doing so. (FP90.22) Enveloping plasma torpedoes cannot be used in direct-fire mode due to the nature of their detonation, which surrounds the enemy ship before implosion. (FP90.23) Type-F plarma torpedoes are too small to be operated in this manner. (FP90.24) Plasma shotguns cannot be fired in this mode. The individual elements are to small to lase, and all will fuse into a single detonation. (FP90.3) OPERATION (FP90.31) The direct-fire mode of the plasma torpedo operates as any other direct-fire weapon. It is declared and resolved in the direct fire weapons phase, cannot be diverted as seeking weapons can, and cannot be intercepted or reduced by weapon's fire on the torpedo/beam itself. (FP90.32) The effect of electronic warfare on the fire of a plasma torpedo in direct-fire mode is resolved by (D6.36). While that is the chart for seeking weapons, its use does not indicate that the direct-fire mode of the plasma torpedo operates for any ther purpose as a seeking weapon. Torpedoes fired in direct mode do not have the built-in ECCM of seeking weapons. (FP90.33) To be fired as a direct-fire weapon, the plasma torpedo launcher must be fully charged and ready to fire. The decision to fire a plasma torpedo in either seeking or direct mode is made only at the instant of launch/firing. (FP90.34) There is no overload function for a direct-fire plasma torpedo. (FP90.4) COMBAT RESOLUTION The effect of a direct-Fire plasma torpedo is resolved as follows: A. The owning player indicates his intention to fire a plasma torpedo as a direct-fire weapon. As in all such cases, he designates the firing ship and the target. B. The probability of a hit is based on the effective range to the target and is given here. ------------------------------------------------ RANGE 0-5 6-10 11-15 16-20 21-31 HIT 1-5 1-4 1-3 1-2 1 MISS 6 5-6 4-6 3-6 2-6 ------------------------------------------------ C. The amount of damage scored is equal to one-half of the warhead strength at the true range to the target. Note that this can be reduced by the effects of ECM (which accounts for terrain and a host of other factors), the cloaking device, and other condiions. Retain fractions throughout the calculation, then drop all remaining fractions at the end. ------------------------------------------------------------------------ Designer's Notes The concept of a direct-fire function for plasma torpedo launchers is not new, and has long been requested by the Gorns and Romulans alike. At one point, we had planned on adding a capability to fire photon torpedoes from the plasma launchers (when we switched to the Commander's Edition), but this proved impractical and the idea was dropped.