[net.games] Another Star Fleet Battles Playtest Scenario

dossamg@houxn.UUCP (A.GOPIN) (01/28/85)

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
(SP607.0) SUPPLY VOYAGE
    The Klingons advanced deeply into Hydran territory during the
opening days of the General War. Their strategy called for squadrons to
seize key star systems, followed by rapid reinforcement and resupply.
    These resupply missions were often exciting, particularly this 
mission to the Hepron System in Y170.

(607.1) NUMBER OF PLAYERS: 2; the Klingon player and the Hydran player

(607.2) INITIAL SET UP
KLINGON: D-5H in 4127 (cargo pod)
         D-5G in 4030 (troop transport pod)
         Tug-B in 4429 ( carog pod, power boost pod)
         E-4 in 3928; all ships heading F, speed 10 WS-I
HYDRAN: Horseman in 0120 (Stinger-2) heading B, speed max, WS-II
        Lancer in 0224 (Stinger-F) heading B, speed max, WS-II
        Hunter in 0317, heading B, speed max, WS-II
        cuirassier in 0325, heading B, Speed max, WS-II

(607.3) LENGTH OF SCENARIO: The scenario continues untill all units
belonging to one player have been captured or destoryed or have
disengaged.

(607.4) SPECIAL RULES
(607.41) Use a floating map.
(607.42) All drones are type - 1M.
(607.43) No fighters have warp booster packs.
(607.44) The tugs cannot disengage unless they drop their pods.

(607.5) VICTORY CONDITIONS: Use the Modified Victory Conditions

(607.6) VARIATIONS: Obviously, ships of any two adjacent races could be
used.

(607.7) BALANCE: This scenario can be balanced to suit players of 
different levels of skill or experience by adding or deleting a Hunter
or E-4.

(607.8) TACTICS: your comments here.

(607.9) PLAYTESTERS COMMENTS:  your comments here.
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D-5H PRIORITY CARGO TRANSPORT (D-5 variant)
    Delete APR, ADD, drone racks, add 10 cargo in rear deckhouse;
replace four disruptors with two drone racks and two ADD; reduce crew
to 36; BPV=90/84; can carry one pod of any type, this increases
movement cost to one. There is no B or K refit for this variant.
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D-5G: COMMANDO CRUISER (D-5 variant)
    Delete drone racks and ADD, add two shuttle and six hull in rear
deckhouse; add two transporters in rear hull; replace disruptors with
carog; carries 32 boarding parties, of which 2 arre commando and six
are heavy weapons; has two GAS and two Admin shuttles; can carry one
pod of any type, this increases movement cost to one. BPV=95. There is
no B or K refit for this variant.
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Note: These are the only two D-5 variants which can carry a pod.
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Playtesters: Submit reports on scenario and ships.
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