Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10 5/3/83; site houxn.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxb!mhuxn!mhuxm!mhuxj!houxm!ahuta!houxn!dossamg From: dossamg@houxn.UUCP (A.GOPIN) Newsgroups: net.games Subject: StarFleet Battles Platest (long) Message-ID: <518@houxn.UUCP> Date: Mon, 11-Feb-85 09:11:01 EST Article-I.D.: houxn.518 Posted: Mon Feb 11 09:11:01 1985 Date-Received: Tue, 12-Feb-85 05:47:16 EST Organization: AT&T Information Systems, Holmdel NJ Lines: 233 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 CAMPAIGN FOR SFB - COPYRIGHT 1984 (c) AMARILLO DESIGN BUREAU --------------------------------------------------------------------- (T7.0) THE RUN FOR HOME In Y184, an Andromedan Dominator-class ship suffered and unexplained problem and was abandoned by its crew, who escaped in the satellite ships after setting demolition charges. This mini-campaign, consisting of three scenarios, depicts the filght of these ships as they headed for a rendezvous point. The Andormedans had an advantage in that they were not particularly important in themselves, and there was no need for a "capture at all costs" order to be issued. This scneario shows that (G19.13) is not as simple an operation as it sounds. (T7.1) FORCES: The Andromedan force initially consists of one Terminator, one Courier, and three Cobras. Each scenario begins with the survivors of the previous scenario, or the scnearios can be played independently o the campaign. (T7.2) REPAIRS: The Andromedan ships have no repair stations on their route, and no capability for resupply. Between scenarios, their repair capability is limited to completing any (D9.7) repairs up to the per scenario limit (D9.76). (T7.3) ELECTRONIC WARFARE: If not using these rules, replace the Courier with another Cobra. --------------------------------------------------------------------- PLAYTEST SCENARIO FOR SFB - COPYRIGHT 1985 (c) AMARILLO DESIGN BUREAU --------------------------------------------------------------------- (T7S1.0) INTERCEPT! The Andromedan ships raided a small Federation colony for supplies. Believing that no pursuit was forthcoming, they set off at a fuel- conserving speed while storing the cargo. Unfortunately for the Andromedans, a Federation task force arrived shortly after the raid for their own supply pickup. Finding the base in ruins, the Federation force took off in pursuit of the fleeing Andromedans. (T7S1.1) NUMBER OF PLAYERS: 2; the Andromedan player and the Federation player. (T7S1.2) INITIAL SET UP: FEDERATION: DN+ in 0505, CA+ in 0406, FFG in 0607, FFS in 0303. All ships at spped max, heading C, WS-III. ANDROMEDANS: 3xCobra, 1xCourier, 1x Terminator within 3 hexes of 3115. All ships at speed 10, heading C, WS-I. (T7S1.3) LENGTH OF SCENARIO: The scenario continues until all units belonging to one player have been captured or destroyed or have disengaged. (T7S1.4) SPECIAL RULES (T7S1.41) Use a floating map. (T7S1.42) All drones are type-IF. (T7S1.43) Due to the fact that the cargo has not been properly stored, the Andromedan ships cannot exceed speed 15 or disengage by acceleration until this has been completed. Each Andromedan ship rolls one die at the start of each turn (before energy allocation); the total is kept for each separate ship. Whend the total of these die rolls exceeds 15, the cargo has been stowed and the ships can operate at full speed or disengage by acceleration. (T7S1.44) To qualify for the next scenario, each ship must complete the storage of its cargo and disengage in direction C (toward the Romulan border). (T7S1.5) VICTORY CONDITIONS: Use the Modified Victory Conditions for the Federation. In a campaign scenaro, the extent of Andromedan "victory" is irrelevant, as their mission is to escape. In a non-campaign scenario, give the Andromedans a 100 point bonus for each of their ships that successfully disengages. Use this bonus to calculate the Andromedan, but not Federation, victory level. (T7S1.6) VARIATIONS: If not using electronic warfare, replace the Courier with a Cobra and the FFS with an FFG. (T7S1.7) BALANCE: Add or delete a Federation FFG. (T7S1.8) TACTICS (T7S1.81) The Andromedans should stick together and try to destroy one Federation ship at a time. As progress with the cargo reaches completion, dietermine if one ship has a combination of damage, full capacitorn, and slow cargo handlers. Consider using this ship as a suicide rearguard, sending it into the Federation fleet and then firing at it to cause an explosion. (T7S1.82) The Federation force should concentrate on one Andromedan ship at a time, overloading its panels and destroying it. Don't be greedy. Settle for one or two ships. (T7S1.9) PLAYTESTERS COMMENTS: You provide these. --------------------------------------------------------------------- PLAYTEST SCENARIO FOR SFB - COPYRIGHT 1985 (c) AMARILLO DESIGN BUREAU --------------------------------------------------------------------- (T7S2.0) RENDEZVOUS Needing more supplies to reach rendezvous, the Andromedans contacted an ORion and arranged to pick up more fuel at a series of remote ares. Unfortunately, A Gorn Task Force on its way to Tholian territory blundered into the Andromedan force while it was refueling. Once again, the Andromedans were in trouble. (T7S2.1) NUMBER OF PLAYERS: 2; the Andromedan player and the Gorn player. (T7S2.2) INITIAL SET UP GORN: BC, HDD, PFT (four PFs docked) within two hexes of 3803. PFs in 3410 and 3612 as advance guard. All ships heading E, speed 10, WS-I. ANDROMEDANS: Survivors of (T7S1.0) or: 2xCobra, 1xTerminator, 1xCourier within two hexes of 2020. Above ships heading C, speed 0, WS-I. Orion Slavage cruiser in 2020, Slaver in 2019. Above ships heading A, speed 0, WS-I. (T7S2.3) LENGTH OF SCENARIO: The scenario continues until all units belonging to one player have been captured or destroyed or have disengaged. (T7S2.4) SPECIAL RULES (T7S2.41) Use a floating map. (T7S2.42) The Gorn PFs have booster packs. (T7S2.43) Th Orion ships are under control of the Andromedan player. Their option mounts have phaser-Is. The ships will not move, and will fire their weapons only to protect themselves from plasma torpedoes. They will not voluntarily drop a shield that is facing a Gorn ship. If either receives internal damage, it will immediately cloak and automatically disengage. (T7S2.44) The Andromedan must receive four boxes of cargo for each of their ships which will go to the next scenario. Not all of this cargo must be transferred on the same turn, and it need not be placed on different ships. When the scenario is over, the Andromedan player must calculate how much cargl his disengaged ships have, and if he does not have at least four boxes per ship, some of his ships must be abandoned. For example, three Andromedan ships disengage; the other(s) are destroyed. One of these took on 7 boxes of cargo. the second received 4, and the third none. As 11 boxes of cargo is only enough for two ships, the thrid must be abandoned. Cargo can only be transferred by transporter; the ORion ships cannot dock with the Andromedans. (T7S2.45) To qualify for the next scenario, each Andromedan ship must disengage in direction C and must have enough cargo (T7S2.44) to supply it for the remainder of the voyage. (T7S2.5) VICTORY CONDITIONS: Use th Modified Victory Conditions for the Gorns. In a campaign game scneario, the extent of th Andromedan "victory" is irrelevant, as their mission is to escape. In a non-campaign scenario, give the Andromedans a 100 point ponus for each of their ships that successfully disengages. Use this bonus to calculate the Andromedan, but not Gorn, victory level. (T7S2.6) VARIATIONS; If not using electronic warfare, replace the Courier with a Cobra. (T7S2.7) BALANCE: You tell us (T7S2.8) TACTICS: The Andromedans should send some of their ships to fight while others load enough cargo for all. Remember the suicide rearguard tactic. The Gorns should try for the Orions, concentrating long-range phaser power, to force them to disenagage. --------------------------------------------------------------------- PLAYTEST SCENARIO FOR SFB - COPYRIGHT 1985 (c) AMARILLO DESIGN BUREAU --------------------------------------------------------------------- (T7S3.0) BETWEEN A ROCK AND A HARD PLACE Reached the desolate wasteland that had been the outer marches of the Romulan Star Empire, the satellite ships approached the designated site of their rendezvous with another Dominator. They found themselves, incredibly, in the midst of one of the last significant battles of the War. (T7S3.1) NUMBER OF PLAYERS: 3; the Federation player, the Romulan player, and the Andromedan player. (T7S3.2) INITIAL SET UP FEDERATION: DN+, GSC (with 6xF-18), CA+ DD, 2XFFG, FFS Set up within three hexes of 0310, facing C, speed 10, WS-I. ROMULAN: SupH (8xG-SF), SpH-E, SkH-A, KE, CH (3xGladiator), SkH-F. Set up within three hexes of 3726, facing F, speed 10, WS-I. ANDROMEDANS: Survivors of (T7S2.0) or: 2xCobra, 1xCourier, set up within two hexes of 2602, speed 10, WS-I. Dominator arrives 2330 at start of turn 2, heading A, speed 4, WS-I. (T7S3.3) LENGTH OF SCENARIO: The scneario continues until all units belonging to two players have been captured or destroyed or have disengaged. (T7S3.4) SPECIAL RULES (T7S3.41) The map is fixed; it does not "float." Any ship leaving the map has disengaged and cannot return. This is the only means by which ships can disengage. (T7S3.411) Federation ships can only disengage from the 01xx map edge. (T7S3.412) Romulan ships can only disengage from the 42xx map edge. (T7S3.413) The Andromedan Dominator can disengage from the xx30 map edge of area E; the satellite ships cannot disengage independently. (T7S3.42) All drones are type-IF or type-ISHF. (T7S3.43) The satellite ships cannot exceed a speed of 20 due to lack of fuel. (T7S3.44) The Dominatory must leave the board before the end of turn 4. (T7S3.5) VICTORY CONDITIONS: The Federation and Roumlans use the Modified Victory Conditions, except that Andromedan ships count double for purposes of scoring victory points. For the Andromedans, the only victory condition is that their satellite ships escape. (T7S3.6) VARIATIONS: If not using electronic warfare, delete the FFS and SkH-E, and replace the Courier with a Cobra. (T7S3.7) BALANCE: You tell us. (T7S3.8) TACTICS: The SS are nearly free. Ignore the two fleets and run the gauntlet. (T7S3.9) PLAYTESTERS COMMENTS: You tell us. --------------------------------------------------------------------