Beer Run (Y78)

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Scenarios: Beer Run (Y78)
By Mike Strain (Evilmike) on Friday, April 20, 2007 - 09:38 pm: Edit

Shortly before the arrival of the Tholians, many Klingon starship captains made a practice of raiding the newly-encountered Romulans, either as an easy method of blooding a new crew (nothing beats shooting at a target that can't shoot back), or looting valuable resources, like, say, Romulan Ale.

A thriving trade (well, business, anyway...) sprung up once the Klingons discovered this liquor, and since it could only be found in Romulan space (all attempts to duplicate it elsewhere failed for various reasons), it became THE major reason to conduct raids into the area.

This scenario represents a typical Klingon booze raid...:)

Forces:
Klingon D3 enters 01xx map edge, speed any, WS-3.
Class M planet in 2215.
3 Romulan SWB's within 5 hexes of planet. They may start the game landed on the planet at the Romulan players discretion. Speed any (snicker), facing any, WS-2.

Setup:
Use a fixed map.

Length:
Until one force has disengaged, surrendered, or been destroyed.

Victory Conditions: See Below.

Special Rules:
This is an EY scenario; note that all tractor beams are type-W (range 1, RA, captured/friendly ships ONLY) and all transporters (for the Klingon) have a range of 1 (ONE).

The Klingon may only disengage by distance (ie, leave the map); if he disengages by accelleration or by sublight, he automatically loses.

All drones are type-I. The Klingon may NOT use scatter-packs.

The D3 has converted half of its crew to Militia before the scenario begins; it may not convert any more crew to militia. Note that this means a D3 will have 11 militia squads and 14 boarding parties. Also, the D3 has replaced its Y-Admin shuttles with Y-GAS shuttles.

No unit may use Commanders' Options.

The Klingon player only wins if he loots 100 cases of Romulan Ale from the planet and then disengages successfully. Any other result is a Romulan victory. EXCEPTION-if the Romulans manage to capture ANY Klingon unit (shuttle/ship) and it survives the battle, the Romulans win a Legendary Victory.

There are 3 Romulan settlements on the planet in hexsides A,C,E; the Ale is located in only one of them. To determine which settlement has the booze, the Klingon must gather 100 points of information on the settlement in question. HE then rolls a die; on 1-4 its there. If it isn't there, he must investigate the next settlement; the second settlement has it on a 1-5. If he STILL doesn't find it, its in the 3rd settlement..:)

Each settlement is considered a GCL as per D15.0 Advanced Missions. Each GCL is guarded by 15 Romulan militia squads (armed colonists) and 3 sublight shuttles. Also, each Warbird may, at the Romulan players discretion, transfer any number of boarding parties to any GCL he likes before the scenario begins....there is no guarentee that the GCL he sends them to has the Ale. Note that each Warbird only has 5 boarding parties...

Once the Klingon locates the Ale, he must capture the GCL to begin looting the booze.

There are effectively unlimited amounts of booze at the GCL, the Klingon player only needs 100 cases to win. He may loot more at his discretion for gloating purposes....

Each case of Romulan Ale takes up 10 cargo spaces (packing, etc). This means that a shuttle can carry 1 case (as its ONLY cargo), and transporters can beam up one case per turn (per transporter). See G25.0 for loading/unloading cargo on/off shuttles.

Beginning on turn 6 (and on each turn after that) the Romulan player rolls for reinforcements....he rolls a die and consults the chart below-

1: SVL.
2: SWB.
3: SHK.
4: SWH w/5 G-L's.
5-6: SSN.

After determining type, the Romulan then rolls for location.

Each Romulan ship arrives within 2D6-2 hexes of the planet, Romulan players choice, facing any, speed any (:)), WS-3. Note that on a roll of 2 (snake eyes) the arriving ship has made a Catastrophic Navigational Error and hit the planet (well, collided with the atmosphere, popped its warp bubble, and then detonated due to its impulse drive overloading...); roll a die to determine which hexside of the planet is hit (A=1, B=2, etc) and apply the Romulan ships' explosion strength to that hex (and possible surrounding hexes).

The Romulan may not place the arriving ship in the same or adjacent hex as an enemy unit(drone/ship/shuttle); otherwise, as long as he is within 1-10 hexes of the planet, anything goes.

EXAMPLE: The Romulan player gets a SVL, and then rolls a 2 for location. Cursing the fates, he rolls 1(A) for which side of the planet is hit, and thus the SVL blows up majestically in hex 2214, causing the Klingon player to fall over laughing, until the Romulan player notes that the Klingon players' ship is in 2213 with a down shield facing the planet...which causes the Klingon player to stop laughing.....:)

The Klingon player may attempt to destroy the Romulan reinforcement ship while it is in High Warp; he may fire any bearing direct-fire weapons at the arrival hex (assumed to have fired on Impulse 32 of the previous turn); if he scores ANY damage, even one point, the Romulan ship is destroyed. The weapons fired at the Romulan MUST have been able to be fired at that hex (power allocated, in arc, etc) legally on Impulse 32 of the previous turn; otherwise the Klingon player may not fire.

OPTIONAL: Multiply all damage points by 90. Apply to Romulan ship. Enjoy.

Note that since the Romulan player can place his reinforcement ship ANYWHERE in the rolled location, it is suggested he place it so the planet blocks the D3's fire. This is also an incentive to the Klingon player to make sure he has some weapons ready at all times (after turn 6, anyway...).

Tactics:
The Klink really, really, really wants to find the Ale fast, before the Romulans begin to pile up. The Romulan wants the Klink to get within range 5 of all his ships so he can bolt him to death...:)

Historical Outcome: The Klingon 'privateer' got away, but not without some scrapes and bruises.
The Romulans blamed the Federation, and vowed revenge.

By Mike Strain (Evilmike) on Friday, April 20, 2007 - 09:44 pm: Edit

Note that if the Klingon player seperates his boom, there is a slight chance the Romulans could capture him.....

:)

By Jim Davies (Mudfoot) on Saturday, April 21, 2007 - 06:03 pm: Edit

Heheheh. This looks great fun. But...

With only 2 labs, 2 shuttles and 3 probes, the Klink is going to have a hard time getting the information. Even if he comes to R1 of the planet with his ship and both GASs he can expect only 18 information per turn. At R3 this falls to 10. If it manages to fire all 3 probes by T5 it might get the information on 1 side, but then the game hinges on whether he rolls well on the 1-4.

So 100 information is far too much. I'd go for something like 30, ie a probe and a turn of close study.

Likewise the cargo requirement will be really hard to meet. If he has to get 100 cases, that'll take a minimum of 20 turns AFTER conquering the GCL. Only the transporters will matter because the GASs will all die immediately. And during all this transporting, you're being hammered by plasma bolts. Make it something like 2 cargo units per case, not 10.

I'd also change the victory conditions so that 50 cases is a draw and all other figures are varying degrees of success. You could spread the ale out a bit between GCLs if you did this.

By Mike Strain (Evilmike) on Saturday, April 21, 2007 - 06:23 pm: Edit

Nice points. Posting revised draft.

By Mike Strain (Evilmike) on Saturday, April 21, 2007 - 06:45 pm: Edit

Shortly before the arrival of the Tholians, many Klingon starship captains made a practice of raiding the newly-encountered Romulans, either as an easy method of blooding a new crew (nothing beats shooting at a target that can't shoot back), or looting valuable resources, like, say, Romulan Ale.

A thriving trade (well, business, anyway...) sprung up once the Klingons discovered this liquor, and since it could only be found in Romulan space (all attempts to duplicate it elsewhere failed for various reasons), it became THE major reason to conduct raids into the area.

This scenario represents a typical Klingon booze raid...

Forces:
Klingon D3 enters 01xx map edge, speed any, WS-3.
Class M planet in 2215.
3 Romulan SWB's within 5 hexes of planet. They may start the game landed on the planet at the Romulan players discretion. Speed any (snicker), facing any, WS-2.

Setup:
Use a fixed map.

Length:
Until one force has disengaged, surrendered, or been destroyed.

Victory Conditions: See Below.

Special Rules:
This is an EY scenario; note that all tractor beams are type-W (range 1, RA, captured/friendly ships ONLY) and all transporters (for the Klingon) have a range of 1 (ONE).

The Klingon may only disengage by distance (ie, leave the map); if he disengages by accelleration or by sublight, he automatically loses.

All drones are type-I. The Klingon may NOT use scatter-packs.

The D3 has converted half of its crew to Militia before the scenario begins; it may not convert any more crew to militia. Note that this means a D3 will have 11 militia squads and 14 boarding parties. Also, the D3 has replaced its Y-Admin shuttles with Y-GAS shuttles.

No unit may use Commanders' Options.

The Klingon player only wins if he loots 100 cases of Romulan Ale from the planet and then disengages successfully. Any other result is a Romulan victory. EXCEPTION-if the Romulans manage to capture ANY Klingon unit (shuttle/ship) and it survives the battle, the Romulans win a Legendary Victory.

There are 3 Romulan settlements on the planet in hexsides A,C,E; each settlement has 40 cases of Ale.

Each settlement is considered a GCL as per D15.0 Advanced Missions. Each GCL is guarded by 5 Romulan militia squads (armed colonists) and 3 sublight shuttles. Also, each Warbird may, at the Romulan players discretion, transfer any number of boarding parties to any GCL he likes before the scenario begins. Note that each Warbird only has 5 boarding parties...

To loot the Ale, the Klingon player must capture the GCL containing the Ale.

Each case of Romulan Ale takes up 1 cargo space (packing, etc). This means that a shuttle can carry 15 cases (less if carrying passengers), and transporters can beam up 10 cases per turn (per transporter). See G25.0 for loading/unloading cargo on/off shuttles.

Beginning on turn 5 (and on each turn after that) the Romulan player rolls for reinforcements....he rolls a die and consults the chart below-

1: SVL.
2: SWB.
3: SSN.
4: SSN
5: SHK.
6: SWH w/5 G-L's

After determining type, the Romulan then rolls for location.

Each Romulan ship arrives within 2D6-2 hexes of the planet, Romulan players choice, facing any, speed any (), WS-3. Note that on a roll of 2 (snake eyes) the arriving ship has made a Catastrophic Navigational Error and hit the planet (well, collided with the atmosphere, popped its warp bubble, and then detonated due to its impulse drive overloading...); roll a die to determine which hexside of the planet is hit (A=1, B=2, etc) and apply the Romulan ships' explosion strength to that hex (and possible surrounding hexes).

The Romulan may not place the arriving ship in the same or adjacent hex as an enemy unit(drone/ship/shuttle); otherwise, as long as he is within 1-10 hexes of the planet, anything goes.

EXAMPLE: The Romulan player gets a SVL, and then rolls a 2 for location. Cursing the fates, he rolls 1(A) for which side of the planet is hit, and thus the SVL blows up majestically in hex 2214, causing the Klingon player to fall over laughing, until the Romulan player notes that the Klingon players' ship is in 2213 with a down shield facing the planet...which causes the Klingon player to stop laughing.....

The Klingon player may attempt to destroy the Romulan reinforcement ship while it is in High Warp; he may fire any bearing direct-fire weapons at the arrival hex (assumed to have fired on Impulse 32 of the previous turn); if he scores ANY damage, even one point, the Romulan ship is destroyed. The weapons fired at the Romulan MUST have been able to be fired at that hex (power allocated, in arc, etc) legally on Impulse 32 of the previous turn; otherwise the Klingon player may not fire.

OPTIONAL: Multiply all damage points by 90. Apply to Romulan ship. Enjoy.

Note that since the Romulan player can place his reinforcement ship ANYWHERE in the rolled location, it is suggested he place it so the planet blocks the D3's fire. This is also an incentive to the Klingon player to make sure he has some weapons ready at all times (after turn 5, anyway...).

Tactics:

The Klink really, really, really wants to get the Ale fast, before the Romulans begin to pile up. This probably means blasting Warbirds before you can begin assaulting the bars.....

The Romulan wants the Klink to get within range 5 of all his ships so he can bolt him to death, and thus will probably stuck very close to the planet. Even so, all he has to do to render a Warbird ineffective is get just ONE torpedoe hit...
Don't forget your NSM's!!

Historical Outcome: The Klingon 'privateer' got away, but not without some scrapes and bruises.
The Romulans blamed the Federation, and vowed revenge.

Variations:
Change the year to Y113 and replace the Klingon ship with an Orion WDR with 10 extra BP's. The Romulans start with 2xWSN and only 1 militia squad per GCL. Represents a typical Orion raid.

Replace the D3 with a Paravian WCL (1/2 the crew is militia). They WERE raiders, you know.

By Mike Strain (Evilmike) on Saturday, April 21, 2007 - 06:48 pm: Edit

Got rid of the info requirement because it didn't seem to add much. Plus, each town would have bars.....

Changed the cargo spaces of the Ale to reflect the load times Jim mentions above.

Whaddya think?

By Mike Strain (Evilmike) on Saturday, April 21, 2007 - 06:52 pm: Edit

Tweaked the reinforcement table a bit as well.

By Lawrence Bergen (Lar) on Sunday, April 22, 2007 - 08:30 am: Edit

"Likewise the cargo requirement will be really hard to meet. If he has to get 100 cases, that'll take a minimum of 20 turns AFTER conquering the GCL. Only the transporters will matter because the GASs will all die immediately. And during all this transporting, you're being hammered by plasma bolts. Make it something like 2 cargo units per case, not 10."

Yeah this much and you'd need some help...like a runaway bride, an eighteen wheeler, driver and a dog named Fred. Did you get a fast ship? Cuz your gonna need a fast ship...

Just watch out for them smokeys...I can here the song now, 'Eastbound and down..."


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