First Flight of the SSCS Goliath

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Scenarios: First Flight of the SSCS Goliath
By Jacob Karpel (Psybomb) on Friday, January 22, 2010 - 11:41 pm: Edit

Does an action between the SSCS Goliath and an Andromedan RTN node exist in the Historical scenario files yet (or in the to-do list)? If not, I'm working on a fleet action that is intended as a Historical Scenario for it, for anywhere from 2-8 players. It says on the "reject list" to ask before posting, so I'm asking.

Synopsis is the SSCS with a full loadout of PFs and Fighters (876 BPV before drone upgrades!) verses a Dominator and 3 sat ship defending an SAT base that's getting ready to anchor an RTN node.

By Ryan Opel (Ryan) on Saturday, January 23, 2010 - 12:10 am: Edit

Nothing that I could find that had been published.

By Terence Sean Terry O'Carroll (Terryoc) on Saturday, January 23, 2010 - 12:25 am: Edit

Just a note, but large fights like that tend not to be published as much as smaller ones, because fewer big battles are likely to be played... it's going to have to have some unique twist to it for it to be published.

By Jacob Karpel (Psybomb) on Saturday, January 23, 2010 - 01:01 am: Edit

Goes a lot faster than you might think. Kzinti side is one true ship, a bunch of PFs (which take almost no time to allocate for), and a bunch of Fighters (which don't require allocation). Andro side is 5 ships, true, but, most are relatively quick to allocate for.

The scenario as written rarely goes on for more than 6 turns tops without being decided one way or the other. I'll put it up tomorrow evening, in case someone official tells me to bug off the subject in the meantime :)

By George Duffy (Sentinal) on Saturday, January 23, 2010 - 02:43 pm: Edit

Isn't the SSCS required to have escorts?

By Jeremy Gray (Gray) on Saturday, January 23, 2010 - 02:52 pm: Edit

Not when hunting Andros alone. Its the mission the SSCS was built for, and in that role, it doesn't require escorts.

Getting the SSCS in the middle of this fight could be a lights-out moment! :)

By Jonathan Jordan (Arcturusv) on Saturday, January 23, 2010 - 05:16 pm: Edit

Plus didn't the fiction point out that you couldn't hunt the RTN with fleets, it had to be single ships or the backscatter off the other ships near you would overwhelm the signals you track from the RTN?

By Jacob Karpel (Psybomb) on Saturday, January 23, 2010 - 08:10 pm: Edit

Yes, the fiction makes that point. Thus, why the SCS (and therefore the SSCS) were made, they were scout ships powerful enough to take out the bases as they came to them. And with that, the scenario. Mods J, K, and C2 (plus Basic/Advanced) are all you need.

(SH ___.0) First Flight of the Goliath

The year is 196. The Kzinti Hegemony, in order to better conduct the war against the Andromedans, has converted the SCS Goliath into a new, unique class of ship: the SSCS. Loaded with the best equipment they could spare and hosting two full flotillas of Needle Fast Patrol ships, its purpose was to hunt down and destroy Andromedan RTN nodes alone. It didn't take long for its purpose to be put to the test.

(SH ___.1) Number of players: 2 minimum, one each playing the Kzinti and Andromedans
(SH ___.11) Due to the scale of this assault, it is recommended that there be more than one player per side to simplify and speed the game. Upwards of 4 per side can play.

(SH ___.2) Initial Setup:
Kzinti:
SSCS Goliath on any 01xx hex, Speed 20, facing B or C, WS-III.
12x PF-N within 6 hexes of the Goliath but no further forward than the 05xx column, Speed 20, facing any, WS-III. Note that this is two flotillas, and therefore will contain two leaders, two scouts, and eight combat PF-N.
Any of the Goliath's 12 TADS-C fighters may be deployed within 3 hexes of it, the rest are assumed to still be in the bays.

Andromedans:
SAT in hex 3915, facing any, WS-I
DOM within 5 hexes of the base, Speed 15, Facing any, WS-II
2x MAM within 3 hexes of the DOM, speed 15, facing any, WS-II
EEL in hex 3915, Speed 15, facing any, WS-II

(SH ___.3) Length of Scenario: Scenario continues until all forces from one side have been destroyed, captured, or have disengaged.

(SH ___.4) Special Rules:
(SH ___.41) MAP: use a floating map, pinned to hex 3915 (the Andromedan SAT). Any unit leaving this area disengages and cannot return.
(SH ___.42) SHUTTLES AND PFs: All shuttles and PFs have warp booster packs. The Goliath has one MRS, and up to two of its fighters may be converted to EW fighters.
(SH ___.43) COMMANDER'S OPTION ITEMS
(SH ___.431): Each ship can purchase Commander's Option items (e.g. T-Bombs, extra marines, etc.) equal to 20% of its combat BPV.
(SH ___.432): All drones are Fast (i.e. Speed-32). Each drone-armed ship can purchase special drones up to the historical racial percentages as part of the Commander's Option Items. Note that (S3.2) allows drone ships extra points for this purpose.
(SH ___.44) REFITS: All ships and PFs will have received all applicable refits for the year of the scenario.
(SH ___.45) The Andromedan SAT did not quite have its positional stabilizers locked-in when the Kzinti pounced on the group. It will finish the process on Impulse 32 of Turn 3, until then it cannot operate its weapons or special sensors. If it is Displaced before then, then the process of locking in is forced to restart and the base will not be able to use its weapons or special sensors during the scenario. Remember that once it is locked in, it cannot be towed, Displaced, put in stasis, etc.

(SH ___.5) Victory Conditions: The purpose of the Goliath's mission is to hunt down and disable RTN notes, one of which the SAT is anchoring. If it survives the scenario, then the Andromedan wins at least a marginal victory, even if the Kzinti would otherwise have had a decisive win. The reverse is also true, if it is destroyed then the Kzinti wins at least a marginal victory, even if the Andromedans would otherwise have had a decisive win. Use the modified victory conditions found in (S2.201) otherwise.

(SH ___.6) Variations:
(not yet written)

(SH ___.7) Balance: The scenario can be balanced between players of different skill levels by one or more of the following:
(not yet written)

(SH ___.8) Tactics: Both players need to remember the main goal of the scenario. That is, whether the SAT lives or dies.
The Kzinti player needs to remember that, though the Dominator is an extremely powerful and intimidating unit, the lowly EEL makes it twice as dangerous. The SAT can’t help the enemy for a couple of turns, take advantage of it while you can. Andromedan ships are exceedingly tough and built to last a very long time, you will need to put out a lot of damage very quickly in order to take out your targets. Lastly, remember that doing small amounts of damage to a given ship will only make it stronger. Focus fire until your target is dead.
The Andromedan player needs to remember that the primary threat the Kzinti player can bring to bear is in the form of the two flotillas of Fast Patrol ships. Left alone for one turn, they can slip right past the defenders and reduce the SAT to scrap. As well, they stay dangerous even if you shoot every piece of warp off of them. If they are controlled, they can still fire their drones. Lastly, remember that you have T-Bombs and special sensors to help defend against drone waves and 4 DisDevs to play havoc with Kzinti formations and get your own into position.

Historical Outcome: The Goliath, though it took quite a few casualties among its Fighter and Fast Patrol wings, carried off its mission successfully. It would go on to do the same thing for years to come.

By Jacob Karpel (Psybomb) on Friday, February 12, 2010 - 11:44 am: Edit

Ok, so a couple of guys from my local playgroup and I talked it through for about an hour. What we determined is essentially that my 6-turn timer for "game decided one way or the other" was not quite correct. It's going to be 4, or MAYBE halfway through 5. Past that, and Kzintis have to go back and reload everything, which is essentially suicide against Andros due to PA panels.

The fight comes down to 3 main questions:

1) How good are the players at picking targets? Andromedans have to pick between picking off drone waves and firing at the launching units. Kzinti have 2 major threats (the Eel and the Dominator) and the SAT to choose from to focus drone waves.

2) Is the Kzinti smarter with his drones than the Andro is with his T-Bombs and other defenses? Those interactions essentially decide how much damage is getting through to the chosen victims.

3) How good are the players at guessing each other's methods. If either one manages to get his plan through unopposed, the game ends quickly in their favor.

Assuming 3 players per side who know what they're doing, people coming to the table with their options picked, and preplanned tactics, we estimated this at roughly 3-4 hours to complete (that also assumes that both sides are willing to call it if they've already lost rather than fighting it out to the last PF). Sounds short for the points we're talking about, but remember that about 70% of the Kzinti fleet (and 90% of its firepower) is composed of attrition units. Definitely an all-day event otherwise, but it still looks like a lot of fun. I'm trying to get enough of the group together on this end to playtest it for real.

Any other thoughts on it?


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