No-Win Scenario

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Scenarios: No-Win Scenario
By Scott Iles (Smrl) on Wednesday, March 13, 2013 - 11:40 pm: Edit

I don't know if this is too close to Paramount's side of the fence, but here is a scenario based somewhat on the Kobayashi Maru test. It's really based more on the novel by the same name.

THE NO-WIN SCENARIO

(ANY) by Scott Iles, Colorado

Virtually all races used this scenario, or one very similar, to train their captains. An unwritten maxim of space travel is that a no-win situation is always a possibility. This scenario is designed to test the reaction of the prospective captain to such a situation. A side effect is for captains to compete in the number of enemy ships they can destroy before they are destroyed themselves.

(SP___.1) NUMBER OF PLAYERS: 2; the prospective captain player and the enemy player.

(SP___.2) INITIAL SETUP
CAPTAIN: One ship of the player’s choice in 2115, heading C, Speed Max, WS-III.
ENEMY: One ship of no more than 50% of the BPV of the Captain’s ship, hex location and heading as determined in (SP___.45), speed max, WS-III.
Reinforcements: One additional ship identical to the first arrives on impulse 1 of turns 3, 5, 7, 9, 11 and every turn after that point (12, 13, 14, etc.) until the captain’s ship is destroyed or captured.
YEAR: Players should select a year before setting up the scenario. This will define the availability of ships, refits, fighters, drone speeds, and other items. Y175 is assumed if no other year is selected.

(SP___.3) LENGTH OF SCENARIO: The scenario continues until the captain’s ship has been destroyed, captured, or disengaged. The enemy

(SP___.4) SPECIAL RULES
(SP___.41) MAP: The map is fixed; it does not float. Any unit leaving the map has disengaged and cannot return. The captain’s ship cannot disengage.
(SP___.42) SHUTTLES AND PFs: All shuttles and PFs have warp booster packs if the year selected allows them. Mega-packs are not available.
(SP___.421) MRS shuttles may be purchased [up to the limits in (J8.5)] under (SP___.431).
(SP___.422) There are no fighters in this scenario. In a variant in which fighters are present, use the standard deployment patterns (one EWF for each squadron of eight or more fighters) for EW fighters.
(SP___.423) There are no PFs or INTs in this scenario.
(SP___.43) COMMANDER’S OPTION ITEMS
(SP___.431) Each ship can purchase additional or special equipment as Commander’s Option Items (e.g., T-bombs, extra Marines, etc.) up to 20% of its Combat BPV. See (S3.2) for details and exceptions. Note that whatever is spent here by the captain’s ship counts towards the BPV available to the enemy ship.
(SP___.432) Drone speeds will depend on the year selected for the scenario. Each drone-armed ship can purchase special drones up to the historical percentages appropriate to that empire as part of the Commander’s Option Items. Note that (S3.2) allows drone ships extra points for this purpose.
(SP___.433) If players wish to use the optional rules for Prime Teams (G32.0), they can purchase such teams (25 points each) as part of their starting forces (not part of Commander’s Options).
(SP___.44) REFITS are available depending on the year selected.
(SP___.45) ENEMY SHIP POSITIONING: The enemy ships appear on the specific turns defined in the initial set-up (SP___.2). They will appear in a random direction from the captain’s ship (roll 1 die – 1 = direction A, 2 = direction B, etc.), and at a distance determined by rolling two dice and adding 6 (i.e. a distance between 8 and 18 hexes). The heading is determined by the enemy player after the position is determined.
EXAMPLE: The captain’s ship starts in hex 2115. The die roll for direction is 3, and the die roll for distance is 8. The first enemy ship appears at a range of 14 (8+6) hexes from the captain’s ship in direction C, or hex 3522.
(SP___.451) If the location as determined by the die rolls is off the map, reroll the direction and distance until a position is determined that is on the map.

(SP___.5) VICTORY CONDITIONS: The scenario continues until the Captain’s ship is destroyed or captured. He cannot disengage. His “score” is determined by the number of enemy ships destroyed before he is.

(SP___.6) VARIATIONS: The scenario can be played again under different conditions by making one or more of the following changes:
(SP___.61) Using more ships on the enemy side each time.
(SP___.62) Using a lower (or higher) BPV for the enemy ship.
(SP___.63) Altering the timing between the appearance of enemy ships.

(SP___.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(SP___.71) Change the Captain’s Ship to a larger or smaller one.
(SP___.72) Replace the enemy ship with a larger or smaller one, or increase the number that appear each time.
(SP___.73) Change the length of time between the appearance of additional enemy ships.

(SP___.8) TACTICS:
CAPTAIN: Hit him hard, fast and often. You do not want to just damage the enemy ship, because when the next one appears, you will have two enemies to fight. Try to destroy the enemy ship as quickly, but also as efficiently as possible. You must consider carefully when to use expendables such as drones and T-bombs. You will fall eventually, but you can take a lot of them with you.
ENEMY: Be patient. You will lose a lot of ships, but you will get him eventually. As the scenario continues, the time interval between your ships arriving shortens. Do as much damage as you can with your first ships, then overwhelm him later on. If he neglects to destroy one of your ships, try to back off and conduct as many repairs as possible, then gang up on him with a later arrival.

(SP___.9) PLAYTESTERS COMMENTS:

(SP___.X) DESIGNER’S NOTES: Captains always like blowing up other ships. This scenario lets you do just that (in spades), but you know that eventually you will go down.

HISTORICAL OUTCOME: This was only ever a simulator exercise, but it earned quite a reputation among captain’s of all races. No one ever wanted to face a no-win situation, but it happened far too often.

By Mike Strain (Evilmike) on Tuesday, March 19, 2013 - 09:23 pm: Edit

The Mighty Hood Goes Down is pretty much the Kobayashi Maru for the SFBverse, and its 'historical'.

But this is a good all-purpose one, I'll give ya that.

By Dal Downing (3deez) on Wednesday, March 20, 2013 - 05:19 pm: Edit

You also have the Dakota Incident in the Cadet Manual which is also somewhat historical or atleast published. As far as no wins go.

A disabled frieghter the SS Dakota is drifting in the neutral zone. Dispite broadcasting your on a errand of mercey 3 Klingon Cruiser move to intercept your Heavy Cruiser with weapons loaded.


Got to admit though this one my be fun if you have a couple of hours to kill or are teaching the basics to someone new.

By Jim Davies (Mudfoot) on Wednesday, March 20, 2013 - 08:39 pm: Edit

I like it. Not sure about the positioning of the arriving ships; I'd prefer that they be on a random map edge. Otherwise they're just rather too close which makes it something of a crapshoot. If a Warbird pops up 9 hexes in front of you when you've already burned your HET bonus, it's suddenly a bit no fair.

Also, it might be good if the position was known to both players some 16 impulses in advance. And if/when the ship is within, say, 15 hexes of the arrival point, the Captain gets to know what it is.


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