Misfire

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Scenarios: Misfire
By Frank Brooks (Alskdjf) on Wednesday, April 28, 2004 - 01:20 pm: Edit

(S_.0) MISFIRE
by Frank Brooks, Missouri

At a secret weapons research base, work on a new energy weapon had finally reached the “let’s blow something up” phase. A large asteroid had been positioned near the base for use as a target.
Enemy intelligence had gotten wind of the base and its activities. While the exact nature of the weapon was unknown, it was been decided that this research could not be allowed to continue. A task force was assembled with the objective of destroying the base. Intelligence also discovered that the base’s defense ships had been sent out on a training exercise, and would be away from the area until some time after the testing was complete.
The task force arrived at the base just as the testing was beginning. The sudden influx of energy (caused by their warp engines) had an unexpected effect on the new weapon, causing it to suffer a massive failure. This resulted in the destruction of the science module where the research was being conducted, and in the totally unexpected (and rather shocking) formation of a black hole downrange of the target asteroid.
Intelligence had been only partially correct about the base’s defense ships. The ships were out on a training exercise, but they returned shortly after the attack began.

(S_.1) NUMBER OF PLAYERS: 2; the base station player and the attacking player.

(S_.2) INITIAL SET UP
TERRAIN: Black hole in hex 1210. See (S_.45).
Large asteroid in hex 1914. See (S_.46).
BASE PLAYER: Base Station with one science module in hex 2215, initial facing and rotation rate at player’s option, WS-I. See (S_.47).
REINFORCEMENTS: 3 ships, no more than one size class 3, total combined BPV of 300, enter map between 3201 and 4201 on Turn #3, heading D or E, speed max, WS-III.
ATTACKING PLAYER: Up to 6 ships (no more than two size class 3), total combined BPV of 600, enter map in any hex between 3230 and 4230, heading A or F, speed 10, WS-III.
YEAR: Players should select a year before set up. This year will define available ship, weapons, and refits. Y172 is assumed if no other decision is made.

(S_.3) LENGTH OF SCENARIO: The scenario continues until either the base station is destroyed, or all attacking units have been captured, destroyed, or have disengaged.

(S_.4) SPECIAL RULES
(S_.41) MAP: The map is fixed; it does not float. The attacking forces can only disengage from the xx30 map edge. The base forces can disengage from any other map edge. Units which disengage in unauthorized areas are considered destroyed.
(S_.42) SHUTTLES AND PFs: Shuttles and PFs will have warp booster packs depending on the year selected for the scenario. If the year is Y180 or later, all shuttles will have warp booster packs. If the year is 178 or later, all Interceptors will have warp packs. PFs will always have warp packs.
(S_.421) MRS shuttles may be purchased [up to the limits in (J8.5)] under (S_.431).
(S_.422) If using EW fighters, one fighter in any squadron of eight or more can be an EW fighter. If not using EW fighters, it will be a standard fighter of the most common type in the squadron.
(S_.423) PFs are available if the year selected for the scenario allows their use.
(S_.43) COMMANDERS OPTION ITEMS
(S_.431) The base station and each ship in the attacking fleet 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. Each reinforcement ship has only 5% of its combat BPV available for Commander’s Option Items (they were not expecting combat). See (S3.2) for details and exceptions.
(S_.432) Drone speeds will depend on the year selected for the scenario.
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.
(S_.433) If the players wish to use the optional rules for Prime Teams (G32.0), the base station and one ship in the attacking force each have one team.
(S_.44) REFITS: All refits are available depending on the year of the scenario.

(S_.45) BLACK HOLE: Due to the unusual way in which the black hole was created, it is not entirely stable. Objects falling into it or weapons fired in its vicinity will cause gravity waves. The force of this gravity wave will be reduced by one for each hex it moves out from the black hole.
(S_.451) Any object size class 5 or larger that falls into the black hole will cause a 20 point gravity wave (P9.41). The large asteroid counts as a size class 3 unit for this purpose.
(S_.452) Any non-phaser energy based weapons fired within 10 hexes of the black hole will produce also produce a 20 point gravity wave as described in (S_.45).
(S_.453) The initial strength of the gravity wave is increased by 5 for each weapon after the first that is fired on the same impulse. For example, if on Impulse #14, a Klingon cruiser eight hexes from the black hole fires two disruptors and a Federation frigate nine hexes from the black hole fires one photon, a 35 point gravity wave will be generated.
(S_.454) If weapons fire will generate a gravity wave on the same impulse that an object has fallen into the black hole, both gravity waves will be produced, but will be combined into a single gravity wave for game play purposes.

(S_.46) LARGE ASTEROID: The large asteroid has been moved in to serve as a target, and is not anchored in place in any way. It will be effected normally by the black.

(S_.47) BASE STATION:
(S_.471) The base station’s positional stabilizers are active, which prevents it from being pulled into the black hole (G29.27).
(S_.472) The weapon was being developed in the science module. During the failure that caused the black hole, the module was destroyed. However, safety bulkheads prevented the damage from penetrating into the base station itself. Mark all boxes in the science module as destroyed. This damage can be repaired during the scenario, but the weapon being developed there cannot be repaired by any means.
(S_.473) Even though the base station itself wasn’t damaged by the weapon’s destruction, it’s energy system was still tied into the science module. Because of this, phasers larger than phaser-3 are included in (S_.45). A phaser-1, -2, or -4 down-fired as a phaser-3 counts as a phaser-3 for this purpose (i.e., no gravity wave will be generated).

(S_.5) VICTORY CONDITIONS: If the base station is destroyed and at least one attacking ship (size class 4 or bigger) survives, the attacking player wins. If the base station survives, the base player wins. If the base station is destroyed and none of the attacking units (size class 4 or larger) survive, the scenario is a draw.

(S_.6) VARIATIONS: The scenario can be played again under different conditions by making one or more of the following changes.
(S_.61) The scenario can be made more challenging by making the gravity waves bigger. This will cause more damage to the base, but attacking ships generating the waves will also take more damage.
(S_.62) For a larger battle, use a larger base, with a corresponding increase in the attacking force.
(S_.63) For a smaller, quicker battle, use an attacking force of 400 BPV (one size class 3 unit). Only allow 150 BPV for the base station reinforcements (no size class 3 units).

(S_.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following changes.
(S_.71) Allow the less experienced player more points to purchase ships.
(S_.72) Allow the more experienced player less points to purchase ships.
(S_.73) Change the arrival turn for the base reinforcements arrive in favor of the less experienced player.

(S_.8) TACTICS
BASE PLAYER: While the base station itself is not going to fall into the black hole, everything else you have might. Make sure to use reinforcement on the second turn, as the asteroid will fall into the black hole late in the first turn. Don’t worry about blowing up enemy ships. Crippling them will force them to disengage or risk falling into the black hole. Use care in firing heavy weapons/phasers, as the gravity waves could quickly become dangerous. However, with a bit of planning, they can be used to damage the attacking ships, while you reinforce/rotate weak shields away.
ATTACKING PLAYER: You have two turns of just you and the base. Close on turn one and hit it as hard as you can. If you have multi-turn arming weapons, you will probably have to consider the reinforcement ships when you make your second pass. While moving to the black hole side of the base might let you take advantage of a gravity-wave weakened shield, watch out that your ship isn’t the one that causes the next gravity wave.

DESIGNER’S NOTES: I wanted a scenario that had a base (which ignores the movement effects of a black hole) and a black hole (which moves everything but the base) in the same scenario. Since the positional stabilizer rules prohibit placing a base next to a black hole, I had to place the black hole next to the base.

By Scott Tenhoff (Scottt) on Thursday, May 06, 2004 - 02:20 pm: Edit

OK, you asked for some comments, Frank.

Here's a 'sample' Klingon Fleet: (And I didn't try to create this as a scenario killing fleet, just a 5min mish-mosh)
D7C:139
F5L: 95
F5DB: 95
F5B: 76
F5SB: 65
D5H+TP: 95+20
Total: 585

It has (IIRC) 10 Drone Racks, 12 Disruptors, and a ton of Phasers.

It'll flatten the facing shield and beam over everything and the kitchen sink to capture you at the end of turn 1. (It's firing outside the Gravity Wave generating range of the Black Hole Turn 1). The BS has only 12 BP (w/o CO items), it's got 16 Transporters in the D7C+D5H alone.

The Drones are a distraction to force the base to Weasel, but it won't have any available, because of WS-1.

The base is only going to get 1 shot at me, since I'll be overwhelming it at the mid/end of turn 1. Yes it'll get 1 big shot of 4 P-4s, but so what that's a destroyed Frigate that's leading the charge in. (Fire at the F5D now, or the D7C later)

Hampering the base with WS-1, will mean it is in the hurt locker Turn 1 charging any P-4s.

Those are my thoughts off the bat.

It would be easier to have any defenders started docked/in tractor with the base (can't remember interaction between tractor+black hole) That way, at least the base isn't overwhelmed by itself. A BS is pretty pathetic by itself against a squadron, sure it'll hose 1-2 ships a turn, but it will get hosed in 1 turn. (IE watch what happenes once it takes 4-8 phaser/torp/drones hits inside)

By Richard Wells (Rwwells) on Thursday, May 06, 2004 - 09:46 pm: Edit

If you intend on going in to board, the base could sequence the phaser-4s at one target. Combine the massive phaser damage with a series of 20 point gravity waves which also remove seeking weapons. That was my problem with the scenario, like other similar black hole and gravity wave scenarios, this could be both very bloody and encouraging very counter-intuitive tactics. Other players may like it for just those reasons.

By Scott Tenhoff (Scottt) on Friday, May 07, 2004 - 01:12 pm: Edit

The gravity waves are only generated if you are closer than 10 hexes.

The base is at 9 hexes form the black hole. So you only have to stay SE of the base (and away from the black hole too).

The other thing I had thought of, if timed right, the base will have to contend with a range-2 jump of any drones impacting on it (black hole pulling them).

Fine, even if you throw out the idea of a boarding action.

10 drones, 12 overloaded disruptors, and 12+ phasers are going to core the Base. Not even counting type-4's at the end of the drone wave.

By Richard Wells (Rwwells) on Friday, May 07, 2004 - 01:38 pm: Edit

Scott: Not the attacker, the base is generating gravity waves. See .473 for how many. Being able to create at least 6 gravity waves of 20 points each can have an effect. (Firing a non-bearing phaser-IV as a phaser-1 solely to generate such a gravity wave is one concept the scenario encourages.)

By Steve Petrick (Petrick) on Friday, May 07, 2004 - 02:41 pm: Edit

Frank Brooks:

One thing you need to clarify is whether or not the BPV for the attacker ships and the defender reinforcements includes things like drone speeds and commander's options, or if those things are in addition to the BPV.

Even without that, you ARE vulnerable to having the base blown up on Turn #1 as any attacking force is only 15 hexes from the base, and can be moving up to speed 20. So even slow drones will put paid to it (as has been noted by others, you have no wild weasel on Turn #1).

The point is that you really need to look at the overall circumstances and ask yourself how to break your own scenario.

By Scott Tenhoff (Scottt) on Friday, May 07, 2004 - 02:41 pm: Edit


Quote:

(S_.452) Any non-phaser energy based weapons fired within 10 hexes of the black hole will produce also produce a 20 point gravity wave as described in (S_.45).




P-4's are Phaser energy. So they don't count.

A disruptor, Photon, Plasma counts.

Besides,

Quote:

(SP__45) ... The force of this gravity wave will be reduced by one for each hex it moves out from the black hole.




The Base is range 9 from the Black Hole, if you play 4+ from the Base, the Gravity Wave is strength <7 by the time it gets to your ships.

If nothing else, the Gravity Wave will smack the Base around more than you (well, it'll hit all of your ships, but the base once for 11)

By Frank Brooks (Alskdjf) on Friday, May 07, 2004 - 03:51 pm: Edit

SPP: I will include that information in the rewrite.

Scott: (S_.473) says that the base's phasers larger than ph-3 also produce gravity waves.

By Richard Wells (Rwwells) on Friday, May 07, 2004 - 03:51 pm: Edit

Scott: Look later in the scenario rules. "... phasers larger than phaser-3 are included in (S_.45)." So the base could generate a big gravity wave if need be. Does make a viable, if painful, option. Sure beats 240 points of drone damage.

(S_.473) Even though the base station itself wasn’t damaged by the weapon’s destruction, it’s energy system was still tied into the science module. Because of this, phasers larger than phaser-3 are included in (S_.45). A phaser-1, -2, or -4 down-fired as a phaser-3 counts as a phaser-3 for this purpose (i.e., no gravity wave will be generated).

I think the scenario would be better if the black hole was between the attacker and the base to make the black hole a critical part of the scenario.

By Scott Tenhoff (Scottt) on Friday, May 07, 2004 - 04:26 pm: Edit

Frank, I took the comment from .473 as a reminder that the base's weapons could make gravity waves.

If you intend the base's phasers to be exempt from .452 (ie non-phaser weapons...), maybe you should include a scentence in that special rule.

Just "The Base's phasers are exempt from this, and every Phaser shot from the base will contribute to a gravity wave."

By Frank Brooks (Alskdjf) on Friday, May 07, 2004 - 04:43 pm: Edit

My intent is that the base's phasers will generate waves unless downfired as ph-3s.

btw - I should mention that this is the first scenario I have every written.

By Frank Brooks (Alskdjf) on Friday, August 13, 2004 - 09:28 am: Edit

Ok. I finally had a chance to re-work this a bit.

I changed the BS to a BATS, and started it at WS-II instead of WS-I. I also reversed the positions of the base and black hole, so the black hole is between the attacker and the base.

Let me know what you think.

By Frank Brooks (Alskdjf) on Friday, August 13, 2004 - 09:32 am: Edit

(S_.0) MISFIRE
by Frank Brooks, Missouri

At a secret weapons research base, work on a new energy weapon had finally reached the "let’s blow something up" phase. A large asteroid had been positioned near the base for use as a target.
Enemy intelligence had gotten wind of the base and its activities. While the exact nature of the weapon was unknown, it was been decided that this research could not be allowed to continue. A task force was assembled with the objective of destroying the base. Intelligence also discovered that the base’s defense ships had been sent out on a training exercise, and would be away from the area until some time after the testing was complete.
The task force arrived at the base just as the testing was beginning. The sudden influx of energy (caused by their warp engines) had an unexpected effect on the new weapon, causing it to suffer a massive failure. This resulted in the destruction of the science module where the research was being conducted, and in the totally unexpected (and rather shocking) formation of a black hole downrange of the target asteroid.
Intelligence had been only partially correct about the base’s defense ships. The ships were out on a training exercise, but they returned shortly after the attack began.

(S_.1) NUMBER OF PLAYERS: 2; the base player and the attacking player.

(S_.2) INITIAL SET UP
TERRAIN: Black hole in hex 2215. See (S_.45).
Large asteroid in hex 1512. See (S_.46).
BASE PLAYER: BATS with one science module in hex 1210, initial facing and rotation rate at player’s option, WS-II. See (S_.47).
REINFORCEMENTS: 3 ships, no more than one size class 3, total combined BPV of 300 (including Commanders Options and drone upgrades), enter map between 3201 and 4201 on Turn #3, heading D or E, speed max, WS-III.
ATTACKING PLAYER: Up to 6 ships (no more than two size class 3), total combined BPV of 600 (including Commanders Options and drone upgrades), enter map in any hex between 3230 and 4230, heading A or F, speed 10, WS-III.
YEAR: Players should select a year before set up. This year will define available ship, weapons, and refits. Y172 is assumed if no other decision is made.

(S_.3) LENGTH OF SCENARIO: The scenario continues until either the BATS is destroyed, or all attacking units have been captured, destroyed, or have disengaged.

(S_.4) SPECIAL RULES
(S_.41) MAP: The map is fixed; it does not float. The attacking forces can only disengage from the xx30 map edge. The base forces can disengage from any other map edge. Units which disengage in unauthorized areas are considered destroyed.
(S_.42) SHUTTLES AND PFs: Shuttles and PFs will have warp booster packs depending on the year selected for the scenario. If the year is Y180 or later, all shuttles will have warp booster packs. If the year is 178 or later, all Interceptors will have warp packs. PFs will always have warp packs.
(S_.421) MRS shuttles may be purchased [up to the limits in (J8.5)] under (S_.431).
(S_.422) If using EW fighters, one fighter in any squadron of eight or more can be an EW fighter. If not using EW fighters, it will be a standard fighter of the most common type in the squadron.
(S_.423) PFs are available if the year selected for the scenario allows their use.
(S_.43) COMMANDERS OPTION ITEMS
(S_.431) The BATS and each ship in the attacking fleet 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. Each reinforcement ship has only 5% of its combat BPV available for Commander’s Option Items (they were not expecting combat). See (S3.2) for details and exceptions.
(S_.432) Drone speeds will depend on the year selected for the scenario.
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.
(S_.433) If the players wish to use the optional rules for Prime Teams (G32.0), the BATS and one ship in the attacking force each have one team.
(S_.44) REFITS: All refits are available depending on the year of the scenario.
(S_.45) BLACK HOLE: Due to the unusual way in which the black hole was created, it is not entirely stable. Objects falling into it or weapons fired in its vicinity will cause gravity waves. The force of this gravity wave will be reduced by one for each hex it moves out from the black hole.
(S_.451) Any object size class 5 or larger that falls into the black hole will cause a 20 point gravity wave (P9.41). The large asteroid counts as a size class 3 unit for this purpose.
(S_.452) Any non-phaser energy based weapons fired within 10 hexes of the black hole will produce also produce a 20 point gravity wave as described in (S_.45).
(S_.453) The initial strength of the gravity wave is increased by 5 for each weapon after the first that is fired on the same impulse. For example, if on Impulse #14, a Klingon cruiser eight hexes from the black hole fires two disruptors and a Federation frigate nine hexes from the black hole fires one photon, a 35 point gravity wave will be generated.
(S_.454) If weapons fire will generate a gravity wave on the same impulse that an object has fallen into the black hole, both gravity waves will be produced, but will be combined into a single gravity wave for game play purposes.
(S_.46) LARGE ASTEROID: The large asteroid has been moved in to serve as a target, and is not anchored in place in any way. It will be effected normally by the black hole.
(S_.47) BATTLE STATION:
(S_.471) The BATS’s positional stabilizers are active, which prevents it from being pulled into the black hole (G29.27).
(S_.472) The weapon was being developed in the science module. During the failure that caused the black hole, the module was destroyed. However, safety bulkheads prevented the damage from penetrating into the BATS itself. Mark all boxes in the science module as destroyed. This damage can be repaired during the scenario, but the weapon being developed there cannot be repaired by any means.
(S_.473) Even though the BATS itself wasn’t damaged by the weapon’s destruction, it’s energy system was still tied into the science module. Because of this, phasers larger than phaser-3 are included in (S_.45). A phaser-1, -2, or -4 down-fired as a phaser-3 counts as a phaser-3 for this purpose (i.e., no gravity wave will be generated).

(S_.5) VICTORY CONDITIONS: If the BATS is destroyed and at least one attacking ship (size class 4 or bigger) survives, the attacking player wins. If the BATS survives, the base player wins. If the BATS is destroyed and none of the attacking units (size class 4 or larger) survive, the scenario is a draw.

(S_.6) VARIATIONS: The scenario can be played again under different conditions by making one or more of the following changes.
(S_.61) The scenario can be made more challenging by making the gravity waves bigger. This will cause more damage to the base, but attacking ships generating the waves will also take more damage.
(S_.62) For a larger battle, use a larger base, with a corresponding increase in the attacking force.
(S_.63) For a smaller, quicker battle, use an attacking force of 400 BPV (one size class 3 unit). Only allow 150 BPV for the base station reinforcements (no size class 3 units).

(S_.7) BALANCE:The scenario can be balanced between players of different skill levels by one or more of the following changes.
(S_.71) Allow the less experienced player more points to purchase ships.
(S_.72) Allow the more experienced player less points to purchase ships.
(S_.73) Change the arrival turn for the base reinforcements arrive in favor of the less experienced player.

(S_.8) TACTICS
BASE PLAYER: While the BATS itself is not going to fall into the black hole, everything else you have might. Make sure to use reinforcement on the second turn, as the asteroid will fall into the black hole late in the first turn. Don’t worry about blowing up enemy ships. Crippling them will force them to disengage or risk falling into the black hole. Use care in firing heavy weapons/phasers, as the gravity waves could quickly become dangerous. However, with a bit of planning, they can be used to damage the attacking ships, while you reinforce/rotate weak shields away.
ATTACKING PLAYER: You have two turns of just you and the base. Close on turn one and hit it as hard as you can. If you have multi-turn arming weapons, you will probably have to consider the reinforcement ships when you make your second pass. While being on the black hole side of the base might let you take advantage of a gravity-wave weakened shield, watch out that your ship isn’t the one that causes the next gravity wave.

DESIGNER’S NOTES: I wanted a scenario that had a base (which ignores the movement effects of a black hole) and a black hole (which moves everything but the base) in the same scenario. Since the positional stabilizer rules prohibit placing a base next to a black hole, I had to place the black hole next to the base.


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