|Archive through September 01, 2014||25||09/01 11:59pm|
|By Lee Storey (Storeylf) on Monday, September 01, 2014 - 06:31 pm: Edit|
Can you better describe the map, do we join by long or short edge (which determines how far the freighters have to travel to reach the planet).
For those without all map boards can you describe the planet - how big is it and what hex does it sit on?
Is that small or large hexes?
are those 2 extra maps added to the center 'row' of maps. Are they added one each end, or both to one side? You say 'this' map edge suggesting both maps go together on one side as below:-
|oxooo| <- freighters
That looks odd, but how I'm reading it though!
What size are the freighters?
You talk about being able to have a tractor auction over one of 'your' freighters - but their is no explanation of which are our freighters. You can't board or capture them, so how do they become 'yours'?
Are freighters removed the moment they reach the planet - or is it end of turn removal? Immune to further damage suggests it is not immediate removal, so can it be tractored away again?
|By Mike West (Mjwest) on Monday, September 01, 2014 - 06:54 pm: Edit|
It isn't that hard. All of the particulars will be answered when Steven posts the full scenario rules. This is just so you can start thinking about it. So, things like the exact type of freighters are current irrelevant. He is just describing the basic setup.
You start with a 3x3 arrangement. One force along the top edge, one force along the bottom edge. I am not willing to dig out the planet maps, but I think the blue planet is just a single hex planet. I assume small hexes, as that seems to be the "normal standard".
Now, add two more map panels on either side of the center row. (Take how you showed it, move the "x" map to the middle of the row, and center the top and bottom rows on the "x" map.). Two independent sets of freighters will enter the map from the edges of the new map panels, one for each side. (So, for example, perhaps the freighters associated with the force on the top enters from the right, and the freighters associated with the force on the bottom enters from the left.) So, basically, there are two sets of freighters; one set is yours, and the other set is your opponents.
Let's assume your force is on the top. Do you go to the freighters on the right to protect them, or to the freighters on the left to attack them? How do you split your forces to do both. It's a nice setup.
|By Steve Petrick (Petrick) on Monday, September 01, 2014 - 06:59 pm: Edit|
Player A's freighters
Player A's ships
Player B's ships
Player B's freighters
The two outer X's should be seen as centered on the center map panels.
The planet is a single hex in the middle of the center map panel.
The freighters are small ones.
The seven freighters coming in behind your ships are your freighters.
The seven freighters coming in behind your opponent's ships are his freighters. They are basically operating under robot control seeking the planet.
Once a freighter reaches a hex adjacent to the planet, it is removed from play immediately after determining how many cargo boxes it had remaining at that point.
|By Lee Storey (Storeylf) on Monday, September 01, 2014 - 07:10 pm: Edit|
NVM - ninja'd
Thanks, that makes more sense.
|By Mike West (Mjwest) on Monday, September 01, 2014 - 11:59 pm: Edit|
Ah, vertically centered, not horizontally centered. My bad. Makes more sense with the freighters coming from behind.
|By Steve Petrick (Petrick) on Friday, September 05, 2014 - 02:30 pm: Edit|
ANDROMEDAN: RAIDERS OF THE LOST DOMINATOR
by Lee Storey, HMS Yorkshire
THOLIAN ROCKY ROAD DEFENSE FORCE
by Tony L. Thomas, USS Tennessee
KLINGON FRIGATE FRENZY
by Art Trotman , HMCS Ontario
FEDERATION ADVANCED SCOUTING PARTY
by Sean Johnson, USS Indiana
HYDRAN BATTLE OF HYDRAX SQUADRON
by Terry OíCarroll, HMAS New South Wales
ROMULAN EAGLE CLASS SQUADRON
by Patrick H. Dillman, USS California
GORN IRONSCALE SQUADRON
by Fred J. Kreller, USS Colorado
LYRAN HEAVY PICKET GROUP
by Richard Eitzen, USS Florida
VUDAR LOUNGE LIZARDS
by Mike West, USS Texas
LYRAN DEMOCRATIC REPUBLIC "BLAZING CLAWS GROUP"
by Jeffery Smith, USS
Remember, Articles are due by the end of September.
|By Lee Storey (Storeylf) on Saturday, September 06, 2014 - 04:42 am: Edit|
Do we have full freedom as to where our ships go, and the freighters.
So can our ships go anywhere along the North/South edge (before adding the freighter maps) and can the freighters go anywhere along the Edge of their maps? Can I split the freighters? can I have them facing different directions etc. E.g I'm on the North, can I place Freighters facing South East and South West spread out so that they will head in away from each other until the turning rule kicks in and they have to turn in towards the planet. Or do they have to face directly South (depending on map alignment)?
If a freighter gets tractored such that when it is let go it would go straight off the map what happens? Indeed, just in case it can happen, what happens if it's normal movement would take it off the map - the single map panel sticking out means that map edges might get in the way if they have been turned SE/SW before reaching the main map area.
PS: Was Mwest correct about assuming small hexes? Mwest say small is normal, but in the last 5 years or so I have played with small hexes only once I think, large hexes are our normal. Also are maps joined so that the smaller edges are north/south or east/west?
|By Steve Petrick (Petrick) on Saturday, September 06, 2014 - 02:13 pm: Edit|
By Steve Petrick (Petrick) on Monday, September 01, 2014 - 03:52 pm: Edit
Submissions are closed.
To get everyone to start thinking. The scenario is going to be "force on force," with a complication.
The map will consist initially of nine map panels. A map panel with the blue planet will be the middle panel surrounded by eight open space panels. One player will set up his ships along the north edge, while the other player sets up along the south edge. To this add two additional open space map panels to the center map panels. Along the far edge of this map panel will be seven freighters, no more than two per hex, heading towads the planet. These freighters will move at Speed 8. They will only move directly ahead (no turns or sideslips) until they reach the planet. If a friendly tractor beam is applied to a freighter that is not currently being held by an opposing tractor beam, the freighter will "self destruct." In short, you can have a tractor auction with an enemy over one of your freighters, but once he announces that he will not further contest the tractor link, you must drop your own tractor at the same time.
The freighters will only turn when they reach a point where a turn is necessary to head towards the planet. Thus if a freighter is tractored by the enemy and dragged off and released, it will continue moving in its previous direction unless it is on a line of hexes where a 60 degree turn will have it heading directly towards the planet. If the freighter is pulled past the planet, this creates an exception and the freighter will turn as quickly as it can to move the shortest number of hexes to reach the planet.
Freighters cannot be boarded and captured, but hit-and-run raids can be made against their systems.
The freighters have no crew and no shuttles. If damaged, and unable to make Speed 8, they will make the best speed they can but continue towards the planet. If a warp engine is damaged, it will apply its repair rating to fix the damaged engine. It will only use its damage control to fix warp engine boxes.
Excess power above that needed to move Speed 8 will be used first to refill the battery, then repair damaged shield boxes. Before any shield boxes are damaged, excess power will be applied as shield reinforcement. Depending on which happens first in a turn, battery power will be used either to reinforce a shield, or to repel a tractor link.
The freighters will not fire their phasers for any reason.
Once a freighter reaches a hex adjacent to the planet, it is immune from any further damage, it is removed from the map and any undamaged cargo boxes are considered to have been delivered. The side that delivers the most cargo wins. If both sides deliver the same amount of cargo, the side that did this with the largest number of freighters wins. For example, both players had 25 points of cargo reach the planet, but one player did this with one freighter while the other did it with two freighters, the second player is the winner. If both players are completely tied on cargo delivered to the planet (same number of cargo boxes delievered by the same number of freghters), use the normal victory conditions (the freighters do not count for this) to determine the winner.
So when the pairing are made, you must figure out how to keep the enemy from destroying your freighters, which you cannot control in any way, they simply keep moving towards the planet at Speed 8, while somehow destroying the enemy's freighters.
As to the hex size, yes it uses the small hexes and yes we have always used the small hexes for battle groups.
The above instructions the freighters must be facing towards the planet, so no you cannot face them in multiple different directions, they must move towards the planet, it says so. You have no voluntary control over their speed or their direction of movement, again, it says so. A freighter will turn when it is scheduled to move to face the planet and move towards it if it can, if moving straight gets it closer to the planet it does that. It cannot side slip, it only moves towards the planet. The only time they are going to turn is if a turn is necessary to move closer to the planet.
|By Lee Storey (Storeylf) on Saturday, September 06, 2014 - 04:35 pm: Edit|
I can read it says they must move towards the planet, I can read they must start facing towards the planet. What I can't read is what it does not say.
If the maps lie so that the short edges are east/west then I can place the freighters facing SE or SW whilst being 'towards' the planet, depending on which side of the planet I am on.
If the map panels lie so the short edges are north/south then I can place them S/SE/SW and depending on where they are they will still be facing 'towards' the planet. Only the single hex directly in line with the planet would have a single facing that constitutes 'towards' the planet, every other hex has 2 facings that meet that requirement - If i'm offset from the planet (as at least 5 of them will be) I can head 'in' and then turn down, or I can head down and then turn 'in'. So contrary to what you said above I can meet the above rules and have them facing 3 different directions at game start. So can I place each one differently, so they take different routes in, or so they all turn in to each other and head in as a 2 big stacks. Can I place them apart, I can read it says 2 per hex if you want for sure, but can I place them 14 hexes apart so that they will not all head together in a group?
Also orientation of the map panels effects what distance the freighters have to go.
So I'll ask again. What orientation are the map panels? Can we split the freighters anywhere across the top/bottom edge. Can they all face different directions (that face 'towards' the planet), or must they all face the same direction?
What happens if a freighter must move off the map. e,g. due to being tractored to a place and released where its next forward move (or turn and move) will take it off. Can I in fact just directly shove a freighter off map with a tractor?
Can the warships be placed anywhere along the edge of the 3 map panels that made the top/bottom edge before the freighter panels were added. Can they split up etc. 3 ships on the NE map panel, 3 on the NW panel, 1 on the center panel etc.
|By Steve Petrick (Petrick) on Saturday, September 06, 2014 - 05:35 pm: Edit|
Okay, try this:
The map consists of 11 map panels using the small hexes.
Nine of the map panels form a square.
Panel #1 is the upper left side of the square. Its 14xx edge abuts the edge of the 01xx edge of Panel #2 and its xx15 edge abuts the xx01 edge of Panel #4.
The 14xx edge of Panel #2 abuts the 01xx edge of Panel #3, and its xx15 edge abuts the xx01 edge of Panel #5 which is the planet panel.
The xx15 edge of Panel #3 abuts the xx01 edge of Panel #6.
The xx01 edge of Panel #4 abuts the xx15 edge of Panel #1. The 14xx edge of Panel #4 abuts the 01xx edge of Panel #5. The xx15 edge of Panel #4 abuts the 01xx edge of Panel #7.
The xx01 edge of Panel #5, which is the panel with the blue planet, if you do not have this panel, the planet is in hex 0807, abuts the xx15 edge of Panel #2. The 14xx edge of Panel #5 abuts the 01xx edge of Panel #6. The xx15 edge of Panel #5 abuts the 01xx edge of Panel #8.
The xx01 edge of Panel #6 abuts the xx15 edge of Panel #3. The xx015 edge of Panel #6 abuts the xx01 edge of Panel #9.
The xx01 edge of Panel #7 abuts the xx15 edge of Panel #4. The 14xx edge of Panel #7 abuts the 01xx edge of Panel #8.
The xx01 edge of Panel #8 abuts the xx15 edge of Panel #5. The 14xx edge of Panel #8 abuts the 01xx edge of Panel #9.
The xx01 edge of Panel #9 abuts the xx15 edge of Panel #6.
The ships (not freighters) of Player A (the first player mentioned in a match-up) set up anywhere along the xx01 edges of Panels #1, #2, and/or #3.
The ships (not freighters) of Player B (the second player identified in a match-up) set up anywhere along the xx15 edges of Panels #7, #8, and/or #9.
Panel #10's xx15 edge abuts the xx01 edge of Panel #2. Player A's freighters set up anywhere along the xx01 edge of this Panel. A maximum of two freighters per hex. All freighters must have a heading of "D". As per the instructions, they may only move straight ahead until they hit a row of hexes that a 60 degree turn allows them to head towards the planet.
Example: If a freighter started in hex 0101 of Map Panel #10, it must continue to move down that row of hexes until (assuming it is not tractored and dragged by an enemy ship or destroyed) it reaches hex 0104 of Panel #5, when it must turn to a heading of "C" and continue moving towards the planet.
Panel #11's xx01 edge abuts the xx15 edge of Panel #8. Player B's freighters set up anywhere along the xx15 edge of this Panel. A maximum of two freighters per hex. All freighters must have a heading of "A". As per the instructions, they may only move straight ahead until they hit a row of hexes that a 60 degree turn allows them to head towards the planet.
|By Lee Storey (Storeylf) on Saturday, September 06, 2014 - 05:47 pm: Edit|
And the bit about being tractored shoved off the map, or being released such that you'd then have to move off map?
|By Steve Petrick (Petrick) on Saturday, September 06, 2014 - 06:03 pm: Edit|
We are just going to say that if you try to push a freighter off the map the tractor breaks at that point, if the frieghter's own movement would force it off the map (which if they are moving only in directions A or D except when turning to face the planet) would require dragging them all the way across the map under fire by the enemy in any case) they stop and do tactical maneuvers until they are heading towards the planet again.
|By Lee Storey (Storeylf) on Saturday, September 06, 2014 - 06:05 pm: Edit|
OK thanks (but drat). With heavy front panels to help survive I was at least thinking about it as an option
|By Tony L. Thomas (Scoutdad) on Sunday, September 07, 2014 - 10:46 am: Edit|
Question: Since I'm facing the Andromedans...
Do Andro freighters have shields, or PA panels?
Based on the ship cards in use, I'd assume shields - but I wouldn't like to base tactics on that, only to find that I'm wrong.
|By Lee Storey (Storeylf) on Sunday, September 07, 2014 - 01:13 pm: Edit|
Lol - I was going to ask for Andro 'freighters' the other day but thought that might be going a bit far. I'm assuming I'm defending standard small freighters for some odd reason.
|By Tony L. Thomas (Scoutdad) on Sunday, September 07, 2014 - 05:25 pm: Edit|
You 'snatched' them from the Hydrans and haven't been able to construct robot servitors short enough to fit the decks to retro-fit the freighters with PA panels???
|By Lee Storey (Storeylf) on Sunday, September 07, 2014 - 05:59 pm: Edit|
We are using these freighters as they were able to carry a no resistance assimilation virus without being spotted en route. The reason the freighters disappear as soon as they reach the planet is that they break apart and spill that virus into the atmosphere.
Your freighters represent the last best chance for a doomed planet - and airborne vaccine, they also need to break apart on contact with the atmosphere.
Why do I want assimilated spider rocks?
|By Steve Petrick (Petrick) on Tuesday, September 09, 2014 - 12:52 pm: Edit|
The freighters are always just standard small freighters, no matter what empire is defending or attacking them. Whether Andromedans, Maghadim, Iridani, Branthodon, Hiver, etc.
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