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Training Scenarios for Two or More Players

 
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Mike
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PostPosted: Mon Jun 08, 2009 5:09 pm    Post subject: Training Scenarios for Two or More Players Reply with quote

This thread is for simple training scenarios for two or more players. There is another thread with several solitaire scenarios.
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Mike
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PostPosted: Mon Jun 08, 2009 5:10 pm    Post subject: Reply with quote

FEDERATION COMMANDER TRAINING EXERCISE: BUOY DATA

This is a training exercise to learn movement, maneuvering, shields, damage allocation, some ship systems, and weapons.
Players command frigate-class starships, and the mission is to collect data from several buoys.

NUMBER OF PLAYERS
There can be any number of players in this scenario. There are no “teams” or “sides”. It is every player for himself or herself.
Frigates from any empire can be used. Players can replay this scenario any number of times using a frigate from a different empire each time in order to see the differences between the ships.

INITIAL SET-UP
Map: Set up the map with 3 panels across and 2 panels high if using small hexes (4 wide and 3 high with large hexes). The map is “fixed”, and no ship can leave the map (until it has gathered 75 points of information from the buoys). If a ship is about to leave the map because of a turn mode fulfillment, its commander must either perform a high-energy turn, use deceleration during the sub-pulses until the ship can turn and stay on the map, or declare emergency deceleration.
Place a number of buoys on the map equal to 2 times the number of players. The buoys should be placed as equidistant from each other as possible within 8 hexes of the center of the map.
Players set up their ships on any edge of the map, but at least 10 hexes from any other player.

OBJECTIVE
Mission: The objective of every player is to gather 75 points of information from the buoys and exit any side of the map.
Time Limit: The scenario continues until at least one player has gathered 75 points of information from the buoys and exited the map.
Victory: All players who gather at least 75 points of information from the buoys and exit the map on the same turn will meet the mission objective. The player who does this with the least amount of damage among those who exit the map on the same turn is the winner of the scenario.

SPECIAL RULES
Each player must announce at the exact point during a turn when information is being collected from a buoy.
Each buoy has 30 points of armor. If all the armor is damaged, the next damage point will destroy the buoy.
Buoys have defensive weapons that can fire once per turn. A buoy will fire immediately on any ship that attempts to gather information from it (by using labs or by a probe). Buoys will also immediately fire upon any ship that fires at that buoy. Each buoy has one phaser-2 and one disruptor. The Ph-2 will always fire if the firing conditions are met. The disruptor will fire at the same time as the Ph-2 on a die roll of 1-3. If the disruptor does not fire, it will automatically fire during that turn the next time the firing conditions are met. Each weapon on a buoy can only fire once per turn. If a buoy has unfired weapons remaining at the end of sub-pulse 4 of impulse 8 of any turn and a ship is at a range of 2 or less from the buoy, the buoy will fire all of its unfired weapons at the ship. If more than one ship meets this condition, assign a different number from 1-6 to each ship and roll a die to see which ship will be the sole target of the buoy (the buoy must fire at one of the ships). Both weapons of a buoy are fully functional until the buoy is destroyed.
Up to 25 points of data may be gathered from any one buoy.
If a buoy is destroyed during a turn, any information that was gathered about the buoy prior to its destruction is still counted as collected information.
Ships may not fire weapons at or transport Marines onto other ships in this scenario, but they may use tractor beams on other ships. Buoys may not be tractored.

FORCE DYNAMICS
Since this is a training scenario, experienced players may wish to give inexperienced players extra help in the form of an extra lab box or allow the buoy disruptors to fire at only the experienced players’ ships.
This scenario can be run in progression of increasing difficulty. For example, the first time it is run the buoys would not have to use the defensive weapons and players would not be allowed to use probes to gather information or be able to tractor one another’s ships. The next time the buoys might only have Ph-2s and no disruptors.

DESIGNER’S NOTES
This is a brand new scenario for Federation Commander. Its purpose is to help inexperienced players learn some of the basic rules of the game. Our playing group used to use this scenario to train new players in the Star Fleet Battles game system.
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djdood
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Joined: 01 Feb 2007
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PostPosted: Mon Jun 08, 2009 6:59 pm    Post subject: Reply with quote

I like this. It also sounds like a fun "derby" scenario for conventions.

Here's the feedback I can come up with without playtesting it -

Mike wrote:

OBJECTIVE
...
The player who does this with the least amount of damage among those who exit the map on the same turn is the winner of the scenario.

This sounds a bit tricky to balance. A tougher ship (more shields) is going to dominate, as opposed to one that is a better fighter.

One alternative would be to add an option to make it an information-race. First one off the map with the required information points wins.

Mike wrote:

SPECIAL RULES
Each buoy...

It takes a lot of special rules to detail-out the buoys. Could space be saved by using the Defense Satellite rules and just listing modifications needed to them (since they already have firing-priority rules, etc.)?

I have a birthday party coming up. I might "force" my friends to play FedCom like last year and I'd need a good scenario for a large group of beginners. This might fit the bill nicely.
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Mike
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PostPosted: Tue Jun 09, 2009 1:24 am    Post subject: Reply with quote

Quote:
It takes a lot of special rules to detail-out the buoys. Could space be saved by using the Defense Satellite rules and just listing modifications needed to them (since they already have firing-priority rules, etc.)?


I didn't want the buoys to have as many weapons as a DefSat. Also, these firing rules are pretty simple. Try to get information or fire at one or end an impulse too close and you're going to get fired at.


Quote:
This sounds a bit tricky to balance. A tougher ship (more shields) is going to dominate, as opposed to one that is a better fighter.

One alternative would be to add an option to make it an information-race. First one off the map with the required information points wins.


That's the first option in how to play it the first time: no weapons.


Last edited by Mike on Wed Jun 10, 2009 2:39 am; edited 1 time in total
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pinecone
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Joined: 03 May 2008
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PostPosted: Tue Jun 09, 2009 7:58 pm    Post subject: Reply with quote

I like it! I might use it to teach my bro.
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Nerroth
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PostPosted: Tue Jun 09, 2009 8:12 pm    Post subject: Reply with quote

The 'what really happened' version of the Make War, Not Peace scenario in B2 might be a good starter scenario, too.
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markgeorgetwo
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PostPosted: Tue Jun 09, 2009 9:26 pm    Post subject: post subject Reply with quote

Any luck will this be included in a future communique
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