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The Glk Situation (Battle Report) Updated: Turn 1 Complete

 
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pipboy101
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Location: Kansas City, MO (Northland)

PostPosted: Thu Feb 03, 2011 7:02 pm    Post subject: The Glk Situation (Battle Report) Updated: Turn 1 Complete Reply with quote

This battle report is a scenario that a friend and I have produced to play many ships with only one goal other than blowing each other up. Since we have the rules down pretty good we just wanted to see how we deal with fleets in squardon scale. Right now we are still playing the game so when we finish each turn that turn will be posted along with pictures.

Our battle is played on a cloth, professioanlly airbrush starfield hex mat with Starline 2400 minitures. Some drones and the planet are the tokens for them since we have not gotten ahold of enough drones yet. So without further adu, part one of this battle report: The mission outline.

The GlK Situation

History and Situation:

Along the Klingon and Federation boarder, a neutral planet within reach of two key Federation resupply points has refused both Klingon and Federation fleet protection but has allowed all parties to utilize the system as a peaceful resupply and repair point. The Klingons wanted this planet but were unwilling to drag the Federation into another ground and space battle for possession of the planet so they were willing to deal with the local government. However, due to a violent incident between the local populace and the crew of a Klingon cruiser, the government forced all Klingon presence from the planet and orbit. Angry at this affront to the Klingon power in that sector the Klingon High Counsel ordered a blockade of the planet of any incoming or outgoing traffic.

All vessels that could leave the system left before the blockade hit the planet. Therefore, when a small asteroid, which was in a stable orbit for the last few thousand years fell to the planet there was no witnesses to the reason why it fell. Many accusations were thrown at the Klingons but they adamantly denied that they knocked the asteroid out of orbit by providing sensor logs of the locations of their blockade ship. Even with this evidence, most of the galaxy did not believe them.

When the asteroid hit the surface of the planet, the impact was on an uninhabited section of the planet, which caused no injuries or fatalities. However, the impact, which the Klingons named “The Goldilocks Impact” after the human fairy tale, has thrown enough dust and debris into the atmosphere to cause a planet wide ecological and economic disaster by not allowing sunlight to pass through and clogging engine intakes of freighters. The equipment needed to clean up the disaster was easily available off world so the call went out. Upon hearing the request the Klingons quickly offered the equipment for free to the government if they allow exclusive Klingon military operations to be based there or the government could have the equipment at one thousand times over normal market cost.

Quickly denying the Klingon’s offer, the government accepted a civilian offer for the equipment needed. As the freighter arrived in system, the Klingon blockade fired upon the freighter after repeated approaches to the planet. Frustrated by this Klingon aggression, the planetary government accepted an offer from the Federation of a Starfleet escort of the equipment with no conditions attached. Since the Klingon fleet was led by a C8 dreadnought, Starfleet decided to send in a Strike Carrier fleet to escort a Fleet Tug loaded with the equipment. Hoping the Klingons seeing an overwhelming show of force by the Federation they would give way to the fleet but never knowing what the Klingons would do when push comes to shove the fleet came into the system ready for a fight.


Mission and Victory Conditions:

Federation – Starfleet must break through the Klingon blockade allowing the Fleet Tug to deliver 20 units of cargo by transporter or by shuttlecraft. The shuttlecraft can only make a one-way trip to the surface because of the atmospheric conditions prevent lift off. Other friendly vessel’s shuttlecraft may land on the Fleet Tug and load the payload into their Cargo Bay. Each shuttlecraft can hold two units of the payload. It takes one impulse to load two units of cargo. All the Cargo boxes on the Fleet Tug and the Fleet Tug’s Shuttles start the mission filled with cargo. Hit on the cargo box on the Fleet Tug destroys one unit of cargo which cannot be repaired. Three damage on a shuttlecraft carrying a full load of cargo destroys one unit of cargo. There is enough extra cargo to suffer combat losses.

The arrival on the surface of 20 units of cargo is the only victory condition of the Federation.

Klingon Victory Conditions: If there are less than 20 units cargo possible left that could reach the planet surface the Klingons win the mission outright.


Fleets:

Federation – Strike Carrier loaded with 12 A-10 Fighters, Bismarck Class Battle Cruiser, Heavy Cruiser (CA), Old Light Cruiser, DDG (Advanced General War), Scout (Advanced General War), Frigate and Fleet Tug.

Klingon – C8, C7, D7, 2 D6s and a F5.


Setup:

Map – Fixed map. Any vessel that exits the map has disengaged. The planet is five hexes from the edge of the map.

Federation – The fleet must be at least 25 hexes away from the planet.

Klingon – The fleet starts five hexes away from the planet facing the Federation fleet. The Klingons can hold any number of vessels in reserve to come on from behind the planet when the Klingon player wishes.



Turn one is complete and will be posted soon since I am at work.
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Everything I learned in life I learned from Pipboy!

You can also find me on DAKKADAKKA.COM as Pipboy101. Soon to be posting battle reports for FC and SFM there.


Last edited by pipboy101 on Mon Feb 07, 2011 6:42 pm; edited 6 times in total
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pipboy101
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PostPosted: Fri Feb 04, 2011 3:48 pm    Post subject: Reply with quote

The Game (C & C always welcome)

Turn 1

Setup:


Federation Deployment:


Klingon Deployment:

The Warp Engines whine down and the stars return to pin points on the Bridge’s view screen of Bismarck Class Battle Cruiser. The Fleet Commodore sees the Klingon vessels sitting between them and the planet with the C8 Dreadnaught looming large over the rest of the enemy fleet. Not in a hurry to get into fray before they are ready the Commodore orders half impulse (16) and to finish the loading of all Photon Torpedoes. He wanted to make sure that if the Klingons were crazy enough (and they are) to get within the range of all the fleet’s fully overloaded torpedoes he will give them something to remember the Federation by. Thinking that the enemy will want to get into the mix a quick as possible with the biggest ships he decided that the combined fleet should split up. Under his orders, the Fleet Tug would be escorted by the Destroyer DDG, Old Light Cruiser, Frigate and stay under the Special Sensor protection blanket of the Scout. The diversion Fleet of Cruisers and the Carrier would head right for the enemy, which would give the Fleet Tug and escorts an unmolested run to orbit if everything goes to plan. However, remembering his academy days that no plan ever survives contact with the enemy.

Sensors within the Klingon Fleet detected the incoming Federation Fleet dropping out of warp. While the fleet was too far out to know what was in their holds it was very clear on what they planned to do. Sitting outside of high orbit the Fleet Commander watched the Federation ships separate into two fleets, one made up of Cruisers and a Scout class vessel and the other one of smaller Auxiliary type ships. It seems that they plan to spread out so to a not allow the entire fleet to be tied up with the blockade.

Seeing the Federation deployment, the Klingon Commander made the tactical (and very Klingon) decision to meet the Federation head on. Call for full speed ahead (24) and issuing order for self-destruct warheads to be fully armed and loaded into all shuttles for the upcoming battle (who needs long shuttle rides when you have transporters).

Turn 1 Impulse 1

Sensors showing that the Federation were moving cautiously forward, he did not want to give them any breathing room. Screaming over the intercom at the engineers across the fleet that he wanted all the speed he knew the engines could give him (24+1). Deck plates rattled and lighting dimmed as the ships surged forward into void between the two fleets.

The tactical display on the bridge made it look like that the Klingons were drag racing toward them moving twice as fast as his own vessels. For every move forward, the enemy was covering twice the distance. It is hard to tell what the enemy commander is think he decided it was time to let the Fleet Tug and its protectors to put some distance from the Cruiser distraction. Keying in the orders to the vessels the Fleet Tug and attending vessels sideslip to port while the rest of the fleet continue on course.

This slight move did not go unnoticed by the Klingon Commander and he had to react quickly to blunt this possible run for the planet. Ordering his flagship (C8 Dreadnaught) to sideslip port toward the splinter fleet, he knew that this warship was more than a match for those Auxiliary vessels. However, with the reorganization he saw a gap forming in the battle line he ordered the D7 to sideslip port to put its weapons arc to cover the hole.

There was a small waver in the Klingon fleet battle line showing on tactical and the Commodore knew that there was too much gap now to close with his distraction fleet to assist the Fleet Tug and its protectors. That C8 was strong but moving at such a speed not all the heavy weapons could come to bear on them. In addition, all the enemy cruisers were come in with their hair on fire at his own cruisers. Even with all photons being fully overloaded, it was not going to be enough so he ordered his Strike Carrier to launch its first flight of A-10s to give some more anti-drone coverage and heavy weapon deterrence. Red 1-1 through 1-4 exited the rear shuttle bay setting up flanking the Carrier facing the incoming enemy fleet.

Federation Strike Carrier deploys Red Flight:


Turn 1 Impulse 2

The Klingon commander order his fleet to push the engines as hard as they can go (24 + 1) in order to close the distance before the Federation can overload their Photon Torpedoes. Watching the Tactical Display on the main view screen the Starfleet Commodore saw Klingon on fleet moving quickly forward and keeps his fleet on the same course and speed. Shortly after the Klingons cleared twice the distance than the Federation Fleet the C8 and the D7 continued to sideslip port to blunt the Fleet Tug and its protectors run to transporter range of the planet. Red Flight commander order his wingman to follow him to sideslip port along side of the Carrier. Following suit, Red 1-3 and 1-4 slip starboard to cover the Carrier’s flank. Seeing that the Federations has not reacted yet to their maneuvering the Dreadnaught and D7 plowed ahead while the fleet reacted to the orders to slip to port and put more of their firing arcs to bare. Still not deterred the Federation just steamed straight on as if on a track. The fleet Commodore wanted more firepower to bring to bare on the Klingons, Blue Flight exited the carrier to face the oncoming enemy fleet.

Federation Fleet Blue Flight deployed:


Turn 1 Impulse 3

Still moving with their hair on fire the Klingons were dumping power into their engine like it was going out of style (24+1). Shortly after the fleets move the Dreadnaught slipped to port again to close in to the Fleet Tug. Undeterred, the two fleets continued on to get around each other’s throats.

Turn 1 Impulse 4

Against the engineer’s complaints the Fleet Commander screamed for more power to head off the Federation Fleet the lights continued to dim as the power was drained to the engines (24+1). However, his request was obeyed and all remaining extraneous power just ran out all over the Dreadnaught. Food processor, disruptors and waste removal systems are just a few of the systems now starved of power because of the Commander’s need for personal glory.

The commanders of the D7 and D6 seeing that the Dreadnaught was more than a match for the protection vessels of the Fleet Tug they slip starboard away from the Fleet Tug and to the Heavy Cruisers. Seeing the redeployment of two of the Klingon Cruisers, all the Federation vessels except the Carrier and its attending fighters shift starboard to put the cruisers out of the Klingons’ main firing arc. Parts of the Blue flight and Red flight slipped port and starboard. The C8 attempting to get closer to Fleet Tug slipped port while the rest of the fleet moved toward the Cruiser fleet.


Turn 1 Impulse 5: The shooting starts

The time had come at last. The Klingon Commander called for the fleet to not too accelerate so they can have enough power to maneuver after the initial passes of the Cruisers. As vessels on both side close once again the C8 slip closer to the Flt Tug. Closer and closer the vessels close and the weapons officers put the enemy into their crosshairs.

The Commodore could see now that the Klingons are serious in stopping the Fleet Tug from reaching the planet. The sensor officer on the Scout showed the Klingons were targeting the Battle Cruiser, the CA, the Frigate and their own vessel. Forwarding the sensor reports to the Commodore the Commodore ordered the Scout to use its Special Sensors to protect those ships targeted.

Just as the sensor protections went up the D6 opened up with all of its disruptors and phasers that it had power to on the Battle Cruiser. The sensor protection causing the weapons lock on the D6 to waver only allowing 11 points of damage to impact the Commodore’s ship. The hit on the #1 shield cause the ship to rock and a panel at the science station on the bridge to catch on fire. Damage reports from the primary hull came across reporting that the volley caused an overload damaging one of the vessel’s labs to catch fire and be knocked out of commission. As fire crews fought the blaze in the lab more warning sirens sound. Tactical reported that all the Klingon cruisers and the lone frigate had fired a single drone each at the Battle Cruiser. All that crossed the Commodore’s mind was, “This is when the fun begins.”

Turn 1 Impulse 6: The fleets adjust

The first flash of fire across every vessel’s view screens signaled that the fight was on. There was no turning back now. With that realization, both fleets start to jockey for the perfect tactical position. With how the tactical readouts in front of both fleets commanders showed that this battle would be a close in fight for a short bit where the Federation was at an advantage. In order to turn the tide toward the Klingons, the Fleet Commander had a simple action but with some serious ramifications for the Federation. He decided to use their superior turning capabilities at high speed to get the Federation Heavy Cruisers to make the decision to screen the Fleet Tug leaving their rear shields showing to the Klingons or do a combination of High Energy Turns to face the threat leaving the Fleet Tug with little protection.

This tactic was evidently clear to the Commodore and decided to continue on course giving some short-term cover to the Tug from the Klingons ability to turn quickly on their target. Seeing that the Federation was going to give screening the C8 was the only vessel not to do a turn to Starboard. Ignoring tactics, any form of tactics the Klingon Drones just drove right at the Battle Cruiser.

The Klingon Commander seeing that the Federation Commander was not pulling away from their ward he ordered the Frigate and Heavy Cruisers to get some distance from the Federation ships where their Disruptors are much more efficient once in position. However, both fleets were nose to nose. Being so close, the Commodore wanted the Klingons to slip by allowing them to think that they have the upper hand with their speed and turn advantage. The axiom of, “The lack of speed kills” was drilled into everyone’s head at the Academy but the Commodore is going to prove to the Klingons that speed kills as all the vessels and drones move forward.

With plenty of power to spare due to fleet’s steady speed the Scout energies, a Special Sensor emitting signals along the Klingon bandwidths. The pulsating signal spreading out from the vessel reached the incoming drones seeking out the Battle Cruiser. Pulse after pulse was too much for two of the drone guidance system sending them wildly off course and to their doom as automatic self-destruct program kicked in so not to overload the Drone Controller’s system. To make up for the loss of the drones to the Scout’s ECM the C7 and D7 launched a drone each at the Battle Cruiser not to let up on their pressure.

Turn 1 Impulse 7

As the fleets continue to close the distance to spitting distance. A couple of taps on the controls the Commodore ordered the Fleet Tug Group to continue its run to the planet and the entire Heavy Cruiser Distraction Fleet to slip port to force the enemy to continue past or take a full on hit. Not wanting to be that close the Klingons continued moving forward along with their Federation counter parts.

The Klingon Commander is now finding out what a mistake it was that going flat out (24+1) for so long has limited their offensive capabilities to drones and suicide shuttles. However, the Federation is not having such issues. More energy moved from the power grid within the scout pulsates again from its special sensor sending another Klingon drone into oblivion. The weapons officer on the Battle Cruise utilized Phaser 1s 7 and 8 to bring down another couple of incoming drones which were only to be replaced again by the C7 and D6. Seeing it is time to give the Tug’s attendant some pressure. The Dreadnaught unleashed a drone at the aging Light Cruiser flanking the Tug’s Port side.


Turn 1 Turn 8

Holding course the Federation fleet continue forward and reacting to this move all but the C8 and Drones turn to port. Again, each fleet closes again leaving very little room to maneuver for each side. This forward movement and lack of maneuvrablity caused the Battle Cruiser to move into an incoming drone. Collision Klaxons sounded as the Scout’s sensor officers attempted to cause the drone to fly on by. However, with a target that large looming over the drone it could not miss. Automated defensive systems kicked in once the drone breached the preset sphere of space surrounding the vessel. An Anti-Drone Device launched out of the Drone Tube and sped toward the incoming missile closing to a couple hundred meters before the nose cone opened to release its payload on the drone. The resulting cone of metal shrapnel ripped through the drone destroying it just shy of the secondary hull causing no damage. The drone’s destruction shined on the hulls of the Klingon vessels as they closed in once again.

The Scout’s sensors systems working overtime, drawing from its ample reserves of power sends out another wave of energy distracting another Drone from its target.

(Beat up on the D7)

Looking at the range and timing the Commodore decided it was time to unleash massed volleys of phased particles at the Klingons. The D7 had strayed too close and into perfect firing position. The CA Heavy Cruiser finding that all of its Phasers were in perfect Alpha Strike. The Captain of the CA decided to hold on to the Torpedoes in order to have them overloaded on the next volley. 6 Phaser 1s and 2 Phaser 3 strikes the D7 blasting the D7’s #1 shield and causing damage to 7 sections of the vessel.

Not to be outdone, the Battle Cruiser opened up with all phasers in their firing arcs. The multiple beams of energy struck the port side of the D7 overwhelming the # 5 and 6 shields bringing them down quickly allowing 2 internal hits to be scored. Seeing an opportunity the Carrier chimed in with 4 of its own Phaser 1s to pass through the downed shields of the D7 causing explosions and fires 15 sections of the vessels. The amount of weapons flash blinded the targeting systems of the Carrier not allowing a solid lock on send the Phaser 3 beams into the void. The Scout passing by decided to drop one of its own Phaser 3 into the D7’s down shields adding to another of the vessels many hull breaches.

(The C8 gets some loving)

The Klingons flagship was getting too close for comfort to the Fleet Tug and its escorts. Because of the steady speed the Aging Light Cruiser, and Frigate found themselves center lined on the Dreadnaught’s #1 shield. Unleashing all of their Phaser banks the two vessels sent 54 units of damage to the #1 shield causing 3 internals on the first volley and 4 internals as the shield fell. Seeing the opening the Fleet Tug followed through the downed shield of 2 Phaser 1s and 2 Phaser 3s causing 7 more internal damage across the massive vessel. Last, but not least the DDG fired 4 Phaser 1s and on Phaser 3 at the Dreadnaught causing 13 points of damage to #6 shield and sending an overload into the shield making a panel in a section of the ship causing 1 internal damage.

Damage report came pouring into the bridges of the two ships. The D7 lost 3 batteries, 3 transporters, 3 labs, 4 Rear Hulls, 3 Forward Hulls, 2 Drones Launchers, 2 Right Warp, 2 Left Warp, 1 Phaser 2, 1 Impulse and 1 Reactor.
C8 lost 2 Phaser 2s, 2 Forward Hulls, 1 Disruptor, 1 Drone Launcher, 1 Shuttle Bay (and Suicide Shuttle), 1 Tractor Beam, 1 Center Warp, 1 Lab, 1 Battery, 1 Transporter and 1 Rear Hull.
With so much damage across the board on 2 vessels the C8 and D7 decided to launch Suicide Shuttles before they lose more to enemy fire onboard. The C7 and D6 fire drones at the CA. The Carrier wanting to make the enemy waste energy on stopping a drone launches 1 Drone at the damaged D7.

Damage control teams on the C8 went to work and repaired a Battery and the Center Warp to give the ship more power to pursue the Tug. The D7 went to work on a Right Warp just to be able to have power to defend itself. The Battle Cruiser reopened the lab that had caught fire earlier.
_________________
Good. Bad. I'm the guy with the gun.
Everything I learned in life I learned from Pipboy!

You can also find me on DAKKADAKKA.COM as Pipboy101. Soon to be posting battle reports for FC and SFM there.
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pipboy101
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PostPosted: Mon Feb 07, 2011 8:15 pm    Post subject: Reply with quote

Comments and criticisms (C&C) always welcome.
_________________
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Everything I learned in life I learned from Pipboy!

You can also find me on DAKKADAKKA.COM as Pipboy101. Soon to be posting battle reports for FC and SFM there.
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terryoc
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PostPosted: Sat Feb 12, 2011 10:29 am    Post subject: Reply with quote

Gorgeous battlemat!
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pipboy101
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Joined: 07 Jan 2011
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Location: Kansas City, MO (Northland)

PostPosted: Sat Feb 12, 2011 11:15 pm    Post subject: Reply with quote

Thanks. I love the battlemat. It makes the game so much fun. We have turn 2 done I just need to get it typed up. Starting turn 3 tomorrow. Just taken a little break because I have not felt well.
_________________
Good. Bad. I'm the guy with the gun.
Everything I learned in life I learned from Pipboy!

You can also find me on DAKKADAKKA.COM as Pipboy101. Soon to be posting battle reports for FC and SFM there.
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