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AAR: New Group

 
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Mike
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Joined: 07 May 2007
Posts: 1532
Location: South Carolina

PostPosted: Sun Oct 27, 2013 1:47 am    Post subject: AAR: New Group Reply with quote

We held our 2nd FedComm meeting and played part 2 of "Mooning the Buoys." Had 4 players this time (had 7 the part 1).

The basic gist of part 1 was for players to fly their ships from a base in orbit around a planet on the left side of the map, around 2 buoys midway across the map and close to the top and bottom edges, and around a moon near the right map edge.

Players could choose from a variety of ships ranging from frigates to heavy cruisers from the Federation, Klingon, and Kzinti empires.

Each player had to do a certain amount of damage to each buoy to proceed past it in order to complete the course. The amount was equal to the sum of the damage that could be caused by their heavy weapons and all their phasers at a range of 2 with die rolls of 4. This sort of evened things out between smaller and larger ships. Players were not allowed to shoot at one another.

In part 2 we added return fire from the buoys and the moon. The buoys and moon could fire at each ship that ended an Impulse within a 6 hex range. Whether or not it fired at a particular ship depended on a 1d6 roll (it fired if the result was equal to or greater than the range of the ship). A 2nd 1d6 roll was made to determine the type of weapon that fired (Ph-1, Ph-2, Ph-3, Disr, Overloaded Disr, Photon). The moon fired only Ph-4. If a buoy fired, it fired 2 of the same weapon at a FF or DD and 3 of the weapon at a CL or CA. The moon fired 1 Ph-4 at a FF or DD and 2 of them at a CL or CA.

The ships could pass through the buoy hexes, but not through the moon hex.

We were using just very basic rules, but before long the newbies were asking if there were such things as emergency stopping, snap turns (HET), and evasive maneuvers. Either they had seen such things in other games (none had played any derivation from the SFU before) or intuitively thought they should exist in FedComm. I was only glad to oblige.

I acted as controller. We combined all sub-pulses within Impulses to speed things up, especially since they weren't shooting at each other.

One guy had a hard time of it with his D5W. He fired his wad at a buoy and declared emergency deceleration on the next Impulse. For the rest of that turn he just sat there getting blasted by the buoy until the final 2 Impulses when it didn't fire at him.

Another guy got to the moon in a Fed CA and timed things pretty well to get around it in the minimum of Impulses. He took two double Ph-4 volleys, but was able to spread the damage through two good shields, so it didn't hurt him too much. That was interesting because it showed everyone how much punishment the CA could take without being seriously combat impaired.

They also learned some hard lessons about firing arcs.

Everyone had a good time and thought the game was pretty cool. Next time we play, they'll probably be shooting at one another.
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DNordeen
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Joined: 05 Apr 2007
Posts: 525

PostPosted: Mon Oct 28, 2013 2:55 am    Post subject: Reply with quote

You should write this "race" up as a scenario and submit it. Sounds like fun.
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Mike
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Joined: 07 May 2007
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Location: South Carolina

PostPosted: Fri Nov 01, 2013 2:45 am    Post subject: Reply with quote

Unless it is deemed as "very good" (and I doubt if such a beginner scenario would be), it would be a long time coming. I have several in the queue that are waiting to see the ink of print. Smile
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Dal Downing
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Joined: 06 May 2008
Posts: 552
Location: Western Wisconsin

PostPosted: Fri Nov 01, 2013 5:15 am    Post subject: Reply with quote

Write it up who knows SVC might give it to Jean as a Ranger Demo Scenerio.
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Mike
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Location: South Carolina

PostPosted: Fri Nov 01, 2013 2:13 pm    Post subject: Reply with quote

I thought more about it and wrote it up and sent it in last night. We'll see.
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