Scenario Questions 8E - Iridima Colony
Posted: Mon Sep 29, 2008 2:00 pm
Mike has suggested that queries on the rules of scenarios should be posted in here.
So, based on my email in the general discussion forum, I am moving the "relevant bits" to this area. Apologies if this means all the information is in 2 places, but I have stripped out only the parts that relate to the rules.
The scenario is 8E - The Iridima Colony.
As printed, the scenario simply does not work. A number of other people have posted things like "Yeah, we looked at it too and realised it wouldnt work, so we changed it".
There was also the comment that the earlier scenarios were not specific. Whilst I accept this point, we are not really talking "specific" here, we are saying that the scenario does not actually work at all.
Since I paid good money for a gaming product, I would really like to use it. And since there has never been any official errata for the scenarios in KB and KA and people out there are still buying these products, surely something should be done about this?
Lets start with the setup of the scenario. "Set up the maps in one long row, one map wide and 6 maps long. This can be done in either orientation."
So - for small hexes, this makes a map either 15 hexes wide and 84 hexes long. If you do it the other orientation, that makes it 14 hexes wide and 90 hexes long.
"If you are using large-hexes.. ships travel a 12-panel map".
Ok, so by using large hexes, the map is now 9 hexes wide and 96 hexes long. Or, in the other orientation, it is 8 hexes wide and 108 hexes long.
So - straight away, we have a rather large discrepency is the length of the map. From being 84 hexes long, to 108 hexes. Since this scenario is supposed to be getting off the end of the map, this could be a problem. And we ummed and arred about what we should do. Now, in my opinion, no game should have the players confused when reading how to setup the board.
Wait, it gets worse. We place 4 freighters "anywhere on the second map". So, why would you put them anywhere but the very edge of the map - as near as possible to where they are trying to get to.
Small Hexes 15x84: Freighters will be on hex 14xx on map 2, which means they are 28 hexes from the "start" of the map, and means they have to travel 56 hexes to get off the "end".
Small Hexes 14x90: Frieghters will be on hex xx15 on map 2, 30 hexes from the start, 60 hexes to go.
Large Hexes 9x96: Freighters on hex 8x on map 2, 16 hexes from the start, 80 hexes to go.
Large Hexes 8x108: Freighters on hex x9 on map 2, 18 hexes from the start, 90 hexes to go.
I hope you are all with me so far. At this point, I have interpreted the scenario setup exactly as printed as far as I know. Three different people read through the setup rules and all thought the same thing, so I dont think we have done anything wrong so far.
However, right away, depending on how you setup the board, the freighters have to move between 56 and 90 hexes to get to the end of the board and escape. This is substantially different.
Now we come to setting up the Klingon D7. "on the end of the first map that is farthest from the freighters".
We interpreted that is that they are on map #1, and on the edge.
i.e the maps are layed out 123456 (assume we use the small hexes).
The freighters are on the right hand edge of map 2, the D7 on the left hand dge of map 1.
Based on the information above, the starting distance between the D7 and the Freighters is 28, 30, 16 or 18 at the start of the scenario.
Again, this is vastly different. How can this type of scenario really work where the setup of the ships can be so different?
Finally, the Fed CA. On the end of the 3rd map. So, with our small hex 15x84 map, this means it is in hex 14xx on map 3. This means it is 14 hexes from the freighters. On the other scales and orientations, this is different.
The following list shows the distance between the D7, then the freighters, then the CA, then the end of the map
Small Hexes 15x84: D7 - 28 - Freighters - 14 - CA - 42
Small Hexes 14x90: D7 - 30 - Freighters - 15 - CA - 45
Large Hexes 9x96: D7 - 16 - Freighters - 8 - CA - 72
Large Hexes 8x108: D7 - 18 - Freighters - 9 - CA - 81
Sorry if that was all a bit long-winded, but I wanted to be accurate to show you that it is not really enough to say "set the map up however you want" - not in this scenario where initial range and distance to escape is vital.
But then came the scenario itself, which we played twice just to make sure we understood it.
The D7 and the CA are a fair fight just the two of them, but throw in 4 large freighters on the Fed side means that the D7 has no chance whatsoever. The Fed player can simply forget escaping, just sit there waiting for the D7 and have a few shots which the CA is busy fighting it properly. They could also launch suicide shuttles, giving the D7 even more things to worry about.
If the Freighters do make a run for it, the D7 has to go at some speed to try and keep up with them - and depending upon what map setup you use, the distance between the D7 and the freighters is anything from 16-30. Now hopefully you can see how this starting distance is important.
Lets take the small scale map.
Small Hexes 15x84: D7 - 28 - Freighters - 14 - CA - 42
Here is what we discussed before we started playing.
Turn 1 - Freighters have 12 power so can set baseline speed of 16 and accellerate each impulse to move 24 hexes. The Klingon ship at best can move 32 hexes which uses most of its power, but will only close to a range of 20 hexes on the freighters. Not enough to do anything. The freighters have 32 hexes to the end of the board.
Turn 2 - Freighters only have 10 power now, so only move 20 hexes, bringing them now 12 hexes away from safety. The D7 on the other hand could go 32 again, but this only brings them within 8 hexes of the freighters - still not really close enough to do anything.
Turn 3 - Freighters set baseline speed of 16, accelerate on impulses 1-4 and they escape.
Now I know I havent talked about the CA, but this just makes it even harder for the D7. Even without the CA being present, the Freighters could probably get 3 off the board just by going at full speed, and the D7 has to spend lots of its power just to try and catch up with them.
Based on these findings, we realised that the scenario was unplayable using the Small hex maps on either orientation.
Even if you "fix" the setup of the map and get something which looks playable, the fact that the freighters and the CA together could quite easily cripple the D7 seems to be completely wrong.
Now, if I am wrong here, please can someone tell me why. Otherwise, this scenario needs a complete re-write, both with proper setup rules / different ships and possibly different victory point objectives.
So, based on my email in the general discussion forum, I am moving the "relevant bits" to this area. Apologies if this means all the information is in 2 places, but I have stripped out only the parts that relate to the rules.
The scenario is 8E - The Iridima Colony.
As printed, the scenario simply does not work. A number of other people have posted things like "Yeah, we looked at it too and realised it wouldnt work, so we changed it".
There was also the comment that the earlier scenarios were not specific. Whilst I accept this point, we are not really talking "specific" here, we are saying that the scenario does not actually work at all.
Since I paid good money for a gaming product, I would really like to use it. And since there has never been any official errata for the scenarios in KB and KA and people out there are still buying these products, surely something should be done about this?
Lets start with the setup of the scenario. "Set up the maps in one long row, one map wide and 6 maps long. This can be done in either orientation."
So - for small hexes, this makes a map either 15 hexes wide and 84 hexes long. If you do it the other orientation, that makes it 14 hexes wide and 90 hexes long.
"If you are using large-hexes.. ships travel a 12-panel map".
Ok, so by using large hexes, the map is now 9 hexes wide and 96 hexes long. Or, in the other orientation, it is 8 hexes wide and 108 hexes long.
So - straight away, we have a rather large discrepency is the length of the map. From being 84 hexes long, to 108 hexes. Since this scenario is supposed to be getting off the end of the map, this could be a problem. And we ummed and arred about what we should do. Now, in my opinion, no game should have the players confused when reading how to setup the board.
Wait, it gets worse. We place 4 freighters "anywhere on the second map". So, why would you put them anywhere but the very edge of the map - as near as possible to where they are trying to get to.
Small Hexes 15x84: Freighters will be on hex 14xx on map 2, which means they are 28 hexes from the "start" of the map, and means they have to travel 56 hexes to get off the "end".
Small Hexes 14x90: Frieghters will be on hex xx15 on map 2, 30 hexes from the start, 60 hexes to go.
Large Hexes 9x96: Freighters on hex 8x on map 2, 16 hexes from the start, 80 hexes to go.
Large Hexes 8x108: Freighters on hex x9 on map 2, 18 hexes from the start, 90 hexes to go.
I hope you are all with me so far. At this point, I have interpreted the scenario setup exactly as printed as far as I know. Three different people read through the setup rules and all thought the same thing, so I dont think we have done anything wrong so far.
However, right away, depending on how you setup the board, the freighters have to move between 56 and 90 hexes to get to the end of the board and escape. This is substantially different.
Now we come to setting up the Klingon D7. "on the end of the first map that is farthest from the freighters".
We interpreted that is that they are on map #1, and on the edge.
i.e the maps are layed out 123456 (assume we use the small hexes).
The freighters are on the right hand edge of map 2, the D7 on the left hand dge of map 1.
Based on the information above, the starting distance between the D7 and the Freighters is 28, 30, 16 or 18 at the start of the scenario.
Again, this is vastly different. How can this type of scenario really work where the setup of the ships can be so different?
Finally, the Fed CA. On the end of the 3rd map. So, with our small hex 15x84 map, this means it is in hex 14xx on map 3. This means it is 14 hexes from the freighters. On the other scales and orientations, this is different.
The following list shows the distance between the D7, then the freighters, then the CA, then the end of the map
Small Hexes 15x84: D7 - 28 - Freighters - 14 - CA - 42
Small Hexes 14x90: D7 - 30 - Freighters - 15 - CA - 45
Large Hexes 9x96: D7 - 16 - Freighters - 8 - CA - 72
Large Hexes 8x108: D7 - 18 - Freighters - 9 - CA - 81
Sorry if that was all a bit long-winded, but I wanted to be accurate to show you that it is not really enough to say "set the map up however you want" - not in this scenario where initial range and distance to escape is vital.
But then came the scenario itself, which we played twice just to make sure we understood it.
The D7 and the CA are a fair fight just the two of them, but throw in 4 large freighters on the Fed side means that the D7 has no chance whatsoever. The Fed player can simply forget escaping, just sit there waiting for the D7 and have a few shots which the CA is busy fighting it properly. They could also launch suicide shuttles, giving the D7 even more things to worry about.
If the Freighters do make a run for it, the D7 has to go at some speed to try and keep up with them - and depending upon what map setup you use, the distance between the D7 and the freighters is anything from 16-30. Now hopefully you can see how this starting distance is important.
Lets take the small scale map.
Small Hexes 15x84: D7 - 28 - Freighters - 14 - CA - 42
Here is what we discussed before we started playing.
Turn 1 - Freighters have 12 power so can set baseline speed of 16 and accellerate each impulse to move 24 hexes. The Klingon ship at best can move 32 hexes which uses most of its power, but will only close to a range of 20 hexes on the freighters. Not enough to do anything. The freighters have 32 hexes to the end of the board.
Turn 2 - Freighters only have 10 power now, so only move 20 hexes, bringing them now 12 hexes away from safety. The D7 on the other hand could go 32 again, but this only brings them within 8 hexes of the freighters - still not really close enough to do anything.
Turn 3 - Freighters set baseline speed of 16, accelerate on impulses 1-4 and they escape.
Now I know I havent talked about the CA, but this just makes it even harder for the D7. Even without the CA being present, the Freighters could probably get 3 off the board just by going at full speed, and the D7 has to spend lots of its power just to try and catch up with them.
Based on these findings, we realised that the scenario was unplayable using the Small hex maps on either orientation.
Even if you "fix" the setup of the map and get something which looks playable, the fact that the freighters and the CA together could quite easily cripple the D7 seems to be completely wrong.
Now, if I am wrong here, please can someone tell me why. Otherwise, this scenario needs a complete re-write, both with proper setup rules / different ships and possibly different victory point objectives.