Rescue the Supply Tug (Communique #44) Questions
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Rescue the Supply Tug (Communique #44) Questions
I just finished reading over Communique #44 and really liked seeing the scenario Rescue the Supply Tug (8CM32) as it is one of my favorite SFB scenarios. I wanted to mention a few points that I think should be considered before the scenario is formally published in a future product:
1. The tug should probably be restricted to no acceleration while suffering the effects of the malfunction. As written, the tug can plot base speed of 8 and then accelerate, effectively going speed 16. Note that this also allows the tug to effectively go speed 8 *and* make a repair attempt on the malfunction.
2. The biggest issue is using evasive maneuvers. In FC, evasive maneuvers make the ship immune to tractor beams and transporters, which effectively makes the Klingon task of capturing the tug impossible (at least, until they have caused major damage to power systems). A good option would be to restrict the tug from being able to use evasive maneuvers while suffering from the malfunction. Actually, we choose to prevent the tug from ever using evasive maneuvers (making up a reason about the delicate nature of it's cargo).
3. Since the FC scenario uses a fixed map, there is nothing preventing the tug from immediately moving an effective speed of 16 and disengaging. The original SFB scenario used a floating map.
4. The original SFB scenario appeared in module S2, not S1.
I'm certainly not trying to sound overly critical at all (again, I love this scenario), I just wanted to point out some issues that I think should be addressed before formal publication in the future. Please let me know if there is a more appropriate place to post this feedback. Thanks,
Garrett
1. The tug should probably be restricted to no acceleration while suffering the effects of the malfunction. As written, the tug can plot base speed of 8 and then accelerate, effectively going speed 16. Note that this also allows the tug to effectively go speed 8 *and* make a repair attempt on the malfunction.
2. The biggest issue is using evasive maneuvers. In FC, evasive maneuvers make the ship immune to tractor beams and transporters, which effectively makes the Klingon task of capturing the tug impossible (at least, until they have caused major damage to power systems). A good option would be to restrict the tug from being able to use evasive maneuvers while suffering from the malfunction. Actually, we choose to prevent the tug from ever using evasive maneuvers (making up a reason about the delicate nature of it's cargo).
3. Since the FC scenario uses a fixed map, there is nothing preventing the tug from immediately moving an effective speed of 16 and disengaging. The original SFB scenario used a floating map.
4. The original SFB scenario appeared in module S2, not S1.
I'm certainly not trying to sound overly critical at all (again, I love this scenario), I just wanted to point out some issues that I think should be addressed before formal publication in the future. Please let me know if there is a more appropriate place to post this feedback. Thanks,
Garrett
Another big difference between the FC version of this scenario and the original SFB version is the fact that in SFB the tug would only be able to accelerate to double or +10 its current speed if the warp engine is fixed. In FC, as soon as the left engine is fixed, Varoom!, there it goes.
I also agree that the speed of the tug should be limited to 8, that it should not be allowed to accelerate until the warp damage is repaired, and that it should not be allowed to conduct evasive maneuvers.
Another more challenging way to accomplish this is to have all warp power to have failed. Then it would only have its impulse (4), reactor (1), and batteries (2). If it started with the batteries drained, that would take care of any special rule about evasive. With only 5 power it could not pay the normal cost of 6 to do EM.
Paul did a nice job of converting this one. I had totally forgotten about it!
I also agree that the speed of the tug should be limited to 8, that it should not be allowed to accelerate until the warp damage is repaired, and that it should not be allowed to conduct evasive maneuvers.
Another more challenging way to accomplish this is to have all warp power to have failed. Then it would only have its impulse (4), reactor (1), and batteries (2). If it started with the batteries drained, that would take care of any special rule about evasive. With only 5 power it could not pay the normal cost of 6 to do EM.
Paul did a nice job of converting this one. I had totally forgotten about it!
Mike
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Sandpaper gets the job done, but makes for a lot of friction.
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Sandpaper gets the job done, but makes for a lot of friction.
No, the Tug is in Communique #38. The Fleet Scale LTT was in Communique #27 and the Squadron Scale card was in Captain's Log #38.pinecone wrote:That was the LTT. A tug is betterOGOPTIMUS wrote:There was a version published in Comm#38.. (I've used them both once, but the Tug from Booster 91 is so much more awsomer!)
The speed of the tug doesn't really bother me as the Klingons can still win by points if they can't slow it down enough.
However, capture of the Tug is very difficult if it is able to use EM and thus leads to the klingons only being able to win by victory points. So the one change I'd like to use is no EM for the tug (before or after repairs).
The two reasons above may seem contradictory, but what I mean is that movement doesn't prevent winning by capture or by points, EM does.
However, capture of the Tug is very difficult if it is able to use EM and thus leads to the klingons only being able to win by victory points. So the one change I'd like to use is no EM for the tug (before or after repairs).
The two reasons above may seem contradictory, but what I mean is that movement doesn't prevent winning by capture or by points, EM does.
I think they are both vitally important. Part of the huge penalty with the malfunction was that the tug couldn't go any faster than speed 8 (and if it wanted to attempt a fix, it couldn't go faster than 1). Now, it can effectively go speed 16, use EM, and almost disengage (because it was changed to a fixed map) all on the first turn, before the Klingons can even touch it. Unless I'm missing something?eblack wrote:The speed of the tug doesn't really bother me as the Klingons can still win by points if they can't slow it down enough.
However, capture of the Tug is very difficult if it is able to use EM and thus leads to the klingons only being able to win by victory points. So the one change I'd like to use is no EM for the tug (before or after repairs).
The two reasons above may seem contradictory, but what I mean is that movement doesn't prevent winning by capture or by points, EM does.
Garrett



