The mouse that roared
Posted: Fri Aug 05, 2011 1:14 am
War has raged for many years, the old empires are laid low. Out of this war a mere bit player has managed to obtain some sembalnce of independence from the klingon empire - the Vudar. However, barely have they smelt the sweetness of this than the ISC sweep across the sector and decide to tell the vudar where their border is. The Vudar are not about to accept this, and look to defy on the mighty ISC. The local Orions have also got a tad annoyed at this break out of enforced peace, it just isn't good for the bottom line. So the Vudar have persuaded them to join forces (for a fee of course) and stand up to the ISC.
The mouse has roared.
This is our new camapign. It is based on our campaign system that we last played but with some modifications based on our previous run through.
There are 3 of us, Me, Jack and Targ. Targ struggled along with Jack last time around so this time he gets to play on his own as the ISC. I get to play as the Vudar with Jack and his perfidious Orions as my allies.
The fleets are not fixed up front, and there are no cost modifiers for later ships, as the campaign is set very late on. Everyone has the ships they want. Each side gets to choose 2000pts of ships to start with. However in order to encourage smaller ships there is a hierarchy. There are 5 categories of ship based on move cost, 1/4, 1/2, 3/4, 1 and >1. In order to buy a ship there must be that many ships in each lower level. So to buy a CA you would also need 1 FF 1 DD and 1 CL (or equivalent).
The starting fleets are:
Vudar/Orion:
FW, FW /LR, LR, LR
DW, DW /DW, DW , PR
CW, CW /BR, BR, BR
CA, CA, CC /----
ISC:
FF, FF, FFL
DD, DDL, Scout
CL, CL, CS
CVS, CC, CA
DN
The orions can only take hydran or vudar options. Most Orion ships have a gatling and where possible a hellbore. Ph1s are in other options.
So our Vudar and orions are very much a smaller ship force, where as the the ISC are more top heavy and specialised. NB the ISC must follow usual PPD number limits during battles, but not in the overall fleet.
The other major changes to the sytem:
1) The addition of an extra card option. Playing the 800 card at the beginning of the campaign round results in an extra battle. This allows more engagemnents that must be fought between repairs, and may allow one side to stretch the other, forcing more damaged ships to be committed as the campaign progresses. It also means that each side will be down cards to play during the repair phase as they will have had to play that card on the extra battle. If both sides take the option then there are 2 extra battles.
2) Buying new ships is now a bit different. The value of the card is how many points you can spend, but you are not limited to 1 ship. You can buy 1.5 move cost worth of ships. So 1 CA + 1DD or 6 FF or 2 CL etc.
Note on maps.
Most fights are either floating maps, or location. However, for practical reasons (table size) there is only ever 4 * 4 panels in play (large hexes). If the map needs to float then the panels on the far side are picked up and brought over, but only if there is not ship on those panels. It is therefore possible to 'pin' a map by holding a ship at the far edge of map and preventing the floating. Location maps work this way as well, we do not count hexes from the location, but use panels. The Location has to remain on the 4 * 4 playing area so effectively there is a possible 7 * 7 total map space but it can also be prevented from floating by the same 'pinning' effect as above.
edit:
Current status
Vudar = 11106
ISC = 10037.
Vudar/Orion:
FW(crip), FW, FW, FW /left LR (3) , right LR (4), LR, Scout
DW, DW, DW / DW(3) , PR(5)
CW(7), CW /BR(7), BR, BR
CA, CA, CC(crip) /----
ISC:
FF(crip), FFL (7), Pol (crip)
DD (4), DDL, Scout
CL, CS
CVS, CC, CA
BB (crip)
The mouse has roared.
This is our new camapign. It is based on our campaign system that we last played but with some modifications based on our previous run through.
There are 3 of us, Me, Jack and Targ. Targ struggled along with Jack last time around so this time he gets to play on his own as the ISC. I get to play as the Vudar with Jack and his perfidious Orions as my allies.
The fleets are not fixed up front, and there are no cost modifiers for later ships, as the campaign is set very late on. Everyone has the ships they want. Each side gets to choose 2000pts of ships to start with. However in order to encourage smaller ships there is a hierarchy. There are 5 categories of ship based on move cost, 1/4, 1/2, 3/4, 1 and >1. In order to buy a ship there must be that many ships in each lower level. So to buy a CA you would also need 1 FF 1 DD and 1 CL (or equivalent).
The starting fleets are:
Vudar/Orion:
FW, FW /LR, LR, LR
DW, DW /DW, DW , PR
CW, CW /BR, BR, BR
CA, CA, CC /----
ISC:
FF, FF, FFL
DD, DDL, Scout
CL, CL, CS
CVS, CC, CA
DN
The orions can only take hydran or vudar options. Most Orion ships have a gatling and where possible a hellbore. Ph1s are in other options.
So our Vudar and orions are very much a smaller ship force, where as the the ISC are more top heavy and specialised. NB the ISC must follow usual PPD number limits during battles, but not in the overall fleet.
The other major changes to the sytem:
1) The addition of an extra card option. Playing the 800 card at the beginning of the campaign round results in an extra battle. This allows more engagemnents that must be fought between repairs, and may allow one side to stretch the other, forcing more damaged ships to be committed as the campaign progresses. It also means that each side will be down cards to play during the repair phase as they will have had to play that card on the extra battle. If both sides take the option then there are 2 extra battles.
2) Buying new ships is now a bit different. The value of the card is how many points you can spend, but you are not limited to 1 ship. You can buy 1.5 move cost worth of ships. So 1 CA + 1DD or 6 FF or 2 CL etc.
Note on maps.
Most fights are either floating maps, or location. However, for practical reasons (table size) there is only ever 4 * 4 panels in play (large hexes). If the map needs to float then the panels on the far side are picked up and brought over, but only if there is not ship on those panels. It is therefore possible to 'pin' a map by holding a ship at the far edge of map and preventing the floating. Location maps work this way as well, we do not count hexes from the location, but use panels. The Location has to remain on the 4 * 4 playing area so effectively there is a possible 7 * 7 total map space but it can also be prevented from floating by the same 'pinning' effect as above.
edit:
Current status
Vudar = 11106
ISC = 10037.
Vudar/Orion:
FW(crip), FW, FW, FW /left LR (3) , right LR (4), LR, Scout
DW, DW, DW / DW(3) , PR(5)
CW(7), CW /BR(7), BR, BR
CA, CA, CC(crip) /----
ISC:
FF(crip), FFL (7), Pol (crip)
DD (4), DDL, Scout
CL, CS
CVS, CC, CA
BB (crip)