From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Tue, 25 Feb 2003 16:22:28 -0500
Subject: [AAR] Interrupted Negotiations [Looong]
Interrupted Negotiations â an After Action Report from ECC-VI Interrupted Negotiations Or A funny thing happened on the way to the UN Forum A Full Thrust Scenario for GZG ECC VI Or Task VobâDâOn (Mind Hunt of the Deadly Fleet) In the year 2193⦠It is now obvious that the KraâVak assault into the heart of Human space is imminent. The United Nations Space Command has ordered all human forces to aid the defense of the Core Worlds. Response from the starfaring human governments is mixed. UN Diplomats, and Space Command invest precious time and energy trying to solve, or at least smooth over, longstanding squabbles and more serious conflicts among major and minor powers in order to unify the many factions of humanity in its own defense. Both New Israel and the Islamic Federation possess significant potential resources in technology and raw materiel, but their mutual antagonism has not significantly decreased, even as the Xeno-War approaches its crisis point. February 22, 2193. The UN has called in favors and threatened economic repercussions, forcing a summit between New Israel and the Islamic Federation. Both sides know the UN will not let anyone go home until some kind of truce is reached. Representatives from both nations are en-route to Earth to hammer out at least a temporary normalization of relations. Even now, however, different human factions pursue their own agendas. The rendezvous coordinates contain (deliberate?) errors that place the NI and IF forces in close proximity, yet separated from the UN escort contingent, led by the SDN-X Neptune. Naturally, both Tzahal and the IFN escort their negotiation teams with significant fleet elements, and the ensuing standoff raises tensions as the UN forces scramble to defuse the situation. 1000 hours ZT (ZuluTerra). The UN arrives in time to keep the staring contest civil, and calls for the chief representatives of each side to rendezvous with the Neptune for final transit to Earth. 1020 ZT. As the diplomatic shuttles rendezvous with the Neptune, a massive internal explosion rocks the ship. It is obviously sabotage, but by whom? Accusations fly between the fleets over the Neptuneâs silence. Both sides blame each other and the situation threatens to boil over. 1100 ZT. Area scans, neglected by all sides during the escalating standoff finally trigger proximity warnings. The worst kind of company is calling⦠â¦â¦ Calendar 77/21//38///933 Long range scouts spying deep in HuâMan space have determined the location of an important rendezvous between three powerful Inner Clans. The Dominion Leadership has long been looking for opportunities to test the mettle of the Inner Clans in their home territories. A strike at Great and Monster class huâMan ships so close to family soils will also strike at the mind of the HuâMan as the Dominion prepares for its final assault. Three long range hunter groups have been summoned to the scout-provided coordinates with the goal of taking the heads of the various Huâman forces. Calendar 77/21//39///041 Approaching in silent running, the HuâMan are determined to out-power the KraâVak. A straight-up fight might go badly, despite the enthusiastic growls of some of the gunners. On the other claw, the Huâman forces seem preoccupied with each other. Keen long-eye operators would have spotted your approaching ships some time ago, and you will not squander that advantage. Calendar 77/21//39///052 The battle is close, and fortune again smiles as an explosion damages the most formidable HuâMan Monster ship. The HuâMan short-eyes finally detect you, but the battle is already begun. ---- Forces/Players: United Nations (CPV ~1054), Jim Bell: UNS SDN-X Neptune, damaged to 30 hull (roll standard threshold at start of scenario) from sabotage. UNS CL Rainier UNS CL K-2 New Israel (CPV 985), Chris âLaserlightâ DeBoe: ATAI CHS Sheâirei Avinu ATAI CES Yahuda ATAI CES Matitiyahu Islamic Federation (CPV 985), Vincent Johnson: SNI Nasr ed Din, Sayf ed Din Class BB (Heavy Beam) SNI Manzikert, Hattin Class CH (B2) SNI Ain Jalut Hattin Class CH (B2) KV (CPV 920+907+907 = 2734) Group 1, Thomas Tongue: Ko'Vol YuâYaâAvo (King Hunter of the Mind) Vo'Bok RaâYaâVo (Small Mind Hunter) Vo'Bok DaâHok (Fast Fear Ship) Group 2, Aaron Teske: Ti'Dak KiaâHak (Spear of the Fear Killer) SiâTek YaaâKol (Mind of War Monster) Si'Tek BiâTol (Cold Dark Monster) Group 3 Robert Doughty: Ti'Dak BiâHek (Cold Fear Ship) SiâTek DiaâKan (Little Death of Fear of Mother) Si'Tek VaâHol (Great Fear Monster) Setup: Jimâs UN starts around 10 MU north of the table center, facing south. Laserlightâs NI is west facing Northeast. Vinceâs IF is in the east side facing west. All the humans are at speed 0 to start. The KV come in on the south edge of the table, facing nominally north. Tomâs KV 1 and Aaronâs KV 2 were west of center start speed 8, Robâs KV 3 starts a little off on the east below the IF, at low speed (1-ish). All players group their triads of ships relatively closely â and most formations keep reasonably through the game. Objectives in a nutshell: The humans were to destroy the KV, hold the space, and uncover (or protect and escape) the saboteur. KV objectives were to destroy the Human capital ships (each player was to target one), and wreak other ancillary havoc. Each player had secondary objectives, though by and large those got drowned out in the main fight. The Action: NB. This is paraphrased, not erbatim, and I may well have mixed up acouple events by +/- one turn. Turn 1: UN and NI fire up the main drives to get mobility and the Jim launches the sole fighter group in the game. KV 1 and 2 accelerate to around speed 12, while KV 3 inches forward. Adrianâs IF turns slow to face KV 3, reaching out and slapping one of Robâs escorts with his rerolling Heavy Beam. Neptune takes heavy long KV fire from both oncoming KV groups while New Israelâs stealth hull keeps it effectively out of K-gun range. Turn 2: Laserlight accelerates the NI, leaving the UN between them and the KV, and heading at a speed that could be interpreted as alarming toward the IF, who are unfazed as they continue lobbing long range fire at Rob (to less effect this turn, lucky for Rob, who decides itâs time to start moving to get in close). Jim turns the UN starboard down the throats of Tomâs and Aarons rapidly approaching KV groups. The Neptune gets to fire, but is scragged with 20+ points of K-5 fire. Graser fire is poorly rewarded. I believe the Neptuneâs Graser-3 was downed by threshold the previous turn, so we never get to see it fire, though the smaller Graser 1-s hit the KV with moderate to low damage. The Rainier also takes a threshold from other fire. The UN doesnât only take it on the chin, though. Jim royally flays the KiaâHak in partial compensation doing perhaps 2 thresholds. And knocking a variety of systems in Aaronâs first of several Teske Field backfires of the day. Turn 3: The UN CLâs launch their Antimatter Torpedoes then turn port and decelerating, trying to doge the KV who are basically on them now. The torps all get shot down by the VoâBok scatterguns, but it does take all the scatterguns to kill them off (I gave AMTâs 2 damage points to kill). Itâs a shame the Neptune wasnât around to coordinate attacks, since it that might have overwhelmed the scattergun defenses â thought I think the YuâYaâAvo was also in scattergun range. The potential weakness of no defending scatterguns on the VoâBoks goes unexploited by the wandering UN fighters later in the game because they generally keep close to other larger ships. The Rainier dies this turn to more nasty K-gun fire. The NI come full starboard, planting themselves across the T of Aaronâs BiâTol and Yaaâkol. Laserlight throws out a few beam dice, and the Yehuda takes K-gun and scattergun damage as they go. It would have been worse for NI without stealth and without the Teske Field working against Aaron again, keeping the KVâs from double damage from the K-guns that hit. Even so, Yehuda thresholds and loses a stealth level. While Sheirei Avinu taks some longer range fire as well. Turn 4: The K-2 Comes about port and fires on the KV that have passed him. The K-2 will cut down both the VaâHol and BiâHek before finally being taken down itself in turn 6. The NI come hard about, turning 4 starboard without damaging engines, turning Inside the KV 2âs turn of 2 and leaving Aaron with few targets. Tomâs group arcs to port while the Jimâs last CL comes around to face the Robâs KV 3 contingent which is finally in the fray and coming at the Vinceâs port broadside. The IF had readlined its engines to turn south for some serious maneuver as well. The Sayf ed Din blows its engine, but repairs it at the end of the turn. The Sayf ed Din takes a threshold as well but stays well in shape. KiaâHak is destroyed by combined arms of the human forces, but the Vince gets the kill with a display of Heavy B-2 power, also dished out to the BiâHek. The UN fighter group flits around the board looking for a vulnerable target. Aaronâs BiâTol having lost all heavy weapons and both firecons to a catastrophic, Teske-fueled threshold, is seriously hurting and moves out of the main battle. Turn 5: Tom, his mission largely accomplished take KV 1 hard about heading west out of the fray. KV3 turns into the IF and trades heavy fire. Losing the Biâhek to the combined IF and UN firepower. The UN also manages to kill the VaâHol (but this may be next turn). New Israel has turned south and can throws a few beam dice at peripheral targets. Turn 6: The signal arrives that a large UN relief force is going to arrive on turn 9. More heavy maneuver brings Robâs KV3 facing the NI dead in their sights. The IF saves the Yehuda from near certain death by shearing off the weapons and firecons of the DiaâKan before it can fire. Even so Yehuda takes enough damage to threshold a second time and lose its remaining stealth. The other KV are too busy getting ready to leave and dealing with other, more pressing targets (like the IF) to do much about it. Aaronâs YaaâKol is nickeled and dimed bast threshold 3, and in yet another ironic threshold set loses its K-3âs and both firecons all at once. Tom turns back into the thick of things one last time pointing the correct way to disengage back the way the KV came. Both VoâBoks take some two thresholds by the end of it, but are still good to disengage by FTL in a turn or two. The IF, discover secretly that the Ain Jalut is harboring the saboteur. Turn 7: All remaining KV head to the edge of the field to disengage. Laserlight turns New Israel back toward the middle of the field while the IF come facing east and warm FTL. Late fire sees the loss of VaâHol and the crippling of DiaâKan. Turn 8: The KV accelerate off the field, Vince jumps the IF out, and The NI circle back north to await the UN with the shell-shocked fighter group. End game. By the time the UN relief fleet arrives a couple turns later, New Israel Holds the field with one crippled and one untouched Maccabee, and a scratched cruiser. The IF vacated with a heavily damaged Nasr ed Din and one moderate and untouched Hattin. The UN remain in the local space with their sole fighter group as witnesses to events. The KV have gone; KV 1 in triumph to assured future leadership in the coming siege, the other two families in shame and ignominy. Tactically, The IF and KV1 had the greatest victories, followed by NI. The IF scored a KV kill and successfully evacuated the saboteur, keeping him unrevealed to the rest of the Human forces (they may be suspected, but will likely never be proven. Moreover, the IF pulled off the single most unifying action of the encounter, preventing destruction of the Yehuda at the hands of the KV. KV1 was every bit as successful with regard to its own agenda. Thomasâ group scored all three of the KVâs kills, all on his primary target â the UN. New Israel controlled the field at the end of the game without losing a ship. The UN had a moderate loss â all ships gone, but two KV kills. KV 2 and 3 had significant losses not achieving their goals of destroying their target capital ships. Strategically, the Humans win the game. The KV have at least partially failed in their over-arching mission to disrupt and demoralize the Hu'man. In the aftermath of the battle, the trilateral negotiations were, needless to say, cancelled. However, in the month that followed the recorded events, diplomatic traffic began to flow between the NI and IF governments and a marked decrease in border conflicts and other partisan skirmishes was noted in that part of human space. The two groups quasi-independently began working with the UN to coordinate inner system defense and, eventually provide significant assistance during the siege of Sol. Note: Negative Entropy events took a different for in this game. We didnât have the Five sixes in a row from beam fire, though we had a couple moderate runs. The real stories, as mentioned above, were horrid KV threshold rolls. I enjoyed them a great deal, mainly because of the irony of watching the Teske Field backfire so gloriously. Sorry Aaron. Thatâs it. Players: please forgive me if Iâve mixed something up or forgotten something wonderful. Feel free to correct me on it. It was great fun to run and I think it turned out OK. Iâd run it again without hesitation with only a couple tweaks.