[FT] AAR: NCS meets KV

17 posts ยท Feb 10 1999 to Feb 12 1999

From: jim clem <travmind@h...>

Date: Wed, 10 Feb 1999 07:59:31 PST

Subject: [FT] AAR: NCS meets KV

Ok, heres the results of my first FT game. We used FB rules, and cinematic
movement, as well as the FB Kra'Vak from someone's site, forgive me, I forgot
his name.

As always, comments desired and welcome.

AAR: NCS scout group meets Kra'Vak scouts

Date:		12 October, 2184
Location: LTT 6104 NCS units: First Privateer Scout Fleet, First Scout Group,
Detached, NCSS 102 Eliza G., NCSS 103 Wasp KV units: 3xScout class vessels

(From the log buoy of the Eliza G., NCSS 102, Elizabeth Garnett, Cpt.)

10/12/2184:0145

Captain Garnett sat quietly on the bridge of the privateer Eliza G. Three
thousand klicks off the starboard bow sat the Wasp, and 15 minutes

ago their comrades, the little Firefly and that oddball, Experiment, had

jumped outbound, headed for their first waypoint, looking for the Kra'Vak. She
turned to her XO..........

"Harrison? Time to jump?" Commander Harrison, lately of the NCSS Resolute,
glanced her way. "We're at J minus 55 minutes Cap'n. The crew is just
finishing up mess, getting ready for jump now. Everythings

on schedule. Would the Cap'n care to get a bite first?" Garnett turned

in her seat. Harrison had been something of a pain since his posting here. Of
course, he'd rather be commanding one of the new ironclads, but instead he'd
been sent to her, half navy rep, half watchdog. Of course, she couldn't blame
them. Until 6 months ago, she'd been one of their worst enemies, smuggling
arms in to one of the militia groups turned pirates. Then she'd jumped into
Dixie, right in the middle of an

ironclad squadron, and that had been that. She guessed she should thank

the Kra'Vak, since their aggression had kept her from being tried and
summarily hung. Even the marine unit on board was navy. Oh well, at least she
was still in the captain's seat. "No thank you XO. I prefer to jump on an
empty stomach, never could help the nausea. Navigation, how are the next set
of plots com..." and she was interrupted by the
proximity klaxon.   The bridge bounded into action as she asked,
"Sensors? What do you have?" "Cap'n, we got two, no ma'm, three bogies

just coming out of jump, range 2 light seconds. They're boosting now ma'm,
changing course, coming about to, ummm, intercept course on us ma'm. Cap'n! ID
looks like KV, similar to the sigs we got from the Swabbies last month. We got
some bad company." Garnett cursed, "Battle

stations. Get me Wasp, looks like they found us
first."..........................

This scenario re-creates the first encounter between the NCS and
Kra'Vak. Three KV scouts jumped into LTT 6104 just in time to meet elements of
the First Privateer Scout Fleet, under Captain Elizabeth Garnett. The Eliza G.
and the Wasp are modified freighters, former smugglers turned naval
auxiliaries. Their orders are to locate any KV units in surrounding systems
and report back. The KV have arrived with three Lu'Dak scouts, whose orders
are to get intel on any human ships in

the area. As such, the KV must have at least one ship get to within 6 of any
human ship, then exit any side of the board. The humans must try

to stop this, and get at least one ship off the board.

The board is 50 inches square, with the Eliza G. and Wasp sitting somewhere
withing 6 of the center, speed 0, heading at captain's discretion. Then the KV
enter from any side, heading to intercept the humans, speed 10. And so it
begins......

Turn 1:

I took the humans. The Eliza G. and Wasp are 3 MU apart, heading 12. The KV
entered from the right side (from direction 3), speed 10. The KV

charged straight in, hoping to get their data and continue to run on by and
off the other side. Wasp accelerated to speed 6, heading 12, intending to run
off board, to get the warning out. Eliza G. spun on her axis, to heading 3,
bringing her "lance", a class 4 beam (where Garnett got it, she'll never
tell), and opened fire on the center KV. I

rolled 3, 4, 2 doing only 1 point of damage. The Wasp fired 3 class 2s
at the KV nearest her, rolling 3, 3, 6.  The re-roll was a 5, so she did

three points, and creating two threshold rolls. The KV lost one of his
scatterguns and its FTL drive. The KV are not yet within scattergun range.

Turn 2:

I get the initiative. The Wasp begins a turn to starboard, the Eliza G.

accelerates to speed 4, heading 3. The KV continue on heading 9, speed 10.
This places the Eliza G. right in front of them, range 1 from the center KV.
She fires her lance at the center, and a pair of sub packs at each of the
flankers. The lance rolls 2, 1, 2, 4 and does 1 point. The KV rolls damage,
but loses no systems. The port sub packs roll a total of 16 points, and that
KV explodes. The starboard sub packs roll a total of 27 (!!!!) Points, and
that KV explodes. The remaining KV responds with three scatterguns, rolling 9
points, killing the Eliza G.

The Wasp is now at range 14 from the KV, speed 6, heading 3. She fires three
class 2s, rolling 2, 2, 6. The re roll is 5, so she does 3 points. The KV
rolls thresholds, gets two sixes and a five. This kills

the firecon, ftl and one hit on the MD. The KV is screaming at this point.

Turn 3:

The KV get initiative. The Lu'Dak accelerates to speed 14, heading 9. The Wasp
continues her starboard turn, speed 6. This puts the KV out of

beam range. We decide to let the KV roll to fix his FTL, and continue
to see if the Wasp can catch him in time.    Sadly, the KV roll a six
for damcon (grrrr). We stop at this point, since the Wasp has no chance

of getting within SMR range in time to stop him from jumping.

Warning to the NCS, The Kra'Vak are coming! The Kra'Vak are coming! The
Kra'Vak are coming!

Comments:

I LOVE THIS GAME!!! Ahem, sorry, got a little carried away there. Anyway,
clearly the scatterguns and sub packs are truly wicked at close range. Also, I
need to have the NCS begin a program of strengthening their ships hulls. Those
fragile hulls are just that, fragile. This is

one of the easiest games I've ever played. Nothing like the days of SFB, where
a single turn took longer than this entire game's setup and play. The big
honking Class 4 was not nearly as dangerous as I'd hoped.

I should have started moving the Eliza G. on turn one, though that might

not have made much difference. Ah well, live and learn (or is that die and
learn)? Anyway, this is fun, looking forward to more of it. Here are the stats
for the Wasp and Eliza G. BTW, in the excitement I totally failed to use the
Eliza G.'s needle beam (DOH!!) The KV were the FB versions from, ummmm, darn I
forgot his name. Anyway, they were the Lu'Dak from his website. Thanks for the
work you've done on that. Nasty little critters they are!

Technical Specifications: Class name: Eliza G. Classification: Privateer Hull
Type [Integrity]: Fragile [5] Crew Officers: 8 Ratings: 39 Crew Factor: 2
Armaments: 1xClass 4 (F), 1xNeedle (F), 4xSub-pack (F)
Defenses: None Sensor Suite: Standard sensors, 2xFirecon Drive Systems: MD 4
                  FTL

TMF: 47 NPV: 135

Technical Specifications: Class name: Wasp Classification: Privateer Hull Type
[Integrity]: Fragile [5] Crew Officers: 10 Ratings: 40 Crew Factor: 3
Armaments: 3xClass 2 (6-arc), 2xSMR
Defenses: None Sensor Suite: Standard sensors, 2xFirecon Drive Systems: MD 6
                  FTL

TMF: 50 NPV: 153

From: Matthew Seidl <seidl@v...>

Date: Wed, 10 Feb 1999 09:12:31 -0700

Subject: Re: [FT] AAR: NCS meets KV

> On Wed, 10 Feb 1999 07:59:31 PST, "jim clem" writes:

> 10. This places the Eliza G. right in front of them, range 1 from the

> The KV rolls damage, but loses no systems. The port sub packs roll a

> a total of 27 (!!!!) Points, and that KV explodes. The remaining KV

> The Wasp is now at range 14 from the KV, speed 6, heading 3. She fires

> three class 2s, rolling 2, 2, 6. The re roll is 5, so she does 3

How in gods name did you roll 16 and 27 points of damage on 3 beam dice for
the subpacks? Thats more rerolls than I can count. Were you counting subpacks
as doing straight dice damage instead of beam damage?

Talk about strange dice fields!!

From: Dean Gundberg <dean.gundberg@n...>

Date: Wed, 10 Feb 1999 10:39:11 -0600

Subject: RE: [FT] AAR: NCS meets KV

> Jim Clem wrote:
8< snip
> She fires her lance at the center, and a pair of sub packs

8< snip
> Technical Specifications:

Ummm, small point here. As I understand sub packs, they require fire cons like
beams do so in this turn you fired at 3 targets but only had 2 firecons. My
ruling would have been that only 2 ships could have been targeted.

Thanks for the battle-report and narrative. Welcome to the FT moment,
soon to take over the universe.

From: jim clem <travmind@h...>

Date: Wed, 10 Feb 1999 09:02:01 PST

Subject: Re: [FT] AAR: NCS meets KV

----Original Message Follows----
To: gzg-l@CSUA.Berkeley.EDU
Subject: Re: [FT] AAR: NCS meets KV
Date: Wed, 10 Feb 1999 09:12:31 -0700
From: Matthew Seidl <seidl@vex.cs.colorado.edu>
Reply-To: gzg-l@CSUA.Berkeley.EDU

How in gods name did you roll 16 and 27 points of damage on 3 beam dice for
the subpacks? Thats more rerolls than I can count. Were you counting subpacks
as doing straight dice damage instead of beam damage?

Talk about strange dice fields!!

From: Matthew Seidl <seidl@v...>

Date: Wed, 10 Feb 1999 10:06:14 -0700

Subject: Re: [FT] AAR: NCS meets KV

> On Wed, 10 Feb 1999 09:02:01 PST, "jim clem" writes:

Its no problem, these things happen in one's first game. I was just trying to
decide if you made a mistake or if I should solidly recruit you for the
Entomalian team in the next Dean Starfleet wars game.:)

ps. the Entomalian's use a lot of type 2 beams and sub packs. If I could roll
those kind of damages with 3 dice, the terrans wouldn't stand a chance.

From: jim clem <travmind@h...>

Date: Wed, 10 Feb 1999 09:12:30 PST

Subject: RE: [FT] AAR: NCS meets KV

----Original Message Follows----
From: "Dean Gundberg" <dean.gundberg@noridian.com>
To: <gzg-l@CSUA.Berkeley.EDU>
Subject: RE: [FT] AAR:	NCS meets KV
Date: Wed, 10 Feb 1999 10:39:11 -0600
Reply-To: gzg-l@CSUA.Berkeley.EDU

Ummm, small point here. As I understand sub packs, they require fire cons like
beams do so in this turn you fired at 3 targets but only had 2 firecons. My
ruling would have been that only 2 ships could have been targeted.

Thanks for the battle-report and narrative. Welcome to the FT moment,
soon to take over the universe.

Dean

From: Indy Kochte <kochte@s...>

Date: Wed, 10 Feb 1999 12:29:41 -0500 (EST)

Subject: Re: [FT] AAR: NCS meets KV

> Its no problem, these things happen in one's first game. I was just

I heard that!!

Captain Valens Galactic Battlecruiser "Victorious" Terran Naval Command

From: Matthew Seidl <seidl@v...>

Date: Wed, 10 Feb 1999 10:31:26 -0700

Subject: Re: [FT] AAR: NCS meets KV

On Wed, 10 Feb 1999 12:29:41 -0500 (EST), "Mountain climbing isn't about
being
> on the summit, but about being in the mountains" writes:

Hay, I'm sure you'd try and recruit anyone who could actually hit with a
PTorp.:)

From: Indy Kochte <kochte@s...>

Date: Wed, 10 Feb 1999 13:08:50 -0500 (EST)

Subject: Re: [FT] AAR: NCS meets KV

> Hay, I'm sure you'd try and recruit anyone who could actually hit with

I don't miss with p-torps; my targets just happen to move minumtes
before the torp gets there!

That's my new story, and I'm sticking to it (well, for now)

Mk

From: Wasserman, Kurt <wasku01@m...>

Date: Wed, 10 Feb 1999 16:03:30 -0500

Subject: RE: [FT] AAR: NCS meets KV

> ----------
	.
	.

Heh. I like it already.... Great AAR and welcome aboard.

        -=Kr'rt
Kra'Vak Ambassador

From: jim clem <travmind@h...>

Date: Wed, 10 Feb 1999 13:47:47 PST

Subject: RE: [FT] AAR: NCS meets KV

----Original Message Follows----
From: "Wasserman, Kurt" <Kurt.Wasserman@CAI.COM>
To: gzg-l@CSUA.Berkeley.EDU
Subject: RE: [FT] AAR:	NCS meets KV
Date: Wed, 10 Feb 1999 16:03:30 -0500
Reply-To: gzg-l@CSUA.Berkeley.EDU

	.

Heh. I like it already.... Great AAR and welcome aboard.

        -=Kr'rt
Kra'Vak Ambassador

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 11 Feb 1999 09:55:31 +1100

Subject: RE: [FT] AAR: NCS meets KV

Looks like you used Schoon's KV rules, as my KV Lu'Dak Intruders don't HAVE 3
points of hull to damage.

'Neath Southern Skies
http://users.mcmedia.com.au/~denian/
*****
They seek him here, they seek him there; Those Frenchies seek him everywhere.
Is he in heaven or is he in hell? That damned elusive, Pimpernel.
        - 'The Scarlet Pimpernel', Baroness Emma Orkzy

[quoted original message omitted]

From: John Leary <john_t_leary@y...>

Date: Wed, 10 Feb 1999 20:14:12 -0800

Subject: Re: [FT] AAR: NCS meets KV

> Dean Gundberg wrote:

Dean,
     The submunitions come from the FT/MT and do not specify the
use of a FCS to fire. (However, house rules are what you make them.)
:-)
Bye for now

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 11 Feb 1999 16:03:27 +1100

Subject: RE: [FT] AAR: NCS meets KV

I suggest you go back & read the FT rulebook. Effectively, every weapon except
PDS requires a firecon to be used against ships (PTs require a separate
firecon). This is the limiting factor of FT, you can't engage more ships than
you have firecons (except with PDS).

'Neath Southern Skies
http://users.mcmedia.com.au/~denian/
*****
They seek him here, they seek him there; Those Frenchies seek him everywhere.
Is he in heaven or is he in hell? That damned elusive, Pimpernel.
        - 'The Scarlet Pimpernel', Baroness Emma Orkzy

[quoted original message omitted]

From: jim clem <travmind@h...>

Date: Thu, 11 Feb 1999 05:23:32 PST

Subject: RE: [FT] AAR: NCS meets KV

----Original Message Follows----
From: "Robertson, Brendan" <Brendan.Robertson@dva.gov.au>
To: "'gzg-l@CSUA.Berkeley.EDU'"
<IMCEAX400-c=AU+3Ba=TELEMEMO+3Bp=AUSGOVDVA+3Bo=VIC+3Bdda+3ASMTP=gzg-l+28
a+29CSUA+2EBerkeley+2EEDU+3B@dva.gov.au>
Subject: RE: [FT] AAR:	NCS meets KV
Date: Thu, 11 Feb 1999 09:55:31 +1100
Reply-To: gzg-l@CSUA.Berkeley.EDU

Looks like you used Schoon's KV rules, as my KV Lu'Dak Intruders don't HAVE 3
points of hull to damage.

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Thu, 11 Feb 1999 19:42:07 +0100

Subject: Re: [FT] AAR: NCS meets KV

> John Leary wrote:

> Dean,

The FT rules, page 7, indicate that you must have a firecon to be allowed
to fire *any* weapon at all - each FCS on a ship allows the ship to
engage one target (plus some restrictions for pulse torps and needle beams).

The FB PDS system is an explicit exception to this in that it can engage
targets even if the ship lacks firecons, but it is the *only* such exception
in the game so far.

> (However, house rules are what you make them.)

Of course. You're free to fire submunitions without a working firecon as long
as your opponents agree with that particular house rule, but I won't allow it
if you ever play against me <shrug>

Regards,

From: John Leary <john_t_leary@y...>

Date: Thu, 11 Feb 1999 16:18:28 -0800

Subject: Re: [FT] AAR: NCS meets KV

Hi All, In response to numerious complaints the following line is corrected
and reposted:

> > The submunitions come from the FT/MT and do not specify the

Bye for now,