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