[FT] AAR summary - Full Thrust Asteroids

2 posts ยท Feb 10 1999 to Feb 10 1999

From: -MWS- <Hauptman@c...>

Date: Wed, 10 Feb 1999 01:07:15 -0800

Subject: [FT] AAR summary - Full Thrust Asteroids

Greetings, all!

Our merry trio of intrepid Full Thrust'ers played a most enjoyable game of FT
Asteroids tonight. Lonnie, Ken, and myself brought 1000 pt fleets into a
randomly moving asteroid field, and the award of "Making the Largest
Impression" goes to Lonnie, who proved without a shadow of a doubt that
ramming even a small asteroid with a Destroyer is a *BAD* idea! [hehehe]

Fleet Setup
=================================================
Fleet Book Rules 1000 pts, Cruisers and Escorts only, max 666 points in one
class

I brought 2 Heavy Cruisers, 2 Heavy Destroyers, and a Missile Frigate Lonnie
brought 2 Heavy Cruisers, 2 Destroyers, and an Escort Destroyer Ken brought a
Scout Carrier, a Heavy Cruiser, and two Destroyers

[Note to Ken:  personally, I would classify a 90 Mass ship with Class 2
shields as a Capital Ship (BattleCruiser) instead of a Heavy Cruiser, but
that's just me. :-]

Asteroids
=================================================
Large Asteroids were cut from an 8"x8" blank Medium Asteroids were cut from a
4"x4" blank Small Asteroids were cut from a 2"x2" or 2"x3" blank All asteroids
were cut out of heavy gray cardstock and given a randomly placed vector
pointer.

Table setup
=================================================
4' x 6' Starscape mat

1 large asteroid placed in center of map.

4 medium asteroids placed approx. 12" away from center asteroid on 4 cardinal
points.

8 small asteroids placed in 12" circle around center asteroid on remaining
clock points.

Roll randomly for each asteroid's starting vector and velocity.
  1d12 = vector (per clock, 12 o'clock = Ken's/Lonnie's edge)
  1d8 - 2 = velocity

12 o'clock vector
        +-----------------------------+
        |@                           #|
        |            S M S            |
        |          S       S          | 3 o'clock
        |         M    L    M         | vector
        |          S       S          |
        |            S M S            |
        |&                            |
        +-----------------------------+

@ = Ken's start # = Lonnie's start & = Mark's start

The large asteroid in the center rolled a zero velocity. So did the medium and
two small asteroids at vectors 6, 7, and 8. The medium "9" and small "10"
moved in the "9" direction, while everything else headed in the general
direction of Lonnie's starting position.

To spice things up, we decided to add additional random asteroids using the
following rules:

1) A new asteroid was generated immediately if an existing asteroid exited the
table.

2) Every turn starting on turn 2 - after orders & initiative - the
initiative loser rolled to see if one or more asteroids would enter the table.

3) Rolls were made using 1d6. For every turn that a new asteroid
*wasn't*
generated, one die was added to the next turn's roll.

4) The number of new asteroids generated were counted just like beam hits:
1,2,3 = no new asteroid 4,5 = 1 new asteroid
       6 = 2 new asteroids + reroll

5) The size of each new asteroid generated was based on 1d6: 1,2,3 = small
asteroid 4,5 = medium asteroid 6 = large asteroid

6) Roll 1d6 and use even/odd to determine if the asteroid entered on the
12 o'clock or 6 o'clock table edge.

7) Roll 1d6 to determine which 12" segment of the table edge the asteroid
entered on. Measure from left to right and place in the center of the edge
segment. 1 = @ 6" 4 = @ 42" 2 = @ 18" 5 = @ 54" 3 = @ 30" 6 = @ 66"

8) Place movement vector of new asteroid so that it points directly across the
table (facing either vector 6 or 12). Roll 1d6 to see if the vector veers 1
vector point left or right: 1,2 = move vector LEFT one point 3,4 = no veer 5,6
= move vector RIGHT one point

9) Roll 1d4/1d8/1d12 for initial velocity, depending on asteroid size:
Use 1d12 for small asteroids Use 1d8 for medium asteroids Use 1d4 for large
asteroids

10) If a new asteroid would wipe out a ship on it's initial movement -
before a ship had a chance to react - reroll for placement and velocity.

Although this sounds like a lot, it was actually really easy and fast -
especially since Ken couldn't roll up new asteroids for the life of him the
few turns he lost initiative. <g>

The other fun bit was to modify the "avoiding asteroid collisions" rules as
follows:

A) Ships with completely disabled drives cannot avoid a collision.

B) If the relative vectors between the ship and the asteroid differ by 0 or
1 - i.e. if both ship and asteroid are moving in the same direction -
then the *difference* in speeds is used to determine the "CURRENT VELOCITY"
for avoidance purposes.

Example: If a ship moving 8 on vector 6 "catches" an asteroid moving 3 in the
same vector (5, 6, or 7), then the CURRENT VELOCITY is considered to be 5. The
thrust rating is subtracted from this to determine the avoidance roll per the
normal rules in FT.

C) If the relative vectors between the ship and the asteroid differ by 5 or 6
("head on"), then the *SUM* of the speeds is used to determine the CURRENT
VELOCITY.

Example: One of Lonnie's destroyers ended his move on turn six moving at
velocity 15 on vector 7. At the start of turn seven, a small asteroid moving 8
on vector 2 moved through his position (asteroids move first
<eg>).  The CURRENT VELOCITY for avoidance was 15 + 8 = 23!!!!!  Even
after subtracting his thrust rating of 6, his avoidance roll was 16, which is
kind of difficult to do rolling 1d6.

  Can you say - SPLAAAAAAAAAAAAAAAAATT!!!!?  I knew you could!

We played seven turns before we called it a 3-way draw.  Each of us had
lost about 1/2 of our ships, and it started to snow outside - yuck!.
Ken
brought his usual fighter-heavy group, but found out that both Lonnie
and I
had loaded up on PDS and ADFCs.  Didn't help me much - 14 PDS rolls in
one turn against his 4 fighter groups resulted in a grand total of 5 fighter
kills, without a 6 or reroll in sight. The usual KOCHTE FIELD infested my
Pulse Torp die rolls...

INDY!!! YOU CAN TAKE THE *&%@^$^%$@#%^!! FIELD BACK NOW! PLEASE??

..., resulting in multiple '1' rolls when I needed a 2 or better to hit at
point blank range, or damage rolls of '1' and '2' when I *did* hit. Bleach!

Looky looky! Pretty Lights! See the pretty lights? I like pretty lights...

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

Date: Wed, 10 Feb 1999 11:35:17 -0500 (EST)

Subject: Re: [FT] AAR summary - Full Thrust Asteroids

> Ken

Momma always told me to share! (mom, I tried sharing, but he doesn't
appreciate it!!)

> . . ., resulting in multiple '1' rolls when I needed a 2 or better to

Gee...which game have I seen this in before...

> Looky looky! Pretty Lights! See the pretty lights? I like pretty

:-)

Mk