From: Indy Kochte <kochte@s...>
Date: Mon, 27 Mar 2017 15:48:22 -0400
Subject: GZG ECC AAR - The Indy Report
*GZG ECC XX â The Indy After Action Report* Greetings everyone! So, the AAR for my part of ECC this year. Work has been incredibly busy, and was barely able to squeak out of work in time to make the long drive up to Owego, NY. Long drive, but doable. Google claims this should âÂÂonlyâ take 4.5 hours, but I have never been able to do it in less than 5. ThereâÂÂs always something: traffic, weather, gas stops, or something shiny off an exit somewhere. So, dodging traffic and hurricanes, made it to Owego in 5 hours and change this go around. I had two events running this year: one Friday evening (ESCOM) and one Sunday morning (Alpha Strike). Otherwise I didnâÂÂt sign up for any specific games for Saturday because historically Saturday I am busy dealing with the miniatures painting contest enough that it usually interferes with any gaming I might try to do. I would conveniently forget that this year and jump in on three separate games as Saturday wore on, only to have this time impact fact reminded to me forcibly. But I managed to make the most of it anyway. So yay, got to play three games! Friday evening. After checking into my room, I unloaded the IndyMobile III and got my event set up. The rules set was the in-development Emerging Suns: Starship Combat Game (ESCOM, which most pronounce as âÂÂess-comâÂÂ, but some people say it as âÂÂee-ess-comâÂÂ, which sounds more stumbly to me). The core rules themselves are 90% done, a few things are left to do/tweak, then we need to get some art, a proofreader, and then explore where to publish this thing. So this eveningâÂÂs event was a playtest of one of the scenarios we are making for the first scenario book: âÂÂBattle LineâÂÂ. This would pit three brand new North American Confederation (NAC) battleships with state-of-the-art beams and energy torpedoes against four tried-and-tested Novaya Rossiya (NR) battlecruisers with long-range disruptor batteries. I played this at Cold Wars last week with one other person new to the game, and his die rolling was SO HOT that as the NR he managed to vaporize two of the three NAC battleships by the time the NAC got into serious engagement range (he rolled no fewer than fifteen 10s and one 9 on D10s for damage over the course of three turns; my die rolls wereâ¦sub-par, of course). The ECC version of the game was much more balanced die-roll wise, andâ¦maneuver-wise, as at the critical contact point when the NAC had the NR dead to rights, the navigation commands on each side had them going everywhere but where they wanted their targets to end up. Still, the NAC managed to mission kill one battlecruiser (killed all the crew, but the ship was still somewhat intact) for damage to a couple of their battleships. The remaining three NR battlecruisers had gotten badly separated, so Jerry Han, running one pair of BCs decided to go after the strategic objective and left the field of battle under thrust, heading for the planet the NAC were trying to defend (with the goal of damaging or destroying the local base station), while the third NR battlecruiser turned 180 from JerryâÂÂs plot and headed out to the hyperlimit to escape. This would cause the three NAC BBs to make a choice as to whom to chase â and the bugger of it all is that neither side had a thrust advantage. The NR did have a *speed* advantage, as their fastest traveling ships were moving at 2 inches/turn faster than the NAC. The stern chase would slowly devolve to the NR ships outdistancing the NAC ships after a few turns, and long range weapons fire wasnâÂÂt going to do much but a point or two at the ranges they would be pursuing, and the target ships could always repair their shields (what Full Thrust has as armor ESCOM considers shielding, and is repairable via standard damage control rolls) to stave off any further damage to the hull. We called the game as a pyrrhic victory for both sides. The NR did not have the firepower to really do much to the base station before they would have to flee the area to avoid angry NAC ships from closing in, and they lost a battlecruiser while inbound, so it was a bit costly for not much return. The NAC failed to fully keep the NR from going after the base station, but they did get a battlecruiser hull out of it for later study. Got a lot of good feedback on the game, both positive and critical on the rules system. Some of the critical feedback weâÂÂve heard before, and stem mostly from people new to the system and seeing it not play to how they expected it should play (i.e., preconceived notions on the mechanics) but almost every one of them was later retracted when players played a second game and âÂÂgotâ how the game played. This, I find, happens a lot when players try out a new system, whatever the genre, and their preconceived notions of what they think they should be able to do runs headlong against the system mechanics. Still, I take ALL the feedback we get and put it into the consideration folder for later review. Saturday came early, but not as early as some ECCs. I at least got 5 hours sleep the night before. Met up with Jon Davis, Greg Davis, and Jerry Han in the lobby, and we marched up the road to one of the restaurant establishments. We decided to try a new one instead of the one we usually go to (it was closer, and overlooked the river). When we got in, there was definitely a lot more elbow room than the old place, but all the tables by the windows were already taken. However, the main dining area was empty, so we plopped ourselves down and had a fulfilling breakfast. Well, let me caveat that. Jon Davis had some issues with his, so he was less than impressed, but I was quite fine with my selected entrée, so IâÂÂd happily give this place a try again in the future. But probably not with Jon along. ;-) Back to the con, I got the painting table area prepped and submission forms out, then after taking a bunch of photos of the different games in progress, went over to Aaron NewmanâÂÂs table, where he was running a Babylon 5 game, âÂÂSevered DreamsâÂÂ. Only this time he was using our ESCOM rules, not FT rules. (Aaron has been coordinating with Noam and myself for running an ESCOM game using fighters and vector movement, two systems which are not in the Core Rules but we plan to offer in the Advanced Rules). He had managed to get 2-3 playtests in with his gaming group prior to ECC and had already tweaked the alpha alpha draft fighter rules a little from what I sent him a few months ago. And as I hadnâÂÂt even looked at the fighter rules (as currently drafted) in a couple months, I had to have HIM explain to me how they worked. LOL! During the course of the game, as I watched how the fighters were actually playing on the table, we made a couple more tweaks to the current rules (e.g., if squadrons of fighters attack a ship, and they realize they have zero hope of doing any damage, they can abort their attack runs so they arenâÂÂt wiped out to a fighter by PDS). The game was standard Severed Dreams, with Babylon 5 a couple Omega destroyers and a few other ships and squadrons of fighters defending against the loyalists coming in with Omegas, Hyperions, boarding pods, and fighters galore. I came in with the loyalists' reserve wave on turnâ¦3? Maybe 4. Anyway, the reserves for both sides appeared at the same time, and it was quite the furball going on in the middle that we saw. Unfortunately, the volume of fighters on the table at this point, coupled with vector movement plotting and whatnot, seemed to slow the game WAY down (not that it is all that much faster in FT), and we were unable to finish the last turn before the end of the time slot. While I love the Severed Dreams scenario, maybe a slightly smaller scope game would have been better. Nevertheless, we got some good feedback (again, both positive and critical) to chew on (much of the critical feedback had to do with the fighter mechanics, which I reminded people were still alpha alpha draft but I greatly appreciated their insights and thoughts so we could take that and see how to best reformulate and streamline the fighter rules). After lunch I chatted with Stuart Murray for a spell. He was running the game âÂÂGet Three Coffins ReadyâÂÂ, a wild wild WesternGrunt (StarGrunt meets the Wild West). He had an opening since one of our regular members (Mark Kinsey) was unable to attend over the weekend due to some other Life Issues he had to attend to, so I stepped in for him. Woot! Game #2 for me! Alas, it was not one of my better showings, mostly because I always feel SO ill-equipped to play in a Stuart Scenario. He always pulls out these incredibly cool ideas that usually require players to have some background knowledge of the subject in question, and either I donâÂÂt have said background knowledge, have the âÂÂwrongâ background knowledge (know something of the subject but not exactly what Stuart was looking for), or my brain simply vapor-locks on the subject and I canâÂÂt think of what he wants despite knowing the subject matter (I invariably think about it two days later with the âÂÂDâÂÂoh! I could have done/said THATâÂÂ). Nevertheless, his games are always fun, so I dove in as best as I could. We had to generate a character for the game, with two sidekicks. These characters belonged to one of two rival gangs with the basic storyline that one gang needed money to open up a gold mine on their land (e.g., they would have to rob a bank) and the second gang wanted to steal the deed to the land, take it to the city to have it altered, so they could come back and claim-jump the first gang. This had all the makings of a lot of fun-fighting â or gun-fighting, if you will. And there was some! But there were also a bevy of subplots and plot twists throughout to throw us off our game. The gang I was part (we had to rob a bank for funds) of did not fair as well as we might have (I tried to rob bank #1 only to find it had zero cash; argh!), while the rival gang managed to maintain some cohesiveness to their goals and ultimately not only got the deed, but got on the train to leave town with it. (but not without leaving a few casualties behind). Meanwhile, one of our gang members, Jeff AubertâÂÂs character, who had the sensibilities of a mobile rock, got himself caught by the daughter of the rival gang leader (he apparently had been having a, ah, fun time with her for a while, and there was a baby as a result) and dragged off to be married (kinda took him out of the fight for a few turns â but then his bride proved to be a kick-ass character, and mowed down the opposition until her new hubby was killed, then she was coerced back to her fatherâÂÂs gang). There were plot points all over town, but we never got to all of them (never did make it over to the pig pen to find out whoâÂÂs leg was sticking up out of the mud). My character was shot and killed at one point (he was mostly average and had some odd skills â like he was a rifleman, but he had the ambidextrous skill which would have allowed him to shoot two pistols at once â only he didnâÂÂt have two pistols!), and one of my sidekicks was promoted to be my new character (when you lost your character, you took one of your sidekicks and finished fleshing them out). My new character was a kick-ass veteran-level stomper â Level 1 D10 on EVERYTHING in StarGrunt terms! Shooting, intelligence, skill â name it, I somehow rolled to get D10 for everything. ROCK ON! Only⦠A couple turns earlier some of the rival gangers released the cows from across town and started them on a stampede. My character would be caught flatfooted in the middle of the street as the cows came roaring around the buildings (I was trying to chase down another set of the rival gang who had gotten our deed). I figured my best option, given that my character just rocked, was to finish dashing across the street with one action and then pick off one of the rival gangers with my other action (my new character was also a crack shot, which gave him a shooting bonus). Stuart looked at me and said roll to see if I succeed. I could only fail on a âÂÂ1âÂÂ. So I rolled a âÂÂ1âÂÂ. Seriously?? Thus got trampled my new character. Only he was robust as hell, too, and merely got mangled a little, didnâÂÂt actually die. Still the delay allowed the rival gangers to escape from me and I was out of it most of the rest of the game. No more moseying about town for this cowboy! After that I spent the rest of the period, and a chunk of dinner, dealing with the ballots for the miniatures painting contest. Had to do a vote-off as two people tied for second place in the 25mm scale category (which merely means that I do not vote with the rest of the ECC population, but if a tie comes up, then I go out and weigh in on which I personally think is slightly better â when these come up, it is always a tough choice, and this yearâÂÂs was no different, between Jerry AcordâÂÂs Zombie Troopers and Jeff AubertâÂÂs Hetzer). At 7pm we then did the general âÂÂthank you for coming and supporting ECCâ speech followed by the minis painting contest awards ceremony. Because we had fewer attendees this year than in past years (due to too many Real Life Interference Reasons), there were fewer entries in the painting contest (often because a lot of people donâÂÂt think their work is of any merit, to which I would vigorously disagree, but just canâÂÂt convince folks to submit things). And there being fewer entries in the contest meantâ¦well, I put in some entries â and I won second place in the Dirtside/6mm category! Which snagged me some Brigade Models 6mm desert buildings that Tony Francis had sent out the year before. These will see table time in Alpha Strike in the near future. :-) Once the painting contest awards were handed out, we had a bevy of other things to raffle off to the attendees. Then did the group photo, then the minis painting contest winners group photo, thenâ¦.Cake! Er, I mean, Frosting Delivery Systems! (let's call them what they really are, shall we?). Jon had secured two sheet cakes from the nearby grocery store in celebration of our 20th year of ECC. It was all quite yummy. Once we were done with cake and ceremonies â back to gaming!! I was going to jump in on a groundpounder game that Mark Kinsey was signed up for, to take a break from starship gaming, but someone else beat me to it, so I decided my second choice would be Tom McCarthyâÂÂs Full Thrust scenario. Figured I couldnâÂÂt go too far wrong with FT, right? TomâÂÂs scenario was an aliens (SaâÂÂVasku) vs a mixed human fleet mash. I took one of the UNSC fleets with a battlecruiser, a light cruiser, and a destroyer (during the game my beam dice would be average, the grazer-2 would be average, and the p-torps would either hit for minimal damage or miss; my anti-matter torpedoes made up for some of this). The other four humans took other trios of ships ranging from battleships to destroyers. The set up had us placing our ships around the board where ever we wanted, at whatever speed we wanted, in whatever facing we wanted. Then the aliens got to decide where their jump points would be located. Given we were unsure of where the aliens were going to be (but they knew damned well where we were!), we opted to set up in all corners of the board, facing in, so the aliens couldnâÂÂt set up behind anyone. We had one squadron set up in the center of the board facing in different directions as âÂÂbaitâÂÂ. The SaâÂÂVasku all clumped up in one quadrant of the board and so were fairly clustered at the start (Tom rolled for scatter and drift, but no one ship drifted for more than a few inches, so it was really inconsequential). On turn one the SaâÂÂVasku proceeded to erase Scott HowlandâÂÂs battle squadron and much of Jim BellâÂÂs battle squadron, destroying two battlecruisers in two shots from small ships (their light/medium ships were throwing out 30 dice of FT damage, averaging with rerolls 30+ points of damage per volley â their superdreads were just scarier). At the end of turn one we realized the humans had No Hope in this game. We were going to be wiped out to a ship (and pretty much were). We nibbled at the aliens as best as possible, and ultimately would destroy some of them, but in the endâ¦yeah, the humans were pretty wiped out. One thing Tom was instituting in this game was accumulation of points. As you damaged an opponent ship, depending on how much damage you did you got N points (each personâÂÂs ship page had how many points the firing ship got depending on how much damage was inflicted). If you lost your trio of ships, you could then pick up another set of ships to run, so you could keep playing. But you lost ALL your accumulated points, so there was no incentive to rejoin the fight â as youâÂÂd just be giving the opposition opportunities for more points whereas you would have to start from 0 and increase from there with fewer enemy units to target. Some humans did rejoin the fight (notably Scott Howland, because he was killed off in turn one without really accumulating any points), and some did not (myself on turn 3, as I didnâÂÂt feel like giving the aliens any more targets and points, plus I had gained 795 points at that point which I would otherwise lose). In the end, I missed who the top three point players were, but I somehow, by NOT rejoining the game, came in 4th. Huh! Wrapping up the evening, I bowed out of a mafia-style card game JP Fiset was running. My brain was getting mushy and I had no imagination left to participate. I chatted with Jim Bell for a spell, then headed back to my room to try and get some sleep, but I would only succeed in getting about 4 this time around. Sunday morning was breakfast in the hotel (stuffed French toast â damn!) then it was time to run my Alpha Strike game. It was full-up with players, none who had played AS before, but some who had played Battletech and so were somewhat familiar with the terms. In rough terms, Alpha Strike, for those who are unfamiliar, is to Battletech what Full Thrust is to Star Fleet Battles. I spent about half an hour going over the rules (after getting a delayed start, which seems typical for Sunday morning, as gathering the players is kinda sorta kinda like herding cats), then we played for about 3 hours. The scenario pitted an invasion force of an Inner Sphere company on a Clan Space planet. 12 Inner Sphere âÂÂMechs vs 10 Clan âÂÂMechs. The forces were pretty even, but given the playersâ unfamiliarity with the mechanics and capabilities of their units, they were all fairly cautious, which dragged the game on a little longer than it might otherwise have gone. Still, âÂÂMechs shot other âÂÂMechs, and some âÂÂMechs exploded. It was all glorious. We ended the game at 1pm at basically a draw. The Inner Sphere were pushing on the Clan, who were pulling back, but it cost them several heavy âÂÂMechs to do so, whereas the Clan had lost 2/3 of their light âÂÂMechs and one assault âÂÂMech. Most of the Clan âÂÂMechs were damaged to some level, as were most of the Inner Sphere âÂÂMechs (I think only one or two IS âÂÂMechs were untouched â but at least one IS âÂÂMech was down to itâÂÂs last structural point before blowing up itself) And that, dear reader, was the weekend. Many people had left by this point, so I packed up, said my good-byes, and got on the road. Took about 6 hours to get home as I opted to take a different, more scenic route, and got stuck for tens and tens of miles behind a short line of cars stuck behind a semi-tractor/trailer winding through the mountains (and no one would pass when the opportunities presented themselves!). But still, managed to get home before sunset, so âÂÂwinâÂÂ. Photos are being sent to Jerry Han to be put up on the ECC website for later viewing consumption (ditto the infamous Quote Board). I've already sent him my photos from Friday and Sunday, but have a few GB of shots to still send him from Saturday. I think Jerry will post when the links are ready. Mk