[GZG ECC XV AAR]

6 posts ยท Feb 27 2012 to Feb 27 2012

From: Tom B <kaladorn@g...>

Date: Mon, 27 Feb 2012 05:46:47 -0500

Subject: [GZG ECC XV AAR]

textfilter: chose text/plain from a multipart/alternative

TEAM: Doug Schavo, Kevin Fox, Thomas Barclay INSERTION: US BORDER BREACHED
1230 HRS 24 FEB 2012, ALL PRESENT AND ACCOUNTED FOR EXTRACTION: CANADIAN
BORDER BREACHED 1815 HRS 26 FEB 2012, ALL PRESENT AND ACCOUNTED FOR

1900 24 FEB 2012 Battle of Cormorant Moon (GM: J. Davis) [FT in a minor star
trek retheming] (TomB, Doug, Kevin, Aaron N, Barosi the Younger, Johnson the
Younger, Barosi the Elder, Tom McCarthy and allegedly John Lerchey)

6 Fed CAs fight 6 Klingon D7s around Cormorant Moon (with the last bar in the
known universe). Feds attempt a strategy to bring defeat in detail to the
Klingons and instead bring it home for themselves. Officially the Klingons
won, but one Federation Captain had plotted orders each turn to sleep with one
or more of his senior officers (and once, all of the engineering department
after great damage control), so the general conclusion was he probably won. Or
thought he did. Hope the medical doctor survived....

Fun game, interesting lightweight retheming, and poor Federation tactical
execution. I couldn't convince my other commanders to go in reverse at speed
16 firing proximity photon torpedos. I read somewhere this strategy was the
key to victory..... [obscure SFB reference... bonus points for anyone who can
name the Admiral who came up with the term paper....]

Another good Davis' game! I did point out the federation painters were
engaging in deception as all cruisers had hull number NCC 1701.... (vanity,
thy name is James T. Kirk....)

2300 24 FEB 2012

Two games of Panic Station semi-cooperative card game. One was one by
the bugs, one by the humans and their android porters. A game with some
treachery as a host appears from among the good guys then quietly tries to
infest his fellow players.

0900 25 FEB 2012 Battle for Aldensport (GM: J Davis) [Strike Legion 6mm TOG
vs. Renegade Legion] (TomB, Doug, Mark Kinsey, Stuart, TomM, the French Guy)

The lawful forces of the TOG attempted to liberate the port of Aldensport from
the unkempt and highly unsanitary barbarians of the Renegade Legion. Grav
tanks slugged it out having forgotten that infantry are the correct force to
employ in urban terrain. Had more in common with attack helicopter engagements
than tank warfare given the vertical envelopments and popup attacks. Was quite
a bit of fun. Renegades bribed the GM and the GM claimed they won by 1
vehicle. The TOG Inspector General has promised a full inquiry and the Grand
Inquisitor has promised swift executions.

Jon ran a good game, it was very close, and it had some interesting
mechanics (though I think EW's offense/defense swing is too potent). Not
a bad ruleset, I'll probably pick up a copy. Scenairo was fun to play as per
normal in a Davis' game.

1400 25 FEB 2012 (GM: Brian Phillips) [Stargrunt/FMA Dune themed game]
(TomB, Kevin, Mark Kinsey (aka wussy Atreides who needs his Fedakeen to fight
for him), and Martin Connell (Gurney 'Tea, Spice Melange, Hot' Halleck)
http://3.bp.blogspot.com/-vhH1nIjgK8M/TZHI8M9T3jI/AAAAAAAABi8/kRqfX6UHdZ
c/s1600/Dune.png

Some mood clips:
http://www.youtube.com/watch?v=KYUolurihOQ  (It's the slow bad that gets
through)

The forces loyal to Imperial Duke Baron Harkonnen, led by the heirs
Feyd-Rautha and Raban and assisted by the Emperor's own Sardaukar
attempt to protect Imperial interests and Harkonnen property from vandals,
terrorists, insurgents, and Kyle MacLachlan.

The scumba...errr...Fremen and their foaming-at-the-spice Fedakeen
nutters decide to blow up the Emperor's harvester, perhaps hoping some
Sardaukar will happen by in an ornithopter (aka air vehicle capable of
impressive speeds faster than a belly crawl, armoured with thick paper
plating, and capable of firing no weapons of its own or of its occupants at
anyone while easily drawing fire from any nutter on the board). There are
rumours of huge worms but everyone knows about fishing stories.

The game sees the Harkonnens try to fight to defend the Imperial property
from the ne'er-do-wells. Feyd-Rautha leeds a hapless squad of valiant
regulars (actually half a squad) into a blocking attack on an elite squad (at
least they claimed so) of Fedakeen commandos led by the Kwizbotch
Habberdash, the new-age deity of crystals, vegas showgirls, and men's
tailoring. Proving their 'worth', the Fedakeen take most of the game to beat
up a roughly equal number of troops two grades inferior and
Feyd-Rautha gets Atreides pretty heavily wounded despite his shield.

Imagine the fight went like this:
http://www.youtube.com/watch?v=aoPKajvq3gE

Just instead imagine it happens in a mountain pass.
Oh, and also imagine that the Escapehatch Has-a-rash did no fighting and
had his Fedakeen tie up Feyd-Rautha and gang beat him, since apparently
the "dustbowl messiah" fights like a hobbit.

Anyway, in the long run, the ecologically concerned Fremen blow up the spice
harvester's propulsion, lighting all the spice on fire. The truth is
that they're just a bunch of sand-crawlin' spice addicts looking for a
fix. We could have just thrown out 1 pound packets of spice and they'd have
left us alone while they got their 'blue eye' thing going. They didn't need
'wierdo modules' and 'glass knives', they needed a 12-step program and
an INTERVENTION!

So, Raban got shrapnelled, but he wasn't given credit for his shield (we all
missed that) so maybe he should have lived. Or maybe his shield
mysteriously malfunctioned. Feyd-Rautha would have moved up with him
dead.... if it wasn't for the Fedakeen gang-beating thing.

Gurney left the fight wanting to call for Doctor Crusher and wishing this was
all a holodeck fantasy. Paul Atreides went back and told his people of his
great fighting prowess in defeating the (tied up and helpless)
Feyd-Rautha while his Fedakeen all quietly got a raise to keep the
secret that he can't fight.

Then of course, the 'not-phallic-at-all' roundworm showed up with some
sort of hunger for eating Imperial property and elected to consume the
harvester.

The Sardauker simply landed (for fear their ornithopter might get wet and
collapse into a mache pile) and got a few shots off. I think the Emperor got a
'Friend Plan' discount on training for his minions at Imperial Clone Trooper
Academy.

If Mark hadn't been hiding in the corner of the board, this is how a fight
might have looked between the Kwizzler Haddock and the Sardaukar.... (imagine
Leto is Paul and the Fedakeen are Sardauker)....

Okay, now that I'm done being funny and abusing Mark and Martin (who seriously
were good sports and played excellently given their objectives):

Brian's Fremen (scratchbuilt from Eldar) and his Harkonens (mostly Imperial
Guard) were great and the models for the worm (dryer hose based) and the spice
harvester (bowl with tracks) and the ornithopter (two tailed dragonfly?) [PS
descriptions don't come close to how good they are....] were amazing. All of
us agreed he did a great job.

Also, Brian ran the game well, was flexible when we pointed out some odd
inconsistencies here and there, and was amenable to suggestions. I think we
all highly enjoyed his game and thank him for the effort.

Hope to see Brian again at the next con! Those minis need to be shown off!

1730 25 FEB 2012 (GM: Me) [Full Thrust rethemed to Stargate SG-1
universe] HIGH VALUE TARGET (Jerry, Vince, Dave and Scott)

Thanks to JP, TomM, Doug and Kevin for helping me playtest and get this much
righter for the Convention.

This scenario had Lucians and Tauri landing boarding parties on an enemy
station to control 8 locales while the fleets battled outside the station. The
ships used mixed tech. Tauri had 5 row hulls, regenerating
shields(armour that healed), class 1 and 2 K-guns, and classed P-Torps
(aka Asgard Beams) and Tauri Missile Arrays (my own system: 360 arc, 30"
range, launch declared in fighter and missile attack allocation, no placed
marker, 2 missiles per mass, each missile does 1 point) and Asgard Beam
Transporters and F-302s (heavy interceptors). The Lucian (Goa'uld
design) Ha'taks had lots of Beam 2s, Ring Transporters, Death Gliders (turkey
reg fighters), and a good fleet tactician.

At the end of each round of ship action, we fought a round of combat in the
various locales of the station on a seperate side gameboard using SG2 chits to
represent the boarding parties (100 total combat strength in total in the
scenario).

Cinematic movement. Various rules mods (fighters only useful against
unscreened ships, etc).

Tactically, the Tauri fleet split around either side of the station, with each
wing having an Achilles BB, a Daedelus BC, and an Ares DD.

There looked like there would be 2 Ha'tak cruisers on each side of the
station, but Vince pulled a fast one with a hard turn and got all 4 onto
one side. This was very, very bad for the Tauri - half their fleet
lacked a target for 2 rounds and the other half got hit by twice as many
enemies.

Fighters screened ships until about the second last round. This was wise for
the Lucians (so as not to need to convert beam 2s to beam 1s for point
defense) and not so useful to the humans (no missiles or fighters to stop).
The Tauri probably should have started the fighter clash earlier. Even if it
had ended up the draw it looked like it was going to (as per design!), it
would have stripped a lot of defense from the Ha'taks versus the Missile
Arrays and then the Ha'tak commanders would have had to take the damage or
allocate B2s that would not then be shooting at the station or the Tauri.

That said, the good tactical moves on behalf of the Lucians were aided by
RIDICULOUSLY above average die rolling. I think Vince agreed he'd rolled
only one less-than-average roll for damage all night and when it should
have been averaging 19 or so for a full 24 beam-die engagement, his
shots were something like 27, 25, 23, 28 and 21. The other Ha'tak commander
was good (score 15 on a roll that should have been 9) but not as awesome as
Vince.

That combination made the space battle a bit of a route for the Tauri as the
Ha'taks savaged them. By the end, two fleets that should have been somewhat
close in CPV ended up with the Ha'taks having 1 threshold and working on
another and a human BB and DD gone and one BC savaged (a total of about 9
thresholds).

To speed thresholds, I used a threshold chart for each class. Roll 1D6 and I
read off a list of systems taken out for threshold level N (1, 2,
etc).
This made thresholds for the classes I'd finished the charts for very fast. I
will probably do this all the time in FT from now on.

In the end, the Lucians held 2 sectors in the station, the Tauri 3 including
the center and the other 2 were contested. It was a touch and go fight in most
of the sectors. However, the Tauri fleet battle was bad enough it pretty much
turned a minor victory in the ship fight for the Tauri into a decisive victory
for the Tauri.

Vince flew well and his dice (both Ha'tak commanders but Vince far moreso)
were ludicrous. The Tauri could not match those sorts of out of average rolls
so that helped seal their defeat.

I had fun, I hope the players did!

0900 26 FEB 2012 Showdown at Tuffley's Gulch (GM: Me) [FMA with some wild west
touches] (Kevin, Aaron, and Jerry)

Boss Kochte's rancheros from the K-Bar Ranch were headed into town (with
the Boss riding them hard) to get the younger useless heir out of jail where
the "My Town, My Law" Sherrif "Stewart MacMurray" was holding them for
'shooting, drinking, and spitting on the sidewalk'.

Kevin took the beleagured lawmen and scattered them around town. Aaron and
Jerry took the K-Bar boys and Boss Kochte and came sauntering (well,
mostly
Run Like Hell-ing) into town. There was some gunplay in the streets, a
few wounds, some bleeding, a head and neck blast from a shotgun, and then a
huge gunfight cum melee with at least 7 participants in the Sherrif's front
room (and the deputy got shot in the aorta while he lay on the floor waiting
to reload).

The end result was the weight of numbers (even crappy green ones) on the
K-Bar boys spelled the doom of the blue-red-orange mix of smaller
numbers of lawmen.

This game had some issues. I lifted the pistol ranges from FMAS but the town's
main road was about 12" wide (long range is 12"....). Either the map should
have been much tighter or I should have scaled up all weapon ranges. A good
number of Kevin's guys only had pistols. That I'll clean up before the next
game.

Also, allowed moving and shooting and it was... abused. I don't blame
everyone, but it didn't end up doing what I thought it should. Have to keep
thinking about how to fix this one. No solution I've liked yet that wasn't
abusable.

The wounding rules, in an attempt to not be likely to kill half the shooters
by turn 2, were a bit easy on the gunshot victims if they had any kind of
cover. Aaron made a valid point that tying the wound severity to attacker die
total compared to situation die meant that guys in cover were brutal to score
more than a light wound on. Will get that cleaned up before my next game.

Still, I hope the guys had some fun. It was fun to watch Aaron play Boss
Kochte (whom I described as Ed Asner - hard ass ranch boss with an ego)
as I did a bit of NPC improv for his sun in the jail (as Boss Kochte called to
the none-too-bright-and-all-too-likely-to-misbehave Jerry-Jon Kochte the
heir). "Where's mah boy? Get my boy out of there!" "Pa, the Sherrif's looking
at me funny! And the food is awful!" etc.

I think with a few flaws tidyed up, I'll have a good enough set of Western
FMA-ish rules to use more generally.

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

Date: Mon, 27 Feb 2012 08:30:46 -0500

Subject: Re: [GZG ECC XV AAR]

textfilter: chose text/plain from a multipart/alternative

> On Mon, Feb 27, 2012 at 5:46 AM, Tom B <kaladorn@gmail.com> wrote:

> textfilter: chose text/plain from a multipart/alternative

Danger, Will Robinson, danger!

> EXTRACTION: CANADIAN BORDER BREACHED 1815 HRS 26 FEB 2012, ALL PRESENT

Bah. Too easy. I'll send you a private email with the answer lest someone
on the list here actually doesn't know.  :-)

Mk

From: Doug Evans <devans@n...>

Date: Mon, 27 Feb 2012 13:32:12 +0000

Subject: RE: [GZG ECC XV AAR]

> Fun game, interesting lightweight retheming, and poor Federation

I thought that was a Kosnett maneuver. Not sure, of course. Never REALLY got
into the game, but I still enjoy the odd Captain's Log, usually in
self-congratulations.

From: Doug Evans <devans@n...>

Date: Mon, 27 Feb 2012 13:34:03 +0000

Subject: RE: [GZG ECC XV AAR]

Whoops, sorry if I was right, even more if I was wrong. ;->=

Still reading the rest of the note, so will be a bit before I can embarrass
myself further.

The_Beast

[quoted original message omitted]

From: Roger Burton West <roger@f...>

Date: Mon, 27 Feb 2012 13:59:43 +0000

Subject: Re: [GZG ECC XV AAR]

> On Mon, Feb 27, 2012 at 05:46:47AM -0500, Tom B wrote:

> I couldn't convince my other commanders to go in reverse at

Xnhszna Ergebtenqr, though I've forgotten his first name.

> Another good Davis' game! I did point out the federation painters were
(vanity,
> thy name is James T. Kirk....)

The main thing I remember about SFB is the Legendary Captain rule: if
his ship is destroyed, he has a 1/6 chance of finding himself aboard
_and in control of_ the nearest enemy vessel.

R

From: damosan@c...

Date: Mon, 27 Feb 2012 12:51:36 -0500

Subject: Re: [GZG ECC XV AAR]

> On Mon, Feb 27, 2012 at 8:30 AM, Indy <indy.kochte@gmail.com> wrote:

Kaufman(n) Retrograde.

D.