Imperium/Full Thrust Campaign game (long)

3 posts ยท Sep 28 1998 to Oct 1 1998

From: Jeff Lyon <jefflyon@m...>

Date: Mon, 28 Sep 1998 16:28:55 -0500

Subject: Imperium/Full Thrust Campaign game (long)

This weekend we started (and finished) our first war of the
Imperium/Full
Thrust campaign we've been working on.

We took Don Hawthorne's excellent "Integration Pack 001" (which can be found
at:)

<http://www.wizard.net/~caw/intpackets.htm>

as our starting point and used Fleet Book FSE and NSL designs for the Vilani
Imperium and the Terran Confederation, respectively. Our order of battle for
the first war can be found at:

<http://ccwf.cc.utexas.edu/~jwlyon/FT/imperium/1stwarOB.txt>

Since we still haven't quite worked out the details of integrating planetary
defenses and ground combat yet, we had to revert to the Imperium game
mechanics whenever these issues came up. In general, this was rather
unsatisfactory but got the job done.

The Terrans began hostilities by launching a probing mission at the Vilani
outpost of Agidda (please see map at:)

<http://ccwf.cc.utexas.edu/~jwlyon/FT/imperium/1stwar.jpg>

They also sent an expedition to Mirablis, established a picket at Procyon and
placed an outpost at Ember.

The Vilani picket at Agidda got close enough to obtain sensor readings of
the Terran fleet and then withdrew to the Nusku/Dushaam binary system.
(Note: we are using "bogey" movement on the strategic level) The Terrans chose
not to risk their handful of warships against even the meager defenses of an
outpost.

Having received confirmation that all of the Terran's larger warships (such
as they are; ie, a Kronprinz Wilhelm light cruiser, a Waldberg/M missile
destroyer and two Ehrenhold frigates) were at Agidda, the Vilani Admiral sent
almost his entire fleet against the Terran picket at Procyon, which identified
the number and classes of the enemy and withdrew to Junction.

In a desperate move to re-establish his supply lines to the new outpost
at Mirablis, the Terran Admiral threw his entire fleet against the Vilani
force at Procyon.

Each fleet had two commanders; the Terran Admiral commanded the KP Wilhelm,
the Waldberg/M and one or two of the scouts.  The Terran vice admiral
commanded both frigates and the remainder of the scout fleet. The Vilani
Admiral commanded a Jerez heavy cruiser and two Suffren light cruisers. The
Vilani vice admiral commanded the four Ibiza frigates.

Both fleets came in at high speeds (18 & 24 respectively) and there was
effectively only one round of firing. The Terrans executed an curious maneuver
described by their admiral after the battle as "a mad scramble." The glorious
Vilani fleet executed their maneuvers perfectly; the frigate squadron moved
into close range and launched a tremendous volley of submunitions packs which
destroyed and crippled several smaller Terran ships.

The cruiser wing launched their salvo missiles and then executed a high thrust
maneuver to keep the range open, deftly avoiding a salvo of Terran missiles.
(This led to loud protests by the vice admiral that he and his ships had been
sacrificed without support; clearly a sign that he failed to grasp the greater
strategic necessities of the Imperium. <g>)

Unfortunately, the cruiser squadron's brilliance in maneuvering was not
matching by similar competence in fire control. Of the 24 salvo missiles
hurled at the Terran barbarians, only 2 came in range of the Terran flagship
(or anything else for that matter) and those were casually swatted aside by
the marginally competent Terran point defense gunners. (Which led to a well
deserved, "I told you so" from the Vilani vice admiral regarding the placement
of the salvoes. <g>)

Overall, the outcome of the battle was indecisive in material terms; the
Imperium lost two frigates, the Terrans lost a frigate, a scout. In strategic
terms, the battle was a decisive victory for the Imperium. They continued to
hold the nodal system of Procyon and had so severely damaged the surviving
Terran ships that they did not dare engage in combat again until after their
next maintenance phase.

The Imperium then began their strategic turn. No significant events occurred
within the Imperium. The district governor sent the vice admiral (who rolls
better) to appeal to the central government. His mission was a brilliant
success, leading to a 4 RU (100 FT points) per turn budget increase for the
district. The governor wisely chose to invest the funds in outposts and
fighter squadrons.

Deciding to play it cautious, the Vilani decided to retain the bulk of
their forces on-station at Procyon.  A frigate was dispatched to chase
the Terran picket out of Agidda. The Terrans responded with their entire
fleet, forcing the destroyer to withdraw and regaining space superiority once
more.

The Vilani governor then chose to attempt no further adventures against the
Terrans at this time; he redistributed his pickets, kept the fleet on station
at Procyon and recalled the frigate from the Agidda front.

It was, of course, at this point that the Imperium lost the initiative to the
Terrans. During their next turn, the Terrans maintained and repaired all of
their ships and began production of a Mothership class Light Carrier (ie, a
crate with engines; makes the NAC Inflexible class look butch). They then
threw everything they had in a "full court press" against the
Nusku/Dushaam binary system (bypassing the garrison at Agidda).

This is where we became aware of the less-than-satisfactory nature of
the ground combat system in Imperium and the need to come up with an
alternative. The Terrans jump troops effortlessly slipped past the planetary
defense network of Nusku and once on the ground proceded to
acheive an automatic +4 kill against the defenses.

(Amusing fact: in the ground combat system for Imperium at a +3 combat
factor differential there is a 6/6 chance of acheiving a kill against
the target. The chart very helpfully provides the combat results all the way
up to +7 which is, unsuprisingly, also a 6/6 chance of acheiving a kill.
 <g>)

It was at this point that the Vilani governors glory index plummeted to zero.

It was also at this point that he realized there wasn't jack he could do about
it during his reaction movement phase.

The Terran fleet then moved on to Apishal (to gain a buffer zone) and sent his
division of jump troops (the "John Wayne Clones") and some regulars to try and
dislodge the garrison at Agidda. Apparently, that little outpost had some
REALLY good planetary defense gunners, because both units (and the transport
carrying the regulars) were blown to flaming debris.

During the next Vilani phase, the governor HAD to recapture Nusku or lose the
war. Leaving a frigate behind to discourage any casual probes which might
interfere with construction of outposts in the Procyon system and at
Markhashi, the Vilani admiral led everything else in a drive to recapture
Nusku. The Terran fleet fled before him (grudgingly) and the Vilani achieved
space superiority over Nusku.

The Vilani sent their jump troops and two units of regulars against Nusku. In
a stunning "instant replay" of the battle of Agidda, the jump troops and one
of the regulars were vaporized by the emplaced Terran outpost on Nusku. The
last unit of regulars, however, should have been able to destroy the
undefended outpost with ease.  At a +2/-2 differential, the Vilani
troops would kill the Terrans on anything but a "6" and would survive any die
roll but a "1" by the Terrans. To make a long, sad, comedy of errors complete:
the improbable, of course occurred; the valiant clerks of the Nusku outpost
utterly destroyed the Vilani division (whose name and number will be stricken
in disgrace from the annals of the Imperium).

Thus the first Terran/Vilani war ended.  The district governor was
recalled in disgrace and a hasty truce was negotiated. The besieged Terran
division at Mirablis was disbanded and its personnel allowed passage home.
Their
ill-fated based was abandoned.  Because the Terrans had failed to secure
Agidda and because the Imperium failed to destroy the outpost on Nusku, BOTH
outposts were ruled untenable and abandoned. Thus Nusku was freed of the
Terran occupation forces and returned to the Imperium.

A short peace ensued, characterized by a scramble to rearm for the inevitable
coming conflict. New bases were established by both sides. Agidda was ceded to
the victorious Terrans. The Imperium built new planetary defense networks at
both Nusku and Procyon. Both sides lost a planetary defense to peacetime
budget cuts (Alpha Centauri A and Gashidda, respectively). Budget cuts also
forced the district governor to scrap the old "Roma" class monitor which was
based at Gashidda. (Although commentators remarked that he did not seem
particularly heartbroken over the money to be saved in maintenance costs.) The
Imperium also had a
squadron of newly-built fighters cancelled by the central government's
bureaucrats due to the "peace dividend."

The Terran Ministry of Defense spent the short peace building up its
in-system defenses at Junction and the new base of Midway with the
production of two new "Richtofen" class monitors. The Terrans also began
recruiting a new division of regular troops to replace those lost in the war.

The latest intelligence on enemy forces and dispositions can be found at:

<http://ccwf.cc.utexas.edu/~jwlyon/FT/imperium/2ndwar.jpg>

<http://ccwf.cc.utexas.edu/~jwlyon/FT/imperium/2ndwarOB.txt>

With the breakdown of negotiations on both sides, it is predicted that the
next war will begin before the end of the week. It is also predicted that new
tactics will change the way in which ground combat is conducted. Observers
feel that the new style of ground combat may be characterized by smaller, more
independent formations of armor and infantry, which tactical fire support from
aerospace fighters and orbital weapons fire.

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

Date: Tue, 29 Sep 1998 23:58:55 -0500

Subject: Re: Imperium/Full Thrust Campaign game (long)

Bravo! Absolutely first rate, shaming me for my own lack of literary output.

I nearly wept at the frustration of not being able to click on the web sites
you put in your note, but I can't do mail AND web from home (long boring
story).

> From your closing comments, may I assume you are moving to try

However you go, I certainly am looking forward to more riveting TNS reports!

The_Beast

From: Jeff Lyon <jefflyon@m...>

Date: Wed, 30 Sep 1998 21:16:50 -0500

Subject: Re: Imperium/Full Thrust Campaign game (long)

> At 11:58 PM 9/29/98 -0500, D. Evans (The_Beast) wrote:

Thanks! Glad you liked it.

> I nearly wept at the frustration of not being able to click on

Sorry to hear it. I hope you do get to look at it later. And keep checking,
too. I'm constantly dumping new stuff into that folder.

> From your closing comments, may I assume you are moving to try

How ironic! We've been discussing the possibility of using either Fortress
America's or Axis & Allies' combat system for our planetary invasions. I tend
to favor a modified A&A system (but Fortress America pieces) because the D6
seems to go better with Full Thrust and since it already has a tried and true
economics system which we can easily integrate. And the combat odds aren't all
that different for the most part.

As far as DS2, it's not very popular with the local crowd. We did play a
homebrew set of rules based loosely on Command Decision the week before with
an eye toward integrating it into the campaign, but by and large, what
we really need is something more in line with the  A&A/FA level of
complexity so that we can integrate it into a Full Thrust game on a turn by
turn basis.

I have a 12" globe painted up that I wamt to use in a big planetary assault
game. Ideally, I want to set it up so that the troops are trying to land and
silence the guns before they can wax the fleet and the fleet is coming in to
provide fire support so that their troops don't get overwhelmed by the
defenders.

> However you go, I certainly am looking forward to more riveting TNS

Thanks again. With such encouragement, I'll be sure to do so.