Hi all,
I'm thinking about running a few games of FT and the playtest FMA rules at a
local convention (actually just the University Societys excuse to get together
and play some games once per term) to try and generate a little interest.
I'm not particularly experienced in playing by FB rules myself, and
haven't had the chance to play FMA - does anyone have any ideas for
scenarios that I could run?
As far as supplies go - I have very little scenery, but plenty of
opportunity to make cardboard templates. I have whatever I can blag off my
friends for the FMA men and a selection of 2 destroyers, 2 corvettes, 1 light
cruiser, 1 heavy cruiser from each nation, and a further group of scratch
built ships of various sizes.
I'm sure that you won't let me down:)
Not mine but from the archive - where you could search
for scenarios as there are quite a few - I just remember
this was a goody.
-= tim jones =-
ate:Mon, 12 Aug 1996 08:47:59 -0400
From: pcaron%nhqvax.dnet@rapnet.sanders.lockheed.com
Subject: Circle of Death Scenario for FT.
Hello everyone,
Last week my gaming group had a chance to try out a converted scenario from
Starfleet Battles. It's called, "Circle of Death" and we've found it to be a
great intro scenario to the Full Thrust game system. To summarize...
Each player gets one (1) Battlecruiser. All battlecruisers are slightly
different from each other, but they're all the same point value. Each ship
model's identification number is written on it's own index card and shuffled
in with the others. At the beginning of the game, each player is dealt a card.
The number on the card is the players "target". Redeal
if a player draws his/her own ship number.
Once everyone has another player's ship as target the game begins. Player's
may only shoot their target AND the ship targetting them (of course, in the
beginning of the game no one knows who picked their number.) If you shoot
another ship AND CAUSE DAMAGE, and it's not one of the two ships mentioned
above, that firing player is eliminated from the game. Note: the damage is
still dealt to the target ship, whether or not it was an valid target.
When a ship is destroyed, the player who holds the destroyed ship's card
reveals it and then inherits the card belonging to the eliminated ship. This
is now his new target. The circle of death gets smaller. In the case where two
players draw each others card and one is eliminated, the remaining player (who
now holds his own card) is permitted to fire at and be fired on by any other
ship in the game.
Order of firing is determined by die roll after all movement orders have been
written. Reroll ties, high roller goes first, second highest goes second, etc.
We finished two games in one night. Two of the players were newbies. They
picked up the rules quickly and had alot of fun. Only having one ship to move
around made the game move quickly. The new players only had to concentrate on
their one ship so there was a minimum amount of confusion.
The real fun in the game is the "bluffing". People will measure distance out
to another ship and act as if they're pondering whether or not they're going
to fire. Is the ship really their target or are they trying to sucker someone
into firing at them? Other people play "chicken" with each other and close to
point blank range. That happened in our game and one player decided to fire.
Too bad it wasn't a valid target... he was eliminated from the game. I hope
some of you find this scenario usefull. I plan on using it at the next
convention I attend.
Re:
http://scivax.stsci.edu/~kochte/s1.html
http://scivax.stsci.edu/~kochte/s2.html
http://scivax.stsci.edu/~kochte/s3.html
http://scivax.stsci.edu/~kochte/s4.html
http://scivax.stsci.edu/~kochte/s5.html
http://scivax.stsci.edu/~kochte/s6.html
I've played in Mark's S4 scenario above; it's a fun scenario but plays very
differently depending on the aggression or passiveness of the FSE player.
Don't count on the historical result, but do plan on having fun.
Hey, Colin,
> I'm thinking about running a few games of FT and the playtest FMA
I haven't had any time to play with FMA at all.:( But the FB stuff...you've
played with the original FT/MT rules, yes? If so, shouldn't be much
difficulty in converting over to FB. What I woudl suggest, though, is that you
try to get one or two games of FB in before you try running any demos, to make
sure you understand the workings of it, and the changes, because you *will*
get questions that you won't be prepared for.
> As far as supplies go - I have very little scenery, but plenty of
One idea is to do the 'circle of death' scenario that someone proposed.
Another would be to do a simple 'fleet action' game, using the forces you
described above. A third would be to do some simple scenarios. I have a number
I have run at conventions (for demos or otherwise). If you want a look, point
yourself to:
http://scivax.stsci.edu/~kochte/s1.html
http://scivax.stsci.edu/~kochte/s2.html
http://scivax.stsci.edu/~kochte/s3.html
http://scivax.stsci.edu/~kochte/s4.html
http://scivax.stsci.edu/~kochte/s5.html
http://scivax.stsci.edu/~kochte/s6.html
All these have AARs from the cons I ran them at (except #6, which I cannot
find
my notes on the outcome of that one - perhaps Herr Klinger, if you're
still out there, can help!). I have a ton more, but these should keep you busy
for now.
Of course, most require other/more ships than the ones you listed as
being able
to get from your friends. ;-)
Mk
> Re:
Never count on the historical result. ;-) That's just an accounting of
one game. The main purpose of these scenarios is, as you stated, to have
fun. :)
Mk