GZG List archives -- March 2004

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AAR of FT Trek scenario (LONG)



Here is an AAR of a homemade Trek scenario of mine.Designed it a a way to
see  the Wave Gun effects.
This was played using the MKP space mat,ship counters from both FASA and SFB
Megahex sets,and ship designs posted by Nyrath in PDF card format (except
one ship,a Federation cruiser,posted in STFT Yahoo group files.)

Scenario starts with derelict Klingon D7 cruiser at edge of dust cloud,with
a Fed DD(USS Crockett) circling 3" from it--both ships setup @20" from
"west" edge(will use directional abbreviations to denote ship
facings/positions.)Since the setting is along the edge of Fed-Romulan
Neutral Zone,the DD has called for assistance (Fed NCL Liberty arriving turn
3 and CC Lexington arriving turn 5).The Romulans have intercepted the
transmission and are sending 2 Birds of Prey and 2 D7-type CC to try and
ambush the Fed ships and take possession of the Klingon ship.VC are last
side holding the field gets to keep the Klingon ship (no tractoring it
away.) Am playing solo so am using initiative to also determine movement
order of each ship--this gives an advantage to those ships moving later,but
what can I do when only playing solo??? Movement is Cinematic.

On turn 1,two Romulan BoP's decloak--one off Fed DD port side,other on far
side of small planet 12" from map edge,both speed 6.The BoP fires the Wave
Gun and hits Fed DD for 8dp and 3 thresholds,knocking out 2 of 3 B2
batteries,the PT,and FC.DCP repairs FC but with only port B2 they will have
to maneuver out of the way next turn.

Turn2--BoP that fired Cloaks,accelerates to sp.8 and moves up to D7,second
BoP moves from behind planet moving straight ahead (both facing east).Fed DD
turns starboard and heads E.

Turn3--all 3 ships continue moving east,with Fed DD slipping to port to stay
out of BoP LOS.Fed NCLarrives from NE edge at sp.12.

Turn 4--both Fed ships increase speed and turn starboard;both BoP's decloak
and fire their WG's east--and both miss! Both Fed ships barely outside WG
templates.Both Romulan cruisers enter at SW edge behind the small planet
heading NE at sp.6.

Turn5--both Romulan ships Cloak again and turn away from Fed ships,which are
swinging around to east to get behind the BoP's.(NOTE:with only Thrust2,the
BoP's do no turn well,so have to slow down as they approach N and S edges.)
Romulan CC's spread out,and Fed CC enters from E edge at sp.8 heading W.

Turn6--Romulan BoP' stay cloaked and continue heading for map edges and
recharging their WG's.Both Romulan CC's head E at sp.10.Fed DD heading W
also to get away from pursuing BoP and both Romulan CC's.Fed NCL heading SW
to intercept Romualn CC's,as well as Fed CC coming from E.

Turn7--lots of firing! BoP on N edge has drifted off board--cant slow it and
turn in time.(Continued to measure and move it from map edge hoping it can
get back into battle in time.) The other BoP has decloaked and gets right up
on Fed DD and finishes it with its WG--but is also destroyed by both the Fed
DD's only remaining B2 battery and the Fed CC phasers at point blank
range.Both Romulan CC's exchange fire with Fed cruisers--minimal damage to
NCL and Lexington's FC (repaired by DCP.)

Turn8--Only the 4 cruisers remain--all ships have slowed to line up their
targets.Fed CC Lexington has one of the enemy CC in its sights and fires
everything at it--14dp and 3 thresholds for the Romulan CC,losing all
drives,Cloak,Screens,B3,and one of the B2:dead in space,DCP roll
failed.Lexington fired on by both enemy CC and hit for 9dp and 1
threshold--loses all its drive and PT's (non-FTL drive and one PT repaired
by DCP's.)

Turn9--Fed NCL turns inside the drifting Romulan CC--no effect from NCL B2
fire;CC unsuccessful repair roll again. Lexington fires all weapons on
mobile Romulan CC and destroys it--but not before suffering loss of FC and 2
B2's (FC repaired by DCP's.)

Turn 10--Lexington moves up to 5" from drifting enemy CC and finishes it
off--return fire was from only B2 in arc to fire.The NCL was also lined up
but it was not needed.Remaining BoP still off-map trying to return--concedes
as it will only have one shot to nail both Fed ships.

LESSONS   RE-LEARNED:
1.Wave Guns and PT's are deadly--just hard to line up shot with.
2.Low-thrust ships have lousy turning and speed-change abilities.
3.Have to slow down to get good shots in cinematic.
4.Multiple DCP's work great. (Just ask anyone on the Lexington....)
5.My beam dice suck!!!!!!!!!!!!!

There you have it.......any pointers on game play is appreciated.

MD





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