[AAR] Interrupted Negotiations [Looong]
From: Noam Izenberg <noam.izenberg@j...>
Date: Tue, 25 Feb 2003 16:22:28 -0500
Subject: [AAR] Interrupted Negotiations [Looong]
Interrupted Negotiations – an After Action Report from ECC-VI
Interrupted Negotiations
Or
A funny thing happened on the way to the UN Forum
A Full Thrust Scenario for GZG ECC VI
Or
Task Vob’D’On (Mind Hunt of the Deadly Fleet)
In the year 2193…
It is now obvious that the Kra’Vak assault into the heart of Human
space is imminent. The United Nations Space Command has ordered all
human forces to aid the defense of the Core Worlds. Response from the
starfaring human governments is mixed. UN Diplomats, and Space Command
invest precious time and energy trying to solve, or at least smooth
over, longstanding squabbles and more serious conflicts among major and
minor powers in order to unify the many factions of humanity in its own
defense. Both New Israel and the Islamic Federation possess significant
potential resources in technology and raw materiel, but their mutual
antagonism has not significantly decreased, even as the Xeno-War
approaches its crisis point.
February 22, 2193. The UN has called in favors and threatened economic
repercussions, forcing a summit between New Israel and the Islamic
Federation. Both sides know the UN will not let anyone go home until
some kind of truce is reached. Representatives from both nations are
en-route to Earth to hammer out at least a temporary normalization of
relations. Even now, however, different human factions pursue their own
agendas. The rendezvous coordinates contain (deliberate?) errors that
place the NI and IF forces in close proximity, yet separated from the
UN escort contingent, led by the SDN-X Neptune. Naturally, both Tzahal
and the IFN escort their negotiation teams with significant fleet
elements, and the ensuing standoff raises tensions as the UN forces
scramble to defuse the situation.
1000 hours ZT (ZuluTerra). The UN arrives in time to keep the staring
contest civil, and calls for the chief representatives of each side to
rendezvous with the Neptune for final transit to Earth.
1020 ZT. As the diplomatic shuttles rendezvous with the Neptune, a
massive internal explosion rocks the ship. It is obviously sabotage,
but by whom? Accusations fly between the fleets over the Neptune’s
silence. Both sides blame each other and the situation threatens to
boil over.
1100 ZT. Area scans, neglected by all sides during the escalating
standoff finally trigger proximity warnings. The worst kind of company
is calling…
……
Calendar 77/21//38///933
Long range scouts spying deep in Hu’Man space have determined the
location of an important rendezvous between three powerful Inner Clans.
The Dominion Leadership has long been looking for opportunities to test
the mettle of the Inner Clans in their home territories. A strike at
Great and Monster class hu’Man ships so close to family soils will
also
strike at the mind of the Hu’Man as the Dominion prepares for its
final
assault. Three long range hunter groups have been summoned to the
scout-provided coordinates with the goal of taking the heads of the
various Hu’man forces.
Calendar 77/21//39///041
Approaching in silent running, the Hu’Man are determined to out-power
the Kra’Vak. A straight-up fight might go badly, despite the
enthusiastic growls of some of the gunners. On the other claw, the
Hu’man forces seem preoccupied with each other. Keen long-eye
operators
would have spotted your approaching ships some time ago, and you will
not squander that advantage.
Calendar 77/21//39///052
The battle is close, and fortune again smiles as an explosion damages
the most formidable Hu’Man Monster ship. The Hu’Man short-eyes
finally
detect you, but the battle is already begun.
----
Forces/Players:
United Nations (CPV ~1054), Jim Bell:
UNS SDN-X Neptune, damaged to 30 hull (roll standard threshold at start
of scenario) from sabotage.
UNS CL Rainier
UNS CL K-2
New Israel (CPV 985), Chris “Laserlight” DeBoe:
ATAI CHS She’irei Avinu
ATAI CES Yahuda
ATAI CES Matitiyahu
Islamic Federation (CPV 985), Vincent Johnson:
SNI Nasr ed Din, Sayf ed Din Class BB (Heavy Beam)
SNI Manzikert, Hattin Class CH (B2)
SNI Ain Jalut Hattin Class CH (B2)
KV (CPV 920+907+907 = 2734)
Group 1, Thomas Tongue:
Ko'Vol Yu’Ya’Avo (King Hunter of the Mind)
Vo'Bok Ra’Ya’Vo (Small Mind Hunter)
Vo'Bok Da’Hok (Fast Fear Ship)
Group 2, Aaron Teske:
Ti'Dak Kia’Hak (Spear of the Fear Killer)
Si’Tek Yaa’Kol (Mind of War Monster)
Si'Tek Bi’Tol (Cold Dark Monster)
Group 3 Robert Doughty:
Ti'Dak Bi’Hek (Cold Fear Ship)
Si’Tek Dia’Kan (Little Death of Fear of Mother)
Si'Tek Va’Hol (Great Fear Monster)
Setup:
Jim’s UN starts around 10 MU north of the table center, facing south.
Laserlight’s NI is west facing Northeast. Vince’s IF is in the east
side facing west. All the humans are at speed 0 to start. The KV come
in on the south edge of the table, facing nominally north. Tom’s KV 1
and Aaron’s KV 2 were west of center start speed 8, Rob’s KV 3
starts a
little off on the east below the IF, at low speed (1-ish). All players
group their triads of ships relatively closely – and most formations
keep reasonably through the game.
Objectives in a nutshell:
The humans were to destroy the KV, hold the space, and uncover (or
protect and escape) the saboteur.
KV objectives were to destroy the Human capital ships (each player was
to target one), and wreak other ancillary havoc.
Each player had secondary objectives, though by and large those got
drowned out in the main fight.
The Action:
NB. This is paraphrased, not erbatim, and I may well have mixed up
acouple events by +/- one turn.
Turn 1:
UN and NI fire up the main drives to get mobility and the Jim launches
the sole fighter group in the game. KV 1 and 2 accelerate to around
speed 12, while KV 3 inches forward. Adrian’s IF turns slow to face KV
3, reaching out and slapping one of Rob’s escorts with his rerolling
Heavy Beam. Neptune takes heavy long KV fire from both oncoming KV
groups while New Israel’s stealth hull keeps it effectively out of
K-gun range.
Turn 2:
Laserlight accelerates the NI, leaving the UN between them and the KV,
and heading at a speed that could be interpreted as alarming toward the
IF, who are unfazed as they continue lobbing long range fire at Rob (to
less effect this turn, lucky for Rob, who decides it’s time to start
moving to get in close). Jim turns the UN starboard down the throats of
Tom’s and Aarons rapidly approaching KV groups. The Neptune gets to
fire, but is scragged with 20+ points of K-5 fire. Graser fire is
poorly rewarded. I believe the Neptune’s Graser-3 was downed by
threshold the previous turn, so we never get to see it fire, though the
smaller Graser 1-s hit the KV with moderate to low damage. The Rainier
also takes a threshold from other fire. The UN doesn’t only take it on
the chin, though. Jim royally flays the Kia’Hak in partial
compensation
doing perhaps 2 thresholds. And knocking a variety of systems in
Aaron’s first of several Teske Field backfires of the day.
Turn 3:
The UN CL’s launch their Antimatter Torpedoes then turn port and
decelerating, trying to doge the KV who are basically on them now. The
torps all get shot down by the Vo’Bok scatterguns, but it does take
all
the scatterguns to kill them off (I gave AMT’s 2 damage points to
kill). It’s a shame the Neptune wasn’t around to coordinate attacks,
since it that might have overwhelmed the scattergun defenses – thought
I think the Yu’Ya’Avo was also in scattergun range. The potential
weakness of no defending scatterguns on the Vo’Boks goes unexploited
by
the wandering UN fighters later in the game because they generally keep
close to other larger ships. The Rainier dies this turn to more nasty
K-gun fire. The NI come full starboard, planting themselves across the
T of Aaron’s Bi’Tol and Yaa’kol. Laserlight throws out a few beam
dice, and the Yehuda takes K-gun and scattergun damage as they go. It
would have been worse for NI without stealth and without the Teske
Field working against Aaron again, keeping the KV’s from double damage
from the K-guns that hit. Even so, Yehuda thresholds and loses a
stealth level. While Sheirei Avinu taks some longer range fire as well.
Turn 4:
The K-2 Comes about port and fires on the KV that have passed him. The
K-2 will cut down both the Va’Hol and Bi’Hek before finally being
taken
down itself in turn 6. The NI come hard about, turning 4 starboard
without damaging engines, turning Inside the KV 2’s turn of 2 and
leaving Aaron with few targets. Tom’s group arcs to port while the
Jim’s last CL comes around to face the Rob’s KV 3 contingent which
is
finally in the fray and coming at the Vince’s port broadside. The IF
had readlined its engines to turn south for some serious maneuver as
well. The Sayf ed Din blows its engine, but repairs it at the end of
the turn. The Sayf ed Din takes a threshold as well but stays well in
shape. Kia’Hak is destroyed by combined arms of the human forces, but
the Vince gets the kill with a display of Heavy B-2 power, also dished
out to the Bi’Hek. The UN fighter group flits around the board looking
for a vulnerable target. Aaron’s Bi’Tol having lost all heavy
weapons
and both firecons to a catastrophic, Teske-fueled threshold, is
seriously hurting and moves out of the main battle.
Turn 5:
Tom, his mission largely accomplished take KV 1 hard about heading west
out of the fray. KV3 turns into the IF and trades heavy fire. Losing
the Bi’hek to the combined IF and UN firepower. The UN also manages to
kill the Va’Hol (but this may be next turn). New Israel has turned
south and can throws a few beam dice at peripheral targets.
Turn 6:
The signal arrives that a large UN relief force is going to arrive on
turn 9.
More heavy maneuver brings Rob’s KV3 facing the NI dead in their
sights. The IF saves the Yehuda from near certain death by shearing
off the weapons and firecons of the Dia’Kan before it can fire. Even
so
Yehuda takes enough damage to threshold a second time and lose its
remaining stealth. The other KV are too busy getting ready to leave and
dealing with other, more pressing targets (like the IF) to do much
about it. Aaron’s Yaa’Kol is nickeled and dimed bast threshold 3,
and
in yet another ironic threshold set loses its K-3’s and both firecons
all at once. Tom turns back into the thick of things one last time
pointing the correct way to disengage back the way the KV came. Both
Vo’Boks take some two thresholds by the end of it, but are still good
to disengage by FTL in a turn or two.
The IF, discover secretly that the Ain Jalut is harboring the saboteur.
Turn 7:
All remaining KV head to the edge of the field to disengage. Laserlight
turns New Israel back toward the middle of the field while the IF come
facing east and warm FTL. Late fire sees the loss of Va’Hol and the
crippling of Dia’Kan.
Turn 8:
The KV accelerate off the field, Vince jumps the IF out, and The NI
circle back north to await the UN with the shell-shocked fighter group.
End game. By the time the UN relief fleet arrives a couple turns later,
New Israel Holds the field with one crippled and one untouched
Maccabee, and a scratched cruiser. The IF vacated with a heavily
damaged Nasr ed Din and one moderate and untouched Hattin. The UN
remain in the local space with their sole fighter group as witnesses to
events. The KV have gone; KV 1 in triumph to assured future leadership
in the coming siege, the other two families in shame and ignominy.
Tactically, The IF and KV1 had the greatest victories, followed by NI.
The IF scored a KV kill and successfully evacuated the saboteur,
keeping him unrevealed to the rest of the Human forces (they may be
suspected, but will likely never be proven. Moreover, the IF pulled off
the single most unifying action of the encounter, preventing
destruction of the Yehuda at the hands of the KV. KV1 was every bit as
successful with regard to its own agenda. Thomas’ group scored all
three of the KV’s kills, all on his primary target – the UN. New
Israel
controlled the field at the end of the game without losing a ship. The
UN had a moderate loss – all ships gone, but two KV kills. KV 2 and 3
had significant losses not achieving their goals of destroying their
target capital ships. Strategically, the Humans win the game. The KV
have at least partially failed in their over-arching mission to disrupt
and demoralize the Hu'man.
In the aftermath of the battle, the trilateral negotiations were,
needless to say, cancelled. However, in the month that followed the
recorded events, diplomatic traffic began to flow between the NI and IF
governments and a marked decrease in border conflicts and other
partisan skirmishes was noted in that part of human space. The two
groups quasi-independently began working with the UN to coordinate
inner system defense and, eventually provide significant assistance
during the siege of Sol.
Note: Negative Entropy events took a different for in this game. We
didn’t have the Five sixes in a row from beam fire, though we had a
couple moderate runs. The real stories, as mentioned above, were horrid
KV threshold rolls. I enjoyed them a great deal, mainly because of the
irony of watching the Teske Field backfire so gloriously. Sorry Aaron.
That’s it. Players: please forgive me if I’ve mixed something up or
forgotten something wonderful. Feel free to correct me on it. It was
great fun to run and I think it turned out OK. I’d run it again
without
hesitation with only a couple tweaks.
Eh! A Noble Prize Anagram (Noam Raphael Izenberg - award winning
anagrams)