Showing posts with label scenarios. Show all posts
Showing posts with label scenarios. Show all posts

Saturday, December 27, 2014

Siege of Monopolis scenario

Here's the OGRE scenario that I ran at Millenniumcon in 2014, cleaned up for your gaming pleasure.  Siege of Monopolis uses Ogre minis, the Designer's Edition rules, a big hex mat from Corsec Engineering, and scratchbuilt terrain from model railroad/diorama supplies and parts from various editions of Monopoly games.  Note there are some special rules that deviate from the standard Ogre DE rulebook.
{I have included designer's notes in bracketed italics.}
INTRODUCTION

The peaceful City of Monopolis rises above the rubble of the Last War, a gleaming center of commerce and industry. But no peace lasts forever. Now invaders march to conquer the city while outnumbered defenders scramble to protect their home.  Join the Siege of Monopolis!

SPECIAL RULES
  • COMBINING FIRE: Units may not combine fire unless all the firing units are within a single hex of one another or the target is within the targeting range of a functioning command post.
    {This gives players a reason to destroy the other person's CP and protect their own.}
  • COMMAND POST: Allows other units to combine fire against a target within the targeting range of the CP.
    • MOBILE CP: D1, M2, targeting range 10 hexes.
      {I had a cool mini I wanted to use.}
    • STATIONARY CP: D2, M0, targeting range anywhere on the map. No terrain bonus. 
  • CRUISE MISSILE: The detonation automatically destroys all Town or Forest within three hexes and damages all Town or Forest four hexes away. It destroys or damages units according to the standard rules.
    {It slows down a game to roll to see whether hexes on the edge of a cruise missile blast are destroyed, so I just changed it to damaged--and besides, I like showing off the terrain I made. I shrunk the blast radius for the same reason, and because with four-inch hexes, my map doesn't cover as much territory as the Ogre DE maps.]
  • HIDDEN INFANTRY: A player may designate some or all infantry units as hidden infantry. They are not placed on the map during setup. Instead, hidden infantry deploy as follows:
    • On any turn, at the start of the defender’s fire phase, the defender rolls a d6 for each unit to be placed. On a roll of 4+, that unit may be placed in any Forest, Rubble, Swamp, or Town hex unoccupied by enemy units. 
    • Multiple hidden infantry units may be placed in the same hex as long as the rolls are successful.
    • Once a roll fails, the defender may not attempt to place any more hidden infantry until the next turn. 
    • Hidden infantry fire normally on the turn they are placed, and move and fire normally after that.
      {I like fog of war, but I wanted to reduce recordkeeping such as writing down which hex your infantry are hiding in (and my map doesn't have numbered hexes). This is a good way to have concealed units while cutting down on paperwork.}
  • LASER TOWER: D4. No terrain bonus. Otherwise uses standard rules.
    {Using a defense factor instead of Structure Points eliminates more recordkeeping and also gets rid of an exception to Ogre's combat resolution system, meaning one less rule for convention goers who may be new to the game, to worry about. Besides, it's fun to see what the attackers do after they've disabled, but not destroyed, the laser.}
  • MINEFIELD:  Covers one hex until cleared.  On-road: Automatically destroys a vehicle or infantry squad or d6 Ogre treads and blocks the road. Off-road: Destroys a vehicle on roll of 6 or d6 Ogre treads on 5-6; slows infantry to M1. If they don’t move or fire, three squads of infantry can clear a mined hex in three turns, six squads in two turns, and nine squads in one turn.
    {Again, less recordkeeping and no need for special units in a convention game. Each minefield is represented on the map by three tokens per hex, remove them as above to indicate progress in clearing the minefield.}
  • SKYSCRAPERS: Town hexes with BPC-reinforced skyscrapers have D8 and treat a cruise missile detonation as if it were one hex further away.  Other than that, they use the same rules as regular Town hexes.
    {I just think the skyscrapers should be a little harder to turn to rubble. And yeah, I like how they look on the tabletop.}
 
FORCES
  • ATTACKER
    • COMMAND GROUP (player 1)
       Mobile CP
       Cruise Missile Crawler x 2
       Mk V Ogre
      {I gave the attackers nukes to see if they would ever use them.  Every time I ran the siege, the attackers used their nukes!}
    • PANZER COMPANY (player 2)
       Light tank x 2
       Heavy tank x 7
       Superheavy tank x 2
    • ROCKET SECTION (player 3)
       Missile Tank x 6
       Mobile Howitzer x 3
    • LUFTPANZER COMPANY (player 4)
       LGEV x 6
       GEV x 8
    • INFANTRY BATTALION (player 5)
       GEV-PC (w/3 Infantry squads each) x 6
       Infantry Platoon (3 Infantry squads each) x 8
       Heavy Weapons Squad (1 infantry squad each) x 4
  • DEFENDER
    • HEADQUARTERS SECTION (player 1)
       CP
       Laser tower x 1
       Minefields x 4
       Mk V Ogre
      {This was a Mark III in the convention game, but I upgraded it here because the defense needs the extra help.}
    • ARMOR TEAM WITH ARTILLERY (player 2)
       Heavy tank x 5
       Superheavy tank x 1
       Missile Tank x 3
       Howitzer x 2
       Light Artillery Drone (w/hovertruck) x 1
    • COMBINED ARMS BATTALION (player 3)
       LGEV x 4
       GEV x 9
       GEV-PC (w/3 Infantry squads each) x 4
       Infantry Platoon (3 Infantry squads each) x 6
SETUP
  • DEFENDER sets up first on the eastern half of the map except for the following:
    • MINEFIELDS: The defender places minefields in six hexes anywhere on the map.
    • COMBINED ARMS BATTALION: These units enter from the eastern map edge on any turn desired by the defender.
    • HIDDEN INFANTRY: The defender may designate some or all infantry units as hidden infantry. 
  • ATTACKER sets up last, up to five hexes in from the west side of the map.  The attacker does not have to bring on all units on the first turn; they may enter on any turn. Units entering on a road get the road movement bonus.
DEFENDER'S ORDERS
  1. Preserve your forces.
  2. Defend the city at all costs.
  3. Keep the attacker from occupying skyscraper hexes.
  4. Keep your Ogre alive; it is needed for the war effort.
  5. Destroy the enemy Ogre to thwart their war effort. 
  6. Keep the road open to the west.
ATTACKER'S ORDERS
  1. Preserve your forces.
  2. Capture the city at all costs.
  3. Keep the attacker from occupying skyscraper hexes.
  4. Keep your Ogre alive; it is needed for the war effort.
  5. Liberate the prison (have one platoon of infantry spend one turn in that hex without moving or shooting).
  6. Destroy power plants (target the hexes containing them directly or through spillover fire).
  7. Occupy the House of Government (have at least one vehicle or infantry in that hex until the end of the battle).
  8. Keep industrial areas intact; do not allow them to become damaged.
 {I didn't keep track of victory points or have any conditions for one side or the other to accomplish. Instead, like in most battles, each side has a number of orders, some of which contradict each other.  I wanted to throw these orders out there and see what the players did with them.}

Sunday, January 29, 2012

Sunday Starships: The Battle of Vertex

The Chancellor campaign will soon see its first battle!  In a sequence of events that couldn't have worked out better if I'd planned it, the eponymous Terran SGDN and part of the Avarian Homeworld Fleet both wandered into hex 0506, just as an Avarian supply convoy entered that same hex on its way to the safety of the nearby Vertex system in hex 0505.

Since I was unable to procure any captains to game out the battle on the tabletop this weekend, we'll try to play the scenario sometime this week.  Meanwhile, I will share the order of battle.  Kudos to Avarian admirals dathbain and Gonsalvo for some great spaceship names!  

AVARIANS
Homeworld Flight Leader (Gonsalvo)
Condor-class Galactic Dreadnought Phoenix 

Homeworld Cruiser Wing (Gonsalvo)
Falcon-class Stellar Cruiser Millennium Falcon
Falcon-class Stellar Cruiser Maltese Falcon
Falcon-class Stellar Cruiser Falcon Crest
Falcon-class Stellar Cruiser Atlanta Falcon
Falcon-class Stellar Cruiser The Falcon
Falcon-class Stellar Cruiser Peregrine Falcon


Gatherer Flight Escort Wing (dathbain)
Hawk-class Stellar Destroyer Tigermoth
Hawk-class Stellar Destroyer Warhawk
Hawk-class Stellar Destroyer Stormcrow
Hawk-class Stellar Destroyer Silverwing

Gatherer Flight Transport Wing (dathbain)
Ostrich-class Galactic Transport Lightclaw
Ostrich-class Galactic Transport Fleeting Star
Emu-class Galactic Transport EMU9712 (new from factory; no official name)
Emu-class Galactic Transport Red Gizzard
Emu-class Galactic Transport Broken Wing
Emu-class Galactic Transport Arrow IV
Turkey-class Galactic Transport Proud Strut
Turkey-class Galactic Transport Silent Runner
Turkey-class Galactic Transport Foul Haul
Turkey-class Galactic Transport Wiggly Waddle
Turkey-class Galactic Transport Star Gazer II
Turkey-class Galactic Transport Quiet Matron
Turkey-class Galactic Transport Payday
Turkey-class Galactic Transport Queen's Stash
Turkey-class Galactic Transport Quill
Turkey-class Galactic Transport Down Transit 

TERRANS (Matcg)
Victory-class Super Galactic Dreadnought Chancellor

Friday, January 20, 2012

The Chancellor Campaign: Overview

It looks like we have enough players, both long-distance and face-to-face, to run the Chancellor Campaign.  Here's a printer-friendly version of the strategic map we'll refer to during this game.  Red circles indicate star systems friendly to the forces of the Terran Federation; yellow stands for systems of the Avarian United Worlds and their allies.  The dotted lines represent shipping lanes.  I'll explain the significance of all this in a subsequent post.

I envision this campaign as running for about 10 or 12 turns.  I'll post detailed rules this weekend, but in a nutshell, online admirals will direct their forces from hex to hex on this map via emailed orders to the referee (me).  Admirals don't need to be familiar with the details of the combat rules, just have an idea of the general capabilities of their ships, which they will get from me.  When opposing fleets end up in the same hex, local players will game the results on the tabletop using Starfleet Wars rules, and I'll inform the online players of what happened (as well as posting about it on this blog).

Each side will have political objectives it must meet in order to win the game, and each player will have his own goals as well.  In addition, I reserve the right to reset the game and tweak things if my rules are broken and the players aren't having fun.  My thanks to all those who will be participating in the Chancellor Campaign.  I'm looking forward to see how all this plays out.

Tuesday, January 17, 2012

The Chancellor Campaign: Players wanted

I've been kicking campaign ideas around in my head for some time now, and I've finally decided to run something.

Although I've covered similar ground in a previous scenario, The Chancellor Campaign is also inspired by Delta's look at the boardgame Sink the Bismark.  Like the historical scenario it's based on, the idea is to have two powerful ships hunting supply convoys and in turn being hunted by a larger number of less powerful ships.

There will be two facets to this campaign:  In the strategic component, participants will order ships from hex to hex on the map above.  During the tactical portion, players will game out any ship-to-ship combat that results from enemy ships entering the same hex.

Since I'm not inclined to run massive play-by-email battles (like those I discovered here and here), I will conduct the starship combat on the tabletop, using my miniatures and the Starfleet Wars rules.  I want to referee these games, and I welcome any San Antonio- and Austin-area players who want to participate.  If I can't find enough players, I'll play one side myself.

For the strategic moves, however, I'd like to give my blog readers a chance to take part.  Therefore, I'm looking for some online players to take the role of the starbase admirals and the various fleets via email.  I need three players for the Alliance forces: one player will be in charge of Material Command and direct the various supply convoys, the next player will command the numerous yet relatively weaker ships of the Homeworld Fleet, and the last player will control the smaller number of powerful vessels of the Patrol Fleet.  On the other side, I need one or two players to direct the massive Chancellor and its almost-as-powerful escort, the Noble Knight Prince.

So to sum it up: I need lots of local players who want to game starship combat, and I need four or five email players who will direct these fleets at the strategic level.  Please leave a comment if you're interested in taking part, either in person or via email.

Sunday, January 15, 2012

Sunday Starships: Vanguard Cruise

After running the Deneb Clash play-by-email game, Dean Gunderson of Starship Combat News ran another Full Thrust conversion of Starfleet Wars.  Not a direct sequel, the Vanguard Cruise scenario entailed a Terran super galactic dreadnought and its escorts getting ambushed by an Entomalian fleet that included a galactic attack carrier and three galactic dreadnoughts. (Again, links and images recovered via the Internet Wayback Machine, and a thank-you to Dean for giving me the OK to repost these.)
setup (turn 0)
From the introduction to this scenario:
The Entomalians have heard the rumors of the new SGDs and they need to know more. A large strike fleet has taken a round-about course but has penetrated the Terran front made it deep into Terran space to the backwater system where the 'Vanguard' has been conducting mock battles with her escorts. The Entomalians have brought along 3 Galactic Dreadnoughts to test this Terran super-ship and see if the rumors are true.....

Read on for a turn-by-turn of how the battle turned out (spoiler alert: it didn't go well for the Terrans):

Saturday, January 7, 2012

Deneb Clash details

Some more on Dean's Deneb Clash play-by-email game, a Full Thrust battle using the Starfleet Wars background and models.  Here's the scenario background.  Here's the special rules for the scenario.  Here's the format for sending in moves via email.

For those who are interested, here are the individual maps Dean produced for the game.  Click the captions for more details on each turn (working links via the Wayback Machine):
setup (turn 0)

Friday, January 6, 2012

Historic transmission: Deneb Clash

The Dreadnought has recovered battlefield telemetry from a historic Terran-Entomalian clash near Deneb.  Because of the great distance of Deneb, it took almost 15 years for the ultrawave transmission to reach Terran space.  The information shows a Valiant-class galactic dreadnought leading a 15-ship Terran fleet in an attempt to wrest control of the Deneb star system from 20 Entomalian craft, including a pair of Mantis-class GDs:
The Office of Galactic Intelligence has converted the data into an animation showing the vectors of each ship and their fates during this harsh battle.  As you can see, the Ents managed to chase the Terrans out of the system, but the bugs paid a heavy price in doing so:
(These images came from a play-by-email campaign that Dean of Starship Combat News ran back in 1997 and linked to on the SCN website.  He created stats for using Starfleet Wars minis in games of Full Thrust.  Although the link to the game reports and maps was long dead, I was able to recover them thanks to the Wayback Machine.  My thanks also to Dean for graciously consenting to the reposting of these maps.)

Sunday, August 21, 2011

Sunday Starships: In action!

As I said yesterday, I had fun at South Texas Mini-Con.  For me, the highlight was running my second-ever game of Starfleet Wars.  I had designed a scenario for up to six people, but the early hour and relatively long drive for players meant I only had three other individuals there at the designated time. 
In order to have an even number of factions, I joined in to make it four players.  While I had enough ships to represent each of the Five Powers (plus my Terran White Fleet as a rebel faction), I ended up using just the Aquarian, Avarian, Carnivoran, and Entomalian forces and left the two Terran fleets in the box (sorry, Scott!).  You'll notice I also had calculators for everyone, as there's some (simple) math involved in Starfleet Wars.
The players were all familiar to me: Chris of the Hill Cantons played the Avarians; Chip "da Baron" directed the Carnivorans; Joe, our host for the Johnny Reb games I've blogged about, took the Entomalians; and I had the Aquarians.  The objective of the game was to gain control of a mysterious alien artifact of the ancient Mag'Uph'Un Empire that all four competing fleets had coincidentally encountered at exactly the same time.
As the battle commenced, the Entomalians split up, with the cruisers streaking toward the objective, while the battlecruisers veered toward the Aquarians.  Meanwhile, the Avarians and Carnivorans ignored the alien space station and started duking it out at long distance, as they began to close the gap.
The bug cruiser made it to the alien installation, but the scenario called for the player to make a roll on the Starfleet Wars boarding chart to actually gain control of the facility.  Joe ended up missing three boarding rolls in a row, leading to quips from Chip and Chris about the Entomalians skipping the airlock and looking for cracks in the foundation to crawl in, and me cracking myself up with a joke about an Ento pushing on a door with a big sign reading "PULL."
Long story short, with more manpower (bugpower) from the rest of their flotilla, the Entomalians eventually picked the lock and gained control of the space station.  While other players could have attempted to board and take it over themselves, we were all busy shooting each other up (OK, I had my Aquarians running away most of the time), and the bugs possessed the artifact as time ran out.  I had lost my battlecruiser, but I still had one cruiser and my destroyer, which was limping along at 10% capacity.  Although the birds and cats each still had their battlecruisers, so did the Entos.  More importantly, since Joe had been the only player to bother with reaching the objective, he was the clear victor in this scenario.
None of the other participants had ever played Starfleet Wars, and while they missed the vector movement of Galactic Knights, they all enjoyed the simplicity of SfW, which still required difficult resource management decisions.  And even though tracking power usage meant sometimes consulting the calculators, we still got through a 12-turn, four-player game in about three hours.  I will definitely be playing this game again, and maybe running it at the next con I attend.

Friday, April 29, 2011

Scenario: Destroy the Chancellor

Here's another scenario I posted to the Galactic Knights mailing list some years ago that I've cleaned up a little bit for y'all.  It's geared toward six players, but since it's just a set of linked combats, you could easily play it with fewer people.  Any similarity to an actual historical event is strictly intentional ...

SINK THE BISMARCK DESTROY THE CHANCELLOR

BACKGROUND:  The massive warships Chancellor and Noble Knight Prince break out of their home system, prowling the spacelanes looking for vulnerable merchant convoys.  Interdiction Fleet command dispatches several squadrons to find and destroy the marauders before they can harm civilian shipping.

FORCES: This linked series of battles requires six players: one operating the Chancellor and Noble Knight Prince, and five controlling each interdiction group. 
 
Player A  
  • Super Galactic Dreadnaught (Chancellor)
  • Galactic Dreadnaught (Noble Knight Prince
Player B
  • Galactic Dreadnaught (Heir Apparent): 40 points
  • Dreadnaught (Viscount Admiral): 30 points
Player C
  • 4 Light Fighter squadrons (from off-board carrier Triumphant): 3 points each
  • 6 Heavy Fighter squadrons (from off-board carrier Triumphant): 3 points each
Player D
  • Carrier (Vessel Regal): 25 points & 10 fighter squadrons (4 Light and 6 Heavy): 1 point each
  • Dreadnaught (Notoriety) 20 points
  • Cruiser (City of Steel) 10 points
Player E
  • Destroyer (Horseman): 6 points
  • Destroyer (Disciple): 6 points
  • Destroyer (Warrior): 6 points
  • Destroyer (Tribesman): 6 points
  • Destroyer (Thunderbolt): 6 points
Player F
  • Galactic Dreadnaught (Baron Admiral): 15 points
  • Galactic Dreadnaught (Monarch): 15 points
  • Battlecruiser (Earl Marshal): 10 points
  • Battlecruiser (Southwest County): 10 points
  • Destroyer (Farmer): 5 points
  • Destroyer (Grower): 5 points

SETUP: Each encounter occurs in sequence.  Forces start on opposite ends of the map with a drift of 4.  An encounter ends when Player A’s ships leave the opposite side of the map or if both of them are destroyed.
  • ENCOUNTER 1: Player A v. Player B
  • ENCOUNTER 2: Player A v. Player C
  • ENCOUNTER 3: Player A v. Player D
  • ENCOUNTER 4: Player A v. Player E
  • ENCOUNTER 5: Player A v. Player F
Damage to Player A’s ships carries over to all subsequent encounters.  If one of Player A's ships ends an encounter with an empty missile magazine, that ship may begin the next encounter with a full magazine (this represents bringing disassembled missiles up from storage), but the ships only carry one reload per magazine.  In addition, Player A may replace one destroyed fighter squadron one time for a subsequent encounter (this is a singular event representing the maintenance chief cobbling together working fighters from spare parts and damaged craft--"I need those birds back in the air, chief!").

VICTORY CONDITIONS: Player A gets victory points as indicated for each enemy vessel destroyed.  The other players get victory points equal to the percentage of their own ships/fighter squads that make at least one attack and survive the encounter (a fighter squadron survives an encounter if at least one fighter from that squad makes it to the end of the battle).  If Player A’s ships get all the way to Encounter 5, determine the winner by victory points.  If Player A’s vessels get destroyed in an earlier encounter, that other player is the winner.  If Player A survives all 5 encounters, Player A is the winner.

Has anyone ever played a set of linked battles like this?  If so, how did it work, and what would you do different if you tried it again?

Monday, April 25, 2011

Scenario: The Siege of Regulus IV (rules)

The space game was intended for two teams each with a pair of players (see the order of battle here), but because we didn't turn in our writeup in time to get it into the convention program, we were one gamer short for the orbital portion.  Luckily, the single defending player and one of the attackers had played in last fall's game, so they were fairly familiar with the rules.  Once they were ready, I gave everyone the following scenario handout (I only have information on the space battle; for details of the surface combat, check with da Baron):

Surface and Space: The Siege of Regulus IV
  
BACKGROUND

After its initial invasion failed, the Terran Transsolar Federation decided to take by stealth what it couldn´t take by strength. On the surface of Regulus IV, a small unit of Terran infiltrators captures the Nova Liberian spaceport for Terran reinforcements to land. Meanwhile, in space, the Nova Liberian revolutionary star guard must hold off the invaders´ transports to prevent more troops from flooding into the capital.

MISSION

The attackers’ goal is to escort troop ships into orbit so they can land personnel to capture the city and its spaceport (indicated by the red marker on the planet).  The defenders’ goal is to keep the transports from landing.  The longer the defender can hold out in space, the greater the chance of defeating the attackers on the surface.

SETUP

Prior to play, the attackers write down which side or sides of the board they will enter from and type of formation (line, column, wedge, etc.).  The referee will move the attackers’ transports.
Once the defenders set up their forces, the attackers place their ships according to their written orders.  Defenders have initiative the first turn, after that determine normally.

SPECIAL RULES
  • The planet, moon and asteroid block movement and line of sight.  Ships may orbit the planet or moon if they have enough maneuverability available.  The referee will show you how this works.  A transport must orbit for one turn before landing.
  • Transports that reach the planet’s surface can land troops that will affect the surface battle.  Transports cannot land if defenders’ sensors on the ground are operational.
  • A ship in orbit with Heavy Particle Beam Batteries (see rules summary) may perform orbital bombardment during the turn it drifts over the objective.  However, ships may not commence orbital bombardment if defenders’ shields on the ground are operational.
  • Fighters may enter the atmosphere for a strafing run after spending at least one turn in orbit that passes over the objective, regardless of defenders’ sensors or shields.
  • The defender may have planetary defenses available.  If so, they may be used during the firing phase at any target within range and in line-of-sight of the objective.
VICTORY CONDITIONS

The attackers win by landing enough troops to capture the city.  The defenders win by preventing the attackers from capturing the city.

HAVE FUN!

Scenario: The Siege of Regulus IV (order of battle)

Here's the order of battle for each side in the linked-table scenario I ran at Chimaera Con.  I intended the scenario for four players, but we ended up with three and it ran just as smoothly, thanks to the skill and the previous experience of two players, who had also participated in the first convention game I ran back in November.  Once again, this doesn't include ground forces, which occupied a separate table.

TERRAN TRANS-SOLAR FEDERATION (attackers)

Red Fleet
  • Formidable-class battlecruiser
  • Ranger-class cruiser
  • Samurai-class destroyer leader
  • Swiftsure-class destroyer
  • Swiftsure-class destroyer
  • Swiftsure-class destroyer
White Fleet
  • Formidable-class battlecruiser
  • Ranger-class cruiser
  • Samurai-class destroyer leader
  • Swiftsure-class destroyer
  • Swiftsure-class destroyer
  • Swiftsure-class destroyer
Transport Fleet
  • 12 Asimov-class transports (about the size of a small cruiser)
NOVA LIBERIA (defenders)

Team Azure
  • Wyvern-class cruiser
  • Wyvern-class cruiser
  • Aardvark-class armored pursuit ship
  • Aardvark-class armored pursuit ship
Team Ochre
  • Wyvern-class cruiser
  • Wyvern-class cruiser
  • Aardvark-class armored pursuit ship
  • Aardvark-class armored pursuit ship
Team Verdant
  • Wraith-class battlecruiser 
Asteroid outpost
  • 1st squadron (9 Meteor-class heavy fighters)
  • 2nd squadron (9 Meteor-class heavy fighters)
  • 3rd squadron (9 Meteor-class heavy fighters)
I also provided a player handout with the special rules for this scenario.

Sunday, April 24, 2011

A tale of two tables

(or: Linked Games at Chimaera Con)
Since I had fun running my first-ever convention game at Millennium Con back in November, I wanted to conduct another game at this year's Chimaera Con.  For a long time, I'd had the idea of running linked scenarios on two separate tables, with play results on one table affecting events in the other game.
I got together with Chip (da Baron), who agreed to run the groundside part using Future War Commander.  I would run Galactic Knights for the topside portion.  The concept was to have space forces trying to land more troops to take a landing area and capital city on a besieged planet.  
 
Never one to let background material go to waste (it pays to recycle!), I decided to make this game a sequel of sorts to the MillCon scenario.  Here's how the summary read:
Description
After its initial invasion failed, the Terran Transsolar Federation decided to take by stealth what it couldn´t take by strength. On the surface of Regulus IV, a small unit of Terran infiltrators captures the Nova Liberian spaceport for Terran reinforcements to land. Meanwhile, in space, the Nova Liberian revolutionary star guard must hold off the invaders´ transports to prevent more troops from flooding into the capital.
Instructions
The surface and space battles will take place at the same time on two separate tables. The chance to provide supporting fire like orbital bombardments or surface-to-orbit missiles mean players´ choices on their own table will affect the combat on the other table. Just make sure you communicate with your allies!
From orbit, capital ships could conduct planetary bombardment and fighters could make strafing runs.  From the planet, laser towers could rip anti-starship blasts into space and ECM interfered with ship-to-ground communications.  In addition, massive shield generators protected the city and its emplacements.
(for more details, see below)

Monday, April 18, 2011

Campaign wishes

I want to run a campaign with battles like this on a regular basis.
Part of what makes spaceship combat gaming interesting to me is the backstories of the forces involved and the setting background.  That's why I like running scenarios--it gives me a chance to flex my creativity, and a story gets players more involved in the game than your typical equal-points-start-on-opposite-sides-of-the-map game.

I'd like to take that a step further and run a starship campaign--two or more players who not only have to make tactical decisions during a battle, but also must implement strategic choices amid a larger arena.  Deciding to hold your fire or release all your missiles at the start of the game is one decision point that can draw a player in.  Having to decide where to send your forces (and whether to split them up) to accomplish possibly mutually exclusive goals with incomplete information (if I were my opponent, where would I send my ships?) would also prove challenging.

I'd like to run a campaign where each player starts off with one small ship and can serve as a privateer, pirate, or patroller.  Players would make strategic moves on the sector map, and when two forces meet, they would play it out on the ol' hex mat.  As the GM, I would run "non-player characters" such as merchant ships or enemy space patrols.  Damage would carry over from game to game, making players possibly more cautious with their assets.  On the other hand, the possibility of loot, or capturing ships as prizes, would bring out the risk-takers.  This would necessitate a lot of bookkeeping, but I still think it would be fun.

I'm sure others have thought of this as well, so I'd like to ask readers their thoughts on a starship combat campaign.  Have you tried something like this before?  How'd it work out?  Any suggestions, examples, warnings?  I await your replies.

Sunday, March 27, 2011

Scenario: Clash of the Task Forces

(EDIT: I put a picture at the top of this post, and even though it shows up in other blogrolls, for some reason the pic won't show on this page.  SECOND EDIT: Click on the single pixel just above this paragraph, and the link will take you to the photo.)

This is another scenario I posted to the Galactic Knights mailing list some time ago.  It was inspired by a snippet of background from the GK rulebook:
CLASH OF THE TASK FORCES

"The Valiant GDNs often fly in pairs with Ranger CAs or other missile ships together in a task force.  It is not uncommon for one of these task forces to unload combined salvos of forty missiles at once."
-- Galactic Knights rulebook, p. 43 sidebar

BACKGROUND: A Terran hunter-killer team searching for targets of opportunity finds more than it bargains for when it encounters an Avarian carrier task force. 

FORCES: The Terran player gets two Valiant-class galactic dreadnoughts, accompanied by two Ranger-class cruisers.  The Avarian player takes a pair of Nest-class carriers and up to four Buzzard-class star bombers and/or Sparrow-class armored pursuit ships.

SETUP: The task forces should set up at opposite corners of the playing field, so that the Avarians are out of the 24-hex range of the Terran heavy particle beam batteries.  Ships should be 5 hexes ahead of their drift markers.

VICTORY CONDITIONS: Each side must destroy at least one capital ship (i.e. carrier or galactic dreadnought) belonging to the opposing task force to claim a victory.  If either side loses both its capital ships, that side suffers a total defeat.
It may be a little difficult to game without using proxies (not many gamers have that many capital ships), but I like the idea of a missile-heavy force going up against a fighter-heavy opponent. 

I haven't played this one myself, and if I do I'd probably cut the numbers in half, just for a shorter game and because I don't have two Terran DNs.  If anyone games this scenario, let me know how it went.

Tuesday, March 8, 2011

Three-player scenario: Peacekeeper

I realize it's been awhile since I posted; I just wasn't inspired.  However, I was looking through my materials and I found the following scenario, which I had posted to the Galactic Knights mailing list some time ago. 

Another member of the list who adopted the GK rules to the Babylon 5 setting needed a scenario for a game he was running.  He gave me the basic situation, and here's what I came up with:
FORCES: The Narn player gets several small military vessels (DDs and DLs) escorting eight to ten civilian ships--one escort for every two or three civilians. For the civilians, just take a cruiser or larger stat sheet and replace everything but sensors, engines, and jump drive (and a few light particle beam batteries if you want the Narn civies to have a little protection) with cargo holds.

The Centauri player gets three cruisers.

The human player gets one battlecruiser.

SETUP: Narn ships set up on the south half of the map, heading north with a drift of 4. Centauri ships set up on the west edge of the north half of the map, heading southeast with a drift of 5. The human ship sets up on the east edge of the northern half of the map, heading southwest with a drift of 3.

SPECIAL RULES: The human player cannot enter the battle until at least one civilian ship is destroyed. After the combat phase, the human player must make a successful aggression roll to join the battle by rolling a number on a d10 equal to or less than the number of Narn civilian ships destroyed so far; this represents the captain of the human ship having enough intervening to prevent the slaughter of any more innocents. The human ship may subtract one from the total of an aggression roll in exchange for two points of damage to a randomly rolled location; subtract two from the roll in exchange for four points of damage to a randomly rolled location; or subtract three from the roll in exchange for six points of damage. This represents the captain using the human vessel to shield civilian ships from Centauri fire, and the human ship takes the damage whether or not it makes its aggression roll. Until it joins the battle by making this roll, the human ship may not attack the Centauri and they may not attack the human ship.

VICTORY CONDITIONS: The Narn player gets one point for every civilian ship that leaves the map edge. The human player gets one point for every civilian ship that leaves the map edge after the human ship joins the battle. The Centauri player gets two points for every Narn military ship destroyed, one point for every Narn civilian ship destroyed, and five points for destroying the human ship if it has joined the battle. The player with the most points is the victor.
Of course, this scenario is easily adoptable to the standard Galactic Knights setting (or the setting of any other spaceship combat game, for that matter)--just substitute the force of your choice for each race.

Saturday, February 12, 2011

Scenario seeds

Here are a few ideas for starship clashes besides "each side sets up on opposite ends of the board and has at it."  Although I initially posted these ideas on the Galactic Knights Yahoo group, they're pretty much rules-independent:
ESCORT DUTY:  Military vessels must escort cargo ships the length of the map, preventing raiders from destroying/capturing the merchant craft before they can escape.  Of course, you'd need stat sheets for freighters and rules on called shots for disabling engines and/or jump drives.

SPACE ASSAULT:  Waves of attackers descend on a heavily fortified space station defended by hordes of fighters.  Can the star fortress hold out till reinforcements arrive?  For the space station, I envision a typical ship stat sheet--but with no engines or hyperdrive, allowing shields to cover the rear side.

ASTEROIDS:  A large fleet must root out a smaller force from an asteroid belt--but resources are precious, and any ship lost will have severe political repercussions (translate this as the large force loses lots of points for any casualties).  The playing field is occupied by dozens of planetoids.  The rocks all have the same drift, which occurs after ships' maneuver phase.  If you're in a hex when the asteroid drifts into it, you take damage and risk destruction.
There's also my planetary invasion extravaganza, and I've posted a few other setups as well.  So what are some additional scenario ideas for space battles? 

Sunday, December 5, 2010

Scenario: Assault on Regulus IV (rules)


With the eight players divided into two teams (see the order of battle here), I gave everyone the following scenario handout:

Assault on Regulus IV

SETUP

Prior to play, the attackers write down which side or sides of the board they will enter from and type of formation (line, column, wedge, etc.) and designate one of the four planetary installations (red, yellow, green or white) as their primary objective.

Also, prior to play, the defenders write down which side or sides of the board and which turn any forces not deployed at the start (if any) will enter from and type of formation (line, column, wedge, etc.) and designate one of the four planetary installations (red, yellow, green or white) as their command center.

The defenders may then set up their remaining forces anywhere on the board. Defenders have initiative the first turn, after that determine normally.

SPECIAL RULES
  • The attacker is escorting transports carrying cargo units representing troops, vehicles, and equipment. How many cargo units reach the planet’s surface are relevant to who wins this battle. Because the transports are commandeered civilian vessels, they have no armor or weapons.
  • The planet blocks movement and line of sight. Additionally, the planet's gravitational field will affect a ship's drift. The referee will indicate when this happens.
  • Each installation on the planet (indicated by the red, yellow, green and white markers) contains one Railgun and four Light Particle Beam Batteries (LPBs).
  • Planetside weapons have a Profile of 8 and may be targeted from orbit individually (no need to roll to see which weapon you hit), with a hit destroying the targeted weapon. Planetside weapons always attack first during any combat phase. LPBs may only attack fighters in orbit and in line of sight. Railguns may attack any ship (not fighters) in line of sight within six hexes.
  • Any ship or fighter group may enter planetary orbit. To do so, a ship must finish its movement phase with a drift of 4 hexes at a tangent to the planet's circumference (the referee will demonstrate). A transport may land in its current hex or any of the next three hexes after spending at least one turn in orbit.
  • A ship in orbit may attempt a planetary bombardment. Due to atmospheric interference, only ships with Heavy Particle Beam Batteries (HBPs) (see rules summary) may attack the planet's surface. Ships may attack any part of the planet's surface which they drifted over in that turn.
  • Fighters may enter the atmosphere for a strafing run after spending at least one turn in orbit. Fighters that enter the atmosphere may attempt a strafing run in their current hex or any of the next three hexes. Because of their lack of maneuverability in atmosphere, fighters have an effective Profile of 5.
OBJECTIVES

The attackers must land at least 50 percent of their cargo on their primary objective and at least 25 percent of cargo on its secondary objectives. Destruction of the defending fleet is a tertiary goal.

The defenders must prevent the attackers from taking their installations for at least 5 turns and prevent them from taking the command center. The defenders must ensure the survival of at least half their fleet. Destruction of the attacking fleet is a tertiary goal.

Have fun!

Scenario: Assault on Regulus IV (order of battle)

Here's the order of battle for each side in my Galactic Knights game at Millennium Con 12+1.  I designed this scenario for eight players, and made the forces granular enough to accommodate less players and/or fewer units if necessary (the scenario itself is available in this post).  Fortunately, the game filled up so I didn't need to do this, and each player commanded one task force/squadron.

TERRAN TRANS-SOLAR FEDERATION
Task Force Mercury
  • Formidable-class battlecruiser (carrying 2 light fighter groups and 2 heavy fighter groups) 
  • Samurai-class destroyer leader
Task Force Mars
  • Ranger-class cruiser
  • Swiftsure-class destroyer 
  • Swiftsure-class destroyer 
  • Swiftsure-class destroyer 
Task Force Jupiter
  • Ranger-class cruiser
  • Swiftsure-class destroyer 
  • Swiftsure-class destroyer 
  • Swiftsure-class destroyer 
Task Force Saturn
  • Invincible-class dreadnought
Transport Fleet
  • ISV Scalzi (about the size of a destroyer)
  • ISV Steele (about the size of a destroyer)
  • ISV Vinge (about the size of a destroyer leader)
  • ISV Stross (about the size of a destroyer leader)
  • ISV Bradbury (about the size of a cruiser)
  • ISV Asimov (about the size of a cruiser)
  • ISV Clarke (about the size of a battlecruiser)
  • ISV Heinlein (about the size of a battlecruiser)
NOVA LIBERIA (and Kmet allies)
Able Flight (NL)
  • Mongoose-class destroyer
  • Hornet-class star bomber
  • Hornet-class star bomber
  • Hornet-class star bomber
  • Hornet-class star bomber
Baker Flight (NL)
  • Centaur-class destroyer leader
  • Aardvark-class armored pursuit ship
  • Aardvark-class armored pursuit ship
  • Aardvark-class armored pursuit ship
  • Aardvark-class armored pursuit ship
  • Aardvark-class armored pursuit ship
Naval Reserve (NL)
  • Kraken-class battlecruiser (carrying 3 light fighter groups and 3 heavy fighter groups) 
Esquadrille Thebes (Kmet)
  • Anubis-class attack cruiser
  • Ibis-class frigate
  • Asp-class attack frigate
  • Asp-class attack frigate
I also provided a handout for the players with the special rules for this scenario.

Saturday, December 4, 2010

Convention Report: Assault on Regulus IV

NOTE: I should have posted this game recap weeks ago, but real life and procrastination got in the way.  My apologies for my tardiness--but I can't promise it won't happen again :)
Last Friday,On November 12, I presented my Galactic Knights game at Millennium Con 12+1.  It was my first time to run a convention game, so I was a little nervous.  I was worried I might forget a crucial piece of gaming gear or an essential rule, and (after getting only two playtesters when I first ran this scenario) I was especially concerned that no one would even show up to play.  When I got to the con, however, I was pleasantly surprised to find my game had filled up--all eight spots were taken.

The players gathered around the table and split themselves into two teams.  None of them had played GK before, and I had to walk players through the turn sequence and game mechanics.   But the players quickly picked up the rules, and by the end of the session they were moving and shooting on their own; the game was pretty much running itself.  We only played for two turns, but with eight players new to the game, we got a lot accomplished.

Lots more pictures and a complete report below:

Friday, November 12, 2010

Off to Millennium Con

I'm headed up to Round Rock for MillCon 12+1 to run my first ever convention game, my Galactic Knights planetary assault scenario, this evening.  Tomorrow morning, I'll be playing in the Texas Hordes of the Things championship.  The resto of Saturday I will participate in some other games as well. 

I'm taking my camera, so I will have pictures and writeups of my various activities (but probably not until next week sometime, as I'm going to be very busy Friday, Saturday, and Sunday).  I'm looking forward to gaming this weekend, and I hope I'll see some of you there.