Saturday, April 30, 2011

Real battleship gaming

Speaking of dreadnoughts, how about playing wargames on an actual battleship?  A Texas gamer sent a message to several mailing lists providing notice of an upcoming day of gaming on board the flagship of the Texas Navy, the USS Texas (BB-35), the last of the dreadnought-era battleships.

According to the email, Texas BROADSIDE! 2011 will take place Sept. 24, 2011, and will include:
  • WWII naval and naval-air wargaming, including some of the battles involving the USS Texas.
  • Refighting a naval battle beside a 5-inch 51 caliber naval gun, one of 21 originally carried aboard the Texas in 1914.
  • Much like the National WWII Museum has done with Heat of Battle, gaming in a public setting to both help educate the public and grow historical wargaming in Houston.
  • Wargaming inside the air conditioned Wardroom and Dreadnought Room on board the Mighty “T”.
  • Dining aboard the ship that saw the first at-sea launch of a Sopwith Camel and was the first US ship to control gunfire with directors and range-keepers.
  • All proceeds to benefit the ongoing preservation of the USS Texas.
For those of you unfamiliar with the Lone Star State, the Texas is anchored in the Houston Ship Channel at the San Jacinto Battleground State Historic Site, also home of the memorial to the decisive battle of the Texas Revolution.

This sounds like a cool event.  I don't know if I'll be able to make it, but I will certainly think about attending.  The organizers are looking for sponsors and people to run games, so check out their website and let 'em know if you're interested.

(Obligatory science fiction reference: the USS Texas was featured in a series of books written back in the 1980s about a refurbished battleship with modern (and futuristic) weaponry taking on the Soviet Union as part of a newly independent Texas.  See The Ayes of Texas for more details.)

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?

Tuesday, April 26, 2011

Victory is mine!

... the Victory-class super galactic dreadnought, that is.  To celebrate the new look for the eponymous blog title, I thought I'd share some more photos of the SGDN I recently painted
The ship is mounted on a "Super-Nova" base from Monday Knight Productions.
This massive model consists of 16 ounces of lead, and it's about half a foot (more than 15 cm) long.  It took me a couple of hours to get it painted.
The super galactic dreadnoughts were among the second generation of designs for the Starfleet Wars universe.  They first made their appearance in the Book 2 supplement, which recommends not using more than two in a single battle for game balance reasons.  The Observer's Directory & Identification Manual features diagrams of the ships and their weapons.
Like most of the old Superior Models designs, the Victory's underside is just as detailed as its dorsal surface.  Because I haven't glued the model to its base, I'm able to show off what usually goes unseen on the game table.
These massive ships are also a part of the Galactic Knights game, where their multiple shields, massive armor, and numerous weapons make them a dangerous foe.
I can't wait to see how this plays in a game.  I already have a scenario in mind, but I'm gonna need another player or three ...

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)

Saturday, April 23, 2011

It's finished!

I spent some time Friday evening painting up the pride of my fleet, the Terran Victory-class super galactic dreadnought.  FYI, I put this model on the kitchen scale before starting, and it weighed in at one pound!

Given the name of my blog, you'd think I would have completed this starship some time ago.  What can I say?  I procrastinate--just like I'm gonna procrastinate now and not put up step-by-step photos of my painting until later... 

But just to show y'all I'm not totally lazy, here's another shot of the Victory, with a Swiftsure-class stellar destroyer for scale: