Scenario 2. They Have Returned

QSR based series of scenarios with fiction

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Scenario 2. They Have Returned

Postby Cralis on Tue 31 May 2016 08:55

Admiral Martin sat at his desk, slowly tapping at his data pad. He was reviewing the near-encyclopedic volume of knowledge on the Kyo star system. 197 years prior, his people crash landed on the Earth-like world of Kyo III after their colony ship had taken damage from an unknown alien warship. The ship, much of the equipment for colonization in the cargo bays, and more importantly the computer systems that contained all of their knowledge base, was so badly damaged that they essentially had to start from scratch. Fortunately the cryo units were all self contained and the few tens of thousands of colonists that survived had contained a high number of engineers, scientists, industrial and agricultural specialists, and many others. What they didn't have was the knowledge base for their technology. It took a another 100 years to rebuild the ability to manufacture the technology that they remembered.

Returning to space wasn't difficult once the technology was rebuilt. Because the unknown aliens represented a potential threat to their existence, a fledgling space navy was constructed. But one of those specific technologies that was lost was the technical knowledge on how to detect warp points. The four science vessels had surveyed and mapped every other rock in the system, right down to the boulders in the asteroid belt, but the scientists were still trying to figure out the trick to detecting those elusive warp points. The Kyo, as the population took to calling itself, knew they were out there but not yet how to find them...

Admiral Martin's "Republic of Kyo Space Navy" was not very large: two small warships and four small bases. The four scientific ships each mounted a single laser but no other weapons or a tive defenses. Very little had happened over the last century, and despite the shaky origins of the original colonization effort, it was getting difficult to keep the politicians and their catered voting public interested in supporting the navy. The navy was lax by the standards he was used to back when he was a lieutenant in the old Terrran Federated Navy, but they were good people and hard workers even if the intervening centuries had the unknown aliens seeming more like a myth than a real threat. As one of the last of the original colonial leaders with regeneration treatments, and the multi-century long life those treatments provided, it was his duty to rebuild the fleet and protect his new home: Kyo Regenesis.

The data pad he left lying in the center of his desk chimed. There was a priority message to the station that had been routed straight to him. He opened it, read the message, and fear gripped him for a moment before he shook it off. The message was simple: the scientific ship RKNS. Sungold had encountered an unknown, presumably alien warship while surveying the moons of Kyo VII "Rose". The Sungold had been attacked by an unidentified ship that appeared in the outer system. That ship, weapons profile, and tactics matched the transcribed records from the original colony ship, the Mary Kyo. And as before, the alien ship simply started firing without any attempt at communications. Fortunately, the Sungold was able to escape. He pressed the intercom button on his desk.

"Yes, sir."

"Lieutenant Golde," said the admiral, "assemble the command staff. All hands, no exceptions. We are having an emergency meeting in 10 minutes."
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Re: Scenario 2. They Have Returned

Postby Cralis on Mon 06 Jun 2016 01:03

Scenario 2. They Have Returned

Map: #2 Kyo Outer System
Empty Space

Republic of Kyo Navy (RKN)

2x Founder-class CT
CT1 RKNS. Carl R. Meyers
CT2 RKNS. Kamille Simon

Founder-Class CT
[2] S A H (I) Q Y (I) R (I) L [6]
14 Crew 10 rm
{Sx1 Ax1 Rx1 Lx1} 10 HTK

Alien Forces

DD1 Alpha-class

DD Alpha-class
[3] Sx5 Ax5 H Q (I) Mg R (I) (I) (I) D Q Y (I) R [5]
24 Crew 80 rm
{Sx5 Ax5 Rx2}

Setup
The "unknown alien" sets up on one side of the board facing directly towards the RKN starting position. The RKN ships start 30 tH away, all in the same tH, facing directly towards the "unknown alien" destroyer. If using counters, then both sides start with TM satisfied.

Scenario Length
The scenario ends when one of the forces is destroyed or retreats. Retreat is defined as leaving sensor range of their opponent with a higher maximum speed.

Victory Conditions
Alien Major Victory: At least one RKN CT is destroyed and the others damaged, OR all RKN CT are damaged and at least one has been scanned by the alien unit
Alien Minor Victory: Any RKN CT are damaged, but none are destroyed, and the alien withdraws without internal damage.
Draw: None of the units are damaged but one side or the other withdraws.
RKN Minor Victory: The alien has been destroyed but one or more RKN CT have also been destroyed.
RKN Major Victory: The alien has been destroyed but none of the RKN CT have been destroyed.

Special Rules

1. The "unknown alien" will continue to close with the RKN ships until it is "shields down" or "streaming atmosphere", or has scanned one of the RKNS ships. At that point it will attempt to disengage. Closing speed is entirely up to the alien player, as long as each tactical turn the alien ship is at least 1 tH closer than it was on the previous turn. If the RKNS ships are moving away from the alien, it must make it's best attempt to close the range.

2. If the "unknown alien" moves 30 tH or more away and the corvettes have an equal or lower speed, it is considered to have escaped. If the corvettes move away from the destroyer and have a higher speed, then they have escaped, but if both RKN corvettes "escape" then it counts as if the "unknown alien" has escaped.

CONTINUITY
If scenario #2 is played in sequence after scenario #1, then the RKNS Sungold can participate in this mission in the same condition that it left scenario #1. The alien destroyer is the same destroyer from scenario #1.

If the RKNS Sungold is damaged or destroyed in this scenario, however, the victory conditions of scenario #1 are changed to match her condition at the end of this scenario. Including any loss of her "Y" system from damage.

All ships have shields restored and can attempt to "Jury Rig" repairs on any damaged systems, but all munitions used or lost from Scenario #1 are also used or lost at the beginning of this scenario.
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Re: Scenario 2. They Have Returned

Postby noname_hero on Mon 06 Jun 2016 17:35

Okay, I'm not sure what format you'd like to see the battle report in, so I'm winging it.

****
The first simulation was probably too optimistic, Admiral Martin thought, but basing it on known technological limitations seemed like a good start. The alien certainly didn't show any signs of superior weapons, shields or engines. It was huge when compared with his own Carl R. Meyers but the observed range of its weapons was no greater than what he could fire back. And it was slow.

The Ensign who submitted this simulation began by making both corvettes turn well away from the alien, plotting in a weaving course that let the alien slowly close the range but didn't give it too many opportunities for devastating shots should it turn out that its true range was longer than previously observed.

Martin noticed the fact that any attempts to establish communications with the alien were nothing but a side note in the simulation, something assumed pointless but mentioned anyway. So the first incoming shots were detected the moment the CTs entered their own range and they've returned fire the second they've detected the alien launch its own missiles. Another sidenote explained that the Ensign's original plan was to use superior speed to open the range again and analyze any data he might gain. And the note went on to say that when the dispassionate computer simulated a hit on the alien ship without it repaying that in kind, the Ensign turned the fleet around and rode into battle.

He used engine modulation during the first few moments to make his ships harder to hit, adding another note about how useless that appeared to be. However, such things were so random and the maneuver of such a limited effect that tens or hundreds of simulations would be required to gain sufficient data.

The alien's aim was perfect during that desperate dash and Carl R. Meyers took four hits before she scored her first one, turning from an agile rapier into a limping weakness. But the mad head-on dash let the Ensign close the range and turn the battle into a knife-fight before the alien realized our CTs also carry lasers. Admiral Martin made a mental note to increase the range the alien would try to close to for a detailed scan in the next batch of simulations but the fact was that the Ensign had simply followed certain assumptions.

The close-range fighting quickly turned the tide. Yes, more missile hits were reshaping Carl R. Meyers into a wreck. But the alien was a design built for long-range engagements. Again, such a mix of weapons was nothing but a speculation. However, given the observed rate of fire and the alien’s size, short-ranged weapons *might* be weak or nonexistent, making this scenario a possibility.
Kamille Simon even managed to enter the alien’s blind spot and hit it hard, which turned the simulation into a race between the alien destroying Carl R. Meyers and it getting destroyed. There were a few moments where the ships’ maneuvers threatened to send Kamille Simon out of the alien’s blind spot but, in contrast with the opening salvos, this time the luck was on the side of RKN. The simulated alien turned into an expanding sphere of debris well before it managed to kill Carl R. Meyers and Admiral Martin’s own ass.
Or perhaps not. Martin’s own ship, a victim of the random number generator that made it the alien’s first target, ended up as little more than a wreck. One engine room intact, the laser built into her very core still operational, but the rest of the ship an anteroom of Hell.
Oh well. If that was the price he would have to pay to stop the aliens, to make them know that they could be stopped, to let them know that this time, they were not facing a colony ship but a navy capable of killing them, he would pay that price.
He could only hope that the real battle would not turn out to be RKN’s last one.

****

Now for the technical stuff.
I spent 11 turns letting the alien slowly sloce the range. Turn 11, Aliens had the initiative, fired and missed, while the RKN scored a hit. So I rode into battle from that position, even though my original plan was to open the range again and reposition so that the RKN could sail directly against the enemy from an optimal position.

I was maneuvering with the alien as if it was trying to close to an extremely short range, representing an attempt to gain detailed scans of RKN units regardless of any dangers to the alien ship itself. And this let the RKN units enter Laser range and their damage output went way up. RKN also used engine modulation for two turns but that didn’t help – all four alien shots during those two turns were hits.

Turns 13 and 14 saw both sides lucky. Alien scored 4 damage and the RKN 10 damage – short-range Lasers can be devastating. Turn 15 saw the battle nearly over as the alien took 5 more damage for a total of 17. It gained some range on Carl R. Meyers (which was nevertheless still able to fire both weapons) but it was unable to shake off Kamille Simon. And turn 18 saw the alien destroyed by a Laser shot from Carl R. Meyers.

The alien had a 67% hit rate, i.e. slightly above average, especially considering that the first shots were fired at extreme range and the RKN used engine modulation for two turns. But the damage output of two range 0-2 Lasers won the day.
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Re: Scenario 2. They Have Returned

Postby Cralis on Mon 06 Jun 2016 18:43

noname_hero wrote:Okay, I'm not sure what format you'd like to see the battle report in, so I'm winging it.


I wasn't expecting anyone to write a story to go with it, so that was a neat surprise! :)

I was maneuvering with the alien as if it was trying to close to an extremely short range, representing an attempt to gain detailed scans of RKN units regardless of any dangers to the alien ship itself.


Since this isn't represented in the rules, I wasn't actually aiming for this. Although you're right that in a full game of Starfire you'd be trying for some intel. So what is the alien's intent then? Hmmm.... :)

Turns 13 and 14 saw both sides lucky. Alien scored 4 damage and the RKN 10 damage


Missed with 2 R I'm guessing over those 2 turns?

And turn 18 saw the alien destroyed


18 turns? Wow, that went quite a bit longer than I expected. Starting at range of 30 tH, in my testing the shooting started on turn 2 with R.

The alien had a 67% hit rate, i.e. slightly above average, especially considering that the first shots were fired at extreme range and the RKN used engine modulation for two turns. But the damage output of two range 0-2 Lasers won the day.


That was my experience. I did one test where the alien turned away immediately and that allows him to take the corvettes under fire for a significantly longer period before they could close and the lasers can range him. In that case, it was a near draw and one game with a victory when the alien got a lot of lucky hits and the RKN missed a lot of their shots.

Did you use counters or miniatures? One thing I discovered (that had not come up yet) is that it's a LOT harder to stay in a unit's blindspot with the miniature rules. If you're not thinking far enough ahead in your turns it's easy to make a mistake and lose the position...
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Re: Scenario 1. They Have Returned

Postby noname_hero on Mon 06 Jun 2016 22:55

Cralis wrote:
I was maneuvering with the alien as if it was trying to close to an extremely short range, representing an attempt to gain detailed scans of RKN units regardless of any dangers to the alien ship itself.


Since this isn't represented in the rules, I wasn't actually aiming for this. Although you're right that in a full game of Starfire you'd be trying for some intel. So what is the alien's intent then? Hmmm.... :)


Oh, of course I have no idea what the alien intends. But the scenario requires the alien to head straight for RKN so the scan attempts was the justification for such a behavior that Admiral Martin would use in the story.

Cralis wrote:
Turns 13 and 14 saw both sides lucky. Alien scored 4 damage and the RKN 10 damage


Missed with 2 R I'm guessing over those 2 turns?


Turn 13, RKN missed with one R. Turn 14, Carl R. Meyers was so damaged that her range to the alien climbed up to 3, so even four hits meant 5 damage.

Cralis wrote:
And turn 18 saw the alien destroyed


18 turns? Wow, that went quite a bit longer than I expected. Starting at range of 30 tH, in my testing the shooting started on turn 2 with R.


I was simulating a very hesitant RKN, so they've spent ten turns just letting the range fall very slowly, as if waiting for the alien to outrange them and hoping they could open the range again and try to come up with a new plan should that happen. All the shooting happened in turns 11 to 18.

Cralis wrote:
The alien had a 67% hit rate, i.e. slightly above average, especially considering that the first shots were fired at extreme range and the RKN used engine modulation for two turns. But the damage output of two range 0-2 Lasers won the day.


That was my experience. I did one test where the alien turned away immediately and that allows him to take the corvettes under fire for a significantly longer period before they could close and the lasers can range him. In that case, it was a near draw and one game with a victory when the alien got a lot of lucky hits and the RKN missed a lot of their shots.


Truth is, my alien was so lucky during the closing-in that he would have easily won if he was more cautious.

Cralis wrote:Did you use counters or miniatures? One thing I discovered (that had not come up yet) is that it's a LOT harder to stay in a unit's blindspot with the miniature rules. If you're not thinking far enough ahead in your turns it's easy to make a mistake and lose the position...


Counters. I'm not even using real counters, I'm just moving icons on a screen. Incidentally, doing that makes it way easier to know the precise distance at longer ranges :)
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Re: Scenario 1. They Have Returned

Postby Cralis on Mon 06 Jun 2016 23:32

noname_hero wrote:Turn 13, RKN missed with one R. Turn 14, Carl R. Meyers was so damaged that her range to the alien climbed up to 3, so even four hits meant 5 damage.


Ah, got it.

Truth is, my alien was so lucky during the closing-in that he would have easily won if he was more cautious.


Yep. That's why the conditions make it a challenge. Otherwise, if the player used best tactics, it wouldn't be...

Counters. I'm not even using real counters, I'm just moving icons on a screen. Incidentally, doing that makes it way easier to know the precise distance at longer ranges :)


*laugh*

If you ever get a chance to try miniatures using the QSR miniature rules, you should. It really changes the battle dynamics and completely eliminates the "Empire Stack Formation" effect.
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Re: Scenario 1. They Have Returned

Postby noname_hero on Tue 07 Jun 2016 02:39

Cralis wrote:
Truth is, my alien was so lucky during the closing-in that he would have easily won if he was more cautious.


Yep. That's why the conditions make it a challenge. Otherwise, if the player used best tactics, it wouldn't be...


Actually, the conditions made it far less of a challenge. The scenario made the alien try to close the range on faster, more agile ships with strong short-ranged weapons, so it made him use about the most suicidal tactic he could come up with.

Cralis wrote:
Counters. I'm not even using real counters, I'm just moving icons on a screen. Incidentally, doing that makes it way easier to know the precise distance at longer ranges :)


*laugh*

If you ever get a chance to try miniatures using the QSR miniature rules, you should. It really changes the battle dynamics and completely eliminates the "Empire Stack Formation" effect.


Truth be told, I feel that miniatures have too many downsides for me to give them a try in near future. I do understand the appeal, the same way I know that e.g. Battlefleet Gothic has its charms, but the downsides are too many.

Miniatures are hard to stack. Granted, inability to stack too many units into one place can make the gameplay more interesting. But given how huge a tactical hex is, it makes no sense to prevent stacking. One tH is so huge that you could spread a million supermonitors across that volume and there would still be hundreds of miles of empty space around each one of them.

Miniatures need lots of table space and it is way too easy to run into an edge or a wall or something. One also needs the miniatures themselves, which becomes another limiting factor. Making ten new icons is way easier than making ten new miniatures. Virtual icons are also easy to pack for when one travels.

Miniatures are imprecise. That's hardly a concern when I'm not playing against another human, but when one does, a hex grid has no tenths of an inch one might feel compelled to argue over.

And I can record my battles, I can interrupt them by simply saving the relevant files, I can easily go back several turns and game out a different tactical choice... Icons are not nice to look at and ill suited to human vs human gaming. But for solo wargaming, the pros definitely seem to outweigh the cons.

So yes, giving miniatures a try would be nice for some friendly games. But it will be some time before I'll get around to doing that.
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Re: Scenario 1. They Have Returned

Postby Whitecold on Tue 07 Jun 2016 15:13

So, I just ran the scenario right now.
The corvettes won handily. The engagement started in turn 2, the RKN using EM, then the intruder started using EM and the RKN closed in at full speed and by turn 4 the lasers started coming into play. The DD managed to keep the CTs out of her blindspot, but it didn't help.
I had some hope for the alien when the CT Carl R. Meyers lost an engine, but that was the last damage to the RKN. The DD started loosing engines, and then one launcher went down, as well as the magazine, short range two damage laser fire was decisive. I ended the game in turn 9, as I saw no way for the DD with 3 speed and one launcher remaining to still accomplish anything or run away from the so far untouched second corvette Kamille Simon.
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Overall, the closing strategy is quite suicidal, and the DD feels seriously undergunned, besides that second launcher seems very exposed in front there. I am unhappy with my own corvette handling, I feel I should have managed to reach the blindspot earlier, still at no point the RKN was in danger of loosing even a ship.
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Re: Scenario 1. They Have Returned

Postby Cralis on Tue 07 Jun 2016 19:13

Procyon, who is still having trouble getting onto the forum through his Internet connection, emailed me their playthrough. And once again aptly demonstrated that all instructions are open for interpretation...

So here is our recap.


Admiral Martin placed his hand on the datapad. In a few moments the encryption on the transmission from the Captain of the RKNS Carl R. Meyers began to decode. 'It has taken Ben long enough to get back to me. The Meyers and Simon should have intercepted that alien warship almost two hours ago. Waiting for this transmission to cross the distance has seemed like forever.'

The data spread out across the pad in cramped and overlapping sections. Admiral Martin transferred the data onto the banks of monitors in front of him. The members of his staff pressed forward to see, while the ministers remained in their seats. 'Ignore them and focus on the data.'

Admiral Martin's blood ran cold as the engagement played out before him while the holographic display translated the sensor logs. Behind him the ministers were becoming louder and more restless. "Gentlemen, we already knew from the sensor data the Sungold transmitted that the alien ship was much larger than either of our naval vessels. But total displacement actually favors us. Wait to see what the data shows." Admiral Martin hoped that the ministers would not interrupt.

The alien vessel turned hard as the Meyers and Simon closed on it. The Meyers and Simon obviously had an advantage in speed, but the alien was forcing them to close at a slow rate. Admiral Martin saw the holographic display fill with tracks of missiles crossing between the vessels. The Carl Meyers and Kamille Simon tried to close the gap and bring their lasers to bear, or to reach the area directly in the alien warship's engine distortion where it should be unable to fire its weapons - but to no avail. The huge alien warship pounded them with deep space missiles as the Meyers and Simon attempted to close, occasionally turning to prevent them from reaching its blindspot. The Meyers and Simon returned fire with their own missiles, but the alien warship carried a close in defense array that destroyed nearly half of the missiles before they could reach their target.

Three minutes after the first missile launches of the battle, the Kamille Simon's protective shields were offline and its engines had suffered damage. The alien warship's protective shields had been battered but had not collapsed. With the Simon unable to close on the alien warship and with half of their missiles expended, the audio replay between the Captains of the Meyers and Simon let everyone hear what they had decided. The two Captains had agreed that there was only one course of action that would give any hope of survival for the masses on Kyo III.

Admiral Martin watched the last of the recording that Captain Benjamin Veatch of the RKNS Carl R. Meyers had transmitted, showing his ship breaking off the engagement. It showed the RKNS Kamille Simon press its futile attack, buying the Meyers the time and distance it needed to disengage. The alien warship never allowed the Simon to close and the Meyers' sensors had recorded the destruction of the RKNS Kamille Simon. The sensors also recorded the alien warship coming about and proceeding on its original course.

The shouting as the ministers watched the end of the recording was almost deafening.

Admiral Martin turned toward Commander Josh Reynolds and pulled him close so that he could hear over the noise. "Josh, get the orbital bases on the line. Let them know that in twenty hours they will need to dock with the Carl Meyers and transfer missiles to her. And that four hours after that, they are going to be fighting to keep the aliens from finishing what they started two centuries ago."

Admiral Martin looked at the data summary on the monitors. The data showed no technologies that the Kyo Navy was not aware of, but it showed something far more dangerous.

The commander of the alien vessel had shown that it was no stranger to combat in the depths of space.

-------------------------------

My wife commanded the Alpha, while the 15 y/o boy commanded the Meyers and Simon. He is no stranger to starfire combat, but he is still a LONG ways from being as seasoned as his mom. She also interpreted 'close with the RKN ships' as meaning that she needed to permit them to get at least 1 hex closer each round. No more. She refused to rush into battle against ships that were faster and would be able to out turn her.

Neither side knew the other's ship designs, but with enough missiles for 40 rounds of combat - my wife had a strong reason to hold the range open. When the corvettes showed that they only had a single missile launcher each, which meant she would be able to use her D on a 5 or less, she pretty much knew how the battle was going to end up. If she had known the CT only had 10 missiles each...

When the first CT slowed from losing an engine, it was over. She shifted fire to the second CT. The boy quickly realized he could try to press home the attack with only a single CT closing 1 hex a turn (still 12 hexes out) and hope he didn't lose an engine before he reached the DD's blindspot - or that he was going to have to try and save one CT that could still out run the DD. Since the DD was still shields up, he didn't really think he could take it out.

I agreed with his decision. With what he had on the field, his only hope was to try and save the Meyers and hope for a more favorable engagement later.

My wife, after the battle was done, said that if she was in command of the Kyo forces - that she would have started the evacuation of the homeworld. Colonists hiding on FT's with supplies to resettle after the aliens abandoned the system (and a pile of stored maintenance to try and wait them out) would be the best hope for survival if the homeworld defenses fell. Assuming the aliens didn't find them or settle the system themselves...
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Re: Scenario 1. They Have Returned

Postby Cralis on Tue 07 Jun 2016 19:20

noname_hero wrote:Miniatures are hard to stack. Granted, inability to stack too many units into one place can make the gameplay more interesting. But given how huge a tactical hex is, it makes no sense to prevent stacking. One tH is so huge that you could spread a million supermonitors across that volume and there would still be hundreds of miles of empty space around each one of them.


That is based on a presumption of drive-field size. Honestly, we could have chosen that a full drive-field (aka not "in an atmosphere" and basically in space) is hundreds or thousands of kilometers in size. And that would actually support the movement restrictions that certain terrain cause (it interferes with the drive-field being the maximum and correct size).

But honestly, it's all just pseudo-speak for enforcing the type of gameplay we want. Miniatures are the perfect excuse to stop stacking, since you cannot stack them. Of course, that presumes you don't like stacking (which does annoy a lot of Starfire players when their opponent stacks all their ships in one tH). What I've been doing is using counters for drones, small craft, buoys, etc. and they all "stack" under the miniatures, and that makes a lot of sense. Plus, as with counters for large games (like ISW4 and Insurrection scenarios), I've also allowed miniatures to represent a datagroup of ships for larger battles.

Bottom line: miniatures are just a way to get another way to play the game with different mechanics. And one that looks cool too!

Miniatures need lots of table space and it is way too easy to run into an edge or a wall or something. One also needs the miniatures themselves, which becomes another limiting factor. Making ten new icons is way easier than making ten new miniatures. Virtual icons are also easy to pack for when one travels.


This is very, very true.

Miniatures are imprecise. That's hardly a concern when I'm not playing against another human, but when one does, a hex grid has no tenths of an inch one might feel compelled to argue over.


While this can happen, I've played a lot of miniature games over the years and it is almost never a problem. Usually the only time someone argues is when they are about to lose BIG. That's why it's always nice to have an SM or a predetermined conflict resolution system (we always rolled highest d10 if we couldn't agree).

Of course, your experience can vary. I have heard of players that nobody wanted to play with because they argued over every little measurement, angle, or interpretation. I did get those kinds of "rules lawyers" back when I played D&D. They are definitely annoying!

And I can record my battles, I can interrupt them by simply saving the relevant files, I can easily go back several turns and game out a different tactical choice... Icons are not nice to look at and ill suited to human vs human gaming. But for solo wargaming, the pros definitely seem to outweigh the cons.


Can't argue with that. I do like to take pictures of my miniature games though, as everyone will see when I post the "official" story results. :)

So yes, giving miniatures a try would be nice for some friendly games. But it will be some time before I'll get around to doing that.


No worries. Just thought I'd ask. Honestly, miniatures are a huge draw because they are very visual and look nice. And that's important to the youngling gamers right now.

Whitecold wrote:So, I just ran the scenario right now.
The corvettes won handily. The engagement started in turn 2, the RKN using EM, then the intruder started using EM and the RKN closed in at full speed and by turn 4 the lasers started coming into play. The DD managed to keep the CTs out of her blindspot, but it didn't help.
I had some hope for the alien when the CT Carl R. Meyers lost an engine, but that was the last damage to the RKN. The DD started loosing engines, and then one launcher went down, as well as the magazine, short range two damage laser fire was decisive. I ended the game in turn 9, as I saw no way for the DD with 3 speed and one launcher remaining to still accomplish anything or run away from the so far untouched second corvette Kamille Simon.

Overall, the closing strategy is quite suicidal, and the DD feels seriously undergunned, besides that second launcher seems very exposed in front there. I am unhappy with my own corvette handling, I feel I should have managed to reach the blindspot earlier, still at no point the RKN was in danger of loosing even a ship.


I presume you used the "full charge!" method of "closing"? Yeah, that's what happened when I did that method too. I tried at least four different ways to resolve this scenario and the "full charge" and "full kite" tactics employed by the alien had the most dramatic results!
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