might want to try a few rounds of Simple Combat. The Simple Combat Game is a
way for you to quickly resolve combat between vessels, or fleets of vessels.
This is useful if you are playing a scenario or campaign that involves more
than a few ships. Otherwise a simple scenario could take weeks to play
through.
It is useful to keep a copy of the Simple Combat Template. This makes it 
possible to copy and paste the basics of your bit of 'paperwork', add 
however many ships you may need to, and change or insert ship names. Here is 
a very basic template (there are more in the files):
IKS rolls:  o/d
USS rolls: o/d
Result:
IKS damage /15
USS damage /15
The first section is for points rolled (1d6 result times the appropriate 
multiplier), and how the points are allocated (offense/defense). The second 
"Result" section shows the calculated damage. In the case of basic AI ships, 
the damage potential is 15.. so you would indicate 5 points damage with 
5/15. Pretty simple.
If you are playing a single player game, roll a 1d6 to see who 'wins the 
toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent 
first. Allocate available points according to this multiplier chart:
2 (DS) Defense Sat/(FR)Freighter X1
3 (FF) Frigate X4
4 (DD) DestroyerX6
5 (CL) Light Cruiser X8
6 (CA) Heavy Cruiser X10
7 (CC) Command Cruiser X12
8 (HCA) Heavy Battlecruiser X15
9 (DN) Dreadnought X20
10 (BB) Battleship X22
11 (CV)Carrier X25
12 (STB ) Starbase/ (BS)Base Station X50/75  (reroll, 50/50)
Here is an example of simple combat between the Klingon heavy cruiser 
Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the 
toss, playing as the Perseus. That meant that I had to roll and allocate for 
the Sha'kurian first. (The point of all this 'coin tossing' is to add 
randomness to the gameplay in the single player game. It puts the luxury of 
being able to react to your opponent's first move on a totally random 
footing. And of course, whoever rolled second first time rolls first the 
next. Compare it to the coin toss to determine who receives the kickoff in a 
football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting 
for the Shakurian, I decided to play it safe, putting it all on defense. As 
it turned out, the caution was unnecesary. The Klingon only rolled a 1.
IKS Perseus rolls:10 0o/10d
SRS Count rolls:60  0o/60d
Result:
IKS Perseus damage 0/25
SRS Count damage 0/15
For the next volley, the Klingon ship took its turn rolling first. It rolled 
a "3", for 30 points, and put them all on defense. It didn't save him, 
because the Count rolled a 6.
IKS Perseus rolls:30  0o/30d
SRS Count rolls:60   60o/d
Result:
IKS Perseus destroyed
SRS Count damage 0/15
You'll note that the Perseus is able to take 25 points of damage. That is 
because all of my play has given me a "Elite" rating. The increased 
available points is one of the benefits of that. For details, see 
"Experience Points: How to Get Them and What They Get You". If you want to 
take it a step further, you can capture ships using Simple Combat. You have 
to cause 10 points of damage to lower the enemy shields, then transport 
over. Ah, but to so that you have to lower your own shields. Do that by 
giving yourself (just for the 'transport' volley) 10 points damage. A bit 
tricky, with careful timing involved, but a great tactic. And of course, as 
new races are added to Fantasy Trek, there will be a few necessary 
variations to these rules (i.e. Tholian Webs).
So what to do with all of this? As I said, the Simple Combat Game is ideal 
for extended scenarios involving many ships in combat. For example, Head to 
Head Sector Assault was written with Simple Combat in mind:
Rules
The goal is to conquer and hold all 5 systems.
In order to do this, you must conquer (in order, 1 through 5), and 
sufficiently defend all systems while denying your enemy access to those 
same systems. Reduce the enemy fleet sufficiently to prevent them from 
building a shipyard, and stop/destroy enough enemy convoys to deny random 
reinforcements sufficient to threaten your shipyards. You must also attain a 
minimum of 13 points (see 'Victory Conditions' below)
System Conquest:
Regardless of whether a system has been taken by enemy forces, you will face 
a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for 
size of enemy fleet, then subtract any applicable random fleet disadvantage 
(see below). If the size of the enemy fleet is less than the random fleet 
disadvantage, then there is no contact. Then use appropriate simple combat 
template. All surviving ships retain damage but can move and fight until 
destroyed. They can only be repaired by remaining in place for two turns 
(subject to random enemy attack each turn-50% chance of random attack. 
1d6:1-3=no contact. 4-6=attacked) or by docking at shipyard for one turn 
(subject to random enemy attack, same odds as above). The system remains 
yours once you've defeated the initial fleet, but if left undefended, any 
attempt to conquer it will only be countered by a randomly generated fleet. 
You can (and should) choose to leave any combination of ships and/or a 
shipyard to defend it.
Open Space:
Enemy convoys will only be encountered in open spaces. Roll for encounter 
(1d6:1-3=contact). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2 
CA escorts. The random fleet disadvantage does not affect this. Random enemy 
convoy(s) must be stopped=at least 3/5 freighters destroyed or captured 
(5/15 damage and successful boarding party action), escorts destroyed or 
disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped 
decreases random enemy fleet size by one. This is the random fleet 
disadvantage. For every three freighters captured, your random fleet 
disadvantage is reduced by one. You will not encounter convoys in open 
spaces when you have conquered both adjacent systems
Shipyard:
Shipyards are recommended. They can only be built in systems that you hold 
(by destroying an initial assault fleet). Three starships must remain in 
system or open space area for three turns to build shipyard. During each 
turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then 
roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less 
than the random fleet disadvantage, then there is no contact.) LOS (line of 
sight) must be maintained to use or attack shipyard. Shipyard has X75 
multiplier. Shipyard can construct replacement ships in 3 turns. While your 
fleet can not exceed 6 ships, additional ships built at shipyards do not 
count against this total. They cannot fight with full-sized fleets, but can 
supplement diminished fleets. The same rule applies to surviving random 
reinforcements. Since you must have a minimum of three ships to build a 
shipyard, it is recommended that you build at least one shipyard and at 
least two reserve ships just in case of unforseen losses. A fleet reduced to 
two ships and no shipyard to fall back would have little chance of victory.
If you want to register as a player, notify me through a comment on the
blogsite. I recommend keeping a record of your games played, as they add up 
to experience points that enrich your gaming experience.
Victory Conditions/Points-
Shipyards 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points
Templates (it is recommended that you keep a master copy of these, making 
working copies to modify suit your needs):
Klingon fleet vs Federation Fleet
KCA IKS Kandido  rolls: o/d
KCA IKS Kurry  rolls: o/d
KCA IKS DuranQo  rolls: o/d
KCA IKS Ok'ran  rolls: o/d
KCA IKS D'Han  rolls: o/d
KCA IKS Glommer  rolls: o/d
FCA USS Washington  rolls: o/d
FCA USS Roosevelt  rolls: o/d
FCA USS Cleveland  rolls: o/d
FCA USS Detroit  rolls: o/d
FCA USS Abraham Lincoln  rolls: o/d
FCA USS Guadalcanal  rolls: o/d
results
KCA IKS Kandido damage: /15
KCA IKS Kurry damage: /15
KCA IKS DuranQo damage: /15
KCA IKS Ok'ran damage: /15
KCA IKS D'Han damage: /15
KCA IKS Glommer damage: /15
FCA USS Washington damage: /15
FCA USS Roosevelt damage: /15
FCA USS Cleveland damage: /15
FCA USS Detroit damage: /15
FCA USS Abraham damage: /15
FCA USS Guadalcanal damage: /15
Klingon fleet versus Federation convoy with two escorts
KCA IKS Etlh rolls:  o/d
KCA IKS Dk'tagh rolls:  o/d
KCA IKS Bertaa rolls:  o/d
KCA IKS BortaS rolls:  o/d
KCA IKS Chang rolls:  o/d
KCA IKS tIQ'etlh rolls:  o/d
FCA USS Komack rolls:  o/d
FCA USS Nogura rolls:  o/d
Fr rolls:  o/d
Fr2 rolls:  o/d
Fr3 rolls:  o/d
Fr4 rolls:  o/d
Fr5 rolls:  o/d
results
KCA IKS Etlh damage:  /15
KCA IKS Dk'tagh damage:  /15
KCA IKS Bertaa damage:  /15
KCA IKS BortaS damage:  /15
KCA IKS Chang damage:  /15
KCA IKS tIQ'etlh damage:  /15
FCA USS Komack damage:  /15
FCA USS Nogura damage:  /15
Fr1 damage:  /15
Fr2 damage:  /15
Fr3 damage:  /15
Fr4 damage:  /15
Fr5 damage:  /15
Sample First Turn:
Turn 1)
(1209.13)
System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA 
USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won 
toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau 
FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD 
KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.
System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA 
IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's 
*won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS 
Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt 
FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.
TNG Era:
Kri'staK Sector
Ab'Qaff Battle Group
Ab'Qaff Class Klingon Heavy Command Cruiser (KCVC) IKS Ab'Qaff
General Kapact Commanding
wej'Hom System-
The Ab'Qaff battle group arrived in the wej'Hom system. Initial findings 
revealed debris similar to that found in the wa'Hom and cha'Hom systems. A 
massive asteroid field, stretching across space that could have occupied at 
least four planets, is littered with the same hull material as the other 
systems, as well as other unidentified material.
Games in Play:
"Eyes on the Prize" (see Dev notes for rules)
Opening moves here. The Feds are making a bee line for the distant prize. 
The Klingons are aiming for the Federation infrastructure.
Turn 1)
(0110.17)
Klingon: (c,17) KF1(K1-6) assembles. KSY1 begins construct KF2 turn 1/18 
Federation: (c,5) FF1(F1-6) assembles. FSY begins construct FF2 turn 1/18
Turn 2)
(0110.17)
Klingon: (c,17) KSY1 continues construct KF2 turn 2/18 KF1(K1-6) moves to 
(c,16).
Federation: (c,5) FSY1 continues construct FF2 turn 2/18 FF1(F1-6) moves to 
(d,5).
Turn 3)
(0110.17)
Klingon: (c,17) KSY1 continues construct KF2 turn 3/18 KF1(K1-6) moves to 
(c,15).
Federation: (c,5) FSY1 continues construct FF2 turn 3/18 FF1(F1-6) moves to 
(e,5).
Turn 4)
(0110.17)
Klingon: (c,17) KSY1 continues construct KF2 turn 4/18 (F7 complete) 
KF1(K1-6) moves to (c,14).
Federation: (c,5) FSY1 continues construct FF2 turn 4/18 (K7 complete) 
FF1(F1-6) moves to (f,5).
Turn 5)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 5/18 (F7 complete) 
KF1(K1-6) moves to (c,13).
Federation: (c,5) FSY1 continues construct FF2 turn 5/18 (K7 complete) 
FF1(F1-6) moves to (g,5).
Turn 6)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 6/18 (F7 complete) 
KF1(K1-6) moves to (c,12).
Federation: (c,5) FSY1 continues construct FF2 turn 6/18 (K7 complete) 
FF1(F1-6) moves to (h,5).
Turn 7)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 7/18 (F7,8 complete) 
KF1(K1-6) moves to (c,11).
Federation: (c,5) FSY1 continues construct FF2 turn 7/18 (K7,8 complete) 
FF1(F1-6) moves to (i,5).
Turn 8)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 8/18 (F7,8 complete) 
KF1(K1-6) on station (c,11).
Federation: (c,5) FSY1 continues construct FF2 turn 8/18 (K7,8 complete) 
FF1(F1-6) moves to (j,5).
PvP games reported:
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: IKS 'etlh destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: Both ships destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: IKS 'etlh destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: IKS 'etlh destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS  'etlh: IKS 'etlh destroyed PVP
(As you might guess, Mrs Kapact and I had a marathon PvP session)
Heavy Combat: KCA IKS Etlh(A) vs KCA IKS Etlh(B) combat simulation in 
progress.
Command College:
"What Are Your Orders, Captain?"
(TMP Era) "Enmeshed"
Discovering a mysterious and unidentified Federation starship trapped in 
what appears to be a Tholian interspatial gravity well, Captain Robau of the 
Akula Class destroyer USS Sparta moves to investigate, but is challenged by 
two approaching Klingon warships. As the Klingons close, they are revealed 
as a K'tinga Class Battlecruiser and a Levek Class Destroyer. Their weapons 
are charged, and they are on course to intercept the unknown ship, intent on 
either capturing or destroying it. The Klingons ignore Captain Robau's 
hails, and seconds later, two Tholian ships arrive, throw a web around the 
K'tinga, and open fire.
What are your orders, Captain?
"Common Foe"
Despite the obvious enmity between the Federation and the Klingons, Captain 
Robau decides to take his chances with the Klingons rather than the 
Tholians, and locks photon torpedos on the lead Tholian cruiser. Then he 
sends a hail, ordering them to stand down. The Tholians respond by hitting 
the Sparta with a phaser blast. As the second Tholian ship comes around to 
engage the Sparta, the Akula Class destroyer responds with a full spread of 
torpedoes. As the Tholian turns to engage them, Robau is surprised to see 
the Levek join the fight on their side. Disruptors slam into the turning 
Tholian, and a phaser barrage bring down the Tholian shields. The 
jewel-shaped starship explodes in a dazzling display... and the entire 
region of space ripples and shifts, and the stars vanish.
When the brilliant flash subsides, Captain Robau notes that the Tholians are 
gone, along with the mysterious Federation ship. The two Klingon ships are 
adrift, but still occupy the same positions relative to the Sparta. Scans 
show that the warships are still powered, but show extensive damage. At the 
same time, the science officer reports a massive intallation extreme range 
that shows a distinct Tholian signature. What should Captain Robau do next?
Post your solution here for a Command College Point. Feel free to discuss 
this with the 'comment' feature
"Captain's Log"
"... a threat we weren't prepared for..."
Class N Reducing
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: High surface temperature due to greenhouse effect; water exists 
only as vapor
Atmosphere: Extremely dense, carbon dioxide and sulfides
Life forms: Unknown
Example: Venus
17) A seemingly abandoned device on the planet threatens to destroy the 
ship.
(Post-TNG Era)
Captain T'leenvil
RIS D'Shoanna
D'deridex Class Warbird
We responded to a distress signal from the theoretical warp facility on the 
third planet in the Tal system. As we came into sensor range, we noted waves 
and waves of compressed temporal displacement, originating from the 
facility. This phenomenon is rare, but not unheard of. But coming from a 
theoretical warp facility that deals in artificial singularities leads to 
numerous scenarios, each more frightening than the last. Now, as our Praetor 
is using the same technology to meddle in time travel to vanquish enemies 
that he cannot defeat through any other means, and facilities like this 
sprout up all over the Empire, I fear that these kinds of disasters will 
become more and more commonplace.
We assumed standard orbit, and immediately scanned for life readings. None 
were apparent, but the facility itself was building to an implosion. 
Normally, I would have destroyed the facility with plasma torpedoes, but the 
unusual gravimetrics created by the device prevented us from using our 
impulse engines to break orbit. Finally, the chief engineer proposed a 
solution once employed Captain Kirk, on the USS Enterprise more than a 
hundred years ago. The procedure involves jumping directly into warp from 
one fixed planetary orbit to another fixed planetary orbit in a different 
system. The effect on the originating planet is, unfortunate, but as Tal III 
will soon be another casualty of our Praetor's ambition anyway, I ordered 
the procedure implemented. We were minutes away from our warp jump when 
received another distress signal. Apparently the temporal displacement was 
even affecting sensor readings from the surface. A probe launched directly 
at the facility showed twenty-seven life signs. Most of the scientists still 
lived, even as we prepared to leave. Fortunately our transporter was able to 
beam the survivors from the life support domes on the otherwise 
uninhabitable world to the safety of the D'Shoanna before we literally 
warped out of orbit of the dying planet.
So we celebrate the lives of twenty-seven scientists who might otherwise be 
dead, without so much as a corpse to mark their passage. And our Praetor, 
who sold herself as a savior to the Romulan people in our darkest hour, may 
in fact represent a threat we weren't prepared for.
for next week. write a 100+ word log entry including the phrase "... an 
unimaginable scale...". Post it in the yahoo group or on the blogsite's 
"comment" feature for a Command College Point.
Dev Notes:
I am still pushing through the Etlh's second combat trial. Slow going as RL 
is a bit of a pain right now. Also talking myself into working through an 
Excel-based map/Simple Combat scenario called "Eyes on the Prize":
The objective is to travel to the far side of unexplored space to recover 
the artifact and return it to your home world.
Single Player AI engagement rules: AI will move to engage enemy fleets 
within 3 spaces in neutral space. AI will move to engage enemy fleets within 
5 spaces in friendly space.
System Conquest: In enemy/unclaimed territory, roll for encounter (2/6 
chance). Roll  1d6for size of enemy fleet. Then use appropriate simple 
combat template. All surviving ships retain damage but can move and fight 
until destroyed. They can only be repaired by remaining in place for two 
turns (subject to random enemy attack each turn) or by docking at shipyard 
for one turn. System can  be held by shipyard, starbase or at least three 
ships in-system.
Random enemy convoy(s) may appear in enemy/unclaimed space. All convoys 
stopped=at least 3/5 freighters destroyed, escorts (random, 1-2) destroyed 
or disabled (10/15 damage) within five volleys deactivates one random enemy 
shipyard. Shipyard will require at least three starships onsite for three 
turns to reactivate.
Enemy forces may be encountered in all enemy/unclaimed open spaces. Roll for 
encounter (2/6 chance), Roll for size of enemy fleet (use same method as 
in-system combat).
Shipyard:
Shipyards are recommended. They can be built anywhere. Shipyard can 
construct a ship in three turns. Three starships must remain in system or 
open space area for three turns to build shipyard. LOS (line of sight) must 
be maintained to access shipyard outside of home space. Shipyard outside of 
home space is subject to attack every other turn by random number of 
enemies.
Two complete fleets (12 ships) can construct an advanced shipyard in six 
turns. Advanced shipyards, in turn, can build a ship in one turn.
Fleets are designated by number/race. For example, the Klingon First Fleet 
is designated as KF1
Consult the Simple Combat Table for multipliers.
 
 
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