federation commander campaign
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- droberts441
- Lieutenant JG
- Posts: 40
- Joined: Mon Jul 21, 2008 4:57 pm
- Location: Sacramento
- Contact:
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
The federation and tholian fleets started about 33 inches apat on the table. the federation fleet closed at speed 8 (great speed for feds) and the tholians closed at speed 16. the tholians threw webs using two of three web casters to separate the BCJ and one NCL from the other NCL and the DW.PallidaMors wrote:The Tholians have been defeated:
the Tholian Command Cruiser Protector was destroyed, the NCA Avenger was heavily damaged, the USS Richelieu NCL was also destroyed.
The Tholians withdrew...........
More details to follow.
The Tholians closed on the NCL and the DW, the federation ships conintued to close as well. all 4 federation ships launched drones. (we use speed 32 drones) the drone got throught the webs before they solidified. the BCJ and the NCL were trying to cut around the web barriers to rejoin the NCL And DW.
the tholian CC amd NCA formed the center of the tholian advance with the NDD and NFF as wingmen. the federation did a couple of small turns to line up the NCL and the DW on the CC and or the NCA
the ships ended at range 1.....
then all heck broke loose.
the USS Richelieu was blasted into oblivion by the combined fire of the 4 tholian ships.
the NCL Richelieu and the DW Nathan B forrest, fired a total of 7 O/L photons that hit auto, intot he CC and the NB forrest unloaded 4 P-1 and 1 P-3. the CC protector was ripped to shreds by the punishment, the Tholian Admiral Xiril escapred via Transporter.
The NCL fired 6 P-1 and the BCJ (at range
The Tholians brokered a peaceful withdrawal after that.
VP run down:
Tholians each recieved 8 VP per ship
the Fedartion each received 15 per ship.
the BCJ promoted her captaian to level 2 and gave him the combat strategies ability
the NCL reliant and the Dw each promoted a weapons officer to level 2 and gave them each the Cyclone ability.
it was a great battle we will post pics of the battle later.
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- Commodore Mendez
- Lieutenant JG
- Posts: 73
- Joined: Mon Jan 07, 2008 5:33 am
- Location: Seattle
- DArc_Tangent
- Lieutenant JG
- Posts: 64
- Joined: Fri Sep 14, 2007 10:09 pm
- Location: Sacramento, California
In my defense, I managed to seperate the Fed ships into 2 groups and attacked 2 ships with all 4 Tholian ships. Having never run Tholians before, I wasn't too familiar with the tactics involved with the web casters.
My conclusion for the battle was I should've taken more time to close and used the web casters in Fist mode at close range and should've taken photons on the CC for better single shot effect. Also, Tholians greatest strength is defense, not offense. As the Tholians went into this battle with less PV in ships, they should probably not have attacked in the first place. Attackers, by the rules of Risk, should always have superior numbers or units than the defenders. The Tholians didn't have that. As it is, both sides lost ships...which can REALLY mess up future economic turns (for ship purchase percentages).
My conclusion for the battle was I should've taken more time to close and used the web casters in Fist mode at close range and should've taken photons on the CC for better single shot effect. Also, Tholians greatest strength is defense, not offense. As the Tholians went into this battle with less PV in ships, they should probably not have attacked in the first place. Attackers, by the rules of Risk, should always have superior numbers or units than the defenders. The Tholians didn't have that. As it is, both sides lost ships...which can REALLY mess up future economic turns (for ship purchase percentages).
Admiral Kr'toth's face turned purple with fury, his hand going to the d'k tahg at his side, “You dare insult my honor?!?�
- Commodore Mendez
- Lieutenant JG
- Posts: 73
- Joined: Mon Jan 07, 2008 5:33 am
- Location: Seattle
I think that Tholians are excellent at attack as well. though I would agree that when you fly a race that you are not used to that it can be problematic. all in all it sounds like a great battle!DArc_Tangent wrote:In my defense, I managed to seperate the Fed ships into 2 groups and attacked 2 ships with all 4 Tholian ships. Having never run Tholians before, I wasn't too familiar with the tactics involved with the web casters.
My conclusion for the battle was I should've taken more time to close and used the web casters in Fist mode at close range and should've taken photons on the CC for better single shot effect. Also, Tholians greatest strength is defense, not offense. As the Tholians went into this battle with less PV in ships, they should probably not have attacked in the first place. Attackers, by the rules of Risk, should always have superior numbers or units than the defenders. The Tholians didn't have that. As it is, both sides lost ships...which can REALLY mess up future economic turns (for ship purchase percentages).
"thats no moon...."
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
Me and My opponent have restarted our Campaign. We thank PallidaMors for the rules, but they were a bit hard for us to grasp. We started the new campaign under these rules (includes exerts from both campaign rules on this fourm, glued together by some of our own ideas):
Pinecone’s Campaign Rules
A.) STARTING THE GAME
Each empire starts with a 100 point planet, a ship up to 200 points (what’s left over from that gets carried to the next turn), a large freighter and a Starbase
B.) REASEARCH
Ships to research that move into a new hex roll a die (Multiple times) to see what they found. What is found in a system stays there until it is destroyed or moves. An enemy squadron or monster will move one hex in any direction (determined by die roll) after spending a turn in a hex. Here are the tables:
First Roll:
1 Occupied, Empty
2-3 empty
4 terrain
5 Derelict, may have terrain
6 Planet, May be occupied
To see whether terrain roll (Derelict only)
1 no terrain
2-6 terrain
To see whether Occupied roll (Planet only)
1-2 Occupied
3-6 Not Occupied
Occupied roll:
1 Monster
2 three ships up to 300 total points
3-6 single (up to) 100 point ship
Derelict Roll:
1-2 (up to) 100 point ship
3-4 (up to) 200 point ship
5 (up to) 250 point ship
6 Dead Monster
Monster/Dead Monster roll:
1 Deathprobe
2-3 Juggernaught
4 Planet killer
5 Old Space Dragon
6 Moray Eel
Ship/ Derelict Roll (2 dice):
2 Federation
3 Klingon
4 Kzinti
5 Tholian
6 Orion
7 Gorn
8 Romulan
9 Seletorian
10 Lyran
11 Hydran
12 roll 2nd ship/ Derelict roll
2nd Ship/ Derelict Roll:
1-2 WYN
3-4 LDR
5-6 Vudar
Terrain roll:
1-2 1 Point Asteroids
3-4 2 Point Asteroids
5 Wormhole (connects to next wormhole found)
6 Roll 2nd Terrain roll
2nd Terrain roll:
1-2 1 Point Asteroids
3-4 2 Point Asteroids
5-6 Black Hole (Ship(s) destroyed, system useless)
Planet roll:
1 10 Point Planet
2 25 Point Planet
3-4 50 Point Planet
5 75 Point Planet
6 Roll 2nd Planet roll
2nd Planet roll:
1 10 Point Planet
2 25 Point Planet
3-4 50 Point Planet
5-6 100 Point Planet
C) MOVEMENT AND GAINING TERRITORY
Ships can move 3 spaces on the master map in one turn. If they move into an enemy territory with more than one ship, they need a command ship (explained later). Fast ships and Light Dreadnaughts can move 4 spaces. All movement is written down (Hex by Hex) and then executed. If two opposing ships (or fleets) meet, they fight. If there is no enemy in a territory, or you destroy the enemy, you gain the territory.
If your territory is invaded, you may choose to execute the first hex, but then change the rest of your move (reflecting that you got the message of an invasion force).
Freighters can move only one hex each turn.
Stations can’t move at all.
D) BATTLING AND COMMAND
When you invade enemy territory with more than one ship, you need a flagship. A flagship is a vessel with a flag bridge. One extra ship may be added for each flag bridge at that location. Defenders may have more than one ship without a flagship, but it restricts them (below).
In a battle that took place on no one’s territory, each ship must stay in the fight for at least two turns. Then they can retire (described in briefing 1). Attackers into enemy territory can retire at any time so long that they have a flagship. Defenders can retire after two turns if they have a flagship. Once the order to retire is given, it will continue, even if the flagship is destroyed.
When Flag bridges on invading ships are destroyed, that many invading ships must retire immediately.
E.) POINTS AND PRODUCTION
Each turn in the Purchasing Phase (Below), count up the number of points you have. Each Planet and asteroid field gives you points (above). Besides that, freighters in a planet system give extra points (below) up to the amount the planet usually gives, and spacestations double the efficiency of freighters (So you need fewer, not so they can go triple the normal point value of the system).
Space Stations must be built in order (COM, MB, BS, BATS, SB)
Commercial Platforms x2
Mobile Bases x3
Base Stations x1
Battlestations x2
Starbase x4
Free Trader +1
Prime trader +1
APT +1
Armed Cutter +0
Small Freighter +2
Large Freighter +3
Heavy Freighter+4
When you build a ship, you must pay its cost in points. Once built, the ship is placed at any of your planets. Any unspent points can be saved until next turn. When you build a Small Freighter, you may designate it as a repair ship. A repair ship gives no point bonus, but has some extra benefits (Below).
Some ships may only be built after a race has been at war for 3 turns. These ships are ones that have War, New, Neo, Medium, Battleship, or Heavy dreadnaught in their name.
When a ship is damaged, it cannot fight again until it is repaired. To repair a ship, pay half of its cost in points while it is in the same hex as a planet, base, or Small freighter (Designated as a repair ship).
F.) WHAT DOES A SHIP DO?
After ships move, they may scout the territory they entered, and/or battle any enemies there. If enemies are encountered, friendly ships within a one hex radius may arrive at the battle on turn 3 (Fast Warships and Light Dreadnaughts can arrive on turn 2).
G.) TURN SEQUENCE
1. Purchasing
2. Diplomacy
3. Movement
4. Research
5. Second Diplomacy phase
6. Battles
7. Rubbing in your victory against the person you defeated.
I'm running Gorn and Federation. the other player has Klingon and Lyran.
So far, nothing interesting has happened except an E4 meeting a Juggernaught. That will be resolved later.
Pinecone’s Campaign Rules
A.) STARTING THE GAME
Each empire starts with a 100 point planet, a ship up to 200 points (what’s left over from that gets carried to the next turn), a large freighter and a Starbase
B.) REASEARCH
Ships to research that move into a new hex roll a die (Multiple times) to see what they found. What is found in a system stays there until it is destroyed or moves. An enemy squadron or monster will move one hex in any direction (determined by die roll) after spending a turn in a hex. Here are the tables:
First Roll:
1 Occupied, Empty
2-3 empty
4 terrain
5 Derelict, may have terrain
6 Planet, May be occupied
To see whether terrain roll (Derelict only)
1 no terrain
2-6 terrain
To see whether Occupied roll (Planet only)
1-2 Occupied
3-6 Not Occupied
Occupied roll:
1 Monster
2 three ships up to 300 total points
3-6 single (up to) 100 point ship
Derelict Roll:
1-2 (up to) 100 point ship
3-4 (up to) 200 point ship
5 (up to) 250 point ship
6 Dead Monster
Monster/Dead Monster roll:
1 Deathprobe
2-3 Juggernaught
4 Planet killer
5 Old Space Dragon
6 Moray Eel
Ship/ Derelict Roll (2 dice):
2 Federation
3 Klingon
4 Kzinti
5 Tholian
6 Orion
7 Gorn
8 Romulan
9 Seletorian
10 Lyran
11 Hydran
12 roll 2nd ship/ Derelict roll
2nd Ship/ Derelict Roll:
1-2 WYN
3-4 LDR
5-6 Vudar
Terrain roll:
1-2 1 Point Asteroids
3-4 2 Point Asteroids
5 Wormhole (connects to next wormhole found)
6 Roll 2nd Terrain roll
2nd Terrain roll:
1-2 1 Point Asteroids
3-4 2 Point Asteroids
5-6 Black Hole (Ship(s) destroyed, system useless)
Planet roll:
1 10 Point Planet
2 25 Point Planet
3-4 50 Point Planet
5 75 Point Planet
6 Roll 2nd Planet roll
2nd Planet roll:
1 10 Point Planet
2 25 Point Planet
3-4 50 Point Planet
5-6 100 Point Planet
C) MOVEMENT AND GAINING TERRITORY
Ships can move 3 spaces on the master map in one turn. If they move into an enemy territory with more than one ship, they need a command ship (explained later). Fast ships and Light Dreadnaughts can move 4 spaces. All movement is written down (Hex by Hex) and then executed. If two opposing ships (or fleets) meet, they fight. If there is no enemy in a territory, or you destroy the enemy, you gain the territory.
If your territory is invaded, you may choose to execute the first hex, but then change the rest of your move (reflecting that you got the message of an invasion force).
Freighters can move only one hex each turn.
Stations can’t move at all.
D) BATTLING AND COMMAND
When you invade enemy territory with more than one ship, you need a flagship. A flagship is a vessel with a flag bridge. One extra ship may be added for each flag bridge at that location. Defenders may have more than one ship without a flagship, but it restricts them (below).
In a battle that took place on no one’s territory, each ship must stay in the fight for at least two turns. Then they can retire (described in briefing 1). Attackers into enemy territory can retire at any time so long that they have a flagship. Defenders can retire after two turns if they have a flagship. Once the order to retire is given, it will continue, even if the flagship is destroyed.
When Flag bridges on invading ships are destroyed, that many invading ships must retire immediately.
E.) POINTS AND PRODUCTION
Each turn in the Purchasing Phase (Below), count up the number of points you have. Each Planet and asteroid field gives you points (above). Besides that, freighters in a planet system give extra points (below) up to the amount the planet usually gives, and spacestations double the efficiency of freighters (So you need fewer, not so they can go triple the normal point value of the system).
Space Stations must be built in order (COM, MB, BS, BATS, SB)
Commercial Platforms x2
Mobile Bases x3
Base Stations x1
Battlestations x2
Starbase x4
Free Trader +1
Prime trader +1
APT +1
Armed Cutter +0
Small Freighter +2
Large Freighter +3
Heavy Freighter+4
When you build a ship, you must pay its cost in points. Once built, the ship is placed at any of your planets. Any unspent points can be saved until next turn. When you build a Small Freighter, you may designate it as a repair ship. A repair ship gives no point bonus, but has some extra benefits (Below).
Some ships may only be built after a race has been at war for 3 turns. These ships are ones that have War, New, Neo, Medium, Battleship, or Heavy dreadnaught in their name.
When a ship is damaged, it cannot fight again until it is repaired. To repair a ship, pay half of its cost in points while it is in the same hex as a planet, base, or Small freighter (Designated as a repair ship).
F.) WHAT DOES A SHIP DO?
After ships move, they may scout the territory they entered, and/or battle any enemies there. If enemies are encountered, friendly ships within a one hex radius may arrive at the battle on turn 3 (Fast Warships and Light Dreadnaughts can arrive on turn 2).
G.) TURN SEQUENCE
1. Purchasing
2. Diplomacy
3. Movement
4. Research
5. Second Diplomacy phase
6. Battles
7. Rubbing in your victory against the person you defeated.
I'm running Gorn and Federation. the other player has Klingon and Lyran.
So far, nothing interesting has happened except an E4 meeting a Juggernaught. That will be resolved later.