Wildfire67, unfortunately, does not own Fighter Ops, (which has the 4PW scenario), so I'm relaying to him the scenario rules over that chat in bite sized pieces. We managed to complete Hydran and Kzinti Fall turn #1 with not too many errors. That isn't to say there weren't any.
T1 Fall Y157-Alliance
Mistake #1: I didn't read the entire scenario set-up and missed the part where Spring Y157 happens and all builds are produced, but no race moves. So it ended up with Wildfire, playing the Hydrans and Kzinti reciving the spring builds (which include a DNE in each), and yours truly as the Lyrans and Klingons not recieving them. When this was discovered, we decided to continue on as it'd take too long to reset.
So Wildfire buys his Spring T1 builds, including the DNE (Templar?), we work out the costs of all his hybrid ships (pretty complex looking at first glance, but is pretty simple once you understand what costs what.)
Wildfire has Gold,2nd, OLD COL Fleet, and most of Home Fleet, including the newly built DNE and company.
He uses operational movement to move a sizable force up to the lyran border and attacks the BATS and ships in hex 0413. due to the Lyran civil war damage rule, I had a damaged CL I had to retreat out. So that left Me with a BATs gaurded by a CA, CL 2 DD, and 2FF to his TEM, RN, 2 LN, 2 HN 3 CR and 2 CU with 16 ftr factors all together.
Mistake #2 neither of us set up Reverse fleets as we had overlooked Spring T1 and it had a decided effect on the resulting Battle Hex.
He offers approach battle which I decline and we set up our forces. We had decided to use S.I.D.S. to learn how to use it. A mutal friend who had much more F&E experience had popped into Vassal and corrected us in few things like how S.I.D.s actually work. I had misread the rule and thought one had to actually use the 2-1 directed damage rule, instead of the it just counting as that player's one directed damage attack for that round. The battle lasted 6 rounds and he managed to chase of my CA (the rest where dead) by R4 and destroyed the BATs. It was then pointed out that Wildfire's Scout had to be in the attacking force to offset my base's EW.
Mistake #3 Scouts and EW 'aren't' optional.
Afterwards, Wildfire uses Retrograde movement to move his remaining ships to the BATs on 0515 and repairs a few. Nick (our friend) explains the finer points of Strategic move and use of the RESV counters. Wildfire sets up the Kzinti builds and econ, then ends his turn.
T1 Fall Y157-Colalition
As I'd previously stated, I goofed on few things and was going to pay for them initially. The lack of a DNE from spring T1 and the rest is going to sting. A sizable portion of the Enemy's Blood was destroyed or crippled, but fortunately, Wildfire have moved his entire attack fleet back from the last turn, so I had a bit of breathing room.
I'm at a peacetime economy, so I don't get my full amount of EPs this turn, so I just build my fall schedule.
Mistake #4 Tugs 'really' want to keep busy.
We'd overlooked tug missions that last turn, but as I was down 1/3 a fleet and and a BATs, I couldn't do so this time. So I order my tugs on their missions with EB's tug to set up a Mobile base in the now vacated 0413, The others, I set upon missions which wouldn't do anything worthwhile this turn.
I then shifted forces from Home and used the new builds down to 0413 to provide cover for them tug while it setup the MB. I also started shifting forces from Far Stars East towards the Kzinti border with a few heading south in prep to be a reserve.
About that time, Wildfire had to leave so we saved the game and will pick it up at a later time. I'm still doing movement, so it'l bee interesting as to what'll happen next.
We both learned a lot about the game in that first turn. We expect that the game will run smoother, (if not faster
To be continued.....