SFB the Farthest Star Campaign 2008 October
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SFB The Farthest Star Campaign Archive 2008 October -December By Glenn Hoepfner (Ikabar) on Wednesday, October 01, 2008 - 01:27 am: Edit Rich, I thank you for making me go back to my therapist. I had hoped I'd forgotten. By Sean O'Carroll (Terryoc) on Wednesday, October 01, 2008 - 02:06 am: Edit Glenn, what I was trying to say (which I should have made explicit) is that IF the death probe were to be used in future, then some of the changes given to the probe might help weaken it a bit, if that's considered desirable by the GM. By John Smith (Johnsmith) on Wednesday, October 01, 2008 - 03:04 am: Edit Sheap: I disagree. That level of firepower is equivalent to what 3 NCLs carry, or possibly even a bit better. Furthermore, it has NO power balance problems. It goes plasma speed and rearms all weapons (if I'm reading the description right). If you're talking about being able to move and arm that many weapons each turn, you're really talking more like 5 or so NCLs. Coupled with the fact that there's no degradation of combat ability until 600 points have damage have been recieved, I'd say that it'd take more like 1000+ BPV to be even. More if it was stationary or relied on spd 20 drones. Because flying around at spd 32 means that you can pretty much ignore spd20s, and not having shields means that you don't have to protect a down shield and are free to use that speed to it's fullest to avoid seeking weapons. Let me put it this way, which would you say is more powerful, a ship with 6 shields of 30 points each, or a ship with a single 180 point shield? Not to mention that a 2x2 board has at least 3x the running room of a 1x1 board. With that kind of regenration and speed, he can dance around as long as he wants and come back in to force a confrontation on the last turn or two before the stalemate clock ends. Now, if the origional scenario had automatated rules for the probe, then yes, it's probably balanced vs. 600 BPV. But a human behind the wheel will at least double the effectiveness of any monster. Re: stalemate and planetary damage, I believe it requires 50 points of damage on a planet to reset the clock. That'd require a fairly close-range pass to do in one turn. And after a certain amount of damage is scored (50 per side?), that won't reset the clock any more. Disclaimer: none of this is intended to criticize Dale (or anyone else) for sending the monster. In the absence of any direct experiance, I think it's perfectly reasonable to assume that a given scenario is balanced and could be used as such in a campaign. By Glenn Hoepfner (Ikabar) on Wednesday, October 01, 2008 - 10:04 am: Edit Sean, after re-reading your first post, I see your point. I apologize for assuming what I assumed. By Dale McKee (Brigman) on Wednesday, October 01, 2008 - 12:08 pm: Edit It has also been brought to my attention that the Death Probe scenario (as published) is fought on a 1x1 map. Our campaign uses a 2x2 map. This gives the beast a LOT more running room, which may be what "breaks" it in the game. Normally I prefer to handle these things behind the scenes. I believe that the hand of a good GM, like that of God, should be invisible. But, since it's all out in the open now, here's what I'm going to rule: Rich, you have a choice. A) The Death Probe happened. NCL crippled, BATS gone, 2x GBDP destroyed. The planet is NOT permanently destroyed BUT all its development IS. Therefore you will need to RE-develop the planet with freighters. B) The Death Probe didn't happen. Instead you get to deal with a Juggernaut. You and Jon (or whomever) will fly that battle and the results stand. In EITHER case, the Death Probe, at least until I "patch" it for the campaign, is gone and will be removed from my encounter tables. It's way down on a third-tier branch anyway, but if it's unbalanced on a 2x2 map, it shouldn't be available. By Peter Thoenen (Eol) on Wednesday, October 01, 2008 - 12:11 pm: Edit The main issue I seen was how fast firepower goes down. The Fed's can do about (off the cuff here) 250 points per two turns .. so 8 turns to kill the Death probe and 6 turns to cripple. Problem is attrition: T1: DP cripple Fed, DP 200 T2: DP kill Fed T3: DP crippled Fed, DP 150 (as fed dead) T4: DP kill Fed T5: repeat The Fed's have more FP but also have it reduce. Also not sure DP rules but shouldn't it have simply charged the planet shooting ships in range and then concentrated on the plan running away afterward? I don't have SM9 handy or CL37 but is the DP smart or dumb? By Peter Thoenen (Eol) on Wednesday, October 01, 2008 - 12:28 pm: Edit Also here is how you play this smartly: 1: Charge in kill base to stop repair ... play the 8 turns repair, 2 break stalemate. DP only loses v. fixed assets if they let the fixed assets keep repair capabilities. I do think though had the Fed's not had those bases and had that BPV is ships they would have taken this. I am also not a SFB master and reading Sheap's plan it might have been plausible. By John Trauger (Vorlonagent) on Wednesday, October 01, 2008 - 12:57 pm: Edit Another alternative is to put the probe under a requirement to engage. If not the fleet, engage the planet. Outside some pre-determined range, say 30, it must seek the planet like a seeking weapon. That limits the Probe to more or less a 30-hex radius around the planet and it is forced to close to get within that radius. By Ted Fay (Catwhoeatsphoto) on Wednesday, October 01, 2008 - 01:05 pm: Edit Turn 3 of Requiem completed. I hit with a bunch of QWTs (very long range weapons), though Tom blunted their effect by eliminating the splash from most of them. Phasers were lackluster - particuarly the ph-4's. The #1, 2, 5, 6 shields of the CA are roughly at 50% (a little more). PPDs stripped the left side shields off the DW(L). Combined with phasers and a lucky range-18 bolt from the CA, the DW(L) is now crippled with only about a half-strength #4 left. However, the DW(L) will be docking to something. I'm pretty sure it will be the LCD, though there's some question out there. That will keep Tom from shooting it again. Battle to continue with turn 4 sometime soon. By Glenn Hoepfner (Ikabar) on Wednesday, October 01, 2008 - 02:14 pm: Edit John, Peter, Modifications in a campaign don't work unless perfected. Dale's solution is best. The rules in S1 are quite clear as to how the probe works. If the death probe doesn't work well in this campaign, then it shall be removed, not modified. This is a bad time to playtest new rules. By John Trauger (Vorlonagent) on Wednesday, October 01, 2008 - 03:01 pm: Edit Glenn, I'm not trying to second-guess Dale or suggest that he change his ruling. All I'm suggesting is a way to fix the Probe for next time. By Michael C. Grafton (Mike_Grafton) on Wednesday, October 01, 2008 - 04:29 pm: Edit Means to balance the Death Probe could also REQUIRE the Death Probe to not fire at the planet until it is in "facility targeting range" (5 hexes) of the planet. Thus the darn probe has to come to the planet to avoid stalemate. Or giving the defender reinforcements every 6 turns or so. By Dale McKee (Brigman) on Wednesday, October 01, 2008 - 04:57 pm: Edit HIJINKS AROUND THE HYPERMASS In a system dominated by a black hole, a Peladine DD is confronted by an Orion CR, who attempts to drive the Peladine off and raid the system! PELEADINE FLEET: DD+. ORION FLEET: CR+ (3x PL-F; no cloak). Both sides WS-III, starting in the center of their opposite maps (about 50 hexes apart on the diagonal). Black Hole in the "true center" of the 2x2 map. Speed max. By Dale McKee (Brigman) on Wednesday, October 01, 2008 - 05:00 pm: Edit BATTLES ANNOUNCED: Intercept! Counting Coup at Colony-7 The Peladine Press On The Tortoise and the Hellcat Between a Rock and a Hard Place Cartman's Probe Hijinks Around the Hypermass BATTLES IN PROGRESS: Requiem for a Homeworld BATTLES COMPLETED: Ruin at Remus-3 No Sanctuary By Dale McKee (Brigman) on Wednesday, October 01, 2008 - 05:02 pm: Edit Obviously, I have decided not to end the campaign at this time. I do appreciate the support from several of you and am glad that you're enjoying the game that much. I am probably taking a few days off from the BBS and game in an effort to recharge my batteries, so replies to any questions may be slow in coming. I ask you all to remember: THIS IS A GAME. We play for fun. PLEASE do not get so spun up as to take things personally.