Sunday, September 23, 2012

Power Projection: Fleet Action at Dushaam


The Friday Night Pals met to play a session of the Traveller/Full Thrust hybrid, Power Projection: Fleet. Set in the Sol Sector, during the 3rd Interstellar War between the Terran Confederation and the 1st Imperium, the scenario saw an Imperial fleet sent to bombard a ConFed facility on the contested planet Dushaam.  Two ConFed cruiser squadrons were tasked with preventing this and also to drive the Vilani fleet from the system. Rob C. and DJ were tasked to play the earthlings, while Kenzie and myself played the Imps.


The scenario was generated using the PP:F Scenario Generator. 
Fleet elements were pointed at about 200 points per side – the Terrans having a slight advantage, which seemed fair, considering that the Imperials had been savaging them in previous games.

To design ships in PP, I use the MegaTraveller design sequences. Once the ship is run through the sequence, it is then converted to Power Projection.  All of the ships, except the Terran Light Cruisers, were based on units from the GDW board game “Imperium”, converted to MegTrav, then converted to Power Projection.

The Terran light cruisers were based on a GURPs Interstellar Wars design (thus were missile-heavy and defenses light), and were then adjusted to fit into the MegTrav design sequence.

The two Terran squadrons each consisted of a single 9,000 dton cruiser, with two 5,000 dton light cruisers in support.

The Imperials had two dedicated squadrons; a squadron of three 9,900 dton cruisers, and a squadron of two 12,200 dton dreadnoughts.

The Imperium enjoyed a Tech Level advantage of TL11 to the Terran TL10.  At these tech levels, there are no nuclear dampers nor meson guns. The primary weapons are the 100-ton nuclear missile bay for thumpage and the 100-ton particle accelerator bay for “detailed work”. Spinal mounts, of which none were represented, are all particle accelerators.

The Game:

Turn 1 saw the Imperials enter at speed 4.  They were slowed down by their dreadnoughts, which have Maneuvre 2 drives (hurrah for TL 11).  The Terrans accelerated from speed 8 to speed 12(!).  Nukes were launched.

Turn 2: Began with a mis-communication amongst the Imperials, who pivoted in two opposing directions. Chalk it up to myself and Kenzie not having played much on the same side before. 

Turn 3: The Imperial cruisers attempted a breakthrough, accelerating to speeds 11 and 12. The lead cruiser was going to make a feigned run for the planet, while the trailing cruisers pivoted 180° to lend support to the distressed dreadnoughts.

The lead Imperial cruiser took a moderate thumping from missiles, and lost her fuel tanks (four sixes on the systems check).  She would be carried from the fighting by momentum.

DJ's ConFed squadron passed through the Imperial battleline, got on the other side of the DNs, and pivoted 180° to catch them a close range.

Turn 4: The Imperial cruiser with the shattered fuel tanks fired high-intensity missile vollies as it hurtled away.  DJ's cruisers were trading close-range shots with the Imperial DNs.  Two Terran CLs blew up, and then the unthinkable - an Imperial DN heeled over and exploded.

Rob's Terran squadron had been supporting DJ's, and had been bumped and bruised, but was still fightable.  DJ's remaining cruiser was down to the last hit row. The surviing Imperial DN was down to the last hit BOX.

We called a marginal Terran victory, though we should have diced for initiative, for although the Imperial cruisers could have defeated Rob's remaining squadron, the DN firing would have finished off DJ's cruiser.  At the end of the day, the Imperials would probably not have had sufficient missile power to complete the bombardment.

 

New House Adjustments to the rules

Initiative defaults to an IGOUGO system.
When a side wins initiative, a single ship resolves fire and damage. Then the other side resolves a single ship’s fire and damage. This includes System Checks. Rinse and repeat. This prevents an entire squadron from getting wiped out by massed fire, at the expense of slowing down play a bit.  A chit is put down to show ships have fired for the turn.

Point Defense Fire against missiles affects an entire “attack”, not a single missile.  An attack is defined as a volley against a ship by another ship - hence, a single stick of 8 nuclear missiles have their attacks degraded by a single laser battery operating in point defense.  Note that if a single ship is firing two types of missiles, that is two “sticks” and the defender will need two PD laser batteries to affect both.  This is also in line with High Guard's mechanics, and allows some tactical flexibility in missile load-outs on the part of the aggressor.

This last also speeds up play a bit, as all the modifiers affect all the missiles in a stick, making throwing a handful of  eight-or-so dice at a time possible.

Post Game Thoughts:

Communications is Key.
The botched pivot on turn 2 was a key factor in the disappointing Imperial showing. The idea was to concentrate on DJ's squadron, cripple it, and then continue advancing the cruiser elements on the planet.  My cruisers became detached from Kenzie’s DNs, and I was unable to lend him much-needed fire support –the result was the loss of two Dreadnoughts. My captain can look forward to leading a vanguard Forlorn Hope in the next big fleet action, you can rely on it.

The Terrans cannot Stand Off.
Terran Confederation ships tend to be lighter and faster than their Imperial counterparts, and must use their speed to offset Imperial firepower. This isn't easy in a vector-movement system.

In the previous playtest, the Terrans hung back and were being wiped out by the end of turn 2.  In addition to correcting some pointing errors on my part, I sent DJ over to the ConFed side for the replay, knowing he would off-set some of Rob's inherent caution. Pairing Rob (who sticks to the plan) with an aggressive player (who attacks to defend) made for a good showing on the Terran ConFed's part. 

Well done, lads. Ω

Saturday, August 25, 2012

Viliani Imperial Reconaissance Troop

Recce/recon units simply fascinate me.  I'm not sure if it's the mission (get out there and be shot at) or the fragile nature of the units.  I do know that, given a choice, I'll happily take the reconnaissance group in a wargame.



Which brings me to my Imperial Recce troop - poor buggers. In my Traveller universe, the First Imperium is stingy as far as vehicles go.  Infantry is the poor relation - 12,000 worlds yields a lot of blaster-fodder, but tanks cost money; to build and to transport.

Still needs a gunner...

So, for efficiency's sake, most Imperial vehicles do the work of two - either transporting two squads/sections or performing double functions.

The recon troops also act as artillery spotters.  Since they're attached to the artillery, they can also carry the company mortars, which means they are responsible for placing them, with crew, as well as recovering them. And they get to look for the enemy.

Difficult to do well?  Of course, but that's life in the Gisadia Ziru Sirka.

Some readers might remember these from a previous post - except that now I've added dedicated drivers and carried troops. Miniatures are GZG Japanese Corporates, the drivers are a conversion (since there's no telling when Jon T. will get back to this particular line) with the head and shoulders of the Japanese troops atop GZG generic vehicle drivers.  The hover-vans are old Force XXI 15mm  - the Vilani like big vehicles.  Force XXI hasn't come back into production, sadly.

I love the Force XXI aesthetic, and greatly miss not being able to add to my Force XXI collection. I do wish these would come back into production...Ω


Thursday, August 16, 2012

Ravenstar Grav Tank - The Aslan are Coming...

Late last month, Chris at Ravenstar Studios posted a picture of his new 15mm LandCore Mercury Fast Attack Grav Tank on The Miniatures Page.  Some of the posters who replied didn't much like it, citing not enough guns and disliking it's smooth, teardrop, fluted design.

I think it's marvelous!

Shown with RAFM Aslan and GZG New Anglian Confederation for size comparison.

For years, I've been looking for something to use as an Aslan AFV, and this fits the bill, nicely. It's a pity that when it comes to "alien" designs there is such a dearth of available miniatures out there. Chris seems intent on correcting this.

Casting is nice and clean, with no bubbles in the resin. The model comes in four parts - hull, turret, main gun and a small aft propulsion panel. All are in resin, so the main gun is a bit fragile and prone to breaking.  Concerned buyers might like to recommend to Chris that this last piece might be better cast in white metal.

Shown on a 1" grid

Size - the brute is enormous. The turret hatch, with modification, would easily accept a 25mm mini. It will serve as a main battle tank in 15mm and as a light fire support sled in 25mm.  While I was really looking for something in a support sled size, I will happily amend my upcoming scenario to accommodate a larger MBT.

It's just that awesome.

Show with GZG V15-20A for size comparison.

There is only a single main gun - which suits me fine. In Traveller, energy weapons are often of the "Rapid Pulse" variety, and if memory serves correctly, in a Striker II game, this tank's main gun would be able to engage between two to five targets in a turn.  For close in support, there are four small hemispheres that will work as point defense and sensors.

It took Ravenstar about two weeks to send the mini, which is fine in my book. There was an extra mini added to the order - looks like an enclosed air/raft.  Of that, more later.

To order from Ravenstar - visit his blog.

Rumour has it that Chris is preparing to release an APC model - I am hopeful that it will compliment this nicely...Ω




Monday, July 30, 2012

Star Wars - Destiny on Dantooine

The Rebel Positions and Blockhouse
This was a scenario I created using StarGrunt II for GZG-ECC back in 2006, so it's a bit old.  It's based on the premise that Princess Leia was gambling when she disclosed the location of the Rebel Base to Governor Tarkin; "They're on Dantooine."

Later dialogue reveals that Imperial scout ships had reached Dantooine, had found the remains of a rebel base, but estimated it had been deserted for some time. What if the Empire had units closer to Dantooine? What if the Empire had moved a bit faster? Perhaps they might have caught the rebels on Dantooine as they did on Hoth....

Warning - some of the piccies are a trifle blurry. Chalk it up to adrenaline.

The SitRep: An Imperial light scout force has arrived at Dantooine while the rebels are preparing to evacuate the planet. Because it is a light force, only four squads of Stormtrooper, a half-lance of Scout troopers, and a pair of AT-STs are all the Empire has to capture the rebel base.
Rebel Positions

The rebels are defending with four half squads of Dantooine Commandos ("Defending Dantooine from the Empire since 8:00 AM") with two Atgar P-Towers and two anti-infantry Dish TV guns.

 Regretably, I can't tell you how the scenario ended - both sides seemed to enjoy themselves, and there was opportunity aplenty for each side to put the wack down on some minis.  As per usual for a Star Wars game, I have a time limit on the Imperial victory objective, the rebels having only to avoid defeat and live to fight in another sequel.

 Miniatures are predominantly old 25mm West End Games Star Wars line, with Grendel Gun Towers, supplemented by some converted WotC Dish Guns. Scout Walkers are from the Galoob Action Fleet line. The larger walker is an old I-Core/Void Tiger APC.
















Perhaps I will run this again at Fall In! or Cold Wars...the nice thing about running Star Wars games at conventions is you don't often get the die-hard serious gamers who throw their dice (or minis!) when their Imperial Garde fails to rout some Dutch-Belgian militia (not that I've ever had that happen...- Ω -

Saturday, July 28, 2012

AT-ATiger

Ground Zero Con ECC 2006

This picture is in response to a discussion on The Miniatures Page concerning the useability of the old I*Core Void Tiger APC in the Star Wars mileau...res ipse loquitur...but now I've found some old pictures to share.

More anon...

Mary Tamm Dies

It's been a terrible year or so for Classic Doctor Who fans - Mary Tamm has gone.

She was the lovely, cool, droll Time Lady Romanadvoratralunda who was teamed with Tom Baker for the 1978-79 season of Doctor Who.

She was only 62, and had been battling cancer.


Wednesday, July 18, 2012

Vilani Numbers

Collins on TMP made a wise observation - in miniature modeling, having the numbers for a military unit, especially an alien one, is often more important than having the script (only I will be regretting these words when I finish up my Aslan AFVs...)

A few years ago, I was working on a 1st Imperium army, and needed Vilani numbers.  At the time, there were no images, so I cribbed the numbers from Traveller Adventure 1 - Annic Nova and planned to use them for decals on my Imperial Armour.



The Annic Nova is a ship of non-standard, alien design that the players of Adventure 1 are sent to investigate. One of the discoveries is that the name "Annic Nova" stenciled on the strange nacelles is actually a serial number, in the style of that pictured above.

Looking at the Vilani Font, one will immediately see a similarity, suggesting that these numbers, if not Vilani, are at least Vilani-inspired.

(NB: I can't tell you what I wrote there - it was four years ago.  There's a very good chance it is in Bilandish, or it might be a reminder to drink your Ovaltine...)

Traveller pedants insist that the two *cannot* be related, as the Vilani, as core members of the Third Imperium, would hardly be unknown to player characters.  Others counter that a similar reaction might be had if your average salvage driver saw the Greek alphabet.  I think that the Vilani came later in the minds of the Traveller creators, and they adopted a neat numeric style to fit them.


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