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Star Trek Campaign

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1 Star Trek Campaign on Tue Dec 17, 2013 9:13 am

Kieron

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How much interest is there for a Star Trek campaign?

I have the basics of a plan organised in my head, which includes planets, space stations and scenarios. It would also treat unique characters as...well...unique and so Picard wouldn't be everywhere (you paying attention Matt?).

It would operate something a bit like a Firestorm campaign for Flames of War, only quicker as the games are shorter.

Features like the Borg could be added as they appear in the game so the campaign should grow as our collections do.

Here's the map I'm thinking of:



This also wouldn't be limited to those who are already playing, if you like X-Wing, you'll like Attack Wing.

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2 Re: Star Trek Campaign on Tue Dec 17, 2013 8:32 pm

Ok, not that we've finished the previous firestorm campaign yet mind...

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3 Re: Star Trek Campaign on Tue Dec 17, 2013 8:45 pm

Kieron

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That is a point. But does it matter? We've only got five or six battles to go in FOW and we're not on a time limit.

Would you want to get the FOW one done first?

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4 Re: Star Trek Campaign on Tue Dec 17, 2013 9:10 pm

Nah, we can do two at once!

I do expect to be distracted by something else before we finish this though!

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5 Re: Star Trek Campaign on Tue Dec 17, 2013 11:50 pm

I'm good with that. Saves us having loads of games and nothing to show at the end. Although that clearly won't change for Matt...

Chuckling to myself at Kieron. Going from "not interested" to owning ships and a space station, organising a campaign, watching every episode of star trek, wearing plastic Spock ears and a starfleet uniform and Helen getting sick of him saying "make it so" all time...

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6 Re: Star Trek Campaign on Wed Dec 18, 2013 5:51 am

Kieron

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This how I am all the time. I try to avoid passing fads as I really get swept up in them.

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7 Re: Star Trek Campaign on Wed Dec 18, 2013 9:36 am

Passing fad?! Your betamax collection is second to none!

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8 Re: Star Trek Campaign on Fri Dec 20, 2013 3:43 am

I'd be up for this. How would it work exactly? Do I (as Klingons) indicate that I want to attack a particular Federation owned square on the map, then have a game with Matt (if he ever buys any Federation stuff) and the winner gets that square?

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9 Re: Star Trek Campaign on Fri Dec 20, 2013 4:57 am

Kieron

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I'm working on the details, but it's more that you arrange a game and then determine who's attacking who and where it happens before the game.

Main issue I have is how to ensure that Pete has options to play somebody other than Matt.

More to follow.

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10 Re: Star Trek Campaign on Fri Dec 20, 2013 7:56 am

There's always going to be issues like that if we use a proper federation map.

Make a map up!

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11 Re: Star Trek Campaign on Fri Dec 20, 2013 6:21 pm

Make something up about wormholes!

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12 Re: Star Trek Campaign on Fri Dec 20, 2013 7:49 pm

Kieron

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Was thinking that. Was also thinking that give it's space, you can technically attack anywhere, but it's easier to capture if you border it. That way Pete has more difficulty capturing new territory, but he is also more protected, so it balances out.

Also, ships would be unique in the campaign, but not necessarily destroyed if they're destroyed in game. Which means Picard can't be everywhere...

How many captains come in the starter? Is it just Picard and Riker?

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13 Re: Star Trek Campaign on Sat Dec 21, 2013 6:22 am

Yes, plus "federation captain".

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14 Re: Star Trek Campaign on Sat Dec 21, 2013 8:19 am

He's called Dave.

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15 Re: Star Trek Campaign on Mon Dec 23, 2013 3:55 am

Kieron

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Right, here we go...

Fleets are faction pure, no using cards from other factions unless there's an alliance in effect (more on that later). The only exceptions to this are the Bajorans, which can be used by the Federation (at the moment, that's one card - assuming Matt gets his hands on the Defiant). We'll worry about other factions as they appear.

At the beginning of the campaign, each faction controls their own area. This puts the Klingons at a disadvantage but that's kind of balanced by the fact that Wes has so many ships and captains available. You capture enemy sectors by winning battles against that player.

Basically, you decide to play a game against somebody, then roll for initiative. This a D6 roll where the die roll is added to the captain skill of one of your available captains. The captain that you use MUST be used in your fleet in the game. The winner of the initiative will be the attacker, the other player is the defender.

The attacker chooses where they will attack from into a neighbouring sector controlled by the defender. If the players do not share a border anywhere on the map, an attack can be made via the nebulas, clusters and expanses around the edge of the map. As moving through these areas is dangerous, a faction will only attack in this way if there's no other option.

Once the location is decided, the defender gets to choose the scenario. If the forces involved match any of the scenarios owned by either player, one of these May be chosen, otherwise a standard two-player battle is fought.

If the sector being attacked includes a space station, a space station as described in the Klingon 'Destroy the Space Station' mission may be added to the defender's fleet for free (although it will still need a captain and crew from the regular points total). If the territory includes notable planets or other features, then additional planets, wormholes and nebula may be added to the playing area as the defender sees fit.

The battle is fought according to the rules of the scenario. If the attacker wins, the sector is captured and added to the attacker's domain. If the defender wins, the attacker is repulsed.

Those are the basic rules. How unique characters are handled are explained next.

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16 Re: Star Trek Campaign on Mon Dec 23, 2013 4:43 am

Kieron

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Unique Ships and Characters

All unique ships and crew that are used in a fleet remain attached to that fleet until reassigned. The unique elements of a fleet need to be recorded and outlined to the campaign coordinator (i.e. me). If the defender won, the defender's fleet stays in the sector fought over and the attacker's fleet returns to where it attacked from. If the attacker won, the attacker's fleet stays in the sector fought over and the defender's fleet is moved to an adjacent territory. If there is no adjacent territory, the fleet is destroyed which may have dire consequences.

At the end of a battle which has included Unique Ships and Characters (Captains and Crew) you must determine whether they survived. Roll an attack dice for each ship, captain and crew that was destroyed on the battle (also roll for captains and crew discarded through enemy actions):
    - Critical = Destroyed, may not be used again in the campaign
    - Damage = Damaged/Injured, remains attached to the fleet, may not be used in the next battle
    - Battle Stations = Losing player treats this as damaged.

If a fleet is destroyed, roll for all ships and crew (whether they were destroyed or not). All damaged results (not including Battle Stations) are treated as Criticals.

Once deployed, unique ships and characters can only be used if their fleet attacks or is attacked. Any ship or crew cards not used the next time the fleet is engaged are reassigned back to Central Command and may be used anywhere in subsequent battles. Ships and crew that have not been deployed can be added to any existing or newly created fleet at any time. However, once deployed they are attached to that fleet until reassigned.

If no unique ships or crew are available for a battle, a fleet needs to created using non-unique ships and crew.

Basically, if you use all of your best stuff in one place, you weaken your ability to fight on other fronts. I hope that makes sense.



Last edited by Kieron on Mon Dec 23, 2013 8:50 am; edited 1 time in total

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17 Re: Star Trek Campaign on Mon Dec 23, 2013 4:53 am

Kieron

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Alliances

Two factions can declare an alliance at any time. This allows for players to use the other faction's ships and crew in their fleets, paying the standard 1 point cost for using non-aligned crew and upgrades on ships. This will lead to mixed fleets being created which is fine until it all goes tits up.

Any aggression between factions in alliance will cause the ending of the alliance. Any ships or crew that are part of an enemy fleet when an alliance ends must roll as if the fleet has been destroyed. Criticals indicate that the ship or crew has been captured. Captured cards can be traded back to their controlling player in exchange for territories or other captured cards. Alternatively, you could just choose to destroy them.

The Bajorans are in a permanent state of alliance with the Federation.

Should we get our hands on the Ferengi, they are available to everyone, as are Independants, but I'm thinking up some evil rules that allow these to betray you.

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18 Re: Star Trek Campaign on Mon Dec 23, 2013 4:55 am

Kieron

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Borg space and other areas can't be invaded until we have access to their ships.

That's it for now...

Does it make sense ?

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19 Re: Star Trek Campaign on Mon Dec 23, 2013 7:41 am

What about the Rebel Allliance?!

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20 Re: Star Trek Campaign on Mon Dec 23, 2013 7:46 am

Kieron

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I'm ignoring you.

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21 Re: Star Trek Campaign on Mon Dec 23, 2013 7:52 am

Replying to me isn't ignoring me!

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22 Re: Star Trek Campaign on Mon Dec 23, 2013 8:04 am

Kieron

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So...Matt, Wes...what do you think?

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23 Re: Star Trek Campaign on Mon Dec 23, 2013 8:17 am

I like it! Is there a map?

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24 Re: Star Trek Campaign on Mon Dec 23, 2013 8:38 am

I think it makes sense, although the second sentence in the post about unique stuff seems to be incomplete.

Sounds good though, presumably we need a map with territories marked.

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25 Re: Star Trek Campaign on Mon Dec 23, 2013 8:47 am

Kieron

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That'll be the map on the first post. The territories are square sectors. I'll put a marker in sectors when they're captured.

And I've fixed that sentence, don't know what happened there.

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