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Subject: Klingon Raiders campaign rss

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Tim DeForest
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A friend and I have come up with an idea for a campaign, though we haven't figured out all the details yet.

It involves three Klingon F5 frigates launching a raid into a lightly guarded area of Federation space.

The campaign will involve four successive battles. Because the Klingons are behind enemy lines, they may make field repairs between battles, but may not replace crew, shuttles & drones. They may transfer crew, shuttles & drones between ships.

The idea behind the campaign is that any one individual battle is slanted toward the Klingons winning, but that they gradually run out of resources and perhaps can't repair all damage.

Federation ships may not self-destruct nor run away via emergency warp.

BATTLE #1: The Klingons attack a light cruiser that is guarding the Federation border.

BATTLE #2: The Klingons attack a convoy of four large freighters. (They must assign prize crews to captured freighters.) After the first move, roll two dice. That's how many turns before a Federation destroyer arrives in response to a distress call.

BATTLE #3: The Klingons attack a Tug pulling two cargo pods. (Once again, they must leave a prize crew if they capture the tug.) After the first move, roll one die. That's how many turns before a Federation destroyer arrives in response to a distress call.


BATTLE #4: A Federation Heavy Cruiser arrives to track down the Klingons, attacking them in a asteroid field. (Or near a black hole or some other feature to make the fight more interesting.)

We haven't figured out victory conditions yet and its a safe bet we still need to change things around to make it a good campaign, but this is the general idea.




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Scott Johnson
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Castle Rock
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Friends made similar mini-campaigns and extended raiding missions.

One involved planning sector defenses and convoys on strategic map sections. The Fed player had three colonies (or industrialized population centers) with trade routes in straight lines between the three and he had to keep all three supplying each other with freighter convoys. Another hex had a base. The top long edge of the map was the Klingon-Federation neutral zone. The Fed player had a number of freighters, frigates, destroyers, and one cruiser to escort the convoys and patrol the area. The Klingon player had a bunch of frigates and two destroyers to raid the Fed area with.

Both players had a bunch of numbered tokens representing task forces and they each keep a secret record what each task force on the map is comprised of. One or more freighters, frigates, destroyers, and/or the cruiser. Three tokens were dummies and could contain no ships.

Strategic movement: each ship can move a number of hexes during a strategic movement phase, or stay put in a hex.
- Freighters can move 1 or 2 hexes per phase,
- Frigates can move 1 to 4 hexes per phase,
- Destroyers can move 1 to 6 hexes per phase,
- Cruisers can move 1 to 8 hexes per phase.
The players place number tokens on their task force counters to show their speed (dummies can go up to speed 3).
The players move of all their task forces, limited by their speed, using simultaneous movement, using an 8-impulse turn movement track.

When enemy task forces occupy the same hex, they are spotted, their composition is revealed (what ships are in that task force, if any), and a battle may be fought in the normal SFB/FC way.
- Any enemy ship that comes within 3 hexes of the base is spotted.
- Any enemy ship that comes within 1 hex of a colony is spotted.
There also were rules for scouts that could see into their adjacent hexes.

The Klingon had to destroy or capture Fed freighters for points, destroying Fed warships, destroying and looting the Fed base (difficult to do), but lost points for damaged and destroyed ships in their own fleet. There was also a secret pirate base in the Federation territory that the Klingon could take captured frieghters to receive repairs.
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Sean Conroy
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Winchester
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A sound campaign. Sounds like all you need are the victory conditions. Perhaps a starting point value (say 500-1000) for the convoy player and subtract points for captured/destroyed convoy ships and a set ammount for each "ring" the raiders advance too. If it's negative, the raiders win or some variation of # of points = level of victory, tactical, decisive, etc.
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