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Federation Commander: Klingon Border» Forums » Sessions

Subject: Death of the Star Cougar rss

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Matthew Unruh
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APO
US Armed Forces - Europe
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A friend and I attempted to play Death of the Star Cougar last night. Unfortuanetly, the turns took longer than expected and we only completed 2 turns. We played in fleet scale. My friend Eric choose to run the Fed DNL and I got the Klingon convoy. Turn 1, he choose to plot speed 16. My FT, APT, and pair of E4s plotted speed 24 and swung around to intercept the DNL while the rest of the convoy went speed 16 to try and stay together. Fire was exchanged at impulse 6. He was able to all but gut one E4 (it could generate 3 power and had one disruptor able to fire). I rolled bad and only managed to dent his shields. He saved his drones to use ADDs on the 3 drones I launched at him, which was successful. Turn 2, he plotted 16 again while I plotted 8 for my escorts and the T6 and D5H. The rest of the convoy went speed 16. I split the freighters into two groups going in separate directions to force him to choose where to go. I then took the Tug and LTT and tried to use them to slow down the DNL. On impulse two we fired. I rolled badly again and each of my ships got a single burn-through, both knocking out a lab. He did 7 internals to the D6. During the other function phase, he dropped his #1 shield and beamed two boarding parties into the T6. I responded by launching a drone and a 6 point Suicide Shuttle. During the next impulse the DNL and T6 were in the same hex. The DNL managed to take out both the SS and drone, so no damage done. He then proceded to tractor the T6 and drag it with him while he chased the north freighters, going speed 8+1 to keep up with them. The cargo ships began going 16+1 in response. At the end of the turn, I was able to kill off one of his boarding parties. At this point, we called the game.
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Joseph Chasse
United States
Charlottesville
Virginia
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Ok never played federation commander before but...
THAT WAS EPIC!
Man your session report was, dare I say it, better than Wrath of Kahn.
This game is sooooo going on my must have list.
Thanx for making my morning, going to be making red alert and pew pew sounds all day now.
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Ned Leffingwell
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Ames
Iowa
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How long did it take to play (if you don't mind em asking)?
 
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Matthew Unruh
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Hmmm. We started playing about 6 pm, and we called it quits between 10 and 11 pm. The game took so long as this was my opponenets second game, and he hadn't played in 6 months, at least. I also had to run about 13 ships or so, which also slowed things up a lot.
 
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Scott Johnson
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Castle Rock
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(0A) ROBOT FREIGHTERS
These rules are an abstraction designed to allow players to handle large convoys (perhaps during a raid or other convoy battle) without actually using ship cards for each freighter. Much detail is lost, but the overall effect is (more or less) the same. The general idea is to record freighters as just a total amount of damage, rather than as specific damage boxes. (Shield and internal damage has to be tracked separately due to the need to board the freighters.)

(0A1) FREIGHTER TYPES
There are small, large, and heavy freighters, and in both Fleet and Squadron scale. Each freighter has a number of “data points” including shield strength (a single 360° shield that can be damaged from any direction), internal damage (more damage slows the freighter), and boarding parties
(which are purely defensive and cannot be used to board other ships).

(0A1a) WEAPONS
Freighter Type - Fleet Scale - Squadron Scale
Small Freighter - Phaser-3-360° - Phaser-3-360°
Large Freighter - Phaser-3-360° - Phaser-2-360°
Heavy Freighter - Phaser-2-360° - 2xPhaser-3-360°

(0A1b) SHIELDS
Freighter Type - Fleet Scale - Squadron Scale
Small Freighter - 3 Boxes - 6 Boxes
Large Freighter - 6 Boxes - 12 Boxes
Heavy Freighter - 12 Boxes - 24 Boxes

(0A1c) BOARDING PARTIES
All robot freighters have defensive boarding parties able to resist enemy boarding attempts. The number is as follows:
Freighter Type - Fleet Scale - Squadron Scale
Small Freighter - One - Two
Large Freighter - Two - Four
Heavy Freighter - Four - Eight

(0A1d) INTERNAL DAMAGE
Freighter Type - Fleet Scale - Squadron Scale
Small Freighter - 20 Boxes - 40 Boxes
Large Freighter - 40 Boxes - 80 Boxes
Heavy Freighter - 80 Boxes - 160 Boxes

(0A1e) SPEED
All robot freighters have a base speed of 16, but are slowed to a baseline speed of 8 at the start of the turn after they take half of their internal damage.

(0A2) ROBOT FREIGHTER OPERATIONS

(0A2a) MOVEMENT
Robot freighters will stay in formation and continue to move at their assigned Baseline Speed in the direction designated by the scenario. They will not turn unless the scenario rules designate them to do so at some point.

(0A2b) WEAPONS
Robot freighters will fire their weapons in defensive mode at any impacted seeking weapon at the earliest opportunity each turn. Robot freighters do not allocate power for their weapons, but can fire each of their phasers only once per turn. The phaser is disabled at the instant that the freighter has taken one-half or more of its internal damage.

(0A2c) DAMAGE
Record the total damage on each freighter, regardless of the direction it is scored from or the method of scoring it.

(0A2d) OTHER
Robot freighters will not operate labs, shuttles, transporters, repairs, or tractor beams. All they do is move and fire their phasers.

(0A2e) CAPTURE
A robot freighter is captured after enemy boarding parties arrive on board and defeat (5F2) the assigned defensive boarding parties. Friendly ships may send additional boarding parties to a robot freighter to help protect it. Rival enemies may both send boarding parties to a single target freighter (5F2d).

(0A2f) DESTRUCTION
A robot freighter is destroyed at the instant that it receives a total amount of damage equal to the shield and internal damage points listed above.
 
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Scott Johnson
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Castle Rock
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As a house rule, my gaming friends and I played freighters as shuttles. They move at their speed (speed 8), fire their 360-degree phaser-2, have a 10-point 360-degree shield, and 60 hit points. After losing 30+ hit points, the freighter's phaser is destroyed and it moves at half its speed (speed 4). If the robot freighter does not fire its phaser that turn, it may repair one damaged shield box. The robot freighter has 2 robot defense parties that enemy boarding parties must defeat in order to capture the freighter.

Federation Commander First Missions Robot Freighter Convoy:
http://www.starfleetgames.com/federation/Commanders%20Circle...

In the SFB Cadet Training Manual, the following rules are used for robot freighters:
1. Each freighter’s shields will be considered to be down after five damage points are scored on that freighter from any direction or combination of directions; after that point, all damage is considered to be internal damage. (This is an abstraction of the normal freighter shield rules. After playing this scenario, INSTANT REPLAY will provide an alternative system.)

2. Each freighter is armed with a phaser-2 that can fire in any direction. The weapon will cease to function immediately when the freighter has received five points of internal damage.

3. Each freighter will move at a speed of four hexes per turn. After receiving 10 points of internal damage, the speed is reduced to three hexes per turn. After receiving 15 points of internal damage, the speed is reduced to two hexes per turn. These speed reductions take effect at the start of the next turn after that damage is scored.

4. After receiving 20 points of internal damage, the freighter is destroyed. Damage on each freighter is resolved and recorded separately. Note that a total of 25 damage points is required to destroy a freighter, 5 for the shields and 20 for the ship itself.
 
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