Help support TMP


"Full Thrust AAR- Coloinal Fleet vs the Federation" Topic


21 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please be courteous toward your fellow TMP members.

For more information, see the TMP FAQ.


Back to the SF Battle Reports Message Board

Back to the Spaceship Gaming Message Board


Areas of Interest

Science Fiction

Featured Hobby News Article


Featured Link


Featured Showcase Article

The Sentry Flies Again

Personal logo Editor in Chief Bill The Editor of TMP Fezian keeps a convention promise.


Featured Workbench Article

Adam Paints Hasslefree's Ray

Adam gets to paint a cool figure, and then paint his dead counterpart.


Featured Profile Article

ISIS in the Year 2066

What if you want to game something too controversial or distasteful to put on the tabletop?


Current Poll


3,086 hits since 8 Sep 2014
©1994-2024 Bill Armintrout
Comments or corrections?

jimklein196608 Sep 2014 5:14 p.m. PST

Star Fleet vs The Colonial Fleet
For this game we decided to play the Secret Mission scenario from the Skunkworks Full Thrust Scenario Pack.
link

What's unique about this scenario is each player rolls secretly for a mission and then chooses their fleet.
My Colonial opponent rolled the convoy mission and had to protect 4 freighters. I rolled Holding Action meaning I had to keep at least one ship alive until turn 9.

The Federation Fleet

picture


The Colonial Fleet

picture

The big ship in the center of the colonial fleet is a 120 mass missile ship that can launch 4 salvos per turn and has enough ammunition for three turns. The rest of the fleet was mostly Caracol cruisers mounting K-Guns of various types so my shields would be pretty useless.


Set up was pretty straight forward

picture

Turn 1
The colonial player decided to keep his cruisers and freighters together and set up his missile ship on his far left. My guess was he wanted my fire divided or was going to try and slip in behind.

picture

picture

I chose to keep a very tight formation so each ship could provide point defense coverage for the others.


The federation ships mounted pulse torpedoes and Phasers. Phasers are dual purpose weapons and can be used in the PDS role if necessary. The down side is if they are used as PDS they cannot fire on a ship during the same turn.

picture


Right off the bat the colonial missile ship launched a full spread of missiles. Three salvos locked onto my heavy cruiser and one locked onto the heavy destroyer. Every single phaser and PDS in the fleet was focused on this threat. They managed to shoot down all but one missile. I realized if I had to do this every turn my offensive firepower was going to whittled down to almost nothing.

picture

picture

The torpedoes on the cruiser and destroyer fired on one of the Caracol cruisers causing minor damage.

Turn 2

picture

I poured on the speed trying to close as quickly as possible and maybe mess up his missiles firing solutions.

picture


picture


Unfortunately he guessed where I would be with pretty good accuracy. Three of his salvos locked onto the destroyer with the fourth being just out of range. Again I had to target every phaser and PDS I had in the fleet just to keep the destroyer alive and it still wasn't enough.

picture

The damage was considerable but luckily the ship was still very much in the fight.

picture

All of my ships fired their torpedoes at the Caracol they had damaged before and completely destroyed it. The colonial return fire was more accurate than I would have wished and unfortunately all targeted on the heavy cruiser.

picture

A threshold check was caused resulting in one torpedo knocked out as well as one shield generator and a fire control.
All repair attempts on the damaged systems failed. There is never a Scottish engineer around when you need one!

Turn 3

picture

The colonial missile cruiser continued to slowly close. With only one salvo left now he wanted to make the shot count. I accelerated the fleet again and so did he. Both fleets ended up practically on top of each other and I had over shot his missile salvos a little but not enough. All the salvos locked onto the Battle frigate at the rear of the formation.

picture

I fired every PDS and phaser that would bear but to no avail. The ship was completely obliterated. In retrospect I shouldn't have tried to save it and saved the phasers for offensive use.

picture

Both fleets exchanged fire. My heavy cruiser took the brunt of the damage but only lost one PDS. Not a big deal now that the colonials were out of missiles. I put most of my fire power into the freighters including putting ‘Red Shirts' on board one of the freighters.

Turn 4

picture

Both fleets picked up speed and flew past each other.


picture

With the moon in the way I had only one good target, the trailing freighter.

picture

The freighter was destroyed though just barley. The Red Shirts on the other freighter (the red disc on the models base) continued to fight their way to the ships bridge.

Turn 5

picture

The fleets turned into each other trying to get the best angles on their opponents. The Colonial freighters poured on the speed to get clear of the battle zone.

picture

The only good target I had was the caracol in from of me. As luck would have it most of his weapons missed.

picture

Unfortunately the now depleted missile cruiser didn't miss. The ships secondary weapons are 4 class 1 K-guns that normally wouldn't be much of a threat. However with the amount of damage my heavy cruiser had taken, and the colonial player doubling two of his guns, my cruiser was torn apart.

The game was supposed to go for one more turn but there was no way the Federation ships were going to catch and destroy the freighters in one turn, especially not with the damage on the destroyer. The result was a clear Colonial victory!

All in all this was a great and somewhat nerve wracking game. His continued missle barrages, while not particularly damaging, kept my fleet on a totally defensive stance for half the game. As a result I never could bring my fire power to bear.

Any and all comments welcome!

harbaugh8708 Sep 2014 5:19 p.m. PST

Love it!

Redroom08 Sep 2014 5:22 p.m. PST

nicely painted fleets

jimklein196608 Sep 2014 8:19 p.m. PST

Thanks. :)

billclo09 Sep 2014 3:08 a.m. PST

Aha ha, someone else has some of those rare Starline 2500 Large Freighter miniatures! :)

Good AAR. Hmm… maybe bring along a dedicated escort vessel next time you are facing Colonials? ;)

Gaz004509 Sep 2014 4:26 a.m. PST

Great AAR…..love the different tech doctrine between the fleets….Scottish engineers are hard to find……!

billclo09 Sep 2014 5:50 a.m. PST

Not really. All you have to do is have some Saurian Brandy or Romulan Ale (illegal you know) on board, and let the word get around the pool of available Engineers. The Scots will ensure they get assigned to your ship somehow. ;)

TheBeast Supporting Member of TMP09 Sep 2014 6:06 a.m. PST

I've always found the secret objectives fiendishly interesting; not that I tend to have a clue. Even if I DO know what the various points indicate.

I think I prefer using printed cards, though. And, comparative points was a hallmark of Michael Brown's system, based on GDW's Brilliant Lances, inspired by Ariel's Seastrike. Many others have done it, though seldom as neat and cleanly.

Messer Brown had Small, Medium, and Large points for each mission to tailor the battle to your needs. Nice adjustment, that.

Take a ton of playtest to get right, but mismatching fleet points could even give one a handicap system.

Skunkworks have my intense admiration, but I love how making a suggestion gets you guys furiously thinking things out!

The battle itself…

Missiles can be vary greatly in effectiveness; I've seen many wasted in disperse patterns that should have caught SOMETHING, and others concentrated at the one point that would have been foolish for the opponent to attempt.

Again I had to target every phaser and PDS I had in the fleet just to keep the destroyer alive and it still wasn't enough.

It's a cruel calculus, but sometimes you have to accept, not fight, that and say 'I need to kill SOMETHING in return.'

Of course, a bigger table and greater speeds…

Doug

jimklein196609 Sep 2014 9:34 a.m. PST

Thanks for the input and compliments! Glad you like things so far.

As for the speed of the ships in the game- that was dictated by the scenario. I poured it on as best i could but the game was over, and he ran out of ammunition, bfr I could get the thrust up high enough. Ah well, next time fighter cover or a good solid escort ship

demiurgex12 Sep 2014 10:23 a.m. PST

1) Fantastic AAR, truly
2) Amazing minis and setting

Unfortunately I find this true again and again -

3) Full Thrust dosn't reflect these disparate settings worth a hill of beans.

For example – Trek shields don't protect well against kinetic weaponry? No, FT style shields don't. Trek or in this case Star Fleet Battles shields do that just fine.

Of course, if you are having fun, that's the important thing. :) And a little jealous – my gaming group is off having babies and making something of themselves. How inconsiderate! :D

Enjoy the AARs, keep 'em coming.

billclo12 Sep 2014 12:16 p.m. PST

Demiurgex,

I am working on my Insectoids, and changing the way the shields work in response to some playtest results. I think they would work better in a Trek setting than what is currently available…

The current incarnation that I published as beta material has proven to be too good, so I am downgrading it significantly. I'm doing some mirror testing with Human-tech ships, one side is strictly Human tech, the other is the same hulls with the Faceted Shields added. I think they would work better for Trek than even Advanced Shields.

The incarnation I am testing right now, the shield strength has been reduced by 1/3rd – the shields absorb damage until that shield facet is exhausted, allowing beam weapons to penetrate on a die roll of "6", are effective vs projectile weapons (no doubling as long as the facing shield is above zero strength, though they damage the shields). I did have to raise the cost as well.

I could send you a copy of what I have so far, if you want to try it out locally and report back on what you think (ie, playtest it a bit for me). :)

billclo12 Sep 2014 12:27 p.m. PST

Jim, what minis are the two freighters on the far right in the 2nd picture?

jimklein196612 Sep 2014 2:40 p.m. PST

Those are shapeways ships. I'll have to do some digging to find out who sculpted them. Ive had them for a couple years.

As for the trek shields, there are shield in ft that will mitigate dmg from kinetic weapons, these ships just didnt have them.

jimklein196620 Sep 2014 8:45 p.m. PST

The space stations and the small moon are objective markers that are required at the time of set up before you roll for your mission. In this case they ended up playing no part in the scenario.

also in the scenario whichever player completes their mission first wins. As it turned out the only way the feds could have won was to prevent the colonials from winning by killing three freighters and then keep one ship alive until turn 9.

Its entirely possible that both sides could have lost.

The weathering on the fed ships was done with Tamiya weathering powders. They have a video on their site abt how to use them. The marks on the primary hull could be battle damage, scorching from overloading the shield grid, etc. Mainly I just thought it looked cool :)

FT can be adapted to nearly any genera tho ST can be tricky unless you restrict the game to ONLY ST type battles with only energy weapons and so on. If you want the ships to operate on a fairly 'even plane' with the FT Fleet Books or any other ship you could come up with in the rules you have to make some compromises. the goal in out ST Fleet Book was to design ships that would operate easily in the general FT universe/game system and still convey the proper "feel" of star trek. Which is why the ships from the original series have standard shields and the ones from TNG and later have advanced shields.

link

Of course you could always change that around. After all, custom ship desighn is the heart and soul of FT :)

Glad you enjoyed the batt rep!
Thanks!!!!

Landorl13 Nov 2014 8:31 a.m. PST

Thanks for the report. It was well done and you not only get a feel for the battle, but for the rules also.

jimklein196613 Nov 2014 7:10 p.m. PST

Glad you enjoyed it!

TheBeast Supporting Member of TMP14 Nov 2014 9:27 a.m. PST

…you not only get a feel for the battle, but for the rules also.

Huge isn't it?

I'm getting to the point of dreading yet another AAR of a new system I'm interested in, assuming I'm about to have a where's-the-beef moment.

Sorry to vent, Jim. As stated, well done.

Doug

trynda170114 Nov 2014 9:54 a.m. PST

Cool AAR, and amazing pictures as always!

What mini/minis did you use to construct the USS Daedalus, NCC-1637? Looks like a SL2200 scale Lou Zocchi DD model with a DN central warp nacelle on top?

Mark

TheStarRanger14 Nov 2014 3:09 p.m. PST

For the Daedalus, I think it is a Zoochi DN saucer (because it is smooth) with a DN central nacelle on top but instead of a secondary hull at the bottom of the neck, it has just another nacelle.

jimklein196614 Nov 2014 4:13 p.m. PST

It is a Zocchi model but its either the CA or DD (dont rem which) with a DN upper nacelle.

Thanks all, glad you all liked it

Jim
link

Sorry - only verified members can post on the forums.