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"Scenarios for Star Trek" Topic


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alan L26 Nov 2015 1:20 p.m. PST

I was womdering if any of the Amarillo Design Bureau publications are of any use for games using other rule systems such as Full Thrust?

If so, are there any particular books which contain the best selection?

Also, are there any other suggestions?

Thanks

Only Warlock26 Nov 2015 2:02 p.m. PST

Well, one thing SFB has in plethora is scenarios. I don't know that they would be of any use for other rulesets, since they are so dissimilar.

trynda170126 Nov 2015 2:05 p.m. PST

Some might be of use, as the scenarios tend to list the ships required (with possible replacements to run scenarios slightly larger/smaller), starting positions, and victory conditions. If it is a 'historical' scenario, it lists the 'real life' victors.

For SFB, you are looking at the two scenario modules, Modules S1 and S2. This should give you just scenarios, so you won't have to by seperate rules modules just to get the few scenarios in each.

link

thedrake26 Nov 2015 10:57 p.m. PST

Agree on modules S1+S2--the Captain's Logs are good for scenario conversions as well as some of the other modules. Usually best to try and find the early publication S-series modules as they had many scenarios and are pretty cheap to buy.

I do have a couple Trek Full Thrust scenarios I had posted on my webpage a few years back if interested in checking them out:

link

Norrins27 Nov 2015 1:01 a.m. PST

If you can, get a copy of the old FASA module "The White Flame". Plenty of scenarios for Federation, Klingon & Romulan players.

Daricles27 Nov 2015 11:20 a.m. PST

The main benefit of the ADB scenarios were that the forces were generally well balanced. The events portrayed were pretty typical for the setting: defend a convoy from raiders, attack an outpost, battle near an asteroid field, etc.

If you aren't going to use the SFB rules you would lose the main benefit of buying the scenarios, which is that they are play tested and balanced for gameplay. Save your money if you are looking for a souce of inspiration for unique and interesting scenario ideas.

TheBeast Supporting Member of TMP27 Nov 2015 12:13 p.m. PST

I'd have to say you're better off with web searches. One in particular is Colgar6's (Hugh) blog. You can just go to the blog, but try a browser search with 'full thrust site:colgar6.blogspot.com'

His AAR's start with good scenario descriptions, and his 'event' deck is pretty amazing.

Then, of course, there's Emerald Coast Skunk Work's FT Scenario pack.

link

Natch, these are the folks working on what they hope is a Full Thrust, next edition. Jon's been talking about a third ed, but we have to not hyper-ventilate.

Sorry, but I really must insist, your browser is your best friend for this.

Doug

alan L28 Nov 2015 5:21 a.m. PST

Many thanks.

Alan

3AcresAndATau28 Nov 2015 7:59 p.m. PST

Captain Kirk starts commanding the USS Enterprise on one end of the map, with no enemies deployed. 7 markers (obviously not to scale) each represent a new planet with a different green skinned space babe of the week. Kirk may spend one turn 'planet-side' on any planet he is adjacent to to woo the local women. After Kirk is done at the planet, a hostile Romulan bird of prey appears adjacent to that planet, full of warriors ready to avenge the honor of their womenfolk. The scenario ends in 20 turns, before which the Enterprise must reach the end of the map opposite that on which it started. The Federation forces receive 1 VP for each space babe wooed, as well as 4 VP for getting the Enterprise off the map. the Romulans receive 4 VP for preventing the Enterprise from leaving the map, as well as 1 VP for each unsullied planet.

There, a splendid Star Trek scenario, and I'm pretty sure it's canon….

alan L29 Nov 2015 7:15 a.m. PST

Very good.

Of course, if is Next Generation, the ship's counsellor will insist on a touchy-feely group hug!

alan L13 Dec 2015 1:00 p.m. PST

Can anyone please enlighten me as to how many ships are involved in the Amarillo scenarios?

Are they designed for only a couple of ships or fleet actions?

Thanks,

Alan

TheBeast Supporting Member of TMP13 Dec 2015 3:48 p.m. PST

It's been awhile since I looked, however, I think I've seen as many as eight ships, and/or PF squadrons, per player, but more often, less than four. Definitely not fleet actions in my mind.

Being a captain can be a lot of work, unless you're all about delegation. ;->=

Of course, situations can scale up fairly easily.

Doug

Edit: I think most of the Fed Com scenarios are adjusted from SFB, though the system is enough easier from what I saw that I think I could handle at least a small squadron. Single ships in SFB, currently, could daunt my simple brain.

Lion in the Stars14 Dec 2015 8:15 p.m. PST

Can anyone please enlighten me as to how many ships are involved in the Amarillo scenarios?

Are they designed for only a couple of ships or fleet actions?


Anything from a single ship all the way up to about 9-10 ships (plus fighter squadrons and fast patrol ships) per side.

What's really cool about SFB is that the scenarios are divided up into categories: general and historical (maybe a few others, too, it's been a long time since I've looked at SFB products.) Unfortunately, there are only two scenario books available, all the other scenarios are in rulebooks or the Captain's Log magazines.

alan L17 Dec 2015 6:13 a.m. PST

Thanks.

TheBeast Supporting Member of TMP22 Dec 2015 7:08 a.m. PST

general and historical

That is, 'historical' within the TFG/ADB timeline, which doesn't always follow other canon, which itself is fractured. ;->=

I think what they would call 'general' is more oft referred to as 'conjectural'. Usually it's 'if this ship class had been built' or 'if that thrust had made it to an objective' or 'in the simulators…'

Otherwise, 'there were many such battles during [such and such] period.'

There's also the newsletters, and a lot of fan pubs, so rich number of scenarios. If only I'd not left caring about the system after the first book.

Doug

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