ACTA SF Campaign

The Big D

Mongoose
Preparing the campaign.

My friend and I are preparing to begin an ACTA SF campaign using the straight up campaign rules in the book.

All of the fleets are mine and the prep work is mostly down to me.
I will be taking the klingons and my mate the Federation.

The Starting fleets look as follows:
Feds 2000 points
BCH
CC
2 CF
4 CA
5 FF
He requested a cruiser based fleet with a bunch of frigates. No dreadnought and none of ‘those funny shaped cruisers’ (OCLs).

Klingons 1990 points
C8
C7
FD7
2 D7
D5W
2 D6
3 F5
1 E4
I went for a mix of ships and of course a dreadnought to lead the fleet. I just had to!
Both fleets have 2 command ships for a bit of redundancy.

The first game should be played tomorrow hopefully and we’ll see how it goes.

Anyone have any thoughts on good starting fleets for this sort of campaign?

Geoff
 
So the first scenario is prepped and the crew qualities rolled for however the game itself is yet to be played.
Fleets: Federation 3rd Fleet
USS Kirov – BCH – CQ 3
USS Excalibur – CC – CQ 3
USS Wolverine – CF – CQ 3
USS Stingray – CF – CQ 3
USS Enterprise - CA – CQ 3
USS Yorktown – CA – CQ 3
USS Intrepid – CA - CQ 3
USS Valiant – CA – CQ 3
USS Burke – FF – CQ 3
USS Hornblower – FF – CQ 4
USS Perry – FF – CQ 4
USS Jellico – FF – CQ 3
USS Beaty – FF – CQ 4

Klingon Eastern Fleet
IKV Victory – C8 – CQ 3
IKV Plague – C7 – CQ 5
IKV Swiftsword – FD7 – CQ 5
IKV Soulkiller – D5W – CQ 3
IKV Avenger – D7 – CQ 3
IKV Decimatior – D7 – CQ 3
IKV Anarchy – D6 – CQ 3
IKV Carnage – D6 – CQ 3
IKV Audacious – F5 – CQ 2
IKV Violation – F5 – CQ 3
IKV Blackstar – F5 – CQ 2
IKV Defender – E4 – CQ 4

The first battle rolled should be quite messy. 400 point annihilation! The feds gained the +%10 and the klingons -%10 so actually 440 vs 360.

The feds have opted to take the Kirov accompanied by the Burke and the Jellico whereas the Klingons will be using the Carnage accompanied by 2 below par frigates, the Audacious and the Blackstar. If anything survives it should at least get better! The Feds have the advantage in crew quality, their big ship is definitely better and they will have redrawn the initiative with the Klingons thanks to the command bonus.

The battlefield will have some dust and asteroids on one flank but other than that will be empty.
The battle will hopefully be played on Thursday.
Until then...
 
The odds are with you. Go after his D6 with everything you have as, if you bring that down quickly, the game will be yours. The Kirov is a power house, so take chances and go straight down his throat!

The one caveat is that if something goes wrong and the Kirov loses its shields and starts taking crits, relenquish the battle and withdraw - it will ot be worth losing a battlecruiser this early into the campaign!
 
Game one finished in... a draw! Slightly odd for an annihilation mission but we sort of ran out of time.

Both fleets lost a single frigate. The heroic crew of the USS Jellico taught the rest of the fleet that even a lowly D6 can paste you all over the sector in a single volley, and the inept morons of the IKV Blackstar were last heard uttering the final words - "but they haven't taught us how to use the damage control machine yet sir".

The setup was a 4 foot square table with dust and density 9 asteroids along one edge.

Campaigngame1a.jpg

The ships are not yet setup, but the terrain is ready to go.

It was at this point I realised the CQ2 figate couldn't enter the asteroids without exploding but they still setup on the laft flank, with the Carnage of on the right. The Feds setup with the Kirov in the centre with the burke and jellico on flanking positions.

The Feds advanced, with the kingons just getting into range for close drones and disruptors. They fired everything at the burke. And missed. Go team! A few drones here and there and the blackstar loses its AD. Uh oh.

Closing further but staying just out of photon range phaser disruptors and drones go off. There is a target painted on the Blackstar and a lucky hit crits the impulse drive. This is where I discover CQ2 is not enough to work the damage repair machine.

Unable to take the 6" power drain and the burke in prime position the 2 F5s close to attack it off of the dust cloud. Then the Kirov goes APE. Slots in nicely of the blackstars STARBOARD side. Not front, starboard. Nuts. The Carnage gets a sneaky angle on the burke right on the fire arc border of the D6, but out of photon arc. The Kirov fires and the Blackstar is in real trouble. Not crippled but damaged heavily. The carnage shoots a few shields of the burke.

Now comes the brutality. The Blackstar flees in to the dust cloud hoping to confuse targeting sensors. The Kirov slowly turns towards the striken ship as does the Burke. the Audacious makes use of its agile turning and comes in behind the burke and the Jellico turns for the main engagement and boosts ots shields. The Carnage also takes advantage of its agility and parks another perfect arc off the back of the Jellico this time overloaded. The burke fires on the Blackstar. The only on target photon slips past in the dust but the phases find there mark and cripple their target by a single damage bonus from a crit. The Audacius fires on the Burke stripping some shields. The Kirov fires 4 drones at the Blackstar one spirals off in the dust. One is taken out by the Blackstars remaining drone. The Final 2 drones completely gut the ship setting of a critical chain that causes it to explode then and there.
Then the Carnage fires. 1 phaser 2 misses. The rest hit. Explosions play across the surface as the little ship dies.

The next turn sees both fleets take stock. The Kirov is slowly turning to return to the fight. The carnage getting clear of the exploding jellico and the burke turing to get some revenge.

Campaigngame1b.jpg


Two more turns of movement and firing and both commanders realised that nonoe was going to come out of this engagement well. The kingons were more agile but lacking in decisive firepower and time was against us so it was called a draw.

This game taught us sevaral things. Federation really do rely on phasers not photons when fighting klingons.
Crew quality is very important and in a campaign setting enhanced bridges are really handy to have.
We both want to play some bigger games.

Geoff
 
The next game is prepped.

1000 point call to arms scenario.
The Feds have rolled only 900 points and will be using 1 BCH 2 CA and 3 FF
The Klingons have the full 1000 and I will be using C8, D7, 2 D6 and a D5.

I have no idea of the effectiveness of a D7 vs a D5 so I thought I would try one of each and see what happens. Plus it seemed like the ideal opportunity to bring out the big gun in the C8.

Will try and take some pics as we go.

Geoff
 
The Big D said:
I have no idea of the effectiveness of a D7 vs a D5 so I thought I would try one of each and see what happens. Plus it seemed like the ideal opportunity to bring out the big gun in the C8.

Geoff

I've not yet used a D5 in a game, so my comments are purely theoretical. The D5 has a better shield boost (2D6 vs 1D6), but has 4 fewer internals. Based upon combined shield and hull points, the D5 is 38 vs 40...not too big of a deal.

The D5 has better disruptor arcs (FH), and an extra ADD factor. However, it's waist phasers are P-3, and as such, RX-type attacks aren't a really good idea with this ship.
 
D7 vs D5: D5 is a great warship but I'd be concerned to watch out for the lack of softer issues compared with the D7. The D7 handles pretty well in combat, though.

Thanks for writing this up, Geoff.
 
Halfbat said:
D7 vs D5: D5 is a great warship but I'd be concerned to watch out for the lack of softer issues compared with the D7. The D7 handles pretty well in combat, though.

Thanks for writing this up, Geoff.

I wish the faq hadn't nerfed the D7 though. It would have been excelent knife fighter. Would have given it distinct role compared to D5.

On front D5 fires out more ph-1. D7 fires 3 ph-1(vs 4) + 2 ph-2 but extra ph-2 is not as good as having extra ph-1 in my book. More phaser fire if you shoot at your port or starboard but then disruptor's are out of arc...

Before I noticed errata change D7 was one of my fav ships. Now I think I would rather just take the D5 for better shield boost and extra anti-drone.
 
yeah but Matts view on another thread is that is better to artifically force people to use inferior ships like the D7 by putting the points up on the D5 ratehr than fixing the D& - very wierd.
 
Da Boss said:
yeah but Matts view on another thread is that is better to artifically force people to use inferior ships like the D7 by putting the points up on the D5 ratehr than fixing the D& - very wierd.
I read it more as "It's better to persuade people to use perceived-as-but-not-really-inferior ships by tweaking points costs by insignificant-in-all-ways-but-psychological amounts."
 
nekomata fuyu said:
Da Boss said:
yeah but Matts view on another thread is that is better to artifically force people to use inferior ships like the D7 by putting the points up on the D5 ratehr than fixing the D& - very wierd.
I read it more as "It's better to persuade people to use perceived-as-but-not-really-inferior ships by tweaking points costs by insignificant-in-all-ways-but-psychological amounts."

Yeah, that is kinda what I thought I had written.

Taking the points cost of the D6 and D7 down would have been absolutely the wrong thing to do.
 
msprange said:
nekomata fuyu said:
Da Boss said:
yeah but Matts view on another thread is that is better to artifically force people to use inferior ships like the D7 by putting the points up on the D5 ratehr than fixing the D& - very wierd.
I read it more as "It's better to persuade people to use perceived-as-but-not-really-inferior ships by tweaking points costs by insignificant-in-all-ways-but-psychological amounts."

Yeah, that is kinda what I thought I had written.

Taking the points cost of the D6 and D7 down would have been absolutely the wrong thing to do.
I think that the D7 has its own advantages over the D5, the 4 extra hull points over 2 shields (and a extra D6 on shield recharge) on small games makes a big difference while in larger games there i would say each boon over the other would not matter. with interfleet fighting those phaser 2 of the d7 v.s phaser phaser 3 of the d5 (with better kill zones on phaser 2's).

Answer is clear, take a mix of both and stop moaning.

ironically after all the moaning would the original ship costing were correct?



"when cat is let loose amongst the pigeons, best bring a bulldog."
 
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