Campaign on Vassal

did not get to modifie but the game is a 4 point raid starting tomorrow at 21:00 hours GMT+1 all welcome

the one big problem is i cannot make my mind up of what ships to take any help would be welcome

ps when the battle is over do the two players go over the XP AND RR points eg how many you have, then both take records of dam and crew lose,
do we then pm the game master with what we spend the XP and RR points on, and the rule master roles for any roles needed plus keeps records of all the ships stats ect;

and then would we have to pm are next opponent with these changes to ships stats ect; or the games master pm's this info
 
Thursday 5th October
21:00 British Summer Time
4 point Raid

Be there or be square!

XP, RR, etc. calculate them for now, we could roll them now but just so long as we know what each ship has we'll be fine as we could roll for them at any point afterwards :)
 
If everyone figures out how many xp dice are gained and what damage the ships have taken, and PMs them to me, along with what they want to spend them on, I'll roll up refits, duties, repairs, etc, and post them back to you.

Having your opponent back down:

You will gain any benefits from the target, and get the 10 bonus points for 'new target captured this turn'.
Strictly speaking you get no XP dice according to the campaign rules. You are effectively attacking an undefended target.

However....I believe outright victory or disengagement should win/cost you something...therefore the flagship of the fleet responsible gains (or loses - not that that matters yet!) 1 XP dice only - not from experience, merely from the prestige/disgrace of having an opponent turn and run or sue for peace. I'll let that count for taking an undefended target, as well.

Given the flagships are already at good CQ, it's not a big deal.

Sticking with your allies if you fail to co-ordinate with them will cost you..
 
waldronbob350 said:
did not get to modifie but the game is a 4 point raid starting tomorrow at 21:00 hours GMT+1 all welcome

the one big problem is i cannot make my mind up of what ships to take any help would be welcome

ps when the battle is over do the two players go over the XP AND RR points eg how many you have, then both take records of dam and crew lose,
do we then pm the game master with what we spend the XP and RR points on, and the rule master roles for any roles needed plus keeps records of all the ships stats ect;

and then would we have to pm are next opponent with these changes to ships stats ect; or the games master pm's this info

How can you not know which ships to take? :shock:
 
locarno24 said:
If everyone figures out how many xp dice are gained and what damage the ships have taken, and PMs them to me, along with what they want to spend them on, I'll roll up refits, duties, repairs, etc, and post them back to you.

Having your opponent back down:

You will gain any benefits from the target, and get the 10 bonus points for 'new target captured this turn'.
Strictly speaking you get no XP dice according to the campaign rules. You are effectively attacking an undefended target.

However....I believe outright victory or disengagement should win/cost you something...therefore the flagship of the fleet responsible gains (or loses - not that that matters yet!) 1 XP dice only - not from experience, merely from the prestige/disgrace of having an opponent turn and run or sue for peace. I'll let that count for taking an undefended target, as well.

Given the flagships are already at good CQ, it's not a big deal.

Sticking with your allies if you fail to co-ordinate with them will cost you..

well as you could turn up to start the game then the fleet withdraws taht would be a win even by game standards.

as for you rolling our refits and repairs etc, would prefer to do that myself, dont see why you cant finish the game with your opponent then roll your dice in front of each other. bost post all results of themselves and opponent to you so you get a confirm thing, already too much dice rolling taken out of our hands as it is IMO.
 
just need some help befor the battle tonight, i now the stelth has changed but what was it sorry to bring it up again.

ps i now who is figthing who but i dont now who is figthing EA so im thinking they have had a target that no one else has gone for or
who eva wins the spacedock or jump gate plays EA.
ANY ONE WONT TO GIVE THIS INFO AWAY
 
the EA took a place no one else went for so no fight for them. with stealth your opponent gets +1 to break if you 8"or less away and -1 to break over 20". so get within 8" of the drakh they will need 3s to see your sharlin, 2s if a sscout does its thing but thats cos drakh get that additional +1 anyway.
which thinking about it whitestars should get as they use vorlon tech.
 
katadder said:
the EA took a place no one else went for so no fight for them. with stealth your opponent gets +1 to break if you 8"or less away and -1 to break over 20". so get within 8" of the drakh they will need 3s to see your sharlin, 2s if a sscout does its thing but thats cos drakh get that additional +1 anyway.
which thinking about it whitestars should get as they use vorlon tech.
Ahh, but who said Vorlon tech was as good as Shadow tech? :P
 
Is anyone else having problems with vassal? It seems like it won't connect to the communal server, and will only allow me to do personal invites, am I missing something?
 
Waldron.Triggy: How are u selecting fleets for this game, are u both sending your fleet lists to a nuetral party, who will then forward the lists to your opponent? :?

I didn't have any trouble connecting to Vassal last night.

Just checked Vassal, i'm having the same problem, the remote server is down, and the ip/port is needed for your opponent!
 
i am having problems with vassal, same a syourself by sounds of it.

as for vorlon tech being as good as shadow tech, its better cos besides the +1 they both get, and the self repair they both get vorlons also have AA and charged pulse :)
 
I'm connected at the moment...PM me if you need to get in contact.

My fleet will be 3 x Light Cruiser, 1 x Heavy Raider and 2 x Scout. I'm guessing Walronbob's fleet will be 1 x Sharlin as he only has five Sharlins available to him and it's a 4 point Raid!
 
think it may be due to an updated vassal coming out, you cant download off the site atm as its down for some reason.
 
BEGIN TRANSMISSION

All parties be warned, vessels as puny as a Sharlin cannot stop the mighty Drakh Entire. With our allies, we will claim what is rightfully ours and woe betide anybody who dares try and stop us.

END TRANSMISSION

That was a fun game against Waldronbob350. After a few problems getting logged on we fought a straight up Call to Arms game to get the ball rolling. He took a Sharlin and I took 3 Light Cruisers, 1 Heavy Raider and 2 Scouts. After a little posturing out of range, I zoomed in and taking heavy damage on two Light Cruisers before I could fire back, I was a little concerned. Thankfully in one round I knocked off most of the Sharlin's damage and more importantly reduced it to a standstill and took his jump engines offline.

After that I just surrounded him and a turn after failing to kill him, tried to board him instead. I rolled a 6 on the opposed crew quality check but so did he, saving his vessel potentially for one last shot...The last Nial flight finished off a Light Cruiser with a critical (only way it could) and as the stealth had gone down on the Sharlin, the Light Cruiser in front blasted it out of the stars! Unfortunately the resulting explosion caught pretty much everything in the blast and the two Light Cruisers were only one and two points of damage/crew away from death (a 6-6 critical from an exploding ship is never nice).

A good game, and a pleasure to battle against, consider this campaign properly underway!
 
ok after trying to get on to vassal for 45 min we finaly got started.
and sadly the drakh managed to take out my engines early in the game so i could not jump away or manover,
in the end the drakh managed to surround my sherlin and destroy it but not after having one cruiser destroyed and one cruiser one point off being destroyed.
also most of his fleet was damaged

This is a sad lose for the minbari and as of now the minbari are at war with the drakh and will not stop will not withdraw will NOT take prisoners and will not stop untill all drakh are destroyed,
so the minbaris next target for next turn is the spacedock

I CALL ON ALL MINBARI ALLYS AND THE ISA AND ITS MEMBERS TO JOIN THE WAR AGAINST THE DRAKH.



PS dam good game and sportmanship triggy
 
Well, the centauri and the narn bloodied their nose in a vicious fight before they arrived on the jump-gate. Though the Centauri win the day, they must suffer a pyrric victory, for the narn destroyed more then their weight in ships before they finally abandoned the fight.

The fight was near one of the lesser known moons of the system (rolled terrain) and close to the asteroid belt (no other terrain but asteroids), it was crowded, but somehow the two forces managed to find a clear path to each other.

The Narns were planning on using the jump point as a staging point to lock down the invadors of their system, and brought scouting vessels with a medium escort to the fight, including the G'quan battleship the 'Dar'Gor'.

Narn Fleet:

2 Sho'kar Scouts
2 Ka'Toc Light Escorts
1 Rongoth Medium Destroyer
1 G'quan Battleship

The Centauri were expecting a fight, no doubts they knew of the fleets advancing on the gate, and brought in a raiding force with heavy backup with the intent of devestating eveything in their path.

Centauri Fleet:

1 Primus Battlecruiser
1 Centurion Destroyer
4 Vorchan Raiders

As soon as the Narn saw the force arrayed against them, they knew they could not hold the system, their only choice was to make the centauri pay for every meter of space that they took.

The centauri were eager for battle, and pushed their engines to the maximum in their eagerness to engage the narn forces, and to bring their shorter ranged guns to bear. The narn were more deliberate, picking their targets, and hoping the superior ranges on most of their weapons would allow them to bloody the centauri's nose before they took too much damage. The scout's skirted the edge of the fight, and though they were not able to lock onto the enemies, they did escape notice for a while.

(First turn was just closing the gap. Narn brought their boresight around on the vorchan's and managed to do some serious damage to one, and the centauri guns were largely ineffective at that range, (mostly due to bad rolling on his part,) while the rest of his fleet CAFed to try and get into range.)

Things quickly degenerated into a massive furball, one of the Ka'toc escorts flew into the guns of the centurian to distract it from the Rongoth, and was obliterated. Two vorchons quickly vanished as well under the hail of pulse and beam fire from the return fire of Narn vessels. With the immediate threat of the vorchans gone, the Narn decided to try to create an opening and escape.

(Next couple of turns saw some fire back and forth, with the end result that the centauri lost a couple of vorchans, and the narn lost a ka'toc, while the frazi slowly picked apart the other vorchans.)

The Sho'kar and The G'quan both opened jump points to allow other ships to escape, while their escorts maneuvered to take advantage of them when the portals had stabilized. The centauri were not going to allow this to happen, they thought they had their prey cornered, and were ready to spring their trap and destroy everyone in their path. Beams and pulses struck home, damaging reactors and closing the escape routes for the narn fleet. It was then the narn realized with grim choice that one ship would have to stay back to delay the centauri advance, and the nearly crippled G'quan chose that task. The centauri ships did pay for this tactic though, as yet another vorchan folded under the narn assault.

(I opened a couple of jump gates, but two 3/6 crits exactly on the two ships that opened them spoiled that particular plan. Since the g'quan hadn't of course, and the crit meant it could, it managed to take out another vorchan while the rest of the fleet scattered.)

The centauri then closed in for the kill, ignoring all but the g'quan in their sights. This was their mistake, because they soon closed too near, and with a massive shudder the g'quan gave to in an explosion that caught the final vorchan in it's fire, and wiped it from the sky. The second ka'toc took the chance, and skirted away during the sensor flare, while the rongoth, the final sho'kar, and the fighter escort moved to cover their brethren.

(CAFed Primus on a badly damaged g'quan with 12 hits = big boom. :) A 6/6 crit on a too-close vorchan took that one out as well, with a bit of collateral damage on the centurian that had managed to get too close as well.)

The narn realized with the g'quan gone, they had to protect the valuable scout vessel that had remained, until they could repair their reactor and run. The other Sho'kar and the Frazi continued to harry the Centurian until it finally ended up burned and gutted as the rongoth had come back around just as it had come around to lay the final blow on the crippled sho'kar. This heroic effort was just in time, for the crippled ship regained it's engines, and scurried away. All that was left was for the rongoth to endure the strong beams of the primus for a short time before it too managed it's escape.

(I managed to destroy the centurian literally just as it came around to attack the crippled sho'kos, if it had had the chance to fire, it probably would have obliterated it. All that was left was for the Rongoth to survive three rounds of centauri beaming before it left the table, it took some damage, but due to close-all-blast doors it did not end up crippled.)

The tally was a final, grim reminder of the damage that can be caused, even when one wins the day.

Totals:

Narn:

1 G'quon Lost
1 Ka'Toc Lost
All frazi's lost
Couple of near cripples, and other serious damage.

Centauri:

4 Vorchan's Lost
1 Centurion Lost
1 Lightly damaged Primus
 
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