Star Fleet Battles From: afoss@pnet51.orb.mn.org (Aaron Foss) Date: Wed, 30 Oct 1991 00:45:02 +0000 It seems that a lot of people missed my post, a while ago. So I am going to send everybody the info for all the turns I have sent so far. This includes the posting for the beginning of the game, for 1/2 of turn one, and the New 2/2 of turn one. Turns: We will be using the half turn plotting system. On the Thursday of that week you will need to send in your EAC and half of the turns plotting,(hopefully the first half!!). I in turn will then send out those results on Friday. You will then need to send in your weapons firing for those impulses you turned in on Friday. You will need to list which weapon is firing and when (impulse number). The weapons firing will need to be in by Sat. Midnight Central time. I will then send back the results as soon as possible. Then for the next week you will need to send in the other half of your turn. This way will cut down misinterpations and will be a lot easier on me. You must plot the firing of Seeking weapons during the movement faze and send them into me as such. Using this kind of plotting some thing will change. Lyran ESG MUST be fired during the movement part or they WILL NOT FIRE that half turn. Tractor beams will be fired as a weapon. Shuttles will be fired as Weapon if a Scatter Pack shuttles, otherwise lauched in the movement faze. If you launch a shuttle plot its movement. I can't except IF-Then statements for this many people so they will not be used. For your first turn include for me how you are going to label the weapons. For the phasers (being there so many). Label then by firing arc, not location on the SSD, that way it will be much less confusing. Forms: Turn #1 (ship name) Energy Allocation Form Where ever energy is going make sure that it is listed. Plotted Movement State what direction you want to go and how far. Then when you change directions, and how far, etc. Weapons You need to list each weapon of group of weapons and what they are going to do. Phas-I #1-3: Fire at any enemy ship in range of 10 hexs. Phas-I #4: Fire at any seeking weapon within 3 hexs or if no seeking weapons within 3hexs fire at enemy ship. Plasma-G #1: Hold, or fire if enemy ship is within 25 hexs. Options: Load a scatter Pack shuttle. That is what I need for every turn. No more and no less. Rules: We are using the Commanders rules. Books one, two ,and three. That is it. Section C: NO: C10 Erratic Maneuvering C13 Docking Section D: NO: D6.3 Electronic Warfare D7 Boarding Parties (To hard to keep track of.) D8 Critical Hits D14 Emer Damage Repair D17 Tac Intelligence D20 Hidden Deployment Section J: NO J3.0 Wild Weasels Section M: None of it. If it is not on this list then we are using it. Unless it is part of one of those rules. Remember that only certain races had some technology (such as positron flywheel, Federation). Teams: Each race is ether on the Coalition or the Grand Alliance. For that each side is broken down into three races on each side. Each race has about four people playing that race. Chain of Command: Each side has a leader (Fed & Kling), these people are in charge of there respective sides. Under each commander there is a Commodore for each race. Under them are Captains. The map is as such: 1 / 2 / 3 --------- 4 / 5 / 6 The headings are always: A F B E C D This is the Roster: Klingons: Sup Com: Tony R. C-9 K refit Area: 5 Hex: 2228 Captains: Tom K. D-5 5 2026 L-ski D-5 5 2426 Peter T. D-5 5 1828 Joel H. D-5 5 2628 Romulans: Commodore: Barry K. Suph + refit Area: 4 Hex: 2228 Captains: Conrad C. Spar-J + refit 4 2225 Richard H. Spar-J + refit 4 2026 Cliff M. Spar-A + refit 4 2426 (Cloaks are off, we are using Hidden Cloak) Lyran: Commodore: David B. CWL + p refits Area: 6 Hex: 2228 Captains: John A. CW + p refits 6 2127 Lyle CW + p refits 6 2327 Orion: Stanley M. BR 6 2727 (Orion is being paid by lyran Gov. Option: A,B,C= Phas-G Has no cloak!!! D,E= Photon Tor.) Federation: Adm: Mike V. DN + refit Area: 2 Hex: 2202 Captains: Doug Q. NCL + refit 2 2503 Curtis Z. CA + refit 2 1903 James C. BCF 2 2104 Gorn: Commodore: Alan H. CA + F refits Area: 1 Hex: 2202 Captains: Mike A. CL + F refits 1 2503 Chris G. CL + F refits 1 1903 Karl B. CL + F refits 1 2005 Frank CL + F refits 1 2405 Kzinti: Commodore: Mark L. BC Area: 3 Hex: 2202 Captains: Palmer D. BC 3 2005 Justin F. BC 3 2405 Josh D. BC 3 2206 All players on the top row are facing D and the ones on the bottom are facing A. All drones are type: I-M. THe Kzinti have five sets of reload and everybody else has three. Romulan ships have one PPT for each launcher. JOSH IS PLAYING so don't send info to him. A lot of people didn't have this info, so I am sending it out again. This is the combined results for turn one. Klingons: C-9 was in hex 2228 moved 10-A and is now in hex 2218 D-5 was in hex 2026 moved 10-A and is now in hex 2016 D-5 was in hex 2426 moved 10-A and is now in hex 2416 D-5 was in hex 1828 moved 10-A and is now in hex 1818 D-5 was in hex 2628 moved 10-A and is now in hex 2618 Romulans: Suph was in hex 2228 moved 8-A and is now in hex 2220 SparJ was in hex 2225 moved A,ssB,A,ssB,tB,10-B and is now in hex 1734 SparJ was in hex 2026 moved 8-A and is now in hex 2018 SparA was in hex 2426 moved B,ssA,B,ssA,B,ssA Lyrans: CWL was in hex 2228 moved 26-F and is now in hex 0922 CW was in hex 2127 moved A,tF,8-F and is now in hex 1824 CW was in hex 2327 moved A,tF,8-F and is now in hex 2024 BR was in hex 2727 moved 5-A,10-F and is now in hex 1717 Federation: DN was in hex 2202 moved 20-E and is now in hex 0212 NCL was in hex 2503 moved 20-E and is now in hex 0513 CA was in hex 1903 moved 10-C and is now in hex 2908 BCF was in hex 2104 moved 20-E and is now in hex 0114 Gorns: CA was in hex 2202 moved 10-D and is now in hex 2212 CL was in hex 2503 moved 10-D and is now in hex 2513 CL was in hex 1903 moved 20-D and is now in hex 1923 CL was in hex 2205 moved 10-D, 10-C and is now in hex 3220 CL was in hex 2405 moved 10-D and is now iin hex 2415 Kzinti: BC was in hex 2202 moved 5-D, 5-E and is now in hex 1710 BC was in hex 2005 moved 10-D and is now in hex 2010 BC was in hex 2405 moved 10-D and is now in hex 2415 BC was in hex 2206 moved 15-D and is now in hex 2221 This is what the map looks like for the end of turn one. There still is a lot of confusion. So I will try to explain it again. You send in you movement plot and EAC for the first half of the turn, with this all Seeking weapons that are to be fired during the first half of the turn. I will then send out the result for that and you will send in you fire commands for the impulse that we just finished, so for the first half, you will move, I will send out the results and then you will specify what Direct fire weapons you wanted to fire for the first half of the turn. Then I would send out the results for the Direct weapons fire. The next week you would send in your movement for the second half of the turn. Next half turn due at: 31st and weapons fire due: 2nd After that the turns go as 7th 9th 14th 16th 21st 23th 5th 7th I think you get the idea. That is the info you need for the rest of the game. Thanx If you get this please write back! "I wouldn't call you king just because some totsy lady in a puddle gave you a sword." Up