20 Constitution Cruisers vs. 20 D7 Battlecruisers
Deep Space Scenario: 8 Rounds
Constitution CL: DV 6, AS 5, CV 1, CR 4, CC 2
D7 K't'agga CL: DV 5, AS 6, CV 1, CR 4, CC 2
Note: I was dropping fractions on my combat rolls, as per 1E. The rules in Galaxies had us rounding up instead though. Whoops.
Round 1
The Federation roll a 5 and do 13 damage, crippling 3 D7.
The Klingons roll a 3 and do 9 damage, crippling 2 Constitutions.
Each fleet moves 2 cripples out of the fleet and brings two new ships in.
Round 2
The Federation rolls 3 and scores 9 damage, crippling 2 D7.
The Klingons roll 4 and score 11 damage, crippling 2 Constitutions.
Each fleet moves 2 cripples out of the fleet and brings two new ships in.
Round 3
The Federatoin rolls 6 and scores 16 damage. Directed damage destroys crippled D7 (8), remainder cripples 2 D7
The Klingons roll 6 and score 17 damage, crippling 3 Constitutions.
Changing to BroAdso reinforcement rules at this point, the Federation can only move one Cripple out and still have enough command to bring another one in.
The Klingons bring in a fresh cruiser. Because I lost a ship I don't have enough CR to get rid of an extra cripple without leaving me understrength.
Round 4
The Federation rolls 5 and scores 11 damage. Directed damage to destroy 1 crippled D7, remaining damage is used to destroy a second D7. I figure that with the BroAdso reinforcement costs I am better off just killing it and bringing two new ships in.
The Klingons roll a 5 and score 13 damage. They let the Federation score. The Feds see what is going on here, and decide to destroy a mint Constitution for 12 points and the last point is lost.
Federation moves a fresh Constitution in. Klingons move a fresh D7 in.
Round 5
The Federation rolls 6 and scores 13 damage. The defender uses this to cripple another D7 and destroy another fresh one that just moved in.
The Klingons roll 4 and score 11 damage. The defender destroys the two crippled Constitutions.
The Federation moves 2 undamaged Constitutions into the task force. The Klingons move 1 undamaged D7 into their task force.
At this point, the Federation has 12 undamaged CL, 5 crippled CL, and 3 destroyed CL. The Klingons have 11 undamaged CL, 6 crippled CL, and 3 destroyed CL.
Round 6
The Federation rolls 5 and scores 13 damage. The Klingons destroy both crippled D7 and have to cripple another with the leftover damage.
The Klingons roll 5 and score 13 damage. The Federation cripples two Constitutions.
The Federation moves a cripple to the reinforcements and brings another undamaged one forward. The Klingons bring in two fresh ships.
Round 7
The Federation rolls 1 and scores 2 damage (LOL). No damage to the Klingons.
The Klingons roll 6 and score 17 damage (double LOL?). Klingons sit back and laugh as the Federation is forced to destroy the crippled Constitution and then another undamaged Constitution.
The Federation brings in 2 undamaged Constitutions (but they're starting to run out) and the Klingons move their crippled D7 to the reinforcements and brings an undamaged one forward.
Round 8
The Federation rolls 4 and scores 10 damage. The Klingons give a hearty belly laugh and destroy a D7.
The Klingons roll 6 and score 19 damage. The Federation player will probably cripple 3 Constitutions, but the Klingons could just directed damage and destroy one of them. Crippling 3 CL is still a better proposition, so they let that happen. Boom.
End of Scenario
Federation: 6 undamaged CL, 9 crippled CL, 5 destroyed CL
Klingons: 9 undamaged CL, 5 crippled CL, 6 destroyed CL
The Klingons turned this battle around at the end, getting lucky damage rolls in the last two combat rounds. The Empire still suffered more actual ship losses, but they managed to bloody the Federation fleet which is now mostly crippled and severely understrength. Total AS in the Federation fleet is only 57 compared to the Klingon's 69 AS.
All in all, this was still a pretty fair fight, as you'd hope given that both fleets had the same total construction cost. This was a longer battle, and if it had ended earlier the Federation would have called this a minor victory, but now it is more of a minor defeat.
If I were the Federation player I'd probably choose to disengage and retreat after this battle. The way the encounter is structured right now they wouldn't be able to be pursued as they fought their battle and the end of the scenario marked their commander ordering them to pull out of the system, and the Klingons eventually pulling back to lick their wounds.
Both fleets could have desperately used some escorts (CT/DD) to help fill in the fleets and provide some cheaper targets to soak up leftover damage. With the BroAdso reinforcement rules where you have to pay the CC to move ships both in and out of the battle it becomes pretty painful having all of these cruisers to deal with and no cheap CC 1 escorts to fling around.
This continues to highlight the need for mixed fleets. I wouldn't want to try this CL spam in a regular game because the losses are too costly. I did notice with BroAdso's rule, too, that there were more times that I was willing to kill a ship because then it would open up a slot in my task force for me to spend CR moving a fresh unit in rather than "wasting" my CR trying to move crippled ships back out of the task force.
The single squadron task force rules do seem to handle these kinds of large engagements fairly well. In theory the two sides could stay and fight another battle in the system this encounter, too, if they really want to fight to a decisive outcome. I wouldn't want to in this case unless I was trying to keep the Klingons from landing troops in my system or something along those lines. I want to get back to a supply depot or shipyard and repair my cripples first. I have a feeling that a followup engagement with the Klingons would be brutal.
Speaking of that, I do think the option to disengage after a scenario is important because otherwise we would be following this up with a Pursuit scenario right away, and I don't think that would be particularly fun for either player. We fought our one battle and I'm fine with my fleet being able to retreat now.
EDIT: I just wanted to point out that each fleet was 20 x 6 =
120 construction cost of ships (!). If a starting homeworld has a system output of 30 and you're only getting maybe half of that after maintenance, then each fleet represents about 8 turns of economic investment. With BroAdso's recommended construction capacity of 2 x Utilized Productivity (~12 at each shipyard at the start of the game) it would take 10 turns to build all of these ships. The maintenance cost of each fleet is 10 EP per turn.
What I am trying to reinforce is that these two fleets should be pretty anomalous in Galaxies, and you're only going to see these kinds of forces arrayed against each other in a major battle. And a more realistic fleet is going to include a mixture of units, and probably a better command ship.
If I was going to min/max the ships, I'd drop the CV (which I didn't even use in this battle) and give them some extra CR. That would let them have a total of 6 ships total in the task force at once (flagship + 5 extra units). That would have helped both sides immensely in this fight. If I knew my enemy didn't have any fighters, I would be tempted to dump the AF into CR, too. That would have boosted me to DV 6, AS 5, AF 0, CV 0, CR 7, CC 2 on the Constitution. Of course, if firepower is what I wanted I could drop those 3 points into AS, making me DV 6, AS 8, AF 0, CV 0, CR 4, CC 2. I wouldn't have been able to field as many ships and wouldn't have the command flexibility, but I would have a considerable firepower advantage.