wminsing wrote:That's a good idea. In my solo campaigns (will post a report one of these days) I also give a +10% to all activation rolls after any alien ruins are discovered (seems to happen a lot in my games, for some reason).
I had one Babylon 5 solo campaign in which a whole string of connected systems contained alien ruins, which was quite bizarre but made for a good thematic addition to the plot.
Of course, the alien race that discovered all of these ruins was the Grome, so they didn't exactly get exploited like they should
-Tyrel
[i]"Touch not the pylons, for they are the messengers!"[/i]
The USK and BC both succeed in their war declaration attempts. The SWA and KAC also succeed in their declarations.
No treaties are signed this turn, as none are offered.
The BC lost contact with its exploration squadron this turn. Apparently, they had discovered what may have been a jump lane to another system when a massive hyperspace storm raged across the small squadron. When the storm passed, there was no sign of the ships.
(CM Notes: I rolled a snake eyes for them and then again when seeing if they survived. I then made another roll along the lines of "Did they find another system or not?" and they didn't. They're now deep in hyperspace, never to return)
3000.10
The BC constructs two Bolgur battlecruisers and two Bolguri escort battlecruisers. These four vessels will make up a second battle squadron.
The SWA constructs a shipyard in orbit of New Exmoor, in order to try and get the construction of additional Alfred the Greats up. As it is, however, they still need two turns to crank out a single Alfred the Great. The SWA sends its two AtG to Kor-Asir to try and land a knock-out blow (battle report pending)
Battle of New London
The USK and BC war fleets met in the outer system of New London.
USK Forces:
2 Ark Royal CV (Sc: 1, Jam: 1)
2 Oracle ECA (Sc: 2, Jam: 1)
8 Nelson DN
6 Hermes CVL
20 Cornwall CA
96 squadrons of Spitfires
BC forces
2 Bolgura ECA (Sc: 2)
2 Arvenura ECL (Sc: 1)
2 Bolguri BCV
2 Bolgur BC
3 Arvenuri BCVL
4 Arvenur CA
3 Altenur CL
72 squadrons of Siyuro's
Surprise: USK: Good (+1)
BC: Bad (-2)
Length: 6 turns
The USK jammed all but two of the BC scout functions, those on one of the Bolgura ECA. One Oracle provided fleet support while the rest of the scout functions lowered the formation bonus of all the flag units. All Spitfires were directed to engage any targets of opportunity in the flag squadron--ship or fighter.
The Bolgura provided fleet support as well, and the Siyuro's were split in two equal groups, protecting the battlecruisers and the flag squadron.
The USK gunnery crews had been rigourously drilled, and they showed their prowess, slamming home with all of their weapons. The Bolgura's attempt at ELINT protection was slightly helpful, but the firepower of the USK fleet destroyed all Bolgurlian ships in those fateful few minutes. The Bolgurlian return fire was ineffective and caused no damage (USK: 6, BC: 2)
The Spitfires, no longer concentrating on hitting the ships, fell onto the outnumbered fighters and carved all out of the sky. The Bolgurlian fighters, expecting to have some protection and support from their ships, were ineffective again (USK: 2, BC: 1)
After regrouping, the remaining fighters made a run on the flag squadron but were destroyed by the anti-fighter batteries on every USK ship.
USK Losses: none
BC losses: total (231 EP)
Amount of XP earned (if using elite officers or crews): 103XP
Not every laser dot has a loaded gun at the end of it
The two Triumphant cloak cruisers encountered the two Tiyuronu defence destroyers. Caught completely by surprise, the Triumphants closed to close range before unleashing a fatal blow to both destroyers
Not every laser dot has a loaded gun at the end of it
murtalianconfederacy wrote:Ah, I like reading that campaign diary. Did the EA and Grome ever really fight each other, or were they still building up at the end of the diary?
IIRC, the EA and Grome did finally go to war, but the EA were a bit cautious in approaching the conflict. I know the campaign ended before the EA had a chance to move very deep into Grome space. I could be wrong, however; it has been several years since it all happened.
BTW, the Battle of New London was just brutal! Seeing that many ships die so quickly is a bit disheartening. While it is good for the USK, it isn't so good for Bolgurians.
-Tyrel
[i]"Touch not the pylons, for they are the messengers!"[/i]
I know. Most battles in my campaigns go that way...
But then the Bolgurlians are a power with just one colony, Altenur. The BC only had one jump lane leading out of their homeworld. The USK have four or five colonies. And the TDPs of the two powers--214 against 84 at wartime levels--means it was pretty much pre-ordained who was going to win.
In the battle, the USK had a total AS of 504 compared to the BC total AS 164. The only thing close was the number of fighters...
Anyway...
-----------------------------
Battle of Kor-Asir
Two Alfred the Great battlecruisers engage the fixed defences of the Kor-Asir Concord
The AtG let loose with a heavy salvo that smashed into the orbital frigates. Three Arnrraks and five Colnrraks were destroyed in the first phase of the battle. KAC return fire was ineffective. The Rrak fighters swarmed the two battlecruisers, but were picked off easily and almost half died, the rest shaken up and unable to cause damage.
The battlecruisers then turned their attention to the bases. One base died as several rail cannon shells ripped through the weak shields deployed for defensive purposes. The remaining frigates were crippled by the battlecruisers as they made to cover the bases, and tried to hit the battlecruisers with their low-powered weapons, but again missed. The Rraks again made an attack run and again were ineffective, losing another sixteen fighters.
The last surviving units of the KAC defenders again launched an attack, and this time saw one of their weapons actually penetrate the shields and cause minor damage to the oncoming behemoths. But that was the last strike by a critically wounded animal, as the battlecruisers destroyed the last ships and the second base of the KAC, and blew up the remaining fighters.
SWA losses: 1 Atr to one Alfred the Great
KAC losses: Total
Not every laser dot has a loaded gun at the end of it
The Bolgurlian Concordat requests an armistice from the USK, which is accepted. The BC becomes a protectorate of the USK and will be subservient to the USK in matters of government and naval policy, but Bolgurlian law will still be used on Bolgur and Altenur. Prior to the armistice offering, though, Bolgurlian shipyards cranked out two more Bolgurs, Bolguris and the fighters to fill their hangars as well as a Bolgura and two Arvenuras
The Kor-Asir Concord requests an armistice from the SWA, which is accepted. The KAC will become an equal member of the SWA (along with the Cornish and New Wessex Alliance) and will be the primary ship building system in the system after both AtGs being constructed at New Penzance and New Exmoor are finished.
The USK explores a new system and activates the Pan-American Alliance, an INT-1 NPE that is dominated by former US colonists. In the process of activating the PAA a splinter colony, the Republic of New Belize, was discovered. The RNB declared war and was subsumed into the PAA (a 2EP system really shouldn't declare war on anyone)
The BT explorers discover a new system, a colony world with a RAW of 6. Plans are made to colonise this system and make it into a supply point as quickly as possible.
The USK offers the BT a peace treaty, which is accepted. The BT offers the USK a trade treaty, which is also accepted.
The SWA offers the USK a MDT, which is accepted.
3000.12
The USK scraps all existing BC ships and constructs replacement defence units (six Apollo CLs and three Arethusa Q-ships) for the new systems.
The SWA also performs the same task, constructing a Penzance, two Exmoors and 18 Exe ultralight bombers.
The USK fleet moves back to New Edinburgh.
In exploration news, the FC finds a new system, a minor colony with a decent RAW of 4.
The SWA explores a new system, a minor colony with a RAW of 6. Plans are put into place to colonise the system as soon as possible.
END OF YEAR 3000
New Avalon, New Edinburgh, New London, Nova Europa, Ventorask, Bala-Kri, Bolgur, Kor-Asir, Pilunda and New Laurentia (the PAA homeworld) experience a population growth. New Avalon and New Laurentia experiences a massive morale boost. New Birmingham, New Cardigan, Nova Europa, Ventorask, Kalti, Kor-Asir experience a morale boost, though not as large.
In internal politics, New Edinburgh and New Exeter swing towards the ruling party, and the separatists on New Exeter lose their support. Falgnoorask, however, swings away from the ruling party, as does Bala-Kri and Takra. Kor-Asir, surprisingly, welcomes the SWA's ruling party. In the PAA, the ruling party increases its control in New California and New Belize (wiping out the separatists there) but loses a point in New Virginia.
Raider attacks occur in Ventorask, which is repelled, and New Malta, which is not. The raid at Ventorask consisted of a sole Dragonship which was easily defeated. The raid at New Malta, however, consisted of a Battlewagon (the largest raider ship) with an embarked Marine division, six flights of Alpha light bombers and six Feluccas, hull 1 anti-ship vessels. Considering the NMA defence force consisted of only three Barques, the raiders destroyed the Barques with the loss of two Feluccas.
The RAW at Avalon increases by 2.
The Prod. at Cymru is increased by 1.
The Pilundan League experiences a special encounter. The lone ship, a hull 30 behemoth, announced themselves as the Adjudicators. They announced that due to the Pilundan's strong morality that they would aid the Pilundan League. An hour later, new heavy industrial plants and the like were set up in orbit and plans for hyperdrives were beamed to the primary research facility (rolled for both a tech level boost--to INT-1--and an increase in Productivity)
No NPE was activated in the random NPE check.
3001.01
The SWA scraps its shipyards in existing SWA territory and constructs one in orbit of Kor-Asir. This means that a AtG can be constructed in one turn. The SWA also increases Prod. at Kor-Asir to 6.
The FC prepares to colonise the system named by the FC as Ankerask, the Raw: 8 system explored before.
The USK 1st Fleet arrives back in New Avalon where the Fleet Review occurs.
The Pilundan League, as a result of the download, refits sixteen of its nineteen hyper-capable hulls to use the hyperdrives. The three remaining units, the NaBok and the two NaTaks, will be refitted next month.
The USK explores another link to a SWA system, this time a system the SWA had explored six months earlier.
The BT also discovers a new system--an outpost with a respectable RAW but nothing else to write home about.
In political news, extremists in the NMA accuse the USK of sponsoring the raiders and declare war on the USK (political disaster--automatic declaration of hostilities. Attempted a DoW which succeeded). This declaration is public.
In other news, the raiders at New Malta are joined by another two Feluccas (Rolled for raiders and raiders appeared in New Malta. Gave them a 50% chance to either join up with the existing raiders or engage them. Considering the obvious firepower disadvantage, it seems prudent to the captains of the two Feluccas that they joined up with the raiders already present)
3001.02
The USK prepares for the colonisation of the system discovered eight months ago, constructing a defence squadron and moving the Census around. If all goes to plan, the new colony will become a supply point very soon.
(CM Notes: As I sometimes forget to purchase productivity, much to my chagrin, I implement a house rule that says I can buy as many Prod. as possible, limited by the Census and the available EP. Also, I frequently write on notepads what I intend to do, and subsequently bury them under other notes. It gets confusing sometimes. I know its strictly against the rules, but I don't want to discover that I've been exploring with a force that by rights should be abandoned because the system I thought was a supply point isn't because I forgot to make the purchase)
The FC also constructs the necessary defence squadron for Ankerask.
The PL refits the three remaining ships with hyperdrives. Pretty soon, the PL will construct an exploration fleet and then go forth and explore (or conquer)
The USK orders 5.2 to New Malta. The USK assumes they will be up against three Barques, but finds themselves in a three-way battle as, just moments before, another raider force, consisting of two Dragonships, also enters the system. Eventually, and owing in no small part to the three scout functions on board the Beagles, the USK fleet emerges victorious.
(CM Note: of course, the AS of 21 also had something to do with it, but I must admit the ability to ignore damage from every side in a battle is a bit powerful in small, multi-sided battles. I might start to use exclusively Explorer vessels for exploration, or have just one Scout function in small fleets such as those...)
The diplomatic corps of several nations were busy this month. The USK signed alliance treaties with the WFA and SWA, peace treaties with the ESU and FC, and signed an NAP, TT and PT with the PAA. The BT also offered the PL an NAP. The USK suffered a political disaster with the NMA over the NMA accusations (doesn't mean much since they're already at war, but there is very little chance the USK will be lenient)
3001.03 (still being generated)
Not every laser dot has a loaded gun at the end of it
murtalianconfederacy wrote:
(CM Notes: As I sometimes forget to purchase productivity, much to my chagrin, I implement a house rule that says I can buy as many Prod. as possible, limited by the Census and the available EP. Also, I frequently write on notepads what I intend to do, and subsequently bury them under other notes. It gets confusing sometimes. I know its strictly against the rules, but I don't want to discover that I've been exploring with a force that by rights should be abandoned because the system I thought was a supply point isn't because I forgot to make the purchase)
I have this problem a lot. Sometimes it's something so major that it derails the while campaign. I guess I should just figure a fix and keep going, but I normally never do...
Secondly, I am never in front of a computer and running VBAM without Computer assistance is a paperwork nightmare!
-Bren
Yep, I know, but with only one hour a day on the computer (library access) I can't run a campaign on a computer. And paper costs over here are ridiculous. Bought a pad of narrow-ruled A4 (6mm lines) with 100 pages for £2.29. I'm trying to save the planet by buying paper that enables me to write 33% more content on a single page and I get victimised...
I'm planning on doing a Commodore/Admiral-level non-exploration campaign soon, after I finish this one. A few systems with a couple of alliances. Planning on using the extended construction rules with a few house rules and additions (such as adding additional modules to shipyards to decrease build time). Haven't got too far yet, but its on the backburner.
Of course, if anyone is interested in running a crossover campaign again like the Starlight one (which I've been looking at over the last week) I'd like to join up...
Not every laser dot has a loaded gun at the end of it
The FC explores a link to the Balasian-controlled system of Kalti. This now means thata triangle of jump lanes has formed, from Kalti to Falgnoorask to Ventorask.
The SWA jumps into New Malta, and first contact with the NMA doesn't go very well--in fact, they're both in a state of hostilities.
3001.03
The USK orders the three new Apollos to join up with the colony fleet and transport fleets in orbit over New London. This is to ensure that the new colony will have defences already in place. The USK embarks two Royal Marine divisions onto the Ark Royals--which are assault ships--and sends them to New Malta. After the invasion of New Malta the USK will have a big headache--just what to do with the NMA. Quite simply, the cost of maintaining a division of Apollos is twice that which New Malta produces, and spending 20EP to raise the Productivity is seen as a folly by some members in the Commons and Lords.
The ESU finally makes its INT-1 breakthrough, and now begins the task of trying to refit all available units with hyperdrives.
The SWA declares war on the NMA, and its four AtGs move to New Exmoor.
(CM Notes: I'm really trying to figure out a way to resolve the whole New Malta incident. Leaving them alone to the vagaries of Raiders would mean that New Edinburgh would be threatened by raiders. Occupying the system would be more trouble than its worth, especially as New Malta is a very poor system. I'm toying with the idea of relocations, but that would be disastrous on morale to whichever system they moved to, and both Census would be separatists which might trigger a widespread secession movement. The fourth option is to move it under the control of the SWA, but thats just passing the buck. Not sure if leaving them around wouldn't be the best option. Just plonk an anti-raider force in the system and leave it be)
The FC colonises Ankerask, and buys 2 Prod. for it. This move elevates the FC into the second largest power economically, replacing the PAA. The third Census to make it a supply point will be arriving from Ventorask.
The ODU finally experiences a political shift, making it friendlier towards the FC. Normal Relations are entered into, and the economy moves to a peacetime setting (I haven't checked, but I think Olorask may be in a recession for a while now).
The BT offers the USK a mutual defence treaty which is accepted. The PAA also offers the USK a mutual defence treaty, and that is also signed.
In exploration news, the USK activates a splinter colony, the Belt Alliance. The BA is a trade organisation, and the trade generated by the Trade Meritocracy government is 37.5% the amount that the TDP of the system is thanks to the lone Ceres-class trading post, a hull 30 behemoth which has a Trade statistic of 9(!). Four Vesta DD and six Juno FFLs, along with the maintenance group of twelve Valkyrie light long-range bombers, make up the rest of the fleet.
(just in case you're wondering, the system of Haven has a wartime economy of 16. Add 9 to that, and multiply it by 12% and you get a trade income of 3. I decided I'd have a try at designing a Vree/Brakiri/Ferengi-type power rather than warrior civilisations)
3001.04 (being generated)
Not every laser dot has a loaded gun at the end of it
The USK establishes a colony. The colony, known as New Cardiff, is shipped to the system and established pretty quickly with the aid of pre-fabricated industrial units and the like.
The USK also invests a fairly hefty chunk into the strategic weapons development team in order to try and ensure that the mass driver is researched in the middle of the year.
The FC moves their transport fleet to Ventorask to embark another Census to travel to Ankerask.
The USK lands two Royal Marines on New Malta. Despite the defences thrown up by the NMA, the Marines easily take over New Malta. The ease of which the USK has broken through the defences has not made them any friends in New Malta, though, and the economy crashes as Morale drops to 0.
In exploration news, the BT has encountered a new power, the Imperial Hegemony of the Trikan. This power is comprised of two INT-1 powers, the Grand Hegemony of the Elmuntai and the Gyromaian Federal Empire, and one IND-3 power, the Arunan Theocracy. The scouts are welcomed with relative warmth, but the IHT were not exactly organising love-ins. Normal Relations were established.
In diplomatic news, the SWA nails its colours firmly to the USK mast by offering the USK a Partnership, which is accepted. Plans are now being drawn up by the USK to wonder how to integrate the SWA into the USK should they be given a formal petition by the SWA for membership of the USK.
The ODU, fresh from its ending of hostilities, now offers the FC a NAP. The FC accepts.
The BT offers the PL a peace treaty, which is hailed by the League Assembly as a positive step and is voted through almost overwhelmingly, only a few dissenters who don't want to ally themselves too closely with a single power.
The USK decides to push things through with the PAA and offers an Alliance. The treaty is accepted overwhelmingly and the USK now has a strong partner.
3001.05
The FC disembarks the Census onto Ankerask and purchases additional industrial facilities at the colony.
The USK pays 1EP into the R+D teams efforts to ensure the technology advance will go ahead.
The USK orders a Counter-Insurgency mission into New Malta, staged from New Edinburgh, where new intelligence assets are bought. The mission succeeds, and the colony returns to Good Order.
(this is the first Intel mission I've tried for a long time, and it was one that was needed. I've decided to incorporate New Malta into the USK, and that means first increasing the Morale, then purchasing Productivity at the system to give everyone jobs and, co-incidentally, increase the amount of EP the colony produces so that a full-scale defence squadron can be put in place at the system)
The USK encounters a new power, the Tailigan Imperium, a IND-3 power. They are, however, extremely close to becoming an INT-1 power (240/250). Both sides are friendly and Normal Relations are established.
The IHT explores a new route into BT space, this time to the system of Takra.
In diplomatic news, the ODU experiences a period of uncertainty within its government. Pro-FC forces collide with anti-FC forces, and the pros win. They offer a PT to the FC which is accepted.
The BT, wary of the IHT, decides it is time to try and ally themselves with a really strong player--the USK. The IHT has an economy that dwarfs the BT, and even with their allies the Falgnoorans they're still at a disadvantage. Combined with the fact that the IHT fleets are pretty strong, and the offer of an alliance with the USK seems pretty reasonable.
The USK accepts the offer, and the two alliances--the human alliance and the Balasian-Falgnooran Co-Prosperity Sphere--are brought together
(CM Notes: I checked not just the USK acceptance, but also the FC's as well. Both sides passed their acceptance checks with each other, so I decided to go ahead. Thats six powers in the alliance--the United Star Kingdom, the Pan-American Alliance, the Falgnooran Concordat, the Balasian Technocracy and the two splinter colonies of the South-West Alliance and the Welsh Free Alliance. A pretty formidable alliance)
Not every laser dot has a loaded gun at the end of it
Campaign end (3001.06-7) [3001.07 being generated when campaign ended]
Reason? DBNA (Death By NPE activation)
I was generating yet another splinter colony (this time the Unified Pilundan Federation, a PL splinter colony) when real life and a sense of boredom conspired to end the campaign. At last count I believe that there were thirteen to fifteen powers, quite a few of them single-system splinter colonies and one IND-2 power, the Huragian Grand Alliance.
The largest and most influential power was, of course, the USK. With an economy 50% larger than the second largest power, the IHT, and allied with three reasonably sized NPEs and two decent splinter colonies, the USK would, unless a significant-sized power like an INT-4/5 popped up, have been the primary power in the region for some time to come.
I'm generating another campaign with the USK, but I've kept them to an INT-1 power. I was toying with a Commodore level system generation system, but I think I'm going to leave that for the next campaign, which I'm thinking will be a non-exploration purely combat-orientated campaign.
Not every laser dot has a loaded gun at the end of it
Hey, this was a good read. One thing I'm always struck by in reading the VBAM campaigns is the 'realism'. On paper, the big battle earlier on this page between the USK and the BC didn't look so one sided that the BC would be completely wiped out. Similarly, the Battle of Kor-Asir turned out rather differently than one might expect given the defenses and only two attacking ships.
But if I were to imagine, say, an alien empire with say, Star Trek: Enterprise style weaponry and defenses, finding Earth and us having maybe a year or two warning before they invaded, probably a couple of ships of theirs could take out pretty much any number of whatever we could throw up at them.
So in one respect, the VBAM campaigns I read tend to feel like plausible real world events and this is a high compliment.
At the same time, it can give a feeling of 'nothing I do really matters' in the solitaire campaigns. If you keep running up against technologically inferior empires, you have little to worry about, while if you find a technologically superior enemy which happens to go hostile, well... you're likely 'toast'.
Myself, I've had in the back of my mind, a concept of developing 3-4 technologically similar races and letting them expand and meet, and interact, in order to keep things on a somewhat even footing.
gambler wrote:Myself, I've had in the back of my mind, a concept of developing 3-4 technologically similar races and letting them expand and meet, and interact, in order to keep things on a somewhat even footing.
Two races work well. More than that, and it becomes an exercise in paperwork really quick.
'Fear God and dread nought'
Coat of Arms motto of Baron Fisher, of Kilverstone