Thursday 20 April 2023

Encounter One - Imperial Escorts

 Encounter One - Imperial Escorts


No, not those alluring individuals that frequent Spaceport bars (or so I'm told). This time I am looking at small ships of the Imperial Navy. The Broadheads may be the iconic ship of the Empire, but much of the day to day policing of Imperial space is done by less glamorous craft. These small ships serve a multitude of roles within the Navy. The Frigates, Corvettes, Mine Layers and System Patrol Boats.

These busy, hard working little ships are regarded as a plum command for the ambitious young gentlemen* of the Imperial Navy.

As usual, most of my Empire Escorts are from QT Models Starships range. I have a couple of Moscow Class 'Strike Cruisers' and a couple of squadrons of Banshee Class 'Light Cruiser'. The Moscows were originally part of QT Models Solar Force, the Banshees part of their Ramorian Fleet. The Banshees were later reissued by Games Workshop for their Space Fleet game, then again for Battle Fleet Gothic as Stalwart Escort Ships. I am not sure if the Moscows were included in Space Fleet or BFG.

* Imperial Navy tradition always refers to its officers as Gentlemen, even though a large proportion now are neither male, gentle or strictly human. 


Banshee Class Frigate

NSF9 Banshee Class 

The Banshees are the scruffy terriers of the Imperial Fleet. Smart enough to flush out a nest of rats and fierce enough to corner a badger.

As small ships the Banshees lack the mass for a heavy Beam array so I tend to arm them with missiles. They can carry enough weapons to have some effect, especially if they are deployed in groups or squadrons. With a single Shield St4 and Point Defence, the Banshees rely on their small size and agility to avoid the worst of enemy fire.

The base Banshee carries three Arrow launchers forward and two Bolt launchers in all round turrets. These can easily be swapped out for a different weapons fit or a more specialised roles such as Mine-layers, Police Patrol, Customs Cutter or Starbase runabout. 
For example, An Assault Boat replaces the arrow launchers with a Tractor and a couple of Marine squads. Or a Coma Tender among a pack of Banshees can provide a nasty surprise for someone.  


EMPIREShipBanshee Class Frigate
EquipmentNoMassPoints
Core Systems
Bridge111
Reactor110
Main Drive1Strength 517
Manoeuvre Drive111
Fire Control111
DefenceNo
Shield St 4115
Point Defence112
Weapons & SystemsNoFacing
Arrow Launcher3Forward321
Bolt Launcher2Turret214
Turret2All Round022
Hull and Cargo
Hull00
Total1274


Moscow Class Fleet Scout


NSF1 Moscow Class Strike Cruiser

At Mass 15 the Moscows are a larger hull than the Banshees allowing for a better defence or heavier payload. As I only have two in my fleet they tend to act independently as Fleet scouts. I have given them an extra shield and point defence rather than more weapons. Their weapon payload is the same as the Banshee, but at mass 15 they can carry three Beam ST5 in place of the Banshee's Missile Launchers in their forward array. Some commanders may prefer to fit Arrow Launchers in the turrets for it's better range and accuracy over the punch of a heavy Bolt launcher.
That big scanner dish on the bow pretty much demands they carry a Probe or some form of advanced search / communication system.  

EMPIREShipMoscow Fleet Scout
EquipmentNoMassPoints
Core Systems
Bridge111
Reactor110
Main Drive1Strength 517
Manoeuvre Drive111
Fire Control111
DefenceNo
Shield St 4115
Shield St 3114
Point Defence224
Weapons & SystemsNoFacing
Beam ST53Forward321
Bolt Launcher2Turret214
Turret2All Round022
Probe1110
Hull and Cargo
Hull00
Total1590





Tuesday 18 April 2023

Encounter One - Revised Ship Records

 Encounter One - Revised Ship Records

Feel free to print these off and use them in your games or adapt to your own designs.


Empire - Broadhead Strike Cruiser



Note: Broadheads can swap out their Beam arrays for Arrow or Bolt missile launchers at no change in points cost.


Banshee Class Frigate




Moscow Class Fleet Scout




Novan - Vespid Light Cruiser





Novan - Hunter Killer Light Cruiser





Novan - Head Hunter Battle Cruiser



Novan Snake Head Command Carrier








Thursday 6 April 2023

Return to Gaming and Encounter One - Variants

 It's been a while since I last posted to the Blog. Life has been going on and my interests moved to other hobbies. Sailing Pond Yachts for example. Lately I have reconnected with some of my old wargames buddies at the Hull and East Riding Wargames Club formerly North Hull Wargamers.  I fancy rolling a few dice and moving models round the table top again.

I even picked up a set of Napoleonics rules (De Bellis Napoleonicis). These look interesting and well thought out, I like the way they work and they only need relatively small numbers of figures. As it is I don't have any Napoleonics figures, but I know some people who do...

I have also been thinking about Encounter One. I fancy playing a few games or running them for someone else to try, just to see how well they play and how fleets evolve. With this in mind, I have come up with a few variant rules that could do with play testing.

I have also updated my Spaceships Miniatures page, adding links for Monday Knight Productions, Khurasan Miniatures and Irregular Miniatures. 

Encounter One - Table Size

Encounter One was written for games clubs were 6'x8' or larger tables were readily available. The recommended scale of one Metral to one centimetre reflects this. But it means firing can start at 200cm or more. These days we are lucky to get a 6'x4' table to play on. I suggest using one centimetre to two Metrals. This should allow for some manoeuvre before effective firing starts. 

If I wanted to be really radical, I might suggest keeping movement distances at one centimetre to one Metral while using one centimetre to two Metral for firing ranges. This needs testing out.

Encounter One - Game Set Up

The standard set up is for two fleets of equal points value encounter each other head on across (or along) the table. While this set up is pretty common in Sci Fi media (e.g. Star Trek), it does seem rather limiting to me. There are plenty of other options for a set up, e.g. Convoy or Fleet defence; Pursuit; Ambush; Planetary system defence; Piracy or Commerce Raiding; etc. 

Mix it up a bit. 
  • Dice for entry points on the table. 
  • Dice for when fleets come onto the table.
  • Take a Hyper Space jump into the battle space. 
  • If fleets are split vary the entry points for each division.
  • Consider victory conditions other than comparing losses. e.g. Save the merchant convoy; Delay the enemy for so many turns; Break through the enemy line; Find the lady; Capture the Starbase,  etc. 
  • Look at historic naval battles, see how they could be replayed in space.
  • Put a planet on the table and use the gravity rules.
Have Fun. 

Encounter One - Fire Control Systems

All ships ships of mass ten or above except Novans, need a Fire Control System (FCS). Novans Bridge system counts as their FCS. Rim Raiders also control their Shield alignment using FCS. If a FCS is damaged all weapons fire is at half effect immediately. If your ship can repair or has a secondary fire control then your ship can regain full effective fire. It's not stated how long it takes to restore Fire Control, but I would go with the rules for secondary Bridges and use two (Fire) turns.

Other spaceship rules link Fire Control systems with the number of targets that a ship can engage. Encounter One doesn't, a ship can engage as many targets as it has weapons systems. 

As a variant rule, you could try playing E1 so ships engage one target each turn at full fire effect for each Fire Control system they have. If they have more targets than Fire Control, then they engage surplus targets at half effect as if they had taken a FC hit. Novans may engage extra targets for each secondary Bridge they carry. This gives a reason for carrying a secondary FCS beyond spare parts.
The disadvantage of this system comes if you are facing swarms of enemy ships.

Edited for clarity 10th April 2023