I am willing to wager that, in 1985, the nerdiest group at Leduc Composite High School was probably our Star Trek game club.
Sure, we would get together over lunch to play the excellent Star Trek role-playing game FASA produced, similar to the D&D club. But one of the best parts of the deluxe boxed set I had splurged on was that it not only came with all the RPG rules, character sheets and a book of scenarios, oh no. It also came with their Starship Tactical Combat system, a good-sized hex map and a set of counters.
This was my favourite space combat system for years; fast, elegant, and fun to play, with a dizzying array of spaceships to choose from in a great cllection of sourcebooks.
Best of all though, in addition to allowing players to command individual or groups of ships, it came with a set of helm displays so that each RPG character could control their own bridge station: the captain would give their orders and general plan, the engineer would allocate power to movement, weapons and shields, and three different crew would then execute the orders as best they could, based on energy allotment, dice rolls and enemy action.
Before beginning our campaign in earnest, we thought it a good idea to try a simulator session to familiarize ourselves with the system, a la Kobayashi Maru. The Constitution class was a bit overgunned for the classic Klingon D7, so as the gamemaster I ran a D10 heavy battlecruiser as OpFor and we set the two vessels up facing each other a good ways apart.
In space games there is not a lot of terrain to contend with, so most engagements start out looking like a game of chicken. As I recall, the turns were broken into segments, and the more energy you had allocated to movement, the more segments you would move on. Once per turn, you could choose to fire any powered-up weapons in the correct firing arc (such as port, forward, aft, etc.).
I did my best not to listen in on their plans, as that would be both unfair and unrealistic - after all, how would the Klingons overhear enemy bridge chatter which was such a key part of the Trek canon? And besides that, I already had a fairly significant advantage.
What? Gawd, no, not any sort of tactical genius (snort) - ask anyone who's played me. No, my advantage was made crystal clear as Capt. Earl asked his crew for tactical input and they made a variety of cases for him to consider. My Klingons, meanwhile, had perfect communication and execution as their entire bridge complement (and everyone else for that matter) were all controlled by a single player - me.
After taking some ineffectual long range shots at one another, the Federation ship (whose name Earl and I believe was the USS Excalibur) and Riska
dh class battlecruiser closed to knife-fighting range. The Excalibur had reduced movement to intensify their forward firepower and shields, while I...had not.
"Helm, bring us straight in. Weapons, hold fire until point blank range," Capt. Earl ordered as he leaned forward in his desk. Each segment, the two warships moved closer and closer to each other. "Almost there..." he murmured - just before the segment arrived for my double-move and I skipped the D10 directly over the Excalibur and into the hex directly behind it.
Now, at that time, in that system, the Constitution class had absolutely no aft-firing weapons.
The D10 did, though.
Not big ones, just two small disruptor batteries. However, if one had not allocated any real power to the aft shields because they'd reinforced the front, any disruptors at all are bad news, particularly at point blank range.
The Excalibur was rocked with structural and systems damage, but nowhere near out of the fight - a wounded and cornered animal, more than capable of evening the odds.
Frustrated and disappointed but his composure uncracked, Capt. Earl gave his orders: "Damage control parties to all decks. Arm photon torpedoes! Bring us around and let them have both barrels before they can pull out of range and make another pass."
The Excalibur's damaged state did not give them any spare energy to speak of, so movement would need to be slow in order to allow sufficient power to the weapons and forward shields. AS the segments counted down, they finally and painstakingly turned a single hex face, while the D10 had not yet moved.
A few more segments and then another turn in place...one more turn and the photon torpedoes would have a bead on the Klingon ship! Even if I had reinforced my rear shields, they could not possibly withstand such an onslaught.
As it happened though, I had not allocated any power to my rear shields at all.
Finally, they used their final movement point to turn the final hex face and point their incredibly dangerous saucer section's nose towards my Klingon's exposed backside.
But in that final segment I also got to move, and having remained still for an entire turn, was now permitted to move straight backwards two hexes. Which I did! And which brought my own panoply of now-overcharged weapons directly to bear on the familiar and still unshielded aft facing of the Excalibur.
There was a low moan from several of the crew as I collected all the dice I needed and let fly. With no shields to blunt the disruptors' assailment the Excalibur's systems were demolished and the superstructure was irreparably damaged.
Crestfallen, the crew lookd to their commander, who gave the only orders he still could: "All hands - abandon ship. I say again abandon ship. All crew to the escape pods. Comms, launch a signal buoy with our position and distress beacon..."
After a moment, I said, "well, good thing this was a simulation, right? There is no way you will let me get away with that nonsense next time!"
In fact, as I recall it, there was a enough time to get a rematch in during that same lunch period, and the Excalibur's now-seasoned crew made a much better showing.
Still, the look on their faces when I moved backwards to attack them from behind a second time still makes me smile four decades later.












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