Post by maduncleandy on Sept 28, 2012 17:35:36 GMT -5
This was the initial playtest of a battle for my '33' mini campaign, (see Scenario board),...trying to get an idea of how easy/difficult each battle may be.
As such, many of the campaign elements are missing...the 'mole' as well as specific roles for civilian ships.
Setup:
The Colonial fleet set up in the center of the table in a tight formation, leaving about 1 hex between ships, and with the fleet all travelling at '1'. This consists of an Acropolis Refit, hereafter 'Galactica' and 6 Civilian ships. For simplicity this time, all counted as light freighters. For flavor, I decided each hardpoint on each civilian ship was 1000 civilians, with an extra 1000 per ship in non-hardpoints. With Galacitca's crew of 5000, the witeboard reads 47,000. The civilian ships are Zephyr, Cloud 9, Baah Pakal, Colonial One, Rising Star, and Monarch.
The cyborg fielded a 3 Blade/Type 1, and decided to set up right behind the fleet, within missile range. Dangerous though this was, this scenario is a war of attrition where the cyborg side has a significant advantage in terms of ability to repair between battles.
Turn 1: Action Stations!!!
The Cyborg win the initiative and select the tactical role. The entire fleet begins to spool up their FTL drives, and use delta to move up to velocity of 2. Monarch's FTL must have recently been serviced, humming to life instantly but Colonial One, Baah Pakal, and Rising Star all were sluggish. All but a few move straight forward. The Colonial player makes an error of logistics and cuts Galactica off on the starboard, where she might have gotten her railguns into play sooner, and Galactica and Cloud 9 turn to port. Galactica launches 4 squadrons of Vipers to add to the CAP, and two Raptors, while the basestar launched 6 squadrons of raiders.
Galactica's fighters spread out to try to position themselves to dogfight any raiders trying to make a strike on a civilian ship. The tactically minded raiders, though cautiously flank two squadrons port, two starboard, and micro-jump the remaining two.
Galactica is out of arc to fire, and the Base ship launches a full salvo of missiles.
Turn 2: Brace For Impact!!!
Cylons again win initiative, and again select the tactical role. Two ASGMs shot forward and contacted Zephyr. Two more hit the Rising Star, and one cluster missile shot into a squadron of vipers. If the Cylon daring would pay off, it must do so now.
Four vipers successfully evaded the missiles bound for them, but two nuggets bought a farm. Two ASGMs slammed into the medical transport, Rising Star, badly damaging it and causing structural failure. Zephyr, however, fared the worst, and burst into a ball of flame. The white board now reads 39,998.
In the movement phase, however, the Monarch and Cloud 9 successfully jump away, Baah Pakal, and Rising Star look like they will be able to jump soon if they can just hold out a bit longer, and Galactica optimistically begins its own jump prep. Colonial One, however, has issues with its engine (as usual).
Galactica launches the rest of its fighter complement. Three squadrons of vipers screen Galactica, while three others, and a raptor attempt to screen the Baah Pakal and Rising Star...the ones with raiders nearest them. Another Raptor, with raiders uncomfortably close, jumps.
The Base Star launches its remaining two raiders and heavy raiders, all of which immediately jump. The two raiders which had jumped last turn pop in on the far side of Colonial one...one of them in perfect position to launch a strike. Further, another sneaky raider evades the Viper screen and positions itself to strike Rising Star.
Other raiders near Galactica, prepared to dogfight with the vipers protecting her. Vipers, however, hold weapons until the Cylons initiate the fight, and the toasters lose 5 raiders to three vipers.
The raiders who jumped in next to Colonial One launch a strike which shakes the ship and breaches a passenger compartment. Rising star is even less lucky, and vanishes in a flash of white as a nuke vaporizes it. The white board reads 31,995.
Galactica, however, has arc of fire, and is in range, albeit at long range, of its quarry. two railguns hit, and one inflicts critical damage to a Raider launch bay. The basestar continues to fire its missiles.
Turn 3: An Embattled Battlestar
Once again the Cylons win initiative, and once again, they select the tactical option.
Fortunately for the Colonials, no missiles strike home this turn. Colonial One's FTL nears a full charge, and Baah Pakal jumps to safety. Vipers completely surround the already damaged Colonial One, figuring that, if they can protect it another turn, it will almost certainly jump to safety next turn, allowing Galactica to load her fighters and jump as well. Galactica's FTLs near jump point themselves.
The remaining Raptor jumps.
Two raptors that had previously jumped return to normal space next to the Basestar, with perfect precision and prepare to fire nukes at point blank range.
Meanwhile, however, raiders begin to surround Galactica, and one heavy raider jumps precisely next to her.
Both raptors' nukes glance off the hull of the basestar. Three raiders die in Galacica's FLAK envelope, but the rest do hull damage.
Lastly, the one heavy rader crashes into the hull and centurions pour out. After a tense battle, the final centurion makes his way to damage control and vents Galactica's air into space. Galactica's weapons can now be turned against the fleet...
...but at this point we stop the game...A clear cylon victory in one game, where it was hoped we'd have a mini-campaign.
The Colonial commander, in his dying moments muses that this never happens to Edward James Olmos.
As such, many of the campaign elements are missing...the 'mole' as well as specific roles for civilian ships.
Setup:
The Colonial fleet set up in the center of the table in a tight formation, leaving about 1 hex between ships, and with the fleet all travelling at '1'. This consists of an Acropolis Refit, hereafter 'Galactica' and 6 Civilian ships. For simplicity this time, all counted as light freighters. For flavor, I decided each hardpoint on each civilian ship was 1000 civilians, with an extra 1000 per ship in non-hardpoints. With Galacitca's crew of 5000, the witeboard reads 47,000. The civilian ships are Zephyr, Cloud 9, Baah Pakal, Colonial One, Rising Star, and Monarch.
The cyborg fielded a 3 Blade/Type 1, and decided to set up right behind the fleet, within missile range. Dangerous though this was, this scenario is a war of attrition where the cyborg side has a significant advantage in terms of ability to repair between battles.
Turn 1: Action Stations!!!
The Cyborg win the initiative and select the tactical role. The entire fleet begins to spool up their FTL drives, and use delta to move up to velocity of 2. Monarch's FTL must have recently been serviced, humming to life instantly but Colonial One, Baah Pakal, and Rising Star all were sluggish. All but a few move straight forward. The Colonial player makes an error of logistics and cuts Galactica off on the starboard, where she might have gotten her railguns into play sooner, and Galactica and Cloud 9 turn to port. Galactica launches 4 squadrons of Vipers to add to the CAP, and two Raptors, while the basestar launched 6 squadrons of raiders.
Galactica's fighters spread out to try to position themselves to dogfight any raiders trying to make a strike on a civilian ship. The tactically minded raiders, though cautiously flank two squadrons port, two starboard, and micro-jump the remaining two.
Galactica is out of arc to fire, and the Base ship launches a full salvo of missiles.
Turn 2: Brace For Impact!!!
Cylons again win initiative, and again select the tactical role. Two ASGMs shot forward and contacted Zephyr. Two more hit the Rising Star, and one cluster missile shot into a squadron of vipers. If the Cylon daring would pay off, it must do so now.
Four vipers successfully evaded the missiles bound for them, but two nuggets bought a farm. Two ASGMs slammed into the medical transport, Rising Star, badly damaging it and causing structural failure. Zephyr, however, fared the worst, and burst into a ball of flame. The white board now reads 39,998.
In the movement phase, however, the Monarch and Cloud 9 successfully jump away, Baah Pakal, and Rising Star look like they will be able to jump soon if they can just hold out a bit longer, and Galactica optimistically begins its own jump prep. Colonial One, however, has issues with its engine (as usual).
Galactica launches the rest of its fighter complement. Three squadrons of vipers screen Galactica, while three others, and a raptor attempt to screen the Baah Pakal and Rising Star...the ones with raiders nearest them. Another Raptor, with raiders uncomfortably close, jumps.
The Base Star launches its remaining two raiders and heavy raiders, all of which immediately jump. The two raiders which had jumped last turn pop in on the far side of Colonial one...one of them in perfect position to launch a strike. Further, another sneaky raider evades the Viper screen and positions itself to strike Rising Star.
Other raiders near Galactica, prepared to dogfight with the vipers protecting her. Vipers, however, hold weapons until the Cylons initiate the fight, and the toasters lose 5 raiders to three vipers.
The raiders who jumped in next to Colonial One launch a strike which shakes the ship and breaches a passenger compartment. Rising star is even less lucky, and vanishes in a flash of white as a nuke vaporizes it. The white board reads 31,995.
Galactica, however, has arc of fire, and is in range, albeit at long range, of its quarry. two railguns hit, and one inflicts critical damage to a Raider launch bay. The basestar continues to fire its missiles.
Turn 3: An Embattled Battlestar
Once again the Cylons win initiative, and once again, they select the tactical option.
Fortunately for the Colonials, no missiles strike home this turn. Colonial One's FTL nears a full charge, and Baah Pakal jumps to safety. Vipers completely surround the already damaged Colonial One, figuring that, if they can protect it another turn, it will almost certainly jump to safety next turn, allowing Galactica to load her fighters and jump as well. Galactica's FTLs near jump point themselves.
The remaining Raptor jumps.
Two raptors that had previously jumped return to normal space next to the Basestar, with perfect precision and prepare to fire nukes at point blank range.
Meanwhile, however, raiders begin to surround Galactica, and one heavy raider jumps precisely next to her.
Both raptors' nukes glance off the hull of the basestar. Three raiders die in Galacica's FLAK envelope, but the rest do hull damage.
Lastly, the one heavy rader crashes into the hull and centurions pour out. After a tense battle, the final centurion makes his way to damage control and vents Galactica's air into space. Galactica's weapons can now be turned against the fleet...
...but at this point we stop the game...A clear cylon victory in one game, where it was hoped we'd have a mini-campaign.
The Colonial commander, in his dying moments muses that this never happens to Edward James Olmos.