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Post by warchariot on May 31, 2010 17:30:08 GMT -5
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Post by warchariot on May 31, 2010 18:10:25 GMT -5
Okay, I got a kitchen pass for a little bit. Here were the forces: Cylon Type II Basestar with 8 Raiders (interceptor groups) and 2 Heavy Raiders (strike groups). It is also armed with 2 ASGM missile tubes with a mag of 8 rounds, 1 grape shot with 2 rounds, 1 P Def, Flak Battery, AV of 4, Delta 2, 2 FCs for a total mass of 449-67 hull points. Colonial Mercury class Battlestar with 6 Vipers (interceptors) and 2 Raptors (strike). Armed with 2 rail guns, 2 auto cannons and 1 ASGM tube with 4 missiles. It also carries 1 P Def, Flak Battery, AV 5, Delta 2, and 1 FC for an equal mass of 449. As you can see in the pictures, I haven't received my hex mats yet which did make missile and fighter movement more difficult. Each side started 20 hexes away from each other and launched max fighters (6) on the first turn. The initiative is more important than I first thought as it affects everything in the turn-movement of ships, fighters, missiles, shooting of all the above. So don't take it lightly.Ah, dinner is on, back later...
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Post by warchariot on May 31, 2010 22:55:51 GMT -5
Turn 2: Colonial Both slow and move forward to within 7 hexes. The remainder of the fighters are launched. There is a large dog fight area with 6 viper sqd against 4 raider groups. After the double round of fighting, Cylons lose 2 sqd to no loss for the Colonials. Rail gun fire from Colonials does 16 damage to the Cylon basestar, both ships launch missiles. Each side gets a chance to attack with fighters against other fighters. This means you can loss a lot in a short time. The wingman rule helps with its +1 bonus, so look for this opportunity.Turn 3: Cylons Missiles move and attack for both sides and do full damage (10pt ea missile). Both ships keep their distances, but end up within 5 hexes. Cylon strikers reach the colonial battlestar and after running the Flak and P Def have a total of 5 ships remaining from both sqds. They cause 5 points of damage and a critical to one of the fight bays. The dog fight moves, but continues with another raider wiped out and 3 Colonial sqds down to a total of 5 fighters. The rail guns miss, both sides launch missiles, expending the Colonial missile arsenal. Missiles launch during the fire phase, but move and attack at the beginning of the movement phase of the next turn. This can really hurt so beware of missiles.Turn 4: Colonial Both sides missiles miss the ships and fly off into the unknown. The rail guns hit again for another 16 pts, while the fighters beat up on the Cylon strikers. A Raptor sqd. makes a run, but is wiped out by the Flak and P Def. The Cylons have 20/64 hull points left so run for it leaving what is left of their fighters behind. The Colonials are not much better off so collected their fighters and jump away. I really enjoyed playing the game, even solo. The rules are easy to find and clear. I did ask some fighter questions on another thread, but the answers were what I expected. Next weekend, I plan to play against two buddies in a re-fight of the Battle of Leonis from Battlestar Prometheus series.Hope this helps
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Post by TheDreadnought on Jun 1, 2010 11:02:34 GMT -5
Thanks for sharing, and glad you enjoyed it. I'm really looking forward to releasing some of the BSG specific tweaks. I think people will have a lot of fun with them. Fighters in particular will get a couple tweaks.
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Post by warchariot on Jun 2, 2010 18:18:08 GMT -5
I'm looking forward to the BSG fleetbook, any ideas or hints would be helpful!
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