I know it's late notice, but...
Mechani-Kon is this Saturday, October 26, if you happen to be in the Winnipeg, Manitoba, Canada area. While primarily a GW 40K Tournament, there will also be a Warmachine/Hoards Tournament going on as well.
Unfortunately, I won't be playing in the tournament this year, but come on down and say hi to everyone! I know the 40k tournament is pretty full, but they MAY have a couple of open slots at the door - it was filled to capacity weeks ago. You never know if anyone is going to drop out at the last minute, though.
Check out the info on their website for location and times:
http://www.mechani-kon.com/news
Thursday, October 24, 2013
Monday, October 21, 2013
BatRep: 500 Pt “Highlander” Battle: Kingdom of Britannia vs Russian Coalition
Admiral Dimitry Orlov was unhappy in his cabin on the
Russian Batttleship Georgy Pobedonosets II ("St George the Victorious II"
in English). His last battleship had
taken him a while to get comfortable in and now he had to start the cycle all
over again.
At least he was alive to complain about it…
As part of the break-down cruise, the Admiral was
participating in a Fleet Exercise against a small British Task Force.
“What a waste of time!” growled Orlov. “Everyone knows that we’re ready to fight the
enemy! Let us get started! I want back in the FIGHT!”
A whistle through the speaking tubes caught Orlov’s
attention.
“Attention – British fleet spotted. Prepare for battle drills. Admiral to the Bridge, please”
Well, let’s get this over with…
So, checking out the Spartan Community on their Website, a
lot of Tournament and Event Organizers are talking about running “Highlander”
events. If you’ve never seen the movie (why
NOT?!?!?), the important line is: “There can be only ONE!”
In a Highlander event, you have your normal restrictions –
no matter the game, BUT you can take only one of each
unit/selection/whatever. With Dystopian
Wars, that means you can take one of each Squadron type, whether it be
Destroyers, Frigates, Cruisers, Gunships, but ONLY 1! Also, you still need to meet your minimum
fleet organizations: 1 Small, 1 Medium and 1 Large/Massive choice. At 500 points, that’s almost all that you can
afford – unless you play around with your squadron sizes and options a
bit. To make the game play faster, I
also suggested we use no Tiny Fliers unless one of the fleet choices was a
Carrier.
I wanted to know a little bit more about this format so
Graham and I decided to test it out. I
decided to test the format with the following fleet restrictions/requirements:
- 500 point game size
- Minimum 1 squad of each size (Small, Medium & Large/Massive)
- Standard 40% Max on Smalls, 70% on Medium and Large/Massive
- No Dreadnoughts
- No Tiny Fliers unless you paid for a Carrier
- No unit type could be selected more than once – whether as a squadron, attachment, etc.
Graham kept threatening me with “something new” and mentioned
the Chinese Federation fleet, so I opted for the Russians. (Besides, I had just finished re-inking them and wanted some feedback on how they looked!) Before the game, I had made about 6 fleet
lists for my Russian Coalition (RC), but chose the following:
- 1 Pesets Submarine (Submerged)
- 4 Novgorod Frigates with a Borodino Battleship (Torpedo Breaker) following behind
- 2 Suvorov Cruisers
Of course, Graham decided to try and trick me, so instead of
the Chinese, he showed up with the British!
For the Kingdom of Britannia (KoB), Graham decided to deploy:
- 3 Orion Destroyers (Proxied by frigates) followed by a Ruler Battleship and 1 Bastion Escort
- 3 Tribal Cruisers
After deployment, we rolled for missions. The British rolled a 1: the default 70% of
the enemy fleet captured or destroyed.
The Russians rolled “Capture the Commodore” and I figured: “Why Not?” I had wanted to see if random missions would
work or not, so I may as well stick with it!
Start of Game!
Turn 1:
Russians won the Initiative
Russians won the Initiative
The Russian Sub moved first, submerged, with both Echoes
moving in different directions and speeds.
The British Destroyers moved forward about 8”. A few activations later, Graham would
remember that the Destroyers had forward firing torpedoes that he forgot to
fire. Russian Frigates moved to the left
at about a 45 degree angle, their weapons all Out-Of-Range. The British Battleship moved forward, turning
to the right to present Broadsides to the Russians, and it’s Escort blocking
Line Of Sight to the center of the Battleship.
The Battleship fired and was able to sink one of the Russian
Frigates. The Russian Frigate Squadron
shocked at the unexpected sinking of a squadron-mate, failed its Break Test!
First Blood to the British!
The Russian Cruisers moved forward and though the Turrets
were Out-Of-Range, the Broadsides had a shot at the British Destroyers (which
missed)! The British Cruisers had no
such problems, moving and turning right to form a line, they managed to remove
the Ablative Armor on one of the Russian Cruisers. In the final activation, the Russian
Battleship failed to activate its Sturginium Boost, but advanced forward as
fast as it could. Sadly, everything was
out of range of the Battleship.
In the End Phase, the Russian Frigates successfully rallied.
Losses:
RC: 25pts
KOB: 0!
RC: 25pts
KOB: 0!
Turn 2:
Russians won Initiative!
The Russians started things with a Bang! The Cruisers advanced at full speed, their
turrets damaged 1 British Cruiser while the broadsides sank 1 Destroyer and
damaged a 2nd! The British
Frigates passed their Break Test.
Cruisers advance and fire!
The British Destroyers countered: an attack run resulted in
one Russian Frigate sunk, but the Frigates passed their Break Test this time.
Long Range Destroyer Fire!
The Russian Frigates retaliated with their own attack on the
British Destroyers, sinking both with Guns and Mortars!
The Frigates get their Revenge!
The British Cruisers continued their turn Line of Battle as
they circled the Russian Cruisers. When
the British firing finished, the damaged Russian sank beneath the waves while
the second cruiser lost its Ablative Armour.
British Cruiser's Line of Battle proves EFFECTIVE!
The Russian Battleship passed its Sturginium Boost this time
and moved forward at maximum speed, but its guns were still Out-Of-Range! The British Battleship had no such problems
as it continued its course to the right.
After declaring the Battleship would fire both turrets and torpedoes at
the remaining Russian Cruiser, the Turrets got a Crit: Sturginium Flair! This moved the Russian Cruiser forward 9”,
into a closer range band (and MORE torpedoes) from the British ship. The resultant torpedo spread resulted in the
sinking of the 2nd Russian cruiser in one turn!
Second Russian Cruiser sunk in 1 Turn!
As the final Activation of the turn, the Russian Sub’s
Echoes continued their courses at maximum speed, submerged.
End of Turn 2
Losses:
RC: 190pts
KoB: 105pts
RC: 190pts
KoB: 105pts
Turn 3:
British won Initiative!
Well, I was nervous.
I had been counting on a 1 – 2 boarding punch with the Cruisers followed
by the Battleship to capture the enemy Commodore. That wasn’t going to happen now! Things weren’t looking good for the
Russians! I didn’t think we had a chance
anymore but was determined to go down fighting!
The British Cruisers went first, continuing their arching
path around the Russian Battleship at Range Band 2. However, the Cruiser’s Turrets failed to
damage and the Battleship’s Torpedo Breaker diverted 3 torpedoes to the Sub
while the Concussion Charges reduced the impact of the rest: No Damage! The Russian Battleship passed its Sturginium
Boost and advanced forward at maximum speed, turning slightly to the right. The Russian Turrets inflicted a Crit on the
British Battleship (Systems Offline) while the Broadsides crit a Cruiser (Hard
Pounding – 1 AP left)! Not bad…
Russian Guns Speak Loudly!
The British Battleship and escort moved forward next,
turning slightly to keep the torpedoes aimed at the Russian Battleship and
unleashed Heck! When the dust settled,
the British managed to remove the Ablative Armor on the Russian Vessel. The Russian Sub, in an attempt to reduce fire
on the Battleship, surfaced and attacked the Cruiser squadron. While its torpedoes failed to do any damage,
the Main Guns managed a Crit (Gun Damaged) and the Hard Pounding effect shifted
the Cruiser back 2” – sadly missing the following cruiser.
Sub Attack!
In the final activation, the Russian Frigates moved across
the board at maximum speed, but were unable to get in range to shoot at
anything.
In the End Phase, the British Battleship managed to repair
their Systems Failure, but the Cruiser was unable to repair its Gun Damaged
effect.
Losses:
KoB: 169pts
RC: 190pts
KoB: 169pts
RC: 190pts
Turn 4:
British won initiative!
Cackling, the British Commander moved his Battleship and
Escort first! Sadly, the Turrets all
failed to damage the Russian Battleship and when torpedoes were launched, the
Russian’s Torpedo Breaker redirected 3 torpedoes against the nearest frigate,
damaging it. The remaining torpedoes
failed to cause any damage to the Russian Battleship. The Russian Battleship moved next, turning in
front of the British Battleship to intercept next turn (hopefully). The Russian Battleship’s turrets caused
another HP of damage on the British Battleship while the broadsides sank a
British Cruiser. The British Cruisers
passed their Break Test.
The Russian Battleship Strikes Again!
The British Cruisers moved forward and managed to Crit the Russian
Sub (Sturginium Flair); which caused the Sub to move to the right 5” – and out
of the follow-up Torpedo Attack’s arc of fire!
That crit may have just saved the Sub’s life! The Russian Sub moved forward and turned to
face the undamaged Cruiser. The Guns
failed to damage the Cruiser and as both cruisers were too close for a torpedo
attack, the sub fired its Torpedo Turret at the British Escort – somehow sinking
the escort!
2nd Sub Attack
Finally, the Russian Frigates moved to the right at full
speed and managed to sink one of the British Cruisers with their Mortars! The surviving Cruiser didn’t need to pass another
Break Test as they had already passed one test this turn.
Nothing for either side to repair in the End Phase.
Losses:
KoB: 235pts
RC: 202pts
KoB: 235pts
RC: 202pts
Turn 5:
Russians won the Initiative.
Hoping to end the battle quickly, the Russians activated
their Battleship first. (Before it could
be sunk or damaged badly by the British Battleship!) The Russian ship failed it’s Sturginium Boost
test, so only moved its normal maximum speed of 5” – not enough to get into
Boarding Range. With nothing to lose,
the Russians fired the turrets and managed a Crit on the Battleship (Raging
Fire – 6AP left). The Russian’s
broadsides caused another HP of damage on the last British Cruiser.
The Battleships face off!
The British Battleship moved next, fired its turrets at the
Russian Battleship and caused an HP of damage, while the broadsides managed to
sink the damaged Russian Frigate. The
surviving Frigate failed its Break Test (AGAIN)!
British Battleship Fire
The Russian Sub realized it was going to be involved in a
collision if it stayed on the surface, so it dove and turned towards the British
Battleship – just in case it would be needed next turn. The British Cruiser turned once more and
brought torpedoes and both turrets to bear on the Russian Battleship. The turrets caused another HP of damage, but
once again, the Torpedo Breaker diverted 3 torpedoes to an adjacent frigate –
this time both ships avoided torpedo damage.
British Cruiser Circles the Russians
As the final activation, the Russian Frigate ran around the
far side of the Russian Battleship to avoid taking fire from the British
Cruiser next turn.
In the End Phase, the British failed to put out the fire on
the Battleship, reducing their AP to 5.
Losses:
KoB: 325pts
RC: 255pts
KoB: 325pts
RC: 255pts
Turn 6:
Russians won Initiative.
This was our chance!
The Russian Battleship moved forward at maximum speed and boarded the
British Battleship. After some tense dice rolling, the Russians successfully captured the Battleship,Commodore’s Ship, at a cost of 5
AP! The Boarding Party left 3 AP behind
on the prized Battleship – just in case 2 AP were lost trying to put out the
fire. The Russian Objective was complete - the Commodore's Ship was theirs!!!
The British Commodore is Captured!
The British Cruiser fired torps and turrets at both the
Frigate and Sub, but failed to damage either.
Failing to damage or capture 350 points of the enemy fleet, the game
ended with a Russian Victory!
The Last British Cruiser fails to damage anything in the last turn.
Great Game! To the best of my memory – this was the longest game we ever played. I think our personal best before this was 4 turns!
The “Highlander” format was fun and with only 500 points for your fleet choices, I think it’ll make things manageable and fast. Most fleets will only be able to have 3 Squadrons, unless they’re willing to reduce the number of ships from Maximum squadron sizes, use unusual (cheaper) squadron selections or points for various options. Keeping the free tiny fliers off the board really helped speed up the game as well. The only problem I see with 500pt fleets is that fleets will be vulnerable to "Kill all Smalls" or "Kill all Mediums" missions. I'll try a couple more battles at this level before making the final decision what size to use for a fun event.
Looking at my (the Russian) fleet selection, I took a chance
dropping one cruiser to get the sub (and an extra activation), but I think it
was worthwhile. The extra activation
allowed me to keep the Battleship relatively safe by moving it after the
British were done all their moves until I was willing to move it first and
attack with the Battleship. Though my Cruisers got chewed
up and spit out pretty fast, the Sub was a constant threat for most of the game
– able to surface and attack at a moment’s notice. More importantly, it gave me a second Medium choice. If Graham had drawn "50% & all Medium Choices", Graham could have potentially won on Turn 5 or drawn on Turn 6.
Graham always complains about the Ablative Armour of the Russian Fleet, but this time, I think he figured it out. He stripped through all of it by the end of Turn 3. The British fleet played it safe by trying to keep outside of Range Band 2 until they could bring overwhelming fire to pierce the Armour. It worked against the Cruisers, but unfortunately for Graham, he just couldn't damage the Russian Battleship fast enough to prevent the Russian ship from launching its entire load of 12AP at his crippled Battleship.
The fact that the British Battleship lost over half their AP before I attempted the boarding just made it worse. I lucked out on the fact the Criticals and Raging Fire did exactly the right type of damage I needed him to take so that my Conscript Crew had a chance to overwhelm his own crew. The 6 turns also gave me the time to trap his Battleship that I would not have been able to do in a shorter game.
Over all, this was a fun game that played quite quickly for 6 Turns. I look forward to another mission soon!
Monday, October 7, 2013
BatRep: Road to Rabaul Campaign Book, Screamin’ Demons
Taking a break from Dystopian Wars, we went to the second
mission in the campaign book.
Historically, an Australian Coast Watcher reported a large
formation of bombers with escorts on their way to Darwin. The American “Screamin’ Demons” of the 7th
Pursuit Squadron made their attack shortly after the bombers had dropped their
payload.
The Japanese Navy Air Force consisted of a formation of8
(9?) G4M1 “Betty” Twin-Engine Bombers in a “V” formation at TAL 3 with 2
sections of 3 Zeroes escorting in front, one at TAL 1, the other at TAL6. Finally, a lone Zero followed the bombers as
a rear-guard on the same TAL level (3).
The Americans started out with 8 P40 Warhawks BUT 5 of the
pilots are “Green”. They were so
inexperienced, one of the pilots broke formation and went charging off on his
own!
On the table, the Bombers were set up in the middle of ‘C’
section of the playing field, with 2 sections of Zeros set up in Section ‘D’
and the lone Zero behind the bombers.
The Americans then setup their fighters in the ‘E’ section. Per the tactics of the time, there were two
Formations, 1 Attack Flight and 1 Support Flight. All the American fighters started off at TAL
5 – charging at the Bombers from above! To
represent the “hot head” that broke formation way too soon, the Attack flight
had only 3 planes while the “Lone Eagle” set up on his own. Historically, this “Lone Eagle” dove through
the bomber formation on his own, firing his guns and emptying them in one pass!
After Aircraft were placed, we both rolled for the Variable
Rules”. The Americans rolled “Buck
Fever”: All Green Pilots are Out Of Formation.
This was bad as it meant that they could not stay in formation and take
advantage of the Skilled or Veteran Pilot’s abilities. The Japanese rolled “Usagi No Ashi”
(“Rabbit’s Foot” if I can trust Google): Any G4M1 Bomber ignores the first
damage roll (Basically a free hit!).
Looking at the deployment photos it looks like the 2 V
sections of Zeroes are in a bad position and I was worried that they wouldn’t
be useful where they were but that was pretty much as close as I could set them
up per the mission instructions. The
Bombers, with a speed of 2 hexes per turn, would take about 10 turns to make it
off the board edge on the opposite side of the map.
With 8 Warhawks screaming at them, I was worried about the
bombers…
Turn 1:
The Betty bombers trucked forward 2 hexes to maintain
formation. The US “Green” pilots had to
move next in sequence as they had all broken formation per the “Buck Fever”. This allowed all the Zeroes (whose flights
were all led by Skilled pilots) to move in the Skilled Move Group. The two V formations of Zeroes turned right
to engage the US Fighters, the flight at TAL1 climbing to TAL2 and dropping to
Speed 2 while the Solo Zero moved forward and slipped to the right. The Americans all dove to TAL 4 so that they
could shoot at the bombers, move an extra hex and increased their speed to 4
for next turn. An extra “free” hex move
as was allowed per the rules. By the
time the Americans completed their moves, I was unable to determine if there
was any formation – it looked like a Free-For-All!
After all the moves were completed, we started the Fire
Phase. All shooting is Simultaneous, so
we started with the Warhawks first. The
only one to hit was the Lone Eagle on one of the Bombers, but due to the “Usagi
No Ashi” rule, it ignored the damage!
The bombers fired next but the only shots they had were with the Waist
Guns which were single Light Machine Guns, so we didn’t really expect anything
to happen. And we were not
surprised! No damage from the
bombers! Finally, the “Tail Flight” Zero
fired (it was the only Zero with a shot) and successfully blew the Lone Eagle
Flight from the skies with lucky Cannon fire (I needed a modified roll of 11 to
hit and GOT it)! Out of curiosity, we
rolled and confirmed that Harold Martin successfully bailed out before the
plane crashed.
First Kill for the Japanese Navy!
End of turn 1
Turn 2:
So the Bombers started things off, dawdling forward 2 hexes
again. The Japanese at TAL2 climbed to
TAL3 and dropped to speed 1 while the Zeroes at TAL6 dropped to TAL5,
maintaining speed 3 and turning towards the Americans. Most of the American fighters continued to
charge towards the Bombers at speed 4 except for 2 planes; Plane 1 which turned
to engage the solo Zero and Plane 2 which turned to engage one of the flights
of Zeros.
In the Fire Phase, the Veteran P40 and Trailing Zero fired
at each other Head-To-Head, both failing to hit. Meanwhile on of the bombers with the Pop-Gun
managed to hit the Veteran P40, forcing it to roll on the Robustness table to
prevent damage. Unfortunately, the Vet
rolled doubles, resulting in a Lucky Hit: which resulted in a 12:
Explosion! Kill for the Bomber! Another bomber got another hit on Warhawk #3,
which also failed its Robustness Roll; Airframe Damage!
End of Turn 2
Turn 3:
Attempting to spoil the American Attacks, the Bomber
formation made a side-skip to the right, into the American Fighters. The ploy worked as some fighters overflew the
formation. The Zeros flying high also
side-slipped as they dove down towards the American Fighters, while the
Trailing Zero side-slipped as well, catching the 7th Warhawk in his
sights. The Zeroes that had climbed from
TAL1 side-slipped towards the Bombers, and managed to increase their speed to 2
by flying level.
We started attacks with the Americans this time. The Warhawk in the Trailing Zero’s sights
managed to cause Airframe damage to one bomber, while a second fighter got a
Lucky Hit on another bomber – and promptly rolled Double-6: ANOTHER mid-air
Explosion!
The Trailing Zero managed to get Airframe Damage on the
Warhawk directly ahead, but ran out of ammo in the process! The Diving Zeros then pounced on the Warhawks
from above: Two Zeroes shared a kill on one Warhawk (the pilot bailing out
successfully), and the 3rd Zero shot down a second fighter on his
own (this pilot also successfully bailed out)!
End of Turn 3
Turn 4:
The Americans had suffered enough and cut their losses. Using their superior dive speed (and catching
the Japanese completely off guard), the Warhawks all dove to TAL1. As the sides were 2+ TAL levels apart, there
could be no shooting this turn. Graham conceded
the game and announced he would disengage below TAL1 next turn.
Now we had to figure out the points:
None of the Zeros were damaged or shot down so there were no
Victory Points there. One Betty Bomber
was shot down and one was damaged.
Rolling to see what happened to the damaged bomber, we discovered it
crashed on landing – counting as a second Kill.
As a twin bomber, they were worth 8 points each for a total of 16 points
for the Americans. Not very good news.
On the other side, the Japanese Shot down 4 Warhawks and damaged
another which had crashed on landing for a total of 5 Fighters at 4 points
each. There was a bonus of 2 points for
shooting down the Veteran US Pilot. That
was a total of 22 “Normal” Victory Points.
Also, the mission awarded bonus points for each bomber than would make
it safely to base (4 Points each for 6 bombers) for an additional 24
points. (Re-reading the mission, I was
supposed to only have 8 bombers, not 9).
This gave the Japanese a total of 46 Victory Points – a major Victory!
WOW! I was expecting
a lot worse damage on the Japanese Bombers, but dice conspired against the
American P40 Warhawks this time. This is probably the shortest game of Check Your 6! I've ever played.
Usually, the Betty doesn’t do well against American Fighters. Using Light Machine Guns,on the front, sides
and top, they only get to do D4 damage unless the enemy flies behind the bomber
were a Low Velocity Cannon can roll a D10 for damage. Graham knows this so avoids being behind the Betties
whenever he can. What the LMG does is
forces the fighters to make a Robustness save and (hopefully) cause a Lucky Hit
when doubles are rolled. Usually these are
frustrating or annoying penalties. We’ve
never had a game where we had 2 Lucky Hits that caused Explosions before.
The other thing that really hampered the Americans this
mission was the large number of “Green” pilots.
While historically accurate, it really hampered their attacks on the
Bombers this time.
The Trailing Zero was a problem for Graham, shooting down 1 Warhawk
and damaging another. It was a threat
that he couldn’t ignore. Once the other
Zeroes got into position in Turn 3 (shooting down 2 more Warhawks in a single
turn), Graham really didn’t have any other option other than to disengage. If he had stayed, the full might of the 6
Zeroes that lead the formation would have been in the rear of most of his
fighters and he just wouldn’t have survived that.
Tuesday, October 1, 2013
BatRep: 1k pts - Prussian Empire Wolf Pack vs Covenant of Antarctica (Incomplete Game)
Admiral Von Shtupp was bored.
He was onboard one of the Empire’s latest innovations – a Sturmbringer Submarine and was being shown around by a junior officer. While an impressive achievement, Von Shtupp didn’t need to be shown galleys and crew bunks – they were all pretty much the same on all Imperial Ships.
Suddenly the Klaxon sounded – “Action Stations! Action Stations! Admiral to the Bridge!”
Oh dear. They’re putting on a show for me. At least it’ll end this awful boring tour…
“Captain, what’s the situation?”
“Admiral! We’ve spotted an Antarctican Fleet heading this way. We still have your launch tied along side. We can get you to shore before we engage…”
“Captain! I will not permit you to endanger this ship or its escorts while you worry about me! Cast-off the lines and get underway IMMEDIATELY! Consider this a test for your new command and don’t you let down the Emperor!”
“Sir!?!? Are you sure you wouldn’t like to take command?”
“No Captain, I haven’t the experience with your task force or this ship. Consider me an Observer for this action.”
Well, thought Von Shtupp, this could be an interesting day after all…
So I received my “Wolf Pack” box set and wanted to try it
out. My opponent and I agreed to 1ooo
points and away we went…
Prussian
Deployment (Top to Bottom):
3 Arminus Frigates
2 Pflicht Scoutships
3 Arminus Frigates
Wing of Fighters
5 Zerstorer Strike Bombers followed by
1 Rhine Carrier with a Fighter Wing & Spotter Token deployed
3 Donnerfaust Support Cruisers
Wing of Dive Bombers
1 Sturmbringer Submarine with Spotter Plane launched.
3 Arminus Frigates
2 Pflicht Scoutships
3 Arminus Frigates
Wing of Fighters
5 Zerstorer Strike Bombers followed by
1 Rhine Carrier with a Fighter Wing & Spotter Token deployed
3 Donnerfaust Support Cruisers
Wing of Dive Bombers
1 Sturmbringer Submarine with Spotter Plane launched.
3 Arminus Frigates
Antarctica
Deployment (Top to Bottom):
2 Plutarch Destroyers
3 Diogenes Frigates
1 Daedalus Skyship
Wing of Fighter Drones
3 Diogenes Frigates
1 Aristotle Battleship
2 Plato cruisers with 1 Fresnel Support Cruiser
3 Diogenes Frigates with
1 Aronax (the “Worm”) Submersible
3 Diogenes Frigates
1 Daedalus Skyship
Wing of Fighter Drones
3 Diogenes Frigates
1 Aristotle Battleship
2 Plato cruisers with 1 Fresnel Support Cruiser
3 Diogenes Frigates with
1 Aronax (the “Worm”) Submersible
Being lazy, we both opted for the standard 70% Victory
Points mission.
Turn 1:
PE won initiative
PE won initiative
I didn’t really want first activation, so I stalled by
moving the sub’s Spotter forward at ½ speed.
CoA Destroyers moved forward about ½ speed, baiting my frigates. I didn’t fall for it; I moved the Carrier’s
spotter plane around the left of the island on my table side. CoA Fighters moved forward at ½ speed to kill
an activation. Prussian Dive Bombers
moved forward at full speed. The CoA
Skyship moved forward over an island.
Prussian Fighters moved forward at full speed. The CoA Worm advanced, submerged, turning
towards the frigates on the right side of the table. Prussian Frigates on the right moved forward
about 4”. CoA Frigates on the left moved
forward about ½ speed. Prussian Strike
Bombers stayed obscured and moved over the island at ½ speed. CoA Frigates in the center moved forward at ½
speed. Prussian Scoutships stayed high
and moved forward 4”. CoA Fighters moved
forward at ½ speed. Prussian Frigates
moved forward in the center. Finally the
CoA Battleship moved out, coming to surface level and firing broadsides at one
of the Zepps and Critting it (Raging Fire – 4AP left). The rest of the shooting from the Battleship
missed or failed to damage anything – but first significant damage of the game
was made!
The Prussian Frigates on the left moved forward at maximum
speed and fired on the Destroyers, sinking one.
First Blood to the Prussians!
CoA Frigates moved forward on the right about 4”. The last Prussian Fighter squadron moved and
landed on the Carrier to be re-purposed. CoA Cruisers moved forward and turned to the
left, bringing all their turrets to bear on one of the Prussian Cruisers. The Fresnel’s Accumilator activated
successfully and in some of the worst rolling of the game, barely managed to
crit one of the Cruisers (Nav Lock). It
should have double or triple crit the cruiser with the amount of dice being
rolled! Sadly for the CoA, this was
their last activation of the turn!
The Prussian Admiral realized that the Fresnel could not be
allowed to live. The Prussian Sub rolled
an extra 2” movement from the Tesla Generator and moved forward, then turned to
the right, presenting broadsides. The
Speerschleuder turrets managed to double-crit the Fresnel and sank it. Sadly, the Bombard failed to damage the CoA
Battleship. The CoA Cruisers did fail
their Break Test. The Sub failed to
Panic Dive – leaving it vulnerable on the surface.
Prussian Cruisers went next – the one stuck moving straight
ahead, the other 2 turning to the left – hoping to protect the sub (but not
quite getting there. Linked fire from
the Cruisers managed to cause a Crit on one of the remaining Cruisers (Engine
Damage). Finally, the Carrier moved
forward 4”, hiding behind the island as best it could.
As the final activation, the Prussian Carrier moved forward
4”, trying to stay behind the island as much as possible.
In the End Phase:
The Prussians failed to repair the Nav Lock on the cruiser
AND failed to put out the fire on the Zepp (3AP left).
The CoA were able to repair their damaged Nav Lock on their Cruiser.
CoA: 147 pts
PE: 0! Nothing was crippled or sunk! (That wouldn’t last long!)
Turn 2:
CoA Won the Initiative!
CoA Won the Initiative!
So the Worm went first!
Though it failed its Sturginium Boost roll, it came to the surface and
attacked the Prussian Sub, getting a Crit (Hard Pounding – 1AP left!) with the
Particle Accelerator. The Worm then
fired off its Cloud Generator as it failed its Panic Dive. The Prussian Dive Bombers attacked the Worm,
causing 1 HP damage for the cost of 2 tokens.
The CoA Cruisers continued their course to the left of the
table and managed to Crit the damaged Zepp again (Guns Damaged – 1 HP left) - finally
crippling the Zepp.
The Prussian Sub moved forward and fired all weapons on the
Worm, but only managed to get 1HP of damage on the Worm. But that was enough – it also added a Lightning
Rod token to the worm.
CoA Frigates made a torpedo run on the Prussian Sub, but
failed to damage it. The Frigates did
manage to shoot down another Dive Bomber.
PE Cruisers surrounded the CoA Worm and the Frigates. Thanks to the Lightning Rod, the Worm was
sunk with a double-crit and a Frigate was sunk with a Broadside shot while a
second Frigate was zapped by a Tesla Generator (Nav Lock). The lightning display was too much for the surviving
frigates – they failed their Break Test.
The CoA Battleship moved forward and opened fire, critting 2
Prussian Cruisers (the Damaged Cruiser was Fusion Leak – 1 HP left, a second
one was Nav Locked).
Prussian Fighters attacked a wing of Drones and shot down all
5 drones for a cost of 3 tokens. The CoA
Destroyers moved forward and sank 1 Prussian Frigate, damaged another and lost
all their AP attempting to board the 3rd Frigate on the left. The Frigates passed their Break Test.
The Prussian Frigates on the left charged past the CoA
Destroyer, firing aft Tesla as they passed and guns at the Frigates in front – the
result was to damage both the Destroyer and 1 Frigate. The CoA Frigates on the left moved forward
and caught the Prussian Frigates in a perfect cross-fire – sinking both!
The Prussian Carrier launched a full wing of Torpedo
Bombers, then moved forward 3”. The CoA
Skyship came down to Flying Height, turned to present broadsides and shot down
the damaged Zepp.
Prussian Frigates on the far right maneuvered around the
Subs and Cruisers to attack the CoA Frigates, and sank 1 Frigate.
The last CoA Drone Wing attacked the last 2 Prussian
Fighters, reducing their fuel to 1 for no losses in return. One of the Prussian Spotters landed on the
Carrier to re-purpose. CoA Frigates in
the center attempt a torpedo attack on the damaged Cruiser but failed to damage
it. The CoA Frigates did manage to shoot
down the last two Prussian Fighters. This
was the last activation for the CoA.
Free to act as they wished, the Prussians moved their last
spotter plane forward at ½ speed, and the Strike Bombers made an attack run on
the CoA Frigates in the center, splitting their attacks and damaging 2 of the 3
Frigates – as well as adding Lightning Tokens to both! Prussian Frigates attacked the lead (damaged)
CoA Cruiser and sank it with a double-crit.
Finally, the last Prussian Zepp dropped to Flying Height and sank the
last CoA Destroyer.
In the End Phase:
The CoA were able to repair the Tesla Effect on their Frigate, but were unable to dislodge the Lightning Rods. The Broken Squadrons failed their Rally Test.
The PE repaired 1 cruiser but failed to repair the Crippled Cruiser.
Sadly, at this point, we ran out of time.
Losses:
CoA: 396
PE: 182
CoA: 396
PE: 182
A Draw!
Well, that was a shock!
I got a charge out of that!
Sorry – I was just channeling my old Electronics teacher
there…
I would have liked another turn or two – just to see what
would/could have happened. I think the
CoA suffered more from bad dice rolls rather than bad tactics on his part or
brilliant tactics on my part.
So what’s my impression of the “Wolf Pack”?
The Sturmbringer Submarine is interesting, but a sub that is
unable to fire torpedoes or any other long-ranged fire while submerged. . I don’t
know. The fact that it has extremely
limited availability (1 per 1250pts or part thereof) means it won’t be too many
battles with multiple subs. I do like
the weapons load and it would have been nice if I could ever pass a Dive test,
but I’m still on the fence here. The sub
definitely needs more play-testing on my part to learn how best to use it. The sub does work well with the tactics of
the Support Cruisers. The extra Spotter
Plane token granting an extra activation was nice, too!
Donnerfaust Support Cruisers were very interesting. Unlike most Prussian ships, the Support
Cruisers don’t have large boarding potential and do require turning and
presenting their Broadsides to maximize their turrets. While the same is true with the Dreadnought,
most Prussian Battleships usually have a generator stuck on the back turret
ring and other mediums tend to be “forward firing” so that they can close (and
board) as quickly as possible. While a
departure from standard Prussian Tactics, the potential broadside attacks with
both Turrets is impressive and deadly!
The Zerstorer Strike Bombers are limited but useful in a
follow-up capacity. You need the numbers
in case some are lost on the way in.
Staying at Obscured makes them much harder to hit (6’s only for most
ordinance). I’d like another flight of
5, but I’m not sure I want the whole box set.
Definitely another choice I need to play-test some more.
I took the Pflicht Zepps because I wanted the “extra”
spotters for the Tesla Bombards. While I
don’t think it was a bad decision, I never did use them for that purpose. They did act as “Fire-Magnets” and the extra
HP damage it took to cripple and destroy them was a pain for the CoA. In this case, I think they earned their
points by distracting the fire from the Skyships and the Cruisers from more
important targets.
The Arminus Frigates did what they do best – spread destruction
and distraction as best they could.
While I lost one squadron on the left, the other two squadrons went out
and wreaked havoc on the right. Don’t
leave home without them!
The Rhine Carrier did what I wanted it to – provide a
landing and launch platform, I didn’t use it to its full potential. It would have been able to start bombarding
the CoA Battleship next turn and the Torpedo Bombers would have been in range
to attack as well. I would have been
able to launch another Wing the turn after (I could have done an under-sized
3-strong wing next turn, but figured the Bombard would have been more important
against the Battleship).
On the other side, the CoA were doing well until the dice
failed him. Once he started rolling bad,
he couldn’t seem to get out of the dumpster.
The Battleship was starting to make its presence felt and turning things
around. The game would be decided next
turn dependent on what happened with the Battleship next turn.
Subscribe to:
Posts (Atom)