Sunday, September 21, 2014

BatRep: Dystopian Wars V2 - 1000pt Kingdom of Britannia vs Prussian Empire

Admiral Von Shtupp looked out over the tranquil seas of the Caribbean from his Command Ship, the Elbe-class Fleet Carrier SMS Graf Zeppelin.  After having been reinforced, re-supplied and repaired at their new base, the Prussians were out on a search and destroy mission against their old foes, the Kingdom O Britannia.

Von Shtupp wanted revenge after the humiliation he suffered from his last battle.  This was going to be his opportunity.  Now, Von Shtupp’s task force was sailing through the island chains, acting on a tip from some local islanders that the British were searching for an easy attack route to the Prussian’s base and determine how weak the Prussian Defenses were.  Von Shtupp intended to demonstrate the latter were not weak at all...

“Admiral!  We’re approaching the point of interception.  What are your orders?”

“Launch all Dive Bombers.  I want to launch an all-out effort as soon as we know where the British are.  Have the Kaiser Karl form up beside us and deploy the rest of the fleet on both flanks.  Have all ships go to High Alert.”

“Yes Sir!  Will you be coming into the Command Centre now?”

“Not yet.  I want the pilots to see that I’m watching them as they launch.  It helps to inspire both them and myself to fight our best.”

“Yes Sir.  I’ll go inside and send out your orders.”

Von Shtupp was already looking back over the rail, listening as the great Carrier’s elevators and deck crews started preparing the Dive Bombers to launch.

“Soon.  Very soon I will have my vengeance…”

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So, the Grudge Match was on!  The same Prussian Fleet (more or less) was facing off against the same Kingdom of Britannia fleet (more or less) that humiliated the Prussians not so long ago…

(Maybe humiliation’s a little too strong a word, but I wanted revenge anyway!)  ;)

We decided on a 4’ X 4’ play surface to help speed up the game (we were a little limited for time).  Our battle zone consisted of 4 Massive islands, 2 on the south edge on opposite corners, one in the North-East corner and the last was a little off-center in the middle of the table.

The British won Strategic Advantage and the Prussians the Operational Advantage.  British deployed their forces on the North table edge, the Prussians the South edge.

Neither force had any Advance, Flank or Reserve Forces.  As we had Operational Advantage, the Prussians made the British start deployment. 

Deployment of the Kingdom of Britannia (KoB)
(West to East)
  • 1 X Hood Battle Cruiser
  • 1 X Hood Battle Cruiser
  • 4 X Attacker Frigates
  • 1 X Ruler Battleship with Guardian Generator
  • 2 X Fighter SAS (5 Tokens each)
  • 1 X Ruler Battleship with Guardian Generator (Commodore’s Flag Ship)
  • 2 Squadrons of 4 X Attack Frigates, 1 Squadron behind the other


Deployment of the Prussian Empire (PE)
(West to East)
  • 3 X Saxony Corvettes
  • 1 X Konigsberg Battle Cruisers
  • 3 X Uhlan Cruisers
  • 1 Fighter SAS (5 Tokens)
  • 1 Kaiser Karl Heavy Battleship
  • 1 X Elbe Fleet Carrier with 2 Dive Bomber Squadrons (1 with 5 tokens, 1 with 4 tokens) (Commodore’s Flag Ship)
  • 1 Fighter SAS (5 Tokens)
  • 4 X Arminius Frigates & 4 Saxony Corvettes (interlaced)


 
Start of Game


Both players drew their Mission Cards but the Prussians drew “Commodore’s Discretion”, allowing the Prussians to choose whatever mission they wanted.  Bwa-Ha-Haaaa!!!

Both players then go through their decks and selected their 6 TAC cards.  Then, we were ready to play!

Turn 1
In the TAC phase, BOTH players played “Lost Orders”, allowing each player to randomly draw a card from the other player’s TAC hand.  The KOB lost “Radio Intercept” (Grants +d3 to an Initiative roll) and the Prussians lost “Devastating Barrage” (One attack from a Squadron gains Devastating Munitions Type.)  As a result of this double back-stabbing – both players ended up with 20 VPs!

Prussians won the Initiative.

To stall for time, the smaller Prussian Dive Bomber SAS moved forward.  A British Battleship moved forward and turned its great turrets towards the Prussian Carrier, but failed to damage it.  The Prussian Corvettes on the left moved forward, trying to stay in the shelter of the westernmost island.  The British Battle Cruiser proved they didn’t do a good enough job; moved forward and blasted 2 Corvettes into splinters while rear turret failed to damage one of the Prussian Cruisers.  First Blood to the Britannians!

Prussian Corvettes Take Fire

Breaking tradition, the Prussians activated the Battle Cruiser!  The Tesla Generator granted the ship an extra 1 inch movement.  Moving at full speed, the Battle Cruiser managed to peek around the island and draw Line-of-Sight to the British Battle Cruiser between the islands.  While the turrets failed to damage the British ship, the broadsides managed an HP of damage and the Speerschleuder got a Crit (Nav Lock) as well as adding a Lightning Rod and zapping away an AP!  Who needs turrets?  More importantly, this was the first time ever that the Prussian Battle Cruiser caused any damage!!!  WOO-Hoo!  Laughingly, my opponent decided to designate this Battle Cruiser as the HMS Hood.  The other he designated as HMS Anson.

Prussian Battle Cruiser FINALLY does Damage!

 The other British Battle Cruiser turned to starboard to present broadsides to the Carrier and unloaded everything.  When the smoke cleared, there was no damage on the Carrier.  The Prussian Cruiser squadron moved forward and cut a turn to port, in front of the Prussian Battle Cruiser to get Line-of-Sight on the damaged British Battle Cruiser.  The Battle Cruiser’s shields managed to save it from taking any damage.

The British Commodore’s Battleship moved forward from behind the island, though only enough to expose the two front turrets.  The Battleship fired its torpedoes at the Prussian Cruisers, but all were stopped by the concussion charges.  The Turrets fired at but failed to damage the Prussian Battleship.

Prussian Dive Bombers moved to the left towards the central island.  British Frigates in the east moved forward from behind the island.  Prussian Corvettes moved forward on the west of their island, but their guns failed to damage anything.  The central set of the British Frigates moved forward from behind the Battleships and fired at the Prussian Corvettes and sank 1.  The Corvettes passed their Disorder Test.

British Frigates Sink a Corvette

The Prussian Carrier started its activation by re-purposing a squadron of Fighters as Dive Bombers.  The great ship moved forward and tried to draw Line-of-Sight to the Commodore’s Battleship, but couldn’t get the line it needed.  Suddenly, realized it had clear Line-of-Sight with its Teslas at the other Battleship and a Battlecruiser.  Making a choice, the Carrier fired its weapons at the Battle Cruiser (easier to damage).  As man-made lightning arched towards the hapless ship, the Battle Cruiser suffered a Crit (Guns Damaged) as well as adding a Lightning Rod and zapping away an extra AP.

British Fighters moved forward towards the islands on the west, while more Prussian Dive Bombers also made their way westward.  Another flight of British Fighters flew straight ahead, keeping to the Starboard side of the Prussian Carrier.  Finally, the Prussian Fighters took up station between the two Dive Bomber squadrons on the west, to provide a limited escort.  As the last British activation of the turn, the last squadron of Frigates moved forward on the east of the table, taking station behind the 1st squadron. 

In their final activation, the Prussian Battleship moved forward and turned to port, firing all turrets and broadsides at the British Frigates.  In a series of dismal rolls, only 1 Frigate was sunk, and that by the Broadsides.  The Battleship fired its Speerschleuder at the Battle Cruiser.  With the Lightning Rod boosting the damage, the Anson suffered a Crit (Generators offline) as well as putting a 2nd Lightning Rod on the Anson and zapping away a 2nd AP!  The Frigates passed their Disorder Test.

Kaiser Karl shoots at 4 Frigates . . Sinks 1!

End Phase:
The British repaired the Nav Lock on HMS Hood but failed to remove the Lightning Rod.  On HMS Anson, they repaired the Generator and removed 1 Lightning Rod, but failed to repair the Gun Damage and remove a second Lightning Rod.  That could prove troublesome later…

On the Prussian side, the Disordered Corvette on the west side of the map lost an AP and rallied.

VPs:
KoB:       80
PE:          50

End of Turn 1!


Turn 2
This time, neither side played a TAC in the TAC phase.  (I guess it was just too embarrassing after last turn!)

Prussians won the Initiative!

Prussians started the turn activating the Cruiser Squadron. (Really had to – otherwise the Battle Cruiser would have rammed their own ships!)  As the Cruisers raced through the gap between the islands, they dropped mines to plug the gap.  Then, forming a rough Line-of-Battle, the Prussians turned their turrets and broadsides towards HMS Hood.  If a flurry of gunfire, the Hood was sunk with a triple Crit!

Prussian Cruisers Sink the HMS Hood!

The British Battleship rushed forward to avenge the Hood, and turned to starboard slightly to fire all weapons at the Prussian Cruisers.  All 3 Prussian Cruisers were hit in the volley.  One Cruiser suffered minor damage, but the other two Cruisers suffered Double-Crits!  One Cruiser suffered a Raging Fire (1) and Nav lock, the other Cruiser suffered Nav Lock and Generators Offline.  OUCH!!! 

The Prussian Battleship did a hard turn to port (~90 degrees) and sank the other Battle Cruiser HMS Anson with a crit.

SMS Kaiser Karl sinks HMS Anson!

Elsewhere, British Fighters attacked the under-sized Dive Bomber squadron and shot down all 4 tokens for the loss of 1.  Prussian Fighters attacked the other British Fighter SAS, shot down 4 tokens for the loss of 1.  The surviving British token bravely attacked a full squadron of Dive Bombers and died gallantly, not having shot down a single Dive Bomber.

The Prussian Corvettes in the east charged forward at full speed.  Guns sank 1 British Frigate and the Corvettes managed to board and leave a 2nd Frigate a derelict.  The Surviving British Frigate failed its Disorder Test.

Corvettes Sink 1, Derelict 1 and Disroder the 3rd!

The British Commodore’s Battleship moved forward at maximum speed and sank all 3 Corvettes in a series of collisions that did not damage the Battleship.  OUCH!!!  60 VPs and he hadn’t fired a shot yet!  Firing all weapons at the Prussian Battleship, the British were shocked when the Prussian shields stopped 7 hits, reducing a potential crit to just 1 HP!

"I said GET OUT OF THE WAY!!!"

The Prussian Battle Cruiser moved forward at full speed, pulling up beside the Prussian Battleship.  Firing everything, the Prussian managed to crit the Commodore’s Battleship (Hard Pounding – lost an additional 2AP).  The lone Disordered British Frigate turned and fired on the Prussian Battle Cruiser.  Though the guns did nothing, the torpedoes managed to do an HP of damage to the Battle Cruiser.

Prussian Dive Bombers moved forward, over the central island, within easy attack range of both British Battleships next turn.  British Frigates in the far east table side did a U-Turn to starboard to form a Line-of-Battle to fire on the Prussian Battleship.  CC & Shields stopped the torpedo attack and shields reduced the guns from a potential crit to another lost HP to the Prussian Battleship.

The second Prussian Dive Bomber SAS moved forward to get in range of both British Battleships for next turn.  The last British activation was to move the second Frigate squadron in the east to starboard, but there was no shots fired.

The Prussian Carrier moved forward.  The Tesla & Speerschleuder failed to damage the Commodore’s Battleship and AA failed to damage the Fighter SAS, but were still able to sink a Frigate.  The Frigate Squadron passed their Disorder test.

Lots of shots, but only 1 Frigate Sunk!

Prussian Frigates moved around to the right side of the eastern island and managed to sink 2 more Frigates.  The Survivor passed its Disorder Test.  Finally, the sole surviving Corvette in the west zipped around to hide behind an island, into safety.  (I hoped!)

End Phase
For the Prussians, they managed to repair the Generator on 1 Cruiser, put out the fire on the second Cruiser, but both failed to repair the Nav Locks on both!

For the British, their damaged Frigate rolled a loss of 2 HP/AP during the Rallying Phase.  Sadly for the British, that removed the only AP and the last HP of the Frigate, sinking it…

At that point, my opponent conceded the loss.

End of Turn 2 & Game

VPs:
KoB        140         Mission: “Free To Engage”: 70% of the enemy’s fleet – Incomplete
PE:          510         Mission: “Break Their Backs”: 50% of the Enemy Fleet & All Mediums (Both Complete)

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TACs Not Played:

KoB: Battlefield Repair (D3+1 HPs repaired in a Squadron) – 60 VP
Devastating Barrage (1 Attack from the Squadron gains Devastating Munitions Type (initial 6’s count as 2 hits and roll 2 Dice instead of 1)) – 40 VP
Stoke the Engines (Increase the movement of the squadron by D3+1”) – 40 VP
Espionage (Cancels the effects of another TAC in play) – 40VP

PE:
Prepare My Personal Transport
(If Commodore’s ship is sunk – place Commodore on any friendly Capital Class Ship within 16” (Prevents Disorder Checks for the entire fleet if ship is lost)) – 60VP
Battlefield Repair (D3+1 HPs repaired in a Squadron) – 60 VP
Espionage (Cancels the effects of another TAC in play) – 40VP
Lucky or Unlucky Shot! (Re-roll one or both dice after a roll is made on the Critical Hit table) – 40VP
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Well, the Prussians certainly got their revenge this time!

It was a good battle to demonstrate both the strengths and the weaknesses of Battle Cruisers.  While the Prussian Battle Cruiser managed to do a lot of damage this time, the British Battle Cruisers showed how vulnerable they were to return fire. Both HMS Hood and HMS Anson managed to do quite a bit before they took damage, then folded quickly.  As the previous battles with my fleet showed, the Prussian’s Battle Cruiser were just as vulnerable.  Battle Cruisers are very much a Glass Cannon.  If they get the chance, their attacks are impressive.  If they don’t, they are a single ship and easier to disable and destroy than most full sized squadrons of other Mediums.  The Prussians were lucky this time – the British were not.  If you take them, PROTECT your Battle Cruisers!

I was much more aggressive with my Elbe Fleet Carrier this time, too.  While I did have 3 squadrons of Dive Bombers out, none of them did anything (except a single Fighter token).  They were in good position for Turn 3, but the battle was won by then.  What made the Carrier useful was its weapons; Broadsides, 4 Speerschleuders and a forward-facing Tesla Coil.  The Elbe has almost as much firepower as a Battleship.  Though risky to use it as such, the Prussian Fleet Carrier certainly was tough enough to do it.

The Kaiser Karl Heavy Battleship was, once more, a very tough nut to crack.  Though it didn’t put out that much damage (it missed most of the Frigates and only succeeded in sinking a crippled Battle Cruiser), it was an effective Fire-Magnet (got to love that Rugged Construction (2) AND Shields(2))!  Definitely something to keep in my inventory!

The Uhlan Cruisers did a good job this game too.  Good Fire-power and dropping the mines to block the gap to prevent someone from flanking me around the island.  The mines weren’t needed in the end, but it helped give me some peace of mind.  The fact that two Cruisers took double-crits and were still able to float, denying important victory points to the British shows the advantage of squadrons over single ships.  He could have tried to blow apart just 1 Cruiser (and would have succeeded), but I would still have 2 ships and an activation.  Sinking his single Battle Cruiser(s) cost him both VPs and an activation he couldn’t afford to give up – not even taking my mission (destroy all Mediums) into consideration.

On the British side, this was a tough fleet and the first time this configuration had been beaten by me.  Two Battleships is tough for anyone to face.  I think I was just lucky my opponent had such bad luck this time and that I drew the “Right” mission to face it.  The British drawing the 70% mission objective meant he had to destroy or capture either the Carrier or the Battleship – both tough nuts to crack.  He simply ran out of time.  If he hadn’t lost that last frigate trying to Rally in the end phase, I would have been under 50% and he might have taken the chance to attack with both his Battleships in a coordinated fashion.  He might have been able to pull out a draw.

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Someone asked that I post the reasons why I chose the TAC cards I selected in a battle.  So, here’s my cards and the logic behind them:

Radio Intercept:  It’s a fun card to play.  At only 20VP, it’s a good “First Turn” card to play.  You might get lucky and draw a very important card from your opponent’s hand.  If he stops you, it’s a free 20VPs (or more).

Devastating Barrage:  A good attack boost for only 40VP.  I usually don’t expect to get this card to succeed as most opponents are scared to let it go off.  That means they have to block it (giving me a “free” 40VP or more) or let the potential damage through, allowing a better chance of at least a Crit.

Prepare My Personal Transport:  I’ve lost battles when most my fleet failed their Disorder Test after the Commodore’s ship is sunk.  This is a “Hope I don’t need it but nice to have just in case” card.  With my Carrier (already a high-value and Prime Target) being the Commodore’s ship, I expected it to come under a lot of fire. 

Battlefield Repair:  Once again, it’s a very expensive card with very important results that most opponents won’t allow to be played.  I either try to wait until I’ve drawn out my opponent’s “Espionage” card and most of their hand, or I play it hoping to get some free VPs.

Espionage:  This is one of those “Must Include” cards that will appear in most player’s hands (usually only the brave go home without it).  Usually it’s used to “save” some VPs (played against a 60VP cards) or just prevent an effect from another 40VP card.  Most people won’t waste the card on a 20VP card.

Lucky or Unlucky Shot!:  This is just in case I suffer a Magazine Explosion or other critical effect on one of my critical ships.  If it’s a ship that’s about to be sunk anyway, there’s little point in using this card.  The other (Primary) use is as a Cancelling card – preventing other cards from working.

Hopefully, this helps those who want to know my mindset when I choose my cards.  I must warn you that I’ll “shuffle” my choices to try something different…


Anyway, I hope you enjoyed the report!  See you next time!

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