Friday, June 21, 2013

BatRep: League of Italian States vs Russian Coalition (800pts)

Admiral Dimitry Orlov was content.  He was back at sea where he belonged.

He shuddered as he thought of those long hours he had been adrift at sea following his last battle.  He vaguely remembered being blown off the bridge of the Georgy Pobedonosets ("St George the Victorious" in English) just before it sank.  It was a miracle he had survived the explosion, let alone the hour in the frigid Norwegian Sea afterwards.  He didn’t remember much of the details, but Orlov did remember the bone-numbing cold!  He thought he would never get warm again…

Now he was back on the bridge of his new ship, the Borodino Class Battleship Georgy Pobedonosets II, named in honor of his previous ship, and how well it had fought to protect the rest of the fleet before succumbing to the waves.

Now, Admiral Orlov was taking his new command out for a shake-down cruise.  He didn’t expect any trouble and had no intention of looking for any.

“Admiral!  A fleet spotted to the south!  It seems to be a Battleship with support ships and fliers, heading our way.  They refuse to acknowledge our hails!”

Great, thought Orlov.  Looks like I don’t need to look for trouble.  It has already found me…



So Thurston got the “League of Italian States” fleet boxes and wanted to try them out against someone new.  (Appears the previous victim had a hard time dealing with the Italians and both needed a break)!  As I had just done a series of games with the Prussians, I figured I needed a chance to get back to my Russians.  So a few days before we met, I suggested we either play Box Sets or 800pt fleets.

Thurston texted me a day later: “My box set IS 800pts!”  That made it easy to decide the point’s value…

When we arrived at our FLGS, I discovered that someone had setup our normal table with the water-cloth and ice berg terrain pieces – we’d seen this setup before with other players doing 40K or other 28mm systems.  The table had far more terrain than we were used to.

“Wouldn’t it be fun to play a game on a table like that?”

“You know, it would…”

We looked at each other, laughed and left most of the terrain on the table…


Just a few icebergs, eh?

So, Russian Coalition (RC) Deployment, from Left to Right:


Russian Deployment

  • -          3 Novgorood Frigates, with a Pesets sub behind them
  • -          Iceberg/Island with a Tunguska Large Airship (with Ablative Armor) and a squadron of Fighters on top
  • -          3 more Novgorood Frigates, with another Pesets sub behind them
  • -          A Borodino Battleship, the Georgy Pobedonosets II with Torpedo Breaker Generator and 2 Veliky Escorts
  • -          Another squadron of Fighters
  • -          A squadron of 2 Suvorov Cruisers.

Note:  I had taken the 2 Pesets Subs to operate as separate squadrons to regain an activation I lost for dropping some frigates for some escorts for the Battleship.  I realized after the game that Pesets were “Limited Availability (750)”.  Technically, as this was an 800pt game, it was legal to take 2 units.  Normally, I wouldn’t take two units as such a “cheesey” choice in such a low-points game.  In this case, I just forgot to check the MAR before playing the game. 


The League of Italian States (LIS) Deployment, from Top to Bottom:


Italian Deployment

  • -          2 squadrons of 3 Scutum Frigate-Escorts, 1 squad behind the other, just out of sight behind the iceberg/island
  • -          A squadron of Torpedo Bombers on top of the Iceberg/Island
  • -          A Mars Battleship
  • -          Another squadron of Torpedo Bombers behind the island
  • -          3 Gladius Cruisers with a total of 6 tokens of Uccisore Torpedo Boats
  • (Tiny Tokens around the cruisers that are not touching or in formation)
  • -          3 Scutum Frigate-Escorts with a squadron of 2 Fortuna Bombers behind and to the right
  •  


Both sides were using their own STAR card decks, both rolled missions but decided to go for the standard 70% captured or destroyed default objective.  So whomever got to 560pts first would win!

Turn 1:
Italians Won the initiative
The Start of it all...

Turn 1 started cautiously.  Italian Torpedo Bombers started things off, moving forward ½ speed.  Russians countered with fighters moving forward, again ½ speed.  The Italian’s second Torpedo Bomber squadron moved towards the center of the table.  Concerned for the Battleship, the Russians moved a second squadron of fighters towards the center, to provide CAP if necessary.  Italy moved the first squadron of Frigates on the left forward.  The Russians moved their Frigates on the right of the iceberg forward.  Italian Frigates on the right moved forward and took a long-range shot at the Russian Frigates through a gap in the ice, but failed to damage anything.  Russian Cruisers moved forward, firing through the same gap at the Italian Frigates, but failed to do any damage with their broadsides at Range Band (RB) 3.  Italian Bombers then take a long-ranged torpedo shot at the closest Russian Cruiser through the gap, but the Torpedo Breaker on the Battleship redirected 3 torpedoes onto the other cruiser and neither was damaged.

To stall for time, the Russian Sub on the right dove to Submerged Depth; its Echo generator splitting the echoes to two different positions.  The Italian Cruisers advanced; played Veteran Gunners (+1 to hit with 1 ship), but failed to damage the Russian Cruisers from RB2 through the gap in the ice separating most the fleets.


Peek-A-Boo...

The Russian Sub on the left, dove to Submerged level as well, its echoes splitting up to go on either side of an iceberg near the table center.


Echo Games!

Italian Torpedo Boats followed the Italian Cruisers, creating somewhat of a traffic jam approaching the gap in the ice between the 2 fleets.


The Dreaded "GAP!"

The Russian Battleship played “Stoke the Engines”, moved forward its full 9” firing it’s broadsides through the gap but miss the Frigates on the other side.  Sadly, the Turrets were just out-of-range to the Italian Battleship and had no arc of fire at anything else.  (I maybe could have brought a Raised Turret to shoot at the Frigates, but it may have been one of those cases where the turrets didn’t have a Line-Of-Sight, but the broadsides did.)  The Italian Battleship, sensing an opportunity, rushed forward at full speed, getting an extra inch due to “Streamlined Hull.  Her firing managed to sink 1 Frigate and damage another, but the Russian Frigates passed their Break Test.

At this point, I had a mental dilemma; The Russians had another “Stoke the Engines” card in their hand.  I had intended to play it next turn on the Battleship, but the Italian Battleship was just sitting there now…

I played the “Stoke the Engines” card on the Large Skyship, rushing forward 11” and getting the Italian Battleship in range of her guns!  After declaring 14 attack dice from the Main and Beam Turrets on his Battleship, Thurston gave the ship the Commodore Order “Power to the Shields”, giving him 4 shield dice due to the Mars having Amplified Shield Generator and the extra dice for the order.  The Italians then re-rolled a dice using Inventive Scientists, and THEN played “Hard as Nails” card, reducing the damage to the Italian Battleship down to a single Hull Point!  (Grrrr!)


Italian Battleship in peril!

In the last two activations of the turn, Italians moved Frigates from the left forward 12”, and Russians moved their Frigates forward and fired on them.  However, the Italian Frigates were 5+ to hit due to their special rules, resulting in no damage inflicted on the Italians.

Losses:
LIS:         0!
RC:         37


Turn 2:
Russia Played Radio Intercept
Italy Played Tactical Aid, gaining extra cards
Russia won the Initiative!

Russian Large Skyship activated first, moving forward and targeting the Italian Battleship at RB1 and finally dealt a Crit to the Battleship (Systems Offline – no more shields!)!  I then played “Tally HO” to activate a second unit but Thurston knew better and countered my card to prevent the effect.  Thurston was going to move forward a minimum amount to shoot his main guns at the Russian Skyship, but I pointed out that his main guns would not be able to bear on the Skyship from RB1; so he moved forward a bit more and brought all guns to bear from RB2, and played “Thunderous Volley” which failed to damage the Skyship, though he did sink the damaged Frigate.  The Frigate squadron passed their Break Test. 

The Russian Battleship activated next and moved towards the Italian counterpart, bringing all turrets to bear and caused another Crit (Weapons Damaged) on the Italian Battleship (for a total of 5HP gone)!

The Italian retaliated by launching a Torpedo Attack at the Russian Battleship from the Torpedo Bombers on the left, though through bad rolls on Thurston’s part and good defensive measures on mine, no damage got through. (Thank You Ablative Armor!)  Worried about another torpedo attack from the other squadron, Russian fighters on the left went full-speed to form up a CAP over the Russian Battleship.  This forced the remaining Italian Torpedo Bombers to redirect their torpedo attack onto a Cruiser.  The Battleship was within range to divert 3 torpedoes onto the other cruiser (causing no damage to the 2nd Cruiser), and AA shot down 1 token, but the primary cruiser target lost its Ablative Armor and suffered a hull point’s worth of damage.

One of the Russian subs surfaced and attacked the Italian Battleship from RB2 with guns and torpedoes, but failed to do any damage to the enemy.

Italian Frigates on the left ran forward and successfully sank 2 Frigates and damaged the 3rd on the left, but the survivor passed its Break Test.  The Survivor would then head towards the rest of the fleet to the right, failing to damage anyone in return as it fired while retreating.
Russian Frigates take a pounding!


The Italian Bombers, crossing over the island, fired 2 separate salvos of 6 torpedoes at the damaged Russian Cruiser, preventing the Battleship from “breaking” a single massive salvo, so 1 salvo was reduced and redirected to the undamaged Cruiser (causing no damage).  The concussion charges were directed against the full strength salvo and took out enough hits to prevent further damage!  In retaliation, the Russian Cruisers shot down 1 token of Torpedo Bombers and sink a Italian Frigate with guns in the gap.

The Italian Frigates then commit to a “Hit and Run” attack against the Cruisers.  Moving ½ their movement, the frigate’s Guns crit the damaged Cruiser (Systems Offline) but the Battleship’s Torpedo Breaker redirected 3 torpedoes back into one of the Frigates that strayed too close!  Torpedoes caused no damage and the Frigates continued their 2nd half of their move to get around the corner of the island – making room for the rest of the fleet to pass through.


Start of the Attack Run...

..End of the attack run - open Gap for next squadron to come through!

One of the surviving Russian Frigates moved up beside the surfaced submarine, then lobbed mortar shells at the Italian Frigates – sinking 1!

Italian Torpedo Boats rush through the gap, successfully sank 1 of the battleship’s Escorts, but failed to damage the damaged Cruiser.  The Russian Fighters, discovering they can hurt them, blast away at the Torpedo Boats, and sank 1 token (needed 3 hits to kill 1 token).  Italian Cruisers finally came through the gap, but failed to damage the Cruisers with their guns and torpedoes, or damage the Tiny Fighters with their AA.

In the final activations, the Russian Sub on the left stayed submerged, both echoes continuing around opposite sides of an iceberg.  The last Italian Frigate Squadron attacked one of the echoes, only to discover the sub was actually at the other echo.



End of the 2nd Turn

In the End Phase, the Russians managed to repair the System Damage crit on the Cruiser (not that it needed it), and the Italians managed to repair the Weapons, but not the Generator on the Battleship!

Losses:
LIS:         210
RC:         170


Turn 3:
Italy played Mechanics and repaired the shields on his Battleship (DANG!)
Italy Won initiative!

The Italian Battleship slid forward at ½ speed, headed around the iceberg, guns blazing.  She managed to sink one of the last Frigates with his turrets (5 X 6s!!!), but the Russians played “Hard as Nails” on the Torpedo Attack on the Surfaced Sub so lost only a single hull point.  The Italian Battleship then finished its “Hit and Run” move, sliding gracefully into the cover behind an iceberg…
The Italian Battleship - running...

The Russian Battleship realized it would not be able to continue the fight against its counterpart, turned slightly to the right, bringing broadsides and turrets to bear on the Frigates and Cruisers, but only succeeded in sinking the last Italian Frigate on that side.  In a moment of stupidity, I forgot to detach the CAP so that it could go after the Bombers or the Torpedo Boats – a mistake I was doomed to repeat…

Italian Torpedo Boats launched another salvo and finally sunk the damaged cruiser, then played “Tally Ho!” to activate a second unit!  The Italian Cruisers followed up and with their front turrets, managed to strip the Ablative Armor off the Russian Battleship, though the Torpedoes failed to damage anything (The Battleship redirected another 3 torpedoes into one of the Italian Cruisers for no damage).  The Italian Cruisers Rear Turrets aimed at and stripped the Ablative Armor off the remaining Cruiser.  The Russian cruiser then remembered to roll for the Break Test due to the sinking of the other Cruiser by the Torpedo Boats, and passed the test.


The Italian Double Activation!

The Russian Skyship moved next and managed to roll a Crit on the Italian Battleship . . which was dropped to a single Hull Point thanks to its Amplified Shield Generator (But I played another ”Generator Offline” Card so hopefully it won’t get any future saves!).  AA from the Skyship took down another Torpedo Bomber Token.

The Italian Frigates, upset that they had been fooled by the Echo last turn, raced around the iceberg and fired on the submerged submarine, but failed to damage it.
"Get back here, you..."

The remaining Russian cruiser moved forward slowly, sank 1 Cruiser with a Double-Crit from its turret guns, failed to damage the 2nd Cruiser with its broadside, but successfully sank another Frigate from the opposite broadside!

Italian Bombers came after the offending Cruiser, but the torpedoes failed to find their mark, though the AA crews did successfully shoot down 2 fighter tokens as the Bombers flew by.  The wounded Russian Fighter squadron strafed and sank another Torpedo Boat Token in retaliation.

Italian Frigates on the left maneuvered around the Italian Battleship – one missing a collision by Millimeters!  The Italian Frigates then proceeded to sink the last remaining Russian Frigate.
Close call...

Suffering from “Target Fixation”, a Russian Sub sailed around the iceberg to fire guns and torpedoes at the Italian Battleship, but failed to damage as the target was partially blocked by the Iceberg (1/2 Attack Dice!).

The Italian Torpedo Bombers moved at ½ speed to waste an activation, then the other Russian Sub launched a torpedo attack against an Italian Cruiser, causing a hull point of damage AND bringing down the shield generator when the Inventive Scientists rolled a ‘1’!


In the End Phase, the Russians had no damage to repair.  The Italians repaired the shield generators on both the Battleship and the Cruiser.

Losses:
LIS:         290
RC:         240


Turn 4:
The Italians won initiative

The Italian Cruisers moved forward their minimum move and fired everything, but failed to damage anything!  However, they played “Generator Offline” on the Russian Battleship after it used its Torpedo Breaker to redirect torpedoes again.  Not good for the Russians as the Torpedo Breaker had been instrumental in reducing damage throughout the game!

Continuing our “Target Fixation”, the Russian Skyship chased the Italian Battleship and fired another Crit onto the hapless battleship (Nav Lock).  Italian Torpedo Boats fired another salvo at the Russian Cruiser, getting another Hull Point.  One of the Russian Subs followed the Italian Battleship around the iceberg but failed to damage it as the Inventive Scientists coaxed the extra save required from the shields to prevent damage (and sink the ship)!

"I'll get you and your little dog too!"


Italian Frigates attacked the other sub and got a Crit – Weapons Damaged!  
"Got ya!"

The Russian Battleship slowly turned to Port (Left) and fired all turrets on the Italian Battleship, but had to settle for sinking a Frigate with their broadsides.  The Italian Bombers fired torpedoes at the damaged Russian Sub and succeeded in sinking her before she could submerge and hide.  The Russian Cruiser then Played “Veteran Gunners”, but failed to hit anything!  The Italian Battleship moved forward minimum speed to avoid running into an iceberg next turn, played “Let Em Have It!” and managed to damage the sub that was stalking it.  As the final activation, Russian Fighters forgot to load their weapons and failed to damage the Torpedo Boats and the Italians played “Stoke the Engines” on the last Frigate squad, rounded the iceberg and managed to cause another hull point on the Russian Cruiser (leaving it with a single Hull Point).
Italian Frigates racing around the Iceberg!


At this point, Thurston and I realized that the store had closed (the Staff let us continue to play as they were just as interested in the turn’s results as we were)!
End of Turn 4 and Game!


Losses:
LIS:         320
RC:          352

Neither fleet completed the mission.  With victory points so close, we called it a DRAW!


WOW!  Great Game!  Thanks to Thurston and the League of Italian States for a real nail-biter!

Discussing the game as we packed things up, we agreed on a number of points.

  1.        The terrain helped the Russians much more than the Italians: with the Cruisers, Torpedo Boats and a squadron of Frigates all trapped on the wrong side of an island, they couldn’t bring their weapons to bear or put pressure on  the Russians until they made a run for the Gap!  That gave the Russians time to persecute the Italian Battleship and render it nearly useless.
  2.        We agreed whomever won initiative next turn would probably win the game: The Italian Battleship was probably going to be sunk and the Russian Battleship and Cruiser had arc to all the remaining frigates and cruisers, but had lost their Ablative Armor, while the Italian Frigates and Motorboats still had enough fire power to threaten most everything – especially the Russian Cruiser.  Depending on who shot next, it would be a blood bath.
  3.        The Italians are so dependent on Torpedoes, if I had swapped out the Russian Subs with Saransk Medium Skyships (or another large Tunguska), the Italian Fleet would have had a much worse time.  At the end of the game, the Russian Large Skyship was untouched as the most potent weapons were useless by my closing within RB1 of his Battleship or too far away to get through the Ablative armor by anything else.


My personal observations regarding my (Russian) fleet.  Well, I handed extra turn(s) to the Italians when I probably could have won the game in Turn 3 IF I HADN’T GOTTEN FIXATED on the Italian Battleship!  At the end of Turn 2, I had damaged the ship enough to get half points for it.  If I had concentrated on the rest of the fleet in turns 3 and 4, I probably would have earned the required points to win the game (and save some ships)!  For some reason (I don’t know why – I had documented the ship suffered 5 HP hit) I thought the Italian Battleship hadn’t suffered ½ damage yet.  Note to self – KEEP TRACK OF THESE THINGS!!!

My poor Novgorod Frigates got mauled this time out.  Usually they perform much better (and survive much longer), but seemed totally outclassed by the Italian counterparts.  I did have some pretty bad rolls, but suspect it had more to do with numbers and deployment than anything else.

The Pesets subs did ok.  I meant to get an extra activation with them and they were a nuisance factor that couldn’t be ignored.  They didn’t do a lot, but they did enough to distract the enemy from more important ships.  In this case though, I probably would have been better off with more skyships against the Italians.  Also, the subs would have been better acting together as a single squadron to link their fire against a single target.

Suvorov Cruisers did well, soaking up lots of fire and dishing it out as well.  I saved a few points not buying the Rocket Jammers (I knew the Italians didn’t have rockets).  I would have liked to use a Reinforced Cruiser Squadron with the Tambov Gunships, but just couldn’t find the points.  If I were to do a tournament, I would include the Rocket Jammers with the Cruisers to provide that required “Fleet Coverage/Protection” – just in case…

Speaking of “Fleet Coverage”, I love the Borodino Battleship!  While the Mimic Generator is an option, I must say I prefer the protection of the Torpedo Breaker for the whole fleet.  I almost always take this option as most everyone has torpedoes in their fleet somewhere.  Add on a couple of Escorts to increase AA & CC defences and it’s a pretty hard ship to crack.  Yes, it is slower than Molasses in January, but if I keep the fleet together, who cares!  The Torpedo Breaker was able to provide protection to my Cruisers, one of the subs and one squadron of Frigates until Thurston played “Generator Offline” card on the last turn!  And if the Turrets get into range, well, I’m pretty much guaranteed to hurt something.

That leaves the Tunguska Large Skyship.  This was my first game with it and I was quite happy with it.  While I could only bring 2 turrets of the 3 to bear on a single target throughout the entire game, those turrets made a lasting impression! Very happy with the performance of the Skyship, overall.  I just should have brought it back to protect the fleet rather than continue to harass the Italian Battleship after turn 3.  One thing I completely forgot was it had a Mimic Generator!  I could have copied the Borodino’s Torpedo Breaker to provide MORE torpedo protection to the fleet OR I could have copied the Italian Battleship’s Amplified Shield Generator (not that I really needed it – the Skyship suffered no damage throughout the game).

Playing against the Italians for the first time, I had a chance to form a few opinions on how they played.  First, as stated earlier, the terrain really hindered all the Italian’s long range fire in this game.  Secondly, I think Thurston suffered mostly from bad deployment rather than dice rolls or tactics.  By spreading out too far across the table (and between icebergs), he was unable to bring the entire fleet to bear at once.  This gave the Russians 2 turns to close and concentrate their fire on a single unit – which happened to be the Battleship!  The Battleship shouldn’t have been that easy to cripple that quickly, but that was the only target the Russians had for most of 2 turns!

The other impression I got was “DANG SHIELDS!”  The Italian fleet has them everywhere.  The only things that didn’t have them were the Tiny Fliers, The Torpedo Boats and the Frigates!  Everything else, including the Bombers, had a shield and boy, did they use them!  The Amplified Shields, plus Inventive Scientists (and a lot of bubblegum and twine) were the only things that saved the Italian Battleship from the onslaught it received!  But it did survive and did deny me those extra points I needed to win the game!

Once Thurston got passed his errors in deployment, he really did show he knew how to use his fleet.  Hit & Run is an interesting rule and seems to be a nice fit with this fleet, giving them just a little bit more perceived maneuverability.  The Frigates and Cruisers did well and behaved more or less as I expected them to.  The Torpedo Boats are a neat addition.  I don’t think they’re over-the-top and it gave the fleet that extra touch of uniqueness.  Beware: it is a fool that ignores the lowly Torpedo Boat!  There is a reason they have that name!  If I had a complaint about the fleet, it would be that the bombers appear underpriced.  For 55 points, you get 6 torpedoes for RB 2-4, Water Hunter, Hit & Run, Spotter AND a Shield Generator!  In pairs, they’re ok, but I would hate to deal with a full wing of 4 bombers…

The last thing I’m going to mention is the Italian fleet appearance.  When I first saw pictures of the fleet, I wasn’t impressed.  Having seen them close up and painted, well, they’re actually quite nice!  Thurston has a really good paint scheme and the ships look good in it.  The models are quite thin compared to any other fleet’s equivalent models, but it seems to work!  If I have any complaint of the models it’s that the Frigates were so narrow and top heavy, they kept tipping over on uneven surfaces or accidental “Dice Impacts”!  You may want to get a Dice Tray!  ;-)


Anyway, Great game!  Thanks again, Thurston!  We’ll have to give Orlov another chance to fight your Admiral!

Tuesday, June 18, 2013

BatRep: Kingdom of Britannia vs Prussian Empire (Box Sets - 3rd Training Mission)


Admiral Von Shtupp was back on the flag bridge, relaxed.  It had been too long since he last sailed out.  The refit took longer than expected.  But the Pride of the Prussian Fleet was once more back where it should be: out at sea!

 Now if only he could find something worthwhile to break in the new guns…




So, this was Training Mission number 3 for Graham.  1st game was just a single cruiser and frigate squad each (which I didn’t bother to record).  Second mission was Basic Box Sets, but no cards (last mission I documented).  This mission was, again, box sets, but we added the STAR Cards and the Commodore Orders.

 So, both fleets would consist of:
-          1 Battleship
-          1 Squadron of 3 Cruisers
-          1 Squadron of 2 Bombers
-          3 Squadrons of 3 Frigates
-          2 Squadrons of Tiny Fliers


“Commodore Higgins”  (Graham) would command the Kingdom of Britannia (KoB) whereas I would command the Prussian Empire (PE) once again!


Prussian Deployment (Left to Right):

 
3 Frigates
Battleship with the Ultrasonic Pulverizing Generator in the rear turret
3 Frigates with Bombers and Dive Bombers behind it
3 Cruisers with the Lethal Upgrade on their Tesla Weapons

3 Frigates
Squadron of Fighters

 

British Deployment (Right to Left):

 
3 Frigates
3 Cruisers with Engineers, the Battleship behind, carrying an extra Shield Generator
Squadron of Dive Bombers
3 Frigates on Line of Battle formation
Squadron of Fighters,
Bombers
3 Frigates on Line of Battle formation

 
After rolling for missions, both sides decided to go with the Standard 70% captured or destroyed enemy fleet.  The PE fleet was worth 715pts and the KoB was worth 720.  So, for all intents and purposes, whomever got 500 points first would win the battle.

 

Turn 1
PE won Initiative

Except I didn’t really want to go first…

So, PE moved fighters forward at ½ speed.  KoB matched the move.  PE Dive Bombers went next, then the KoB Bombers headed forward, over an iceberg.  PE Frigates on the left, not wanting to be easy targets, moved forward only 4”.  KoB Dive Bombers started to cross to the right to the table center at ½ speed.  PE Frigates in the Center move forward 4”.  
 
Finally, on the left, KoB Frigates raced forward at Full Speed and fired on the PE Frigates on the left, damaging 1.  PE Frigates on the far right advanced, staying in Range Band 2, and fired on the KoB Bombers, causing a Crit (Fusion Leak)!  KoB Cruisers retaliated, moving forward and blasted the PE Frigates, guns damaged 2 Frigates, while torpedoes sunk a 3rd.  The Frigate Squadron passed their Break Test.

 

PE Cruisers advanced towards the table center at full speed, linked their firing at one of the KoB Cruisers.  In an amazing display of marksmanship, the PE inflicted 19 hits, causing a Triple Crit!  One of the Crits turned into a Sturginium Flare – teleporting the sinking Cruiser in a random direction.  Fortunately for the KoB, it didn’t land on any of their fleet.  The remaining Cruisers passed their Break Test.
 
The KoB Battleship moved forward and Graham played “Veteran Gunners”.  The Battleship damaged 1 Cruiser and Crited another (Shredded Defences).  The PE Battleship moved forward and turned towards the table center, getting a Crit on a KoB Cruiser (Engine Failure).  KOB Frigates in the center moved forward, formed a Line of Battle and sank 1 Frigate from the PE Right-side squadron and damaged the previously undamaged PE Cruiser!  PE Bombers made their attack run on the undamaged KoB Cruiser and caused a Crit (Gun Damage).  In the final activation, the KoB Frigates on the right moved forward and formed a Line of Battle behind the Iceberg, but failed to hit anything.
 
In the End Phase, KoB repaired all Crits on their Cruisers, but failed to repair the Bomber’s Fusion Leak.  PE failed to repair the Shredded Defences of the PE Cruiser.

Losses:
KoB:       130
PE:          97.5


 

 

Turn 2:
PE Played “Radio Intercept”: +3 on Initiative roll and won Initiative!

PE Cruisers started the Activations; “Running Repairs” was played, bringing 2 Cruisers back to full Hull Points.  Moving forward, the PE Commodore gave the order “Close Gunnery” to the Cruisers, allowing the Cruisers to fire in Range Band 1 with no penalty with their Primary Weapons!  At Range Band 1, 1 Cruiser was sunk, but the Battleship’s Guardian Generator managed to save the second Cruiser from damage.

 

What goes around, comes around!  The KoB Played “Running Repairs” on THEIR last cruiser, bringing it back up to full Hull Points!  Maneuvering between the PE Cruisers, Graham discovered he didn’t have any Broadsides (I sympathized – I did the same thing in an earlier match against someone else).  Improvising, both turrets fired on one PE Cruiser and sank it with a Double Crit!  He then attempted to board another PE Cruiser but lost all his Boarding Parties in the attempt.

 

This was too good an opportunity to pass up.  PE Bombers flew forward, sank 2 Frigates with Teslas, and boarded the last KoB Cruiser, taking it as a Prize (worth Double Points)!  The Bombers then passed their tests and both were able to climb into the safety of the Obscured Level.

 

Or so they thought...  KoB Fighters attacked the PE Bombers – both sides played “Mad Minute” Cards and blasted away; 1 Fighter token was destroyed by AA but a PE Bomber suffered Double Crit – falling from the sky in pieces. 
 
 
The PE Fighter Squadron gunned their engines to full speed and shot down the undamaged KoB Bomber with another Double Crit at the cost of an extra fuel count.  The damaged KoB Bomber overflew the PE Cruiser with Shredded Defences.  Neither was able to damage the other.  The PE Frigate in the center moved forward and shot down the last KoB Bomber from Range Band 2!

 
KoB Frigates in the Center move from right to left in Line of Battle and manage to damage the undamaged PE Cruiser.  The PE Dive bomber move to the left, in faint hope of intercepting the KOB Battleship and avoiding the KoB Fighters in the table center.


The KoB Battleship moved next from right to left and played “Barrage From Hell”.  Not wanting to suffer that kind of shooting, PE discarded a card to cancel its effect.  In spite of the card being cancelled, the KoB guns managed to inflict a Crit on the PE Battleship (Hard Pounding – down to 8AP left), though Concussion Charges blocked damage from the Torpedo Salvo.

PE Frigates on the left moved forward and managed to damage 1 frigate and sink another.  The KoB Frigates passed their Break Test.  KoB Dive Bombers attacked and sunk a PE Cruiser with a Double Crit.  The Survivor passed its Break Test.  The PE Battleship moved and, in spite of its damage, sank the last two KoB Frigates on the left with guns.  KoB Frigates came out from behind the iceberg and though they failed to damage a PE Cruiser, they did successfully re-capture the Prized KoB Cruiser – turning it into a derelict.  This action gained the KoB another turn of play!  PE Frigate on the right failed to damage or capture an enemy Frigate in a Boarding Action.
 
In the End Phase, the PE failed (once more) to repair the Shredded Defences on its Cruiser.

 

Losses:
KoB:       450         (If the KoB hadn’t recaptured the Cruiser, the game would have ended this turn!)
PE:          280

 
Turn 3:
KoB Was down to 3 Active Units (plus Fighters and Dive Bombers) so were down to 3 STAR cards.
PE Played “Broken Code” – threw away 2 of KoB’s cards, leaving them with just 1 STAR Card!


KoB Wins Initiative

KoB Fighters attacked the remaining PE Bomber, causing a Crit (Weapons Damage) for the cost of 1 fighter token.  PE Cruiser moved forward minimum move and fired all turrets, broadsides and Teslas at frigates and failed to damage anything.  KoB Dive Bombers, lacking bombs, attacked and shot down the last PE Bomber for the cost of a token.  The PE Battleship, fearing it would be damaged next activation, moved forward and fired turrets at the KoB Battleship, but failed to damage it.  The Teslas sunk 1 Frigate and the Broadsides damaged another.

The KoB Battleship activated next, turrets damaging the PE Battleship (down 3 Hull Points now), but the broadsides and turrets failed to damage.  The Center PE Frigate manages to sink 1 Frigate and capture a 2nd with Boarding Actions!  The KoB Frigates on the right moved forward but failed to damage the PE Cruiser, thus ending the activations of the KoB.
 

The PE Frigates on the right managed to damage 1 more Frigate, though the PE Frigates on the left failed to cause any damage.

 

In the Final End Phase, the PE Cruiser (STILL) failed to repair its Shredded Defences…

 

Losses:
KoB:       562.5
PE:          347

Prussian Empire Wins!




Good game and a complete reversal of the last game's result!
 
This time, I managed to be patient and held back my Frigates for a turn or two before committing them to the attack.  My Cruisers held up quite well and did great (even if I couldn't repair the Shredded Defences).  I don't understand why people hate the Prussian Cruisers so much.  When they work, they work great!
 
The only thing that disappointed was the Battleship.  First of all, I would have been better off with either the Tesla Generator (Extra D3" movement or "Zapping" nearby enemies) or the Shield Generator.  Even leaving the guns on the rear turret would have been more useful as it could have fired on targets farther away than the limited 8" of the UPG (Ultrasonic Pulverizing Generator).  However, it did act as a fire-magnet and did manage to damage and sink Frigates when it was needed.

Surprisingly, Boarding wasn't as important in this game as last time.  Yes, I did capture a Cruiser in 2nd turn and if I could have held on to it, it would have ended the game earlier, but that was a target of opportunity, not by design.  I had intended to attack (and hopefully sink) the Cruiser with my Bombers.  However, when the British Boarding failed and left the Cruiser with no Assault Points, well, even a single Frigate could have captured it.  I probably should have held off the assault until my last activation so Graham wouldn't have had the opportunity to recapture the ship.
 
So what happened to Graham's British fleet?  First of all, I was paranoid about them dang Doncaster Bombers with their long ranged torpedoes and made the bombers a Priority Target.  Second, I held my ships back for most of the first turn, denying the British Frigates the opportunity to do a combination of Double Turrets and Torpedoes at Range Band 2.  Finally, I think Graham's dice deserted him at several crucial events.  Graham failed to do double crits or even damage at times by a single hit point. If he had been rolling better, chances are in, it would have been a much closer match.  I cannot really fault the British tactics.  All ship squadrons turned and formed Lines of Battle and coordinated their fire quite well.  They just weren't getting the hits they needed.  Again, my keeping my distance until I had the advantage probably was the deciding factor.

Regardless, it was a good game with Graham not giving up; fighting to the bitter end. 

I'll have to dig out the Russians as Graham has expressed an interest in fighting another fleet soon...

Sunday, June 9, 2013

BatRep: Kingdom of Britannia vs Prussian Empire (Training Mission - Box Sets)


So, it’s been over a month since I’ve been able to play any games and a new player / old friend wanted to learn Dystopian Wars!  How could I disappoint him?
 

So, both fleets would consist of:
-          1 Battleship
-          1 Squadron of 3 Cruisers
-          1 Squadron of 2 Bombers
-          3 Squadrons of 3 Frigates
-          2 Squadrons of Tiny Fliers

“Commodore Higgins”  (Graham) would command the Kingdom of Britannia (KoB) whereas I would command the Prussian Empire (PE) once again!

 Prussian Deployment (Left to Right):

-          3 Frigates peeking out from behind the island on my left
-          3 Frigates by the island on my right
-          1 flight of Torpedo Bombers
-          2 Bombers with the Battleship (all 3 Turrets) behind the island, the ship pointing to the left of the map, presenting full broadsides
-          1 flight of Fighters
-          3 Frigates and 3 Cruisers peeking out on the far side of the island

My plan was simple – I thought.  The Battleship would act as bait, drawing the British towards it, while the Cruisers and Frigates on the right of the island would run around and catch the British Battleship in the flank.  That was the plan…

Britannia deployment (Left to Right)

-          3 Frigates on the left of the island
-          2 Bombers, a flight of Fighters and a flight of Dive Bombers hidden behind the island
-          3 Cruisers (2 Turrets each), with 3 Frigates behind, with the Battleship (with 3 turrets and an optional Shield Generator) behind the Frigates to the Right of the island!
-          The last 3 Frigates

 
We rolled for missions.  Britannia decided to go for the default 70% of the enemy fleet, whereas the Prussians decided to go for the Kill: Sink all Large and Massive Ships (in this case, just 1 Battleship)!  (I thought I was being a nice guy by taking a harder mission.  Last time I do that!)

 

Turn 1:
Prussians win the Initiative

Not wanting initiative, I had to try stalling.  PE Torpedo Planes moved ½ speed towards the table center.  The British Frigates on the Prussian left moved straight forward.  Sensing an opportunity, the Prussians Frigates in the center moved to attack the vulnerable British Frigates.  Laughing hysterically, we missed our shots…

 

British Cruisers moved forward and turned to the left, forming a Line Of Battle, and proceeded to show the Prussian Frigates how to shoot.  At least, the sole surviving Frigate learned – 2 frigates were sunk in the first British volley!  The surviving Frigate passed its Break Test.

 

Prussian Cruisers advanced next; targeting the last KoB Cruiser in the line around the island, but failed to hit!  Something was seriously wrong with the Prussian Dice!!!

 


British Dive Bombers moved forward at ½ speed.  Prussian Bombers flew over the island and targeted the last Cruiser again.  Failed to damage it, again.  Then failed to climb into the Obscured level.  British bombers, laughing at their Prussian Counterparts, managed to get Critical Hits on 2 Prussian Cruisers (1 Hard Pounding, 1 Chaos & Disarray).

 Prussian fighters moved forward, stalling for time.  British fighters countered.  Prussian frigates on the left moved forward minimum speed.  British Frigates in the center advanced and turned to form another Line of Battle behind their Cruisers. 
 
 
Prussian Frigates on the left advanced slowly around the island.  The British Frigates on the far right side of the island advanced, turned, formed another Line of Battle in front of the Prussian Cruisers, and proceeded to damage 2 Cruisers and sank a 3rd!  The Prussian Cruiser squadron had enough and failed their Break Test!

 


The final activations had the Prussian Battleship cleared the island but failed to hit anything whereas the British Battleship turned to present its Broadsides to the Prussians, screened by the British Frigates.

 


In the repair phase, Prussians failed to repair any of the Critical damage, but did succeed in rallying!

 

Losses:
PE:          180
KoB:       0

 

Turn 2
Kingdom of Britannia wins Initiative

British Frigates on the far Left turned and fired turrets at the sole surviving Frigate in the center (sinking it), but their torpedoes failed to damage the Prussian Battleship.

 The Prussian Fighter squadron attacked the bombers, causing a Weapons Crit on 1. 
 
 
British Cruisers advanced slowly and fired all Turrets on the Prussian Battleship, causing an Engine Crit.  The Cruiser’s Torpedoes failed to cause any damage. 
 
 
Prussian bombers attacked the Damage British bomber, destroying it with a double-crit, the surviving Bomber failed its Break test!  The British Battleship moved forward and fired their turrets at the enemy Battleship, but failed to hit.  The Prussian Cruisers, staying in Range Band 2, managed to Crit the British Bomber (Engine Damage).

British Fighters attempted to shoot down the Prussian Bombers, but the Bombers shot down 3 tokens of Fighters for no damage in return! 

Forced to move at ½ speed due to the Engine Crit, the Prussian Battleship failed to damage either the Cruisers or Frigates it targeted.

British Bombers attacked the enemy Cruisers, sinking 1, but failed to do anything to the Prussian Fighters nearby.  The last Cruiser passed its Break Test.  Prussian Torpedo Bombers move forward, towards the enemy Battleship.  British Dive Bombers moved full speed across the center of the map. 

Prussian Frigates maneuvered around the left island, sinking 1 British Frigate, damaging another and capturing the third!

 


British Frigates on the other side of the map re-align their tubes and finally sink the last Prussian Cruiser with another Crit!

 

For the final moves, the Prussian Frigates on the left sped through the debris of their Cruisers, then sank 1 enemy Frigate and captured another as a Prize!  The British Frigates in the center turned and fired on the Prussian Bombers, but failed to damage them.

In the repair phase, the British failed to repair their critical damage on the bomber but did succeed in rallying.  The Prussians failed to repair the engines of the Battleship.

 
Losses:
KoB:       215
PE:          270

 

Turn 3:
British wins Initiative

British Bomber attacked and damaged a Frigate.  Prussian Torpedo Bombers approached the British Battleship at full speed and launched their Devastating Torpedo Attack, causing . . 1 hit – and lost one token to AA fire...

The remaining British Frigate on the left collided with the captured ship of his squadron, causing no damage to either ship, but also failed to board and recapture the lost ship.

 Prussian bombers manage to cause an HP of damage to the British Battleship from Range Band 2.

British Cruisers continued to shell and torpedo the Prussian Battleship, causing 2 more hits (bringing the total damage to 4).

Prussian Fighters attack and shot down 1 Dive Bomber and force them to use an extra fuel for the cost of 1 fighter.  The remaining Dive Bombers move towards the Prussian Battleship.  The Prussian Battleship continued its slow cruise across the table from Right to Left, failing to hit anything…

British Fighters jumped the Prussian Fighters, shooting down 2 for the loss of 1 fuel.

Prussian Frigates on the right boarded and captured the last British Frigate on the right, but didn’t have enough boarding parties left to keep it, so it was left a derelict.  British Frigates in the center managed to cause a Crit on a Prussian Bomber (Hard Pounding – 1 AP left). 

 

Prussian Frigates on the left had 2 collisions with British Frigates, 1 Prussian Frigate taking an HP of damage.  The Prussians sink the last British Frigate of the squadron.

Final move of the turn was the British Battleship, which failed to hit the enemy with either turrets or torpedoes.

The Prussian Battleship managed to repair its engines in the final phase.

Losses:
KoB:       290
PE:          407

 

Turn 4
British win Initiative (AGAIN!!!)

British start off by having their Dive Bombers go full speed and bomb the Prussian Battleship, causing another HP damage (5 HP damage total).

 

In an effort to save some Victory Points, Prussian Battleship moved at full speed, getting half behind the island on the left side of the table.  Unable to draw Line of Sight to the Battleship, the British Cruisers turned and boarded all 3 Prussian Frigates on the left! 


 

Prussian Bombers attacked the British Battleship, but the Battleship’s AA shot down the damaged Bomber.  The Survivor managed to climb back to the Obscured level, failing to have damaged the Battleship.  Fortunately, the Bomber passed the Break Test.

The British Battleship turned, and trained both forward guns and torpedoes on the Enemy Battleship, but missed with everything.

Trying to gain what honor was left, the Prussian Frigates on the right moved passed the British Bombers, firing their Teslas as the passed it and caused a crit that destroyed the British plane.  However, the forward turrets failed to do any damage to the closest British Frigate moving toward them.

British Fighters attempt to attack Prussian Fighters, but lost a token and an extra fuel.  Prussian Torpedo Bombers counterattack the British Fighters.  Though they didn’t get shot down, the British Fighters ran out of fuel and crashed into the ocean.  No Victory Points, but a Moral Victory, none the less.

British Frigates in the Center turn to attack the remaining Prussian Frigates, but failed to damage anything.  The Prussian Fighters moved towards the British Dive Bombers (hopelessly out of range…).

 

In the End Phase, the drifting Derelicts and Prize ships resulted in 2 British Frigates colliding with Islands and sinking (1 a Prized ship – costing the Prussians an extra 25 Victory Points).

Losses:
KoB:       295
PE:          610!

Britannia Rules the Waves Once More!!!




 
Well, that was UGLY!

As I said earlier, my “plan” was to flank the British around the Island   However that, obviously, didn’t happen.  I forgot how devastating the British Doncaster Bombers with their long ranged torpedoes.  The fact that the entire British fleet turned AWAY from the islands just made matters worse.  Prussians are fast but not THAT fast!  I ended up not having a “backup plan”, I lost a major portion of my strike before it could do anything, and ended up letting the British dictate the battle for the entire game.

Advancing with the Cruisers first left them vulnerable to attack from the Frigates as well, so the Cruisers were rendered useless way too soon.  The Battleship was then left to fight a long-distance duel but couldn’t hit anything!  That left the Frigates and Bombers to win the battle.  Though 1 squadron of Frigates died WAY too quickly for no gain, the other 2 squadrons did quite well.  In the end, the Frigates just couldn’t pull it off.  The only saving grace was that the Battleship survived my stupidity!

Looking at the British side of things, they didn’t really do anything wrong – which meant they had no mistakes to overcome!  By forming Lines of Battles right away, Graham was able to maximize his ships' firepower from turn 1 throughout the rest of the game.  The only "Mistake" that came up was that Graham had thought to place that central Squadron of Frigates to act as escorts for the British Battleship, to provide extra AA against air attacks.  Unfortunately, I thought he was just trying to screen the Battleship from other surface attacks.  Once that was dealt with mid game, he was more aggressive with the Frigates. 

The only other issue that came up was the traffic jam that occurred when all those ships started milling around each other in boarding range.  There were no collisions until we had uncontrolled drifting.  Then Frigates were running into each other everywhere in the last 2 turns!
 
Overall, it was a fun game.  It's nice to play a British Player that knows how to use the fleet (I know I wasn't using them correctly)!  Now that he's played a whole game, I worry about future battles!  Time to brush up on my Prussian Tactics!!!
 
Good Game Graham!