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Dem's Blood Angel BFG Blog


Demoulius

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hey guys,

 

me and a friend of mine want to start playing BFG soon. weve scheduled a game this saturday. however ive never played this game to begin with and he only played it twice so far, and those games were a great while back.

 

we both read through the rules and dont really understand half of it.

 

what would be the best way to get started in BFG? i have an astartas fleet, he has an imperial fleet.

 

-edit-

turned this more or less in a blog. we plan to play weekly and i still ahve to paint more then enough of my fleet to keep this an active post for a loooong time :huh:

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Hey Dem,

As was stated just play the game, the best mission to start of with is the cruiser clash, first read and understand the basic rules that cover shooting moving and ordinance, then choose a cruiser each of approximatley the same points value set some terrain on the table and go! You should have a handy reference sheet that will sort out any questions you have as you go, this is how I learnt the rules its a nice easy game to play Thunderhawks FTW!

gave my buddy the cruiser clash option and he prefers to just play and see what happens so eh...

 

were kinda just gonnaplay 500 pts and see how it goes.

 

got a strike cruiser and 8 escorts ready :) just gotta slap some paint on it and eh...gather up some "terrain" for it i guess :lol:

Luckily BFG has (IMO) the easiest rule set to learn out of all the GW games. If you can grasp Fantasy (which has the most spcific rules) or even 40k you should be an Admiral in no time. I figure 2 small games to learn the core mechanics and a large game (1500-2000pts) to learn any special rules and you're set.

 

I haven' played a game for over 8 months but could pick up my fleet and jump in wiht no difficulty. The core rules are very streamlined and allow for quick memorization.

 

Good luck!

our fleets are known!

 

il be running:

 

1 strike cruiser

2 gladius class frigates

2 gladius class frigates

1 nova class frigate

3 hunter class destroyers

 

while his fleet will be:

 

1 dominator class cruiser

1 dictator class cruiser

2 cobra class destroyers

1 firestorm frigate

 

im not particulary worried about that many things...except his nova cannon :)

 

any advice you guys can give me before hand on how to deal with it? :(

Are you playing with the Armada rules or the BBB original rules:

 

BBB Rules: Nova Cannon sucks as it is a guess weapon. Spread out your ships and you will be fine.

 

Armada rules: Nova cannon now placed but will scatter depending on how far the shot is:

If placed within 45cm of the firing ship, roll a scatter die and 1D6.

Roll 2D6 if the template is between 45-60cm of the firing ship,

or 3D6 if it is placed beyond 60cm

 

Makes the cannon much tougher but to be a threat they need to work in pairs. A single cannon will scatter 3D6 from far away, which is where it needs to fire to be effective. With such a small fleet unless you pack you ships in tight chances are the shot will deviate off target most of the time. Expect only 1 reasonably good shot when you get under 45 cm and at that point I'd be looking to AAF order to get in his backfield.

 

A dictator and a dominator are not a good pair. Agaisnt SM's I'll always take a Gothic and a lunar squadroned. That's 6 lances and 6 WB's plus 12 torps, way better against your 6+ save. His set up has no lances and only 16 WB's if squadroned, which he won't I'd bet. At best he'd be rolling 5 or 6 dice at your 6+ save ships so if that is all he's got you should win easily. Keep your escorts 30cm away from his big crusiers and take out his escorts. With only 2 cobras (4+ save) and 1 firestorm your escorts should be more than enough for this task. Focus on the firestorm as that is his only lance and thus his only way to drop your armor save. Once the escorts are dealt with circle behind his 2 cruisers and you've won. If you get in the Imperials back pocket you won't be shaken off. They can come to a new heading and 1/2 their weaps but you've still got more maneuverability and can get in his back pocket in your movement phase with no reduction in weaps.

You T-hawks should be used only for anti-ordinance support against the dictator until you can get close enough to launch and hit in the same turn. A few good critical hits and you'll silence their broadsides. Bombardment cannon works as a super lance so shoot it after your escorts have stripped a shield or two off of the cruisers.

 

You've got speed, numbers and survivability on your side. He's got ordinance and long-range Nova Cannon (which as above really isn't all that good in small games). Counter his ordinance and stay 30cm away from his broadsides and victory will be your's

hmm we dident know about the 2 different rules for the nova cannon. discussed it with him well have to find a way to pick which one well take.

 

and yea i know that he dident take the best combo :HQ: he knows my list, and he has more experience with this game then i do :FA:

 

im sure he had some reason why he picked those 2 :) i as abit suprised as well when i saw how small his fleet was, but then again he has 2 cruiser to my 1 :Elite: the escorts do seem somewhat insignificant....but oh well well give the game a go and see how it goes :HS:

 

well also be including torpedo's, boarding, ramming, hit and run and such (if any of it arrises in the game) so im looking forward to seeing what my boarding torpedo's and thunderhawks can do ;)

Armada rules: Nova cannon now placed but will scatter depending on how far the shot is:

If placed within 45cm of the firing ship, roll a scatter die and 1D6.

Roll 2D6 if the template is between 45-60cm of the firing ship,

or 3D6 if it is placed beyond 60cm

 

this is the correct rules for the Nova Cannon its on GWs website in there rule book and in the last FAQ They had for BFG so these are the rules you should use. And let me know how it gose fighting the necrons.

played my first ever BFG game today ;) my buddy used the fleet i described above, with 2 cruisers and a few escorts. i ahd 1 cruiser and alot of escorts :D

 

i had bought a window curtain at a store (complete black) that served as our "table". we also took our time before the game to cut out blast markers, torpedo markers and gunboat markers...seeing as wed need those :lol:

 

we dident have an idea how to start so we just placed our fleets and rolled a d6 to see who would start. i won and went first.

 

i had placed my force in a long line, almost taking up my complete short table edge (we were playing short to long table edge) with my strike cruiser in the middle. both flanks had a squadron of 2 gladius frigates. left flank had 3 hunters and my right flank had a single nova.

 

deployment

left flank with hunters

 

he had placed his nova cannon-cruiser in the middle, surrounded by his escorts. his 2nd cruiser wass to the far left, sticking to the table edge.

his deployment

 

i started the game by moving my force forward at the modest pace of about 20 cm's per vessel. fired my torpedo's and gunboats and reloaded ordenance.

 

he moved forward only the required speed and fired the nova cannon. it scattered off 2d6 cm's and still hit 1 hunter. so only 1 had lost its shield. for the rest he launched torpedo's and bombers.

 

my 2nd turn i moved forward abit more agressivly, and opened fire with my entire force. at the end of the turn all his escorts were gone. my torpedo's collisioned with his torpedo's and were blown up.

boom

 

his 2nd turn. his bombers blew up 2 of my 3 hunters. (forget to brace) his nova cruiser fired and the hit scattered just barely behind a squadron of 2. the same cruiser opend up with its cannons on my nova frigate and i did brace. only to find that he only hit once and took my shield off and nothing more :lol:

OUCH! that hurts!

 

my 3rd turn. my fleet kept moving forward. i made a few turns so they would fly past his cruiser. my hunter class destroyer positioned itself so its torpedo's would hit his carrier cruiser. i used lock on target with the majority of my fleet. my nova couldnt do an order but moved at max speed to come abeam with it (would take less fire back) i stripped its shields with 2 gladius frigates. then opend up with the other 2 gladius frigates, my strike cruiser and the nova frigate. i had crippled it, caused a fire on it and damaged its engine room. the starboard weapon banks were also damaged. the other cruiser shot down 1 of the incoming torpedo's. the remaining one damaged his engine room.

 

taking heavy damage! (the dice of 5 was so my opponent could renember what LD his vessel had)

fire torpedo's!

 

his 3rd turn. his crippled cruiser limped forward. the other cruiser opend fire on my strike cruiser and send his bomber wings after it. after the dust settled i had 2 hitpoints left on it (that hurt) i had rolled for brace for impcact but failed their LD8 test...

oi! he just flies off!

 

my fourth turn. i used come to a new heading with the nova to make a complete 180. both squadrons of gladius frigates used burn retros to hang still in space, and made a 90 degree turn. i fired on his frigate some more, leaving it burning with 1 healthpoint remaining. the crippled strike cruiser limped forward. the hunter was chasing the 2nd cruiser. he couldnt repair the fire on his cruiser

 

his fourth turn his cruiser was down (we totally forget to roll for catastrophic damage....did so later on got a drifting hulk) he flew forward and er....did somethign (cant recall) think he messed up his reload ordnance roll because he dident send any bombers after me!

 

my 5th turn. i moved my strike cruiser forward and turned at the end (to make a long turn to fire at his rear armor) rest of my fleet moved towards his cruiser and opend up. doing some damage (fire among other things)

 

his 5th turn. he send out bomber wings and they blew up 2 gladius frigates.

 

my 6th turn i was moving my ships around to get a clear shot on him, bombardment cannon and gladius frigates managed to cripple him at the end of the turn.

 

his 6th turn he flew bombers at my nova turning it to a bombed mess.

 

my 7th turn i opened up, and reduced him to 1 healthpoint. blew up both of his hangars.

 

at this point he called the game, but our 3rd player (the one with the necron fleet) wanted to see some boarding action. i shrugged and said why not, throwing in the hunter class destroyer to board. won by 1 point difference and neither got crippled. next turn i added the 2 gladius frigates to the fight and caused fire as critical damage. he couldnt stop it at the end phase and his ship died.

 

the dance around his cruiser

turn around!

almost there

aaandd...boarding action (lower part of the screen)

 

was an enjoyable game for us. first game for me, third for his. we ran into some trouble interpretting the rules. would like some help if possible with the following cases:

 

*target orientation: how does it work? we both read the rules about it a while back and were only going by the picture on the reference sheat. when firing at a vessel do you take your own sitation into account (as in, im firing from this position, it is abeam from me) or do you look at the model, and decide from that whetever the location it is that your shooting from? (as in, im firing at the side of the ship, so it is abeam from me)?

 

this little thing alone caused a hell of a lot of confusion. at the first battle with the first cruiser it was pretty obvious that i was closing (ships were flying past eachother only a few cm's away from eachother) but in the battle with the 2nd one it became quite confusing. we decided to take the worst case scenario so i was firing at a moving away and abeam ship for most of the later turns.

 

*next. the thing that confused us was turrets against bombers. at first we thought that we could roll a d6 for each turret we got to see if we could take out the bombers. then we thought i could substract the number of turrets from the hits he could roll. then we thought it was both :P what was the right way to do in this case?

 

*collission. luckily i managed to steer my escorts away at the times when they would almost hit. but what would have happend for example if his cruisers (with engine damage) would been unable to, and hit eachother? would they be ramming? as i understood the rules you can only ram if you moved all ahead full. would you even be able to move through eachother at all or would you just miss eachother since in space you fly over eachother easily?

 

*moving bombers, torpedos and thunderhawks. when do i place these? i was under the impression that you "fire"them in the shooting phase and just move them in the ordenance phase. my buddies said you do both in the ordenance phase.

 

what im also confused about is:

where do you place them? in touch with your base? the side that they come from?

do they first have to move forward or can you move them as you please after they come from a carrier?

can assault boats (or bombers) just move how they please or are they restricted by angles of movement like normal ships are?

 

*fire. does it keep causing damage till its repaired or does it just do 1 damage in the ending phase and then snuff out on its own? i think i scored about 8 or 9 fires with critical damage :P i hardly got anything else... if it would keep going before beeing repaired it would have caused alot more damage then how we now had played it!

 

aside from the report and questions id like to say that we plan to keep a game of BFG a week in check ;) its a very enjoyable game but were still learning! when we got that learning curve out of the way, well start upping the points :P

*target orientation: how does it work? we both read the rules about it a while back and were only going by the picture on the reference sheat. when firing at a vessel do you take your own sitation into account (as in, im firing from this position, it is abeam from me) or do you look at the model, and decide from that whetever the location it is that your shooting from? (as in, im firing at the side of the ship, so it is abeam from me)? It's always about the relative position of your target and never what you are doing. If your target is coming at you from any angle and you can see his Prow, then it's closing. If your target it going left to right or visa versa then it's abeam. If you can see his Engines, he is moving away.

 

this little thing alone caused a hell of a lot of confusion. at the first battle with the first cruiser it was pretty obvious that i was closing (ships were flying past eachother only a few cm's away from eachother) but in the battle with the 2nd one it became quite confusing. we decided to take the worst case scenario so i was firing at a moving away and abeam ship for most of the later turns.

 

*next. the thing that confused us was turrets against bombers. at first we thought that we could roll a d6 for each turret we got to see if we could take out the bombers. then we thought i could substract the number of turrets from the hits he could roll. then we thought it was both :blink: what was the right way to do in this case?Both. When turrets are shooting at bombers you get 1 dice for each turret to shoot them down. The rest of the bombers that survive then roll a dice each for their attacks and you subtract the # of turrets from that number. Example: 4 bombers make it through your fire. They roll 2, 4, 5 and 1 for a total of 12. You then subtract the # of turrets from that # and the result is the total # of attacks against the armor value.

 

*collission. luckily i managed to steer my escorts away at the times when they would almost hit. but what would have happend for example if his cruisers (with engine damage) would been unable to, and hit eachother? would they be ramming? as i understood the rules you can only ram if you moved all ahead full. would you even be able to move through eachother at all or would you just miss eachother since in space you fly over eachother easily?The only time any ship can collide is if one side choose to ram and your roll for AAF. There are no accidental collisions, period.

 

*moving bombers, torpedos and thunderhawks. when do i place these? i was under the impression that you "fire"them in the shooting phase and just move them in the ordenance phase. my buddies said you do both in the ordenance phase.As per the rule ordinance is placed on the board in the shooting phase and placed against the ship's base but moved in the ordinance phase. Doesn't specifically say when in the shooting phase so you could place them at the end of the phase.

 

what im also confused about is:

where do you place them? in touch with your base? the side that they come from?

do they first have to move forward or can you move them as you please after they come from a carrier?move as you please in a 360 degree angle as soon as they are active

can assault boats (or bombers) just move how they please or are they restricted by angles of movement like normal ships are?move as they please, no rules for angles or directions

 

*fire. does it keep causing damage till its repaired or does it just do 1 damage in the ending phase and then snuff out on its own? i think i scored about 8 or 9 fires with critical damage :ph34r: i hardly got anything else... if it would keep going before beeing repaired it would have caused alot more damage then how we now had played it!after you attempt to repair criticals at the end of your turn all remaining fires will cause 1 pt of damage and roll over to the next turn. If you fail to repair then next turn they do another point per fire etc etc etc

 

aside from the report and questions id like to say that we plan to keep a game of BFG a week in check :) its a very enjoyable game but were still learning! when we got that learning curve out of the way, well start upping the points :lol:

thank you for the help Smitty :)

 

seems like we did some things wrong then. but the game was meant to learn the rules and pick out stuff like this so it doesent happen in bigger games, so mission accomplished eh? ;)

 

some further questions i forget to ask:

 

*if a ship goes down by a fire, does it then still roll for the catastrophic damage? it happend twice in our game, and the second time i was even in the middle of boarding it. i read that whilst boarding it would turn into a driting hulk but this happend after the boarding action already went underway...what happens then? :ermm:

 

*how do you keep track of damage, leadership of your vessels and the like? we just renember it out the back of our heads this game but we tend to forget which ship got what damage :pinch:

 

*thunderhawk save. the way i thought it worked the thunderhawk got a 4+ save whenever it ran into something (fighter, bomber, assault boat turrets from a ship) and destroyed it, but could evade destruction on that 4+. however looking up the rules i cant find anything to support (or rather its abit hazzy to me) if they do get the save against a ships turrets. do they?

 

*squadrons firing their ordenance together. i was under the impression that squadrons need to go base to base in order to combine their (torpedo's in this case) in 1 volley. is this correct? and how would they fire them otherwise? all create individual torpedo volleys?

thank you for the help Smitty :)

 

seems like we did some things wrong then. but the game was meant to learn the rules and pick out stuff like this so it doesent happen in bigger games, so mission accomplished eh? ;)

 

some further questions i forget to ask:

 

*if a ship goes down by a fire, does it then still roll for the catastrophic damage? it happend twice in our game, and the second time i was even in the middle of boarding it. i read that whilst boarding it would turn into a driting hulk but this happend after the boarding action already went underway...what happens then? :ermm:

 

*how do you keep track of damage, leadership of your vessels and the like? we just renember it out the back of our heads this game but we tend to forget which ship got what damage :pinch:

 

*thunderhawk save. the way i thought it worked the thunderhawk got a 4+ save whenever it ran into something (fighter, bomber, assault boat turrets from a ship) and destroyed it, but could evade destruction on that 4+. however looking up the rules i cant find anything to support (or rather its abit hazzy to me) if they do get the save against a ships turrets. do they?

 

*squadrons firing their ordenance together. i was under the impression that squadrons need to go base to base in order to combine their (torpedo's in this case) in 1 volley. is this correct? and how would they fire them otherwise? all create individual torpedo volleys?

 

1. If a ship's hit points are reduced to 0 by a fire, roll for catastrophic damage as normal and apply the result. If a ship is reduced to 0 hit points as a direct result of damage inflicted from a boarding action, do not roll on the catastrophic damage table. Because you carry out the boarding action before you roll for damage control (i.e putting out a fire), then you should resolve the boarding action first and see what happens, if the ship being boarded survives, then try to repair any critical damage (fire) as normal.

 

2. Pens and pieces of paper. It's so much simpler. Right down all your ships, leaving space for making notes of leadership, special refits, remaining hit points, critical damage, whether ordnance is reloaded etc.

 

3. Sorry, cannot think off the top of my head so I'll need to check rules and FAQs and get back to you. Or let someone else take the helm. ;)

 

4. Yes, squadroned ships must be in base contact to combine their ordnance of any kind into one wave. If they are not in base contact, then they are all launched separately and count as individual waves or salvoes.

 

Hope this helps.

I'd have to say no. The Thunderhawks section of the rules makes no mention of turrets, and the 2007 FAQ doesn't mention it either. It's probably safest to assume they're not intended to get the save (they don't get the save against weapons fire, either, for example).
I went back and checked the rules and FAQs again. They state that the 4+ resilient save is against other ordnance, and make no mention of the save being usable for turret attacks. So in this case I would have to say that the 4+ save only works against other ordnance markers of both types.

Good luck. 500 points against crons should be fun since you won't be seeing too many of their big bad ships.

 

Reading through the previous posts, I'd like to point something out:

 

Example: 4 bombers make it through your fire. They roll 2, 4, 5 and 1 for a total of 12. You then subtract the # of turrets from that # and the result is the total # of attacks against the armor value.

 

This example is incorrect. As per the example and explanation on page 30 of the BBB, you roll turrets against the incoming bombers and remove one marker for each 4+ rolled. (A ship with 2 turrets rolls against a wave of 4 bombers and scores a 2 and 4. This kills one bomber marker leaving three to make attacks) Bombers that survive the turrets each roll d6-turrets for the number of attacks. This value is modified for EACH bomber by the total number of turrets on the target. (Continuing the example, each bomber then rolls d6-2 for the number of attacks and get a 2, 4, and 5. Since you have to subtract 2 from each roll for turrets, [2-2, 4-2, 5-2] you end up with a total of 5 attack, not 12.

thanks :) yea indeed at 500 pts the biggest and baddest ships werent all that present (tombship) but he DID have a harvester! we played a total of 3 games last night (and part of the night :rolleyes: ) first battle was 500 pts. after that we actually decided to play a few more games at higher point totals!

 

since the first game was a practice game (his first game) we decided to play on an open field. since we both still had to look up lots of stuff it was as slow game, but nonetheless quite enjoyable. we rolled fir first turn cant really renember who got it though.

 

deployment

cron deployment

 

he split his 2 escorts up, one on the left and one on the right flank. i shot my hunters at his left escorts. one braced and survived, the other dident and died to the torpedo. his (2nd i think) turn he moved the rest of his fleet towards my strike cruiser and escorts. he shot at my strike cruiser, causing some damage (2 IIRC) then on my next turn i moved my fleet up placing the strike cruiser and a squadron of 2 gladius frigates in his front arc and the rest of the fleet also turned about to fire at him.

looking good so far

 

the remaining escorts went to reinforce the harvester and they crippled my strike cruiser (reduced it to 1 health no less :ermm: )

carnage (cruiser crippled...got 3 hits here...even with brace)

damage sustained.(engine damaged, thunderhawk hangar taken out and both side batteries taken out) I also lost a hunter and a gladius.

 

my nova then flew abeam to one of his escorts and the remaining gladius (from the squadron of 2) boarded a nearby escort. the nova blew the other up. i decided to move my fleet away so i could come about so i would get a clear line of fire the next few turns.

and blammo

 

at this point i had left:

squadron of 2 gladius frigates

single gladius frigate

nova frigate

2 hunters destroyers

 

whilst he had remaining:

single escort.

harvester ship.

 

seemed like it could go either way still :blush:

 

i took the next turn to let the 2 squadrons come to a new heading whilst the other 2 squadrons used burn retros to wait for their buddies to show up. in the meantime my cron opponent was having troubles of his own as his harvester was moving awfully close to the edge of the table and had to use command checks to stay on the board :P

coming about cap'n!

necron vessels arent very lean

 

after having wasted a turn waiting i decided it was time for action. i fired torpedo's from my hunters and moved in with my nova and single glad frigate.

incoming!

 

he braced though and prevented any damage whatsoever.

 

his turn he moved the escort between my own 2. and fired his harvester at them. he directed all the fire at my nova who braced and survived!!!

not the kind of attention one should hope for

 

after this, the rest of my fleet caught up with the rest and added their fire to the rest. him bracing prevented anything from going down.

2+ save? really?

 

next turn he shot my 2 hunters down

whos beeing hunted here?

 

my next turn i shot at him some more.

yawn

 

this turn he failed to kill anything

luckily for me

 

then i tried to kill him

again at which i failed offcourse

 

then he downed one of my gladius frigates and in my turn i renember i could board him.....so i did :teehee: knocked the escort out of the game (as it turned out, this escort actually should have died FAR earlier when i boarded it as well. but we forget that whoever won, applied damage. we inmidediatly went for the critical damage, which we dident get in that case)

 

the rest of the game can be basicly be shown with 2 pictures:

me in his rear - honk honk

stupid bees! stop stinging me!

this went on for about 4-5 turns intill he became crippled and decided to phase out. i had 1 glad and 1 nova frigate remaining.

 

we calculated victory points and i had won by 10 points. well....winning was a hard word, if anything it was most likely a draw considering how close the points were. and seeing as this was a practice game anyway :rolleyes:

 

 

i have to say though, he was so lucky in this game. every time he rolled for armour saves on that harvester (whatever with or without brace) he almost passed every save. i think ive never seen a man roll so man 5's and 6's <_<

Sounds like a cool game, but don't tell him about the Cron AAF rules or you'll never get a shot to hang out in his rear arc like that again.

 

His deployment was illegal. You have to place escorts in a squadrons of 2-6 ships unless you take only one escort in your fleet (p.105 BBB). Since he had three (what I can tell from the pics) he should only have had a single escort squadron of three ships, not split into two squadrons.

 

we inmidediatly went for the critical damage, which we dident get in that case)

I don't really understand what you are saying here, but it appears you are applying critical damage to an escort. Escorts can never take critical hits since they are automatically destroyed by one. (Currently, this means Assault Boats will kill an escort on a 2+ while marine thunderhawks will autokill them because of the +1 to hit and run scores)

Thanks for pointing that out Vaaish. we eh... kinda dident know that :blush: i read it as "when you WANT to put them in a squadron, put them in squadrons of 2 to 6" not you HAVE to put them in squadrons of 2 to 6 :D

 

anyway knowing that we both made illegal lists for the next 2 battles we played that day. my list was:

2 strike cruisers

2 gladius frigates

2 gladius frigates

2 hunters (first 3 hunters for the a 750 pts list but my buddy only had 700 pts so i picked it out, making it 700 pts total)

1 nova

1 nova

1 nova

(yea sorry bout that, know i have to squadron them now...)

 

he ran:

harvester

shroud

escort

escort

escort

escort

(all 4 escorts were the same, the 50 pts one with a single teleport)

 

we decided to run a scenario now and rolled for scenario and terrain etc. we got scenario 2 from the raid-list. "the bait" and rolled for terrain. got 3 asteroid fields in the middle, a warp field, 2 gas clouds and a small planet.

hmmm gas

a foul warprift. (dont feed the daemons)

 

my buddy wanted to be "the bait" so i figured, why not. he placed his shroud as "the bait" in the middle. i placed my fleet 60 cms away (meaning i had about 4 inches of space to put my fleet in....

deployment

deployment - part 2

the shroud

 

he started up by moving as fast forward asap with the shroud. turning at the end of his move. i started following him, flanking abit.

left flanking force

rest of the force.

LD 10 Nova flanking on the right

 

next 2 turns his shroud angled towards my lines and i moved my force further up. launched my ordenance and managed to remove his turning ability with a lucky shot from my LD10 nova frigate.

right flank

left flank

 

4th turn his entire fleet came in (did he have to roll? cause we assumed he dident have to and could just choose when they came in) his shroud killed the nova who damaged it and was actually about 2 cm's away from the edge of the board. damage was fairly minimal due to bad luck on his rolls and due to armour 6 on my SC's. (think i tried to brace and failed, which in the end turned out to be a good thing) SC got 2 points of damage, and his teleport got me a few critical damage. in the end i got my bombardment cannon damaged and 4 counts of starboard weapon damage. repaired the bombardment cannon in the same turn.

keek-a-boo

the lonely shroud placed back abit because of fear of it falling of the tablewe kinda kept bumping into the table :blush:

 

my torpedo had in the meantime made a full 360, coming in through the open gap in the asteroid fields in the middle. the left flank went as fast as possible (without full ahead) to support the right flank. i opend fire on the harvester and forced him to brace. did 1 or 2 points of damage. blew up a few escorts with thunderhawks.

 

its the enemy! 90 degree turn and full ahead! (not the order)

off go the escorts.

 

he moved his harvester up abit, dident cause to much damage due to the brace order halving his firepower. his shroud had repaired the damage in my turn and now managed to do a burn retro order (he passed the test exactly. if i wasent on orders he would have been off the table ;) )

no casualties you say? brilliant!

close call! (top of the screen)

 

next turn i sent my 2 SC's and a single nova after the shroud, crippling it. (which basicly means i did 1 damage :P) the rest of my fleet surrounded his harvester, bringing on the pain! heehaw!

hello there

surrounded!

 

i scored 2 points of damage on the harvester and sent a group of boarding torpedo's its way, causing this healthy list of critical damage:

ouch!

 

then he went to repair and the following remained:

not so much ;)

 

in this turn however my SC was repaired from all critical damage as well:

yay took a few turns but ok....

 

he moved his shreoud all ahead full (which dident move as far as it should have due to it beeing crippled) and his harvester tried the same but failed its command check, moving only its normal movement.

flee!!!!

retreat!!!

the only damage he did was with his pulse...eh..thingy removing the shield from a nearby frigate :P

 

i shot at his shroud, only managing to do 1 point of damage (so it still had 1 left) at the end of his next movement phase he used phase out on it....

and away it went.

 

the next 2 turns i was in pursuit of his harvester, much to my mismay forget to board it even when i was in a perfect posistion to do it with my 2 SC's!!!!! and he phased out as well.

in hot pursuit

turn before he phased out

 

dont recall victory point total but i won (dont think we even calculated it, i lost 2 or 3 escorts :blink: )

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