Jump to content

Dem's Blood Angel BFG Blog


Demoulius

Recommended Posts

i was looking to use the Armageddon list (thats the one that fuses marines and IN right?) since the faq isent approved yet (not on GW's website yet) were not looking to use those yet. were kinda suckers for playing the game by the standard rules first before we try variations or supplements (though mind you marines are also kind of a supplement they are an army in their own right so were not to beat up about it)

 

the idea about my list was basicly the same as the 1000 pts version except that its now bigger (obviously)

 

the Mars would deal some long range punishment and sent its bombers to pick out nasty opponents(or escorts first if theyre pestering me :P ) the 3 SC's would fly together on a flank, the Lunars on another and the escorts would fill any gaps i might have in my fleet. the lunars can take care of themselves imho (front torpedoes of 6 blazing untill i get close and let the broadsides do the talking :rolleyes: ) the strike cruisers are pretty hard with armour 6. their thunderhawks excell at harassing and when all 3 focus fire on 1 target they most of the times have to brace to prevent anything from becoming crippled in 1 turn (specialy if something else stripped the shields of their target first :lol: )

 

mind you i dont have an abundance of opponents (still only IN and necrons) so i dont have to take things like Eldar, chaos or tau into account or anything :rolleyes:

I don't think you will find it extremely effective. 4 bombers really doesn't do much in the way of damage and you would be better served using your thunderhawks to take out escorts since any that survive turret fire will autokill the escort unless it braces. You are also using up something like 700 points which is nearly half of a standard game on three ships and your commander. The lunars on their own might have some effect, but you'd probably get more mileage from an armageddon BC which is far cheaper than the mars.

 

If I had to do a mixed fleet with the armageddon list I'd probably do something like this:

 

2x armageddon 470

3x SC 435

BB 425

3x hunter 120

MoTF 50

1500

 

That would at least give you a hard target to keep the IN cruisers with so the don't get picked off or separated from the rest of the fleet. I guess you could drop the BB for two more SC and escorts if you wanted to but I don't think it would be quite as strong.

hmm fair enough 4 bombers arent game breaking good, nor are thunderhawks. mind you im not using t-hawks to harass cruisers (well not to begin with after all escorts are dead i will :P ) bombers on the other hand can outright cripple or even destroy a cruiser if you get enough hits :) first few times my buddy used them he rolled 5's and 6's like no tommorow and basicly blew apart whatever they came into contact with :) mind you those hits still have to hit home but since they target the weakest part of a vessel things like armoured prows for example dont matter :)

 

guess what i mean is that theyre an asset i like. they wont win the game for me but if they might force an opposing ship to brace or such they also reduce incoming fire and as such are highly usefull. ive seen mixed results in our previous games. ive seen them blow up a (light) cruiser (SC) in almost a single turn (5 out of 6 structure points IIRC) and ive seen them even fail to take down an escort :D

 

the armageddon im not to sure about cost wise. sure its a a nice vessel but its basicly a upgraded lunar (fluff for it even mentions this no less :lol: ) it gains more range and 2 dorsal lances for an increase in 65 points. not to sure how much of an impact the extra 15 cm's will have. and to be fair know i dont know if that warrants the increased pricecost since you will only be able to fire 1 turn more then normal before the enemy gets to fire back. the 60 cm lances are a very nice touch though...

 

to compare it to the dictator-mars upgrade:

costs 50 points more. upgrading torpedoes to a nova cannon costs 20 points on most cruisers. the 30 points difference thus pays for 45 cm batteries and a strength 2 dorsal lance. in turn it also losses a single turret.

 

the lunar-armageddon upgrade:

costs 65 points. it gains no nova cannon. all of its weapons (strength 6 batteries and strength 2 lances) on both sides gain an 15 cm range increase. a dorsal strength 2 lance battery is added. turrets stay the same.

 

compared to the mars the upgrade costs of a Armageddon seem pretty hefty to me... other then the dorsal lances no weapons are added (same goes for the mars, as it merely gets a weapon upgrade in the form of a nova cannon, but then the extra range only costs 30 points there)

 

i like something in the mars that i dont see in the armageddon (aside from a reason for the huge price hike) and thats synergy with its porpuse in its weaponry. since the mars is a carrier you generally want it to stay back for as long as possible. the NC and the dorsal lances allow it do so and still add its weight to the battle. with the upgrade to the battery table its meagre firepower of 6 is still somewhat potent. (firing at 45 cms for example it will gain no negative shift to the right as the shift to the left nulifies that) an option the armageddon lacks.

 

i like the fact that your list brings in a BB though (yet i dislike the fact i has no carrier...) just not to sure on the Armageddon....perhaps i should give the vessel a go sometime (the mars goes first though ;)) have no note though, your also spending more then 700 points on 3 ships and a commander :P

Let me put it this way, you are taking point for point, one of the most expensive carriers in the game that is rarely taken even by IN players once you hit 1k points because better options exist. Those four bombers will do very little to help and the 285 points you are spending on the mars would be better spend on more marine ships. Opponents will either quickly intercept the bombers since they don't get the 4+ save or they will do very little damage to anything with two or more turrets 90% of the time. Certainly nothing worth bracing over.

 

I suggested the armageddons because they have s6 torpedoes and they would bring you 4x60cm lances as well as 4x 45cm lances. That's 8 lances once you get under 45cm which are 8 dice that hit like BC and aren't affected by BM. Since both the armageddon and the BB are slower than your SC, it lets them support an attack even though they aren't as close and keep from being caught by themselves. On top of that, you get s12 45cm batteries on each side if you squadron them doubling the number of 45cm WB you have if you just take the BB. Basically they give you 4 hits at 45cm or 6 hits if your lock on which is a sizable firepower increase and is enough to cripple a target once shields are down.

 

The mars can't do this because it is still operating a gunnery table weapon. The range shift does help is is a good thing to take, but the end result isn't enough dice to drop shields or target ships your SC have already hit with any reliable firepower. The NC helps, but since it scatters you've got just as much chance of pegging a strike cruiser close in as you do the enemy fleet. The fact that the mars wants to stay back is also problematic since every other ship in your fleet wants to close. That will leave the mars out on its own where it's an easy target.

 

Basically the Armageddon provides far better synergy with your forces than either the dictator or mars and even the lunar since the armageddon is an upgraded version of it. (actually, all SC and BB are carriers. combined you have 9 AC markers which is slightly more than typical in a 1500 points game)

hmm Vaaish seems me and my IN buddy have had some lucky rolls with the attack craft then. he started with a dictator and its bombers ripped me apart on several ocassions. (mind you we played bombers wrong the first few games but it wouldnt have made much of a difference. he rolled so many 5's and 6's for attacks and then so many 6's to damage me :ph34r: ) other games were a mix of succes and absolute failure. like i said earlier sometimes he couldnt take out a frigate and other he crippled ships in 1 go. :wacko:

 

Experience with things we see in tabletop games tends to shape how we wield/target things. first time i encountered harlequins for example i thought nothing of them. S3 and T3 elves from space? bring it! at the end of the game they had slaughtered 3 entire units on their own (i had like 4-5 units...small game, and one of the units taken out was my DC with chaplain....) and were untouched at that point :down: pretty much makes them a prio target.

 

in the same sense my buddy hates my t-hawks since they mess up his escorts and make his ships useless due to the many critical hits they cause. leaving him to focus on my SC's almost without exception. (and since his bombers tend to mess my SC's up those are my priority list...) funny that he had no luck with them last game btw. he had launched 2 waves of bombers and they did 0 damage (1 got intercepted the other he rolled so low he only got 3 attacks with 4 bombers ;) ) so trust me i can see the point your making that they tend to not impress.....

 

the Mars seems to me to be a very nice allrounder which is more or less why i got the hots for it :P it has carrier capabilities, long range lances (only 2 though) NC and some decent guns. i know there are better options out there but i play for fun. and i really like how the mars looks all in all (mind you the ships dont look very different from eachother but i like how the combo looks...)

 

i understand the point your making on the Armageddon's lances and weapon batteries though i hadent thought of that... that amount of weapons and at 45 cms range does sound rather nice. it has however never been much of a problem for me. we only ever played 1 game where we had more range then 30 cms so we cant really tell from experience ^_^ (ignoring the 60cms lances here) and now that you mention that amount of lance shots it does sound rather nice to have....

 

since i havent played with IN ships (only against) its also rather a trival thing for me. space marines only have 1 ship that has more range then 30cms and thats the BB. my buddy also makes no use of extended range ships so generally when he can fire at me i can fire at him :P (again, ignoring the 2 cms lances from his mars)

 

could you give me your opinion on something for me Vaaish? at the moment (without faq2010) individual ships squadroned together cant pull out of combat without the entire squadron pulling out. wouldnt it be better to keep the SC's and Armageddon's seperate in this case? my carriers still run out of ordenance as well and if i keep them seperate. and roll a double only single ships run out. Generally single ships get crippled very fast in our games as well. seems like its wiser to keep them seperate in this case imho. sure i risk alot since i have to roll more SO's but keeping ships alive seems more important when you start adding the VP's up....

In the end do what works for you, but I'd really suggest proxying them a few times before you build the IN cruisers. I really can't see the mars helping you out much since what it brings is far too generalist in that it has a small amount of WB (affected by BM or will cause BM that affect your SC shooting). I tend to play against chaos a fair bit or other fleets that can shoot at range so I tend to field a very heavy IN list with two vengeance and an emperor which typically nets me a turn to LO and fire at marines.

 

Um... wow.... that last part there tells me you are using some really old rules. The 1.5 rulebook GW sells and the PDFs on the site are currently the same and based on your ordnance running out, I'd say there are a fair few changes you haven't been playing with. First, the Nova Cannon is no longer a guess weapon but uses a scatter dice. Second, ordnance no longer runs out on a double, but you cannot launch more AC markers than you have launch bays. That means if you have a total of 8 LB in your fleet you can only launch 8 bombers/fighters/AB/Thunderhawks etc. I think that covers the major ones but I'd check the files to be sure.

 

Anyway, back to your question. You don't even have the option to squadron the armageddon with a strike cruiser. The list specifically states the IN and Marine ships have to maintain separate squadrons. I was thinking you would squadron both armageddons and keep them near the BB.

uh yea we kinda use the rules straight out of the rulebook :P

 

as for squadroning ships, maybe i wasent clear. i meant should i keep my SC's seperate (or for that manner any ship?) as doing so allows me to pull them out of the battle if they run the risk of beeing destroyed. my SC's can also run out of ordenance (happend very easrly on one of our games :D ) and if all the ships are seperate at least some of the damage is kept in check :geek:

That's kinda like using the 3rd edition marine codex in 5th! :) Part of the problem with the original rules was a player could just keep launching AC until he'd built up an unstoppable wave to just overwhelm the enemy fleet. You really should play with the 1.5 rules at the very least.

 

SC really need to be squadroned since the BC and WB suffer from column shifts making them far less useful. The armageddons could be left separate but I tend to run squadrons pretty often.

are you sure the original rules havent been adjusted since then Vaaish? if i renember correctly (cant check right now, am at work) the rules for the NC and ships running out on doubles are also in this rulesbook (we use the rulesbook and nothing from the internet and AFAIK the rules for running out of AC are there....)

 

good points on the collumn shifts but to be fair i run into that problem whatever or not i squadron them or not ;) after i take down shields stuff gets a collummn shift ;) last game i nulified the problem by moving within 15 cms, but i know from experience that thats a risky distance to be in with a ship thats about to blow (quite literally)

 

like i said, the problem we run in is that we find it almost impossible to keep our ships alive when our opponent is focusing fire on them... squadrons offer no protection as you can just do a LD test to fire at what vessel you want ;) (mind you you can fail that check but the odds arent very high of that happening...)

 

il see if i can get a game (or preferably 2) in and try out each configuration :) the amount of lances that the Armageddon bring do sound tempting :D

I'm 95% positive that the rules available in the PDF's on the GW site are the same as the current edition of the rulebook. At the very least, look up the 2007 FAQ. It has the bits that were changed from the 1.0 rulebook you can use to easily compare. The big changes were the fleet ordnance limits, ordnance not running out on a double, NC becoming a scatter weapon, and updated BM rules.

 

The 1.5 rulebook should have the red and yellow GW logo on the front cover while the old 1.0 would have no branding there.

 

Squadrons do provide some protection, you CANNOT use a LD check to pick out individual ships in a squadron. That's one of the benefits of being in a squadron: you always have to shoot at the closest ship no matter what. That lets you swap out a damage ship and hopefully take a few more hits before either become crippled. I've had great fun using this with light cruisers squadroned with regular cruisers. It helps alleviate the one shield on the CL and gives a sizable firepower boost to the cruisers. It's right there at the top of p.38.

my rulebooks has the yellow/red GW logo on the front cover :) so i guess its the 1.5 rulesset :teehee:

 

your right on squadrons, reading page 38. i thought the LD test would allow a player to pick out any ship they wanted. glad to see thats not the case then as that means that i can at least somewhat protect damaged ships by shielding them with undamaged ones :)

Ok, I double checked with the print 1.5 rulebook. I don't see anything listed in there about running out of ordnance on a double anymore. The Fleet ordnance limits are listed correctly and the correct NC rules are in there. The only thing not detailed is the ruling on BM in contact with a ships base counting as all around for the purposes of column shifts when shooting.

 

The doubles bit was a very old rule so I'm not sure where you are getting it from now.

uh...to be fair i havent readt it either... heard it on the web so kinda ssumed it was in there somewhere -_-

 

kinda glad it isent the case anymore :) thought it was a silly rule to begin with (i mean come on a ship fresh for battle suddenly out of ordenance? <_< )

 

cheers Kythnos :) of our local gamers im the one who likes BFG the most. the others still are trying to hold onto 40k with all their might and im activly trying to make BFG our #1 game :devil:

 

-edit-

 

tommorow i have a friend coming over to give him a small tate of battlefleet :) he has a 4k+ ork army in 40k and if he likes the game he might buy an ork fleet (or chaos...or nids...or.... hes not sure yet on what fleet he might like :lol: )

 

had the idea of doing a 500 pts cruiser clash with some small escorts thrown in.

 

i figured the following 2 fleets would give him a good taste of the basic rules:

 

for IN (he wanted to go IN):

Lunar

dictator

3 cobras

 

490 points

 

for myself (he would prefer if we had 2 different fleets meeting up so im using my space marines)

2 SC's

3 hunters

2 gladius

 

500 points exactly

 

these list should give him an idea on how batteries, torpedoes, bombers (and maybe fighters) work. il be using my thunderhawks sparringly. he only has 3 escorts and i dont want to kill those off to quikly. maybe il add some small terrain in the form of a asteroid field to give us something to move around. not sure yet :D

 

the only thing the IN has missing is a NC but im not sure if i should add one of those in a first game as the extra rules might be confusing. what do you guys think?

poo :( our game just got cancelled....was looking forward to it as well ;)

 

on the plus side one of my lunars is painted now and the other one assembled :D

 

got another friend with a black templar army who might like tp try the game out as well. not sure on what fleet he will pick (if he will even like the game) though so il just have to wait and see :)

 

what do you guys think about the fleets that i posted earlier? are they good to have for practice games? il most likely leave boarding outside of the first game as i dont want to complicate things to badly...

I would actually focus more on escorts and light cruisers at 500 points than regular cruiser. At that low of points there isn't enough firepower for either side to do a whole lot of damage quickly so it turns into a kind of boring game of circling each other. I might take a single strike cruiser and a bunch of gladius

 

 

Marines:

Strike Cruiser + shield 160

4x Hunter

4x Gladius

 

IN:

2x Dauntless 220

3x Sword 105

2x Firestorm 80

3x Cobra 90

 

I don't typically advocate firestorms, but it'll give the escorts a bit more use against marine armor. Basically it gives you a bunch of high turning, fast ships that should have fairly high attrition which makes for much more interesting games as things blow up more regularly.

 

(I use a Vengeance and 2x dauntless as my 500 point list :P )

hmm playing with escorts would indeed increase the action!

 

i dont have any dauntless cruisers however :( i have (at the moment) a mars (can double as dictator) and 2 lunars assembled and a blister of each escort. still have 1 cruiser left to assemble but wanted to make that a domintator or tyrant (missing the 3rd and 4th batteries though :lol: )

 

for the game itself i could just use the lunars as dauntless' though. proxy for the win ;)

 

that 500 pts list you mention sounds nice btw :) fast and powerfull ^_^ my own marine 500 pts list was escort heavy having only 1 SC as well IIRC from way back. worked well enough :) will be nice as it will also show them that they have to plan in advance. for example LO SO cant be used with the firestorm unless its facing your target allready (lance is only forward line of fire)

 

will show them the merit of escorts to but im guessing they will want to play with the bigger ships as well (if our first games were anything to go by :D )

 

either way il make sure they have a nice game. fingers crossed i can add these 2 to our local BFG gaming club that were setting up as our current members arent very active (save me offcourse :pinch: )

In a pinch, Strike Cruisers can represent dauntless or you could just proxy them since all that really matters is the size of the flying stand. I've found that high action and quick games tend to do wonders for getting folks introduced to BFG. It also allows for a quick reset as you explain rules.

 

You are quite correct though, the larger ships will have quite a draw to them but BFG is balanced so that 1 vs 1 cruisers won't tend to do a whole lot to each other which makes for a pretty boring game especially for people coming from 40k where you're used to quick attrition. You really don't get to a point where capital ships work until you hit around 750-1k points.

good point on the 1 on 1 fighting. specialy on vessels of equal tonnage (points respectivly) the fights tends to be boring. last game i had 4 SC's (580 points) fire at 1 target though. he was crippled even when half the hits were saved with brace :P next turn a lunar fared the same fate ^_^ mind you those odds werent exactly fair but its most likely more the pace that they are used to :)

 

il wait with the big ships after the first game. if they like it and would like another game il increase the points to 750, if they then want another one to 1000 etc.

 

kinda like my friends and i started in BFG :D small steps, but very fun along the way :huh:

exchanged some text messages from one of my BFG buddies. Seems we have place to start our BFG campaign that weve been planning for ages soon :tu: his house is almost "ready" for a weekly game :D

 

im considering getting a Vengeance class grand cruiser for the campaign (really like the model) i doubt the ship will have that much of an impact during our games but its firepower and staying power isent bad ^_^ would be a nice change to NOT see a ship get crippled in 1-2 turns ;)

well it seems every player that we sent a message to wants to play :)

 

so we got a total of 6 players :) things is theyre interested in the 40K aspect for sure. just waiting to see if theyre interested in the BFG as well (rather unclear right now...) :(

 

dang, waiting to hear back from these guys is killing me... i want to get this thing started :blink:

  • 4 months later...

Its been a long while since ive updated this blog.... I think ive played maybe 2 or 3 games since last batrep and sadly ive got no pictures to share (or rather i cant find em :P )

 

We basicly were rushed for time every time and just setup a board quikly and just went at it. Result was we played no scenario, had hardly any 'terrain' and played a table that was most likely to small (cant find the measurements that we need anywhere...what size should the board be? :huh: )

 

Today we played another game in like a months time and since we had no other plans for the day had the time. We setup up a proper board, used faq2010 rules and made sure we had some terrain on the table. most fun ive had in ages :) even if my fleet took a beating...

 

We played a blockade run scenario and i was focusing on the scenario. sending my BB and 3 SC's over a flank whilst my escorts were attacking and stalling my opponent. He totally took the bait and by the time he noticed how close i was to his table edge it was to late ;)

 

I love all ahead full orders :tu: my buddy took the picture this time so if he sends them over I should have a batrep for you guys :)

Woot!!! my buddy sent the pictures over :-)

 

The mission was a blockade run and we devided the table in 6 equal parts. We rolled for every part of terrain :) The only thing we did different was switch a planet with a warp rift (as the planet template was missing) so we cut up some paper to act as a warprift

 

My opponent won the roll of to see who picked sides (as we setup without this in mind) and picked the side without the warp rift as his ships could end up in the segment with the warp rift. He got the majority of his fleet on my left flank so i deployed heavily on the right flank (right beside the warp rift) and send in my escorts to keep him busy :-P

 

His deployment

My deployment right to the left of this picture is ANOTHER asteroid field with my BB, 2 SC's and the warp rift!

 

We rolled the dice to go first and I won it, taking it without a moments though (damn nova cannons!!! your not gonna shoot me on my watch) I did an all ahead full order on my BB and ended up in the middle of the field. My 2 SC's followed suit and made a turn to go deep in the right flank to avoid beeing targetted by anything other then the NC. my 3rd SC (thunderhawks changed for bombardment cannon) moved between the asteroid fields trying to reach the right flank, but he would need another turn before he would be free of the little pebble field.....

 

I opend fire with my 2 SC's and BB and heavily damaged the dauntless. even with special orders the BB did an impressive damage, doing 2 damage (both critical) to the dauntless and blowing off its bridge and disabling its prow lances (yay) the SC also did some damage and managed 2 damage and 1 critical which turned out to be a 'thrusters damaged' result taking the cruiser down to its last health point! my BB also let rip with his torps and blew up 2 out of 3 firestorm frigates! my hunter destroyers also fired 8 torpedoes on his 3 cobra destoryers but I only managed to take down 1 :( (dident exactly roll very well...)

 

at the end of my turn we noticed we dident roll for a subplot that we wanted to try out so decided to do so anyway, as it was still pretty early. I got an experimental ship and decided(just now reading i had to randomly determine which one it would be...) to give my 3rd SC (bombard instead of hawks) whatever roll i would get.... I got +50% range on my weapons and -1 shield (brining him back to 1 shield....)

 

my opponent got blood bond (meaning that at this point he was +1 ld on his orders...should he do one...which we kinda forget)

 

In his turn he tried to pull back his dauntless but failed his LD test (-3 LD from bridge and blast markers will do that, he neede a 3...) so the light cruiser stuck around. his lunars moved up on the left flank, ready to disgorge torpedoes. His emperor and mars also moved forward minimal but the mars changed heading so it could bring its NC to bear (whoops...moved the BB ABIT to fast im afraid!) his escorts also moved up, his firestorm moved to my left flank. He left rip with his NC (at 60 cms) doing a hit with 5 damage. I braced and managed to prevent 1 damage. his lances also fired but i saved those. his cobra fired at the BB (lol) but dident do damage. he fired at my hunters and took a few shields and 1 destroyer down. then his torpedo wave hit and i lost a further 2 hunters! the thunderhawks from my BB took down the last firestorm and the other thunderhawks tried to pester the dauntless but only managed to take down his port batteries.

 

dauntless after SM turn 1

turn 1 overvieuw notice the firestorms are gone, as are the blast markers. since they werent in contact with anything we removed them.

 

In turn 2 my SC's moved further to my right flank, stopping just short of entering a gas cloud and preparing to (hopefully) fly of the table next turn! My BB turned towards his table edge but since he was braced couldnt take another order. my 3rd SC flew clear of the asteroid field and would next turn follow suit of his 2 SC brothers. I withdrew my single hunter and my novas moved forward towards his Mars. (i kinda forget to notice his bombers at this point but figured they were doomed anyway :devil: ) my gladius frigates zoomed forward moving about 5-6 cms away from his squadron of swords. i moved them base to base in case they needed to mass turrets next turn. I fired my 2 SC's at his dauntless but the gas cloud was in the way. the BB then let his broadside rip and he took off the last remaining hit, turning it into a burning wreck.

 

my gladius frigates had a whooping 11 shots needing 5+ to hit but all I could manage was taking down 1 shield (seriously?) he did brace though! the novas shot at his Mars but only managed to take his shields down (dang 6+ prow!) my 2 SC's had reloaded ordnance so i sent them out, hoping i could do something usefull with them. he had sent out 4 fighter last turn though and intercepted them, taking 3 out! the torps that were still on the field all colidded with asteroid fields.

 

his 2nd turn he reloaded ordnance on everything. the dauntless moved forward 4d6 and kept burning (thank god for that as it stopped just short of my 3rd SC!) his swords (braced) moved to the side of my gladius frigates ( 1 firing in the front). the 2 lunars were in the rear and the emperor and the Mars were in the front. after the turn of shooting all my shields were gone and i had lost 1 (only 1!!!) ship to the masacre. man i rolled ALOT of 4's or higher!!!! his NC fired at my BB (again) and i (wisely as it turns out) braced. AGAIN getting a direct hit and AGAIN getting 5 hits. his lances fire at my BB and some numerous other things as well (batteries from the emperor if memory serves) I lost a total of 4 hits on my BB this turn :( he shot his combined torp wave of 12 from his lunars at my BB but it just stopped short of reaching him. i used my last TH from last turn to take it off, failing the resiliant save. I lost my 3 novas this turn (bombers IIRC, and just barely!)

 

4 damage in 1 turn? ouch!

please dont explode please dont explode please dont explode!!!!

*ques music* cant touch this!

turn 2 overvieuw

 

my 3rd turn i moved my 2 SC's all ahead full, stopping an inch away from the table edge! my 3rd SC moved up to the edge of the gas cloud to do the same next turn :) my BB limped forward but I could see i would need a further 2 turns (maybe even 3!) to reach the edge of the field... so at this point i was really unsure if i would even reach it.... my gladius moved forward 30 cms towards the table edge just stopping 2-3 inches short of the edge. i was behind the mars though! my shooting only saw its shield torn off (sigh) my BB and 3rd SC tried to (at least) take down 1 off the cobra's so they would give VP's but the dice refused to give me more then 1 4+ (from combined fire....)

 

at this point i was just basicly playing the mission and had sacrificed my escorts for the job. aside from the dauntless and firestorms i was having much of an impact on his fleet...

 

speaking of which.... guess what whose warpdrive imploded in his 3rd turn? :D the thing moved forward 4d6, stopping short of an asteroid field an....

 

KABOOOOOOOM

 

his 3rd turn not to much happend. he got the 6th damage point on my BB crippling it (after the turn we werent sure if he rolled for critical so he rolled for it on a 4+. got the 4+, then rolled a 6+, then rolled a thruster damaged doing another damage!) he managed to kill 1 (and only 1) gladius frigate with his bombers and...well his fleet was trying to turn around to do something about my SC's but they were about 70-80 cms away B)

 

waaaa bombers on our tails!

 

my 4th turn. my 2 SC's moved off the table, my 2 gladius frigates moved off the table and i withdrew my BB. it was already crippled and with the fleet so close by i doubted it would survive the following turn! now the only vessel still in my command was my 3rd SC. i went full out on all ahead full....and stopped 2 cms (or so) short of the table edge *que dramatic hollywood NOOOOOOOOOO* with nothing else to do i made a shot (courtesy of my opponent) with the 45 cms battery at the cobra and did fap damage.... oh dear.

 

so close yet so far away!

 

he moved in pursuit with his entire fleet but only his Mars with its extended range and his cobra were able to attack. his cobra's batteries dident do anything (but i braced right away, not intending to give any points away!) his nova cannon scattered 3 cms, only taking the shields away and his lances dident do anything. his torps managed to do 1 damage but nothing else.

 

and my 5th turn my SC also moved off the board.

 

we counted victory points and i had OVER 400 victory points more then my opponent! whooo

 

playing a scenario was alot more fun then a straight up 'meh lets just play and we'll see where it goes' game that we normally have! havent had so much fun in a long time and while the dice were still regulary taking a piss at me the luck seemed to be about even here. he rolled enormously well for his NC but my gladius were beastly! absorbing the firepower of about 90% of his fleet and only losing ONE ship to the rough treatment! i shouldnt have taken the first turn looking back. everything was set up behind asteroid fields so if he had the first turn the only thing beeing able to fire was his dauntless. when i moved the first turn he could just fire at whatever he pleased -_-

 

oh well very enjoyable game. next time my buddy is attacking (or rather running away) and il be the one dealing the blows!

cheers m8 :) i actally had a few other games in between but forget to take pictures and/or forget how the games went. my selective memory aside i can only renember that the dice werent to kind to me ;)

 

that aside i do enjoy the game alot :) but playing a mission (which we dident the previous times) turns out to be a whole lot more fun :)

 

tomorrow my buddy gets his chance to do the scenario as well. I wonder how the game will go ;) he still out shoots me but so long as i keep his stuff from moving off the table i should be ok (or just cripple it as i then get the same amount of point for that unit as he does ;)

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.