Joined: 25 Jan 2012
|Posted: Tue Jun 18, 2013 4:41 pm Post subject: Origins 2013 Report for ACTA:SF games
|Here's my event report:
I ran 3 Fight to the Death games, wherein each player got 2 cruisers, either Fed or Klingon. I had originally planned the scenarios for 6 players - 3/side - but I did bring materials to accommodate extra walkups. If there were any walkups, I added 2 DN to the game, one for each side.
I also ran a larger Base assault scenario that had some Fed, Kzinti, and Gorn ships defending a Fed BATS and Gorn Mobile Base from the Klingons. 10 Klingons attacking 8 Alliance ships + 2 bases. I also put some Small Freighters out there to serve as targets for the Klingons if they chose, but they didn't bother with them.
We had some excitement on Weds night @ 4:15, when there was a loud bang and half the lights in the Miniatures Hall went dim. Since we had full lights still, we went back to playing. 15 minutes later they went on the PA to tell us all to evacuate the building. I grabbed my pack with water/camera and left. I should have grabbed my Sterlite container with my miniatures in it, but I didn't due to the suddenness of the situation. We spent 2 1/2 hours outside in 90+ degree heat while a ton of fire trucks arrived. After 2 1/2 hours they let the Game masters into pick up their games, though apparently the situation wasn't that bad since they had been letting the Vendors and staff continue to set up the Dealer's area. After 3 hours total they let the players back in, but by now I had picked up my game, and tried to see if the game I was going to play in after the game I was running was over was still going to happen.
In total, I had 23 players in 4 events. I did get enough walkups in 2 of the 3 Fight to the Death scenarios to break out the Dreadnaughts and they added to the fun.
I also want to thank Mongoose for their product support. The provided a free starship miniature for every player, either a Fed CA or Klingon D7.
I decided to change the base assault significantly for the next run, as they typical convention players did not appear to like the subtle yet significant challenge of trying to coordinate 3 Empires weapons/tactics. So the scenario needs to be made easier and less complex, which I have figured out how to do, I think. Probably one defending Empire and not 3, remove the Mobile Base, and add more time pressure in the form of arriving defending reinforcements.
Anyways, here's some pics and commentary. I don't have really detailed notes, unfortunately.
Setup and awaiting the last player:
Turn 1: Most of the Feds are moving forward cautiously. A pair of Fed CA on the bottom use All Power to Engines to close the range on a pair of Klingon D5s. The 2 NCA and DNG in the middle moved ahead normal speed, with a pair of Fed NCL at the top of the map moving cautiously as well.
The Klingons, well a mixed bag. One of the 2 D7s moved APE to the middle of the map, while the other one sat there on the right edge doing not much. The D7 that moved APE gets destroyed by massed fire from the 2 NCA/DNG. 2 D5s on the bottom Boosted Shields and moved 6". The 2 D5Ws and C8 moved normally.
The Fed DNG was destroyed by very lucky Klingon fire penetrating the shields.
Game ended early due to transformer explosion and fire.
We only had 3 players, so I joined the game, running a pair of Fed NCLs.
Turn 1 during movement:
The Feds Boosted shields and moved 12". 2 Klingon D5s boosted shields, one of the 2 D7s went Evasive Action, and the other one just puttered along.
Turn 1 end of movement:
We had a very interesting turn. The Klingons moved cautiously but a pair of D5s left their flanks open, so I ran one of my 2 NCLs up on one of the D5's flank shield at close range, as did one of the CAs. The CAs both Boosted shields. The CA that was next to a D5 fired into it, damaging it, and my NCL finished it off. It was due to explode after movement the next turn. The combined fire from my second NCL and the other CA caused the other D5 to explode immediately. The explosion damaged the other "destroyed" D5 further, blew up the CA, and all 3 explosions damaged the last NCL. 3 ships died in basically one massive fireball. I have never seen such a thing before.
The rules don't cover what happens if a ship explosion further damages a "destroyed but not yet exploded" ship; they merely say you can't fire at a "destroyed" ship. But it made sense to me that a ship exploding nearby would "encourage" the ship ready to explode next turn to do so now, so I ruled the first D5 blew up when the second one damaged it further.
The NCL dies to fire from a D7, leaving only a NCL and Fed CA vs 2 D7s.
Turn 3&4, we chased each other around; the Fed CA ran for it, leaving the NCL behind. But the Fed NCL, taking a bold chance, went all power to engines and dashed into an asteroid field for cover near the Fed CA. Fortunately he made the Crew Check roll and did not hit any asteroids. The D7s gave chase.
Turn 5: The NCL is crippled, but is able to back up 4" while in the asteroid field, using Overloaded torpedoes to destroy one D7 from it's flank...
Turn 6: The D7 is crippled by the Fed ships who sandwiched it between themselves, and concedes the game. A Fed CA and crippled NCL survive the game.
Game 3 (Base assault):
This was a larger scenario, wherein there are 2 bases (FED BATS and Gorn MB) supplying Gorn and Kzinti ships that are helping defend Tholia from the Klingons. The Klingons object to this, and have sent a force to destroy those bases, which if successful will strand Alliance forces in Tholia and put them out of supply.
Feds: NCA, NCL, DW
Gorn: 2 CL
Kzinti: BC, 2 FF
Klingons: C8, C7, 2 D7, D5W, 2 D5, 3 F5W
The Klingons have to destroy at least one base to be able to win, plus the bases count for double points. Unfortunately, due to fatigue and massively stuffed up sinuses that caused considerable mental sluggishnes, I forgot to tell the Klingons the part about it being mandatory to destroy one base. Since there were no reinforcements to put time pressure on them, the proceeded slowly approaching the base, daring the Alliance to come out and fight (which they did, to their doom).
I also put a couple of small freighters out there to serve as targets if the Klingons wanted to bother with them, which they did not.
End of Turn 1 movement:
The Klingons crippled a Kzinti FF by massed disruptor fire.
The Alliance ships continued to charge the Klingons, who were remaining outside of the 24" Phaser-4 range of the BATS. The Alliance crippled a D7, and took significant damage themselves, but nothing else was crippled. The Gorns advanced on the right flank.
The Alliance ships got into a dogfight with the Klingons. All Alliance ships were destroyed, except for the Fed NCA, which was damaged, and a Kzinti FF.
Here come the Gorns for their 24AD plasma run on the Klingon C8:
The C8 is crippled by the strike:
The C8 is destroyed, as is the previously crippled D7:
Then the Kzinti BC dies:
Final pic of the surviving ships:
This one, if I had informed the Klingons of their actual victory conditions, their tactics would likely have been different, and they would have had to brave the fire of the BATS/MB. The scenario would have been much closer. I plan in future to put the player's victory conditions on a foamboard sheet on my easel so they can see them, and in case I forget something it's right there for them to see. I felt bad about making such an error, but I obviously could not re-do the game.
I plan a major re-write of the scenario, since the Alliance players complained it was "too hard" to coordinate 3 allied Empire's weapons and necessary tactics. I said that it was part of the challenge of the scenario, but in the end, I decided to change the defenders to all one Empire next time, delete the MB, and add some Alliance reinforcements to put some time pressure on the Klingons.
A cautious approach by both sides.
Turn 1, end of movement:
More cautious approach. 2 Fed NCAs engage and flank 2 Klingon D5Ws on the bottom of the map, damaging one D5W. A Fed CA in the middle of the map is destroyed. One of the D7s get attacked from the rear by a gutsy Fed NCL.
The 2 Fed NCA that flanked the D5Ws destroy one of the D5Ws. The 2 Dreadnaughts duke it out at overload range. 2 D5s jump a Fed NCL that was attempting a flank attack on the C8. 2 D7s brave the asteroids to get into a rear flanking position behind the Feds. They make their crew checks, but are blocked from firing at the Feds by the asteroids this turn.
End of game, the game was a tie.