After- Action Report: BATS assault
Posted: Tue Aug 19, 2008 3:02 pm
Scenario: Adaptation of 'Attack on Battle Station K3' [Klingon Attack, (8K3)]
Venue: Boardgames club meeting at Clifton Road Games, Exeter, UK. Perhaps we'll have to call ourselves 'Battlegroup Exeter' or something
For this scenario we went with the recommendations in the 'Force Dynamics' section of the scenario, and used the following forces:
Defender: Kzinti Battle Station [BATS] [Variable weapons: 3xDisr, 2xDrn, 'slow' rotation], 1xMedium Cruiser [CM], 2xlarge freighter [F-L].
Attackers: Gorn ships - Light Cruiser [G-CL], Battle Destroyer [G-BDD], Destroyer [G-DD], and one small suicide freighter [SF].
Players: Jon, a veteran FC player, took the G-DD; Rob, an ex-SFB player playing his first game of FC, took the G-BDD; James, a newcomer to the SF Universe, took the G-CL; Me [Tony, vet FC player and rules lawyer
] as all the Kzinti ships and base; and Paul [vet FC player] administrating the game very efficiently.
Scales: Squadron, large hexes.
Objectives: Gorn: destroy Kzinti base, Kzinti: defend base. If base destroyed, use victory points system to determine victory; if not, Kzintis win.
Turn 1 opened with all the Gorns doing speed 8 while they warmed up their plasmas. I decided to play aggressively: the CM went off obliquely towards the Gorns at spd 16 and the F-Ls went off on the other oblique at speed 8. My objective was to get at least one of the F-Ls past the Gorn warships and into a position to tractor the SF.
The Gorns put all three of their warships into the same hex and advanced slowly towards the base. I sent the CM on an attempt to get in behind them; for a couple of impulses, the Gorns pointed their ships at the CM forcing it to turn off, but once they had resumed their original course, the CM simply turned back in again.
For this part of the turn, I was hoping to draw off one or two of the warships and divide their forces, but they decided not to let this happen. Had they done so, I would have enjoyed the chance of tying up all their Phaser-1 fire in defending against my drones.
At the end of Impulse 7, the freighters were about 5 hexes from the Gorn warships and about 11 hexes from the base, so the CL dropped an F-L's shield with phasers and scored phaser, hull, battery hits. All Gorns then transported Marines on to the freighter in a capture attempt, something I hadn't thought of
!
All Gorn ships then turned away from the freighters on Imp#8 to turn the dropped shields away from a) the freighters, which still hadn't fired, and b) the BATS. At this point, all direct fire weapons were fired, the Gorns scoring damage on my previously undamaged freighter, and the BATS, freighters and CM all concentrating on the G-CL, scoring modest internals. The BATS launched a 4-drone wave at the SF, whilc the CM launched a 4-drone wave at the G-DD.
On Impulse #1 of Turn 2, the Gorns sped up their SF to speed 16, while their main warships went at speed 8. Their objective was to get into plasma range by the later part of the turn [they discussed this quite openly among themselves!]. My CM was spd 16, the freighters spd 8. At the end of Impulse #1, I launched another two drones from the BATS and two from the CM, at the same targets as before, so all the CM's drones were on the SF, and all the BATS drones were on the CL.
Impulse#2 saw my freighters get to range 1 on the SF and one of them tractored it; the SF did not have sufficient power remaining to counter the tractor due to baseline speed and accels used.
A couple of impulses later, the drones arrived at their targets. The six drones on the CL were neutralised by a combination of phasers and tractors at Range 1, by the Gorn squadron as a whole. Good defence in numbers. The SF was completely destroyed, my anchor preventing all movement and maneuver by the SF. Meanwhile the CM got in behind the CL and hit it with overloaded disruptors and three phaser-1's, scoring moderate internals.
However this was all to no avail. The Gorns had reached range 8 from the base and decided that this was the correct time to launch plasma. Five torps ran in and impacted for a total of 116 [1xF, 2xS, 2xG], reduced to 62 by combined P-4 and P-3 fire. Quite a reduction, in fact. This was further reduced to a mere 18 internals by 30 shield boxes, 7 reinforcement and 9 armor. A plasma strike of over 100 points reduced to 18 internals. Impressive; most impressive. But you are not a Jedi yet.... This however was of little comfort as the Gorn ships got more torps in arc and lobbed 4 Pl-F's - 2 for 32 damage and then another 2 for 40 damage. This time, the base survived, but only barely - all reactors destroyed and only one P-4 left operational. Once again, the ability of the BATS to absorb damage is tremendous. Finally two volleys of phaser fire, one for 23 points and one for 21, left the station in a pretty bad way.
Now we had got to the end of Turn 2 and although my ships were intact, the BATS would most likely have been clobbered good and proper by phasers next turn.
It might have survived, it might not - there was still a lot of cargo and hull to destroy, and five of the shields were still untouched, since all of the damage had come in through the single downed shield. However I would probably have been able to cripple or destroy one of the Gorn ships - but only one - so the Victory Points margin would not have been good enough for me, so I conceded.
Lessons learned: Priority of targets. Should have targeted the warships first; if nothing else, the SF could have been tractored by the base on impact.
Also, the idea of the SF having a 250-point warhead was sufficiently scary to make me hedge my bets - both going for the anchor, which could conceivably have held the SF indefinitely if the warships were tied up attacking the base, AND launching lots of drones at it. Looking back, those drones would have been better all being launched at the CL along with the CM's drones.
Therefore, once again, drone firepower needs to be concentrated, especially when attacking an enemy ship in close formation with others. The 12 drones of the first two 'waves' of six should all have been targeted on one of the warships, preferably the CL. Destroying or crippling one of the warships on Turn 1 would have made the difference between life and death for the BATS. The BATS is a surprisingly tough target, even for plasma. The P-4's can shred incoming torpedoes; the BATS suffered so badly mainly because there were so many torpedoes fired and it couldn't turn a fresh shield to the attack.
Phaser-4's can be used on plasma just as well after impact since their Range 1 damage is the same as Range 0 damage.
The attackers did the right thing in concentrating on the base. This is the main objective after all. And Plasma is very effective against a non-moving target, my above comments notwithstanding.
Finally, perhaps setting the base for fast rotation [2 facing changes per turn] would have better complicated the attackers' approach.
About the game itself. Our two 'novice' players picked up the game quickly, partly due to its relative 'simplicity in complexity', and partly because of Paul's effective training style. Either way, the guys were able to concentrate on their tactics - where they wanted to move and what they wanted to do - rather than the mechanics of actually dong it.
I myself don't necessarily think that the scenario is that unbalanced. I would have achieved the win had I been the Gorns but I may well win as the defender next time, as I have more experience now.
However, I did not like the fixed map rules - it severely hindered my movement and, in the face of potential plasma attacks on my ship, this is not a good thing. The scenario should specify a floating map; we will play it as such next time. For the information of those readers who do not have Klingon Attack, the map is fixed, and any ships leaving the map within 25 hexes of the station [which is in one corner] are considered destroyed.
Venue: Boardgames club meeting at Clifton Road Games, Exeter, UK. Perhaps we'll have to call ourselves 'Battlegroup Exeter' or something
For this scenario we went with the recommendations in the 'Force Dynamics' section of the scenario, and used the following forces:
Defender: Kzinti Battle Station [BATS] [Variable weapons: 3xDisr, 2xDrn, 'slow' rotation], 1xMedium Cruiser [CM], 2xlarge freighter [F-L].
Attackers: Gorn ships - Light Cruiser [G-CL], Battle Destroyer [G-BDD], Destroyer [G-DD], and one small suicide freighter [SF].
Players: Jon, a veteran FC player, took the G-DD; Rob, an ex-SFB player playing his first game of FC, took the G-BDD; James, a newcomer to the SF Universe, took the G-CL; Me [Tony, vet FC player and rules lawyer
Scales: Squadron, large hexes.
Objectives: Gorn: destroy Kzinti base, Kzinti: defend base. If base destroyed, use victory points system to determine victory; if not, Kzintis win.
Turn 1 opened with all the Gorns doing speed 8 while they warmed up their plasmas. I decided to play aggressively: the CM went off obliquely towards the Gorns at spd 16 and the F-Ls went off on the other oblique at speed 8. My objective was to get at least one of the F-Ls past the Gorn warships and into a position to tractor the SF.
The Gorns put all three of their warships into the same hex and advanced slowly towards the base. I sent the CM on an attempt to get in behind them; for a couple of impulses, the Gorns pointed their ships at the CM forcing it to turn off, but once they had resumed their original course, the CM simply turned back in again.
For this part of the turn, I was hoping to draw off one or two of the warships and divide their forces, but they decided not to let this happen. Had they done so, I would have enjoyed the chance of tying up all their Phaser-1 fire in defending against my drones.
At the end of Impulse 7, the freighters were about 5 hexes from the Gorn warships and about 11 hexes from the base, so the CL dropped an F-L's shield with phasers and scored phaser, hull, battery hits. All Gorns then transported Marines on to the freighter in a capture attempt, something I hadn't thought of
All Gorn ships then turned away from the freighters on Imp#8 to turn the dropped shields away from a) the freighters, which still hadn't fired, and b) the BATS. At this point, all direct fire weapons were fired, the Gorns scoring damage on my previously undamaged freighter, and the BATS, freighters and CM all concentrating on the G-CL, scoring modest internals. The BATS launched a 4-drone wave at the SF, whilc the CM launched a 4-drone wave at the G-DD.
On Impulse #1 of Turn 2, the Gorns sped up their SF to speed 16, while their main warships went at speed 8. Their objective was to get into plasma range by the later part of the turn [they discussed this quite openly among themselves!]. My CM was spd 16, the freighters spd 8. At the end of Impulse #1, I launched another two drones from the BATS and two from the CM, at the same targets as before, so all the CM's drones were on the SF, and all the BATS drones were on the CL.
Impulse#2 saw my freighters get to range 1 on the SF and one of them tractored it; the SF did not have sufficient power remaining to counter the tractor due to baseline speed and accels used.
A couple of impulses later, the drones arrived at their targets. The six drones on the CL were neutralised by a combination of phasers and tractors at Range 1, by the Gorn squadron as a whole. Good defence in numbers. The SF was completely destroyed, my anchor preventing all movement and maneuver by the SF. Meanwhile the CM got in behind the CL and hit it with overloaded disruptors and three phaser-1's, scoring moderate internals.
However this was all to no avail. The Gorns had reached range 8 from the base and decided that this was the correct time to launch plasma. Five torps ran in and impacted for a total of 116 [1xF, 2xS, 2xG], reduced to 62 by combined P-4 and P-3 fire. Quite a reduction, in fact. This was further reduced to a mere 18 internals by 30 shield boxes, 7 reinforcement and 9 armor. A plasma strike of over 100 points reduced to 18 internals. Impressive; most impressive. But you are not a Jedi yet.... This however was of little comfort as the Gorn ships got more torps in arc and lobbed 4 Pl-F's - 2 for 32 damage and then another 2 for 40 damage. This time, the base survived, but only barely - all reactors destroyed and only one P-4 left operational. Once again, the ability of the BATS to absorb damage is tremendous. Finally two volleys of phaser fire, one for 23 points and one for 21, left the station in a pretty bad way.
Now we had got to the end of Turn 2 and although my ships were intact, the BATS would most likely have been clobbered good and proper by phasers next turn.
It might have survived, it might not - there was still a lot of cargo and hull to destroy, and five of the shields were still untouched, since all of the damage had come in through the single downed shield. However I would probably have been able to cripple or destroy one of the Gorn ships - but only one - so the Victory Points margin would not have been good enough for me, so I conceded.
Lessons learned: Priority of targets. Should have targeted the warships first; if nothing else, the SF could have been tractored by the base on impact.
Also, the idea of the SF having a 250-point warhead was sufficiently scary to make me hedge my bets - both going for the anchor, which could conceivably have held the SF indefinitely if the warships were tied up attacking the base, AND launching lots of drones at it. Looking back, those drones would have been better all being launched at the CL along with the CM's drones.
Therefore, once again, drone firepower needs to be concentrated, especially when attacking an enemy ship in close formation with others. The 12 drones of the first two 'waves' of six should all have been targeted on one of the warships, preferably the CL. Destroying or crippling one of the warships on Turn 1 would have made the difference between life and death for the BATS. The BATS is a surprisingly tough target, even for plasma. The P-4's can shred incoming torpedoes; the BATS suffered so badly mainly because there were so many torpedoes fired and it couldn't turn a fresh shield to the attack.
Phaser-4's can be used on plasma just as well after impact since their Range 1 damage is the same as Range 0 damage.
The attackers did the right thing in concentrating on the base. This is the main objective after all. And Plasma is very effective against a non-moving target, my above comments notwithstanding.
Finally, perhaps setting the base for fast rotation [2 facing changes per turn] would have better complicated the attackers' approach.
About the game itself. Our two 'novice' players picked up the game quickly, partly due to its relative 'simplicity in complexity', and partly because of Paul's effective training style. Either way, the guys were able to concentrate on their tactics - where they wanted to move and what they wanted to do - rather than the mechanics of actually dong it.
I myself don't necessarily think that the scenario is that unbalanced. I would have achieved the win had I been the Gorns but I may well win as the defender next time, as I have more experience now.
However, I did not like the fixed map rules - it severely hindered my movement and, in the face of potential plasma attacks on my ship, this is not a good thing. The scenario should specify a floating map; we will play it as such next time. For the information of those readers who do not have Klingon Attack, the map is fixed, and any ships leaving the map within 25 hexes of the station [which is in one corner] are considered destroyed.