Game 1 Blacklancer99 (Empire) vs. Inari7 (Hegemony)
Constructing the fleet, as the Hegemony player I wanted to try something radical so I choose 9 gunboats.
Type: Rabotnik Class Gunboat (GB) (39)
Hull: 2 1
Engines: [TL0] 8 4
Shields: [TL0] 1 1
Weapons : 1:[2X], 2:[2X], 3:[2X], 4:[X], 5:[X], 6:[X]
Weapons: Battery X: Tertiary Turret (K) TL0, 3/6/9, 2/5+/1/2
[AB] [ACE] [BDF]
Special Equipment
Armor Plating
Thinking my speed would be dominant against the Empires weakness of no rear firing weapons I failed to use my speed to my advantage. I faced two Empire CC Hood Class cruisers that have amazing close range potential. Mis-judging how fast the Cruisers were going to move placed me at close range and in the ships forward firing arcs of those deadly ships. This was a fatal mistake. Out of the nine gunboats I lost 2, 4 had their engines destroyed and one was weapon less. I only had two untouched gunboats before I surrendered.
My low point was where I shot 24 weapons at one of the Empire cruisers and only scored two damage. The 5+ to hit is a major downfall to the Gunboat design with the Empire's counter measures the gunboats were almost next to useless. I won't put all the blame on the design I did not exploit the Empires weakness of no rear firing weapons. I was out smarted by the Empire player.
Game 3 Inari7 (Empire) vs. RobinStirzaker (Hegemony)
Fleet composition: Two Hood Class CC Cruisers
Type: Hood Class Control Cruiser (CC) (172)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 3 2 1
Shields: [TL0] 3 3 3 2 2 1 1
Weapons : 1:[XZ], 2:[X], 3:[Y], 4:[Z], 5:[Z], 6:[Z]
Weapons:
Battery X: Heavy Laser Banks (K) TL0, 5/10/15, 2/4+/3/1
Double Range Modifiers
[AB] [AB]
Battery Y: Plasma Cannons TL0, 3/6/9, 1/4+/1/1
Piercing +1, Increased Impact
[AB]
Battery Z: Light Laser Banks (K) TL0, 3/6/9, 2/4+/2/1
Double Range Modifiers
[AC] [AC] [BD] [BD]
Special Equipment
Countermeasures
What's not to like about this ship Great speed 5, Good shields, good to hit numbers 4+ (best in the this game) Love the 3 impact on the heavy lasers with a ROF of 2
The only thing I did not like were the Plasma Cannon I would have removed those and taken the Double Range Modifiers off the Heavy Lasers.
And Counter measures are GREAT when fighting ships with a 5+ to hit.
I choose these ships because they were so simple to run. All I had to do was close and shoot.
My Opponent was running 3 gunboats 1 destroyer, and one Missile cruiser.
He made the mistake of splitting his forces. I destroyed a gun boat at long range, I then closed with his Destroyer and second gunboat, destroying them, in return he dealt me with minor hull and major engine, and weapon damage to one of my Cruisers (The Lord Vader) I had destroyed just enough to win the game.
I never came in range of his Missile Cruiser, if I had it could have changed the game.
Overview
Lots of engine hits, 4 of my Heg ships were engineless and one of my empire ships were by the end of the game. Not sure is that is normal or not.
The Heg ships with a lot of their weapons needing a 5+ to hit against the Empires counter measures seems like overkill to me. It's going to be very interesting how many players win their games as the Hegemony
Over all Vassal provides a good platform I experienced a few minor quirks due to my first time playing on this platform.
Complaints: Sometimes when you move a damage marker off a ship Vassal puts an Evasive Manoeuvre marker on your ship.
When you right click on your ship to check it's status I think the control sheet list should be first not under the ship name change button.
All in all I had fun can't wait for round 2
…………….Doug/Inari7