Topic: Terran Empire vs. Arcturan Federation (AAR)

I have engaged with another playtester to make sure the vassal mod is workable/playable as it stands.

Blacklancer99 stepped forward to play the the Arcturan Federation (from the Imperial Starmada Sourcebook) while I assumed command of a Terran Empire squadron.

The Arcturans ships are: a Kyouwa-class Cruiser and two Hayabusa-class Destroyers.

The Terran ships are: two Belligerent-class Light Cruisers and a Valiant-class Escort.

Turn 1: Both squadrons move at high speed to engage each other, the Terrans moving in a V-formation, the Arcturans in line-ahead. Neither side is in range at the end of the Move Phase.

Turn 2: Both squadrons again close the distance. After the Move Phase, both sides open fire with their long-range batteries. The defensive philosophies of each fleet turn out to be important in the results.

The Terrans open fire with their main weapons at long range. As it turns out, they get more hits than they deserve, largely due to Fire Control on their ships, which eliminates the range penalty and turns those 5s into hits. More helpful even was that needing 5s to hit, I rolled 6 hits on 10 shots.

The two hits that did almost all the damage, were rolls that would have missed without Fire Control. Two lightning turrets hit and then get enough shield penetration against the Arcturan Cruiser Murakamo to score 9 damage dice! The rolls: Dice = 1,1,1,1,3,3,4,5,5. That looks like 8 Hull damage not to mention serious Engine damage... alas, the Arcturan Cruiser has Armor Plating and those four 1s result in NO DAMAGE! A later hit scores an additional hull hit for a total of 5 hull hits. Without Armor Plating, those 1s would have been enough to sink the Murakamo in one round of combat!

Still, enough hits are scored to also cause serious damage to the Murakamo's main batteries.

The Arcturans open fire with their long-range batteries, as well. Although they have a better accuracy than the Terrans, they lack Fire Control and so suffer the -1 penalty for long range fire. In addition, the Terran cruisers are equipped with Countermeasures, which means that long-range fire will hit only on a roll of 6. All shots go wide and the Arcturans (so Blacklancer99 tells me) begin to get a sinking feeling...

Below is an image of the ships at the end of the fire phase. Notice the Hit Markers next to ships damaged during Fire Phase. These markers are used to record damage to be applied in the End Phase.
[attachment=1]Turn 2 post Fire Phase.jpg[/attachment]

Here is a closeup of damage being assigned on the in-game data sheet to the Murakamo. The little x's bracketing ship systems indicate damage (see Engines and Shields). Alternatively, they could be replaced with X's. So a ship beginning with shields of SHIELDS: 1 1 1 1 that took two damage to shields would look like SHIELDS: X X 1 1

[attachment=0]Assigning damage to Murakamo.jpg[/attachment]

Turn 3 will be forthcoming...

Re: Terran Empire vs. Arcturan Federation (AAR)

I have to admit that I felt like I blundered by not charging the Imperials at the get go, but either way I would have had to endure at least 1 turn of centerline fire, and I had hope it would have gone better at long range. In the end the armor made up for the hit success. The slow-firing Arcturan PArticle Cannons dictated my initial thoughts, as I sought to fire a port salvo then turn to starboard and fire off a broadside. In retrospect I should have held back the PCs, pushed to a range where I could shoot those and the lasers, and take what I could get. I pretty much out-thunk myself  :oops:
If the Arcturan Commander survives (unlikely) he will have some splainin' ta do.
Cheers,
Erik

Re: Terran Empire vs. Arcturan Federation (AAR)

Turn 3 Movement:
The Arcturans continue to close but the Terrans choose to hold back and hope that long-range fire can further weaken the opposition. After movement, only the Corvette Fireball (about to live up to its name) is close enough for both sides to engage their secondary batteries.

[attachment=2]Turn 3 post move Phase.jpg[/attachment]

The Arcturans open up mainly with their light weapons against the Fireball, doing very little to damage it. But then the Cruiser Murakamo fires its last remaining gun of the main battery and Fireball twinkles in the heavens and is gone forever. (It only had 3 hull and shields of 1, so that's why I named it Fireball.)

Return fire from the Terrans causes light damage to the DD Takasago and a lightning turret from the Dominant severely damages the engines on the DD Umikaze.

[attachment=1]Turn 3 post fire phase.jpg[/attachment]

The two Terran light cruisers scan the debris left from the destruction of Imperial Escort Fireball (in hex 2414).

[attachment=0]Turn 3 death of Fireball.jpg[/attachment]

Re: Terran Empire vs. Arcturan Federation (AAR)

Turn 4:
The move orders have been revealed. The Arcturan ships split formation and move in for the kill. The Terrans? They pull an Immelmann, charging the Arcturans and doing a flip.  :shock:

Both sides prepare to open fire at close range.

Re: Terran Empire vs. Arcturan Federation (AAR)

Dear lord, the only way you could have pulled that move and ended up in such a good position was by beingt at 0 speed last turn. At least you are in range of my popguns   :roll:  Though I would have to say that at this range I am about to have 2 ships vaporized by heavy weapons, never mind the fact that your popguns are ROF 3 and would swiss cheese me regardless!!!! I had hoped you would turn to follow the cripple thinking I would stick close, and then I could cut out of those nasty heavy weapon arcs. Oh well. Sometimes this email thing gives me too much time to consider all the possibilities, and then I out-think myself  :oops: Well played!
Maybe I can at least scratch the paint on one of your pretty cruisers you jack-booted Imperial Swine!  lol
Cheers,
Erik

Re: Terran Empire vs. Arcturan Federation (AAR)

Yeah, my boys didn't move at all last turn, so they were able to conduct this radical maneuver... I used it once before in a game when enemy ships were bearing down on me and my destroyer raced forward and did a U to end up behind the enemy where they had no weapon coverage. Fun! When it works...

Re: Terran Empire vs. Arcturan Federation (AAR)

Turn 4 Fire Phase

All guns blazing!

The Arcturans open fire at point-blank range with all weapons they can bring to bear... and every single one of them misses. Doom seems upon them. The more distant Umikaze misses at extreme range with its tertiary batteries. But one shot from its Particle Guns nearly sinks the Dominant... (double damage trait and three out of four damage dice were hull hits).

The Imperial Fire is solid from all batteries, riddling the damaged Murakamo with shots from all batteries. It is enough and she falls out of formation before exploding (still visible on the image below, she has taken 4 hull hits which are all she had left). The Takasago, too, is hit hard and often but still stands and still has some teeth.

Re: Terran Empire vs. Arcturan Federation (AAR)

Had I been able to land just a couple hits with those lousy secondaries I might have had a puncher's chance. Still, all in all a pretty well balanced fight between the long range antics of the Imperials and the heavy hitting particle cannons, I'm pretty impressed with how the Arcturan ships have held up against such a beating. Oh, and since I don't expect any of the gunners to survive this battle, they will have to be executed in absentia   :twisted:

Erik

Re: Terran Empire vs. Arcturan Federation (AAR)

By the way, I think it would be more exciting if the ships were replaced by an explosion marker in the endphase, and then by debris at the beginning of the next phase. It just seems more exciting, and in the spirit of sci-fi space battles that they die in   such a glorious fashion. Ok, so I just wanted to say my cruiser went out "In a Blaze of Glory"!  lol
Erik

Re: Terran Empire vs. Arcturan Federation (AAR)

Well, there is an explosion marker in the mix, for those who use the rules for exploding ships. You could always throw it on there for a second...  wink

Re: Terran Empire vs. Arcturan Federation (AAR)

Turn 5:
The Terrans hold their ground, hoping to keep the Arcturan vessels in their sights. The Arcturan destroyer Takasago does a quick U-turn to bring its weapons to bear. The Umikaze has begun prepping its hyperdrive for an escape.

Close-range brawling ensues between the Terran light cruisers and the Takasago. In the end, the Takasago has missed every shot and her hull is riddled. She succumbs to her wounds and dies.

The Umikaze is hard hit by long-range lightning battery fire but still survives.

She has not escaped yet, however.

(Results of fire phase depicted -- before Takasago is removed from the board.)

Re: Terran Empire vs. Arcturan Federation (AAR)

MadSeason wrote:

Turn 5:
The Terrans hold their ground, hoping to keep the Arcturan vessels in their sights. The Arcturan destroyer Takasago does a quick U-turn to bring its weapons to bear. The Umikaze has begun prepping its hyperdrive for an escape.

Close-range brawling ensues between the Terran light cruisers and the Takasago. In the end, the Takasago has missed every shot and her hull is riddled. She succumbs to her wounds and dies.

The Umikaze is hard hit by long-range lightning battery fire but still survives.

She has not escaped yet, however.

(Results of fire phase depicted -- before Takasago is removed from the board.)

I will have to have a conversation with the designer of Vassal's dice roller...whoever he was he has an obscene passion for 1's.  :x
On another note, I think this game has illustrated well how the points system balances a game. With two forces designed around 2 very different philosophies of defenses and weapons, I feel like had I not rolled woefully in the point blank engagement the Imperials would have still won, but they would have been air-streaming hulks  held together with duct tape  smile Those particle cannons are just nasty :!:
I can't wait to play the next game and include more of the features available in the Vassal mod, and hopefully the things that we have done throughout the playtesting will make this a mod everybody will enjoy. Speaking for myself I have to say Kevin has done one helluva job putting it together.

Re: Terran Empire vs. Arcturan Federation (AAR)

Blacklancer99 wrote:

On another note, I think this game has illustrated well how the points system balances a game. With two forces designed around 2 very different philosophies of defenses and weapons, I feel like had I not rolled woefully in the point blank engagement the Imperials would have still won, but they would have been air-streaming hulks  held together with duct tape  smile Those particle cannons are just nasty :!:

I have now played four complete games with real opponents and I have to say I am extremely impressed with how balanced the system seems to be (at least with ships from the supplements). Every engagement has been close. And we both agree this one would have been closer with some luckier die rolls on just one turn.

Blacklancer99 wrote:

I can't wait to play the next game and include more of the features available in the Vassal mod, and hopefully the things that we have done throughout the playtesting will make this a mod everybody will enjoy. Speaking for myself I have to say Kevin has done one helluva job putting it together.

There has been a lot of programming but I am largely happy with how it stands now. And the Dugan has done an AWESOME job with the art. I just hate that I had to shrink all the ships down to a smaller size.  sad

And if anyone has a problem with the art... I'll meet them at the bike racks at 3:30.  :twisted:

Re: Terran Empire vs. Arcturan Federation (AAR)

"There has been a lot of programming but I am largely happy with how it stands now. And the Dugan has done an AWESOME job with the art. I just hate that I had to shrink all the ships down to a smaller size.  sad

And if anyone has a problem with the art... I'll meet them at the bike racks at 3:30. "

I guess the only question regarding art would be for Dan (or maybe Admiral Art Fairy); is there a possibility of putting the counters for the "official" ships from the suppliment into the mod? Other than obviously being used to represent ships from the suppliments they would expend the number of options for representing other ships. I love the art that has been included so far, but hey, it doesn't hurt to have more...does it?
Cheers,
Erik

Re: Terran Empire vs. Arcturan Federation (AAR)

Turn 6 -

The Imperial Terrans turn on the last remaining Arcturan vessel. The damaged Dominant holds back to stay out of reach of the short range fire of the Umikaze. The Adamant drives forward with the opposite goal in mind.

The captain of the Umikaze gazes at the screens before him. His ship is heavily damaged -- hull is barely intact (1 hull remaining), shields are down, engine is damaged. His chief engineer informs him the ship is nearly ready to engage the hyperdrive. The captain shakes his head ever so slightly, well aware the long-range weapons of the Imperials will finish his command before the jump is made. He turns to the helmsman. "Turn about. Bring all weapons to bear on the approaching Imperial cruiser. Let's make them remember us."

[attachment=2]Turn 6 after move phase.jpg[/attachment]

The Terran fire is shattering.

[attachment=1]Turn 6 after imperial fire.jpg[/attachment]

The dying Umikaze concentrates its firing on the closer Adamant and causes moderate damage before dying in a blaze of glory.  (She deserved it, having dished out the most damage for the Arcturans... and Erik just really wanted to see one of his ships explode.  lol )

[attachment=0]Turn 6 after all fire.jpg[/attachment]

The results look pretty lopsided but both the remaining Imperial Belligerent class cruisers were damaged. The Dominant only had 2 hull left -- although I think most of it was from a single hit. Mostly, though, it was some low die rolls at critical moments -- compounded by the Imperial Countermeasures.

Re: Terran Empire vs. Arcturan Federation (AAR)

MadSeason wrote:

I have now played four complete games with real opponents and I have to say I am extremely impressed with how balanced the system seems to be (at least with ships from the supplements).

We aim to please! big_smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Terran Empire vs. Arcturan Federation (AAR)

Consider me pleased! 

By the way, where all good ships go when they die... the Ship Graveyard!

Re: Terran Empire vs. Arcturan Federation (AAR)

[attachment=1]Turn 6 after imperial fire.jpg[/attachment]

The dying Umikaze concentrates its firing on the closer Adamant and causes moderate damage before dying in a blaze of glory.  (She deserved it, having dished out the most damage for the Arcturans... and Erik just really wanted to see one of his ships explode.  lol )

SPLOSION! NOW THAT"S WHAT I'M TALKIN' BOUT! WHOOO HOOO! big_smile
Hey, when you lose you take joy in the little things.
Erik

Re: Terran Empire vs. Arcturan Federation (AAR)

MadSeason wrote:

Yeah, my boys didn't move at all last turn, so they were able to conduct this radical maneuver... I used it once before in a game when enemy ships were bearing down on me and my destroyer raced forward and did a U to end up behind the enemy where they had no weapon coverage. Fun! When it works...

Should we be calling this the "Madseason maneuver"?  It should be taught to all aspiring admirials!
-Bren
PS.  Nice work on this by the way.  I can't wait to use it to play more starmada!

Re: Terran Empire vs. Arcturan Federation (AAR)

jygro wrote:

Should we be calling this the "Madseason maneuver"?

big_smile