This time around we decided to try one of the scenarios written by Bjarne Sinkjær. I also finally got in my Full Thrust Random event Deck and was eager to give that a try.
See this link for more info
TMP link
The scenario was pretty straight forward except for the solar wind special rule that, among other things, shortens a fighters endurance to only 4.
The Fleets -
Narn (my opponent) defending
Colonial Fleet (me)attacking
And the objective. An old colonial refueling station that had been commandeered for use by the Narns. The tankers/freighters are Narn micro-machine models. at the time I took the picture I didn't realize the other end was the front. ah well.
The first thing my opponent did did was play "Moral High-ground". Meaning I couldn't with the scenario if I inflicted more damage than necessary to destroy a ship or base. Ah well
.kill 'm all!
Then, at the beginning of turn one, he plays this card. The three cards I had were great so I was pretty annoyed. However I got the "Thats not fair" card which would save me later.
So, on to the action. The narn fleet was largely stationary and the colonials poured it on accelerating and launching vipers.
I opened up with a missile barrage against one of his smaller ships hoping to inflict some early damage. I rolled great for the number of missiles that locked on but all were shot down anyway.
The Narns fired several energy mines (were still working on coming up with good tokens for those so ignore the crude GW BFG ones).
They caused only minor armor damage to Berserk but my opponent played this card! Ugh! remember that card I mentioned before? I played "Thats not Fair" and canceled it! LOL
The Avenger escort was not as lucky however and had to take a threshold check losing its forward gun.
The light Battlestar Furies only took a few minor armor hits.
The next turn got interesting. Furies launched the last of her vipers and Berserk closed with a small turn to port bringing he starboard side guns to bear. She also launched missiles at one freighter that had powered up its engines an was making its escape. (Only two would actually hit). The Narns sent one of their small ships to harass Furies and found itself chased by two viper squadrons. the other two viper squadrons went after the escaping freighter only to be engaged by an equal number of Narn fighters. both groups would wipe each other out.
Berserk opened up with her full broadside on the G'Vronn fast cruiser and hit with 3 of her 4 class 5 guns, two of which doubled. After the smoke cleared the G'Vronn was a wreck.
Next I played a card that allowed me to decide which of my opponents ships would fire next.
I chose the retreating freighter (which did nothing) and then fired Furies at one of the Narn heavy escorts near G'Vronn, obliterating it and also at the little Narn ship the vipers were chasing, destroying it as well.
The Narn return fire was largely ineffective tho Berserk lost a little more than half her armor.
The next turn Berserk and Avenger plotted a course to orbit the fuel depot and Furies charged in recovering her two viper squadrons to ream them as attack craft.
The two Raptor squadrons (torpedo fighters) swooped in on the refueling station.
The Narns managed to get the engines started on a second freighter and it set course for an escape.
A narn heavy destroyer swung around hoping to catch Berserk at point blank range and managed to inflict a fair amount of damage but was destroyed as a result. The raptors completely annihilated the fuel depot.
The first narn freighter managed its escape. "The first transport is away. The first transport is away."
Furies opened fire on the G'Vronn again and missed but there was no cause for concern as the reactor damaged the ship had sustained earlier spelled its doom and caused the ship to explode anyway.
The last turn was mostly a 'clean up' turn for the colonials. The last two freighters were hunted down and destroyed and the surviving narn ships could do little in return.
The Random Event Cards were great and, at least in this game, were not unbalancing at all. The scenario itself tho needs some tweaking I think. The attackers have too much of a point advantage and there were no rules for where the depot and tankers should be set up. Closer to the defenders table edge than we had them would probably have been better.
As always- any and all comments welcome!