Hello,
Being inspired by the after action reports of jimklein1966 I decided to bring my Colonials and Cylons to the game club.
I had created some designs for the miniatures, but play testing revealed some rework was needed. The first battle was fun but the ships were entirely too large. The high number of fighters associated with my initial designs also slowed down the game. I redesigned the ships to be smaller and we played our second game. The speed of the game was improved but the Colonial fleet took a lopsided beating. I went back to the design board and beefed up the Battlestars a bit. In the third game, I was very pleased with the balance of the ship designs. I will share the details of the third game below.
1st Cylon war (Reimaged Era)
Rules: Full Thrust with tweaks
Miniatures by Ravenstar and Studio Bergstrom
A Colonial Fleet of the Battlestars Alexander, Leonidas, and Perseus accompanied by the smaller Battlestar Lighting deploy to meet an incursion of 3 Basestars.
I had informed the Colonial players the Battlestars were designed to fight in close formation with overlapping mutual defense. Taking this sage advice they promptly split up the fleet.
-Perseus heads to the flank-
In the last match up the Cylons were able to swamp the Vipers with numbers. It would not happen in this game as one of the changes was to classify all Vipers as interceptors.
-Raiders fly to their doom-
After several turns of maneuvering and initial volleys Basestar 2 wonders into a kill zone. It was not pretty. The missiles launched by Lighting, seen to the left, would slam into my ship the following turn.
-Basestar among enemies-
I wasn't the only one taking pain. Basestar 3 took enough damage for a threshold check and suffered a reactor hit. We discovered our robotic crews were lousy at ship repairs and in the following turn Basestar 3 became space dust.
-BOOM-
With our firepower diminished a cybernetic conference was held among the Centurions and escape became our primary mission. With our raiders gone and our point defense expended the Colonial Admiral orders the Vipers to hound the Basestars. The damage was light but ever point counts.
-Vipers on the attack-
As we neared the end of the game, Battlestar Perseus received a parting gift from the two damaged Basestars. The missile salvo was devastating and if not for the fickleness of dice could have easily destroyed the Colonial ship.
-Never Fly Straight-
With that our game was concluded. It was a great deal of fun and the game balance was better than our last encounter. 1 Basestar was destroyed and 2 were left with heavy damage. 1 Battlestar was gutted. The other 2 had moderate to heavy damage. The Battlestar Lighting escaped with only minor damage. The reactor critical was the decisive moment.
Below are the record sheets for the ships and the adjustments to the Full thrust rules we are using.
- Acrs and turns are 45 degrees
- PDF is only for self defense
-The Colonial K gun turrets can be used as a weak PDF, 5s & 6s = one hit, and along with a ADFC can be used to protect friendly ships within 6".
-The Cylon Point defense missile battery is a Scatter gun by another name
-Cylon's don't have a life support Critical
-Vipers are interceptors, Raiders are +1 against ships and -1 against Fighters, and Advanced Raiders are standard fighters
-Galactica Record Sheet-
-Valkyrie Record Sheet-
-Basestar Record Sheet-
Thank you