Saturday three of us got together to see what happens with a three way game. I took my Battlestar Galactica Colonials, and Barry, one of our veteran players, tried out a new Star Wars Rebel fleet he is in the process of building. Our third player, Ben, is one of our newest and this is only his second game. His fleet (still a WIP) is from the Homeworld 2 video game and he had the models cut on Shapeways.com. Rules used Were FT:Cross Dimensions with the Continuum Supplement.
I hadnt planned on writing an AAR on this game since it was only a teaching game and hardly a fair fight. BUT- what happened at the end was too bizarre and funny not to share and Ben insisted the story be told.
The Star Wars Rebel fleet did not get in range of either fleet fast enough so only played a long range sniping role throughout the game. Most of the action took place between the Homeworld fleet and the Colonials.
The set up and turn one: All the fleets began converging tword the center of the table. The Homeworld fleet and colonials began firing at long range and scored some damage on each other.
The colonials fired missile salvos to no effect. I had given Ben the SSDs for the Colonials weeks ago and his ships were well equipped with PDS and each of the big ships had a fighter bay with interceptors (the proxied cylon raiders).
One of his cruisers took a bit of a pounding from the Titan.
My Galiper missile cruiser was hammered and lost its fwd missile launcher. The launcher would be out of the game. This ship never scored any significant damage the entire battle.
The next turn things got ugly.
The Titan and one of his battleships slugged it out with the bigger ship causing more damage and essentially knocking out the battleship. Note the hit to the reactor. One down, one to go!
All the rest of my ships took damage to a lesser degree with the Victory escort cruiser catching the worst of it. One of his smaller cruisers was destroyed as well- by rebel fighters I think.
The next turn: "There seems to be something wrong with out ships today".
The colonial fighters swooped in on one of the homeworld cruisers hoping for a fairly easy kill. They did modest damage but most significantly, they damaged the reactor.
the rest of the ships pounded each other hard and Titan took significant damage but was along way from being destroyed. The homeworld battleship however was on its last row of damage boxes.
Now the crazy part. Remember that cruiser with the reactor damage? The DC parties could not fix it and it exploded (taking all the vipers with it).
The damage from the explosion caused the cruiser next to it to roll threshold checks witch resulted in a critical to its reactor. Again the DC parties couldnt fix it and it exploded causing enough damage to the battleship next to it to destroy it as well.
Murphys law being what it is, that first battleship that had taken reactor damage a couple turns ago, also exploded when its DC parties couldnt fix it. Al least that ship was far enough away from any others that the explosion didnt damage anyone else.
Thats the first time we ever had a 'daisy chain' set of reactor core explosions and I felt really bad that it happened to our newest player. He, and everyone else watching the game, got a good laugh out it however.
Couple departing pics.
We also played a quick second game so he could see what a battlestar was like to deal with. I think he would have won this game except he flew two of his smaller cruisers right into an asteroid field, destroying them. In a subsequent turn the other three flew off the board. The battleships were fairly easy pickings after that. Lesson learned for the new guy!
Any and all comments welcome!!!