1st Battle Report and Rules Queries (long post)

My friends and I played our first game of ACTA-SF last night, it was rather hectic and took longer than anticipated but that was because we used a squadron box of klingons, a squadron box of Federation, had 3 players each side and no one had ever played the game before.

I think we got a few rules wrong and I think we made some tactical mistakes. I will start by giving an overview of the game and then raise some queries regarding the rules.

One player on each side got a dreadnought in the centre of the board, they were each flanked by 2 players with 2 lighter ships each.

TURN 1
Everyone moved towards each other, not much shooting.

TURN 2
The klingon Dread, C7 and F5 all charged forwards and engaged the Fed frigate which was destroyed. The fed dread, battlecruiser and Frigate all charged forward and concentrated fire on the Klingon Dread, it survived the 1st turns attention but lost all it’s shields and almost half it’s hull along with some criticals.

On the other flank the Klingon D6 and D7 swung around in a broad arc and the Fed Texas and Enterprise did likewise.

Things looked bad for the Klingons

TURN 3
Klingons won the initiative, and with the Feds only having 4 surving ships they were totally out manouvered, most klingon ships ended up behind fed ships, the fed commander discovered the Fed Dread had almost zero ability to turn around 

From now and for the next couple of turns the Klingons were permanently on the Feds tails, the feds had no answer to this and went to pieces.

At the point we ran out of time and stopped the battle it was informally agreed that the Fed dread was almost untouched and escaped easily. The Battlecruiser was not quite crippled so we allowed it to escape, but it was in a bad way. The Enterprise was fairly damaged but we let it escape. The Texas and the fed frigate were both destroyed.

The klingons suffered no losses. The dreadnought was badly damaged but two turns of recharging the shields meant they were almost back to full strength. The C7 was lightly damaged and the klingon frigate was hardly touched. That little ship had zipped around and inflicted a stupid number of criticals throughout the game through good luck. On the other flank both my D6 and D7 had lost all their shields and about half their hull, so although the Texas was destroyed and the Enterprise damaged it was in no way a one sided engagement on that flank.

Lessons from the battle
You need Initiative sinks, don’t let your frigates get taken out early in the game.
Shield recharging on a ship with 19 or less starting shields is not worth the effort, but on a dread with 30 shields, hence 3D6 repaired each turn it is extremely effective.
The lumbering fed dread is a liability. Not sure what we should have done, I suspect keep it further back out of range of enemy vessels getting on it’s tail?


MISTAKES WE MADE IN THE RULES
We missed that ships with overloaded weapons could only move 6” so both sides were zipping around with overloaded weapons, especially the klingons with their disruptors.
We missed that lumbering ships could not do High energy turns. Fed tried it on the last turn with his dreadnought, tried a 180 degree turn and failed, this resulted in ripping the guts out of his Dilithium Gear Box!!
We knew the klingons had +1 initiative but missed that ONLY the feds in the starter boxes had command trait ships so we should have been rolling on a level playing field whereas actually we were assuming the klingons initiative was on a +1. This did make a difference on 1 turn when we both rolled 7 so gave it to the klingons.

Got very confused about multi hit weapons, kill zones and what you did when the shields were all gone. Also kept forgetting precise.

The following is I THINK the correct sequence to follow when firing at a target. Could someone confirm this is correct. This is not what we always did last night!

1 X Phaser 1 2AD Accuracy +2 killzone 8, precise firing at target at 6” range

Scenario 1 – target has shields still up.

Roll a 4,6
1 “shot” goes on to the shields though because KZ8 this removes 2 points of shields
1 “shot” goes through the shields. This causes 2 “hits” on the hull though because of KZ8
Roll again getting 1,5 Because of precise this causes one point of hull damage from the 1 and a critical from the 5. (2 and 6 would have had the same effect if weapon had not been precise).
Roll again on the critical table to determine which table is consulted. A “4” means the critical score on the Weapons critical table is increased by 1.

Scenario 2 – target has depleted all of it’s shields.
Roll a 4,6
Both shots are hits, both shots go through the shields because there aren’t any. Effectively in this scenario a 6 is no different than any other roll that successfully hits.The 2 “hits” actually cause 4 rolls on the hits table because the KZ8 makes them multihit 2
Roll again getting 2,5,6,6 . Because of precise this causes one hit and 3 criticals. One point of hull damage is caused and 3 dice rerolled.
2,5,5 are rolled meaning the critical score on the impulse chart is increased by one and the critical score on the crew chart is increased by 2.


I think the above is correct?

What we actually did was different because we got confused. Two areas of special confusion were :-
Rolling “6” on the initial AD dice roll and the target has no shields, we were confused because the “6” had gone through the shields even though there weren’t any, so did you drop to the next table and count the “6” as an automatic critical. Not correct I think, but we were confused.
Scoring a hit with a multihit weapon. Got one hit so rolled one dice, rolled a 6 which means a critical but it was a multihit weapon so does that mean we did 2 criticals? We did that at least once though again not true I believe.
I think both of these mistakes would be easy to make.

Basically when shooting you
“Roll to hit” (applying modifiers)
“Then reroll hits that went through the shields” remembering to double dice for multi hits etc
Then roll for ciritcal location
Then increase critical table for each affected area.

This is quite a long winded process for ONE attack dice, and I think I can see why we got confused. Most of the players could not get their minds around what they were rolling for, why and what they needed to score. This spoilt it for 2 players who are not keen to play again. One I am certain will never play again.

Whilst I am not suggesting the process is changed, I think it can be better explained with examples. As far as I remember there is only one example in the book and it is wrong! That is not helpful.

All constructive criticism, plus the occasional slanderous attack, will all be gratefully accepted. I like the game and am keen to get the hang of it. Will be playing a 2 player game against another club member in 3 weeks time.

To pre-empt the obvious observation, yes starting with 2 players would have been more sensible that starting with 6, but I had a ton of people (well 6) very keen to give it a try!


Andy
 
andywatkins1963 said:
1 X Phaser 1 2AD Accuracy +2 killzone 8, precise firing at target at 6” range

Scenario 1 – target has shields still up.

Roll a 4,6
1 “shot” goes on to the shields though because KZ8 this removes 2 points of shields
1 “shot” goes through the shields. This causes 2 “hits” on the hull though because of KZ8
Roll again getting 1,5 Because of precise this causes one point of hull damage from the 1 and a critical from the 5. (2 and 6 would have had the same effect if weapon had not been precise).
Roll again on the critical table to determine which table is consulted. A “4” means the critical score on the Weapons critical table is increased by 1.

Scenario 2 – target has depleted all of it’s shields.
Roll a 4,6
Both shots are hits, both shots go through the shields because there aren’t any. Effectively in this scenario a 6 is no different than any other roll that successfully hits.The 2 “hits” actually cause 4 rolls on the hits table because the KZ8 makes them multihit 2
Roll again getting 2,5,6,6 . Because of precise this causes one hit and 3 criticals. One point of hull damage is caused and 3 dice rerolled.
2,5,5 are rolled meaning the critical score on the impulse chart is increased by one and the critical score on the crew chart is increased by 2.

These are correct.
 
I think all of your comments on the process are fair. It does a take a while to get your head round it, and i've played ACTA a lot before. I think you'll find that the attack sequence will become more natural as you play more. You will find a crib sheet of some kind very useful, there are a couple posted on other threads in the board. Also, don't worry about taking your time to go through all the steps. This is what myself and Digger did in our first game the other night. Took longer than I would expect a game of ACTA to normally run but I have a better feel for the rules now, and i'm sure next game will go quicker. Good luck and stick with it.
 
Greg, thanks for confirmation that i NOW have it right!

Renny - yes I was not overly despondant over the time it took. A little surprised, but 6 new players was perhaps overly optimistic :)

Now I think I have it clear in my head I think it will run much faster.

I also was a big player of ACTA-B5 though not for quite a few years now. ACTA-SF seems a little more different than I expected.


So anyone know how to handle a Fed Dread properly, I am genuinely keen to know...
 
Though I suspect this won't be easy in practice to pull off, the best way to keep Klingons off your Dread's tail is to use another ship (maybe a frigate?) to attack them. If you can somehow arrange to get the ship tailing your frigate to follow into the Dread's attack arc, all the better.
 
Did your Klingons use boost shields special order on the first turn? It's worthwhile, IMHO. Say that C8 boosted it's shields and kept the enemy in it's Fore arc. 3d6 x 2 for Fore Arc bonus.

Figure average 3d6 roll of 10. Add to the C8's shield of 30 = 40, then double it. (80). It would have been pretty hard for the Feds to penetrate that, barring lucky rolls of a "6".

Even a C7 with a shield of 24, +2d6 is nice. Figure average roll of 7. That brings it's shields up to 31, now double it with the Fore arc bonus = 62.

Even a measly D6 or D7 with 18 shield could go up say 6 shields (roll of 3), and doubled to 42.

As the Klingon, you want to keep the range open - over 15" but no further than 24 so you get your cruiser's disruptors and all drones...the Feds can't fire photons over 15" (and it would be poor odds at that range anyways).

I think that in many cases it's better to let the DNs hang back out of overload range because they are so lousy on maneuvering. Better to let the cruisers stay in front of them and take the heat.

One thing the cruisers can do if the Feds try to close to very close range is to tractor them. This way they are stuck immobile right in front of the DN, which gives the DN a great opportunity to overload and blow the Fed's doors off with little risk, or even boost shields and say HA, no you aren't punching through MY shields. :D
 
Woops! A massive rule we forgot.....

I completely forgot my Klingons had double frontal armour.... Wow we won anyway, the fed players reckoned the Klingons were better than the feds, they are going to freak when I tell them this!

As it was our 1st game with 6 players I did try to remove some of the complexities, as such shuttles, drones, labs, marines and tractor beams were all ignored for the 1st game. I thought drones would roughly equal out. No real idea what tractors can do, I will re read the tractor rules.....

Andy
 
andywatkins1963 said:
So anyone know how to handle a Fed Dread properly, I am genuinely keen to know...

One of those eternal questions :)

You certainly cannot win consistently if you, say, take only Dreadnoughts (any more than you wil get consistent wins if you only take Frigates).

Now, you take a Dreadnought in your fleet and, in your head, you see it storming forward, sweeping all before it with massed banks of phasers before you boil the pride of the enemy fleet with an insane number of overloaded torpedoes.

That _might_ happen.

Once :)

Billclo suggests keeping a Dreadnought back, and that is certainly good advice in the initial stages of a batle. It has enough weapons that even at long range you will get nasty hits, while the enemy may well have his hands full with the rest of your fleet.

A Dreadnought also comes into its own when the enemy fields one of his own, of course. As a wise man once said, that is sauce for the goose...
 
A viable solution to Klingons tailing you in ACTA might be to adopt a Lufbery Circle formation

http://en.wikipedia.org/wiki/Lufbery_circle

where each of your ships tails one of your others in a ring formation. If the enemy drops in behind a ship, you wind up with at least one ship on his tail, and Klingons do not like being hit from behind where their shields are softer. A smart Klingon will counter by concentrating many ships on one of yours at a time, but with practice you should be able to predict which ship is going to be main target in a given turn and use defensive SAs to help it survive longer while its squadronmates position themselves to chew on rear/side shields.

If you have enough hulls, you can make a double circle, with each ring rotating in an opposite direction, which is even harder to approach without taking serious counterfire. OTOH. the Lumbering trait makes this a harder trick to manage - it works best when all your ships have similar speed and maneuver capability.

SFU ships fly and fight more like very large aircraft than like naval ships, and some research into WW1 and WW2 dogfighting tactics can be helpful - as long as you remember that space is flat and altitude is not a factor. :)
 
The obvious counter tactic being to sit at range 20-24 with disruptors and drones for Klingons and Kzinti.

However Gorn and Romulans could have serious problems unless they're willing to sacrifice a couple of War Eagles to blow holes in the circle at short range.

Also when fighters are introduced they'd be a great circle breaker.

It certainly has possibilities as a tactic though.
 
One observation about the Klingons...

In the SFU, early models of Klingon ships have average forward shields but very weak rear shields; their later ships were refitted to bring the rear shields upto the same level as other fleets (largely due to the 'reach around' ability of the Hydran hellbore, and it's catastrophic effect on those weak rear shields).

In ACtA, the Klingons have been given rear shields that are roughly the same as everyone else's and disproportionately strong forward shields, thus recasting a major weakness as a major advantage.



The Fed DN has a difficult combination of limited manouverability and restricted photon firing arcs. Provide her with lots of initiative sinks, always move her last, choose a target and run it down. Or reserve her only for base or planetary assaults where the target can't dodge.

Other Lumbering DNs (Gorn, Kzinti) are less concerned with the enemy's movements given the wider firing arcs of their primary armament - 360 degrees out to 36" in the case of the Kzinti.
 
msprange said:
A Dreadnought also comes into its own when the enemy fields one of his own, of course. As a wise man once said, that is sauce for the goose...

is goose tastier than duck? What kind of sauce are we talking about?
 
Nomad said:
In ACtA, the Klingons have been given rear shields that are roughly the same as everyone else and disproportionately strong forward shields, thus recasting a weakness as an advantage.

It does seem a bit lopsided, even when you consider the Klingons sometimes have less damage point than Federation and Romulan Hawk series ships (though the C8 is actually more durable than the DNG and CON). However, I'm not sure what one could do about it if you want to keep the flavorful rule, and also keep things simple. Would a smaller damage reduction been more appropriate? I'm not sure, maybe, but that might make the mental math harder and thus slow the game.

Like a lot of "worry issues" the forum has encountered, I think it would be best in general if everyone just keeps this concern in the back of our minds until the game has managed to get into everyone's hands and we've all had time to play lots of games. Only then can we see if these really are serious issues or if we're all just over thinking and running ourselves in mental circles (some for lack of a game to play , I know I'm guilty of such). :lol:


Anyways, to get back to the main topic. Thanks for the Battle Report Andy. Sounds like you guys had plenty of fun, even if it was a bit confusing. However, I must also protest (in jest)! Next time take pictures. :D
 
GalagaGalaxian said:
Anyways, to get back to the main topic. Thanks for the Battle Report Andy. Sounds like you guys had plenty of fun, even if it was a bit confusing. However, I must also protest (in jest)! Next time take pictures. :D

Ah yes playing my 1st ever game of ACTA-SF whilst also teaching 5 other players.... I really should have stopped taking things easy and taken some pictures as well :P Perhaps also rewritten shakespeares works whilst I was at it :D

I think the fun battle was more interesting for what we got wrong (a lot) than anything constructive it can teach other players....

Andy
PS Must say after one whole game playing the Klingons do seem better than the Feds, and that was before we realised we had forgotten to double the klingons front shields. Looking forward to my next slaughterfest :)
 
Aye, I was joking. I understand you were busy. I just wanted to see more of your klingon ships (assuming you're the same Andy / CptKremmen from The Miniatures page).

Funny about what you say, cause I've got a friend who thinks the Klingons look terrible from the stats he and I have seen. It is interesting that Disruptors are the only heavy weapon that currently lacks Devastating+1, nor do they have the Precise trait Phasers do, and Phasers do the same damage in Killzone range (barring overloads). Personally I think Klingons look ok. They lack the crunch-power of the other empires, but their disruptors have more versatility in that they don't need to worry about reloads, plus they have Accurate+1 and excellent range.

Still, some overloaded photons or a couple plasma-torpedoes (or some drones) to the rear shields and a Klingon is gonna be left hurting, so I think having more ships compared to a Klingon so you can outmaneuver him might be important.
 
Ben2 said:
The obvious counter tactic being to sit at range 20-24 with disruptors and drones for Klingons and Kzinti.

Which certainly keeps them off your rear arc, at least. Generally, I wouldn't try a circle formation unless the enemy had already closed to well under that range - at which point the danger of them tailing you is a serious one.

Dividing your fleet into two groups and flying a split-s pattern might also work against tailgaters (since about half your ships will have any given enemy in front arc at a time) but you'll have to be careful not to get too seperated or you'll be defeated in detail.

In ACtA, the Klingons have been given rear shields that are roughly the same as everyone else's and disproportionately strong forward shields, thus recasting a major weakness as a major advantage.

I haven't seen the full stats yet, but that does sound like a major translation error, on par with the goofy super-tough cargo ships. Klingon post-refit shields shouldn't be much better than average in any arc, and if they're supposed to be pre-refit their rear shields should be less than half what everyone else has. Those early hulls had tissue paper for aft defenses.
 
From what I have seen in the dozen games I have played is that Klingon's shields are the weakest for there class. If you can maneuver a side shot into one it will eat the shields fast. The offset to that is if you hit the foreward arc and he has a shield up it halves you damage. Get the game play a little bit. There may need to be some tweaking but not much.
 
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