treknogeek
Mongoose
Greetings all,
My gaming group has been working on Star Wars stats for A Call to Arms and last night we had our first play test, and therefore, our first battle report. So far, we have made stats for the following:
Fighters: TIE, TIE Interceptor, TIE Bomber, TIE Advanced, TIE Defender, X-Wing, Y-Wing, A-Wing, B-Wing, and Z-95 Headhunter
Freighters: YT 1300, Assault Shuttle, YT 2400, Skipray, Firespray, and a Lambda
Frigates: Corellian Corvette, Nebulon B, Lancer
Cruisers: MC 80, Imperial Star Destroyer
There are 3 main differences between this mod and B5 ACtoA. First, this is a point based game. We began with the fighters and worked our way up using SW RPG books as a guide for balance. Second, certain ships have the ability to be modded. For example, all freighters have X number of upgrade slots available to them. Using their Mod Chart, upgrades can be purchased to fill those slots for additional points. So, as in the game played last night, my 20pt Corellian Corvette actually cost 25 points after upgrades. Third, an entirely new crit chart was made to better reflect SW. Here is the chart:
ROLL 2 D6:
2-3 -1 Damage; -1 Crew
4-6 -1 Crew; All weapons on a random firing arc lose 1 AD
7-9 -1 Damage; -1 Speed
10 -1 d6 Damage; -1 d6 Crew
11 -2 d6 Damage; -4 d6 Crew
12 -4 d6 Damage; -2 d6 Crew
OK, so here are the base stats for the ships used (this was a battle between CorSec and smugglers):
CorSec –
Corellian Corvette – 20pts, 5 slots
Speed: 7 Hull: 5 Special Rules: Jump Engines, Shields 10/1
Turns: 2/45 Troops: 1 Damage: 20/4 Crew: 24/5
Weapons Range Arc AD Specials
Double Laser Cannon 10 F 3 AP
Double Laser Cannon 10 P 1 AP
Double Laser Cannon 10 S 1 AP
Double Laser Cannon 10 A 1 AP
X-Wing Squadron – 5pts
Speed: 12 Hull: 5 Special Rules: Dodge 3+; Dogfight +3; Jump Engines
Turns: SM
Weapons Range Arc AD Specials
Laser Cannon 2 T 4 Twin Linked
Proton Torpedoes 4 T 2 SAP, DD
Smugglers –
YT 1300 – 2pts, 4 slots
Speed: 6 Hull: 5 Special Rules: Jump Engines
Turns: 2/45 Troops: 0 Damage: 3/1 Crew: 2/1
Weapons Range Arc AD Specials
Laser 2 T 1 --
YT 2400 – 5pts, 5 slots
Speed: 7 Hull: 5 Special Rules: Jump Engines, shields 2/1
Turns: 2/45 Troops: 0 Damage: 4/1 Crew: 3/1
Weapons Range Arc AD Specials
Laser 2 T 2 --
Y-Wing Squadron – 5pts
Speed: 8 Hull: 6 Special Rules: Dodge 4+; Dogfight +1; Jump Engines
Turns: SM
Weapons Range Arc AD Specials
Laser Cannon 2 T 2 --
Ion Cannon 2 T 2 Precise, Disruption
(DD against shields)
Proton Torpedoes 4 T 3 SAP, DD
All descriptions are from my perspective (the Corellian Corvette)
Battle 1:
Near the sun of the Corellian system, solar flares were in the high point of the solar year. This phenomenon results in an inability to jump to hyperspace in normally safe areas, but it also results in sensors, such as those used by CorSec, having difficulty in locking onto targets. That is what the smugglers were banking on when CorSec inconveniently interrupted a ship-to-ship cargo transfer.
The Corellian Corvette Defender (modded with a +1 speed and a 10inch 1AD Ion Cannon [precise, disruption] on the F, P, and S arcs) closed the gap on the transfer with an All Power to Engines order, the X-Wing squadron keeping pace to the starboard. Caught by surprise, the smugglers (who were facing each other, perpendicular to the Defender) failed to coordinate a counter attack. The YT 2400 (with a shield and speed upgrade) sped forward (left) and banked to the starboard, apparently hoping to create some distance and loop around to flank the Defender. Its accompanying Y-Wind squadron moved towards the Corvette and the two YT 1300s (with speed and weapon upgrades, but no shields) moved to intercept directly. The Y-Wings attempted to make a flanking run on the Defender, but the X-Wings made short work of them. It was not long before the YT 2400 was almost within the firing range of the Defender, but it was too little too late. With no shields, the X-Wings were able to skeleton crew on of the 1300s and the Laser cannons on the Defender splashed the other. Thanks to its shields, the YT 2400 was able to exchange a round of fire with the Defender, who had All Stopped to keep its prey in the Forward arc. Poor shooting by the Ion cannon crew meant that the 2400’s shields were reduced to 0 but no hull damage. The Defender weathered a missile salvo, its shields dropping to 2. However, it was not enough. An All Stop and Pivot continued to keep the YT 2400 in the Forward arc, despite its efforts to flank on the Port side. The combined fire of the X-Wings and Defender reduced it and its cargo to molten slag.
Battle 2:
Later in the week, the Defender and her X-Wing squadron stumbled across another group of smugglers in an exchange. However, this time was different. The freighters that stood facing each other perpendicular to the Defender consisted of only one YT 1300, this time with shield and ion cannon upgrades, and a YT 2400 with concussion missile (F 2Ad AP, Accurate), shield and speed upgrades. They were also accompanied by 3 squadrons of Y-Wings. These smugglers also knew how to coordinate an attack.
As the Defender approached, the smuggler flew past each other with the 2400 attempting a flanking maneuver to the Port and the 1300 to the starboard. The Y-Wings came up the middle, with two of them hanging back from the front squadron. As the lead squadron attempted a bombing run on the Defender, the X-Wings engaged them in a furball. Victory was not swift but it was conclusive with the X-Wings emerging victorious just long enough to fall prey to the accurate missiles of the YT 2400. With its fighter support gone, the Defender attempted to keep as many of the enemy as possible in as many arcs as possible. This its brave crew was able to achieve. What they were not able to do was hit the broad side of a Sandcrawler. Throughout the engagement, the Defender was not able to win key initiatives or to land an attack. This, however, was not a problem for the smugglers. Ion Cannon fire on the aft arc from the Y-Wings and on the starboard from YT 1300 quickly lowered the Corvette’s shields. A couple of well placed Proton Torpedoes saw two 7-9 crits and a 4-6 crit. This last crit was key as the Defender was attempting a Port side turning maneuver designed to realign firing arcs and put distance between the ships. That plan got ruined with the crit stripping away the AD on the Port side. With plasma streaming from the engines and atmosphere venting from the starboard side, the YT 2400 sent a message to CorSec with another salvo, making any concerns about maneuvering a mute point for the crew of the Defender.
Over all, I was very pleased with this play test. The first battle resulted in a lowering of cost for the freighters, which allowed them to upgrade more cost effectively, and despite my poor rolling in the second battle and better strategy from my opponents, the second battle felt like we had gotten it right.
My gaming group has been working on Star Wars stats for A Call to Arms and last night we had our first play test, and therefore, our first battle report. So far, we have made stats for the following:
Fighters: TIE, TIE Interceptor, TIE Bomber, TIE Advanced, TIE Defender, X-Wing, Y-Wing, A-Wing, B-Wing, and Z-95 Headhunter
Freighters: YT 1300, Assault Shuttle, YT 2400, Skipray, Firespray, and a Lambda
Frigates: Corellian Corvette, Nebulon B, Lancer
Cruisers: MC 80, Imperial Star Destroyer
There are 3 main differences between this mod and B5 ACtoA. First, this is a point based game. We began with the fighters and worked our way up using SW RPG books as a guide for balance. Second, certain ships have the ability to be modded. For example, all freighters have X number of upgrade slots available to them. Using their Mod Chart, upgrades can be purchased to fill those slots for additional points. So, as in the game played last night, my 20pt Corellian Corvette actually cost 25 points after upgrades. Third, an entirely new crit chart was made to better reflect SW. Here is the chart:
ROLL 2 D6:
2-3 -1 Damage; -1 Crew
4-6 -1 Crew; All weapons on a random firing arc lose 1 AD
7-9 -1 Damage; -1 Speed
10 -1 d6 Damage; -1 d6 Crew
11 -2 d6 Damage; -4 d6 Crew
12 -4 d6 Damage; -2 d6 Crew
OK, so here are the base stats for the ships used (this was a battle between CorSec and smugglers):
CorSec –
Corellian Corvette – 20pts, 5 slots
Speed: 7 Hull: 5 Special Rules: Jump Engines, Shields 10/1
Turns: 2/45 Troops: 1 Damage: 20/4 Crew: 24/5
Weapons Range Arc AD Specials
Double Laser Cannon 10 F 3 AP
Double Laser Cannon 10 P 1 AP
Double Laser Cannon 10 S 1 AP
Double Laser Cannon 10 A 1 AP
X-Wing Squadron – 5pts
Speed: 12 Hull: 5 Special Rules: Dodge 3+; Dogfight +3; Jump Engines
Turns: SM
Weapons Range Arc AD Specials
Laser Cannon 2 T 4 Twin Linked
Proton Torpedoes 4 T 2 SAP, DD
Smugglers –
YT 1300 – 2pts, 4 slots
Speed: 6 Hull: 5 Special Rules: Jump Engines
Turns: 2/45 Troops: 0 Damage: 3/1 Crew: 2/1
Weapons Range Arc AD Specials
Laser 2 T 1 --
YT 2400 – 5pts, 5 slots
Speed: 7 Hull: 5 Special Rules: Jump Engines, shields 2/1
Turns: 2/45 Troops: 0 Damage: 4/1 Crew: 3/1
Weapons Range Arc AD Specials
Laser 2 T 2 --
Y-Wing Squadron – 5pts
Speed: 8 Hull: 6 Special Rules: Dodge 4+; Dogfight +1; Jump Engines
Turns: SM
Weapons Range Arc AD Specials
Laser Cannon 2 T 2 --
Ion Cannon 2 T 2 Precise, Disruption
(DD against shields)
Proton Torpedoes 4 T 3 SAP, DD
All descriptions are from my perspective (the Corellian Corvette)
Battle 1:
Near the sun of the Corellian system, solar flares were in the high point of the solar year. This phenomenon results in an inability to jump to hyperspace in normally safe areas, but it also results in sensors, such as those used by CorSec, having difficulty in locking onto targets. That is what the smugglers were banking on when CorSec inconveniently interrupted a ship-to-ship cargo transfer.
The Corellian Corvette Defender (modded with a +1 speed and a 10inch 1AD Ion Cannon [precise, disruption] on the F, P, and S arcs) closed the gap on the transfer with an All Power to Engines order, the X-Wing squadron keeping pace to the starboard. Caught by surprise, the smugglers (who were facing each other, perpendicular to the Defender) failed to coordinate a counter attack. The YT 2400 (with a shield and speed upgrade) sped forward (left) and banked to the starboard, apparently hoping to create some distance and loop around to flank the Defender. Its accompanying Y-Wind squadron moved towards the Corvette and the two YT 1300s (with speed and weapon upgrades, but no shields) moved to intercept directly. The Y-Wings attempted to make a flanking run on the Defender, but the X-Wings made short work of them. It was not long before the YT 2400 was almost within the firing range of the Defender, but it was too little too late. With no shields, the X-Wings were able to skeleton crew on of the 1300s and the Laser cannons on the Defender splashed the other. Thanks to its shields, the YT 2400 was able to exchange a round of fire with the Defender, who had All Stopped to keep its prey in the Forward arc. Poor shooting by the Ion cannon crew meant that the 2400’s shields were reduced to 0 but no hull damage. The Defender weathered a missile salvo, its shields dropping to 2. However, it was not enough. An All Stop and Pivot continued to keep the YT 2400 in the Forward arc, despite its efforts to flank on the Port side. The combined fire of the X-Wings and Defender reduced it and its cargo to molten slag.
Battle 2:
Later in the week, the Defender and her X-Wing squadron stumbled across another group of smugglers in an exchange. However, this time was different. The freighters that stood facing each other perpendicular to the Defender consisted of only one YT 1300, this time with shield and ion cannon upgrades, and a YT 2400 with concussion missile (F 2Ad AP, Accurate), shield and speed upgrades. They were also accompanied by 3 squadrons of Y-Wings. These smugglers also knew how to coordinate an attack.
As the Defender approached, the smuggler flew past each other with the 2400 attempting a flanking maneuver to the Port and the 1300 to the starboard. The Y-Wings came up the middle, with two of them hanging back from the front squadron. As the lead squadron attempted a bombing run on the Defender, the X-Wings engaged them in a furball. Victory was not swift but it was conclusive with the X-Wings emerging victorious just long enough to fall prey to the accurate missiles of the YT 2400. With its fighter support gone, the Defender attempted to keep as many of the enemy as possible in as many arcs as possible. This its brave crew was able to achieve. What they were not able to do was hit the broad side of a Sandcrawler. Throughout the engagement, the Defender was not able to win key initiatives or to land an attack. This, however, was not a problem for the smugglers. Ion Cannon fire on the aft arc from the Y-Wings and on the starboard from YT 1300 quickly lowered the Corvette’s shields. A couple of well placed Proton Torpedoes saw two 7-9 crits and a 4-6 crit. This last crit was key as the Defender was attempting a Port side turning maneuver designed to realign firing arcs and put distance between the ships. That plan got ruined with the crit stripping away the AD on the Port side. With plasma streaming from the engines and atmosphere venting from the starboard side, the YT 2400 sent a message to CorSec with another salvo, making any concerns about maneuvering a mute point for the crew of the Defender.
Over all, I was very pleased with this play test. The first battle resulted in a lowering of cost for the freighters, which allowed them to upgrade more cost effectively, and despite my poor rolling in the second battle and better strategy from my opponents, the second battle felt like we had gotten it right.