So a buddy and I decided to play the older romulans vs the older fed ships in the current rules setting since the last errata, I chose 700 points and we ran a basic annihilation scenario.
I took a King Eagle, War Eagle, Battle(Eagle)Hawk, and 2 Snipes.
He had a Command Constitution, a Constitution, a Calahan, a Texas, and a Burke.
First 3-4 turns saw Romulans creep up the board, with 1 snipe and the battle eagle on one flank, the king eagle near the other flank with the war eagle and second snipe. The federation formed a box formation in the center.
All heck broke loose quickly around turn 4. The POL moved to try and bait the KE, a Snipe moved on the right flank to eat an initiative mark. The FFG overloaded and moved to where it might block threaten decloaking ships moving against the POL. The KE decloaked to threaten the POL and remained out of 6" from the FFG, this is when things got ugly, the rest of the movement saw the CC and CA centerline on the KE, while my BE centered on the CC, and his OCL centered on my BE. I didn't decloak either snipe or the WE that turn.
The combined fire of my KE and BE was enough to need only a 2+ to blow up the CC right then and there, and I rolled a 3. It just so happened that all 4 of his other ships were in 4" of the CC. I managed to roll some damage on each ship, and scored some impulse and shield criticals on a few ships. In return, my KE took enough damage where it was -4 at the end of the turn and drifted into thousands of broken pieces. My BE survived with 4 hull and 3 shields left, let me tell you something, when those photons roll that magic 6 to hit, but then roll 3 1-2's against your hull, its a magic moment, but then when the 4th dice is a 6 and causes impulse drive 2, ouchies!
Fearing my 3 ships with unspent plasma torpedoes, my friend decided that all power to engines was the best course of action and moved all of his ships off the board within the next 2 turns.
Victory for the Romulans in victory points, 1 ship destroyed for each fleet but the CC was a bit more than the KE, and we remained on the table.
Notes on the game. I did roll three 6's from my BE plasma, and four 6's from my KE plasma against his CC.
2+ save from cloak is nice, but in the first turn it failed maybe 1/3 of the time, especially against those long range phaser-1 that got through my shields.
Photons missed a little above average, but with only the 2 targets to shoot at, my KE would have only blown up faster and my BE might not have made it, and if he didnt decide to run away he'd have more hot plasma death to face off against.
I think we also forgot to add in precise for calculating critical hits.
Only one fuzzy rule thing came up during the game though, how to deal with a ship blowing up. Does it count as a ranged attack with a 4" range, and thus any ships further than 2" away would have a -1 penalty for long range? So you'd hit closer ships on a 4+ and others on a 5+ with the attack dice from the exploding ship?
Either way it was a fun fast game with my buddy, we may be doing a 1k point battle next, possibly no 'timeline' restrictions on ships chosen, and I may be testing his idea of just running the Roms in with no cloaks at all to get in faster, but I do like the 2+ save and freedom from drones, we will see!
We've also been having a minor debate about proper bases to use for ships. I noticed that mongoose sells smaller and bigger round bases, so I was thinking you could use any size base for any ship. My friend thinks that the bases provided with the ships should be used. The man difference would be, of course, the real estate each ship takes up on the table for purposes on how close you can have ships next to each other. This mainly effects phaser-3 kill zone, which we noticed is base to base contact for the bases provided with the ships. Has there been any official opinion on this so far?
I took a King Eagle, War Eagle, Battle(Eagle)Hawk, and 2 Snipes.
He had a Command Constitution, a Constitution, a Calahan, a Texas, and a Burke.
First 3-4 turns saw Romulans creep up the board, with 1 snipe and the battle eagle on one flank, the king eagle near the other flank with the war eagle and second snipe. The federation formed a box formation in the center.
All heck broke loose quickly around turn 4. The POL moved to try and bait the KE, a Snipe moved on the right flank to eat an initiative mark. The FFG overloaded and moved to where it might block threaten decloaking ships moving against the POL. The KE decloaked to threaten the POL and remained out of 6" from the FFG, this is when things got ugly, the rest of the movement saw the CC and CA centerline on the KE, while my BE centered on the CC, and his OCL centered on my BE. I didn't decloak either snipe or the WE that turn.
The combined fire of my KE and BE was enough to need only a 2+ to blow up the CC right then and there, and I rolled a 3. It just so happened that all 4 of his other ships were in 4" of the CC. I managed to roll some damage on each ship, and scored some impulse and shield criticals on a few ships. In return, my KE took enough damage where it was -4 at the end of the turn and drifted into thousands of broken pieces. My BE survived with 4 hull and 3 shields left, let me tell you something, when those photons roll that magic 6 to hit, but then roll 3 1-2's against your hull, its a magic moment, but then when the 4th dice is a 6 and causes impulse drive 2, ouchies!
Fearing my 3 ships with unspent plasma torpedoes, my friend decided that all power to engines was the best course of action and moved all of his ships off the board within the next 2 turns.
Victory for the Romulans in victory points, 1 ship destroyed for each fleet but the CC was a bit more than the KE, and we remained on the table.
Notes on the game. I did roll three 6's from my BE plasma, and four 6's from my KE plasma against his CC.
2+ save from cloak is nice, but in the first turn it failed maybe 1/3 of the time, especially against those long range phaser-1 that got through my shields.
Photons missed a little above average, but with only the 2 targets to shoot at, my KE would have only blown up faster and my BE might not have made it, and if he didnt decide to run away he'd have more hot plasma death to face off against.
I think we also forgot to add in precise for calculating critical hits.
Only one fuzzy rule thing came up during the game though, how to deal with a ship blowing up. Does it count as a ranged attack with a 4" range, and thus any ships further than 2" away would have a -1 penalty for long range? So you'd hit closer ships on a 4+ and others on a 5+ with the attack dice from the exploding ship?
Either way it was a fun fast game with my buddy, we may be doing a 1k point battle next, possibly no 'timeline' restrictions on ships chosen, and I may be testing his idea of just running the Roms in with no cloaks at all to get in faster, but I do like the 2+ save and freedom from drones, we will see!
We've also been having a minor debate about proper bases to use for ships. I noticed that mongoose sells smaller and bigger round bases, so I was thinking you could use any size base for any ship. My friend thinks that the bases provided with the ships should be used. The man difference would be, of course, the real estate each ship takes up on the table for purposes on how close you can have ships next to each other. This mainly effects phaser-3 kill zone, which we noticed is base to base contact for the bases provided with the ships. Has there been any official opinion on this so far?