ACTA: Battle Star Galactica Battle Report -couple pics added

Apachex

Mongoose
A friend and I tried two scenarios using Jester's ACTA: BSG mod. Here are our results:

Battle Report 1

Pegasus is jumped by 2 Base stars while recovering from an earlier raid; she attempts to defend herself as she spools up her FTL to escape.

Colonial Forces: Mercury Class Pegasus
pegasus.jpg



Cylons: Basestar 01
Basestar 10

Basestars.jpg


Setup: Face to face setup. 2 Basestars online with Pegasus oriented on the left flank.

Turn 1: Cylons win init. Pegasus maneuvers forward, scrambling fighters. (2 fights + ECM raptor.) Cylons advance to firing range and launch Raiders (1 Raider, 2 HVY each) Pegasus fires Missile Batteries at 01. Raider flight absorbs 2 hits. 4 damage done to Basestar. Both Basestars return fire inflicting light damage to Pegasus.

Turn 2: Colonials win init. Cylons begin side slipping to remain outside 15”. 01 Attempts to flank, 10 slides along the front. Pegasus attempts to bore in on 10. 3 Raiders and 2 HVY raiders advance on Pegasus. 3 Flights of Vipers + ECM raptor Hit one raider flight. Vipers do 3 dam to one raider flight. Pegasus does light damage to 10 with the HVY Batteries (2 Hits absorbed by Raider flight) Pegasus Flak destroys 2 Heavy raiders and 1 Raider Squadron.

Turn 3: Colonials win Init. 01 Attempts to slide along the flank, while 10 begins to move backward. Pegasus continues to bore in on 10. Additional Raiders and Heavy Raiders move in to attack the Pegasus. Raider missiles and Cannon ravage the Pegasus carving a hole the Basestars are quick to exploit. One Heavy raider manages to slip in and destroy the ECM raptor guarding the Pegasus. Missile fire from the Pegasus is mostly absorbed by the defensive raiders. Allowing only light damage to 10. Flak batteries, however wipe out 4 heavy raiders and 2 flights of Raiders. Return fire from the Basestars Inflict massive damage to the Pegasus damaging the engines and FC.

Turn 4: Pegasus does a crash recall and jumps out of the area.

Final Score:
Cylons: Basestar 01 - 6 Damage, Basestar 10 - 4 damage, 8 Heavy raiders destroyed.
Colonials: Pegasus – 58 Damage, -62 Crew; 1 Raptor Destroyed.


Battle Report 2

Seeking information on the route to Earth, Galactica engages a lone Base star around a lifeless Planet in unknown space.

Colonial Forces: Acropolis Class Galactica
Galactica.jpg


Cylons: Basestar 11

Setup: Small Planet near Colonial Set-Up zone. Basestar set up across from the Planet expecting Galactica to attempt to use the planet to maneuver. Galactica set up near planet. With 1 Viper deployed and 1 ECM Raptor deployed.

Turn 1: Colonials won initiative. Base star slid forward slowly launching addition raiders. Rather than use the planet, Galactica went APTE and drove straight at the Basestar.
Missile and Gun Fire from 3 squadrons of vipers wiped out the advance Flight of Raiders, while the Galactica unloaded everything on Basestar 11. 11’s defensive Raiders are wiped out by the massed Fire of the onrushing Battlestar. The fire that leaks through critically damages the Basestar's Fire control (Power Fluctuations) and Reactor. The Basestar’s return fire is swept aside by the Galactica’s Point Defenses, with only a few missiles leaking through.

Turn 2: The Basestar attempts to recede at an oblique to draw out of the Galactica’s main battery range. Unfortunately, its damaged engines prevent it from getting far enough away. The Galactica continues to bore in, launching its final Viper and a Scout Raptor. The Cylon Heavy Raiders plunge forward to disrupt the Galactica, but are intercepted by the Vipers and destroyed.

Turn 3: Base Star continues to attempt to evade. Desperately launching raiders, The Galactica closes, launching a strike force of Raptors. The Vipers drive in to continue the massacre of the Heavy Raiders. Another valiant Raider flight goes down protecting its basestar. Further engine damage cripples the Base star (Down to 2” move)

Turn 4: The Basestar continues its death spiral. Raiders launch in direct contact with a flight of Vipers. The Hvy Raiders launch in range of the Strike Raptors. All is for naught. The Vipers wipe out the Hvy Raiders and manage to damage the Raiders. The Galactica's fire continues to devastate the Basestar taking its weapons offline and leaving it at the mercy of the colonial fleet.

Turn 5: Yeah, same story new round. Raiders manage to destroy a Raptor…. After a cascading series of Criticals, we decide to call it.

Final Score:
Cylons: Basestar 11 - 107 Damage, -8 move, Power Fluctuations, No Dam Control, No SA, -1AD and Weapons Off-line; 9 Heavy raiders destroyed.
Colonials: Galactica – -12 Damage, -12 Crew; 1 Raptor Destroyed


Observations/Suggestions

*Basestars at 8” SM capability makes them very difficult to bring within range of the move 6” Mercury Battlestar. With a 30” missile range (12AD, SAP, DD) they can stream in Damage and elude the 15” big guns of the battlestars. In the 1st game the Pegasus was taken to 50% damage and 33% crew and inflicted a total of 10 damage total against the 2 Basestars.

*Raiders squadron as Point Defense for Basestar is an interesting, novel idea. That said, they are exceptionally resilient at long range. I suggest that DD and TD weapons inflict additional damage on PD Raiders.

* Battlestars need more fighter squadrons. (At least the Galactica does, there were too many Raptors and too few fighters flying around. I suggest 6 Vipers and 4 Raptors)

* Increase the lethality or the AD for the forward Heavy batteries on the Pegasus. I would suggest one of the following:
8AD
6AD + Triple Damage
Remove Slow Loading.

*Point Defenses are quickly overwhelmed by Raiders and Heavy Raiders. This allows the Basestars to inflict maximum damage. This works for ACTA, but not really reflective of the show. I suggest giving the PD dice a min roll of a 5 rather than a 6.

The games were both very lopsided, so may not be indicative of proper game balance. In the second game the Cylon player was expecting to do the same battle plan, and was caught off-guard by the Galactica sprinting straight at him. (Not sure what else would be expected.)
 
Hmm, good battle reports - as I think I mentioned in early analysis on the longer BSG thread, I think the Basestar and Pegasus sit at equal PL - so 2 on one was an advantage to the Cylons.

To equate, Acropolis should be at Battle, Mercury & Basestar at War. The missile range on the basestars is realistic to the show *just look at the miniseries) - however I don't think PDS's reflect the almost impenetrable flack barrier that Galactica is able to put up.

Also, 1 flight vipers should really equal 2 tokens, given the outnumbering of raiders still seems to be a bit ott. Currently the points dont show the much higher killrates that vipers achieve over the raiders (their higher CQ doesn't really cut it)
 
Personally Id say it should be basestar and Galactica = Battle, Pegasus = War. Galactica and a single Basestar are a fairly even match most times we see them fight, 2 Basestars vs Galactica and Pegausus in ressurection ship are soundly thrashed, 4 Basestars vs Galactica and Pegasus force them to withdraw. 3 Basestars vs the two Battlestars should be about right imho.

As an aside it should be noted that the designation for the ships should be BS Galactica/Pegasus not BSG. BSG can mean BattleStar GROUP or Battlestar Galactica in the name of the show but its not the class of the ship ;).

I would imagince if they were going to refer to them by an set of initials they would simply call them BS or CBS (Colonial Battestar). Not once however do they do so on the show (or on the nameplates). They simply refer to the ships as 'Galactica' 'The Galactica' or 'The battlestar Galactica'.

Ok so thats rather off the point of this thread and very nitpicky and anal of me but were gamers, this is what we do :P
 
Awesome writeups.
I'm loving how this BSG conversion is coming together. keep up the great work, guys

Renny
 
I'm not sure about some of these comparisons between the ships.

In the show we are repeatedly shown that the Raiders are an intergral part of the Cyclons offensive/defensive capability. Without them, or a numerical superiority Basestars appear easy meat for Battlestars.

It took four to overwhelm the Galactica's defenses (which was without fighter support at the time) and the Pegasus held up against three reasonably well in an ambush...


Nick
 
I wouldn't harp back to the excellent TV show too much.... afterall its just a TV show. It reminds me of one of my favourite JMS answers, when asked about the different times taken for hyperspace travel he stated that the relative speed of hyperspace travel was however long the plot needed it to be. I am sure this also holds true for BSG and inter ship conflict.

I would however move the Mercury class down from Armegadon to War class. 2 Basestars should be enough to give the Mercury a run for its money as shown in the battle report, given they are faster and far more manouverable.

I just can't wait to see more ships added to the fleet lists. Whilst we haven't seen them I am sure both sides have / had (in the case of current colonial forces) a wide range of different ships capable of performing varying roles.

Another thing that just popped into my mind was that Cylons should have a specail rule regarding their troops that give them +1 (at least) when boarding ships. It still takes a 5 for the colonials to destroy them, but they only need a 4 to destroy a colonial troop. Also they should cause criticals on a 5+ not 6+ when there are no defending troops left.
 
THanks for this guys, I'm off out in a second but when I get back I'll address the issues raised. Many of the things I have planned to impliment should make y'all happy.
 
Locutus9956 said:
I would imagince if they were going to refer to them by an set of initials they would simply call them BS or CBS (Colonial Battestar). Not once however do they do so on the show (or on the nameplates). They simply refer to the ships as 'Galactica' 'The Galactica' or 'The battlestar Galactica'.

Ok so thats rather off the point of this thread and very nitpicky and anal of me but were gamers, this is what we do :P

http://www.scifi.com/battlestar/images/downloads/desktop_seal_800.jpg

Just a quick note that, on the Seal for the Galactica, it's designation is "BSG 75". This is actually seen in the series, so the "BSG" appears to be the colonial designation for Battlestars. (At least, the designation for Galactica's class of Battlestar. I don't remember if the Pegasus' designation began with BSG...)
 
cordas said:
I wouldn't harp back to the excellent TV show too much.... afterall its just a TV show.

This one always gets on my nerves I'm afraid (when people say 'it doesnt matter if its nothing like the show its a game or some such). Where else are you supposed to refer to for your ships stats? Make them up off the top of your head? Base them off any old thing any nutter posts on a forum? Perhaps you know of a real Battlestar we can take technical readings on? If you make a game based on a TV show, call me crazy but it should bear more than a passing resemblance to its source!

The game is based on the TV show and as such is supposed to recreate what we see on screen if it doesnt do that then there really isnt much point calling it Battlestar Galactica (incidentally Im not saying the mod DOESNT do what we see on screen Jester, its actually very good (though I think it still needs a bit of tweaking :)). It's all well and good to ignore some aspects of the show where thres inconsistency (like hyperspace speed in B5) but the fact is that on the show the battlestars are clearly more powerful than a single basestar and Pegasus is clearly more powerful than Galactica. You cant just ingore what happens on the show when making a game based on it because its your only source!
 
Good battle report - more please :D

As to the relative strengths of the ships - in Exodus P2 (shown over here last week) Adama was confident that he could hold off 2 Basestars (and had already done that in the miniseries). So I would use that as the benchmark: 2 basestars = 1 Galactica and maybe 3 = Pegasus.
I know in Exodus 4 basestars destroy Pegasus & pound Galactica but by the time the Beast entered the fight Galactica was already on her last legs and neither ship had a full crew.

DW
 
As for the BSG thing...I took it from the Ship crest figuring it was similar to the US Navy system of classifying ships. Thus BSG meaning something like BattleStar, Guided Missile or some such nonsense. (Like CVN 75 for a US Aircraft Carrier). From the Battlestar Wiki, I see they call the Battlestars as BS designations (BS75 for Galactica and BS62 for the Pegasus) Mea Culpa, sorry...There, that is done, lets return to actually discussing the rules mod.

We chose the first engagement based off the suggested PL levels with Mercury class as Armageddon PL. Since the Basestars are supposed to be Battle PL, I assumed the 1 to 2 would be a pushover. Not so much. The second example showed the Basestar to be roughly on-par with the Galactica.

As mentioned above, both games were hopelessly lopsided. On a large board the SM Basestar easily dances out of range of the Battlestars while building up a strike force of Raiders and pummeling with missiles. If a Battlestar closes range, however, the Basestar is toast.

That said here are some additional thoughts:

Stuff I like:

Multirole Raptors: I love these changes. I used all three types, adds flavor to a limited Fleet roster.

Multrole rules for Weapon batteries. As above.

Raider waves.

Rule Changes:

*Basestar Move changed to 2/90. reduce their nimbleness and give Battlestars a chance to catch up.

*More Viper stands for Acropolis (See 1st post)

*Variable Crew quality for Raiders. (d6: 1-3 '3', 4-5 '4', 6 '5') Reflect the way Raiders 'resurrect' like Humanoid Cylons.

*Allow Battlestars to reduce Battery AD to increase PD dice. Each attack is resolved against a pre-determined number of dice. After the attack is resolved, the BS can dedicate more dice to the next attack. Allow it reflect that vaunted Flak Field.
 
Hi guys...

Just dropping in quickly to let you know where I am heading withe some changes based on much of the feedback you guys have provided.

  • Basestars dropped to Speed 4
  • Increase the range of Battlestar weapons to 18"
  • Support craft (Raptors and Heavy Raiders) will be reduced in numbers
  • Raise the carrier value of the Battlestars
I base the basestars original movement upon on a sentence on the battlestar Wiki that basestars have no visible forms of propulsion but are always able to keep up with a Battlestar. This statement however was based on what we have seen in the series but was never a real fact just an observation.

We never see Basestars moving very fast and the Battlestars always seem to be able to get in close. So my theory is that Basestars are relativly slow but with advanced FTL engines that allow them relative manuverbility startegy wise.

One thing I really want to focus on with the scenarios is the use of FTL dirves and deployment which may mean specific rules for FTL engines based closely on Hyperspace Mastery. Maybe even looking at the Staw Wars Hyperdrive rules.

Finally I am aiming to reach the following power levels which hopefully the changes will be moving the game towards.

  • Acropolis and Mercury will be able to defeat a single basestar
  • Acropolis will hold it own against 2 Basestars but it will be a tough fight that it may well have to retreat from.
  • Mercury will be able to defeat 2 Basestars
  • Acropolis will be outmatched by 3 Basestars
  • Mercury will hold it own against 3 Basestars but it will be a tough fight that it may well have to retreat from.
  • Mercury and Acropolis will be outmatched by 4 or more Basestars
This however may mean slightly changing the PL system which I have no problem with (and we can still suggest PL levels for those who wish to cross over game systems...).
 
Battle Report 3

They were still trying to acertain the nature of the new ship, when the hybrid stopped her ranting. Six looked over to see the Hybrids eyes glowing with a brilliant, white light. The Hybrid said one word in an other-worldly voice.

"Abomination"

The forward tendrils of the unknown vessal crackled with lightning and the Basestar rocked with a terrible impact.....



Cylons: Basestar 100 and Basestar 101
Vorlon Empire: Heavy Cruiser

Setup: Face to face setup. 2 Basestars online with VHC oriented up the midddle.

Turn 1: Vorlons won init. This would continue for all 8 turns. Basestars move onto opposite flanks and start launching Raiders. VHC orients on Basestar 100 and lets rip with lightning cannon. The blast rips a tendril off the Basestar and cuts its movement in half. Additional fire vaporizes a flight of Raiders and cripples another. The two Basestars lbombard the VHC with missiles, then look on in awe as it repairs over half the damage.

Turn 2-5: Basestar 101 maneuvers to get behind the VHC while Basestar 100 takes the brunt of the abuse. A fusilade of guns and missiles from wave after wave of raider chips away at the VHC's armor, but it is too little too late. At the end of Turn 5, Basestar 100 is at 4 pts and 8 Hvy raiders are wiped out. The VHC receives only 116pts of damage.

Turn 6: The VHC unloads into Basestar 100 ripping it apart in a massive explosion taking 2 Raider waves and 2 squadrons of Hvy raiders with it.

Turn 7: Basestar 101 stays out of the forward arc, but loses 2 more Hvy raiders and 2 flights of Raiders to the VHC.

Turn 8: Basestar 101 miscalculates its move and ends in the egde of the tightly turning VHCs firing envelope. A devastating blast from the Lightning cannon leaves 101 without weapons. (6/3 crit) Game ended.

VorBSG.jpg

I wanted to rate the Basestar at how well it handles at War level, and just thought the VHC game would be fun to try. End result: Vorlons are scary.
 
A couple of questions Apachex from your first two games, what method were you using to scor critical hits? Were you using the old D3 rules or the new rules that use the number of crits scored as the result?
 
I used your Crit rules. Kept most of the crits down to movement affects. The only modification I used was to re-roll '5's for crit column on Cylon ships. I actually preferred this crit method as it limited the number of devastating criticals. Had I used the normal rules in the Vorlon lark game, it would not have lasted as long as it did.
 
Locutus9956 said:
cordas said:
I wouldn't harp back to the excellent TV show too much.... afterall its just a TV show.

This one always gets on my nerves I'm afraid (when people say 'it doesnt matter if its nothing like the show its a game or some such). Where else are you supposed to refer to for your ships stats? Make them up off the top of your head? Base them off any old thing any nutter posts on a forum? Perhaps you know of a real Battlestar we can take technical readings on? If you make a game based on a TV show, call me crazy but it should bear more than a passing resemblance to its source!

The game is based on the TV show and as such is supposed to recreate what we see on screen if it doesnt do that then there really isnt much point calling it Battlestar Galactica (incidentally Im not saying the mod DOESNT do what we see on screen Jester, its actually very good (though I think it still needs a bit of tweaking :)). It's all well and good to ignore some aspects of the show where thres inconsistency (like hyperspace speed in B5) but the fact is that on the show the battlestars are clearly more powerful than a single basestar and Pegasus is clearly more powerful than Galactica. You cant just ingore what happens on the show when making a game based on it because its your only source!

I agree with what you are saying, too a point. I am intrested in this because I want a game based on a TV show that I love (the same reason I love CTA). That said if you take all the different episodes where there is actual combat in them the outcomes are different and would make for different sets of stats and rules. So in order to make a game system that works you have to average out the info that the show gives and do a bit of tweaking. The shows script writers and producers aren't thinking about making a game, they are thinking of making a TV show where the plot is the over riding element not minute detail consistancy.

I will admit that maybe I over egged my original post a bit. All I am saying is lets use the TV show where we can and fudge it where we need to without getting arguements about it not being loyal to such and such episode. The last thing I am intrested in (and think can be game breaking) is nerd arguements regarding what happens in such and such episode and how that means such and such stat is wrong.

P.S. Can people in the States please be aware that season 3 has only just started here in the UK (and maybe not even started elsewhere) so please be careful about giving away spoilers.

P.P.S Still think this is a great mod and am disapointed one of my mates couldn't come over last night for a game, maybe tonight or tomorrow :)
 
Back
Top