Righty-O
Hammer of Ulric has already posted a brief rundown of the game but here are some pictures and my commentry... Hopefully some of it makes sense.
We used a slightly updated version of the rules, mainly the turret configuration on the battlestars as well as boosting the Raide Waves hits back to 6.
Also we completely forgot to fire back with the Point Defence Weapons when attacked by fighters. That may have made a difference especially with the Pegasus. Although I am wondering the rule is needed as we didn't miss it.
Another important difference was the way criticals are worked out... no one seems to have picked up on the change I made in the 4th Draft. Simply roll for location and then instead of rolling any dice the result is determined by counting the number of critical hits. Generally this resulted in plenty of 1-3 results, a couple of 4's and one 7...
The Colonial Plan...
Was to force the Basestars to engage at least one Battlestar face on. If the Galactica moved on the flank and the Pegasus crossed in front of them they would have to engage someone...
Sadly the initiative for deployment went to the Cylons so I deployed in a fairly generic fasion confident I could come about fast enough.
The first few turns saw an escilating fighter conflict in the center of the table. The colonial fighteres were slowly being outnumbered. During a couple of turns both battlestars were able to concentrait their fire power doing telling damage to the Basestar they targeted. However the combined firepower of the two basestars was also starting to really hurt the Pegasus, especially as she was having her PDW's exhausted by fighters each turn. 24 dice of SAP DD missiles hurt after a while.
Turn 4
This was a very important turn. The overwhelming Cylon fighter numbers were evident as I was unable to lock down all the heavy raiders that were zipping about. And 5 of them converged on the Pegasus and she took fire from all angles. A lucky critical also sped up crew casualties which was not cool as it put her perilously close to loosing them all. The Missiles from the Heavy Raiders combined with the Basestars was an impressive display of firepower, especially after the masses of AD the Batlestars recieved.
In onc especially grand round of firing I was able to score 7 critical hits from one attack. However I rolled a 5 and killed all the non existent crew abord the basestar. That was certainly annoying.
We soon decided that 2 damage was silly on the Heavy Raiders and Raptors when we realised a pair of them had been dogfighting since the first turn and were still going this turn into the next turn...
The beginning of the end...
I had been able to destroy a number of Cylon Fighters in the previous turn so I had more fighter to stop the assault on the Pegasus. However there were still enough of them to again exhaust the PDW's and do some damage on top of that. Having lost the initiative this turn I then had to sit with 9 crew and not much damage left on the Pegasus and hope the first basestar to open fire rolled badly. 11 Damage Later and it was not to be.
The Pegasus drifted off into the night a burning wreck.
This turn the Galactica was all set to regain some honour and opened fire with a full broadside using all Dorsal, Ventral and side batteries. After Galactica "Unleashed Hell" the Basestar limped away with 1 point of damage left ... :x
The endgame
The last turn of the game saw the Basestars launching the last of their Heavy Raiders and marking the point at which 12 waves of raiders had been launched.
The Heavy Raiders responsible for the Pegasus downfall moved straight into contact with the Galactica ready to do the same again and the fighters continued to tie each other up with dog fights across the table.
One single Raptor was able to navigate through the carnage of fighting spacecraft and fly straight at the crippled basestar. Both missle racks were emptied and the Basestar was destroyed. By a Raptor... :roll:
Meanwhile the over eager Heavy Raiders were silenced by the 36 dice from Galactica's Weapons Batteries.
As we realised we were out of time the battlefield looked something like this. I have highlighted the specific auxilliary craft left on the table. At this point I thin the balance shifted in favour of the Colonial fleet. With only one Basestar on the table the number of Raider Waves was limited to 6 (instead of 12) and the majority of the 24 Heavy Raiders ahd been dealt with.
Admittadly the Basestar had only taken 10 damage and could probably have just jumped out taking a minor victory.