ACTA Tournament -Saturday 20th Feb 2010

I prefer not to force the skirmish fleet to fit into the other ones. I think that would restrict fleets too much, especially for the final battle, where your entire skirmish fleet would have to fit into 1 war point. Better to just allow free choice of fleet (and race too? I liked that) for each battle -- declared at the start of the day of course.
 
I prefer not to force the skirmish fleet to fit into the other ones. I think that would restrict fleets too much, especially for the final battle, where your entire skirmish fleet would have to fit into 1 war point. Better to just allow free choice of fleet (and race too? I liked that) for each battle -- declared at the start of the day of course
ditto what burger said
 
Whats with ISA points for allys?
My Narn fleet is to big to bring them to england by plane, so I must take my shadows (at 5P skirmish??? :lol: ) or my smal ISA with allys.
May I spend 1 point to allys at the games as normal?
Example one Tara-Lin and one Warlock and W-Stars? :roll: Or one Warlock and the rest W-Stars / Blue-Stars?
 
ISA Allies - 1 FAP may be spent

Actually depending on who you face 5pt skirmish is not too bad for Shadows - I'd take them against 5pt skirmish ISA ;)

Also if you want to borrow any ships for the day, let me know in advance - I have a stupid amount of ships for most races:

Minbari, ISA, EA, Shadows, Centauri, League..............

You should be ok with allying - Am discusisng with the rest of Gregs crew tonight scenarios and any ISD limits (which could affect the ISA)
 
Da Boss said:
Actually depending on who you face 5pt skirmish is not too bad for Shadows - I'd take them against 5pt skirmish ISA ;)
Yeah the fighters are reasonable now, worth taking. 2 scouts and 4 fighters. I definitely wouldn't like to face ISA though - 2 BS init sinks would allow 2 WS to get out of arc and kill... 2 Nials to keep the fighters busy...
 
2 Blue Stars aren't going to live long against Shadow Scouts - its dodge 3+ is useless against the Scouts' accurate guns, so there's a pretty good chance of the Scout destroying it in one shot. If the fighters can keep the Nials busy long enough then the White Stars have to contend with the Scouts' stealth without any scouting or fighters to help break it.

It also helps if the ISA has taken two basic White Stars rather than White Star 2's, and it helps even more if the scenario is Space Superiority. Which is exactly what happened during one of my battles at the B5 Open Day last year. :twisted: Another player had one White Star, one White Star 2, and four White Star fighters. The Scouts charged in at double speed and killed one of the White Stars, after which the other guy conceded and we went to watch Claudia Christian play against LBH. :)

Earth Alliance are more challenging because of their interceptors...
 
We may try this out tonight... see who comes out on top (ooeerr 8) )

Thinking about the Tourney, what do people think of playing the first two games like two parts of the same round? You keep the same 5pt Skirmish fleet, and instead of using the swiss system, we'll arrange the match-ups beforehand? That way, people get to play against two opponents that they wouldn't normally...
 
AdrianH said:
2 Blue Stars aren't going to live long against Shadow Scouts
They are if they stay 30" away, behind an asteroid cloud or planet! If you start going after my BS, I just use WS as init sinks...

AdrianH said:
If the fighters can keep the Nials busy long enough then the White Stars have to contend with the Scouts' stealth without any scouting or fighters to help break it.
True, but it shouldn't take the Nials many turns to dispatch a few +0 dogfight fighters... and since the scouts can't fire back it doesn't matter how many turns it takes the WS to break stealth. And after 1 pass, get a decent beam roll (3 hits or more) and you've got him pinned. Alternatively take a couple of Stak instead of the BS, init sinks and scouts and with their own stealth.

I'd definitely take ISA against Shadows at 5pt Skirmish!!
 
you could end up with a game of hide and seek - as the White Stars have only a small range advantage, have to break stealth and get past dodge/shields as well. Even Nials can struggle to keep up with Shadow Scouts 8) .

As noted alot depends on the terrain and how far apart the fleets start.

It would be a very tactical game (or should be)
 
Burger said:
AdrianH said:
2 Blue Stars aren't going to live long against Shadow Scouts
They are if they stay 30" away, behind an asteroid cloud or planet! If you start going after my BS, I just use WS as init sinks...
And then I switch targets again, noting that I can go double speed after a turn while BS and WS either go standard speed or APTE and no turn. 12 rounds later, game ends with a no score draw.

AdrianH said:
If the fighters can keep the Nials busy long enough then the White Stars have to contend with the Scouts' stealth without any scouting or fighters to help break it.
True, but it shouldn't take the Nials many turns to dispatch a few +0 dogfight fighters... and since the scouts can't fire back it doesn't matter how many turns it takes the WS to break stealth. And after 1 pass, get a decent beam roll (3 hits or more) and you've got him pinned.
If Shadows win initiative, Nials move first, then all four Shadows gang up on one of them. Nial gets +3 for being a Nial, Shadows get +3 for having 3 support fighters, and the Shadows get a re-roll if they lose.

Alternatively take a couple of Stak instead of the BS, init sinks and scouts and with their own stealth.
Stealth 5+ becomes 4+ because Shadows get +1, 3+ because a Scout has to be within 8" if it's going to fire, 2+ if the Scout gets its scouting trait, and 1+ if both Scouts are pointing at it and the first one broke stealth but failed to break the ship. Which, since the Stak has little more damage than a BS and no adaptive armour, is unlikely.

I'd definitely take ISA against Shadows at 5pt Skirmish!!
If I can somehow make it to the tournament, you'll get the chance. :)
 
you see, this is why i always do badly at tourneys, I never undertake this wealth of planning. I decide a couple of days before which ships I like, and don't consider how they will do against my likely opponents...

and you know what, I haven't played in so long, I can barely follow the above anyway, and will still pick the ships I like... and loose badly lol.
heck I only have a choice of 3 fleets, and one of those I only have 3 ship types for!
 
You think you have a problem. I have a choice of two fleets, one of which has only two ship types (plus their big brothers).

My real problem is getting there. There's no way I can travel on the Saturday and be there in time for 10:30, so I'll either need crash space or to find the nearest Travelodge, and lifts to and from the venue in either case. Any volunteers? :)
 
at least one of your fleet choices is pretty good... i have Narn and EA on mine :-(
lol

if you have a hotel thats vaguely on my way happy to collect you. But I am most definately not travelling to edinburgh to pick you up!
 
How long must I drive from Stanstead Airport to the B.-House? And where can I stay over night from 20/21.2.? Is there any Hotel in range?
Last flyer back take off at 18.35h at 20.2. and I think there is no chance to get them. :roll:
 
Well, according to the AA routeplanner, it is 77 miles, and it will take about an hour and a half.
 
According to Google maps - about an hour - there are some good hotels nearby (2-3miles) - depending on your price range. I can email people suggestions - PM me if you want some.

General Update
Saturday 20th February

Attendees

Greg
Ken (Kennyboy)
Neil (TGT)
Burger
Katadder
Hiffano
Star Lynx
G'Quan
Paul (Clanger)
Shut Up Hippie
Adrian H
Alex
Ben (not that Ben, call him New Ben)

(organiser / player stand in) Da Boss

Start same time as Aldershot - 10.30am gives people a chance to get brekkie on the way

Draft Format

10am -10.30am
Sign-in - time to say hi, taunt opponents - make rash statements of victory

10.30am Game 1 (5 pt Skirmish)
Call to Arms - (terrain, no hyperspace), Max 8 ships (10 Drazi)

noon - lunch break

12.30 - 2pm, Game 2 (5 pt skirmish)
Planetfall - (terrain, no hyperspace), Max 8 ships (10 Drazi)

2.15pm - 3.45pm - Game 3 (2 pt Battle)
Assassination - both players have a target ship - highest PL ship of opponent. (One other ship of their fleet may start in hyperspace, terrain)
Max 8 ships (10 Drazi)

4pm - 5.45pm - Game 4 (3 pt War, must have at least one War(or higher) ship - this ship may not start in hyperspace)
Annihilation (One ship may start in hyperspace, terrain)
Max 10 ships (12 Drazi)

6pm - awards, final taunting and depart

P+P rules amendments apply with the exception of Centauri Hunting Packs.
Triggy's Beam system in operation
Fleets and races may be different for each game - just declare at the start.
Likely VP system is the one from Wallsal boys.

Ken had an excellent idea - which is first couple fo rounds - Greg's crew would play a "not local" - siwthcing opponents for second game to try and make sure everyone gets a good variety of opponetns - then go to Swiss Chess format for the second half?

I had contemplated ISDs but given that it may cuase probelms for some fleet holders may be too much hassel - I was also considering using my adjusted ISD from the forthcoming Dilgar war pack to give certain raxces (League and Narn especially more choice) but put on hold for same reason

for info my Initial thoughts were:

Battles 1 and 2 (Peace in our time )- ships must have an ISD that allows them to be fielded in 2258

Battle 3 (Memories of fire) Ships must have a ISd that allows them to be fielded between 2230-2232

Battle 3 Galaxy burning no restrictions
 
Sounds good.

Planetfall: shadows and vorlons have a problem with this one, this came up at Aldershot and it was switched to a planetary version of Rescue (nearest ship gets the VPs rather than landing troops). But I guess if we know the scenarios in advance we can avoid taking ancients...
 
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