EDFDarkAngel1
Mongoose
We decided on a 4 point Battle game, fighting my friend to demo the game... he had played once before under 1e rules.
Earth Alliance (Me)
Archangel, Warlock Advanced Destroyer
Phoenix, Apollo Bombardment Cruiser
Centurion, Apollo Bombardment Cruiser
ISA (Dan)
Angel, White Star Carrier
Enforcer, White Star II
Sheridan, White Star II
Ghost, White Star II
Spectre, White Star II
There was various debris about the field, including a central planet on the field.
Deployment was on the west side of the planet, and our ships pretty much went right after each other. Despite him winning initiative, my ships got range first, the Archangel fired its boresight at the carrier. 6 AD. 1 hit. I didn't even crit.
Turn 2
I won initiative this time, and kept my ships moving straight at his. I fired first and took out the Angel's engines, leaving her to adrift. The White Stars pummelled all three ships, with the Ghost rolling her 2 AD on the beam and ending up with 9. The Phoenix reached damage threshold before the 5 crits were even rolled. In the end, I had 5 hull left, but no crew to move the ship.
Turn 3
The Archangel laid into the Angel, stopping her in her tracks and making sure she didn't do anything ever again. Enforcer and Sheridan missed the Centurion entirely, but the Ghost and Spectre, focused on the Archangel. The Spectre, up until this point, was speeding through the other side of the planet to get a flank shot.
Turn 4
ISA won intiative, and their first White Star took out all the forward weapons on the Archangel. The Centurion played pirate and did engine damage to the Ghost... and that's about it. The other White Stars rolled ungodly beam damage, and completely destroyed the Archangel.
Turn 5
I win initiative. I turn the Centurion on its side. I have one White Star in the starboard arc, two White Stars in my port, and one on the fore. I fire every missile except my aft arc and collectively do 8 points of damage and two crits. Needless to say, their return fire turned me into a bright light in the sky.
Beams rule. If you don't have beams, you don't rule.
Dark Angel
Earth Alliance (Me)
Archangel, Warlock Advanced Destroyer
Phoenix, Apollo Bombardment Cruiser
Centurion, Apollo Bombardment Cruiser
ISA (Dan)
Angel, White Star Carrier
Enforcer, White Star II
Sheridan, White Star II
Ghost, White Star II
Spectre, White Star II
There was various debris about the field, including a central planet on the field.
Deployment was on the west side of the planet, and our ships pretty much went right after each other. Despite him winning initiative, my ships got range first, the Archangel fired its boresight at the carrier. 6 AD. 1 hit. I didn't even crit.
Turn 2
I won initiative this time, and kept my ships moving straight at his. I fired first and took out the Angel's engines, leaving her to adrift. The White Stars pummelled all three ships, with the Ghost rolling her 2 AD on the beam and ending up with 9. The Phoenix reached damage threshold before the 5 crits were even rolled. In the end, I had 5 hull left, but no crew to move the ship.
Turn 3
The Archangel laid into the Angel, stopping her in her tracks and making sure she didn't do anything ever again. Enforcer and Sheridan missed the Centurion entirely, but the Ghost and Spectre, focused on the Archangel. The Spectre, up until this point, was speeding through the other side of the planet to get a flank shot.
Turn 4
ISA won intiative, and their first White Star took out all the forward weapons on the Archangel. The Centurion played pirate and did engine damage to the Ghost... and that's about it. The other White Stars rolled ungodly beam damage, and completely destroyed the Archangel.
Turn 5
I win initiative. I turn the Centurion on its side. I have one White Star in the starboard arc, two White Stars in my port, and one on the fore. I fire every missile except my aft arc and collectively do 8 points of damage and two crits. Needless to say, their return fire turned me into a bright light in the sky.
Beams rule. If you don't have beams, you don't rule.
Dark Angel