Battle report: Vuldrok vs Hazat

Greg Smith

Mongoose
Clanger and I had a 1000 point game tonight.

Vuldrok

2 Myrkwyrm explorers
2 Darraor frigates
2 Froljir galliots
3 Langskip destroyers
plus 5 elite troops

Hazat

1 Canai cruiser
1 Manticore destroyer
3 Scorpion frigates
2 Stalker scouts

The Vuldrok lost initiative for set up. And set up with three destroyers centrally, the galliots on one flank and the lighter faster frigates and explorers on the other. Hazat set up at an angle, towards one corner, closest to the galliots.

On turn one, Hazat could only target one of the Galliots, mostly with turret firepower. They crippled it.

On turn 2, the second galliot closed behind a dust cloud looking for a boarding opportunity. The Vuldrok destroyers came into range. The Vuldrok frigates and explorers chased the Hazat fleet in a wide curve, staying out of range. The first volley of slug gun shells bounced off the Hazat destroyer. While the Hazat fleet blasted apart a Vuldrok destroyer, the barbarians only did a handful of points in return.

On turn 3, the Vuldrok galliot grappled the Canai. The frigates and explorers came into range of the Hazat fleet but not yet in range themselves. The Vuldrok armour and blast doors came into play, as the Hazat fleet blasted away at the galliot and one of the frigates, but armour and blast doors held up amazingly well. The two Vuldrok destroyers were now close enough to make good use of slug shells and blasted apart a Scorpion between them. The Vuldrok troops began their long bloody fight against the Hazat marauders.

On turn 4 a Myrkwyrm joined the boarding frenzy. The Darraor frigates finally came into range. A Hazat scorpion grappled the empty Vuldrok galliot, but concentrated fire from the Vuldrok fleet destroyed it before it could unload troops. Hazat fire couldn’t kill the grappling Myrkwyrm and more troops joined the bloody boarding action.

On turn 5, the Myrkwyrm ungrappled and rammed into the final Scorpion. A 4 on the dice – 12 damage plus a crit. A shield crit – at level 5. Boom! The rest of the Vuldrok fleet followed the Canai, blasting away. Hazat shooting was doing plenty of crits, but little damage.



In the following turns the Hazat marauders cleared the cruiser of boarders. But with only three marauders left, I risked boarding with a Darraor and claimed it a couple of turns later. It was down to 5 damage, with multiple crits.

The Hazat destroyer crippled then destroyed one Langskip, and before the Canai fell it claimed a Darraor. The boarding almost cost me the second Darraor, but it survived to unload its troops then died a turn later.

The Canai fired on the Manticore a couple of times and was then destroyed by its fellow Hazat. The last Langskip saw the opportunity and captured a Stalker. At last the Langskip destroyed the Manticore, but not before it was crippled itself.

All in all, a very close game. The Vuldrok extremely robust, even against the scores of dice the Hazat could throw at them. In one example 15 blaster hits became just 3 damage after a Langskips armour. Yet in return, the Vuldrok could fire 5 dice of slug guns only to have them bounce off.

Armour probably made it a longer game than normal. But it was certainly not overpowered.
Despite my initial judgement, I found the Armour 1 on the Darraor to be ok - mainly because of the 4+ blast doors.

The 3 ramming score on the Myrkwyrm was very good. Possibly too good.

I deliberately chose my fleet without a Runecaster, mainly because I just wanted to try out the armour rule.
 
Sounds like it was an excellent game. I've been eyeing up the Vuldrok following the updated rules and I've gotta say the more reports I hear from people regarding the way in which the fleet works is tempting me even more.

Thanks for the report.

:)
 
Awesome report. What a bloody battle, as this system lends itself to.
Great to see you guys get to see Armour and some helpful Special Actions in...action.

Can't wait to play the game. Hopefully next Tuesday!
 
Good game!

I admit I hadn't registered that the Armour 1 would still grant a 4+ close blast doors save.

(Would you lose that if you go to armour 0 due to damage from All Power To Engines! )


The Myrkwrym is a nasty little ship. It's filthy fast and with a free elite trooper it's quite dangerous. Wonder what facing a flock of the little buggers would be like...
 
locarno24 said:
Good game!

I admit I hadn't registered that the Armour 1 would still grant a 4+ close blast doors save.

(Would you lose that if you go to armour 0 due to damage from All Power To Engines! )

You don't go to 0. Minimum is 1.
 
It was a very close and enjoyable game. Marauders gotta love them, but they could not withstand the Barbarian Horde :).

The new Armour rule works well and with that little extra on the CBD it gives the Vuldrok that little bit surviability to get into range. Also it was a pain with those Shield Crits being ignored. The FFS moment for me was when I got 15 hits down to 3 damage. Though in reply I did do a big amount of crits as well.

The Myrkwurm we discussed last night that for a 30 pointer reducing the Ramming to 2 seems fair.
 
Clanger said:
The Myrkwurm we discussed last night that for a 30 pointer reducing the Ramming to 2 seems fair.

Yeah. As much as I love them as Vuldrok have to say I'm not exactly screaming bloody murder if they decide to do that...

Especially now that I was pointed out that the crit level is d6. Heck single(30pts) could blow out frigging dreadnought with one shot. You can think of any frigate that can take out dreadnought on it's own with one round of damage? I'm hard pressed one that ignores shields and could even on extreme dice rolling cause 6 levels of critical to one spot...

Albeit it's just 1/72 chance of pulling that off(and that's if you hit. I estimate you need about 100 attempts to get one in average) but potential game effect is pretty huge...And even if you fail to do that you still cause hefty damage.

Heck 1/12 chance of causing max crits to ANY location is pretty darned good for 30 pts bugger! Dreadnought isn't going to be too happy to suffer 4d6+7 damage and lose shields or losing ability to shoot or going adrift...

Hell there's 8% chance of causing VERY serious damage to ship. Shields out, adrift, all weapons must roll 4+ to shoot, explode, shields out, no weapons may not fire. Any of those is going to be game swinger easily if it happens against cruiser or dreadnought early up. Reactor, weapon or shield with 5+ critical score. Plus the 4+ for damage to get the critical.
 
Iron Domokun said:
Expect the Myrkwyrms to draw a lot of fire... and the points to go up a bit.

Probably still need a reduction to Ram 2. Either that, or rewrite the ram rules altogether and reduce the crit score increase to 1 rather than 1d6. Or both.

Not a fan of dicey ram crits can make the game with big ships to begin with, personally. The game already has a sweet spot around the frigate/destroyer weight class - rules changes that make cruisers and dreads more appealing couldn't hurt.
 
Maybe go back to the ACTA:B5 ramming rules where the ramming ship's captain needs to convince his or her crew to attempt the ram with a CQ test......
 
Da Boss said:
Maybe go back to the ACTA:B5 ramming rules where the ramming ship's captain needs to convince his or her crew to attempt the ram with a CQ test......

Forcing them to (effectively) make two CQ tests (one against a fixed number, one opposed by the target) might nerf things a bit too much, since ramming is a fairly big part of the whole Vuldie fleet, even if the Myrkwyrms are dominating right now.

Dropping the ram rating to 2, perhaps with a small (5-10 point) cost increase as well - that should be enough to fix them.

Also, I presume most or all the playtesting has been done with fixed CQ ratings, rather than the random ones that are the norm in campaigns (and some play groups)? If you play with random ratings and the normal "swap one set of rolls" rule so the flagship can get a good CQ, ramming the enemy dread/flagship/heavy carrier becomes much more difficult. Your average Myrkwyrm will still have CQ4 while their juiciest target will likely be CQ5 or 6, which goes a long way to offsetting Agile and any Lumbering penalty. Myrks perform slightly better in a fixed-CQ setting than they will with random ratings, and a an unlucky Myrk with a poor CQ is nearly worthless since it can neither ram nor board reliably.
 
Back
Top