silashand and I played a Gaim vs EA game Saturday night (2/2).
silashand's fleet: Big Queen (Shrutaa), Medium Queen (Shaakak), Little Queen (Shuuka), Assault ship (Skrunnka), 2x Scouts (Stak)
wkehrman's fleet: Marathon, Delphi, 4xChronos
Result: Gaim surrendered after three turns having lost Medium Queen, Little Queen, Assault ship and one Scout. EA lost one fighter and had one Chronos Crippled/Skeleton.
Much of the success of the EA can be attributed to the hull 6 ships, of this there is no doubt. Luck covered much of the rest. I got two 6-4 (Weapons Control) crits, one each on different ships (Medium Queen and Little Queen).
Some Recrimination Phase thoughts on the game (silashand, feel free to jump in):
(1) silashand had several very bad die rolls, rolling a disproportionate number of 1's. Retiring that particular set of dice helped somewhat, but Jobu was displeased with him.
(2) my dice were incredibly good, with many crits
These two factors are considered very important in considering the lopsided victory.
We did come up with some questions and thoughts. I have subsequently added to them during some quality contemplation time in my Throne Room.
(3) Klikkitak crewed missiles: First, we assumed that, like any other missile in the game, a successful scout roll allowed a re-roll. On further review, I'm not sure the wording of the scout rule allows this--"any one weapons system on any ships attacking the target". I may be reading too much into the wording.
Second, we're still not sure how to do the crewed missile, i.e., is a breaching pod (contacting the base) or is it an attack (contacting the stem). Since then a thought has occurred which may solve this problem.
It is neither. It is a crewed missile and like any missile makes its attack regardless of where it contacts the model. It is a function of the mechanics of the game that force a pause between movement and attack and that force all movement then all attacks to take place as they do. If the Klikkitak is within range of the ship, it may attack.
Of course I might have missed something.
(4) The 6-4 Critical: This critical hit prevents firing from one random arc and, as a Vital Systems hit, cannot be repaired. That two ships with Turreted weapons received this critical during the game caused it to be lopsided. One issue silashand had with this result is that ALL weapons in the arc are offline. If there are four turreted weapons (as with the Little Queen) it should take 4 6-4 criticals to destroy all. A thought from Throne Room time was that the specific critical is a Weapons Control critical where the damage is not done to the weapons mount so much as it is done to the mechanisms between the control panel and the mount. This still feels pretty weak as defenses go.
I certainly welcome any comments, particularly on issues 3 and 4.
silashand's fleet: Big Queen (Shrutaa), Medium Queen (Shaakak), Little Queen (Shuuka), Assault ship (Skrunnka), 2x Scouts (Stak)
wkehrman's fleet: Marathon, Delphi, 4xChronos
Result: Gaim surrendered after three turns having lost Medium Queen, Little Queen, Assault ship and one Scout. EA lost one fighter and had one Chronos Crippled/Skeleton.
Much of the success of the EA can be attributed to the hull 6 ships, of this there is no doubt. Luck covered much of the rest. I got two 6-4 (Weapons Control) crits, one each on different ships (Medium Queen and Little Queen).
Some Recrimination Phase thoughts on the game (silashand, feel free to jump in):
(1) silashand had several very bad die rolls, rolling a disproportionate number of 1's. Retiring that particular set of dice helped somewhat, but Jobu was displeased with him.
(2) my dice were incredibly good, with many crits
These two factors are considered very important in considering the lopsided victory.
We did come up with some questions and thoughts. I have subsequently added to them during some quality contemplation time in my Throne Room.
(3) Klikkitak crewed missiles: First, we assumed that, like any other missile in the game, a successful scout roll allowed a re-roll. On further review, I'm not sure the wording of the scout rule allows this--"any one weapons system on any ships attacking the target". I may be reading too much into the wording.
Second, we're still not sure how to do the crewed missile, i.e., is a breaching pod (contacting the base) or is it an attack (contacting the stem). Since then a thought has occurred which may solve this problem.
It is neither. It is a crewed missile and like any missile makes its attack regardless of where it contacts the model. It is a function of the mechanics of the game that force a pause between movement and attack and that force all movement then all attacks to take place as they do. If the Klikkitak is within range of the ship, it may attack.
Of course I might have missed something.
(4) The 6-4 Critical: This critical hit prevents firing from one random arc and, as a Vital Systems hit, cannot be repaired. That two ships with Turreted weapons received this critical during the game caused it to be lopsided. One issue silashand had with this result is that ALL weapons in the arc are offline. If there are four turreted weapons (as with the Little Queen) it should take 4 6-4 criticals to destroy all. A thought from Throne Room time was that the specific critical is a Weapons Control critical where the damage is not done to the weapons mount so much as it is done to the mechanisms between the control panel and the mount. This still feels pretty weak as defenses go.
I certainly welcome any comments, particularly on issues 3 and 4.