Here is the final on tonights playtest. I am sure we all goofed up royally but it was fun and I think the Gorn are getting close to fixed.
Gorn v Kzinti, 1500 points.
Gorn - 1XDD, 2xBDD,2xHDD,1xCM-K variant, 1XBC,1XBC w/cmmd,1XBCH =1505
Kzinti - 2XDW,1XCM,5XNCA,1XNCAw/cmmd = 1505
The scenario is Space Superiority. The matt is 4'x6'.
Terrain using the x,y grid system with the X-axis numbered 1-6, left to right and the Y-axis going 'up' from A through D. Terrain has been rolled and three pieces of stellar debris, all asteroid fields, have been determined: a density 6 field in B2, a density 7 field in C3 and a density 10 field in D6.
Roll for set up went to the Kzinti, both rolled 4, Kzinti at +1 =net 5, Gorn at -1 = net 3
Gorn fleet is set up on the left side roughly in squares C1-2 and B1-2 to get some shielding from the field in C3 on the approach, Kzinti response was to set up concentrated in the C5-6,B5-6 area crowding the set up line. The fleets are 36" apart at the start.
Turn 1 – Kizinti roll 7+1 =8. Gorn roll 9-1=7, Kizinti initiative
Move 1 - The Gorn fleet advances at full normal speed (12”) and attempts the IDF special action on all ships while turning to starboard (down if facing the table along the described x-axis) while the Kizinti mostly back up 4” using no special actions. Range at the conclusion of the moves vary between 26-36”.
Firing 1 – The Gorn are out of range, the Kizinti launch 36 drones but IDF and simply missing result in 1 of 36 drones hitting (a 3 point shield hit on the BCC).
Turn 2 – Gorn roll a 7-1=6, Kizinti roll a 10+1 =11, Kizinti initiative
Move 2 – The Gorn fleet goes APTE and turns to port to parallel the table edge. The Kizinti swing to their starboard and ‘up’ almost headed towards the asteroid field in C3. Range between the fleets is down to a bit over 18” to 24”.
Firing 2 – The Gorn are still out of range. The Kizinti fire all 36 drones but with accuracy at 5+ and Gorn evasion plus defensive fire, only two drones hit although the damage rolls to the BCC shields are exceptional (10 hits).
Turn 3 – Gorn roll 5-1=4, Kizinti roll 2+1=3, Gorn initiative
Move 3 – The Kizinti swing to port ‘under’ the asteroid field in C3. The lead Kizinti DW ventures too far and the Gorn lighter forces use their maneuverability to swing hard to port and ‘up’ closing on the DW ‘s and a CM while the larger ships swing to port at a their more restricted turn 6 and the BCC swings wide and behind the others falling back as it boosts shields. Both sides attempt to use the IDF (Intensify Defensive Fire) special action on all ships except for the BCC boosting shields. The Gorn destroyer forces have 3 within plasma range (between 6-10”) and two just outside while the wider turn of the cruiser forces have left them just inside phaser 1 range to the leftmost ships in the Kizinti formation.
Firing 3 – One HDD, One BDD and One DD unload their plasmas on the lead DW while holding phasers back in defense. The DW and supporting IDF cruisers knock back much of the plasma but all shields are lost although no critical hits are inflicted and the ship is not crippled. Long range phaser fire is received from the cruisers knocking down some shields on an NCA but the light forces hold their phasers as a defensive precaution. Kizinti return fire destroys the lead BDD and roughs up the lead HDD primarily with disruptors and drones as the Kizinti used most of their phaser weaponry that bore on defense.
At this point the Gorns had lost 1 BDD and had one HDD at about 50% shields while 1 Kizinti DW was without shields.
Turn 4 – Gorns roll 8-1=7, Kizinti roll 8+1=9, Kizinti initiative
Move 4 – The wounded Kizinti DW attempts to withdraw towards the asteroid field in the ‘upper’ left corner D6 and boost shields while the rest of the Kizinti fleet moves forward towards the table edge in response to the reloading Gorn HDD, BDD and DD that back up 4” reloading while the previously unengaged HDD swings in from the right side of the Kizinti formation penetrating to within 6” of the NCC and the BCH and BC also swing around on the right of the Kizinti formation. The Gorn CM and BCC are behind and a bit to starboard of the other Gorn cruisers and remain out of all but phaser 1 range. The Gorn BCH and BC are between 8-12” of the withdrawing DW and slightly over that to the Kizinti cruiser line. The Gorn light forces, both the attacking HDD and the reloading remaining light forces are between 6-12” from the bulk of the Kizinti fleet. Anything not reloading attempted IDF except the wounded DW who boosted shields.
Firing 4 – For the Gorn, plasma salvoes from the BCH and BC destroy the wounded (big explosion but no other ship within 4”) DW and one plasma S from the BC is also hurled at the NCC in support of the HDD attack. The NCC loses about half her shields but suffers no critical hits. In return, Kizinti disruptors and drones concentrate on the two HDD’s, overwhelming both although neither explodes.
At this point, the Gorn had lost 1 X BDD and 2 X HDD versus the single DW for the Kizinti and the initiative sink effect was beginning to have an effect.
Turn 5 – Gorns roll 7-1=6, Kizinti roll 9+1=10, Kizinti initiative
Move 5- The Gorn BCH and BC back up 4” reloading while the CN and BCC move up with them attempting to IDF. The newly reloaded DD and BDD hold position as three Kizinti NCA, 1 CM and the remaining DW have swung around to with 7-9” of the side/rear of the Gorn cruiser line with the remaining Kizinti ships directly face the remaining Gorn lights. Both sides IDF rolls were appallingly bad.
Firing 5 – The newly reloaded Gorn light forces (1xDD, 1 x BDD) fire directly into the back of the remaining DW and with little IDF support available, shields are smashed and the ship is left crippled with about 4 points of damage remaining. Phasers and a limited amount of plasma weapons from the side arcs of the CM and BCC along one Plasma S unfired from earlier knock back the shields on an NCA and inflict a pair of critical hits but the return fire from the flanking force flattens the shields on the BCH and inflicts a complimentary pair of critical hits in return while the units facing the Gorn DD’s use disruptors and mass drone waves to exterminate the remaining Gorn lights.
At this point the Gorns had lost 1 x DD, 2 X BDD and 2 X HDD against a DW and a crippled DW and had a sizeable and still potent Kizinti cruiser group turning in on their rear and the game was called.
Conclusions – The ranged changes to drones certainly make them mostly impotent at range. They are still as potent as ever within 16” and absent the three ship rule, the ability of 1500 point fleets to smash 1-2 ships per turn with impunity remains whereas with the rule retained, it seems to balance while still leaving drones very potent and still forcing all sorts of tactical compromises.
My opinion –
1- Keep the three ship limit
2- Add and keep the drone long range rules
3- Get rid of the Gorn -1 initiative, a simple +0 should suffice for flavor without shafting
4- Forget lumbering forever. The Gorns were much more fun and interesting when they can turn.