Got to play game of ACTA again. 5 pts raid. Did pull nasty stunt to my opponent as I was supposed to play centauri but just before game asked wether I could try out white stars instead(sorry!). I can only defend myself that just before game I had watched season 4 episode with lots of white stars goodies.
So it was 5 white stars(and their nials), tournament list version, against pulse Omega, 2 hyperions and chronos. Plain board.
So turn 1 we approach and 4 white stars pounce on chronos. Some inspired beam rolling and 2 crits later ship is as good as scrap metal. Hurah! Good start for the game.
Turn 2(and maybe 3) were bit less active since I had to do some manouvering to get concentrated firing again. Then came Bad Turn.
I lost initiave and one white star ended up in position where he could be boresighted by hyperion. Darn! I decided to take my revenge and sent out second white star. Whoops! Mistake! Second hyperion that boresighted against new target. Then I compounded the error and sent remaining 3 white stars in. 3 WS targeted one hyperion, 2 the other(one couldn't target same target as the other 3 so sent last white star to support on the basis that 1 white star is not going to do much). So far so good.
Except at the start of shooting phase I realised that my white stars could be targeted from 3 arcs in both hyperions and also side weapons of pulse omega. Whoops! This is gonna hurt...
Lots and lots and lots of pulse fire + 2 heavy lasers later I had one wonder white star(dodged 6 out of 6 hits!), one slightly damaged white star, one very badly damaged white star with speed 0 crit middle of EA fleet(ugh) and one decrewed white star. As I commented: "That...hurts!" Return fire caused bit of damage to hyperions.
Remaining 3 white stars sped away(damaged one in hot pursuit of starfuries which were in return pursued by nials. Most nials actually died in the initial dogfighting round but remaining 2 nial flights eventually hunted down remaining starfuries down). This caused slight pause to game as they used their superior speed to come together again and pepper the omega a bit(was hoping for lucky crit to disable those nasty pulses). Then I started to hunt down the hyperions. I also remembered around this time all stop special order(handy order that) and making darned sure I would stay out of 10" range of EA pulses I eventually took out first hyperion, then lost the badly damaged white star and finally took out second hyperion.
2 white stars vs pulse omega. Hah hah! Well not so laughable. I caused the weapons only shoot on 4+ crit and then got arrogant and sent one white star ahead concentrating all firepower(mistake). Second white star couldn't do that(half move would take omega out of weapon arc) and not wishing to expose to side pulses stayed out of pulsar range.
Well white star 1 didn't do any good with pulsars and missed with neutron lasers. Whoops! Frontal pulses then proceeded to fire and nearly knocked white star out(lucky me to survive!) and knocked 1 random arc weapons out. Gee. Weaponless white star. Luckily for me second white star then got 3 hits with laser and 2 crits and omega finally died.
So narrow victory for ISA with 1 practically intact white star and very badly mauled white star left with 3 decrewed white stars floating around. Well. Need to train some more rangers to crew them again :wink:
All in all white stars were rather fun to play. My ability to use their manouverability to my advantage definetly improved as game went by.
Maybe I start ISA fleet in models afterall. Not that much choise either so shouldn't be so darned expensive to collect varied fleet either. If only I could figure out reasonably easy way to paint white stars so that they are reasonably close to what they looked in the show...
One rule question did come up. Before turning you have to move half speed. All stop allows you to move up to half speed. How is turning done in all stop order? To turn you have to move as much as you can under that order(half speed) and thus render order kinda moot or is the half speed for turning concidered to be half of the half speed(ie 1/4 of the original speed)?
Logically I would say you can turn after moving 1/4(all stop would IMO logically make it EASIER to turn since you have less of forward inertia to fight against) but rulewise I'm not sure(nor have rulebook with me. That lies in Finland).
I just avoided the issue by not turning during the game but for future would be nice to know.
So it was 5 white stars(and their nials), tournament list version, against pulse Omega, 2 hyperions and chronos. Plain board.
So turn 1 we approach and 4 white stars pounce on chronos. Some inspired beam rolling and 2 crits later ship is as good as scrap metal. Hurah! Good start for the game.
Turn 2(and maybe 3) were bit less active since I had to do some manouvering to get concentrated firing again. Then came Bad Turn.
I lost initiave and one white star ended up in position where he could be boresighted by hyperion. Darn! I decided to take my revenge and sent out second white star. Whoops! Mistake! Second hyperion that boresighted against new target. Then I compounded the error and sent remaining 3 white stars in. 3 WS targeted one hyperion, 2 the other(one couldn't target same target as the other 3 so sent last white star to support on the basis that 1 white star is not going to do much). So far so good.
Except at the start of shooting phase I realised that my white stars could be targeted from 3 arcs in both hyperions and also side weapons of pulse omega. Whoops! This is gonna hurt...
Lots and lots and lots of pulse fire + 2 heavy lasers later I had one wonder white star(dodged 6 out of 6 hits!), one slightly damaged white star, one very badly damaged white star with speed 0 crit middle of EA fleet(ugh) and one decrewed white star. As I commented: "That...hurts!" Return fire caused bit of damage to hyperions.
Remaining 3 white stars sped away(damaged one in hot pursuit of starfuries which were in return pursued by nials. Most nials actually died in the initial dogfighting round but remaining 2 nial flights eventually hunted down remaining starfuries down). This caused slight pause to game as they used their superior speed to come together again and pepper the omega a bit(was hoping for lucky crit to disable those nasty pulses). Then I started to hunt down the hyperions. I also remembered around this time all stop special order(handy order that) and making darned sure I would stay out of 10" range of EA pulses I eventually took out first hyperion, then lost the badly damaged white star and finally took out second hyperion.
2 white stars vs pulse omega. Hah hah! Well not so laughable. I caused the weapons only shoot on 4+ crit and then got arrogant and sent one white star ahead concentrating all firepower(mistake). Second white star couldn't do that(half move would take omega out of weapon arc) and not wishing to expose to side pulses stayed out of pulsar range.
Well white star 1 didn't do any good with pulsars and missed with neutron lasers. Whoops! Frontal pulses then proceeded to fire and nearly knocked white star out(lucky me to survive!) and knocked 1 random arc weapons out. Gee. Weaponless white star. Luckily for me second white star then got 3 hits with laser and 2 crits and omega finally died.
So narrow victory for ISA with 1 practically intact white star and very badly mauled white star left with 3 decrewed white stars floating around. Well. Need to train some more rangers to crew them again :wink:
All in all white stars were rather fun to play. My ability to use their manouverability to my advantage definetly improved as game went by.
Maybe I start ISA fleet in models afterall. Not that much choise either so shouldn't be so darned expensive to collect varied fleet either. If only I could figure out reasonably easy way to paint white stars so that they are reasonably close to what they looked in the show...
One rule question did come up. Before turning you have to move half speed. All stop allows you to move up to half speed. How is turning done in all stop order? To turn you have to move as much as you can under that order(half speed) and thus render order kinda moot or is the half speed for turning concidered to be half of the half speed(ie 1/4 of the original speed)?
Logically I would say you can turn after moving 1/4(all stop would IMO logically make it EASIER to turn since you have less of forward inertia to fight against) but rulewise I'm not sure(nor have rulebook with me. That lies in Finland).
I just avoided the issue by not turning during the game but for future would be nice to know.