Fun was had, but to be honest, pretty much all of the scenarios sucked. They might make good scenarios for a campaign or for bigger fleets, but for a tournament with only 1 skirmish and 1 battle ship, they just didn't work.
First game: only skirmish ship is deployed. Battle ship arrives as reinforcements on turn 5. So I had 1 light raider, against a Demos. 2 very manouverable ships with only F weapons, the winner is of course going to be decided by initiative. I lost the first, couldn't hide behind the asteroid field sufficiently, and got banged up a bit by the Demos. Turn 2 I lost again, I was going to die unless I hid in the asteroids and stealth saved me. Unfortunately I hit a rather large rock and was down to 1 damage point. Whats more the Demos passed its stealth roll and blatted me. I didn't get to fire a shot in the game.
Second game: drone recovery. Players have 3 "drones" each, and take it in turns to place them on the table. They must be 12" from the table edges, and 6" from each other. Then you have to collect them, by performing "recover drone" special action by passing within 1"; when you perform this SA, no traits work at all for that turn. Well naturally we each placed 3 drones right in front of our deployment zones. I took a risk, senting the light raider zooming up the board to try to grab one of Mike's drones, while the carrie deployed a heavy raider to collect my 3. I succeeded, and just about managed to avoid being blown up (though technically the scenario ended when the last drone was picked up, so I was never really in any danger). We realized afterwards that we could have placed our dones in such a way to make it impossible for an opponent to steal one (one 12" from the edge, to be collected by the Battle ship; one 12" in front of the skirmish and another 6" in front of that, to be collected turn 2). So if we'd though about it we could have just got 3 each easily. An "outstanding" victory meant collecting 5, which was basically impossible unless your opponent is totally stupid. The fourth one I collected basically meant nothing because it was a "good" victory, the same as collecting 3, all I did was deny Mike a "good". We fought to the death for our own amusement although the results were already decided.
Third game, the Battle ship is deployed on opposite sides of the planet, near the centre of the board. Skismish ship is deployed rightin the far corner. The Battle ship has been damaged by an alien presence and has unrepairble power fluctuations. Each weapon can only fire on 5+ and fighters can only launch on 5+. Skirmish ship is unaffected. So basically yet again, the game is decided by just a few dice rolls. I was facing Richard's Gaim. I successfully performed Scramble Scramble but failed to fire or launch any raiders in turn 1. Turn 2, I managed to launch 1 Light Raider despite another successful scramble scramble. So by now I was being blatted by suicide fighters and e-mines, although they were doing minimal damage to me (go dodge+GEG!). The power fluctuations made it a very uninteresting battle. Richard boarded a LR with 3 pods and wiped out the crew. My raiders managed to kill his gunship. So everything else was immaterial; the victory conditions meant that even if you lost one ship, you couldn't get any better than "average". Yes, even if I had totally wiped out his fleet, my losing one light raide meant I couldn't get "good" or "outstanding". So we were both destined to got adequate, and stopped playing.
Fourth game, extremely unfair victory conditions. To succeed, you had to perform a boarding action with your Skirmish ship against the enemy Battle ship, and kill all of the on-board troops. I'm quite glad I didn't face the Gaim for this one. There were so many things that had to work just right to win this one. First you had to keep your skirmish ship alive. Second you had to make your opponent go at half speed or below. Third you had to get your skirmish ship within 4". Fourth you have to win the boarding action. So it is very very hard to succeed. I was facing Murray's Centauri, a Liati and just for a change a Corvan. He had 1 troops on each of his ships and my carrier has 3, so he was pretty much resigned to not winning. Even if he got both his troops on board, I would still outnumber him, and be rolling first in the troop fight. I didn't have much of a hope eithe, since Liatis can swat raiders quite nicely. I kept my skirmish choice raider as an initiative sink, and to keep the commando unit safe. Then piled in with the carrier and raides, using a planet slingshot to get all 4 in the Liati's rear arc. My beam rolls were typical of the day, and the Liati captain thought "is there a breeze in here?". My carrier was crippled and boarded, but as predicted his 1 troop was no match for my 3. The Liati thought he might as well blow up the carrier, so did an All Stop - my chance! I boarded with 2 heavy raiders (not the commando unit but if I could kill the crew off I could board with the commando easily). Unfortunately my squadron discovered the beam weapons were set in "laser light show" mode instead of "hurt someone" mode. My heavy raiders blew up horribly to the Liati's fire. So, it was pretty obvious I wasn't going to be able to board him either. Resigned to a "poor" as well, I just shot at him for some amusement. But time was called before the game could end.
In short, good fun but very bad scenarios. They might work for a larger fleet, but for a tournament with such small fleets, it was basically paper/scissors/stone. Mike's boresighted EA hardly got to fire at all. Drazi would have been totally screwed (as predicted but denied by Matt on page 1 of this thread). There were no tactics or strategies that could have helped me in any of my games. And I would have been sooo anrgy if I had lost the dice-off at the start for who doesn't ge to play! I drove over an hour to get there, on a nice sunny weekend, if I were told to go home then there would have been a serious sh*tstorm!
"Best sneaky move" goes to Jim? for reasons best kept private :lol: