My local group plays a lot of Victory at Sea and decided to ACTA 2 a go. We tried a practice game to make sure we had the mechanics and rules down. Our first real game was yesterday. It was a 5 point Raid using the Call to Arms scenario. I played Dilgar against an EA Crusades fleet.
Fleet composition was:
Dilgar: Battle: Wahant class Heavy Assault Ship
Raid: Garasoch class Heavy Carrier, Kahtrik So class Cruiser
Skirmish: Ochlavita-Ki class Command Destroyer
Patrol: Jashakar Tae class Torpedo Ship
Jashakar Vi class Scout Ship
EA Crusades: Battle: Marathon class Advanced Cruiser
Raid: Hyperion class Cruiser
Delphi class Advanced Scout
Skirmish: Chronos class Attack Frigate x 2
I had learned from the practice game that if the Dilgar (who took a severe beating) were going to have any chance, they needed to concentrate on one ship at a time to get past the interceptors. With that in mind, I decided that I would focus on his best ship first to minimize the amount of damage I would take in the process. I figured that I would need ships that could take a lot of punishment as well as dish it out, or ships that gave my fleet some extra capabilities.
Fortunately, I won both the setup and first turn roll. I went after the Marathon while the evil EA commander went after the Command destroyer and the Scout. At the end of turn 4, the Marathon was gone and so were my Command Destroyer, scout, and half of my fighters. My carrier had also taken moderate damage. By the end of turn 7, the Dilgar sensed that victory was at hand. The Hyperion was blasted into dust, and both Chronos had taken a little damage (I could not hit that Stealth Scout). My torpedo ship was gone and the carrier had taken severe damage but still had 15 hit points left. The Kahtrik So also had taken moderate damage and the rest of my fighters were gone (during the practice game I managed to save a lot of the fighters, but none during this game).
On turn 8, disaster struck when a Chronos scored a catastrophic explosion on the carrier and blew it into hyperspace. When the game ended, the Dilgar were left with a moderately damaged cruiser and a nearly untouched Wahant. The EA commander declined to press the attack with his Chronos and Scout. As my ships weren’t fast enough to catch his we called the game.
Questions:
1) Any suggestions on fleet composition for either fleet?
2) When a weapon with triple damage scored a critical, we tripled the damage but did not triple the extra damage from the critical hits chart. Is that correct, or should we have tripled that damage as well?
Thanks,
Leadman
Fleet composition was:
Dilgar: Battle: Wahant class Heavy Assault Ship
Raid: Garasoch class Heavy Carrier, Kahtrik So class Cruiser
Skirmish: Ochlavita-Ki class Command Destroyer
Patrol: Jashakar Tae class Torpedo Ship
Jashakar Vi class Scout Ship
EA Crusades: Battle: Marathon class Advanced Cruiser
Raid: Hyperion class Cruiser
Delphi class Advanced Scout
Skirmish: Chronos class Attack Frigate x 2
I had learned from the practice game that if the Dilgar (who took a severe beating) were going to have any chance, they needed to concentrate on one ship at a time to get past the interceptors. With that in mind, I decided that I would focus on his best ship first to minimize the amount of damage I would take in the process. I figured that I would need ships that could take a lot of punishment as well as dish it out, or ships that gave my fleet some extra capabilities.
Fortunately, I won both the setup and first turn roll. I went after the Marathon while the evil EA commander went after the Command destroyer and the Scout. At the end of turn 4, the Marathon was gone and so were my Command Destroyer, scout, and half of my fighters. My carrier had also taken moderate damage. By the end of turn 7, the Dilgar sensed that victory was at hand. The Hyperion was blasted into dust, and both Chronos had taken a little damage (I could not hit that Stealth Scout). My torpedo ship was gone and the carrier had taken severe damage but still had 15 hit points left. The Kahtrik So also had taken moderate damage and the rest of my fighters were gone (during the practice game I managed to save a lot of the fighters, but none during this game).
On turn 8, disaster struck when a Chronos scored a catastrophic explosion on the carrier and blew it into hyperspace. When the game ended, the Dilgar were left with a moderately damaged cruiser and a nearly untouched Wahant. The EA commander declined to press the attack with his Chronos and Scout. As my ships weren’t fast enough to catch his we called the game.
Questions:
1) Any suggestions on fleet composition for either fleet?
2) When a weapon with triple damage scored a critical, we tripled the damage but did not triple the extra damage from the critical hits chart. Is that correct, or should we have tripled that damage as well?
Thanks,
Leadman