SENTIENT RABBITS GAMING SOCIETY: 1 Point Armageddon Battle Report no. 2
Not so much of a historical match-up this time, we had 1-point Armageddon ISA versus Narn last night. Apologies for the poor pictures, we all forgot our cameras so had to make do with camera-phones!
Admiral: Burger
Race: ISA
Priority/FAP: Armageddon/1
Selection: White Star Carrier (War), White Star WSC-2 (Battle), 2x White Star (Raid)
Those little WS Fighters really hurt, and their hull 5 makes them reasonably sturdy.
Admiral: Reaverman
Race: Narn
Priority/FAP: Armageddon/1
Selection: Bin'Tak (War), 2x G'Quan (Battle)
The Bin'Tak is a great heavy ship. The G'Quans don't have such a good reputation but the e-mines will clear fighters quite nicely and they ae at least hull 6, so should be hard to kill. Plus Narn don't really have any good Raid ships, so there's no point breaking the points down further. Each of the ships will have 1 tube of standard e-mines, and 1 tube of ionic burst.
DEPLOYMENT
ISA lost the initiative. I set up spread right across the deployment area, with the Carrier on the left and the WSC-2 on the right. Hopefully this should help in e-mine avoidance! Narn set up with the Bin'Tak central and the G'Quans off to one side.
TURN 1
ISA win initiative, so at least one Narn will not get boresight. I keep to the e-mine avoidance plan, by staying as spread out as possible. Narn advance slowly. WS fighters get out of F arc, and Nials stay out of e-mine range.
Ionic bursts are fired, so none of my ships can do any special actions next turn. Bin'Tak blows up a White Star in 1 shot. In retaliation, all my Neutron Lasers... miss completely.
TURN 2
Narn win initiative, and lacking special actions, the WSC-2 is going to be in the firing line. The Narn leave an opening in the middle for the Nials to get in, and the WS Fighters sneak further round the side.
WSC-2 takes heavy damage, and the Narn's paintwork gets a bit scratched.
TURN 3
The ISA's flanking manouvers finally pay off. They all avoid the forward arcs, and the remaining fighters can safely be launched.
Not much damage happens... the WS dodge most of the Narn's hits, and the Narn's hull 4 is a problem for the ISA. The Carrier loses its Starboard weapons though.
TURN 4
Lots of Come About rolls. Narn still don't get any boresights, but those secondary weapons are still nasty... and e-mines are back.
WS Fighters take out the Bin'Tak's engines and port weapons, but they all get destroyed by e-mines. WSC-2 is skeletoned by a G'Quan, and the other G'Quan is taken out by a 6-5 crit from the WS Carrier.
Game is ended due to time running out. It is a draw, 3 VPs each. It was quite a fun game, but a bit frustrating... the WS's had very good dodge rolls, and poor attack rolls... leading to not much damage being done to either side.
Not so much of a historical match-up this time, we had 1-point Armageddon ISA versus Narn last night. Apologies for the poor pictures, we all forgot our cameras so had to make do with camera-phones!
Admiral: Burger
Race: ISA
Priority/FAP: Armageddon/1
Selection: White Star Carrier (War), White Star WSC-2 (Battle), 2x White Star (Raid)
Those little WS Fighters really hurt, and their hull 5 makes them reasonably sturdy.
Admiral: Reaverman
Race: Narn
Priority/FAP: Armageddon/1
Selection: Bin'Tak (War), 2x G'Quan (Battle)
The Bin'Tak is a great heavy ship. The G'Quans don't have such a good reputation but the e-mines will clear fighters quite nicely and they ae at least hull 6, so should be hard to kill. Plus Narn don't really have any good Raid ships, so there's no point breaking the points down further. Each of the ships will have 1 tube of standard e-mines, and 1 tube of ionic burst.
DEPLOYMENT
ISA lost the initiative. I set up spread right across the deployment area, with the Carrier on the left and the WSC-2 on the right. Hopefully this should help in e-mine avoidance! Narn set up with the Bin'Tak central and the G'Quans off to one side.
TURN 1
ISA win initiative, so at least one Narn will not get boresight. I keep to the e-mine avoidance plan, by staying as spread out as possible. Narn advance slowly. WS fighters get out of F arc, and Nials stay out of e-mine range.

Ionic bursts are fired, so none of my ships can do any special actions next turn. Bin'Tak blows up a White Star in 1 shot. In retaliation, all my Neutron Lasers... miss completely.
TURN 2
Narn win initiative, and lacking special actions, the WSC-2 is going to be in the firing line. The Narn leave an opening in the middle for the Nials to get in, and the WS Fighters sneak further round the side.

WSC-2 takes heavy damage, and the Narn's paintwork gets a bit scratched.
TURN 3
The ISA's flanking manouvers finally pay off. They all avoid the forward arcs, and the remaining fighters can safely be launched.

Not much damage happens... the WS dodge most of the Narn's hits, and the Narn's hull 4 is a problem for the ISA. The Carrier loses its Starboard weapons though.
TURN 4
Lots of Come About rolls. Narn still don't get any boresights, but those secondary weapons are still nasty... and e-mines are back.

WS Fighters take out the Bin'Tak's engines and port weapons, but they all get destroyed by e-mines. WSC-2 is skeletoned by a G'Quan, and the other G'Quan is taken out by a 6-5 crit from the WS Carrier.
Game is ended due to time running out. It is a draw, 3 VPs each. It was quite a fun game, but a bit frustrating... the WS's had very good dodge rolls, and poor attack rolls... leading to not much damage being done to either side.