Sleeping in Light live battle reports

Da Boss said:
any chance of posting the mission description ?

This scenario uses Victory Points in order to determine who wins. However, the attacker will gain +2 bonus Victory Points * for every convoy ship he manages to completely destroy (but no other Victory Points are earned for destroying these ships). The defender gains +2 bonus Victory Points * for every convoy ship he manages to exit from the exit edge marked on the map and earns the usual Victory Points for destroying attacking ships. For the purposes of tactical withdrawal, the short edges are considered to belong to the defender while the long table edges belong to the attacker.


Note that the bonus points for Convoy Ships are replaced by the full VPs of whatever is destroyed/exited.
 
Ahhh so if he kills one ship and withdraws unscathed the game ends with his victory?

or do you have to play out for the whole alloted time in case the convoy can reach the other table edge?
 
Da Boss said:
Ahhh so if he kills one ship and withdraws unscathed the game ends with his victory?

Bingo :)

You yield points for withdrawing, of course, but when you appear and from where is pretty much up to you as an attacker, so it is a case of get in, do damage, then get out again, hopefully before he can tie you down and retaliate!

And, of course, the ship you go for does not have to be the escorted one. . .
 
I wonder if he will read this during or after the battle!? :wink:

killing one skirmish Gaim ship may be possible but it will be a good challenge.
 
Interesting =- esp a Greg is undefeated at present I believe - despite fighting against the odds last round! :D

Hopefully everyone was revialilsied by a heary lunch - talking of feasting -did any Centauri come along - or where they put of by the lack of banquet and dancing girls?
 
Behold the world's shortest ever battle report.

Nothing died. Absolutely nothing. At all. Ever. And the Gaim convoy sailed off the end of the board.

In fairness Greg picked the perfect fleet. All I had to was kill a skirmish ship, but he used a Raid ship as an initiative sink and the skirmish ships had a higher speed than my Scout's range.

It was still a fun game, and has taught me to stop zoning out during the scenario briefing...
 
Order pulled off a win in the third round, taking back Centauri Prime. Not quite as bad as the Chaos massacres (6 games to 2), but a win is a win!

Only one player, Andrew Gardner, has remained completely undefeated up to now, but there is a long way to go. . .

A more traditional battle for the last game today - 5 points at Raid level, in Towering Inferno!

A chance for Order to reset the scales before the really tough games start tomorrow, or perhaps an opportunity for Chaos to start the downhill rush.
 
Game 4 Towering Inferno vs Drafali (sp?), Minbari.

Shadow Stalker & 3 Scouts vs Sharlin & Leshath

A Scout and Leshath started the game on the table, with everything else needing 6's to appear. Turn 1, the Sharlin and both remaining Scouts appeared. The Stalker didn't.

The Scouts rushed into the big central asteroid field and charged after the stationary Leshath. By turn 3 it was dead, but the Stalker still hadn't appeared and the Sharlin's Nials were doing a demolition job on the Scouts. Nials would strip the shields away and then the Sharlin would kill it, pinning a different ship with neutron lasers.

The last Scout died turn 5 and the souped-up Stalker had been renamed a Staller for not bothering to turn up.

The undamaged Sharlin was last seen heading towards another battle with a huge grin on it's Captains face.

I may have gotten pasted but Andreas was a great opponent so escapes the blame for his outrageous breaking-stealth rolls, my terrible Scout rolls and the worryingly awesome neutron laser rolls...
 
Ah yes that scenario - we played a version at last MGP tournament went to - we thought it might work better if any ships not turned up by turn 4 automatically then turned up to avoid the problem of trying to fight with half your fleet (like the 40K reserves roll).

sounds like a good game which is the main thing :)
 
Order has pulled ahead (3 games to 2, with 3 more games to go), and there is a lot of tactical reinforcing going on!
 
It all boiled down to the last game - Order was winning 4 games to 3, and once again Greg Smith was the centre of attention as he valiantly fought to stop Chaos fighting them to a standing draw.

In the end, it was Greg who drew, giving Order a slight upper hand on the day!

As everyone retired to the local drinking houses, plots were already being hatched for battle the next day. Epsilon Eridani was in the hands of Order, with both sides winning (just!) two rounds each.

However, now it was Chaos on the Back Foot, and that will be the first scenario played tomorrow, with 8 FAPs at Raid level for Order, facing two lots (separated by 5 turns) of 5 FAPS from Chaos.

Will the forces of Order take apart Chaos piecemeal, or will Chaos be able to delay them until the full weight of their force can be brought to bear?
 
msprange said:
Note that the bonus points for Convoy Ships are replaced by the full VPs of whatever is destroyed/exited.
Basically meaning... free win for Order... it's virtually impossible for 3 skirmish points to kill a (on most tables) War level ship while being fired on by 5 skirmish! The odds were heavily stacked in favour of Order... yet LBH still managed to lose ;)
 
LBH has a skill for it. ;)
It's one thing I've noticed between this and the EC War weekend - winning on the first day is pointless as Matt will do something to tip the tables. I understand that it's to try and keep things interesting for the half of players on the losing side, but is can still be a touch frustrating for those on the winning side. It's one of the difficulties of running any campaign I guess.
 
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