Far across the Universe...with tribes of humans...who may have been the forefathers of the Egyptians...or the Toltecs...or the Mayans...
So to complete my week Max agreed to playtest some more of my Call to Arms Battlestar Galactica Mod. This is a heavily modified based off of the Babylon 5 Call to arms from Mongoose. This tweak included lowering a values and including the exploding dice mechanic (Every 6 lets you roll and additional die).
These additions made it a heck of lot more fun as the last playtest session I did ended up in very little damage.
So the scene was set. The colonial fleet was convoying around the planet to rendezvous with a settlement on the far moon.(The Colonials victory condition was to end a turn within 4" of the moon) With their scanners jammed by the asteroid field, the Cylons moved in to destroy the Battlestar (That was the Victory condition of the Cylons)
These additions made it a heck of lot more fun as the last playtest session I did ended up in very little damage.
So the scene was set. The colonial fleet was convoying around the planet to rendezvous with a settlement on the far moon.(The Colonials victory condition was to end a turn within 4" of the moon) With their scanners jammed by the asteroid field, the Cylons moved in to destroy the Battlestar (That was the Victory condition of the Cylons)
The Field is set. Thanks to Bella for her science project Mars(Which I "Helped" to airbursh)
The Cylon Fleet. That's a lot of ships.....
The unsuspecting Colonial fleet.
Those Basestars are HEAVY.
Max loading up on dice. The Basestar throws a lot of railgun shots. He ended up crippling the Hecate cruiser in one volley. That kid thew six after six..
Making contact. Miraculously we had the asteroids do random movement and not ONE hit a Cylon ship...
That is all she wrote for the Hecate cruiser. The others ships were able to start to move around the first moon.
Moving the Medusa up. That ship proved to do well with the higher maneuverability. I may need to restrict the Cylons more as all the ships are super maneuverable (able to move and turn as much as they want unlike the colonial ships)
The Battlestar and Warstar were able to put out considerable damage on the 2 Medusas and the Hydra.
Look at them sixes.... :(
Not looking good for the Colonials. The Battlestar has taken heavy damage as the smaller ships were unable to successfully screen it. Plus those Medusas are right on my aft.
The final roll.
The Battlestar Goes down and the fleet is doomed. Notice the completely untouched Basestar on the far corner. the fleet has no chance....
The Victory dance!
So what did we learn. Super maneuverable needs to be restricted. The exploding sixes as well as removing the critical table and just crippling (1/2 speed and AD at the damage threshold) I think made for a fun and fast game with a lot less record keeping. The key is concentrating firepower. So I will update the rules and try again.
FIN
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