Showing posts with label Babylon 5. Show all posts
Showing posts with label Babylon 5. Show all posts

Thursday, November 21, 2013

Babylon 5: Centauri and Minbari x Vorlons

Last saturday we palyed another game of Pax Stellarum. This time we fielded the Vorlons against an alliance of Centauri and Minbari. Each side had a total of around 1460 points.

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My side controlled the Centauri and Minbari. I had the Centauri, and my friend, the Minbari. The Vorlons are deadly on their front arc of fire (Prow), due to their Death Rays, so we chosed to deploy flanking their fleet, forcing them to maneuver to face part of our forces, giving the rear to the rest of it.

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The Minbari consisted of only 2 Sharlin cruisers. One deployed on the table, the other was designated to enter from reserve through Hyperspace jump later on the game, along with a Centauri battlecruiser.

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The game went basically in favor of the Vorlons. Their ships turned out to be far superior to the Centauri-Minbari formations. I probably gave them way too many cool stuff. I should tune them down a bit next time.

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The Minbari had a bad roll on reserves, and the extra Sharlin didn't show up until turn 5, and since  it comprised half the Minbari fire power, it really hindered our chances of winning the battle, I think.

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On the end of game turn 6 we had already lost all our capital ships (2 Primus and 2 Sharlins), only destroying a couple Vorlon Frigates in exchange, and there was little point in prolonging a lost battle, so we capitulated.

During the game, we spent some time discussing ways to improve the Ramming and Boarding rules, and I think we made good progress. I hope to playtest more proposed changes over the next couple weeks.

*End of Transmission*


Tuesday, March 12, 2013

Pax Stellarum BatRep - Babylon 5


Last saturday, I had a game of Pax Stellarum with a friend. It was a medium sized game, at 1550 points. I played the Centauri and he played the Narn.

He had initiative, so I had to deploy first. I left a good part of my forces on reserve. He deployed his entire fleet on the table, facing my flagship and its escorts through a narrow gap between 2 asteroid strips.

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(my reserves)

A very important aspect of Pax Stellarum is to keep an eye on where each terrain feature is heading to, as all terrain moves around the table each turn at a pattern (speed and direction) determined previous to the beggining of the game.

This is going to influence your movement, as you have to carefully plan your tactical options, according to how the table is going to look like on the next turns. 

For instance, the 2 asteroid strips seen below where slowly closing in to each other, so racing into my opponent could leave me trapped with no room to maneuver if he decided to surround me by taking to my right flank. So I choosed to divert more power to maneuvering jets so I could turn sharper, and so I headed to my right without ever putting myself between the asteroids.

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As I maneuvred, the Octurion took its aim at a G`Quan, pouring fire from its strong broadsides down the Narn scum, managing to score a critical hit on its sole Target Control System, as well as reducing its Shields and Hull a bit.
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Here I believe the Narn armada found itself in a crossroads. Should they they try to chase my fleet from the rear (thus risking getting caught between the asteroid strips as they advanced toward one another), or should they head for where I was heading and then fight my fleet face to face? Or perhaps they could split forces and let the small, fast ships chase me from the rear.

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The Narns ended up avoiding the asteroids, too, and set course to rendezvous with the Centauri close to the terran planet on the middle of the table.

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On the second turn, my reserves arrived, jumping out of Hyperspace right at the back of the Narn fleet, and began punishing it. The already damaged G`Quan didn`t last long, and the other one maneuvered to face the 2 Primus, exchanging heavy fire all the way.

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The Narn redirected almost all its forces to counter my reserve detachment, leaving the Bin`Tak Battleship unescorted and alone to face my flagship and the squadron of Vorchans backing it up.

A poor ramming action costed the Narn an entire squadron of Sho`kos frigates, while only inflicting light damage on a Primus in exchange.

Meanwhile, the Bin`Tak was under heavy fire by the Octurion and its escorts, and when its Shields Generator went down, a series of critical hits where scored, leaving the enemy flagship in considerable danger of destruction.
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(the crippled flagship: Shields down, Prow and Starboard weapons out of action, one Target Control System   non-operational and Engines and half capacity)

The Bin`Tak maneuvered away from my flagship. I sent the vorchans at full speed to chase it down, but the enemy fleet - which had already failed its morale check for total hull loss - was prepearing to jump into hyperspace and disengaged before I had a chance to finish the Bin`Tak off.

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End of game, the Centauri are victorious, in a somewhat easy battle, since my opponent was playing Pax Stellarum for the first time, so I had a huge advantage here, evidently. Hope to play more space battles soon!


*End of Transmission*

Friday, July 20, 2012

Battle Report - Centauri x Narn

Today, I playtested Pax Stellarum again, with 2 of the fleets I recently created stats for: The Centauri and The Narn.

At 1850 points, it was an average/big game, and each side had about a dozen ships, plus multiple fighter wings.

The Centauri were trying to seize control of a Narn solar system. The capital planet was being guarded by 12 Narn Troops, which the Centauri would have to defeat to be victorious.


The Centauri fleet:
1 Octurion Battleship
1 Balvarin Carrier + 5 Sentri Fighter Wings
2 Primus Battlecruisers
3 Vorchan Cruisers
5 Haven Patrol ships




The Narn fleet:
1 Bin' Tak Battleship + 2 Frazi Fighter Wings 
2 G' Quan Heavy Cruisers + 4 Frazi Fighter Wings (2 each)
2 G' Karith Destroyers
2 Var' Nic
4 Sho' Kos Patrol ships


The target planet:



 The opposing fleets spent the first couple turns maneuvering closer to each other, choosing and giving flanks. Meanwhile, those ships with fighters inside began deploying them.


 The Balvarin then directed its wings to the nearest enemy hull, a G' Quan, forcing the enemy squadron to redirect all its wings to intercept the sentri, thus preventing the Frazi fighters from chasing the Centauri ships.

The right flank of the table had the flagships and their respective escorts closing quarters and maneuvering to bear their best arcs against their foes. The Bin' Tak first round of fire was split between a Primus on its Prow arc and the Octurion on its Fore Starboard arc.


The massive Mag guns and lasers of the Narn Battleship crippled the Primus, reducing it to Shields 4 (from initial 6, Hull 7 (initial 11), in addition to 2 criticals: Life Support System and Power Core. That meant the crew on the Centauri ship would start dying from then on, and the ship could blow up at any time, killing anything on the surroundings.




 The flagships finally get their best shooting position at turn 4. The Bin' Tak inflicts severe damage to the Octurion, while sustaining only minor damage in exchange.

The Centauri flagship now has a critical hit on its Port side weapons, as well as on its Shields generator, rendering it utterly defenseless.


Things started to look bad for the Republicans, and the cleary outclassed flagship decides to overload engines to get some extra impulse and move away from the Bin' Tak line of fire as quickly as possible.


 The crippled Primus suddenly explodes, engulfing everything around it in a irresistible ball of fire, which in the end turned out to be a huge benefit for the Centauri (!), as the narns weren't careful enough to keep their distance.


The course set by the Octurion put it in place to perform a boarding attempt on a G' Quan. This was the only real contribution the battleship could still give the fleet, as it was currently critically damage on its Prow, Port and Starboard weapons, aside from still being deprived of Shields.


The Centauri invaders use their "Infiltrate" trait to try damaging a critical system on the narn vessel: their only Target Control System. This would prevent the G' Quan from firing at all, leaving only the Bin' Tak in condition of deliverng heavy fire on the enemy (the other G' Quan had already suffered a critical hit on its TCS...).

The Centauri troops fail their attempt and get almost all killed by narn troops and crew of the G' Quan, who then try to return the favor and invade the Octurion, now that it has got no troops to defend it. Unfortunatelly for the Narn, the crew of the Republican flagship were too numerous to be overcomed by the reduced troops detatchment the G' Quan had available.



On the end of the 5º turn, the Narn had already lost more than 50% of their total hull points, and had to perform a Morale Check to determine if the fleet would keep on fighting or jump into hyperspace, abandoning the system at the mercy of the enemy.

I choose to automatically lose the check, as the Narn were in no shape to go on with that battle, and therefore the game would end after the next turn.

The enemies inflicted some more damage on each other on the last turn, but nothing major, as both were maneuvering to avoid contact by now.

This is how the table looked like at the end of the 6º turn, just prior to the Narn hyperspace jump out:



On the end, it was a Centauri victory, as the fleet was now free to bomb the Narn land troops into surrendering.



 Here we see in how bad shape were the only narn survivors, after the battle. One G' Quan was at Shields 4 (initial 5), Hull 1 (initial 12) and had lost its Target Control System. The other was at Shields 2, Hull 6 and had an Engines and a Bridge critical hits. The Bin' Tak was at Shields 6 (initial 8), Hull 19 (initial 23) and also had a bridge critical hit.


The Centauri had an unharmed carrier, a (completely) crippled Battleship, with criticals on Prow, Port, Starboard and Shields, aside from being under half its initial hull points, a overall intact Primus (only minor damage to Shields) and 2 Vorchans, one of them also unharmed and the other at 3 hull points (initial 4) and Shields 2 (initial 3).

Overall, it was extremely fun. I'm happy to see that the game is finally ready, no more obvious bugs showing up.

Having the terrain moving around on the table was fun, so I'll keep using this optional rule on every game I play.

The only but is that I didn't design the most effective fighters for this battle. I should had set them as heavy fighters, instead of light, but this is not a design flaw as much as a strategy error on building the fleets.

The rulebook should be completely revised by the end of the month. When this happens, I'll finnaly upload it here on my blog. Until then, expect more batreps soon!

*End of Transmission* 

Sunday, May 27, 2012

Earth Alliance Fleet

Finished another fleet, despite skepticism of some (including myself  :-P). This time, the Earth Alliance fleet, from Babylon 5.





 (I know, lot of fur on my gaming mat. That's what happens when you have 2 dogs at home...)




This pic above shows the EarthForce Explorer with some battle damage. The model had a miscast on this side of the artifical gravity generation wheel, and I prefered to turn it into a fresh battle scar (you can still see some internal decks on fire), as remodeling such an intricate piece of detail would be a nightmare.



Another full fleet pic.

Hearing rumors about the deployment of a brand new fleet by the Earth Alliance, the Minbari hurried to parade their own new battlegroup, some much appreciated reinforcements to help maintain their military superiority on this region of the galaxy.






With these goodies out of my paint desk, it looks a lot less frightening now. I hope to have time to work on my carnivorans while not forsaking the programming of the spreadsheets for Pax Stellarum on the next days.

Expect some Carnivorans showing off here soon!

*End of Transmission*