Tuesday, May 19, 2015

Void Warfare Battle Report 1

Unexpected activity has been detected near supply station 04-MRE-H8. Check the area for any hostile presence. If hostile forces are encountered, either destroy them or drive them off.

Okay, time for a simple battle report.

This battle involves 2 units on each side, all with identical stats and equipment.
Simply put, it's the Encounter scenario from the v0.2 rules, except with 2 units on each side instead of 3.




Here's the deployment.


Blue team's Lancers intend to advance together, at about 10"" cruising speed.

Red 01 has similar plans, but Red 02 will be speeding towards the center at close to the maximum initial speed.





On turn 1, most craft maneuver very little, planning to pass close by the central station.

Not Red 02. He decelerates strongly, using the station to prevent the Blue units from targeting him.


Turn 2, and both sides use some serious thrust to swing around the station.

Blue 02 will swing rather wide, though, while his wingman will have both Red units at close range after the next turn's movement.


But before movement comes shooting in turn 3. Blue 01 and Red 01 can draw a bead on each other.

Red 01 gets to shoot first, but misses with his railgun salvo.


In return, Blue 01 fires a salvo of three missiles.

These will be resolved after Red 01's movement.


Red 01 decides to make an extreme maneuver, giving him the best chances of evading those missiles.

Normally, only a single d6 would be rolled to hit a target that performed an Extreme maneuver with missiles.
However, with 3 Spike markers from all of his activity, Red 01 is easier to detect; he can be shot at from 32" away, instead of the 8" without any Spike markers.
Blue 01 is easily within half of that, which gives him an additional d6 on each roll to hit his target.

Still, two out of three missiles fail to hit, needing a 9+.


Missiles get 2 damage rolls per hit with no bonus. These are individual d6 rolls.
Lancers have an ARM stat of 5+, which is what you need to roll to deal a point of damage.

One of the damage rolls succeeds, which means that Red 01 needs 2 more damage to be destroyed.


Red Team swings around the station, in pursuit of Blue 01.
Meanwhile, Blue 02 tries to decelerate in order to rejoin the fight and not move off the battlefield.


At the start of turn 4, the shooting begins in earnest.

Blue 01 gets to shoot first and targets the already-damaged Red 01.

He's within half of Red 01's 24-inch detection range, so het gets to roll 3d6 to hit with his railgun.
He scores a hit, which means three damage rolls with a +2 to each roll from the weapon's PEN bonus.

Two successes later, Red 01 is torn apart by railgun shells.


Red 02 returns fire, also scoring a hit with his railgun.

All three of his damage rolls are successes, destroying Blue 01 in a single volley.


Next, both sides begin to maneuver carefully in order to set up a shot.





Both sides move for a pass near the station, although Red 02 is moving at a much greater velocity.



On turn 11, this pass results in weapons fire, again from railguns.

Red 02 gets to shoot first, but his volley misses.


Blue 02's return fire has better chances of hitting, as Red 02's firing generates a Spike marker, putting Blue 02 within half detection range, providing an extra die to hit.

That extra die makes the difference, allowing Blue 02 to just barely hit.

With two out of three damage rolls succeeding thanks to the +2 bonus railguns have, Red 02 is now in serious trouble.
He only has a single HP left.


Red 02's troubles don't end there; he has to make some serious maneuvers to prevent himself from flying off the battlefield (loss condition in this scenario), which makes him targetable at greater ranges.


Blue 02 makes good use of that opportunity; he takes a gamble by firing his railgun, but manages to hit, even with just 2d6.

That hit easily deals enough damage to destroy Red 02, making Blue team the victors of this engagement.


All in all, this went pretty well for a test game. The engagement ranges seem to work well, allowing you to sneak up on the enemy, but making powerful movement an option if you can make good use of cover to prevent enemies from taking you out while easily spotted.

The station providing cover in the middle of the battlefield proved critical, affording the cover needed to perform some more creative maneuvers.

In future test games, I'll probably add 1 or 2 units per side and include some kind of objective forcing an engagement.

If people would like it, I've also got a pair of images which demonstrate how maneuvering works a little more clearly.

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