Epic Battle Report: Marines v Eldar

Net Epic Evolution Battle Report: Marines v Eldar 7,000 points


Introduction:

It's been too long since I last played Epic, so I decided it was time to dust off the miniatures and have a game! To ease back into it, I thought a proper old school battle between Marines and Eldar would be a good place to start (particularly as I still remember most of their stats)! I'll be using my Net Epic Evolution rules (also available on this blog) to run the game. For anyone not in the know, the Evolution rules are my own variant of the Net Epic rules which, in turn, are a fan version of 2nd Edition Epic/Space Marine rules by Games Workshop. The main difference is that the Evolution rules enable units to activate, move and fire all in the one moment, rather than Movement and Firing being split into different phases. 

A video version of this battle can be viewed below, but the write up which follows provides a more comprehensive report. For the die-hard Epic fan seeking the full experience, why read this post and watch the video? Enjoy!

So without further ado, let's get on with the action!

Marines vs Eldar! Who will triumph?

Scenario:

On the red planet of Thryer Aeyandia IV, two mighty armies - Dark Angels Adeptus Astartes and Biel-Tan Eldar - seek to take control of Cohlanga Spaceport!

In game terms, each side has 7,000 points to bring to the table. 60 Victory Points is the target - the first side to reach that threshold wins! Should both sides reach the target on the same turn, the game will be a draw. 8 objectives are placed on the battlefield, each worth 5 Victory Points once captured. Additional Victory Points are won by breaking enemy formations.

Army Lists: 

The eagle-eyed among you will note that some of the costings are different to those shown in 2nd Edition Space Marine. That's because I'm using the Net Epic costings which are better balanced than the original costings (though still not perfect). For those who may be interested in army construction, I've split the armies into Companies/Hosts, Support Cards and Special Cards.

Dark Angels:

Dark Angels 7,005 points

Deathwing Company: 1,000 
Ravenwing Company: 500
Land Raider Company: 700
Devastator Company: 1000
Assault Company: 750

Attack Bike Squad: 225
Marauder Squadron: 350
Thunderbolt Squadron: 250
Vindicator Squadron: 150
Deredeo Dreadnought Squadron: 100

Drop Pods (for Assault Company): 150
Warhounds (one w/2 Inferno Guns, other w/2 Turbolaser Destructors 500
Reaver Titan w/power fist, combat head & 2 Gatling Blasters: 430
Warlord Titan w/2 Volcano Cannon & 2 Quake Cannon: 900

Total: 7,005 points

Biel-Tan:

Biel-Tan Army 7,000 points

Avatar: Free
Defender Warhost: 850
Jetbike Host: 550
Spirit Host: 500
Falcon Host: 450

2 x Cobra: 500
Tempest Squadron: 550
Nightwing Squadron: 300
2 x Dark Reapers 500
Howling Banshees: 150 
2 x Striking Scorpions: 300
Swooping Hawks: 150
Wave Serpent Squadron: 150
Fire Prism Cannon: 50

Phantom Titan w/2 Pulsar + Las-cannon & Missile Launcher Wings): 700
Warlock Titan w/2 Psychic Lance + Las-cannon & Missile Launcher Wings): 650
Revenant Scout Titans: 500
Harlequins: 150

Total: 7,000 points

Battlefield Overview & Set-Up:

The dusty hilly plains of Thryer Aeyandia IV are pot-marked by meteors which should help forces on both sides of the conflict. There are three distinct areas of interest: the fuel depot, the spaceport and the planetary defence base. The top of the picture represents the northern side of the battlefield where the Eldar will deploy, while the Marines will deploy to the south at the bottom of the picture.

Overview of Battlefield and Deployment (Warhounds not placed correctly!)
The fuel depot
The Spaceport
Planetary Defence Base

The Battle Plan:

Dark Angels: The Marine plan is to concentrate their forces on the south-west corner of the battlefield, hoping to dominate that flank. A serious amount of firepower can be brought to bear: a Devastator Company will be backed up by the might of the Land Raider Company and a whopping four Titans! The Reaver Titan has been provided with a close-assault head and power fist to engage the Eldar Titans in close combat while the Warhounds have specialised to wipe out either infantry or enemy tanks. Finally, the Warlord is armed up with Volcano and Quake Cannon to rip superheavy tanks apart and take down enemy Titans! The Terminator Company have been tasked with securing both landing pads, while they have Marauder and Thunderbolt Squadrons to ensure air superiority! An Assault Company in Drop Pods is held in reserve to cause mayhem behind the Eldar frontline while Ravenwing will try to spot opportunities to ambush enemy formations and support the frontline where required.

Note that the pictures shown are done so from left to right and that the Warhounds (not pictured due to an error!) deployed either side of the Thunderbolt squadron.



Biel-Tan: The Eldar plan is to counter some of the Marine might with their own heavy firepower, namely their Dark Reapers, the Spirit Host, two Companies of Grav-Tanks, Tempest and Cobra superheavy tanks and their Titans. The Warlock Titan in particular has been set up as a Titan-killer with Psychic Lances which ignore Void Shields and automatically inflict damage to an enemy Titan's head! The Phantom and Revenant Titans should prove highly efficient at stripping enemy void shields or as tank-hunters. Much of the Eldar force will try to outmanoeuvre the (marginally) less-mobile Marines by stealing objectives on the eastern side of the battlefield before encircling the concentrated Marine force. Close combat specialists are ready to cut a bloody swathe through enemy infantry and cavalry, but they will seek to avoid tanks, Titans, and the fearsome Terminators! They hope to contest the skies with their Nightwings and counter the Dark Angels' Ravenwing with their own Jetbike Host, but in both fronts the numbers are not on their side. The backline will also have to remain vigilant to deal with any threat from the Marine drop-pods! 




Both sides have plenty of work to do to win! With forces picked and plans drawn up, there is only one thing left to do: let the carnage commence!

Turn 1:

Initiative: Eldar win Initiative and force the Marines to activate first.

Action Phase: With most units charging forward, there aren't too many exchanges of fire in the opening moments of the turn. 

First blood goes to a Wraithlord who, having mounted a ridge manages to pick off a Land Raider in the valley below. With Wraithguard leading the way, the Warlock also advances over the hill and casts an Eldritch Storm to impede Warhounds and other Imperial units. Vindicators respond with their withering fire almost wiping out the Warlock's Wraithguard entourage to leave him vulnerable to attack! Jet Bikes seize the opportunity and jump the Vindicators before a squad of Terminators divert from their original plan to gang up on the Bikes!

A Warhound strides forward and uses its double Inferno Gun to clear several Guardians off the smaller landing pad! The Harlequins are fortunate to have remained just out of range but must be concerned about a follow up attack next turn!





The first of the Revenants moves forward but a snake eyes results sees both of its Pulse Lasers miss the Warhound miserably! Its missile launcher does better, picking off two Deredeo Dreadnoughts off the ridge!

A Cobra pops up from behind the ridge and targets a building full of Devastator Marines - and destroys it, killing the troops inside!


The Warhound moves up on to another hill to unleash its Turbolaser Destructors at the Revenant - four hits! One misses due to the holo-fields, while the others hit a Pulse Laser, the head and legs! The Pulse Laser is destroyed and the legs damaged, meaning the Titan is in danger of the legs snapping if it moves too fast! Fortunately the head armour soaks up the other attack - and in the End Phase, the leg does not snap!

The second Revenant advances and also fires upon the first Warhound with the Inferno Guns, stripping its shields and a third hit rebounding off the Titan's head! The Missile Launcher misses the remaining Dreadnoughts. 

Marauder Bombers streak across the sky and their Lascannon and Missiles obliterate five Grav Tanks! Their Battlecannon, targeted at the powerful Cobra tanks prove less effective, completely unable to crack the thick armour of the super heavies!


Another unit of Grav-Tanks surges forward and Dark Reapers spill out, launching volleys of their Missile Launchers are the nearby Reaver Titan and a Land Raider! The Titan only loses a single Void Shield but one of the Land Raiders is destroyed!


Thunderbolt Fighters are next, and cut down three stands of Striking Scorpions, two Vyper Jet Bikes and another Grav Tank!


Nightwings respond immediately - and focussing all of their weapons on the Thunderbolts, annihilate the squadron!


The Warlord Titan is the last of the Dark Angels' activations - and its Volcano Cannon make short work of two of the Nightwings, while the Quake Cannon obliterates a hangar, wiping out a squad of Dark Reapers in the process!



The Phantom Titan focusses its energies on the Marauder Bombers, taking down two of them, while the second Cobra finishes off the last of them! 


Tempests target the Warlord Titan and knock down five Void Shields, while the Warlock Titan charges forward, hoping to make use of it's Psychic Lance next turn!   


Close Combat Phase:

Swooping Hawks attack Rhinos with underwhelming results!


Land Speeders jumped the dangerous Wave Serpents who threaten to disrupt the Terminators next turn...and sweep them away!


The Howling Banshees utter piercing psychic screams - but the Land Speeders are unmoved! It is a moot point, however, as the close combat specialists tear apart the Land Speeders! The lone survivor was not engaged by them!

Eldar Jet Bikes engage Vindicators and a lone Devastator stand...


...and deal with them with ease! Unfortunately, Terminators arrived as backup...

...and the Jet Bikes pay a heavy price!

The Reaver Titan swings its Power Fist at a building where Guardians are taking cover...


...and tears it to the ground! The Guardians suffer a horrible end as the building crashes down upon them!

End Phase: The Warhound and Warlord Titans recover a single Void Shield each. 

Overview: The Marines have seized 2 objectives (#1 on the fuel depot, extreme left out of shot, and #5 in a building on the periphery of the spaceport), while Eldar have seized 6 objectives (#2 in the fuel depot, #3 on the large landing pad - Swooping Hawks stole it! - #4 on the small landing pad and #6, #7 and #8 on and around the planetary defence base).

Overview (clockwise around the board, Marines viewpoint to Eldar):



Marine Casualties:

Marauder Squadron: 4 VPs
Thunderbolt Squadron: 3 VPs
Vindicator Squadron: 2 VPs

Turn 1 VP Total (awarded to Eldar): 9 VPs

Eldar Casualties: (Note that the final Nightwing was added to this after failing its Morale Test and exiting the board - some welcome good news for the Marines!)

Nightwing Squadron: 3 VPs
Wave Serpent Squadron: 2 VPs
Striking Scorpions: 2 VPs
Dark Reapers: 3 VPs
Swooping Hawks: 2 VPs

Turn 1 VP Total (awarded to Marines): 12 VPs

End of Turn 1:

Marines: 22 VPs 
Eldar: 39 VPs

Turn 2:

Initiative: Marine player wins Initiative - and acts first!

Action Phase: Acutely aware of the Warlock Titan is bearing down up on it, the Warlord strides forward until it has a bead on the Phantom Titan (still treated as on First Fire orders from the previous turn) and the two Revenants! 

It uses the Quake Cannon on burst mode to ensure that the Revenants' holo-fields cannot cause the shots to miss! The badly damaged Titan takes another hit to the head, fails the armour save - and takes maximum damage! The Revenant teeters on the spot before crashing to the ground! The other finds one of its Pulse Lasers is damaged!

The two Volcano Cannon seem to have found their mark - but one misses due to the holo-fields! The other is a bullseye, though! It punches a hole directly through the Phantom's head and causes maximum damage, destroying it! As it crashes to the ground with an earth shattering boom, it misses crumpling upon nearby Tempests by a whisker! If this is the Warlord's last action in the game, destroying two Titans is going out in style!

Thirsty for revenge, the Warlock Titan strides forward and targets Terminators with its Missile Launcher, two Land Raiders with the Lascannon and the Warlord and Reaver Titans with a Psychic Lance apiece! 

Two Terminator stands perish beneath the barrage, while one Land Raider is obliterated...

...the Psychic Lance hits the Reaver but only causes light damage! Even still, the Titan will require to make a roll of 4+ if it is to activate this turn!

The other Psychic Lance also hits! The Titan staggers backwards before falling - K.O.! Inside the Titan's head, the minds of its princeps have been fried! Vengeance is sweet!

Another Titan - the Warhound with Turbolaser Destructors - activates and targets the remaining Revenant Titan! Two shots find their mark beyond the holofields, but one ricochets off the head armour! 

The other destroys the Revenant's holofields! Vulnerable to incoming fire, the Revenant responds, but targets the other Warhound with its remaining Pulse Laser and has a whopping six targets under its Missile Launcher - three stands of Devastators and three attack bike stands!

Incredibly, the Missile Launcher contrives to miss all six targets, while the Pulse Laser strips the last of the Warhound's shields and the armour manages to soak up the second hit from the weapon. Only the Scatter Laser succeeds, destroying the last of the Land Speeders threatening the small landing pad! 

The second Warhound activates and approaches the landing pad, unleashing the boiling plumes of flame from its Inferno Guns!

Two stands of Harlequins crumple to the ground, howling in agony - but this is a disappointing yield!

Dark Reapers activate and hammer at the Reaver Titan from a nearby ridge, stripping the remaining Void Shields and landing two direct hits!

...but the Reaver's armour is the equal of the Dark Reapers' ordnance! Aware that it is painfully vulnerable, the Reaver activates, planning to engage the Warlock Titan in Close Combat - but rolls a 1, and cannot move or fire due to the head damage! A Cobra pops up and fires at the Reaver - it scatters, but not far enough! Still caught under the template, a hit means automatic damage to the head...


...and delivers the coup de grace! Another Titan falls!

Taking advantage of the brief window while the Cobra tank is still popped up, a Land Raider takes aim at the superheavy tank, as does the Land Raider HQ who, as well as targeting the Cobra, is trying to assassinate the Warlock with the vehicle's Bolter!


The shot does not trouble the Warlock, but three hits are landed on the Cobra! Two simply ping off its armour, but the third punches through - and destroys it!

Wraithlords stride forward to return fire upon the Land Raiders, but their attacks prove futile. 

 

A Land Raider squadron tries to finish off the stricken Revenant, but only manage to permanently cripple it...

Two Grav Tanks pop up to attack the Land Raiders, but their shots prove ineffectual. The Devastators on the large landing pad activate, along with their HQ...

The Swooping Hawks are wiped out, while the Devastators bring down one of the Grav-Tanks, three stands of Howling Banshees and even a Wraithlord on the hill!

Wraithlords activate and pick off a single Land Raider in the distance.

...while Terminators and their HQ activate. The HQ picks off the nearby Jetbike...

And the other two shoot down two more Wraithlords! They need to kill the Warlock though to break the Spirit Company!

The Warlock repositions his Eldritch Storm to protect from incoming Devastator fire - but his and the Wraithguards' shots are ineffective.

A Devastator squad in the buildings activates, firing at a variety of targets in different directions!

They manage to pick off a Harlequin on the landing pad, the last of the Wraithguard protecting the Warlord, a Guardian in the building and a Grav-Tank!


Terminator Land Raiders, including the HQ activate. The HQ surges forward and finally eliminates the Warlock, breaking the Spirit Host!

The remaining Cobra pops up and tries to take out two Terminator Land Raiders - but its D-Cannon scatters and instead sends two Devastator stands on the large landing pad into oblivion!

The Land Raiders on the landing pad respond, targeting the exposed Cobra with extreme prejudice - and obliterate it!

Guardians manage to kill a stand of Terminators...

...while Land Speeders surge forward to open fire on Vyper Jetbikes and a nearby Falcon...

...killing all!

Terminators in the nearby building gun down more Guardians...

...while those in the further building finish off the last Harlequin. Deredeo Dreadnoughts on the distant hill kill the last of the Howling Banshees...

...while, after a series of ineffectual activations, a lone Falcon picks off another Land Raider in the far distance. The Land Raider Company are on the brink of breaking!

Rhinos charge on to the landing pad to steal an objective!

The Avatar closes in - and his spear tears through a Rhino like it was tinfoil!

...another squadron of Falcons moves in from the extreme flank...

...and manages to destroy another Land Raider! Company broken! Jetbikes on the same extreme flank see an opportunity to steal an objective and jump nearby Rhinos! 

...Marine Attack Bikes respond - but there is no way to get in at all the Jetbikes! The objective will end the turn contested!

Falcons pop up and try to pick off the two remaining Rhinos on the landing pad!

...but only manage to destroy one! The Rhino is still holding the objective!

A last unit of Terminator Land Raiders push forward and strafe the crippled Revenant Titan - but to no avail as its armour stands up to the attack! Tempests pop up and direct their fire upon the large landing pad in the distance...

...it is a target-rich environment! But, having broken the Land Raider Company, they focus on the Devastators and their Rhinos...

The Tempest Lasers tear up the landing pad, annihilating two Rhinos and three stands of Devastators - company broken!

The battered remnants of the Eldar force look up in dismay as the sky above darkens - and Drop Pods start thudding down all around! 

The barrage template indicates the central landing point (this has been scattered twice as per the Deep Strike rules). All Drop Pods land within 20cm of this point, and each Drop Pod scatters...

First to arrive are the Deathwind pods...


...which spring open and spew death to the nearby Guardians! The survivors stare in disbelief...

...as the Support and Assault Pods slam down all around!

Most are successful in opening - and Assault Marines emerge, pistols blazing!


The Support Pods are unable to deal and damage - but the Assault Marines manage to pick off another Falcon - while the last squad of Guardians falls to fire from all directions! 

The final activations of Turn Two see the Striking Scorpions rushing forward to plant themselves on an objective. The last of the Marine Attack Bikes and the Master of Ravenwing roar forward to engage them! Can they overcome them or will the deadly warriors be a foe beyond them?

Close Combat Phase:

The Striking Scorpions take down two bikes - but the Master of Ravenwing is one opponent too many! The Marines take the objective!

While the other close combat is between Rhinos, Jet Bikes and Attack Bikes!

The combat is resolved, but decides nothing - the objective is contested!


End Phase:

Overview: The Marines have taken full control of the western half of the board, holding objectives #1-#4 and, thanks to the late entry of the Drop Pods, took objective #8 on the extreme eastern flank of the board. The Eldar held on to objectives #6 & #7 but failed to capture objective #5 which remained contested.


Overview (clockwise around the board, Marines viewpoint to Eldar):






Marine Casualties:

Warlord Titan: 9 VPs
Reaver Titan: 5 VPs
Devastator Company: 10 VPs
Land Raider Company: 7 VPs

Turn 2 VP Total (awarded to Eldar): 31 VPs 

+Turn 1 VP Total (awarded to Eldar): 9 VPs

Eldar Casualties:


Phantom Titan: 7 VPs
Revenant Titan: 3 VPs
Defender Warhost: 9 VPs
Jetbike Host: 6 VPs
Spirit Host: 5 VPs
Falcon Host: 5 VPs
2 x Cobras: 6 VPs
Harlequins: 2 VPs
Howling Banshees: 2 VPs

Turn 2 VP Total (awarded to Marines): 45 VPs

+Turn 1 VP Total (awarded to Marines): 12 VPs


End of Turn 2:

Marines: 82 VPs 
Eldar: 50 VPs

The Marines are victorious!


Closing Reflections:

Had the Eldar managed to hold on to 2 more objectives, the game would have ended a draw with a far closer result. That said, it was hard to deny that the Marines were worthy winners. Indeed, even before the Drop Pods landed at the end of the battle (stealing the objective and breaking the Defender Host to compound Eldar misery), they had already done enough to secure victory, impressive given that they played most of the game without their Assault Company in play! From an Eldar point of view, the terrain wasn't the greatest as their Aspect Warriors had little cover to benefit from, something which really hamstrung all of those great close combat specialists. They can be absolutely deadly when they can rush through woods or buildings, carving through almost anything that gets in their way. I've rarely seen the Cobra tanks in operation before, but on this evidence, they are very strong. The Eldar Psychic Lance are also quite nasty, bypassing Void Shields and automatically dealing damage to Head locations, but do require the Titan to get into 50cm range of enemy Titans (not too much of a problem if Charge orders are selected in Turn 1 as the Holo-fields save on 2+ and Witch Sight incurs a -1 To Hit Penalty to enemy units firing upon it). It's hard to pin down anything in particular for the Marines that was exceptional other than the Warlord taking down a Phantom and Revenant on the same turn. Pretty much everything else did its job well and the Drop Pods added a cherry to an all-round strong performance. The opening exchanges between the Titans at the start of Turn 2 were some of the most brutal (and exciting) I've ever witnessed in a long history of Epic gaming. I can't ever recall seeing 4 Titans going down in a single turn, let alone in as many activations! 

In closing, the battle was a lot of fun and it was great to play Epic again! I don't intend to leave it anywhere near as long until I have another! I hope that you enjoyed this write up - and thank you for reading!



Star Wars D6: Capital Ship Play Test

 Star Destroyer vs Providence-class Dreadnought


Introduction: 

In recent weeks I've been collaborating with The Rancor Pit's CR McNeill to develop rules for Capital Ship battles for the Star Wars D6 system. Once the rules are finalised, I will share them on a post here, but meantime, I thought it might be fun to provide a play test battle report illustrating how the rules work. So, without further ado...

Image from Revenge of the Sith (c) Disney

The Scenario:

The Rebels in my campaign are based on a ship called Nowhere, a Providence-class Dreadnought very similar to General Grevious' ship the Invisible Hand as seen in Revenge of the Sith. In this scenario, Nowhere is going head to head with an Imperial-class Star Destroyer.

The Command Deck:

Each ship has a template called the Command Deck which provides a number of key statistics, fire arcs and other information required to run the Capital Ship. I'm not going to explain the rules in full here, but a couple of key points to note are as follows:

1) Turn Sequence: The turn is split into the following phases:

Initiative Phase
Command Phase
Damage Control Phase
Action Phase 
Movement Phase

How these work will hopefully become apparent during the course of this battle report.

2) Orders: Each turn, the ship's Captain can order the ship to carry out any one of the following three manoeuvres:

Fly Casual: The ship takes a steady course, maximising the chances of hitting an opposing ship. The ship receives no penalties to subsequent actions, although enemy ships can hit this vessel based on range difficulties alone.

Evasive Action: All subsequent actions are subjected to a -1D Multiple Action Penalty. However, when enemy ships target this vessel, they can be hit on difficulties based on range and Ship Defence (see Command Deck).

Full Evasion: The ship throws all of its power into the engines to maximise evasive action and weapons may not fire. Any Damage Control rolls suffer a -2D Multiple Action Penalty. The difficulty for incoming fire to hit is equal to the Ship's Defence and Range Difficulty +10.

3) Battery Dice: Battery Dice can be allocated either to Gunnery Fire Control (boosting the roll to hit) or Damage (boosting the roll to inflict damage). Dependant on range, there are limits to how many dice can be allocated to the Damage (see Command Deck).

Starting Command Decks:

Nowhere:

Imperial Star Destroyer (ISD):


Turn One:

Note: This turn is described more fully than subsequent ones to illustrate how rolls are calculated.

Ship Positions:

Initiative Phase: 

Nowhere: 23
ISD: 23

ISD wins Initiative and gains +1 to future rolls, marked on the Initiative Bonus Tracker.

Command Phase:

Nowhere: 23 - exceeds required Command target by 11 points, increasing all skill rolls by 1D this turn.
ISD: 23 - exceeds required Command Target by 6 points, increasing all skill rolls by +2 this turn.

Both of these bonuses are noted on the Command Tracker.

Orders: Both Captains take Evasive Action. All subsequent rolls this turn will incur a -1D Multiple Action Penalty (MAP).

Damage Control Phase:

Both ships angle their deflector shields to the front arc of their ships. (Free action, automatic success.)

Action Phase:

ISD has Initiative. The Captain decides not to try to fire both sets of weapons at once (as there would be an additional -1D MAP if he did so). He is at 40 space away from Nowhere, long range for both weapons. He decides to use the Ion Cannon to attempt to deplete Nowhere's shields (using CR McNeill's alternative Ionisation Rules). Because of the range, he can only place 1D into Damage, which he does. The other 3D of Battery Dice are assigned to Gunnery Fire Control. He makes the following rolls:

Ion Gunnery Fire Control: 7D+1 + Battery Dice: 3D + Command Bonus: +2 - MAP (Evasive Action): -1D = 10D. 

Target Difficulty = Long Range: 20 + Nowhere Ship Defence: 12 = 32.

The Ion Cannon roll is 42 - a hit! 

Damage roll: 3D + 1D Battery Dice = 4D = 14 
Shield roll: 3D+2 = 10

4 points of Damage = 1D of Shields lost to Ionisation for Nowhere!

Nowhere responds, firing its own Ion Cannon! All Battery Dice have to be allocated to Gunnery Fire Control.

Ion Gunnery Fire Control: 8D+1 Battery Dice: 2D+1 + Command Bonus 1D - MAP (Evasive Action): -1D = 10D+2

Target Difficulty = Long Range: 20 + ISD Ship Defence: 13 = 33

The Ion Cannon roll is 31 - a miss!

Play returns to the ISD which fires its Turbolasers.

Turbolaser Gunnery Fire Control: 8D+2 + Battery Dice: 3D + Command Bonus: +2 - MAP (Evasive Action): -1D = 11D+1. 

Target Difficulty = Long Range: 20 + Nowhere Ship Defence: 12 = 32.

The Turbolaser Cannon roll is 34 - a hit! 

Damage roll: 5D + 1D Battery Dice = 6D = 19 
Hull: 6D + Shields: 2D+2 = 8D+2 = 28

Nowhere soaks up the damage! Finally, it fires back with its Quad Turbolasers!

Turbolaser Gunnery Fire Control: 8D+1 + Battery Dice: 3D + Command Bonus: +1D - MAP (Evasive Action): -1D = 11D+1. 

Target Difficulty = Long Range: 20 + ISD Ship Defence: 13 = 33.

The Turbolaser roll is a mega 53 - a hit! 

Damage roll: 6D + Battery Dice: +2  = 6D+2 = 16 
Hull: 6D + Shields: 2D+2 = 8D+2 = 36

The ISD easily shrugs off the Damage! Firing for both ships now completed, the Action Phase is ended.
 
Movement Phase

Having lost Initiative, Nowhere is forced to move first. The ISD follows suit and both ships close in on one another. End of Turn One.

End of Turn One


Turn Two:

Initiative Phase:
Nowhere: 13
ISD: 9 (Modified to 10 because of the +1 Initiative Bonus from last turn.)

Despite having a bonus, Nowhere wins Initiative and gains +1 to future rolls, marked on the Initiative Bonus Tracker. The ISD Initiative Bonus returns to zero.

Command Phase:

Nowhere: 20 - exceeds required Command target by 8 points, increasing all skill rolls by +2 this turn.
ISD: 25 - exceeds required Command Target by 8 points, increasing all skill rolls by +2 this turn.

Both of these bonuses are noted on the Command Tracker.

Orders: Both Captains take Evasive Action again. All subsequent rolls this turn will incur a -1D Multiple Action Penalty (MAP).

Damage Control Phase:

Nowhere suffered 1D of Ionisation Damage last turn. However, 1D of Ionised Shields are automatically regenerated each turn, meaning no Damage Control roll is required to regenerate the shield.

Both Captains once again angle their deflector shields to the front arc of their ships.

Action Phase:

Nowhere has Initiative and decides to fire one weapon at a time so as to avoid MAPs. The range is 21 space: all weapons on both ships are now at Medium Range! The Captain puts 2D Battery Dice into Damage.

Ion Gunnery Fire Control: 10D

Target Difficulty = Medium Range: 15 + ISD Ship Defence: 13 = 28

The Ion Cannon roll is 40 - a hit!

Damage roll: 3D + Battery Dice: +1 = 3D+1 = 13 
Shield roll: 3D = 6

7 points of Damage = 2D of Shields lost to Ionisation for the ISD!

Having lost 2 shields, the ISD Captain decides he wants to fire both weapons before Nowhere responds. This means he suffers a -1D MAP for firing both weapons which is added to the -1D MAP for giving the Evasive Action order. He throws 2 Battery Dice into Gunnery and 2 into Damage on both weapons.

Ion Gunnery Fire Control: 8D

Target Difficulty = Medium Range: 15 + Nowhere Ship Defence: 12 = 27

The Ion Cannon roll is 24 - a miss!

Turbolaser Gunnery Fire Control: 9D+1

Target Difficulty = Medium Range: 15 + Nowhere Ship Defence: 12 = 27

The Turbolaser Cannon roll is 27 - a hit, but only just! They all count, though! 

Damage roll: 5D + 2D Battery Dice = 7D = 26 
Hull: 6D + Shields: 3D+2 = 9D+2 = 33

The ISD has failed to even scratch Nowhere this turn!

Nowhere fires it's Quad Turbolasers.

Quad Turbolaser Gunnery Fire Control: 10D

Target Difficulty = Medium Range: 15 + ISD Ship Defence: 13 = 28

The Quad Turbolasers roll 32 - another hit on the ISD!

Damage roll: 6D + 1D+2 Battery Dice = 7D+2 = 19 
Hull: 7D + Shields: 1D = 8D = 25

The ISD manages to get away without taking any more damage!
 
Movement Phase:

The ISD moves forward 6, while Nowhere's Captain, keen to close on the ISD in the hope that he may later get in behind the ISD where it has no weapons, moves 12.  End of Turn 2.

End of Turn Two

Turn Three:

Initiative Phase:

Nowhere: 12 (Modified to 13 because of the +1 Initiative Bonus from last turn.)
ISD: 13 

Draw! Both Captains reroll!

Nowhere: 12 (Modified to 13 because of the +1 Initiative Bonus from last turn.)
ISD: 12 

Nowhere scrapes an Initiative win and gains +2 to future rolls, marked on the Initiative Bonus Tracker.

Command Phase

Nowhere: 18 - exceeds required Command target by 6 points, increasing all skill rolls by +2 this turn.
ISD: 23 - also exceeds required Command Target by 6 points, increasing all skill rolls by +2 this turn.

Both of these bonuses are noted on the Command Tracker.

Orders: With the Range now being closed to Short Range, both Captains take Fly Casual orders. Neither ship suffers MAPs for this, but the difficulty on rolls to hit is based solely on Range, now 10!

Damage Control Phase:

The ISD recovers 1 Ionised Shield per turn - but it lost two last turn, so the Captain orders Damage Control be carried out to bring the remaining shield back online. A Capital Ship Operation roll (5D+1) is required to do so, with a Difficulty of 10 (10 per shield requiring repair). A roll of 15 restores the ISD to full shields - but it suffers a -1D MAP to successive actions.

Both Captains maintain Shields in their front arcs.

Action Phase: 

With shots expected to hit with ease, Nowhere's Captain decides to fire both weapons at once, suffering a -1D MAP. He piles all but the 1 Battery Dice into Damage (but only because of the limitation of 1D at Short Range).

Ion Gunnery Fire Control: 9D

Target Difficulty = Short Range: 10 

The Ion Cannon roll is 43 - a hit!

Damage roll: 3D + Battery Dice: 1D+1 = 4D+1 = 11 
Shield roll: 3D = 14

No Ionisation Damage!

Quad Turbolaser Gunnery Fire Control: 9D

Target Difficulty = Short Range: 10

The Quad Turbolasers roll 30 - another hit on the ISD!

Damage roll: 6D + 2D+2 Battery Dice = 8D+2 = 27 
Hull: 7D + Shields: 1D = 8D = 24

The ISD loses 1D of shields!

The ISD Captain decides to fire his weapons one at a time so as to keep his MAP penalty at -1D (because of Damage Control Action). He places 3D Battery Dice into Damage.

Ion Gunnery Fire Control: 8D

Target Difficulty = Short Range: 10 

The Ion Cannon roll is 34 - a hit!

Damage Roll: 3D + Battery Dice: 2D = 5D = 17
Shield Roll = 3D+2 = 11

2D of Shields suffer Ionisation Damage on Nowhere!

Turbolaser Gunnery Fire Control: 9D+1

Target Difficulty = Short Range: 10

The Turbolaser Cannon roll is 25 - a hit! 

Damage roll: 5D + 3D Battery Dice = 8D = 29 
Hull: 6D + Shields: 1D+2 = 7D+2 = 29

A zero result means Nowhere's remaining shields have been blown - but Shields Blown by anything other than Ionisation are automatically recovered next turn! A lucky escape for Nowhere's Captain!

Movement Phase:

The ISD Captain turns his ship while Nowhere's Captain turns his in the opposite direction, lining up for a point blank exchange of broadsides next turn! In retrospect, this was a blunder by Nowhere's Captain: it would have been better to stay facing directly on to the ISD and hit it with front arc weapons next turn. End of Turn Three.

End of Turn Three

Turn Four:

Initiative Phase:

Nowhere: 10 (Modified to 12 because of the +2 Initiative Bonus from last turn.)
ISD: 22

ISD wins Initiative and gains +1 to future rolls, marked on the Initiative Bonus Tracker.

Command Phase:

Nowhere: 19 - exceeds required Command target by 7 points, increasing all skill rolls by +2 this turn.
ISD: 12 - fails required Command Target by 5 points, reducing all skill rolls by -1 this turn.

Both of these are noted on the respective Command Trackers.

Orders: With the Range now being closed to Point Blank, both Captains once again take Fly Casual orders. Neither ship suffers MAPs for this, but the difficulty on rolls to hit is based solely on Range, now a meagre 5!

Damage Control Phase:

The Shields blown and 1D Ionisation Damage are automatically restored to Nowhere, but the Captain wants the remaining Ionised Shield brought back online - so carries out a Damage Control Action (conferring a 1D MAP to later actions). He rolls 21 - easily succeeding! The ISD shields automatically come back online.

Both ships angle deflector shields to their opposing side arcs.

Action Phase:

This time the ISD Captain decides to fire both guns at once, accepting the -1D MAP. With both ships now at point blank range, he piles all Battery Dice into Damage!

Ion Gunnery Fire Control: 6D

Target Difficulty = Point Blank Range: 5 

The Ion Cannon roll is 22 - a hit!

Damage Roll: 3D + Battery Dice: 3D+2 = 5D = 25
Shield Roll = 3D+2 = 14

3D of Shields suffer Ionisation Damage on Nowhere! They only have +2 left!

Turbolaser Gunnery Fire Control: 7D+1

Target Difficulty = Point Blank Range: 5

The Turbolaser Cannon roll is 28 - a hit! 

Damage roll: 5D + 4D Battery Dice = 9D = 28 
Hull: 6D + Shields: +2 = 7D+2 = 26

Somewhat implausibly, Nowhere has escaped again with its remaining shields have been blown - but with 3D Ionisation, they will require some Damage Control next turn! Another lucky escape for Nowhere's Captain!

Nowhere's Captain decides to fire both weapons separately, limiting his -1D MAP caused by Damage Control alone. Like the ISD Captain, he piles all Battery Dice into Damage.

Ion Gunnery Fire Control: 8D

Target Difficulty = Point Blank Range: 5

The Ion Cannon roll is 35 - a hit!

Damage roll: 3D + Battery Dice: 2D+1 = 5D+1 = 27 
Shield roll: 3D = 9

A mammoth 18 Ionisation Damage not only takes down the Shields but inflicts a Lightly Damaged Controls Dead result - but the Quads have yet to fire now! What an opportunity to inflict serious damage on the ISD!

Quad Turbolaser Gunnery Fire Control: 8D

Target Difficulty = Point Blank Range: 5

The Quad Turbolasers roll 27 - another hit on the ISD!

Damage roll: 6D + 3D Battery Dice = 9D = 31 
Hull: 7D = 21

With 10 points of Damage, the ISD is Heavily Damaged! A 1D6 roll reveals that Weapons in one Arc have been destroyed! Another roll reveals that the Ion Cannon weapons on the ISD's right side are permanently destroyed! 

Note: I forgot to place tokens illustrating the Damage this turn. These will be shown on the Command Deck in Turn 5.
 
Movement Phase:

With the ISD dead in space, it cannot move! Nowhere's Captain simply turns his ship in place. Not only does this ensure more Point Blank, but because the ISD's Ion Cannon have been destroyed on the Right Arc (and cannot be repaired), the ISD would be restricted to one weapon attack from that flank next turn!  End of Turn 4.

End of Turn Four

Turn Five:

Initiative Phase:

Nowhere: 9
ISD: 18 
 (Modified to 19 because of the +1 Initiative Bonus from last turn.)

ISD wins Initiative and gains +2 to future rolls, marked on the Initiative Bonus Tracker. More importantly, by winning by 10+ points, the Captain has pulled off a Tactical Masterstroke which allows the ISD to move during the Action Phase and fire from 2 different arcs (it is normally limited to one). However, with the ship in a dire state, repair rolls will dictate whether the ISD can make any use of this.

Command Phase:

Nowhere: 15 - exceeds required Command target by 3 points, increasing all skill rolls by +1 this turn.
ISD: 17 - succeeds, but receives no bonuses or penalties this turn.

Both of these are noted on the respective Command Trackers.

Orders: Both Captains order their crews to Fly Casual, but for different reasons: Nowhere's Captain wants to avoid the MAP penalty for Evasive Action, particularly when the ISD's ability to return fire may be diminished, while the ISD Captain wants to maximise his chances of repairing Damage and Shields.

Damage Control Phase:

Nowhere regains the shields blown by the ISD's Turbolasers and one Ionised Shield, before performing a Damage Control Action 4D6+1. The result is 15 which allows one more Ionised Shield to be regenerated. Nowhere now suffers a -1D MAP to other actions. 

The ISD Captain also makes a Damage Control Roll 5D6+1, looking to repair the Light Damage (ship's engines) and regenerate as many Shields as possible. He rolls 19 - the engines are back online, but that's all! 1D of Ionised Shields are regenerated automatically.

Nowhere angles its deflector shields to the left arc while the ISD Captain assigns his to the rear of the ship.

Action Phase: 

The ISD Captain makes use of his Tactical Masterstroke to boost away! He decides not to push his luck by taking additional actions to fire from his left arc!

Shrewdly recognising the danger, Nowhere's Captain opts to fire both of his weapons immediately, this time unleashing the Quad Cannon before the Ion Cannon. Nowhere can fire either at the ISD's rear or left arcs, but opts to hit the unshielded left arc.

Quad Turbolaser Gunnery Fire Control: 8D+2

Target Difficulty = Short Range: 10

The Quad Turbolasers roll 30 - another hit on the ISD!

Damage roll: 6D + 2D Battery Dice = 8D = 39 
Hull: 7D = 25

With 14 points of Damage, the ISD is Severely Damaged! The Damage roll reveals a Damaged Reactor which must be repaired within 3 rounds or the ship will be destroyed! However, Nowhere isn't finished yet - here come the Ion Cannon!

Ion Cannon Gunnery Fire Control: 8D+2

Target Difficulty = Short Range: 10

The Ion Cannon roll 34 - another hit on the ISD!

Damage roll: 3D + 1D+1 Battery Dice = 4D+1 = 17
Hull: 7D = 22.

The ISD hangs on - for now at least! The Captain fires his weapons at Nowhere separately.

Ion Gunnery Fire Control: 7D+1

Target Difficulty = Short Range: 10

The Ion Cannon roll is 30 - a hit!

Damage Roll: 3D + Battery Dice: 2D+2 = 5D+2 = 14
Shield Roll = 2D+2 = 12

1D of Shields suffer Ionisation Damage on Nowhere! 

Turbolaser Gunnery Fire Control: 8D+1

Target Difficulty = Short Range: 10

The Turbolaser Cannon roll is 23 - a hit! 

Damage roll: 5D + 3D Battery Dice = 8D = 34 
Hull: 6D + Shields: 1D+2 = 7D+2 = 25

Nowhere has been Heavily Damaged! A subsequent roll reveals that Shields have been blown! This confers -2D to Shields until they are repaired!

Movement Phase:

Nowhere turns but does not move further. The ISD made use of Tactical Masterstroke to move earlier in the turn and so cannot do so again now. End of Turn Five.

End of Turn Five


Turn Six:

Initiative Phase:

Nowhere: 15
ISD: 15 
 (Modified to 17 because of the +2 Initiative Bonus from last turn.)

ISD wins Initiative and gains +3 to future rolls, marked on the Initiative Bonus Tracker. 

Command Phase:

Nowhere: 15 - exceeds required Command target by 3 points, increasing all skill rolls by +1 this turn.
ISD: 16 - fails, but does so by such a small margin that it suffers no penalties this turn.

Both of these are noted on the respective Command Trackers.

Orders: Both Captains order their crews to Fly Casual to maximise Damage Control success.

Damage Control Phase:

The ISD decides that the ship is in such a bad state that getting the damage under control is the prime consideration. He opts to throw everything at Damage Control by putting 5D into his repair bonus - but this will come at the expense of -5D MAP to subsequent actions. (Repair rolls can have 1D allocated per full 1D of skill in Capital Ship Operation, in this case 5D+1 = 5D). However, his crew suffer a -3D penalty for being Severely Damaged, therefore the repair roll is 5D+1 + 5D - 3D = 7D+1. He rolls 20 - a fail! The ISD remains Severely Damaged and that reactor will blow in 2 turns! The only good news is that 1D of Ionised Shields have regenerated!

Nowhere's Captain attempts to repair the Heavily Damaged Shields but allocates no bonus dice to the roll (as he wants to finish the ISD this turn and does not want any weapon penalties). He rolls 2D6+1 for the Damage Control Action (4D6+1 -2D for being Heavily Damaged). The result is 7 which does not help. 

Nowhere's deflector shields remain down while the ISD Captain assigns one to the rear of the ship and the other to the left arc.

Action Phase: 

With a massive -8D penalty to firing (5D MAPs + 3D Damage Penalty), the ISD Captain opts to fire his weapons separately. As Nowhere is unshielded, he tries to hit it with the Quad Cannon first. throwing all Battery Dice into the Gunnery!

Turbolaser Gunnery Fire Control: 8D+2 + Battery Dice: 4D - Penalties: 8D = 4D+2  

Target Difficulty = Short Range: 10

The Quad Turbolasers roll 13 - Nowhere is hit!

Damage roll: 5D Battery Dice = 13
Hull: 6D = 20

Nowhere hangs on - and retaliates! The Captain decides to fire guns separately - and unleashes the Quad Turbolasers! He only has to Lightly Damage the ISD to destroy it! He does have -1D MAP for Damage Control and a further 2D for being Damage...

Quad Turbolaser Gunnery Fire Control: 8D+2 + Battery Dice: 1D - Penalties: 3D = 6D+2

Target Difficulty = Short Range: 10

The Quad Turbolasers roll 17 - a hit on the ISD! Could this be the coup de grace?

Damage roll: 6D + 2D Battery Dice = 8D = 31 
Hull: 7D + 1D Shields = 8D = 25

With 6 points of Damage, the ISD is Lightly Damaged and, stacked on top of being Severely Damaged, is finally obliterated! Victory to Nowhere - and the Rebellion! 

End of Turn Six and Battle: ISD Destroyed!

Closing Reflections: 

I'm very happy with how the battle played out. After a few opening exchanges, things got deadly as the ships closed on one another. One thing I messed up on was that when the ships become Damaged, the crew skills suffer penalties - I only remembered about this on Turn 6! I'm sure I'll remember next time -  obviously there are a number of things to juggle, but I feel that this is about as simple as Capital Ship Combat can be made. In particular, I think CR McNeill's Battery Dice mechanic works fantastically well! I hope future play tests prove equally successful and that we can finalise the rules for others to use soon!

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