Narn Battle Squadron |
The Narn-Centauri War broke out anew last night as the Friday Pals met to try Starmada: Admiralty by Majestic 12 games. I brought out my AOG B5 Fleet Action miniatures. In past games, we have been using a modified Full Thrust/Earth Force Sourcebook rules set by Jon Tuffley , and while the carnage was everything one could hope for, some dissatisfaction about the movement of ships had cropped up. Starmada:Admiralty was going to help prevent the fleets from closing too quickly, and preserve a "fleet action" feel.
The year was 2259, the name of the place is Ragesh 3. The Centauri have a Marcanos-class base and a small fleet protecting it. Two squadrons of Narn cruisers with two squadrons of Narn heavy destroyers enter the Ragesh system - their orders is to sweep and clear the system of the Centauri.
Rob C. (as Lord Cassdo) and myself (Lord Frylari) took the Centauri (Rob had the fleet, and I manned the station) while Warleaders D'Jay and K'enzie assumed the mantle of the thrice-damned Narns.
The Centauri Battle Line |
The Narn Fleet |
The Narn had two identical squadrons, each with: 2 G'Quan heavy cruisers, a G'Quonth attack cruiser, and two Katok battledestroyers. That would be a total of ten warships against five plus a base.
As the outnumbered parties, the Centauri had to destroy twice as many points of ships than they took as casualties to win The Narn had to clear the system.
Marcanos Station |
Fighters: Engage and Destroy |
An Energy-mine Strike |
Turn 3b - It's a Trap! A second Centauri squadron, identical to the first, hidden in the planet's sensor-shadow, entered the battle. Fresh fighters rushed forward while the surviving Centauri flights withdrew to the relative safety of the Elint jamming field. When the Narn tried to track them, they found they were unable to fire (long range = no target). Warleader D'Jay was outraged, and promised terrible retribution against the perfidious Centauri plague.
The Narns Advance |
Turn 4, 5 - CGI Rendering Slows to a Halt. Or that's what it felt like. As the main fleet elements began to trade laser and pulse volleys, the game slowed to a crawl.
A Sullust destroyer in trouble |
Endgame - It was getting late, so we called the game for the Narn - they had inflicted about 60 damage points to the Centauri 30. As one Centauri philosophically observed "We had them where we didn't want them..."
Post-game Thoughts:
The Ambush is Sprung |
I had more detailed fighter flights printed out, but failed to bring them to the game. Thus all the fighters were treated as "standard" when really, the Centauri Sentris should have trait "Dogfight (+1 against fighters) and the Narn Frazis should have "Anti-Ship +1".
Centauri in Disarray |
One of the reasons we used Starmada Admiralty was to limit ship speeds so the fleets actually operated like fleets - that was satisfactory.
We had high hopes for Starmada Admiralty, but there are some issues. Movement aside, the single biggest issue we had was with the damage resolution phase. It seems straightforward enough - roll to hit, roll to penetrate shielding, roll damage - in practise, the game slows down drastically when more than a few ships are involved on each side. This should improve with practise, so perhaps a smaller fight is in order for the next run.
We've agreed to try again, and I will add some game data to the ship rosters to help speed the game: advanced firing arcs, ship and weapon trait effects, damage charts, etc....Ω
2 comments:
I use Starmada: Admiralty Edition for my general space battles as well as for Star Trek (the ADB version anyway). The combat resolution does speed up the more you do it. I've also replaced the normal movement from S:AE to use the convention used in the newer Nova edition. Simplifies movement greatly, so much in fact that my kids can use it, but still maintains the "feel" of space ship maneuvers.
Thanks for the tip, Sarge! I've downloaded the demo for Nova and I'll give it a read.
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