Thanks to all who showed on Saturday!
We had RSN fight ba'Kash in a Take the Station Scenario; RSN versus Terrans in straight battle; RSN versus Terrans in Ambush (RSN doing the Ambushing); and RSN versus Sorylians in Escalating Engagement.
Dindrenzi and Aquans also faced off in a small PLANETFALL game.
Observations:
-- RSN didn't win all day, though they came close ! (see below)
-- Regan's Sorylians look amazing, with the coolest basing solution I've seen in a while. (Can't recall the company that makes them...)
-- Terrans are horrible bad people, and Chris is a Dice-witch.
-- In Planetfall, entering CQB with models placed just right so the return dice are minimized is a viable legal tactic, and very nasty.
-- Other key Planetfall things "we always forget":
===Moving Flat-out allows neither CQB nor Firing
===Sky Drop deviation is still random on a 1-die, unless the deviation roll is a 1 with a reroll.
===Skimmers are Hard Targets if not already
===Overwatch and Focus Fire is a thing to remember to use.
-- Also, do NOT tangle with Dindrenzi Infantry!
To the Space Station match... (account subject to my hazy memory banks)
John's RSN were defending the station. My Ba'Kash were attacking. First round, Ba'Kash go hell for leather forward with the Karrak Battle Carrier and Escorts zipping 12" ahead. Heavy and standard Cruisers on either flank, Frigates further out.
RSN had carrier, frigates and Battleship deployed left of center (per Ba'kash POV) to cover the station, with Spook cruisers and Works Raptor Cruisers behind for a Torp gunline. More Frigates on the right.
Both sides had Destroyer Ambush tokens on either far flank.
Turn 1:
Everyone kept fore plating shut for the extra +1/+1. Even with that, RSN Spooked torps scored a crit on a cruiser, and put damage on the Battle Carrier (BC). Ba'kash made a critical mistake in forgetting to launch their own Interceptors, while the RSN BB deployed a squad of 3 that kept all Trop salvoes from being effective. RSN Frigates end up moving first, giving Ba'kash frigates the alpha strike and losing 2 each.
Turn 2:
Destroyers from both sides turn up on the far right, either side of a planetoid as if chasing each other.
Ba'Kash Battle Carrier takes it right in the pants with a Bomber run from the Carrier, a full crit. The Ba'kash BC waits though, hoping the RSN BB will attack, and be unable to counterboard the station. Ba'kash Destroyers swoop ahead from ambush, and finish off the right side Frigate squadron. Spooks open fire, putting another crit on the Battle Carrier, which is now half dead! BC can't wait, moves up to the station. BC decides better to bomber the RSN BB than deploy its own interceptors, and gets a solid crit, near double crit. Scatter weapons completely whiff against a WR Cruiser, despite needing just 4+'s. Beam fire helps finish off frigates. BC boards the station handily, though the nearby Interceptors ensure only 5AP are on the station. To add suck, the obligatory Crit roll on the Station takes out Point Defense!
RSN battelship counter-boards handily. And puts ANOTHER crit on the BC, and mauls the cruisers a bit. Ba'kash frigates swoop in, put a crit on the BB. Works Raptors rake the cruisers, spreading out damage. Crusiers finally move in, open up, and do...nothing. Ba'Kash frigates on that side nearly punk a WR cruiser (1 pt from double crit.) RSN Destroyers move around the planet with slingshot, shoot up the kilt and crit one BK Destoryer.
Heavy BK Cruisers move up, open up and take names. RSN Battleship is reduced to 1HP. Carrier takes a bruising from one broadsides, and the WR Cruiser is finished on the other side!
Turn 3:
Big Init roll, and Ba'Kash LOSE! Battleship activates, kills the Battle Carrier! RSN pull way ahead on the log!
BK activate their mauled cruisers, which put minor damage on the Spooks, and crit a Works Raptor. RSN Carrier swoops across, and bombs the hell out of one medium crusier. Its broadsides faiil to hurt the heavies though. BK heavies move in, and counterboard the station, killing it for +3 log points. their fore scatters also destroy the Battleship. Sadly, only a 3 crit roll not a blow up! Spooks advance, open fire, and vaporize what was left of the medium cruisers. BK Destroyers hang a right and kill a 2nd WR Cruiser. RSN Destroyers kill one BK destroyer. BK frigates pound the Spooks and Carrier. The log is swinging back in Ba'Kash favor. WR Cruiser starts to make a run for it, using FSD.
Turn 4:
RSn win Initiative, and the Carrier moves to beat on the Heavy Cruisers, does almost nothing. The undamaged cruisers hang a full U-turn through the debris cloud that used to be a Battleship, and blow-up the carrier.
And game is basically called at this point as the mauled Spooks and RSN destroyers can't possibly match the Heavy cruisers and remaining Frigates/Destroyer. Battle log is like 16 to 7.
Chief observation: The scenario balance is that the station can only change hands twice - the third time means a third crit, means dead station.
Also:
-- RSN do MEAN duty on approach damage, and having to fly into their interceptors and double bomber wings is a tough road. Forgetting their interceptors meant the death of the BK Battle carrier.
-- Even Ba'Kash, with their increased DR/CR, took heavy damage on approach. But once in knife-range, their firepower suddenly takes a quick toll. Choosing whether to kill cruisers, heavy cruisers, or battle carrier is a no-win decision. You have to hurt all three!
I didn't get much detail on the other matches, save that RSN dice universally disappointed them.
But I hope all still had fun!