Author Topic: Battle Report: Combining the Starter Boxes  (Read 2331 times)

Landlubber

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Battle Report: Combining the Starter Boxes
« on: September 13, 2015, 09:59:53 pm »
Quickdraw and I met at Gamer's Haven today for a big Halo game. We combined most of the models in the starter boxes for a total of about 1700 points on each side. I took the UNSC, while Quickdraw took the Covenant. We played the "Ambush" scenario, and in the roll-off he took the attacking force and I took the defending force. As the attacker, he had to divide his force into one main group that would deploy at the beginning of the game, and two flanking forces that would have a chance to come in later in the game (not unlike Firestorm Armada). As the defender, I deployed all of my forces at the very beginning.



It was a LOT of models.

I won't bore you with a salvo-by-salvo accounting of the fight; I'll just hit the highlights.

The UNSC did the most damage in Turn 1, although only one element of Covenant SDV heavy corvettes was destroyed. But the Covenant did take damage across several battle groups. Quickdraw was running one specialist battlegroup consisting of four elements of SDVs, so I focused fire on that as much as possible.



He was able to deploy one of his reserve groups at the beginning of Turn 2; they got in on the flank of a couple of my battlegroups on my far left flank.



This is a problem...these ships don't move like ships in Firestorm Armada or Dystopian Wars, and given the amount of "traffic" on that side of the board, plus the nearby asteroid field, plus the fact that the board edge wasn't too far away, I felt a little squeezed.

Luckily, I was able to start putting fire on the CCS from my flagship, the UNSC Everest.



Things were looking good until a Covenant boarding party caused a Critical Core Breach on one of my cruisers. When a Critical Core Breach occurs, you have to add up the damage track of the affected vessel (15 dice in this case), then apply that number of dice at Firepower Rating 5 to anything within 8 inches. Any Wings are automatically destroyed, and boarding vessels are expelled 4 inches away.

Unfortunately for me, the cruiser was near a whole bunch of my ships, and none of Quickdraw's.

Before (the affected cruiser is at the bottom of the picture):



And after:



The explosion destroyed one entire (healthy) battlegroup, plus half of another battlegroup, to include my cruiser Agurzil. It was painful.

Shortly after that, also in the boarding phase of Turn 2, we had another Critical Core Breach, this time on his CCS battlecruiser. I think he lost an element of heavy corvettes, and I lost an element of frigates, and more wings were destroyed.

As Turn 3 started, my two Epoch heavy carriers worked towards his ORS heavy cruiser, which was also his flagship. By this point, the UNSC activations outnumbered the Covenant activations, so I was starting to work my forces around to bring his ORS under MAC fire while trying to think of where his second ORS would deploy. During the turn, I was able to land 4 Pelican boarding craft on the ORS.



In the boarding phase, my Marines severely outshot his security detail, and we had our third Critical Core Breach of the game. 25 dice at Firepower Rating 5. Holy cow. My nearby Epoch took two hits, but managed to survive. The frigates in that battlegroup did not. Fortunately, nothing else was close enough to get caught in the explosion.

We called the game at that point. The destruction of his flagship pushed me over the number of Victory Points needed to win the scenario. He still had a specialist battlegroup that combined an ORS and a CCS, but was not able to deploy them.

Some lessons learned:

1. At higher point levels like this, there really are three battle phases: the Wings phase (bombing runs and Wing-to-Wing combat); the Battlegroup phase, which is the majority of the fighting; and the Boarding phase, which really doesn't come into play until at least turn 2 due to the range of the boarding craft. The face of the battle can change drastically in the boarding phase, as noted above.

2. Counter-board any of your capital ships that have been boarded, if possible. This is one of the cool aspects of this game. If one of your ships is boarded, you can send your own boarding craft to reinforce the security detail on that ship. This is limited by the number of boarding craft slots available on the ship, however; for example, the Marathon cruisers only have two boarding craft slots, and if both are taken up by Covenant boarding craft, you cannot counter-board to add to the onboard security detail. I missed an opportunity to do this, which led to the Critical Core Breach, which led to my losing a battlegroup and a half in the ensuing explosion.

3. UNSC wings really aren't too effective against Covenant capital ships. Unlike the UNSC's Titanium Armor, the Covenant's Defense Networks (shields, essentially) don't go away after the element takes its first damage marker. Also, damage doesn't affect Point Defense; so even if a CCS only has one hull point left, as long as it doesn't have any Vulnerable markers, UNSC bombers will have a very difficult time getting through. They're better used on damaged non-capital elements, to finish them off and allow the battlegroups focus fire on other targets. Fortunately, the Wings phase occurs before the Battlegroup phase, so it is possible to orchestrate your attacks accordingly.

That's it...thanks for reading!
"Sometimes, you gotta roll the hard six."--Commander Adama

Quickdraw

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Re: Battle Report: Combining the Starter Boxes
« Reply #1 on: September 14, 2015, 11:07:51 am »
Cool write up. Good pictures too. The game looks really good when you get that many ships on the table. I think it's notable that while Landlubber destroyed several elements and put damage on several others in the early turns, I was not able to destroy a single element for two turns. That really set the flow of the game.

From my perspective it was a frustrating game, however there were too many other factors (poor dice and non-existent reserves) to still say that the UNCS are overpowered like many people are reporting. From the non-campaign booklet games we've played so far I don't see the UNSC as being overpowered at all. They just happen to deal their damage early.

The critical core breach is fun. It's so over the top that it simply makes sense if you think of a boarding assault like a mission from the Halo video games. The boarding phase in this game is a serious wild card. The mechanic for it works in a way that your assault will do nothing or end in a catastrophic game ending explosion. There really is no "in between".

markymark1970

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Re: Battle Report: Combining the Starter Boxes
« Reply #2 on: September 15, 2015, 11:10:43 am »
Can you board only capital ships or can you board the smaller escorts (and make them blow up too)?

Landlubber

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Re: Battle Report: Combining the Starter Boxes
« Reply #3 on: September 15, 2015, 02:55:55 pm »
Can you board only capital ships or can you board the smaller escorts (and make them blow up too)?

You can board any ship, doesn't matter size or class. Smaller ships obviously could be overwhelmed quite easily, and it seems that the larger your boarding party is, the better chance there is of causing a critical core breach. Even a small element could deal quite a bit of damage in a core breach event; for example, UNSC frigates in arrowhead formation have a damage track of 4-3-3, I believe, so that would be 10 dice at Firepower Rating 5 (the highest you can go on the firepower table) against anything within 8 inches. That's enough to potential destroy other non-capital elements, especially if they already have damage, and possible damage healthy cruisers or even destroy damaged cruisers.

In a nutshell, boarding works like this:

-boarding craft is launched at target (they can only travel 12", so the target ship has to be within 12" of the boarding craft's parent model) during the battlegroup activation; target model allocates Point Defense at the incoming boarding craft (but you can only target one, so hits aren't applied to all boarding craft)

-during the Boarding Phase, after the Battlegroup Phase, the attacker rolls dice for the number of troops on each boarding craft against the security detail of the defender's ship. This is done at Firepower Rating 4 for both attacker and defender. Then both players roll a D6, and the results from the D6 are added together. You then consult a table; the sum of the two D6 rolls, plus whatever is added from the actual boarding combat, is compared to a table to get the result.

For example; my UNSC marines outshoot the Covenant security detail by a factor of 2 to 1. I've doubled the number of hits my opponent scored in the boarding assault. We each roll a D6, add them together, and then check the rulebook to see how much is added to THAT number when the attacker doubles the defenders hits. That final number will correspond to an effect on the table. The higher the number, the better the chance of a critical core breach. Sometimes it's a stalemate, sometimes the attacker suffers a "bloody repulse" where one or more boarding craft are destroyed and the rest are ejected into space, away from the defender's ship.

It's a pretty cool mechanic.  :D
"Sometimes, you gotta roll the hard six."--Commander Adama

Quickdraw

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Re: Battle Report: Combining the Starter Boxes
« Reply #4 on: September 15, 2015, 03:03:35 pm »
The fun thing about boarding assault...even if the attacker wins by a huge margin on the actual dice roll but the d6 end up being low the defender could still potentially win the assault.