Time for the evening was running short, so we decided to run a mission instead of duke it out like normal. We originally chose the second mission in the rulebook, but it proved to be terribly written from a design point of view, and so we switched to the first one, a simple pick-up and escape mission.
The battlefield was again the 4x4 mat, with the objective planet in the center, surrounded by large then small obstacles, placed roughly evenly according to terrain placement rules in the tournament handbook.
We decided to play to 100 points again, as we didn't want to take the time to rebuild all our lists (Nick had already rebuilt his during the last game, taking the time to write it out while his opponents were acting). I brought "Crazy Janeway" again, switching out Harry Kim for Montgomery Scott. Charles barely shifted his build, but Nick, perhaps inspired by my single-ship escapades, decided to load the Defiant. He ended up being 16 points short, but it may not have helped him in the end...
LISTS:
Janeway's Torpedo Punch [Mod.1]
- U.S.S. Voyager + Independent Flagship [Romulan back] + Kathryn Janeway + Cheat Death + B'Elanna Torres + Montgomery Scott + Tom Paris + Tuvok + Proton Torpedoes + Secondary Torpedo Launcher + Transphasic Torpedoes + Ablative Generator + The Doctor [Tech]
- U.S.S. Defiant + Federation Flagship + Jean-Luc Picard + Attack Pattern Delta + Cheat Death + B'Elanna Torres + Montgomery Scott + Mr. Spock + Magnetic Pulse + Photon Torpedoes + Plasma Torpedoes + Quantum Torpedoes + Advanced Weapon System + Cloaking Device
- I.K.S. Negh'var + Worf [Captain] + Alexander + N'Vek + Tractor Beam
- I.K.S. Koraga + Martok + Engage + Pavel Chekov + Antimatter Mines + Advanced Weapon System
All four ships warp into the planetary system at the outskirts of the asteroid system. A transport ship crash-landed here, and everyone wants the refined dilithium for themselves! |
Voyager swings around the planet to engage the Klingons. Short-range phaser and disruptor fire damage both ships as Worf and Alexander beam down too... |
Voyager and the Koraga untangle themselves, but Voyager ends up plowing through a debris field. The Defiant orbits at range, and exchanges close-range fire with the Negh'Var. |
Voyager slips through the debris field while the Defiant and the Negh'Var square off. |
Janeway burns hard for the warp-out point, leaving the Defiant and the Negh'Var too far behind to do anything. |
Voyager's inherent speed really helped her out in this mission. The only ship on the table with a 6↑, Voyager proved to be nigh untouchable as long as she had a straight line to travel in. The fact that we played to 100 points also made the Federation ships too much of a brick for the Klingons to handle; next time we'll play with only the 40 specified in the rulebook.
The highlight of the game, for all players, was probably the transphasic torpedo shot. Voyager had a battlestation token, and used Tuvok to get 11 dice versus the Koraga's 1 defense die (the Koraga had suffered a critical hit earlier, reducing its defense to 1). Here's the results:
Seven hits and 4 crits would put down any ship in the game!
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I've got to run, there's an X-wing event to get to, and I should be able to get some more reports up after!
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