Showing posts with label BATREP. Show all posts
Showing posts with label BATREP. Show all posts

Thursday, 4 October 2012

Battlestar Galactica the board game, thoughts



So I played a game of Battlestar Galactica the board game on Tuesday night, all around I thought it was a lot of fun.


Rules summary

The aim of the game is to get to 9+ in total distance (this brings the fleet to the new earth basically).

Loyalty cards are dealt at the beginning of the game. The loyalty cards have 3 options, not a cylon, you are a cylon or you are a cylon sympathiser.


A sympathiser must reveal themselves immediately and depending on the direness of the Battlestars damage (loyalty cards are also dealt halfway through the game) will either end up in the brig (if Galactica is badly damaged) or immediately moves to the Cylon Resurrection ship. 

A Cylon can remain hidden, but if they choose to reveal themselves they get a "super crisis" card (basically and even the crew can try to avoid or something nasty happens) If found out some other way then they loose the chance to gain a super crisis card (this as far as I can tell is the only way to get one).









Players can perform one action every turn, either on one of the rooms on Galactica (or the presidents ship) a also characters have other actions they can perform, e.g. Pilot can fly a Vyper, the Admiral can fire nukes, and other such special actions. 
 Players also draw ability cards to keep in their hand (which you pick every turn based on you specialities and skill levels (e.g. Adama takes 3 leadership and 2 tactics cards per turn)). These cards have a number in the top left corner which is used to "bid" against crises and a colour which denotes their speciality (e.g. purple = tactics cards, blue = engineering, etc.) Some ability cards are actions, others can be used to positively affect actions or perform other tasks (e.g. repair damaged rooms on the ship or help when bidding against crises).
 








Crises befall the crew after every player turn, these have a difficulty number that must be equalled or beaten to avoid the crisis. Some crises also have tiers of negative effects based on what was scored, or another option (e.g. roll a dice on a 4+ this happens instead). Each crisis card has specific skill colours which denotes the types of ability cards which players can bid to defeat the crisis (by adding up the number in the top of the ability cards). Colours NOT on the card instead add to the difficulty level of the crisis (or deduct from the total of all the positive skill cards, however you want to look at it).

When a crisis occurs the first thing that happens is 2 cards are drawn from a randomly created "destiny deck" of ability cards (which are discarded into the standard decks of ability cards and then replaced whenever the deck gets empty) which adds to the random element (and helps disguise the cylons (or the number of them at least). All players then bid up to 2 action cards from their hand face down. All cards are then shuffled and then the totals are calculated.If the crisis is not avoided then you must suffer the penalties.

Just to add insult to injury however, weather avoided or not the effects indicated by icons on the bottom of the crisis card take place..... These effects will either be cylon fleet related (e.g. move raiders on the board or attack with the base stars) or will further the Galactica's jump track (once this gets to 5 Galactica jumps automatically, which is one way to gain distance cards).

When the Glactica's distance card total has reached 4 (distance cards are numbered 1-2 I think (certainly that's all we got)). Another round of loyalty cards are dealt.

Our play though

Misgivings
Initially it seemed really harsh to me, loads of cylons on the board and the vypers were not getting anywhere fast enough to do much, the ships guns fired so few shots, etc. However by the time we had got to the 1st jump we had only taken a -1 population (I could have prevented it but the crisis target looked too high to me so I strategically had hung onto my cards (The benefit of hindsight...), I was beginning to think it was all a bit too easy (but then of course we didn't know that we had no cylons in play then).

Things quickly started to go wrong with 2 crises in a row where we had no option to bid against them at all, both of them large quantities of Cylons, in fact I believe we had every cylon model and base star provided in the initial boxed set in play.... O.O we quickly started taking hits to food, pop, morale and fuel

Panic
Panic started to set in as Galactica took a pounding. By the time we reached distance 4 for the second round of loyalty cards we were near the red on a couple of things Morale and Food in particular.

Cylons
On the 2nd round of loyalty cards I ended up being a sympathiser and immediately moved to the Cylon Resurrection ship (I assume someone found Colonel Tigh out (my character) and quickly dispatched him. Only one other Cylon was dealt we found out at the end (there were 5 players so potentially there could have been 2 Cylons and me as a sympathiser in play).






Once you are "outed" as a cylon you only get 2 ability cards a turn to attempt to sabotage the crisis bidding with. I didn't get to have a major impact on the crises as the ones that came up after I got the card were mostly cards in Tigh's skills (leadership and tactics), meaning if I bid I would have been helping, however I made good use of the actions the cylons can perform to cause some damage (one option is to look at a players hand and then steal a card, on a 5+ you also damage Galactica, the only other option as a sympathiser I could perform was to take 2 crises and then play one on the Galactica discarding the other).




As a Sympathiser I didn't get to do a lot actually which is a little disappointing, I'm very glad I wasn't one right at the beginning of the game as only 2 possible actions would have made for a very limited game for whoever was the sympathiser.


Suspicion and finger pointing
The Cylon player (using the character Helo) on the other hand managed to stay hidden until nearing the 4th jump, sabotaging the bidding where possible, after trying to send the wrong player to the brig the humans finally sent the Cylon player to the brig HOWEVER they did not out him before he revealed himself and went to the Resurrection ship with a super crisis card. 



As there were no Cylon ships in play between jump 3-4 the Cylon player didn't use the Cylon fleet action we both used the action allowing us to pick the crises facing the galactica to throw the worst of the crises at them. 

Between us we managed to reduce all of the damage tracks to the red and get the food and morale down to 1, however the Galactica's had made it's 4th jump and the jump track was 1 away from giving them the opportunity to risk an early 5th jump and they had just enough population left for it not to loose the game....

At this point I managed to get a crisis that couldn't be bid on, one of the cylon attack cards and the the next crisis ended up being base star attack (meaning the base stars roll a D8, on a 5+ they damage galatica and a random token is picked for the damage)..... there were 2 base stars on the board by this point so that meant two attacks, and BOTH ROLLED A HIT!!!

Suspense
... So this could be the end of the game, we only needed to get food or morale down one point.... so of course the first damage token picked was fuel lol. The next one however was the FTL drive!!, we took out the jump drive, buying us a bit more time....

The engine was of course fixed in the next play but the following crisis wasn't a jump.... the play was handed over to the cylon player who finally played his super crisis card, which was (among other things) -1 food, the crisis was not avoided so we finished off the galactica for good.

Conclusion
It ended up being a long session with 5 players not knowing what we were doing we were there for 3+ hours until the end of the game, We didn't have to look up the rules much but there are a lot of cards to layout when you haven't the faintest idea what to do with them all LOL.



I really enjoyed the game, the whole "who is, who isn't" guessing game meant that we had NO idea there wasn't a cylon in play at the begining and, as I said one failed attempt to put an innocent human into the brig (by another human (it was Bathasar though so very fitting considering LOL)).

Anyway, overall great game, re-playability looks good too seeing as we barely made it past half way on the crises, there are a LOT more super crises cards to suffer (plus of course 2 expansions, though I hear one isn't really worth picking up).

This isn't going to turn into a review site, but I would definitely give it a 7/10

Anyway, have you played Battlestar Galactica the board game, with or without expansions?, did you enjoy it? any thoughts on the expansions? 

Cheers

Me :)



Thursday, 14 June 2012

Warmachine: BATREP (Gorten VS pDenny)

So I was at the Crawley(UK) Wednesday club last night and had a 25 point game of warmachine against a player there who has just recently moved back to the UK from Seattle where he owns a gaming store.

He was a veteran player of WM. I've got a lot of games under my belt, but few of them MKII with my Searforge, though i've had a fair few MKII games with my Thornfall (though seeing as MKII was... what 2 years ago, I think i've maybe played 8 times...).

CRYX ARMY
pDenny
-Nightmare
Standard bone chicken.... err light warjack thing
Mech thralls with Brute thrall
Min Bane Thralls with UA
Bloat thrall
Witch solo thing (mini Denny)

SEARFORGE ARMY
Gorten
-Driller
-Blaster
Thor
-Basher
-Gunner
Min forgeguard
Herne & Johne
Bokur

So the game had fairly sparse terrain with a few barricades either side, one big hill in the middle and the menoth GF9 terrain on the opposite side, plus a few other bits.

I got to choose the side and went with the one where there was a barricade a little further onto the table. 

CRYX TURN 1
Cryx went first and basically just ran or moved everything up.

Notice the bloat thrall sneaking up on the left flank.


Cryxian forces move up the battlefield, if they did anything else this turn I don't remember what it was..... 

SEARFORGE TURN 1

I gave a focus to the blaster controlled by Gorten and kept the rest on Gorten. Thor Tuned up the gunner and drove the gunner and the basher forward a little.
The gunner activated, it may have moved, I can't remember, but the important part is with a jack marshal boost to hit and tuned up damage roll it wiped out the bloat thrall (I hate those things).
The blaster also did an excellent job and wiped out the witch thing ( I don't know it's proper name, first time i've faced one, i'm told it's like a mini Denny... therefore it had to go).
I believe Gorten shot the brute thrall to death and Johne pounded a single mechanithrall...
Gorten also cast Solid ground (to avoid scourge).
Gorten's forces thin down the cryx a bit with shooting... ok they didn't kill much but the witch brute and bloat were pretty good kills IMO

Gorten surveys the battle
CRYX TURN 2
Denny gave Nightmare 3 focus
Apparently I forgot to take photos a number of turns... sorry about that. 
The cryx mostly ran
Nightmare charged the driller (target of Prey). The driller only had it's left arm and cortex left after that
The blaster was engaged by 2 running mech thralls.

SEARFORGE TURN 2
THREE FOCUS, WHAT AM I GOING TO DO WITH THAT!!! (lol), worst of all after Denny's feat is Gorten's control area (and therefore feat radius) was now 6"..... lol.
So basically some stuff moved.... Johne killed a couple of thralls
By far the most important action this turn was Gorten casting Eruption (the AoE on the board in the pictures below) and managing to hit his target.... (A mechanithrall).
This killed off the mechanithrall and 3 banes including both UA models!!!.
Gorten backed off 1.5" to try and stay away from reach weapons behind the wall.

CRYX TURN 3
The Banes got into combat this turn, thankfully there were only a couple able to get anywhere.
The pictures show the beginning of the turn unfortunately, 
The bane next to my driller took out the driller.
Denny Scourged teh forgeguard behind gorten, killing him and knocking down Gorten and Johne.
Nightmare moved to get Gorten....... I was expecting GG there, however he was literally out by half a millimetre (the 2" reach PP template slid straight through between their bases but it was a hairs length away). So instead Nightmare murdered Herne, Johnne and the only Forgeguard he could reach.
I think both mech thralls fluffed their attacks on the Blaster, either that or caused little to no damage...
The Bokur was missed by the Mech thrall and taken to 1 HP by the bane thrall


SEARFORGE TURN 3
Didn't take any photos again... sorry.
Gorten backed off a bit and used his feat this turn pushing everything to the west table top, moving nightmare away from him and just generally being annoying (moving one of the thralls off the Blaster was especially important). Denny was missed by the feat but it got everything else.
This allowed the dwarves to get some kills, unfortunately the full 8" was a little too far, leaving Nightmare engaged with the gunner, Gorten unable to hit with Molten metal (he only has FOC 5) and the basher too close for a slam.... However it did leave Nightmare out of Dennys control area >.<.
Searforge cleaned up this turn, by the end of it only a mech thrall, 2 banes, damaged nightmare and Denny remained, I even put 4 damage on Denny via the blaster with no focus (blaster took no damage from the mech thrall free strike)!

CRYX TURN 4
Nightmare killed some forgeguard, damaged the basher a bit.
Denny coulden't get to Gorten this turn but positioned for a charge next turn.

SEARFORGE 4
Gorten camped on all his focus.
Flack field from the basher finished a Bane and damaged Nightmare, basher finished off nightmare. Last forgeguard killed the last Bane.

CRYX TURN 5
As you can see there wasn't a lot of cryx left, but we went a couple more rounds after this, Denny charged Gorten and froze him in place putting on a bit of damage (4 I think), then the mech thrall charged and I think did not damage, Gorten was on ARM 22 after all (even with crippling grasp).
Beginning of the turn
Denny's charge
Denny Spending focus
SEARFORGE TURN 5
I moved stuff up basically... I couldn't manage to hurt Denny though, unfortunately I moved the Forgeguard too close....

CRYX TURN 6
Gorten down to 8 hit points when Denny took control of the last forgeguard standing too close and behind Gorten.... I don't think i've played a Denny player before that ever used that spell, I didn't even know she had it! (is it new to her in MKII?)

SEARFORGE TURN 6
Chased Denny to no effect, Blaster and forgeguard missed. Basher gets into BTB to hopefully chase her down next turn.. Bad move on my part.

CRYX TURN 7
Denny trashed the half damaged Basher with the last Forgeguard.... MUST REMEMBER NOT TO GET FORGEGUARD TOO CLOSE TO STUFF!!!!


SEARFORGE TURN 7
Suffice to say that Denny was faster and really quite annoying :P. No damage.

CRYX TURN 8
Denny charged for the kill... but Gorten's camping kept him alive...., but frozen by Denny's weapon again.

SEARFORGE TURN 8

I'd had enough of chasing and threw everything at her... what was left that is.
Gorten put a focus on the Blaster.
Thor missed his spray attack
The gunner missed (she was DEF 20 in the wreck, he needed a 12 on 2D6).
The Blaster with it's spray........ MANAGED 10 DAMAGE ON HER!!! WOOP!!
Now there was only one more attack I could possible make.... Gorten's eruption, and it did the job excellently. GG.


The game was won / lost on Nightmare being a hairs breadth out of contact with Gorten, that would have ended Gorten, no doubt in my mind, had the 2" template connected with both bases I would have lost the game, however it wasn't and left me my feat turn to turn the tide.

First time i've ever beaten Denny which is nice :).

Thanks to my opponent (un-named as I have no idea if he would like to be named or not).
I Hope you enjoyed the read, I apologise if something doesn't quite make sense, I'm writing from memory and, as you can see I didn't take as many photos as I Should have :(.