The other day, I got the chance to play a game using some of my newer ships. Here's the Bat. Rep, enjoy!
Detailing the collecting / making of miniatures and miniatures space combat set in the Star Wars universe. And other stuff.
Showing posts with label Battle Rep.. Show all posts
Showing posts with label Battle Rep.. Show all posts
Monday, February 24, 2014
Tuesday, December 11, 2012
Battle Rep. from 11/7/12
I got a chance to play Star Wars: Full Thrust again the other day, and this time I remembered to take notes!
Friday, September 21, 2012
Battle Rep. from 9/10/12
So, last week or so, I got a chance to play Star Wars Full Thrust again, and remembered to take notes. So, enjoy!
Initial Set-up
Initial Set-up
Round 1. Imperial forces eager for battle move up on the Rebel position surprisingly quickly.
Wednesday, August 29, 2012
Battle Pics from 8/14/12
I got a chance to play a large-ish three sided game earlier this month and took lots of pictures. Sadly, there are no detailed notes as to what occurred.
Initial set-up. The battle was set up as a engagement between the Rebels and the Empire, which was interrupted by a battle group of Separatist droids. Lost in hyperspace due to a jump miscalculation for 20+ years, the confused droids immediately engaged both enemy fleets.
Initial set-up. The battle was set up as a engagement between the Rebels and the Empire, which was interrupted by a battle group of Separatist droids. Lost in hyperspace due to a jump miscalculation for 20+ years, the confused droids immediately engaged both enemy fleets.
Wednesday, July 25, 2012
Battle Rep from 7/22/12
Played a Rebels vs. Imperials game this weekend with my Nephew. This game me a chance to try out the stats on my "new" Bulk Cruisers.
Round 1, Initial.
Round 2, Start of turn: The Sundered Heart and rebel marauder take scattered pot shots at the ISD Admonitor. The Imperials return fire, resulting in the CR90 Emancipator getting hulled (no appreciable damage, though) and the Sundered Heart taking multiple Ion hits.
Round 1, Initial.
Round 2, Start of turn: The Sundered Heart and rebel marauder take scattered pot shots at the ISD Admonitor. The Imperials return fire, resulting in the CR90 Emancipator getting hulled (no appreciable damage, though) and the Sundered Heart taking multiple Ion hits.
Tuesday, July 24, 2012
Quick Battle Report
Played a quick Clone Ware era game last week. I didn't take notes, so there's mostly just photos.
Round 1, Initial.
Round 1, Initial.
Thursday, July 5, 2012
It Might Be a Trap..!
We played a game with a twist on 6/30/12. I got the idea from here, and we ran it with a few modifications. Basically, the Rebels and Imperial forces were each divided into 3 fleets. Fleet #1 for each side started the game on the board as usual. A die roll determined if / when additional fleets would arrive, and where.
Starting in round 2, at the end of the round, we checked to see if a reserve fleet would arrive. Newly arrived fleets could act at the beginning of the next turn (which was basically immediately, seeing as how the fleets were arriving as the last even of the previous round). It was a decreasingly difficult check, requiring a 6 on round 2, a 5 or higher on round 3, etc. The side the fleet entered from was randomly determined, and then preferred starting position was chosen by the player (with a bit of random scattering mixed in for fun). Fleets mustto start at the edge of engagement zone, unless they enter from the right or left (as seen here), the they could start up to 3 squares from the edge (the mat's not perfectly square).
Victory conditions are either destroy all enemy forces or achiuve unconstested space for two full rounds.
Initial placement, Round 1.
Starting in round 2, at the end of the round, we checked to see if a reserve fleet would arrive. Newly arrived fleets could act at the beginning of the next turn (which was basically immediately, seeing as how the fleets were arriving as the last even of the previous round). It was a decreasingly difficult check, requiring a 6 on round 2, a 5 or higher on round 3, etc. The side the fleet entered from was randomly determined, and then preferred starting position was chosen by the player (with a bit of random scattering mixed in for fun). Fleets mustto start at the edge of engagement zone, unless they enter from the right or left (as seen here), the they could start up to 3 squares from the edge (the mat's not perfectly square).
Victory conditions are either destroy all enemy forces or achiuve unconstested space for two full rounds.
Initial placement, Round 1.
Thursday, June 21, 2012
Battle Rep. from 5/30/12
Played a game the other day with my "new" Imperial Battlecrusier. The fleets were almost perfectly matched in abilities, which made for a very annoying game. Not because it wasn't unbalanced, but because there were no differences in the fleet's capabilities and specialites to use/exploit/etc. But, it was still a good game.
Monday, June 11, 2012
Battle Rep. from 5-17-12
We did another Pirates battle the other week, but this time it was Pirates vs. Rebels vs. Imperials.
Initial Set-up. (I think we need a bigger mat)
Initial Set-up. (I think we need a bigger mat)
Monday, May 7, 2012
Battle Rep. from 5/4/12
We played through the Pirate game again on Friday, but we switched fleets, hoping that would let us see if the game was as unbalanced as it seemed last time. It was again Auggie and myself, with Auggie as the pirates.
Initial Setup.
Round 1, 1st move.
Initial Setup.
Round 1, 1st move.
Monday, April 23, 2012
Raise the Shields!
Replayed the same Clone Wars era battle the other day, the only change being I decided to try giving the larger Republic ships (Acclamators, Venators, and Victories) better shields.
Round 1 - end of turn, Separatists.
Friday, April 20, 2012
Battle Rep. from last week
Finally got a chance to play a game with my assembled pirate fleet last week.
Initial, Pirates. Fleet includes: modified Imperial Escort Carrier, Interceptor Frigates, a Starviper squadron, an Asteroid Base and assorted ugly starfighters (4 TYE-Wings - currently not deployed, 2 Y-TIEs, a X'Ceptor, a Y'Ceptor - a Y-Wing with TIE Interceptor wings, a X-TIE, a XY-Wing - Y-Wing fuselage with X-Wing S-Foils, and a YX-Wing squadron - X-Wing fuselage with Y-Wing engine nacelles).
Tuesday, April 17, 2012
Battle Pics from two weeks ago
So, about two weeks ago, I had my niece and nephew over to learn to play my Star Wars game. We didn't get very far before they had to go home, but I thought I'd post the pictures anyway.
Initial Set-up. I played the Rebels.
My niece. Also, start of round 1.
Tuesday, March 6, 2012
Battle of Despayre, again
We played though the Battle of Despayre again last week. I took the Rebels this time. Karl took the Imperials.
Here's the initial set-up.
Here's Karl.
Tuesday, February 21, 2012
1st Battle Rep. - Battle of Despayre
So this weekend we recreated the Battle of Despayre. The "As Canon" battle didn't seem very fun to run, so I tweaked it a little bit. In this scenario, the Death Star's Superlaser is still not functional, and its protective fleet has been scaled back to one Imperial-class Star Destroyer, one Victory-class Star Destroyer, and a Strike Cruiser. The Rebel fleet was increased to one Lucrehulk, one Dreadnought, a Medium Transport, a CR90 Corvette, and a Consular-class Cruiser. All the Death Star did was disgorge 4 squadrons of TIE fighters each round until it ran out (in the 3rd round).
Here's the set-up. We fielded pretty much every fighter I could explain as being used at the time (~ -0.1 to 0 ABY) plus some TIE Interceptors (which Ijust pretended were prototypes guarding the Empire's most important project). That's the MicroMachines Death Star I in the background. It unfolds into a whole playset; much cooler than the MicroMachines Death Star II (bottom of the page) that we also had as kids. This one isn't as big, but it's an actual sphere, not just a round front and flat back.
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