Orac
03-11-2010, 11:33 PM
Just finished up my first game, the battle report and comments are as follows:
Sat down with a mate to play the game and explained the basic game concepts, and went though setup of picking modules, just took the pre-made opportunity selection instead of choosing them for now. Both players had a corvette and a scout of the same type, and we set up on a fairly small battlefield. Here is where captain Ice and captain Tea faced off against captain Beef and captain Cake. When we were drawing modules, I knew we drew extra equal to our leader rating, but I wasn't sure where that was pulled from, so I played the highest leader rating of one of our ships, for this exercise it was 2.
After a fair amount of time with setup, the game kicked off really quickly. The ships moved into tactical positions and started firing and taking damage the second round. I found this an great bonus, not a lot of down time, it got down and dirty fast, seeing blow-through damage the very next round, and the round after that getting to allocate damage to the next outer column.
This damaged the ships but they could still fight, so it was still fun to play with damaged ships. One thing we noticed is that the ships can get going really really fast. The turn rating doesn't seem to get high enough as my friend started his ships with speed 8 and then put all 8 PP into his velocity the very first turn. So the very first turn he was moving at 16 velocity. The turn penalty didn't seem to really phase him, as he could technically keep speeding up and moving in circles to get to a good position. Until I blew out one of his drives.
The size of the ship seemed to be strictly a bonus as the only effect on movement is fewer PP to allocate. This didn't bother me, because I would play larger ships using their PP to use modules, instead of zip around the battle field like steel butterflies, with guns and stuff. But, with no greater turn penalties for the larger ships, again there is not much to hold a speedy opponent back from just dumping all his PP into velocity again.
Tried a few of the other mechanics that all flowed smoothly, like warheads.
The modules had some fuzzy wording and we kinda just guessed at some of it.
The antimatter cloud was one of it, it had a range, and we weren't sure if that was a radius or a distance he could project the could if he wanted to help an ally. Even then, it said it dissipated at the end of movement phase which would be before you get any bonus of the cover. We just played it till the end of NEXT movement phase.
There is a lot of talk in the rulebook about special movement types and scenarios, and I think a lot of this is just confusing and extra stuff not needed to enjoy the game. It may come more naturally as I try progressively more complicated scenarios, but at this point it seems to be not necessarily.
Other than that I think it's a great system, and has tons of potential. My favorite part so far is damage allocation, I love how quick, simple and yet deep it is.
And the module concept is a fantastic way to let players customize their ships with out the side effect of a build-a-ship system, where people can build game breaking ships.
Anyway, keep up the good work, can't wait to try the next playtest round!
Sat down with a mate to play the game and explained the basic game concepts, and went though setup of picking modules, just took the pre-made opportunity selection instead of choosing them for now. Both players had a corvette and a scout of the same type, and we set up on a fairly small battlefield. Here is where captain Ice and captain Tea faced off against captain Beef and captain Cake. When we were drawing modules, I knew we drew extra equal to our leader rating, but I wasn't sure where that was pulled from, so I played the highest leader rating of one of our ships, for this exercise it was 2.
After a fair amount of time with setup, the game kicked off really quickly. The ships moved into tactical positions and started firing and taking damage the second round. I found this an great bonus, not a lot of down time, it got down and dirty fast, seeing blow-through damage the very next round, and the round after that getting to allocate damage to the next outer column.
This damaged the ships but they could still fight, so it was still fun to play with damaged ships. One thing we noticed is that the ships can get going really really fast. The turn rating doesn't seem to get high enough as my friend started his ships with speed 8 and then put all 8 PP into his velocity the very first turn. So the very first turn he was moving at 16 velocity. The turn penalty didn't seem to really phase him, as he could technically keep speeding up and moving in circles to get to a good position. Until I blew out one of his drives.
The size of the ship seemed to be strictly a bonus as the only effect on movement is fewer PP to allocate. This didn't bother me, because I would play larger ships using their PP to use modules, instead of zip around the battle field like steel butterflies, with guns and stuff. But, with no greater turn penalties for the larger ships, again there is not much to hold a speedy opponent back from just dumping all his PP into velocity again.
Tried a few of the other mechanics that all flowed smoothly, like warheads.
The modules had some fuzzy wording and we kinda just guessed at some of it.
The antimatter cloud was one of it, it had a range, and we weren't sure if that was a radius or a distance he could project the could if he wanted to help an ally. Even then, it said it dissipated at the end of movement phase which would be before you get any bonus of the cover. We just played it till the end of NEXT movement phase.
There is a lot of talk in the rulebook about special movement types and scenarios, and I think a lot of this is just confusing and extra stuff not needed to enjoy the game. It may come more naturally as I try progressively more complicated scenarios, but at this point it seems to be not necessarily.
Other than that I think it's a great system, and has tons of potential. My favorite part so far is damage allocation, I love how quick, simple and yet deep it is.
And the module concept is a fantastic way to let players customize their ships with out the side effect of a build-a-ship system, where people can build game breaking ships.
Anyway, keep up the good work, can't wait to try the next playtest round!