Wednesday, 21 February 2018

5150 Campaign – S2d – Reconnaissance Mission

The X Wing reacts first, beating all three Viper pilots to the punch. He barrel rolls towards The Addict firing his four Pulse Cannons. Two of the rounds are on target and penetrate The Addicts shields. The main communications link is shredded by the shot as is the engine but the ship holds together. 
Old Sarge activates next. He barrel rolls as he deaccelerates and side slips his Viper (I later found out that he couldn’t deaccelerate when I was re-reading rules. Opps). In doing this he rubs off his effective engagement speed from 4 cycles to 1 cycle and lines the X Wing up for a perfect gun and missile shot. Fifteen high velocity Rail Gun rounds and a Fire and Forget missile launch from his platform towards the enemy. Two of the rounds penetrate the X Wing’s shield and slam into its hull and guns. The Fire and Forget missile slams into the X Wing, smashing its engine and guns. The cumulative damage is too much and the ship detonates, killing the pilot instantly. 
With The Addicts engine damaged, his speed reduces to 3 cycles (max speed of 5 halved and rounded up to 3). He moves forward 2 cycles, turns to port 1 aspect and moves forward another 1 cycle.
Hinton maintains his speed at 4 cycles as he moves forward 2 cycles, turns to port 1 aspect and side slips to port 1 cycle (which costs 1 cycle of speed).
Colgar6 maintains his speed at 4 cycles as he moves forward 2 cycles, turns to port 1 aspect and moves forward another 2 cycles. 
In conducting his attack run, Old Sarge has moved In Sight of one of the Y Wings. The Y Wing reacts violently as he attempts an Attack Curve manoeuvre but he fails to successfully pull of the movement and he moves forward 1 cycle, changes course 1 aspect to port and moves forward 1 more cycle. Fortuitously, for the Y Wing pilot, Old Sarge is in arc and range of his two long range Laser Cannons but is out of range of his two Pulse Cannons. Six laser shots ring out and two are on target but neither are able to penetrate Old Sarge’s shields. 
With the Vipers now in an excellent attack position as a result of their In Sight tests and having broken up the attack run of the Y Wings, next it will be the Star Navy’s turn to move.

5150 Campaign – S2c – Reconnaissance Mission

The two Y Wings and the X Wing fire their torpedoes at the Achilles. As the missiles thunder towards the warship it turns towards the incoming torpedoes and snap fires all anti aircraft batteries at the three threats. Anti aircraft rounds rain upon the missiles hitting two of them but only destroying one.
The remaining torpedoes hit Achilles damaging her engine and breaching her hull. The ship’s hull is torn open and pressure is lost as part of the crew are killed by the loss of atmosphere (crew Rep is reduced by 1). As the engine starts to fail, the her speed slows as she loses momentum (reduce speed by 1 to 0). Klaxons ring out, calling for all repair crews to the engine bays. The hull won’t be able to be fixed until the ship is out of combat but the crew can fix the engines.
The Formidable releases two long range torpedoes towards the Achilles, hoping to finish off the stricken ship.
The unconscious pilot of the X Wing regains consciousness. 
[Activation: Star Navy 3, Hishin 2 – Hishin move first]
The two independent X Wings accelerate to 5 cycles and head straight towards Achilles.
Formidable increases its velocity to 2 cycles and moves straight towards the Star Navy Fleet.
The previously unconscious pilot accelerates to 5 cycles and moves directly forward away from the fleet and its anti aircraft batteries.
The Corvette Scipion accelerates to 2.5 cycles and continues on its course towards the Star Navy.
The Y Wings deaccelerate to 2 cycles and maintain their attack approach on Achilles.
Formidable’s torpedoes thunder towards Achilles. Achilles’ Capitan shouts for evasive action but the damaged ship reacts too late. The anti aircraft batteries do not have time to fire and the missiles slam into the side of the stricken ship. The engine is hit once more and the effect of the explosion reverberate through out the cruiser and breech the hull once again. The ship explodes into a million pieces, killing the crew and ripping a massive gap in the defensive ring for Warspite. 
Having fired its torpedo, the remaining X Wing deaccelerates to 2 cycles, moves forward 1 cycle, turns 1 aspect to port and moves 1 more cycle forward.
The gutsy pilot has moved into visual range (5 inches) of Old Sarge, the Addict and Hinton. They’ll now all dogfight.

Sunday, 18 February 2018

5150 Campaign – S2b – Reconnaissance Mission

The X Wings and Y Wing keep coming straight at Achilles, intent on launching their torpedoes. The X Wings slow to 3 cycles to keep in formation with the Y Wings and to remain outside of the range of Achilles’s anti-aircraft batteries. The Y Wing’s maintain their velocity of 4 cycles.
The newly arrived X Wings accelerate to 4 cycles and move to engage the front of the fleet.
The Hishen Corvette, now identified as Scipion, accelerates to 2 cycles and moves straight toward the fleet.
The Hishen Destroyer, identified as Formidable, begins to accelerate, moves dead ahead and turns to port. 
Jackie commands in a calming voice, “The fleet is to maintain course and speed. All fighters move up to attack speed and engage the enemy small craft. Ready the Raptors for launch.”
“Fire long range beam batteries at the Hishen Destroyer Formidable as they bear,” Jackie commands.
Flashes of light erupt across the sky as Ajax and Achilles open fire.
Achilles’ shot is accurate and hits the ship. The beam weapon punches through the light phase shield of the Destroyer and damages it’s thrusters.
Ajax’s shot is close and impacts near the hull of Formidable. The phase shields shimmer from the impact of the fire as they collapse for 2 rounds.
With the enemy in arc of his weapons but his guns out of range, Old Sarge pushes open the safety cap over the missile fire control button and fires a Fire and Forge missile at the closest X Wing. This projectile detaches from the Viper and rockets towards it’s target. The X Wing pilot jinks to the left and the right and avoids the missile and he loses formation as he is pushed 1 cycle to aspect 2 and is turned 60 degrees to the starboard but he evades the missile.
Apollo and Da Gobbo fire another two Fire and Forget missiles at the same pilot. He throws his X Wing around in a desperate attempt to evade the deadly warheads. His craft is moves violently being forced 2 cycles to aspect 6 and spun another 60 degrees to starboard from the force of the action. Shrapnel from one of the missiles hits the cockpit and the pilot is knocked unconscious. His ship sideslips 4 cycles to port. 
With their fire resolved, the captains and pilots of the Star Navy brace for the return fire of their enemy.
I thought I’d write up some quick notes on the game to explain a few features of 5150 Fighter Command and the game so far.
The more observant readers might have noticed that in the last graphic that the change of position and aspect of the X Wing wasn’t effected in the picture. That’s because I took the picture a couple of days ago and at the moment I’m not near the game table, which has been left set up. When I get back to the table I’ll make the changes as appropriate.
The move sequence is quite different from other Two Hour Wargames and it is as such:
-      The side which has the lower activation score moves first followed by the side with the higher activation score. This enables the side with the higher activation to get into a better firing position. There is no shooting or any other actions during this part of the round just moving.
-      Then, for the ships which are active this round, their actions are resolved in the order of their activation score. This means that those that moved second get to fire/use their active actions first, followed by those that moved first and are active (and thus those that moved first fire second and those that moved second first first). Those that aren’t active can only react.
This really puts the player, especially fighter pilots, at the mercy of the activation die. But this is where Ed’s mad genius again kicks in. When the pilots get to 5 inches (or cycles as I’ve referred to them in the battle report) they enter visual range and they start to dog fight (all guns have a range of 5 inches or less but missiles have a longer range as we just saw in the battle report). This breaks up the sequence considerably as individual pilots take in sight tests and act and react to each other. Now we haven’t seen this yet but it’ll happen pretty soon given the proximity of the pilots.
Some folks may have noticed that Old Sarge fired a missile after he afterburned. That is a unique feature of the Star Navy as they have better equipment. The Hishen’s can’t do this and so it might be a bit of a tactic for the Navy boys to exploit moving forward (I only really discovered this tactical advantage by accident during the game play).
In 5150 Fighter Command the action and re-action tests are quite easy to remember (compared to All Things Zombie) and the game plays quite quickly. It may appear that it’s taking me a long time to play the game but that’s more a function how long it takes me to pull together the graphics and write up the battle report. If I wasn’t posting the battle on the net, I’d probably finish the game in less than 2 hours but writing it up, pulling together the graphics and checking the rules (as this is my first game) is taking me about an hour or two for just one turn. It’ll get quicker as I go along and the battles will be resolved faster as I get more experience but for the moment I’m quite enjoying the pace and watching the battle evolve.