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Invasion! Alternative Micro Space Battle.

Posted: Sat Sep 05, 2009 1:52 pm
by Warhead
Ok, it's only a Mini-BrikSpace battle but I hope some of you good people will volunteer. I've not long finished testing this and want to give it a try with live specimens... I mean real players.

The Warp Point and Defenses...
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Space the narrow frontier. Shows the attackers far objective.
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Defenders, including fighters.
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The Attacker, oddly familiar design, almost.
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The game below is about a fixed warp point in space that ships may travel through to reach another system. This point is defended and is about to be attacked. The objective is for the attacker to leave the furthest edge of the map while the defender's objective is simply to stop this from happening. To fail means the death of the systems teeming millions on a colonised planet in this system.

The Defender starts with two stationary Battle Stations that have been built to defend the warp point. The Stations are equipped with fighters and two will always be on constant patrol Alert for enemies coming through, and so able to attack instantly. The Stations themselves will need time to scramble to Alert status and scramble there remaining fighters. The defender also gets reinforcements (One Cruiser) that will appear at the far edge of the map (where the attacker wants to leave) on the roll of a 4+ in the end phase.

The attacker has one massive Capital Ship designed for Warp Point Assaults. It will be disorientated when it appears on the Warp Point and will be facing a random direction initially. It will also have a minus to fire/defend (-1 to hit) until the effects of the Warp jump have worn off (both the crew and equipment would be effected and each system returns to normal on a 4+ on a D6 in the end phase) However it will automatically have the Initiative on the first turn.

Ok, here are the Oh so simple no fuss rules.

Initiative: Decided on the roll of a die, winner goes first.

Movement: Both parties get to move their ships a set distance. Just say roughly where you want to go. The attacker is a big ship so less manoeuvrable and swift it can move 4 (it's not inches, I'm using a hex map) each turn per hex side costs one move point. The Battle stations can't move. The Cruiser is able to turn without cost so is highly agile and moves 6. Fighters increase their speed by 3 per turn to a maximum of 9, fighters ignore the costs for turns.

Combat: Both parties get to fire a broadside until all units have fired. Shots may be split.

The fighters always go first regardless of initiative and may only be countered after they attack, they must get very close to the enemy to attack so have a range of 1 hex. Anti Fighter fire is automatic and kills on a 4+ on a D6. Each fighter can attack twice and hit on a 6+ on a D6 but there is no armour save.

The Battle Stations each have a multi directional turret that hits on a 4+ on a D8. They have 4 hit points and an armour of 4+ on a D6. They can repair once on a 4+ on a D6 in the end phase. They can also scramble a max of three fighters each, minus those on Combat Space Patrol already. The launch on a 4+ in the end phase.

The Cruiser has one main attack that hits on a 4+ on a D10 but fires only to the front. The Cruiser has 5 hit points and an armour of 4+ on a D6. It too can repair once in the end phase on a 5+ on a D6.

The Attacker has a battery of four attacks. He can fire two to either side or straight ahead, but not to the rear. Each attack hits on a 4+ on a D8. The ship has 12 hit points and an armour of 4+ on a D6. It can repair twice in the end phase on the roll of 5+ on a D6. It has an anti fighter capability and kills any attacking fighter on a 4+ after they have made an attack. The range is the same as the fighters, if a fighter can attack then these can reach them.

Oh, ramming. If things are so desperate then this is an option. Fighters can't ram, or rather they can't cause any damage so it would be pointless to ram. However, the cruiser or attacker can. The number of hits caused equal the number of movement points used that turn before impact. Each hit causes D10 damage that may be prevented on a successful armour save.

If you have no hit points left at any stage of the game then the unit is destroyed.

End Phase: Repairs, reinforcements and sorting Alert status and Warp Point disorientation effects here.

There, that's pretty much it, not sure if I've thought of everything yet. There isn't much scope for tactics here, just a slugging match but hopefully a fun slugging match. I'm hoping to do this tomorrow, depending on the response from players.

Posted: Sat Sep 05, 2009 6:55 pm
by lrdofbricks
dibs on attacker

Posted: Sat Sep 05, 2009 8:51 pm
by Olothontor
This makes the third microscale space battle on these forums. As my dear friend MasterEcabob put it...

Overkill Alert.

Posted: Sun Sep 06, 2009 2:19 am
by Warhead
Thanks lrdofbriks, so anyone want to try their hand at stopping him?

Also @Olothontor, after the awesomeness that was Roc and Stranas Ciad Sector engagement, and the excellentness that is MaterEcabob's Space Pirate revenge (among others) I had to do something. This takes less time than making something so huge as a full scale fleet. Especially when it's just to show people an alternative style of Warp Assault.

Posted: Sun Sep 06, 2009 6:14 am
by Warhead
Ok, sign up is closed. It's lrdofbriks against none other than myself since the others are just too yella' to face him.

lrdofbriks, I'll PM you but I'm now looking for orders.

Posted: Sun Sep 06, 2009 8:59 am
by Olothontor
Warhead wrote:Also @Olothontor, after the awesomeness that was Roc and Stranas Ciad Sector engagement, and the excellentness that is MaterEcabob's Space Pirate revenge (among others) I had to do something. This takes less time than making something so huge as a full scale fleet. Especially when it's just to show people an alternative style of Warp Assault.
A'ight, point taken.

Posted: Sun Sep 06, 2009 9:26 am
by Warhead
First Turn]

The deceptive peace of the system is shattered as the deadly Superdreadnought (?) suddenly appears in the event horizon of the Warp Point. Crew and machine struggle to reorient themselves after the jump, thankfully the ships course is beneficial.

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The Battlestations race to General Quarters, crews run to their posts and frantically try to bring the stations weapons online. Pilots scramble to their fighters while the Combat Space Patrol grimly head for the huge enemy craft in a bid to buy their comrades more time.

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The Superdreadnought sets course for the Battlestation in front and lumbers away from the Warp Point.

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The CSP Fighters swoop in on their attack run from behind and release their missiles, to no effect. The Superdreadnoughts Anti-Fighter Defences kick in but are still scrambled by the stresses of the Warp Jump, they fail to pin down the agile small craft.

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(Pew - Pew! Pew -Pew!)

Space lights up with a torrent of fire from the Superdreadnought. Hit after hit strikes the Station, crashing through shields and armour. At the end of the barrage only one hit point remains. Pretty nifty firing for a ship with a negative modifier for firing. Extra Rum for those gun crews!

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The Battlestations both open fire on the advancing enemy. One hit blasts through the Superdreadnoughts shields and causes a minor fire. (Only eleven more hit points to go!)

(Made a mistake here and scrambled fighters, this should only happen on the end phase but it makes no difference here so I didn't re-do. I'll try not to get carried away and remember my own rules in future, sorry).

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The End Phase results in no successful repairs on either side. The Superdreadnought manages to bring it's Anti-Fighter defences up to full capacity, not a moment too soon as both Battle Stations manage to flush all their fighters into combat. The Cruiser reinforcement fails to appear this turn so things are still very desperate for the defenders.

Right lrdofbriks, awaiting your orders.

Posted: Sun Sep 06, 2009 4:38 pm
by Warhead
Second Turn

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Defenders win the initiative and a flight of fighters again dive into the attack. The fighters short range missiles vainly impact on the armour and shields of the monstrous ship. The Superdreadnoughts Anti-Fighter clusters spit forth death in reply and rip the tiny craft into wreckage. The remaining unengaged fighters make best speed towards the Superdreadnought on an intercept course.

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The Battlestations open fire and manage to score another blow against the monstrous intruder. (Just ten more hit points to go).

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The Battlestations open fire and manage to score another blow against the monstrous intruder. (Just ten more hit points to go).

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The massive Superdreadnought has brought it's weapons to bare on both Battlestations. It unleashes a split volley of shots to either side. However, between the still haywire targeting systems and the Battlestations shields and armour the volley proves ineffectual.

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The End phase proves just as frustrating, neither side manages to make any repairs to the damage caused and the defenders Cruiser remains absent, for now. The Superdreadnoughts Main weapons come fully online however. Next turn the defenders will be facing a fully operational Deathsta... uh, Superdreadnought.

Ok, lrdofbriks, make with the orders.

Posted: Sun Sep 06, 2009 6:17 pm
by dcl32
Wow awesome so far, I like this idea great job Warhead

Posted: Mon Sep 07, 2009 3:50 pm
by Warhead
Hey, thanks. Any encouragement is always welcome.

THIRD TURN


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It was a very close thing but the defenders retain the initiative for another turn. The two groups of fighters dive into the attack, one fighter fails to get within range.

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The three attacks roar in, missiles launch and streak between the gap but only one hits (6+ needed to hit on 6x D6 dice) and an engine goes out (no real in game effect just for dramatic/cosmetic effect).

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The Superdreadnoughts Anti-Fighter defence computer must have been overwhelmed with targets as I manage to roll three ones (I needed just a 4+ on a D6 to kill each fighter so this defies the odds).

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Relentless the Superdreadnought shrugs off the Fighters attacks and proceeds towards the planet.

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The Battlestations fire for all their worth. At least the obviously doomed and damaged station gets off another attack, and it's a hit! (Only eight more hit points to go).

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The Superdreadnought's reply is swift and vicious. A torrent of energy blazes across the void and rips into the Battlestations.

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It proves to much for the damaged station and it explodes in a cloud of flame and debris. The other Battlestation also takes a hit. A first step to it's annihilation.

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The Hunter Class Cruiser finaly arives on the scene and not a moment too soon.

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Damage crews work frantically to jury rig damaged systems. The Superdreadnoughts crew brings two of the fires under control. (The Superdreadnought is back up to ten Hit Points, Ulp!) On the Bridge of the slightly damaged battlestation, repair crews only manage to fix the hanging razgrizzly dice back up above the main view screen. *sigh!*
"Lord, when you made man out of clay!.. Why did you have to make mine out of shit!?!"
Ok, lrdofbriks me ol' son, it's over to you so make with the orders. How am I doing so far? :D :( :?:

Posted: Mon Sep 07, 2009 3:54 pm
by lrdofbricks
this was a good turn, your doing an amazing me ol' brother, keep up the great work

Posted: Tue Sep 08, 2009 3:56 pm
by Warhead
FORTH TURN


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Again the defenders just manage to keep the Initiative. The fighters co-ordinate their attack and sweep into a gut wrenching dive (yes there is G stress to account for due to how the engines need to work with inertial dampers etc, blah, blah) towards the enemy behemoth. (Eight attacks all needing 6+ on a D6).

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Two hits erupt against the Superdreadnought rupturing an engine and ripping into the Bridges superstructure. The mess hall takes a direct hit, and it was calamari and taramasalata for tea too!

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As the fighters climb away the Superdreadnoughts Anti-Fighter defence clusters blaze into life snatching three fighters out of existence in a spaul of flame.

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The Agile Cruiser bares down on the enemy while the lumbering Superdreadnought makes a tight turn bringing it's guns about face on to the last Battlestation.

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The Cruiser opens fire with it's main weapon showing it's power. Sorry lrdofbriks but logically Warp Point defences would be conducted at comparative knife range combat. Everything is in range here. Only by breaking out of the defences can you attempt to open the range, but since the Cruiser is faster that wouldn't work here anyway.

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Two more hits flame into life on the Superdreadnought, suddenly the goliath is down to just six hit points!

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A full salvo flashes across space smashing into the Battlestation but causing only one hit. The Stations armour and shields defeating the other three hits.

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The End Phase sees good fortune shared. Three sixes rolled for combat repairs. The Superdreadnought extinguishes two fires bringing it's hit points back up to eight while the Battlestation is back to three.

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The opponents have had a chance to size each other up. It's decision time for the attackers Commander. Fight or flight? Return with reinforcements since weakening the defences or press on... what would Tzun Tzu do?

That's all for tonight folks, it's been a busy day. lrdofbriks, you know the drill, trooper.

Posted: Fri Sep 11, 2009 8:28 am
by pesgores
This is a forum battle?

Posted: Fri Sep 11, 2009 10:58 am
by Warhead
Well, I see from all the other posts that Pes has gone typing shit mental out of frustration at not being Brikruler, I shouldn't wonder. Let us take a minuet to point and laugh at the Triangle Job. HA! Ah-ha-ah-ha-ha!.. ha. :roll:

Posted: Fri Sep 11, 2009 12:52 pm
by Natalya
Okay TBH I thought this was gonna be the crappiest forum battle ever.

Apparently I was wrong. I like this one. :)