Wednesday, 30 May 2012
Samurai Boats Vs Teleporting Energy Beam Bastards
Posted by Venerable Brother Labels: Dystopian Wars
I just saw a blunt hammer.
Power ran a few small, fast corvettes some Cruisers sized ships, some Ptolemy Bombers and then a Dreadnought with an escort and CAP.
This is not a finesse army, but a death star.
It seems that even in Dystopian Wars you can create a deathstar...of sorts.
- My fleet specialises in long range Rockets/Missiles
- These can be shot down by short ranged, coutner attack fire known as "Ack, Ack" - reducing the effectiveness of the Rockets
- In order to damage a vehicle you must roll enough hits to equal or beat the damage rating (armour) of the enemy.
That mechanic is pretty straight forward yes? Now, most ships only have a few points of Ack Ack and only knock a missile down on a 5+ on a D6, so it's not all bad.
On the otherhand, my rockets fire at most 7 shots from one ship, perhaps 10 with "Linked Fire" - where multiple ships add their fire power together, for an overall greater chance of beating the armour rating.
Whilst it is impossible to provide a statistical model (for me anyway) of how many hits I should produce due to the "Exploding 6" mechanic, hitting on 4+'s means roughly just over half, perhaps 60-70% will hit, taking into account roughly the fact that 6's to hit produce 2 hits and you get to roll again.
To illustrate this example we'll say that from 10 shots, I may get 7 hits? If I'm lucky and roll a 6 followed by another 4+. 7 is what we'll work with.
Now then, to this Deathstar! The Dreadnought is basically the largest Naval unit in the game, each race has access to one, of varying quality. The Antarctica Dread seem pretty damn good. We'll forget all the other features of it for the moment.
It has an Ack Ack of 7. It does need to roll 5's to knock a missile down, but 50% of those hits will double (due to being 6's) and will get to roll again.
Next, Power brought along an Escort.
This consisted of 2 'Escort' class ships, the Galen. These have an Ack Ack of 2 each, which they can link then add to the Dreadnoughts, bringing the total AA up to 10 so far.
Power also brought a 5 strong Combat Air Patrol (or CAP) of Tiny Flyers, which swarm around the Dreadnought and protect it from short range bombings and boarding actions etc. They too can add their Ack Ack of 2 each to the total. They use Combined Fire rather than linked fire accoring to Power and they therefore add 10 more Ack Ack.
The Dreadnought has a total available Ack Ack, usable against every single Rocket attack I make, of 20 dice.
Now, only a third of those will work out for him. Making it around 6.
This means that Power reduces the number of hits I succeed with, by the number of Ack Ack hits he makes from his Dread-Death Star.
Next, the Dreadnought is equipped with a Shield Generator which allows him to roll 2D6 after this to each attack and try to reduce the incoming hits even further. Remember, 6's still explode. In addition to this, the Antarctica fleet have a special rule known as 'Inventive Scientist' or something, which allows a single reroll per turn for each unit when they use a Generator.. This will knock down incoming attacks even further.
The final nail in the impregnable-coffin? The Dreadnought has a Damage Rating (armour) of 7 in the first place..which is pretty much equal to the maximum number of hits I am likely to make.
And 10 Hull Points..which means it can take 10 points of damage before it sinks.
Then Power gets to roll his 20 dice...typically, he just needs to roll a couple of 5's...
Does any of you think you could fail to roll even ONE 5+ from 20 dice?
Without seeming like a whinging bitch...
Did I mention this thing can be teleported ANYWHERE on the board and then activate normally, bringing all of its IMMENSE firepower to bear. I'm not going to go into firepower.. suffice to say this ship is literally twice the size of my largest Battleship, of which I have one...and a proportionately larger amount of guns.
So we have a Death Star, tailored to my army, that I cannot harm realistically and who can teleport into the midst of my army and unleash its mega guns?
I clearly lost this game right?
We were playing a small game. Putting this much firepower into just one unit meant the same as it does in 40K.
Deathstar equals unbalanced army.
Means I can pulp the rest of his army and try and avoid the Death Star until I am ready to do so.
So I did.
I gunned down his Bombers, knowing how lethal they can be when they fly over my small frigates and drop Mines on me.
I took apart his Cruisers and Corvetts with the bulk of my force and ignored his teleporting device.. if he was going to do it, let him do it.
To tie up the Dreadnought I threw forward as bait my Tanuki Gunships, these carry the greatest amount of fire power in my fleet (that I own) and thought they could tie it up for a turn.
This was a bad idea, 2 got vapoirsed by a critical hit from the Dreadnought almost instantly. That left one Tanuki, roughly 1/8th the size of the Dreadnought to engage it alone and try and take out its escorts to make it more vulnerable.
To finish the game, Power teleported his Dread in...after a couple of rounds of being outmanouevred and slowly shot with regular gunnery over missiles (my primary strength) by my Battleship, thus weakened it teleported in and my Battleship - Sokotsu, had one activation to cripple the Dreadnought before it savaged me.
I hit with everything, he cancelled almost everything. I missed with everything else.
But then lady luck smiled on me and likewise, Power failed to damage my Sokotsu in any meaningful way.
I call it karmic justice.
Or just a fluke.
Either way, I picked up a minor victory on the equivalent of VPs...and learned a good few lessons about Dystopian Wars.
This was my 3rd ever game of Dystopian Wars. I'm learning the hard way.
I love this game and seriously urge people to try it out.. On a side note, I have a 40K tournament this weekend, I probably should have practiced...I went for fun over competitiveness in my hobby this time.. possibly a first!