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2023 Council - Battlestar Galactica - Back to the Fleet


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Posted

Council 2023 Battlestar Galactica – Back to the Fleet

 

In this scenario I had a Colonial mining ship just leaving the planet it had mined. As usual, the Cylons appear and cause some trouble.

The mining ship must get around from the back side of the planet and to the other side of the asteroid belt so it can jump back to the fleet.

 

2 Cylon Raiders plus 1 Heavy Raider against the mining ship with a limited gun, 2 Vipers and a Raptor with ECM.

 

I flew the mining ship and Raptor, 5 others flew the Vipers and Raptors. Sadly as I had to push 2 ships I didn’t get to take many photos.

 

Pre-game setup. I was hopeful for more players and set up for 10. 5 appeared to play, removed the extra ships and on we went.

1.jpg

 

Here is a Cylon with my pimped up console.

2.jpg

 

The big bad heavy raider.

3.jpg

 

Starting positions for the Colonials.

4.jpg

 

The Cylons bide their time waiting for the mining ship to commit.

6.jpg

 

The mining ship (its firing arcs are to the front and sides and it can only fire one per turn) turns to the right side of the planet.

5.jpg

 

Once the mining ship clears the planet all hell breaks loose. The Cylons hammer away at the mining ship while the escort desperately do what they can.

7.jpg

 

Two Cylons get on the rear of the mining ship and one Cylon comes on from directly ahead.

The Raptor intermittently frustrate a Cylon when it successfully uses its ECM to deny a shot.

The mining ship cannot defend itself from the rear so the Raptors success is key to its survival.

8.jpg

 

The mining ships sensors can see the end of the asteroid belt. So close.

The Raptors ECM fails to interrupt one of the shots and that’s all it takes. The mining ship is ripped apart!

9.jpg

 

As soon as the mining ship implodes the Vipers and Raptor scatter using the asteroids as cover…

10.jpg

 

This one came down to the wire. The mining ship was just at the edge of the asteroid belt. One more turn and the mining ship would have escaped the Cylon trap.

  • Like 2
Posted
Super stuff, Peter! :clap::clap:

 

I'd love to do more BSG, but there doesn't seem to be any interest this side of the Pond :(

 

I wasn't sure what to expect. A space game enthusiast who played in my last BSG Council game in 2019 was running a game of his own (different system) at the same time, so he was out. That could have drawn a player or two away. Still, I was glad to have five participants. I got to push the target around to keep it interesting.

Posted
Love the scenario and the AAR. Nice touch on the control panel coloring, too.

 

What stats did you use for the mining ship? What maneuver deck?

 

I gave it 60 hit points. For a maneuver deck I used a Raider deck but removed all the difficult maneuvers and limited it to 3 KE, so no overboosting.

Posted

I recalled the "To Hit" factor incorrectly. It goes the other way. Like the chart below. Anyway, it is fixed above to the Raptor "To Hit" value, thinking this is the non-combat pilot capability.

 

Percentage Rolls

Roll . . . %

2 . . . .100

3 . . . . 97

4 . . . . 92

5 . . . . 83

6 . . . . 72

7 . . . . 58

8 . . . . 42

9 . . . . 28

10 . . . 17

11 . . . .8

12 . . . .3

 

I debated putting the Attack Roll at 9, but that might be a real penalty. There are negatives for speed, distance, etc...

Posted

You're right, 9 could be too harsh. I agree 8 is a good attack value for this crate. Its all up to the scenario designer anyway if you want to fiddle with the numbers to fit your situation.

 

Thanks for the card!

Posted
I'd love to do more BSG, but there doesn't seem to be any interest this side of the Pond :(

 

We've had a couple of goes at it under Sauerkraut's tutelage but we couldn't get on with it for some reason. It looks really good on the table though.

  • 4 weeks later...

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