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Author Topic: Space Station Zero - Batrep - Completed and Thoughts  (Read 3592 times)

Offline Grumpy Gnome

  • Galactic Brain
  • Posts: 5347
    • The Grumpy Gnome
Re: Space Station Zero - Batrep - Turn 1 added 14/09
« Reply #15 on: September 15, 2022, 12:06:46 PM »
Sounds exciting so far!
Home of the Grumpy Gnome

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Online pauld

  • Scientist
  • Posts: 486
  • Being disintegrated makes me very angry!
Re: Space Station Zero - Batrep - Turn 2 added 15/09
« Reply #16 on: September 15, 2022, 01:38:23 PM »
TURN 2

The Chief Engineer has a trick up his sleeve so we activate him first and luckily he passes the hurt phase without damage.

First thing on his agenda is shutting down the billowing vent.  Being a clever sort he has the Bypass trait which means he can treat 1 challenge per scenario as a Target zero.  Bob's his Uncle and without even bothering to throw any dice he caps off the valve shutting down one of the 3 scenario objectives.

Then he prudently runs back leaving Doctor Sharky McSharkface as the nearest enemy to the droid who was after him.  I said he was a clever sort, the cad.



Zooming over to the other side of the dock we throw the required 6 and activate the Scientist by the other vent.  His Environmental Challenge fails so strictly speaking he should die a horrible death but our Commander's Survival Specialist trait allows him, once per scenario, to negate the last wound taken on himself or any crew member (perhaps he shouted “DUCK!!”, who knows) so the Scientist survives for now.

“Now shut down that **ck*** vent!” is our Commander's next shout but understandably shocked poor man only manages 1 success - so 2 more needed on subsequent turns.

Third activation is the soldier by the navigation table who rolls a 12 to activate (he needed a 10 as the third model) who scores 3 successes vs the two now required to avoid damage.

Feeling lucky he rolls to shoot the nearest robot – 5 even rolls after his 6 dice rolls and 2 re rolls should cause 2 certain hits as the machine only has 3 dice in defence BUT the thing threw a critical success with 2 12's showing up so avoids all damage.  If cold logic and circuitry could laugh then surely now would be the time.  Bummer.

Our fourth activation is a fail so no surprise there as the droids step up to the plate and manage 2 activations before the baton is dropped.

Both attack our Close Combat Specialist, who with a tuned armoured vest courtesy of our Scientist crew mate, is a bit of a beast throwing a mighty 6 defence dice against an attack of 4 dice.  He parries both attacks (but only just with the 2nd guy).



Our initiative sees the plucky lass in the centre beat her environment challenge to jump up on the table shouting “Say Hello to my little friend” as she sprays shots at the droid below.

After the big build up she fails to deliver and scores 1 measly wound leaving the foe standing if limping somewhat.



Now the Close Combat soldier passes activation and damage rolls and attacks with a mighty 8 dice and 2 re rolls vs 3 defence.  Result is 4 success against 3 saves so again 1 measly wound – have I hired incompetent idiots?

Commander Dee rolls a 12 to activate and with 6 dice for his Awareness trait gets 4 successes to easily pass the environment challenge whereupon he threads his way through the gap toward the central gas objective and turns to shoot.

He rolls 2 1's in the roll but has a trait where he can re roll a single 1 result every turn.  Doing so nets him a 3 vs 3 outcome so no damage.  Doh!!

We fail and pass and the last 2 robots both fail to damage their opponents so the Medical Officer takes the last activation of the turn.

He shoots, he scores!

Well no actually, he shot he missed.

(Part) of the table at the end of the turn



… to be continued
No dear, they are not toys, they are models

Offline Kourtchatovium104

  • Scientist
  • Posts: 231
  • An atom from alternate realities...
Re: Space Station Zero - Batrep - Turn 2 added 15/09
« Reply #17 on: September 15, 2022, 01:46:40 PM »
Great report!

Offline Daeothar

  • Supporting Adventurer
  • Galactic Brain
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  • D1-Games: a DWAN Corporate initiative
    • 1999legacy.com
Re: Space Station Zero - Batrep - Turn 2 added 15/09
« Reply #18 on: September 15, 2022, 02:04:09 PM »
Another gripping installment  8)

But, man; you roll like I do...  :D
Miniatures you say? Well I too, like to live dangerously...
Find a Way, or make one!

Offline Bloggard

  • Scatterbrained Genius
  • Posts: 3462
Re: Space Station Zero - Batrep - Turn 2 added 15/09
« Reply #19 on: September 15, 2022, 02:14:43 PM »
you really are making it sound like a great, fun cinematic, game  :-*

Offline Psychopomp

  • Librarian
  • Posts: 159
Re: Space Station Zero - Batrep - Turn 2 added 15/09
« Reply #20 on: September 15, 2022, 02:35:49 PM »
This report sounds more dramatic and interesting in the official video battle report!

I'm hoping there will be a post-mission assessment of the scenario and rules after a session of actual play!

Online pauld

  • Scientist
  • Posts: 486
  • Being disintegrated makes me very angry!
Re: Space Station Zero - Batrep - Turn 2 added 15/09
« Reply #21 on: September 15, 2022, 04:44:47 PM »
TURN 3

Just finished but I'll keep it short now to end (as I'm off out and not back till later tomorrow).

I had 3 more turns and finished up on Turn 5.

The Scientist and the girl soldier managed to shut down the vent on the left by working together. 

The Commander shuts down the central vent not without trouble despite rolling 6 dice on each attempt.  It took him 2 turns, one a total wipe and the next 4 successes.  Dice, eh?

Meanwhile the killing machine that is the Close Combat specialist with the enhanced armour resisted all attacks and mowed down 1 robot each turn  ;D

The MO healed itself (naturally) and survived but didn't do much else and we finished off the remaining robots with sidearm fire.

Oh, along the way (in Turn 3) one soldier failed his environment test and choked and went out of action.





Objectives achieved - close down vents and eliminate all enemies - we won.  Hooray for us.

THOUGHTS

Bearing in mind that this was my first game and was massively disjointed by taking indecipherable notes and photos it was alot of fun.

It's a simple game with easy mechanics which may not be to some peoples taste but there's enough going on to make it quite nail biting at times.

The gameplay doesn't get in the way of the story and the pressure of the objectives keeps you moving along at pace (otherwise you'll certainly come a cropper).

The scenario was good and I definitely want to carry on.  I hope the other 23 are just as good.

For solo play I would highly recommend and Co-op with half a crew each could be fun too.  The story driven scenario nature is miles away from the set 'em up and knock 'em down of some game types.

Lessons learned.  Remember Traits and re rolls and give your little chaps proper names so you can remember who has moved easier.

I've yet to do the after scenario part to see how we develop - looking forward to that.




Offline eilif

  • Scatterbrained Genius
  • Posts: 2383
    • Chicago Skirmish Wargames
Re: Space Station Zero - Batrep - Completed and Thoughts
« Reply #22 on: September 15, 2022, 04:57:56 PM »
Thanks for all the pics and your thoughts.  Definitely making me want to give this a go.

Offline Sunjester

  • Mastermind
  • Posts: 1529
Re: Space Station Zero - Batrep - Completed and Thoughts
« Reply #23 on: September 15, 2022, 05:27:43 PM »
Your table set up looks really good. My mate has a load of this pre-printed stuff which he bought up for a game a while back and I was very impressed then.

Offline War Monkey

  • Mastermind
  • Posts: 1320
    • Silo1313
Re: Space Station Zero - Batrep - Completed and Thoughts
« Reply #24 on: September 17, 2022, 03:29:34 PM »
What a great game! It was starting to look like your crew wasn't going to fair very well however it seems that they manage to pull it off.
Just remember "If the Enemy is in range, so are YOU!

http://silo1313.blogspot.com/

Online pauld

  • Scientist
  • Posts: 486
  • Being disintegrated makes me very angry!
Re: Space Station Zero - Batrep - Completed and Thoughts
« Reply #25 on: September 17, 2022, 04:44:55 PM »
What a great game!

It was and my emphasis would be on the word game.  You have an agenda and the pressure of the plot devices/enemies force you to make choices and follow what you think will be the optimum solution. 

The scenario is all and the simple game play allows you to play without having to think too much about the mechanics to the detriment of the gameplay.

It's an approach I like.

Thanks for any kind words by anybody.  I saw a few questions here asking if anyone had played the game, what they thought and some comments that it looked too simple.

I like solo games in general so it was incentive for me to open the toy box.  I'm glad I did.

Offline mikedemana

  • Scatterbrained Genius
  • Posts: 2891
  • Investigating curiosities around the globe...
    • Worldwidemike
Re: Space Station Zero - Batrep - Completed and Thoughts
« Reply #26 on: December 23, 2022, 07:36:59 PM »
Great battle report! I love your board - the card terrain works perfectly and shows up very well in your photos.

Mike Demana

Offline War Monkey

  • Mastermind
  • Posts: 1320
    • Silo1313
Re: Space Station Zero - Batrep - Completed and Thoughts
« Reply #27 on: January 01, 2023, 08:39:45 PM »
Thanks for the information, I put "Space Station Zero" in my wish list.

 

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