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MTV Campaign - Unkulunkulu vs. Luches Utopia

#1
After enjoying an Astrosmash at a small convention (GZG ECC XX) I decided to dust off my Silent Death ships and run a narrative campaign using the rules from More Than Valour.  I generated a cluster of planets using Diaspora RPGs mechanics, and decided they would be Unkulunkulu territory threatened by Luches Utopia.
Here’s an example of the notes I’m keeping for a campaign game.  Note that while I generated 2 wings for UA and 3 for LU, pilots and crew only get names from the campaign’s players (so it’s a bit inconsistent).
 
Scenario 1
Elements from Unkulunkulu Archipelago unit The Pearl Divers (PD) encountered elements of Luches Utopia conscript unit Angels of Sorrow (AS) in the asteroid belt of the Washata system. Both sides had just a few veterans leading a lot of green or rookie pilots and the exchange of fire was generally indecisive, though the low quality Luches fighters did manage to drive off the Unkulunkulus. Ominously, none of the destroyed Luches fighters managed to eject a life pod…

Both sides achieved the objective of having a survivor exit the board to carry news of the conflict to base. (4 XP to each survivor.)

Elements of Unkulunkulu Archipelago’s Pearl Divers (SPAC wing)
All Lone Wolves
Talon 1 (Plt 5, Gnr 5, Tough Guy 1)
Talon 2 (Plt 6, Gnr 5)
Talon 3 (Plt 3, Gnr 3)
Talon 4 (Plt 4, Gnr 3)
Spirit Rider II 1 (Plt 6, Gnr 8)
Spirit Rider II 2 (Plt 4, Gnr 4)
Spirit Rider II 3 (Plt 4, Gnr 3)
Spirit Rider II 4 (Plt 4, Gnr 3)
 
Elements of Luches Utopia’s Angels of Sorrow (SPAC wing, conscripts)
All Lone Wolves and Hyenas
Shark 3 (Plt 7, Gnr 8, Quick Draw 1)
Dart 1 (Plt 7, Gnr 6)
Dart 2 (Plt 3, Gnr 3)
Dart 3 (Plt 4, Gnr 4)
Dart 4 (Plt 4, Gnr 4)
Blizzard LUR 1 (Plt 7, Gnr 5, Con Artist 1)
Blizzard LUR 2 (Plt 3, Gnr 3)
Blizzard LUR 3 (Plt 3, Gnr 3)
Blizzard LUR 4 (Plt 3, Gnr 3)
Pit Viper T 1 (Plt 2, Gnr 1)
Pit Viper T 2 (Plt 2, Gnr 1)


Pearl Divers development
PD Talon 1 (Larry Trainor) hits AS Blizzard LUR 3 for 1 damage. Larry hits AS Pit Viper 1 for 8 damage, destroying it. (1 luck, 8 XP)
PD Talon 2 (Ben Bigbeegun Beckwith) (4 XP)
PD Talon 3 (Charles Cooper) hits AS Blizzard LUR 1 for 7 damage. Talon 3 is destroyed, and Charles Cooper taken captive. (6 XP)
PD Talon 4 (Danny Street) hits AS Blizzard LUR 2 for 1 damage. Danny hits AS Dart 2 for 3 damage. Danny hits AS Pit Viper 1 for 2 damage. Danny hits AS Blizzard 2 for 3 damage. (12 XP)
PD Spirit Rider II 1 (Irene Atherby) wins initiative on turn 1. Irene hits AS Pit Viper 2 for 8 damage. Irene wins initiative on turn 4 and 5. (9 XP)
PD Spirit Rider II 2 (Jack Schitt) destroys AS Blizzard LUR 3 with a critical hit. Jack hits AS Dart 4 for 13 damage and that Dart is later destroyed. (3 luck, 11 XP)
PD Spirit Rider II 3 (Kalista) hits AS Dart 4 for 2 damage, destroying it. (6 XP)
PD Spirit Rider II 4 (Lance Lumiere) safely ejects but is taken captive by Luches Utopia. (4 XP)

Angels of Sorrow development
AS Shark 3 (Commissar Silas Sebastian Stapleton the 6th) hits PD Spirit Rider II 4 for 13 boxes. That Spirit Rider is later destroyed. Silas hits PD Talon 3 for 13 damage. Silas hits PD Spirit Rider II 1 for 4 damage. Silas hits PD talon 2 for 13 damage. Silas hits PD Spirit Rider II 3 for 5 damage. (1 luck, 14 XP)
AS Dart 1 (Easy Porkins) wins initiative on turn 2. Easy hits PD Talon 3 for 4 damage. (7 XP)
AS Dart 2 (Angel Tank) hits PD Spirit Rider II 3 for 1 damage. Angel hits PD Talon 3 for 2 damage. Angel hit Talon 3 for 1 damage. (10 XP)
AS Dart 3 (Ian Kill) hits PD Spirit Rider II 4 for 1 box, destroying it. Ian hits PD Talon 3 for 9 damage. Ian hits PD Talon 3 for 3 damage. (10 XP)
AS Dart 4 is destroyed. No life pod.
AS Blizzard LUR 1 (Howard Wolowitz) wins initiative on turn 3. Howard hits PD Talon 3 for 3 damage. (7 XP)
AS Blizzard LUR 2 (4 XP)
AS Blizzard LUR 3 is destroyed. No life pod.
AS Blizzard LUR 4 (4 XP)
AS Pit Viper 1 is destroyed. No life pod.
AS Pit Viper 2 (4 XP)

 
Experience Spent - Scenario 1

Angels of Sorrow
Silas Sebastian Stapleton the 6th raises his pilot skill to 8 and gains Hangs Fire 1.
Howard Wolowitz raises his pilot skill to 8 and his gunner skill to 6.
Raj Koothrapali raises his pilot skill to 4 and his gunner skill to 4.
Sheldon Cooper raises his pilot skill to 4 and his gunner skill to 4.
Easy Porkins raises his pilot skill to 8.
Angel Tank raises his pilot skill to 4 and his gunnery skill to 5.
Ian Kill raises his gunnery skill to 5.
Oarkins raises his pilot skill to 3 and his gunnery skill to 4.

Pearl Divers
Irene Atherby raises her piloting skill to 7.
Jack Schitt raises his gunnery skill to 6.
Kalinda raises her gunnery skill to 5.
Lance Lumiere raises his gunnery skill to 4.
Larry Trainor raises his piloting skill to 6 and his gunnery skill to 6.
Bigbeegun Beckwith raises his gunnery skill to 6.
Charles Cooper raises his piloting skill to 4 and his gunnery skill to 4.
Danny Street raises his gunnery skill to 6.
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#2
Scenario 2 - Skirmish at Escalia

On elevated alert, the Unkulunkulu wing at Escalia scrambled when Luches Utopia probed the system defences with a mix of conscripts and experienced Guard pilots.

Luches Utopia
Elements of Angels of Sorrow (Conscripts)

Cossack 1 (Plt 9, Gnr 9, Hangs Fire 1, Sharpshooter 1, Quick Draw 1, not Lone Wolf or Hyena)
Cossack 2 (Plt 8, Gnr 5)
Cossack 3 (Plt 3, Gnr 3)
Cossack 4 (Plt 1, Gnr 2)
Shark 1 (Commissar) (Plt 8, Gnr 7)

Elements of the Consiglieris (Guard)

Star Raven Alpha 1 (Plt 5, Gnr 7, Gnr A 7, Gnr B 7, Gnr C 4)
Devastator 1 (Plt 5, Gnr 6, Good Shot 1, Gnr A 3, Gnr B 3)
Devastator 3 (Plt 8, Gnr 8, Gnr A 8, Gnr B 4)
Blizzard II 1 (Plt 8, Gnr 5)
Blizzard II 2 (Plt 4, Gnr 3)

Unkulunkulu Archipelago
Elements of Tahitian Punch heavy fighter wing

Drakar 1 (Plt 6, Gnr 7, Good Shot 1, Gnr A 6, Gnr B 5, Gnr C 4, Gnr D 3)
Lance Electra 1 (Plt 8, Gnr 8, Never a Useless Move 1, Gnr A 3)
Lance Electra 2 (Plt 6, Gnr 6, Gnr A 3)
Sorenson III UA 1 (Plt 3, Gnr 4, Gnr A 3)
Sorenson III UA 2 (Plt 3, Gnr 4, Gnr A 4)
Pit Viper 1 (Plt 6, Gnr 5, Tough Guy 1)
Pit Viper 3 (Plt 7, Gnr 5)
Pit Viper 4 (Plt 3, Gnr 4)
Pit Viper 5 (Plt 4, Gnr 4)

Luches forces looked strong and well-positioned, and they pounded the Drakar early.
But the Unkulunkulu torpedoes elimiated the Star Raven before it got into the fight.
And the conscripts were entirely ineffective after the early elimination of the Commissar in the Shark.

Unkulunkulu counts some successes and some disappointments:
Drakar pilot never fires, heavy plazgun never hits, Sorenson torps eaten by debris, and protobolts were roundly disappointing.
But Sorenson's gunners were very accurate, Lance torps scored a lucky early kill on the Star Raven and Pit Vipers fought well.
Luches hyenas spend too much time trying to score kills on wounded fighters and don't effectively work together.
Devastators prove surprisingly resilient and effective.

Luches failed to achieve any objectives (2 XP), while Unkulunkulu again achieves all objectives (8 XP).

Luches Utopia
Angels of Sorrow
Cossack 1 wins initiative on turn 1. Hits Drakar. Destroyed on turn 3. Pod ejects, pilot uninjured. (5 XP)
Cossack 2 hits Drakar. Hit by missiles on 2, triggering own ammo to cook off. Pod ejects, pilot injured. (4 XP)
Cossack 3 hit by missiles, and own ammo cooks off. Pod ejects, pilot uninjured. (2 XP)
Cossack 4 destroyed on turn 4 by cannons. Pod fails to eject.
Shark 1 pilot killed by crit on turn 1.

Consiglieris
Star Raven Alpha 1 hits Drakar. Destroyed by 3 Mk30 torpedoes. No pods due to excessive damage.
Raven gunner A hits Drakar.
Raven gunner B hits Drakar.
Raven gunner C dies screaming.
Devastator 1 is crippled at end of game and unable to escape. (2 XP)
Devastator 1 gunner A hits Drakar. Hits Sorenson 1. Hits Drakar. (8 XP)
Devastator 1 gunner B hits Viper 5. Hits Sorenson 1. (6 XP)
Devastator 3 hits Viper 5. Hits Sorenson 1. Hits Drakar. Hits Lance 2. Wins initiative on turn 5. Escapes the board on turn 6. (11 XP)
Devastator 3 gunner A hits Sorenson 1. Hits Drakar. Hits Lance2. (8 XP)
Devastator 3 gunner B hits Viper 5. Hits Viper 5. Hits Lance 2. Hits Drakar. (10 XP)
Blizzard II 1 dodges a torp. Pod ejects, pilot uninjured. (6 XP)
Blizzard II 2 destroyed by cannon fire. Pod ejects, pilot uninjured. (2 XP)

Unkulunkulu Archipelago
Tahitian Punch
Drakar 1 survives. (8 XP)
Drakar gunner A survives. (8 XP)
Drakar gunner B hits Blizzard 1. Kills a Mk30 closing on ship. Destroyed Cossack 2. Hits Blizzard 2. Hits Cossack 4. (19 XP)
Drakar gunner C hits Blizzard 1. Hits Cossack 4. (12 XP)
Drakar gunner D never has a single foe in arc. (8 XP)
Lance Electra 1 wins initiative on turn 2, 3, 4. Dodges a Mk50. Hits Cossack 4. Hits Devastator 1. (19 XP)
Lance 1 gunner hits Cossack 4. (10 XP)
Lance Electra 2 hits Dev3. Fails to dodge a Mk50. Ouch! 22 damage. (10 XP)
Lance 2 gunner hits Cossack 4. (10 XP)
Sorenson III UA 1 crew killed by crits after Mk 50, 3x Mk10.
Sorenson 1 gunner hits Cossack 1.
Sorenson III UA 2 hits Cossack 3, and crits kill it. Spends 1 luck to avoid damaging hit. (1 luck, 13 XP)
Sorenson 2 gunner hits Shark, kills pilot. Hits Blizzard 2. Hits Devastator 1. Hits Devastator 3. (19 XP)
Pit Viper 1 hits Blizzard 1. Hits Devastator 1. Hits Blizzard 1. Hits Devastator 1. (1 luck, 16 XP)
Pit Viper 3 hits Cossack 1. Hits Blizzard 2. Hits Devastator 1. (14 XP)
Pit Viper 4 Hits Devastator 1. (10 XP)
Pit Viper 5 hits Cossack 4. Destroyed by Devastators' miniguns. Pod fails to eject.

Scenario 2 Experience spent

Luches Utopia
Angels of Sorrow
Cossack 1 (5 XP, captured) banks his points.
Cossack 2 (4 XP, captured, injured) improves to Gunnery 6 for 2 XP.
Cossack 3 (2 XP, captured) improves to Pilot 4, Gunnery 4 for 2 XP.

Consiglieris
Devastator 1 (2 XP, captured) improves to piloting 6 for 2 XP.
Devastator 1 A (8 XP, captured) improves to Gunnery 5 for 7 XP.
Devastator 1 B (6 XP, captured) improves to Gunnery 4 for 1 XP.
Devastator 3 (11 XP) adds Marksman 1 for 10 XP.
Devastator 3 A (8 XP) banks his points.
Devastator 3 B (10 XP) improves to Gunnery 6 for 8 XP.
Blizzard II 1 (6 XP, captured) improves to Gunnery 6 for 2 XP.
Blizzard II 2 (2 XP, captured) improves to Gunnery 4 for 1 XP.

Unkulunkulu Archipelago
Tahitian Punch
Drakar 1 (8 XP) improves to Gunnery 8 for 3 XP.
Drakar gunner A (8 XP) banks his points.
Drakar gunner B (19 XP) improves to Gunnery 8 for 14 XP.
Drakar gunner C (12 XP) improves to Gunnery 6 for 8 XP.
Drakar gunner D (8 XP) improves to Gunnery 5 for 7 XP.
Lance Electra 1 (19 XP) adds Good Shot 1 for 10 XP.
Lance 1 gunner (10 XP) improves to Gunnery 6 for 9 XP.
Lance Electra 2 (10 XP) improves to Gunnery 7 for 9 XP.
Lance 2 gunner (10 XP) improves to Gunnery 6 for 9 XP.
Sorenson III UA 2 (1 luck, 13 XP) improves to pilot 5, gunner 5 for 13 XP.
Sorenson 2 gunner (19 XP) improves to Gunner 6 for 8 XP, adds Good Shot 1 for 10 XP.
Pit Viper 1 (1 luck, 16 XP) improves to Gunnery 6 for 2 XP, adds Hangs Fire 1 for 10 XP.
Pit Viper 3 (14 XP) improves to Gunnery 6 for 2 XP, adds Hangs Fire 1 for 10 XP.
Pit Viper 4 (10 XP) improves to pilot 4, gunner 5 for 7 XP.

Scenario 3 – Flanking Maneuver

Luches Utopia pushes hard at Washata to try and keep Unkulunkulu forces from regrouping after the attack at Escalia. Two heavy fighters from the Consiglieris wing provide some punch to the Shanghai Joes; nearly half the Shanghai Joes wing of heavy fighters lead the attack under the watchful eye of a Senior Commissar. The Pearl Divers are Washata’s defenders, but they’ve been reinforced by a trio of fighters from the Tahitian Punch heavy fighter wing. Though only two gunboats take the field, this is the first time two of the campaign’s great aces go nose to nose.
All Utopia pilots have Lone Wolf and Hyena unless otherwise noted.
All Unkulunkulu pilots have Lone Wolf unless otherwise noted.

Luches Utopia Conscript Unit ‘Shanghai Joes’
Shark 1 (7/8, Hangs Fire 1) Sr. Commissar
Epping Prime 1 (10/10, Sharpshooter 1, Tough Guy 1, Quick Reflexes 1, not LW or H, Gunners 6,8,4)
Pharsii 1 (7/5, Gunners 5,4,3)
Pharsii 2 (4/4, Gunners 3,3,4)
Cossack 1 (5/8, Assassin 1)
Cossack 2 (4/4)
Cossack 3 (2/1)
Cossack 4 (2/2)
Delta II 1 (1/1)
Delta II 2 (2/1)
Delta II 3 (1/2)
Delta II 4 (2/1)

Luches Utopia Guard Unit ‘Consiglieris’
Pharsii II LUR 1 (7/7, Hangs Fire 1, Gunners 4,7,4)
Pharsii II LUR 2 (3/3, Gunners 3,6,4)

Unkulunkulu Archipelago SPAC wing ‘Pearl Divers’
Nautilus 1 (12/12, Con Artist 1, Hangs Fire 1, Never a Useless Move 1, not LW)
Nautilus 2 (5/5)
Nautilus 3 (3/3)
Nautilus 4 (4/3)
Hell Bender 1 (5/7, Hangs Fire 1)
Hell Bender 2 (6/6)
Hell Bender 3 (4/4)
Hell Bender 4 (3/4)
Chupacabra 1 (7/7, Con Artist 1)
Chupacabra 2 (7/6)
Chupacabra 3 (4/4)
Chupacabra 4 (3/4)
‘Poison’ Dart UAR 1 (5/5, Sharpshooter 1)
‘Poison’ Dart UAR 2 (7/8)
‘Poison’ Dart UAR 3 (3/4)
‘Poison’ Dart UAR 4 (4/4)

Unkulunkulu Archipelago Heavy fighter wing ‘Tahitian Punch’
Drakar 2 (6/5, Good Shot 1, Gunners 5,4,3,3)
Pit Viper 2 (8/8)
Pit Viper 6 (3/4)

Scenario 3 – Flanking Maneuver Results

The Luches forces accomplished their strategic objective at Washata, but at a high cost. The Shanghai Joes were simply underequipped for the forces they met, and the glass-chinned DeltaIIs, Cossacks and Epping Prime paid the price. Only the sturdy Pharsiis managed to escape the field. Still, they did manage to shoot down some veteran pilots and prevent UA forces from rallying at Escalia.

The Shanghai Joes will be hit hard by the loss of their squadron leader Eel O’Brien in the Epping Prime and their Senior Commissar Cubby St. James the 5th in his Shark.
Playing through this game helped me solidify some rules in my mind. (gunners don’t help accrue luck and taking more than 20 points in a turn prevents life pods from deploying (nasty, nasty heavy plazgun))

Experience
All surviving UA crew gain 8 XP. All surviving LU crew gain 4 XP.

Shanghai Joes
Shark 1 destroys Dart 1. Hits Hell Bender 1 and kills pilot. Dodges two torps. Spent 2 luck rerolling crit. Killed by missiles. No pod due to excessive damage.
Epping Prime 1 hits Chupacabra 4. Epping Prime 1 A hits Chupacabra 4. Epping Prime 1 B hits Pit Viper 2. Killed by crit. Epping Prime 1 C does nothing. Epping Prime 1 destroyed and no pod due to excessive damage.
Pharsii 1 hits Pit Viper 2. Dodges a torp. Hits Drakar. (12 XP)
Pharsii 1 A hits Pit Viper 2. Hits Hell Bender 1. Hits Hell Bender 1. (10 XP)
Pharsii 1 B hit Drakar. (6 XP)
Pharsii 1 C survives. (4 XP)
Pharsii 2 hits Drakar. (6 XP)
Pharsii 2 A survives. (4 XP)
Pharsii 2 B survives. (4 XP)
Pharsii 2 C survives. (4 XP)
Cossack 1 hits Drakar. Hits Chupacabra 4. No pod due to excessive damage.
Cossack 2 hits Drakar. Hits Pit Viper 2. Dodged a torp. Hits Hell Bender 1. Hits Chupacabra 1 and kills pilot (credit with destruction). Pod ejects, pilot unharmed. (2 luck, 19 XP)
Cossack 3 hits Drakar. Pod ejects, pilot unharmed. (6 XP)
Cossack 4 hits Drakar. Hits Hell Bender 1 twice. Destroyed by heavy plaz; no pod due to excessive damage.
Delta II 1 pod ejects, pilot uninjured. (4 XP)
Delta II 2 pod fails.
Delta II 3 destroyed by critical hit. No pod.
Delta II 4 pod fails.

Consiglieris
Pharsii II LUR 1 hits Drakar. (6 XP)
Pharsii II LUR 1 A survives. (4 XP)
Pharsii II LUR 1 B survives. (4 XP)
Pharsii II LUR 1 C hit Drakar. (6 XP)
Pharsii II LUR 2 survives. (4 XP)
Pharsii II LUR 2 A hits Drakar. (6 XP)
Pharsii II LUR 2 B missiles hit Drakar twice. (8 XP)
Pharsii II LUR 2 C hit Hell Bender 1. (6 XP)

Pearl Divers
Nautilus 1 wins initiative on turns 1 to 5. Hits Pharsii 2. Hit Pharsii II LUR 2. Hits Pharsii 2. (19 XP)
Nautilus 2 hits Cossack 2. Hits Pharsii 2. Hits Pharsii II L1. (14 XP)
Nautilus 3 hits Shark. Torpedoes did over half the damage to Cossack 3, which is eventually destroyed. Hits Pharsii II L1 twice. (1 luck, 14 XP)
Nautilus 4 hits Delta II 3 for a fatal crit. Hits Pharsii II L1 twice. (2 Luck, 17 XP)
Hell Bender 1 hits Epping. Pilot killed by crit.
Hell Bender 2 hits Epping. Hits Epping 3 times. Hits Pharsii II L1. (18 XP)
Hell Bender 3 hits Epping. Hits Epping. Hits Pharsii 2. Hits Pharsii II L1. (16 XP)
Hell Bender 4 hits Epping twice. Hits Cossack 4. Hits Pharsii 2. (16 XP)
Chupacabra 1 missiles hit Shark. Hits Pharsii II L1. Pilot killed by crit.
Chupacabra 2 hits Delta II 2. Hits Pharsii II L1. (12 XP)
Chupacabra 3 dodges a torp. Hits Cossack 3. Hits Pharsii II L1 twice. (18 XP)
Chupacabra 4 pod ejects, pilot uninjured. (8 XP)
Dart 1 destroyed by Shark. Pod ejects. Pilot injured; miss next mission. (8 XP)
Dart 2 hits Pharsii 2 with missiles. Hit Cossack 2. Hits Cossack 3. (14 XP)
Dart 3 hits Cossack 2. Missiles hit Cossack 2, generating 1 luck. Hits Pharsii II L1. (1 Luck, 14 XP)
Dart 4 Hits Cossack 2. (10 XP)

Tahitian Punch
Drakar 2 hits Delta II 4. (10 XP)
Drakar 2 A hits Epping Prime. Hits Cossack 1. Hits Cossack 4. (14 XP)
Drakar 2 B hits Delta II 2. (10 XP)
Drakar 2 C hits Delta II 4. Hit Shark. Hit Pharsii II L1. (14 XP)
Drakar 2 D survived. (8 XP)
Pit Viper 2 hits Shark. Destroys Delta II 1. Spent 1 luck during battle. Pod ejects, pilot uninjured. (1 luck, 15 XP)
Pit Viper 6 hits Pharsii 2. Destroyed by a torp. Pod ejects, pilot uninjured. (10 XP)

Scenario 3 Experience spends

Shanghai Joes
Pharsii 1 (12 XP) improves to Gunner 7.
Pharsii 1 A (10 XP) improves to Gunner 6.
Pharsii 1 B (6 XP) improves to Gunner 5.
Pharsii 1 C (4 XP) improves to Gunner 4.
Pharsii 2 (6 XP) improves to Gunner 5.
Pharsii 2 A (4 XP) improves to Gunner 4.
Pharsii 2 B (4 XP) improves to Gunner 4.
Pharsii 2 C (4 XP) banks his points.
Cossack 2 (19 XP) improves to Pilot 6, Gunner 6.
Cossack 3 (6 XP) improves to Pilot 4, Gunner 4.
Delta II 1 (4 XP) improves to Pilot 3, Gunner 3.

Consiglieris
Pharsii II LUR 1 (6 XP) improves to Pilot 8, Gunner 8.
Pharsii II LUR 1 A (4 XP) banks his points.
Pharsii II LUR 1 B (4 XP) improves to Gunner 8.
Pharsii II LUR 1 C (6 XP) improves to Gunner 5.
Pharsii II LUR 2 (4 XP) improves to Pilot 4, Gunner 4.
Pharsii II LUR 2 A (6 XP) improves to Gunner 4.
Pharsii II LUR 2 B (8 XP) banks his points.
Pharsii II LUR 2 C (6 XP) improves to Gunner 5.

Pearl Divers
Nautilus 1 (19 XP) adds Good Shot 1.
Nautilus 2 (14 XP) improves to Gunner 8.
Nautilus 3 (1 luck, 14 XP) improves to Pilot 5, Gunner 5.
Nautilus 4 (2 Luck, 17 XP) improves to Pilot 5, Gunner 6.
Hell Bender 2 (18 XP) improves to Pilot 7, Gunner 7.
Hell Bender 3 (16 XP) improves to Pilot 6, Gunner 6.
Hell Bender 4 (16 XP) improves to Pilot 6, Gunner 6.
Chupacabra 2 (12 XP) improves to Pilot 8, Gunner 7.
Chupacabra 3 (18 XP) improves to Pilot 6, Gunner 6.
Chupacabra 4 (8 XP) improves to Pilot 4, Gunner 5.
Dart 1 (8 XP) improves to Pilot 6, Gunner 6.
Dart 2 improves to Pilot 8 and adds Good Shot 1.
Dart 3 (1 Luck, 14 XP) improves to Pilot 5, Gunner 5.
Dart 4 (10 XP) improves to Gunner 5.

Tahitian Punch
Drakar 2 (10 XP) improves to Gunner 6.
Drakar 2 A (14 XP) improves to Gunner 8.
Drakar 2 B (10 XP) improves to Gunner 5.
Drakar 2 C (14 XP) improves to Gunner 6.
Drakar 2 D (8 XP) improves to Gunner 5.
Pit Viper 2 (1 luck, 15 XP) adds Good Shot 1.
Pit Viper 6 (10 XP) improves to Pilot 4, Gunner 5.

Scenario 4 - Automated Sentries

Unkulunkulu begins deploying satellites to defend Escalia.
Luches Utopia sends an assault force to disrupt the line before they can be deployed in depth.
Unkulunkulu scrambles fighters to bolster the line.
The set up includes 6 Octopus satellites in a line across the middle of the map, and Unkulunkulu and Luches starting at opposite ends.
A dense field of moving asteroids is placed over 6 rows where Luches Utopia enters the board.

Unkulunkulu
6 Octopus satellites

Tahitian Punch
Salamander 1 and 2
Lance Electra UA 1 and 2
Sorenson UA 3 and 4

Objectives:
Protect the satellites.
Hold the field.
Inflict more losses than you take.
Target veteran pilots.

Luches
Angels of Sorrow
Bulldog 1-4
Spirit Rider 1-4

Consiglieris
Kosmos 1 and 2
Sharks 1-4
Star Raven Alpha 2
Spirit Rider 1

Objectives:
Destroy the satellites.
Hold the field.
Inflict more losses than you take.
Minimize losses amongst veteran pilots.

Scenario 4 Results - Automated Sentries
Unkulunkulu begins deploying satellites to defend Escalia.
Luches Utopia sends an assault force to disrupt the line before they can be deployed in depth.
Unkulunkulu scrambles fighters to bolster the line.
The set up includes 6 Octopus satellites in a line across the middle of the map, and Unkulunkulu and Luches starting at opposite ends.
A dense field of moving asteroids is placed over 6 rows where Luches Utopia enters the board.

Luches Utopia picked the right spot for the assault; the nearby asteroid belt helped them avoid many torpedoes from the satellites.

But Unkulunkulu's rapid response kept them from opening as big a hole as they'd like, and the high price they paid kept them from leaping to exploit the gap.
When the Commissar was eliminated on turn 6, Kosmos 2 turned to flee the field and the remaining Luches ships surrendered, lacking the drive to escape.

Both sides achieved some objectives (4 XP)

Unkulunkulu loses half the crewmen who take the field, mostly in critical hits.
Luches Utopia sees their best pilots who take the field captured or killed, with one rookie escaping.

Unkulunkulu Archipelago
6 Octopus satellites - 3,4,5 and destroyed, 6 badly damaged

Tahitian Punch
All Lone Wolves except Lance Electra UA 1 pilot.
Salamander 1 (Plt 4, Gnr 3) hits Bulldog 3. Hits Shark 1. Hits Commissar. (10 XP)
Salamander 1 Gnr (4) hits Kosmos 1. Hits Shark 1. Hits Commissar. (10 XP)
Salamander 2 (Plt 4, Gnr 4) destroyed on turn 3. Pod ejects, pilot uninjured. (4 XP)
Salamander 2 Gnr (5) hits Spirit Rider 4. Killed by crit on turn 2.
Lance Electra UA 1 (Plt 12, Gnr 11, Con Artist 1, Marksman 1, Hangs Fire 1) wins initiative on turn 1, 2, 3, 4. Hits Star Raven twice. Missiles hit Shark 2. Turn 4 hits Star Raven and destroys it. Missiles from Star Raven trigger crit that destroys ship.
Lance Electra UA 1 Gnr (5) hits Star Raven twice. Missiles hit Shark 1. Locks missiles on Star Raven. Hits Star Raven. Lost with ship.
Lance Electra UA 2 (Plt 7, Gnr 8) hits Spirit Rider 3. Hits Kosmos 1. Missiles hit Shark 4. Hits Kosmos 2. Wins initiative turn 6. Hits Kosmos 1. (15 XP)
Lance Electra UA 2 Gnr (4) hits Spirit Rider 3. Hits Kosmos 1. Missiles destroy Shark 3. Hits Kosmos 2. Hits Shark 2. Hits Commissar. (19 XP)
Sorenson UA 3 (Plt 4, Gnr 3) survives the hyenas. (4 XP)
Sorenson UA 3 Gnr (3) killed by crit on turn 2.
Sorenson UA 4 (Plt 4, Gnr 4) killed by crit on turn 2.
Sorenson UA 4 Gnr (8) hits Spirit Rider 4. Killed by crit on turn 2.

Objectives:
N Protect the satellites.
Y Hold the field.
Y Inflict more losses than you take.
Y Target veteran pilots.

Luches Utopia
All Lone Wolves and Hyenas.

Angels of Sorrow
Bulldog 1 (Plt 6, Gnr 6) hits Octopus 4. Destroyed by torpedoes from Salamander 2 on turn 3. No pod (excessive damage).
Bulldog 2 (Plt 4, Gnr 5) hits Octopus 3. Surrenders and is captured. (6 XP)
Bulldog 3 (Plt 4, Gnr 4) is destroyed on turn 3 by torpedoes and cannon fire. Total damage precludes pod.
Bulldog 4 (Plt 3, Gnr 4) is destroyed on turn 3 by torpedoes and crit 9. Total damage precludes pod.
Spirit Rider 1 (Plt 5, Gnr 8) hits Octopus 3. Is destroyed on turn 2. Pod ejects, pilot injured. (6 XP)
Spirit Rider 2 (Plt 3, Gnr 4) is destroyed on turn 3. Pod ejects, pilot uninjured. (4 XP)
Spirit Rider 3 (Plt 3, Gnr 3) is destroyed on turn 1. Pod ejects, pilot injured. (4 XP)
Spirit Rider 4 (Plt 4, Gnr 4) is destroyed on turn 1. Pod ejects, pilot uninjured. (4 XP)
Consiglieris
Kosmos 1 (Plt 8, Gnr 8) hits Octopus 5. Missiles hit Octopus 5. Surrenders at end of scenario. (8 XP)
Kosmos 2 (Plt 3, Gnr 3) hits Octopus 5 with missiles. Escapes! (6 XP)
Shark 1 (Plt 8, Gnr 8, Aggressive Pilot 1) hits Sorenson 4. Crit kills crew. Hits Salamander 2. Wins initiative on turn 5. Captured. (3 luck, 17 XP)
Shark 2 (Plt 5, Gnr 6, Hangs Fire 1) hits Octopus 3. Hits Salamander 2. Captured. (1 luck, 8 XP)
Shark 3 (Plt 6, Gnr 5) hits Salamander 2. Hits Octopus 6. Destroyed by missiles on turn 3, no pod.
Shark 4 (Plt 6, Gnr 6, Tough Guy 1) hits Sorenson 3. Captured. (6 XP)
Star Raven Alpha 2 (Plt 8, Gnr 7) hits Salamander 2. Hits Octopus 4. Is destroyed on turn 4 (total loss of left side). Pods eject, pilot dead, gunners uninjured.
Star Raven Alpha 2 Gnr A (3) hits Octopus 4. Torps hit left side; crit kills gunner A.
Star Raven Alpha 2 Gnr B (4) hits Octopus 4 twice. Captured (8 XP)
Star Raven Alpha 2 Gnr C (7) hits Sorenson 3 twice. Captured (8 XP)
Spirit Rider 1 (Commissar) (Plt 8, Gnr 8) hits Salamander 2. Hits Octopus 4. Hits Sorenson 3. Destroyed on turn 6, pod ejects, pilot uninjured. (10 XP)

Objectives:
Y Destroy the satellites.
N Hold the field.
N Inflict more losses than you take.
N Minimize losses amongst veteran pilots.

Scenario 4 Experience spent
Unkulunkulu Archipelago
Tahitian Punch
Salamander 1 (Plt 4, Gnr 3) (10 XP) improves to Gunner 6.
Salamander 1 Gnr (4) (10 XP) improves to Gunner 6.
Salamander 2 (Plt 4, Gnr 4) (4 XP) banks his points.
Lance Electra UA 2 (Plt 7, Gnr 8) (15 XP) improves to Pilot 8, Gunner 9.
Lance Electra UA 2 Gnr (4) (19 XP) improves to Gunner 6 and adds Good Shot 1.
Sorenson UA 3 (Plt 4, Gnr 3) (4 XP) improves to Gunner 4.

Luches Utopia
Angels of Sorrow
Bulldog 2 (Plt 4, Gnr 3) (6 XP) improves to Pilot 5.
Spirit Rider 1 (Plt 5, Gnr 8) (6 XP) improves to Pilot 6.
Spirit Rider 2 (Plt 3, Gnr 4) (4 XP) improves to Pilot 4.
Spirit Rider 3 (Plt 3, Gnr 3) (4 XP) improves to Pilot 4, Gunner 4.
Spirit Rider 4 (Plt 4, Gnr 4) (4 XP) banks his points.

Consiglieris
Kosmos 1 (Plt 8, Gnr 8) (8 XP) banks his points.
Kosmos 2 (Plt 3, Gnr 3) (6 XP) improves to Pilot 4, Gunner 4.
Shark 1 (Plt 8, Gnr 8, Aggressive Pilot 1) (3 luck, 17 XP) improves to Pilot 9.
Shark 2 (Plt 5, Gnr 6, Hangs Fire 1) (1 luck, 8 XP) improves to Pilot 6.
Shark 4 (Plt 6, Gnr 6, Tough Guy 1) (6 XP) banks his points.
Star Raven Alpha 2 Gnr B (4) (8 XP) improves to Gunner 6.
Star Raven Alpha 2 Gnr C (7) (8 XP) improves to Gunner 8.
Spirit Rider 1 (Commissar) (Plt 8, Gnr 8) (10 XP) adds Good Shot 1.
  Reply

#3
Excellent! Thank you for posting this, and do keep 'em coming if you have more! Oh, and if you have any photos... SHARE!! Big Grin
SaveSave
"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here..."

- Ming the Merciless
  Reply

#4
Very nice write-up. I enjoyed reading and look forward to more.
"Make the spaceships rounder but more square!"

I can't change this sig. until I paint a longboat & post pics.
Mission Accomplished: 1/3/23

  Reply

#5
Scenario 5 - Scouting Mission

Luches Utopia continues to look for alternate avenues of advance into Escalia system.
So far, they keep being detected and intercepted by Unkulunkulu pilots.
This time they stumble into a training and shakedown cruise where Pearl Divers are training up their newest replacement pilot.
It's a brief skirmish, and both sides want to bloody the other side's nose, but both also need to report back...

Luches Utopia
Angels of Sorrow
Dart 1-3 and replacement Dart 5
Blizzard LUR 1,2,4 and replacement Blizzard LUR 5

Shanghai Joes
Thunderbird LUR 1-4

Unkulunkulu Archipelago
Pearl Divers
Hell Bender 2-4 and replacement Hell Bender 5
Chupacabra 2-4 and replacement Chupacabra 5
Nautilus 4

Scenario 5 Results - Scouting Mission
Luches Utopia continues to look for alternate avenues of advance into Escalia system.
So far, they keep being detected and intercepted by Unkulunkulu pilots.
This time they stumble into a training and shakedown cruise where Pearl Divers are training up their newest replacement pilot.
It's a brief skirmish, and both sides want to bloody the other side's nose, but both also need to report back...
While the conscripts land a couple of dramatic early blows, their assault is scattered and disorganized by Unkulunkulu torpedo attacks.
And while the Darts are hard to hit, eventually, missiles from the Cupacabras take their toll.
Luches Utopia survivors report back, completing some objectives (4 XP), while Unkulunkulu achieves all objectives (8 XP).

Experience

Luches Utopia
Angels of Sorrow
Dart 1 hits Chupacabra 5. Hits Hell Bender 5. Destroyed on turn 6. Pod ejects, pilot uninjured. (1 luck, 8 XP)
Dart 2 hits Chupacabra 2. Destroyed on Turn 4. Pod ejects, pilot uninjured. (2 XP, 6 XP)
Dart 3 hits Chupacabra 2. Pod ejects, pilot injured. (1 luck, 6 XP)
Dart 5 hits Chupababra 4. Destroyed by missiles on turn 4. Pod ejects, pilot uninjured. (6 XP)
Blizzard LUR 1 wins initiative on turn 3, 4. (6 XP)
Blizzard LUR 2 destroyed on turn 6. Pod ejects, pilot uninjured. (4 XP)
Blizzard LUR 4 torps hit Hell Bender 5. Pod ejects, pilot uninjured. (4 XP)
Blizzard LUR 5 destroyed. Pod ejects, pilot injured. (4 XP)

Shanghai Joes
Thunderbird LUR 1 destroyed on turn 5. Pod ejects, pilot injured. (4 XP)
Thunderbird LUR 2 hits Chupacabra 5. (6 XP)
Thunderbird LUR 3 survives. (4 XP)
Thunderbird LUR 4 survives. (4 XP)

Unkulunkulu Archipelago
Pearl Divers
Hell Bender 2 wins initiative on turn 2, 5, 6. Hits T-bird 1. Hits T-bird 1 twice. (1 luck, 17 XP)
Hell Bender 3 hits T-bird 2. (10 XP)
Hell Bender 4 hits Blizzard 5. Torpedoes hit Dart 2. Hits Blizzard 2. Hits T-bird 2. (1 luck, 14 XP)
Hell Bender 5 survives. (8 XP)
Chupacabra 2 wins initiative on turn 1. Hits T-bird 1. Destroyed on turn 1. Pod ejects, pilot uninjured. (11 XP)
Chupacabra 3 hits Dart 3. Missiles destroy Dart 5. Hits Blizzard 2. Missiles destroy Dart 3. (5 luck, 16 XP)
Chupacabra 4 missiles hit T-bird 4. Missiles hit Dart 1. (12 XP)
Chupacabra 5 hits Blizzard 5. Destroyed on turn 5. Pod ejects, pilot uninjured. (10 XP)
Nautilus 4 hits Dart 1. Hits Dart 2. Hits Dart 1. Spends 1 luck to avoid a hit. Hits Blizzard 4 thrice. (3 Luck, 20 XP)

Scenario 5 experience Spent

Luches Utopia
Angels of Sorrow
Dart 1 gunnery to 8.
Dart 2 piloting to 5.
Dart 3 piloting to 6.
Dart 5 piloting to 4, gunnery to 4.
Blizzard LUR 1 banks the points.
Blizzard LUR 2 gunnery to 5.
Blizzard LUR 4 gunnery to 5.
Blizzard LUR 5 piloting to 3, gunnery to 4.

Shanghai Joes
Thunderbird LUR 1 piloting to 4.
Thunderbird LUR 2 piloting to 4, gunnery to 4.
Thunderbird LUR 3 piloting to 2, gunnery to 4.
Thunderbird LUR 4 piloting to 3, gunnery to 4.

Unkulunkulu Archipelago
Pearl Divers
Hell Bender 2 piloting to 8, gunnery to 8, adds Quick Reflexes 1 (+1 to speed restriction)
Hell Bender 3 gunnery to 7.
Hell Bender 4 gunnery to 8.
Hell Bender 5 piloting to 4, gunnery to 5.
Chupacabra 2 adds Good Shot 1 (reroll one die on a to hit).
Chupacabra 3 piloting to 7, gunnery to 7.
Chupacabra 4 piloting to 6, gunnery to 6.
Chupacabra 5 gunnery to 6.
Nautilus 4 gunnery to 8, adds Good Shot 1.
  Reply

#6
Scenario 6 - Wolf Pack Tactics

Luches Utopia picks up chatter about Unkulunkulu repositioning their heaviest gunboats from Tahitian Punch wing and they decide to ambush them en route with heavy TPACs. The sluggish and heavy Tahitian Punch forces will have a great deal of difficulty running from the well armed Consiglieri forces.
Luches forces set up on either side of the Unkulunkulu forces.

Tahitian Punch
Betafortress 1 (5/8, Con Artist 1, Gunners 7, 4, 3, 3,)
Star Raven 1 (3/3, Gunners 4, 4, 7)
Star Raven 2 (3/4, Gunners 3, 3, 4)
Revenge 1 (3/4, Gunner A 4)
Pit Viper 2 (8/8, Luck 1, Good Shot 1)
Pit Viper 6 (4/5)

Shanghai Joes
Cossack 5 (2/1)
Cossack 6 (1/1)
Cossack 7 (2/2)
Cossack 8 (1/2)
Delta II 5 (1/1)
Delta II 6 (1/1)
Delta II 7 (2/1)
Delta II 8 (2/2)

Consiglieris
Glaive 1 (10/9, Aggressive Pilot 1, Con Artist 1, Sharpshooter 1, Gunner 5)
Glaive 2 (6/8, Dodger 1, Gunner 4)
Glaive 3 (8/7, Gunner 4)
Salamander II 1 (9/9, Good Shot 1, Dodger 1, Gunner 3)
Salamander II 2 (7/8, Gunner 4)
Spirit Rider 2 (Commissar) (8/7)
Epping Prime 1 (8/7, Gunners 5, 3, 3)

Scenario 6 Results - Wolf Pack Tactics

Luches Utopia picks up chatter about Unkulunkulu repositioning their heaviest gunboats from Tahitian Punch wing and they decide to ambush them en route with heavy TPACs.
The sluggish and heavy Tahitian Punch forces will have a great deal of difficulty running from the well armed Consiglieri forces.
Luches forces set up on either side of and in front of the Unkulunkulu forces.

Luches Utopia manages to destroy the Betafortress, but fails to destroy either Star Raven.
They've brought enough firepower (maybe), but the early loss of Consiglieris wing commander Gustaffson to a lucky crit on turn 1 cost them both much needed firepower and an overwhelming edvantage in initiative.
The Unkulunkulus have the overwhelming edge in torpedoes, but while they manage to disrupt the attack, they do not do enough damage to be considered the game winning factor.
Both sides achieve some objectives, but not all (4 XP each survivor).

Tahitian Punch
Betafortress 1 hits Cossack 8 and crit destroys it. Locks missiles on Cossack 7. (2 luck, 10 XP) Destroyed on turn 6. Pod ejects, gnr A injured, rest uninjured.
Betafortress Gnr A survives (4 XP)
Betafortress Gnr B hits Glaive 1 and kills the crew with a crit. Hits Glaive 3. Hits Epping. (18 XP)
Betafortress Gnr C hits Epping. Locked missiles on Salamander 1. Hits Epping. Hits Glaive 2. Hits Epping. (14 XP)
Betafortress Gnr D hits Glaive 3. (6 XP)
Star Raven 1 hits Salamander 1. Hits Cossack 5. (8 XP)
Star Raven 1 Gnr A hits Glaive 2. Hits Salamander 1. Hits Salamander 2. Hits and destroys Delta II 5. Hits Cossack 5. (16 XP)
Star Raven 1 Gnr B hits Glaive 2. Hits Salamander 1. Hits Spirit Rider 2. Hits Cossack 6. (12 XP)
Star Raven 1 Gnr C hits Salamander 1. Locked missiles on Glaive 2. Locks missiles on Salamander 1. Hits Salamander 2. Hits and destroyes Delta II 8. Hits Spirit Rider 2. Hits Delta II 6 - mission kill. Hits Glaive 3. (24 XP)
Star Raven 2 hits Epping. Hits Glaive 3. Hits Salamander 2. Hits Salamander 2. (12 XP)
Star Raven 2 Gnr A hits Epping. Hits Epping. Hits Epping. Hits Salamander 2. Hits Salamander 2. (14 XP)
Star Raven 2 Gnr B hits Epping. Hits Epping. Hits Salamander 2. Hits Salamander 2. (12 XP)
Star Raven 2 Gnr C hits Glaive 2. Locked missiles on Salamander 1, but no damage. Hits Salamander 2. Hits Glaive 3. Hits Glaive 3. (12 XP)
Revenge 1 survives. (4 XP)
Revenge Gnr locked missiles on Glaive 2. (6 XP)
Pit Viper 2 hits Cossack 6. Hits Cossack 5. Wins initiative on turn 5. Hits Cossack 6. Wins initiative on turn 6. Hits Spirit Rider 2. Wins initiative on turn 7. Hits Cossack 6. Hits Glaive 3. (19 XP)
Pit Viper 6 hits Cossack 6. Hits Cossack 6. Hits and destroys Delta II 7. Hits Cossack 5. Hits Cossack 5. Hits Cossack 7, and crit finishes him. Hits Glaive 3. (3 luck, 20 XP)

Shanghai Joes
Cossack 5 hits Betafort. Hits Betafort. Hits Raven 1. (10 XP)
Cossack 6 hits Betafort. Hits Betafort. Hits Raven 1. Hits Raven 1. (12 XP)
Cossack 7 hits Betafort. Hits Betafort. Hits Betafort. (10 XP) Destroyed on turn 7. Pod ejects, pilot uninjured.
Cossack 8 hits Betafort. Destroyed on turn 3 by crit. No pod due to excessive damage.
Delta II 5 destroyed on turn 5. Pod ejects, pilot injured. (4 XP)
Delta II 6 Hits Raven 2. Hits Raven 1. Captured. (8 XP)
Delta II 7 destroyed on turn 3. Pod ejects, pilot uninjured. (4 XP)
Delta II 8 destroyed on turn 4. Pod ejects, pilot uninjured. (4 XP)

Consiglieris
Glaive 1 wins initiative on turn 1. Killed by crit on turn 1.
Glaive 1 Gnr killed by crit on turn 1.
Glaive 2 hits Betafort twice with protobolts. Hit by a Mk50. (8 XP)
Glaive 2 Gnr locked missiles on the Betafort. Locks missiles on Betafort, but does no damage. Hits Betafort. (8 XP)
Glaive 3 hits Betafort twice with protobolts. Dodged 2 torps! Hits Raven 2 twice with protobolts. Hits Raven 2. Wins initiative on turn 8. (19 XP)
Glaive 3 Gnr hits Betafort. Locks missiles on Betafort. Locks missiles on Betafort. (10 XP)
Salamander 1 hits Raven 2. Wins initiative on turn 2. Hits Raven 1. Wins initiative on turn 3. (10 XP) Destroyed on turn 3, pod ejects, pilot injured, gunner unijured.
Salamander 1 Gnr hits Raven 2. Hits Raven 1. (8 XP)
Salamander 2 hits Raven 1. Hits Raven 1. Hits Raven 2. Hits Betafort. Hits Betafort and finishes it. (14 XP)
Salamander 2 Gnr hits Raven 2. Hits Raven 1. Hits Raven 1. Hits Betafort. Hits Betafort. Hits Raven 1. Killed by crit on turn 7.
Spirit Rider 2 hits Betafort. Wins initiative on turn 4. Hits Raven 1. (9 XP)
Epping Prime 1 hits Betafort. Hits Betafort. Took a Mk50 on the chin. (8 XP) Destroyed on turn 5. Pod ejects, pilot uninjured, gnr A dead, gnr B injured, gnr C uninjured.
Epping Prime 1 Gnr A locked missiles on Raven 2. (6 XP)
Epping Prime 1 Gnr B locks missiles on Raven 2. Locks missiles on Betafort. (8 XP)
Epping Prime 1 Gnr C locks missiles on Betafort. (6 XP)

Scenario 6 Experience spent

Tahitian Punch
Betafortress 1 (2 luck, 10 XP) adds Quick Reflexes 1.
Betafortress Gnr A injured (4 XP) improves to Gnr 8.
Betafortress Gnr B (18 XP) improves to Gnr 7.
Betafortress Gnr C (14 XP) improves to Gnr 6.
Betafortress Gnr D (6 XP) improves to Gnr 4.
Star Raven 1 (8 XP) improves to Plt 4, Gnr 5.
Star Raven 1 Gnr A (16 XP) improves to Gnr 5 and adds Good Shot 1.
Star Raven 1 Gnr B (12 XP) improves to Gnr 6.
Star Raven 1 Gnr C (24 XP) improves to Gnr 10.
Star Raven 2 (12 XP) improves to Plt 4, Gnr 6.
Star Raven 2 Gnr A (14 XP) improves to Gnr 6.
Star Raven 2 Gnr B (12 XP) improves to Gnr 6.
Star Raven 2 Gnr C (12 XP) improves to Gnr 6.
Revenge 1 (4 XP) improves to Plt 4.
Revenge Gnr (6 XP) improves to Gnr 5.
Pit Viper 2 (19 XP) improves to Plt 9, Gnr 9.
Pit Viper 6 (3 luck, 20 XP) improves to Plt 5, Gnr 8.

Shanghai Joes
Cossack 5 (10 XP) improves to Plt 3, Gnr 5.
Cossack 6 (12 XP) improves to Plt 4, Gnr 5.
Cossack 7 (10 XP) improves to Plt 4, Gnr 5.
Delta II 5 (4 XP) improves to Plt 3, Gnr 3.
Delta II 6 (8 XP) improves to Plt 4, Gnr 4.
Delta II 7 (4 XP) improves to Plt 3, Gnr 4.
Delta II 8 (4 XP) improves to Plt 4, Gnr 4.

Consiglieris
Glaive 2 (8 XP) banks his points.
Glaive 2 Gnr (8 XP) improves to Gnr 6.
Glaive 3 (19 XP) improves to Gnr 9.
Glaive 3 Gnr (10 XP) improves to Gnr 6.
Salamander 1 (10 XP) improves to Plt 10, Gnr 10.
Salamander 1 Gnr (8 XP) improves to Gnr 5.
Salamander 2 (14 XP) adds Good Shot 1.
Spirit Rider 2 (9 XP) improves to Gnr 8.
Epping Prime 1 (8 XP) improves to Gnr 8.
Epping Prime 1 Gnr B (8 XP) improves to Gnr 5.
Epping Prime 1 Gnr C (6 XP) improves to Gnr 4.

Scenario 7 - Milk Run Interruptus

Unkulunkulu is looking for a little payback against Luches Utopia at this point, so when they hear of a simple training/supply run being undertaken by the Shanghai Joes, they dispatch half of the Pearl Divers to take the Utopians down a notch.

The Pearl Divers forces include an ace and many veterans, while the Joes are mostly conscripts and badly trained at that. Only the commissars (in Sharks) are veteran pilots, though there are 2-3 veteran gunners. And the Pearl Divers, while in SPACs, are quite simply flying better ships than the Joes.

Pearl Divers

Nautilus 1 (12/12, Con Artist 1, Good Shot 1, Hangs Fire 1, Never a Useless Move 1, not Lone Wolf)
Nautilus 2 (5/8)
Nautilus 3 (5/5)
Dart UAR 1 (6/6, Sharpshooter 1)
Dart UAR 2 (8/8, Good Shot 1)
Dart UAR 3 (5/5, 1 luck)
Dart UAR 4 (4/5)
Spirit Rider II 1 (Irene) (7/8)
Spirit Rider II 2 (Jack) (4/6, 3 luck)
Spirit Rider II 3 (Kalinda) (4/5)


Objectives:
i) Destroy the shuttles
ii) Destroy the Sharks
iii) Inflict more losses than you take

Shanghai Joes

Shark 2 (7/8) Commissar Franklin Fillipus Finkleman V
Shark 3 (8/7) Commissar Edwin Edmund Edwardson VIII
Devastator 3 (1/1, Gunners 8, 3)
Sorenson II 1 (3/3, Gunner 6)
Sorenson II 2 (1/1, Gunner 4)
Shryak Shuttle 1 (4/4, Gnr 7)
Shryak Shuttle 2 (2/1, Gnr 6)
Shryak Shuttle 3 (2/2, Gnr 4)


Objectives:
i) Inflict more losses than you take
ii) Protect the shuttles' cargo

Scenario 7 Results - Milk Run Interruptus

The Shanghai Joes gunners strike early and hard and quickly put the Pearl Divers on the ropes.

While the Joes lose a Shark and a Shuttle (and see the Sorensons reduced to scrap), they shoot down all three Nautilus fighters and half the 'poison' Darts.

The Unkulunkulu survivors get 2 XP (failed to complete any objectives) while the Joes fall just shy of all objectives (4 XP).

Pearl Divers
Nautilus 1 (Nemo) (12 XP, captured, injured)
Nautilus 2 (Starbuck) (2 XP, captured)
Nautilus 3 (Ishmael) (2 XP, 1 luck spent, captured)
Dart 1 destroyed, no pod
Dart 2 (Cliff Carmichael) (12 XP, 1 luck)
Dart 3 (Doreen Day) (2 XP)
Dart 4 (Summer Day) (4 XP, captured, injured)
Spirit Rider 1 (Irene Atherby) (8 XP, 1 luck)
Spirit Rider 2 (Jack Schitt) (4 XP)
Spirit Rider 3 (Kalinda) (8 XP)

Shanghai Joes
Shark 2 (6 XP, Franklin Fillipus Finkleman V dead in pod)
Shark 3 (13 XP, 1 luck) (Edwin Edmund Edwardson VIII)
Devastator 3 (6 XP) Peter Piper Pecks
Dev3 Gunner A (6 XP) Gregory Gregson
Dev3 Gunner B (4 XP) Henry Montgomery Nordberg
Sorenson II 1 (4 XP) 'Pimp'
Sor1 Gunner (6 XP, but Gimp killed by crit)
Sorenson II 2 (4 XP) So
Sor2 Gunner (8 XP) Louis
Shryak Shuttle 1 (4 XP) SD Jones
Shut1 Gunner (10 XP) Beverly Jones
Shryak Shuttle 2 (4 XP) Wu
Shut2 Gunner (14 XP) Luches
Shryak Shuttle 3 destroyed, no pod
Shut3 Gunner (8 XP, but Levi killed by crit)

Scenario 7 Experience spent - Milk Run Interruptus

Pearl Divers
Nautilus 1 (Nemo) (12 XP, captured, injured) improves to Good Shot 2.
Nautilus 2 (Starbuck) (2 XP, captured) improves to Pilot 6.
Nautilus 3 (Ishmael) (2 XP, 1 luck spent, captured) improves to Gunner 6.
Dart 2 (Cliff Carmichael) (12 XP, 1 luck) improves to Gunner 9.
Dart 3 (Doreen Day) (2 XP) improves to Gunner 6.
Dart 4 (Summer Day) (4 XP, captured, injured) improves to Pilot 5, Gunner 6.
Spirit Rider 1 (Irene Atherby) (8 XP, 1 luck) improves to Pilot 8.
Spirit Rider 2 (Jack Schitt) (4 XP) improves to Pilot 5.
Spirit Rider 3 (Kalinda) (8 XP) improves to Pilot 5, Gunner 6.

Shanghai Joes
Shark 3 (13 XP, 1 luck) (Edwin Edmund Edwardson VIII) adds Quick Reflexes 1 (easing speed restrictions).
Devastator 3 (6 XP) Peter Piper Pecks improves to Pilot 4, Gunner 4.
Dev3 Gunner A (6 XP) Gregory Gregson banks his points.
Dev3 Gunner B (4 XP) Henry Montgomery Nordberg improves to Gunner 4.
Sorenson II 1 (4 XP) 'Pimp' improves to Pilot 4, Gunner 4.
Sor1 Gunner (6 XP, but Gimp killed by crit) replaced.
Sorenson II 2 (4 XP) So improves to Pilot 3, Gunner 3.
Sor2 Gunner (8 XP) Louis improves to Gunner 6.
Shryak Shuttle 1 (4 XP) SD Jones banks his points.
Shut1 Gunner (10 XP) Beverly Jones adds Good Shot 1.
Shryak Shuttle 2 (4 XP) Wu improves to Pilot 3, Gunner 4.
Shut2 Gunner (14 XP) Luches improves to Gunner 8.
  Reply

#7
Scenario 8 - Hunter's Moon

Luches Utopia begins to take the upper hand when they draw an Unkulunkulu patrol near a small ringed moon.
They have one of their pilots play the wounded duck, to draw Unkulus into danger...
Too late the patrol's pilots realize they're outgunned and need to fight their way out.

Unkulunkulu

Tahitian Punch
Star Raven 3 (3/4, Gunners 3, 3, 3)

Pearl Divers
Talon 1 Larry Trainor (6/6, luck 1, Tough Guy 1)
Talon 2 Big Beegun (6/6)
Talon 4 Danny Street (4/6)
Talon 5 (4/4)
Spirit Rider II 1 Irene (8/8, 1 luck)
Spirit Rider II 2 Jack (5/6, 3 luck)
Spirit Rider II 3 Kalinda (5/6)
Spirit Rider II 5 Lance B (4/3)

Luches Utopia

Shanghai Joes
Devastator 1 (4/3, gunners 4, 3)
Devastator 2 (2/1, gunners 8, 7)
Shark 3 Edwin (8/7, 1 luck)

Angels of Sorrow
Blizzard LUR 1 Howard (the Duck) (8/6, Con Artist 1)
Pit Viper T 2 Oarkins (3/4)
Pit Viper T 3 (1/1)
Pit Viper T 4 (1/2)
Pit Viper T 5 (1/2)
Shark 3 Silas (8/8, 1 luck, Quick Draw 1, Hangs Fire 1)

Consiglieris
Epping Prime 2 (7/5, gunners 6, 4, 3)

Scenario 8 Results - Hunter's Moon

Luches Utopia begins to take the upper hand when they draw an Unkulunkulu patrol near a small ringed moon.
They have one of their pilots play the wounded duck, to draw Unkulus into danger...
Too late the patrol's pilots realize they're outgunned and need to fight their way out.

The battle proves to be utterly indecisive.
The nearby presence of the moon and rings prevents aggressive torpedo fire, missiles fail to lock, and good gunenrs just can't seem to hit anything.
As usual, the Commissars use the Sharks' ion rams to great effect, but otherwise there's relatively little noteworthy fire.
Ultimately, both sides agree to recover their life pods and retreat, with neither side taking prisoners.

The skirmishes are taking a toll on both sides at this point, and rosters were getting depleted.

UA forces have to scuttle the Star Raven, and Luches forces scuttle the second Devastator.
This makes it a partial victory for Luches (4 XP) and a mission failure for UA (2 XP).

Unkulunkulu
Tahitian Punch
Star Raven 3 (Pukay) hits Epping. Hits Devastator 2, kills Gunner A. (6 XP)
Gnr A hits Epping. (4 XP)
Gnr B hits Viper T 5. Hits Devastator 2. (6 XP)
Gnr C hits Viper T 5. Hits Devastator 2. (6 XP)

Pearl Divers
Talon 1 Larry Trainor hits Blizzard. Hits Devastator 2 twice. (8 XP)
Talon 2 Big Beegun destroyed on turn 2 by hyenas. No pod due to execssive damage.
Talon 4 Danny Street hits Viper T 3. Hits Epping. (6 XP)
Talon 5 destroyed on turn 3 by hyenas. No pod due to execssive damage.
Spirit Rider II 1 Irene wins initiative on turn 2, 4. Hits Epping. (6 XP)
Spirit Rider II 2 Jack dodges a torp on turn 3. Hits Devastator 2. (8 XP)
Spirit Rider II 3 Kalinda hits Epping. (4 XP)
Spirit Rider II 5 Lance Ballstrong hits Viper T 3. Hits Epping. Destroyed by missiles on turn 5, pod ejects, pilot uninjured. (1 luck, 6 XP)

Luches Utopia
Shanghai Joes
Devastator 1 hits Talon 4. Destroyed by Mk50 torp on turn 5. No pod due to excessive damage.
Gnr A lost with ship.
Gnr B lost with ship.
Devastator 2 survives. (4 XP)
Gnr A killed by crit on turn 4.
Gnr B hits Talon 2. Hits Raven. (8 XP)
Shark 3 Edwin hits Talon 2. Hits Talon 5 (1 luck, 8 XP)

Angels of Sorrow
Blizzard LUR 1 Howard wins initiative on turn 1, 3, 5. Hits Talon 5. (9 XP)
Pit Viper T 2 Oarkins hits Raven. (6 XP)
Pit Viper T 3 is crippled, but pilot ejects safely. (4 XP)
Pit Viper T 4 hits Raven twice. (8 XP)
Pit Viper T 5 destroyed on turn 3 by Star Raven Gunners. Pod ejects, pilot injured. (4 XP)
Shark 3 Silas hits Talon 2. Hits Talon 5. Hits Raven. Dodges a torp. (-1 luck, 14 XP)

Consiglieris
Epping Prime 2 hits Raven. (6 XP)
Gnr A hits Talon 2. (6 XP)
Gnr B survives. (4 XP)
Gnr C locks 10 missiles on Rider5, destroying it. Hits Talon 4. (11 XP)

Scenario 8 Experience Spent - Hunter's Moon

Unkulunkulu
Tahitian Punch
Star Raven 3 (Pukay) (6 XP) improves to Gnr 5.
Gnr A (4 XP) improves to Gnr 4.
Gnr B (6 XP) improves to Gnr 4.
Gnr C (6 XP) improves to Gnr 4.

Pearl Divers
Talon 1 Larry Trainor (8 XP) adds Good Shot 1.
Talon 4 Danny Street (6 XP) improves to Plt 5.
Spirit Rider II 1 Irene (6 XP) adds Good Shot 1.
Spirit Rider II 2 Jack (8 XP) improves to Gnr 7.
Spirit Rider II 3 Kalinda (4 XP) improves to Plt 6.
Spirit Rider II 5 Lance Ballstrong (1 luck, 6 XP) improves to Plt 4, Gnr 4.

Luches Utopia
Shanghai Joes
Devastator 2 (4 XP) improves to Plt 4, Gnr 3.
Gnr B (8 XP) improves to Gnr 8.
Shark 3 Edwin (1 luck, 8 XP) adds Good Shot 1.

Angels of Sorrow
Blizzard LUR 1 Howard (9 XP) improves to Plt 9.
Pit Viper T 2 Oarkins (6 XP) improves to Gnr 5.
Pit Viper T 3 (4 XP) improves to Plt 3, Gnr 3.
Pit Viper T 4 (8 XP) improves to Plt 4, Gnr 4.
Pit Viper T 5 (4 XP) improves to Plt 3, Gnr 4.
Shark 3 Silas (-1 luck, 14 XP) adds Quick Reflexes 1.

Consiglieris
Epping Prime 2 (6 XP) improves to Gnr 6.
Gnr A (6 XP) banks his points.
Gnr B (4 XP) banks his points.
Gnr C (11 XP) improves to Gnr 6.
  Reply

#8
I'm really appreciating the colorful names of the squadrons, particularly Tahitian Punch, as I worked with a mixed bag of Pacific Islanders back in the day, Tongans, Samoans, Fijians, and even a New Zealander ex-pat fluent in Fijian. One of the ethnic Polynesian Fijians had been a champion boxer in his younger days. Kolinio (aka Koli) as built like a human brick, and he could still punch hard enough to stop a charging steer in its tracks (which he was forced on a couple of occasions to demonstrate on a violent perp who had committed a violent crime and was violently resisting arrest). 

Your use of Tahitian Punch for a squadron name recalled to mind those old memories, and also the fact that Polynesians for all of their traditional warm hospitality and good nature, are also warrior cultures still not shy of mixing things up if they feel the need. 

I am also very much appreciative of your use of More Than Valor. The Luches use of explosive collars and the commissars that control them are demonstrating their limitations quite clearly and well. Yet the Luches appear to be anything but complete pushovers, and certainly they are anything if not persistent in their territorial ambitions. Dodgy Big Grin

Thanks again for sharing this info!  Cool
"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here..."

- Ming the Merciless
  Reply

#9
Scenario 9 - Gateway to Escalia

Unkulunkulus start actively searching for the routes the Utopians are taking to attack Escalia and Washata.

One of patrols spots some unusual activity at the edge of a dust cloud, and long range scans turn up unusual emissions of dark matter and graviton pulses.
Clearly, there's some badly warped space phenomenon inside.

Expecting this to be Luches Utopia's gateway into the Escalia system, the Unkulunkulus dispatch a group of heavy fighters to recon in force.
They expect a picket of Utopia fighters to be waiting on one side or the other of some gate or wormhole, hidden by the dust.

They aren't wrong.

They find nearly a half dozen Luches Utopia Guard fighters covering a large cluster of small pulsing wormholes and small deadly black hole.
These wormholes clearly are not stable enough for commercial use, but as a back door for sneak attack, they've proven quite valuable.

Luches Utopia
Consiglieris wing
Pharsii II LUR 1
Pharsii II LUR 2
Sorenson IV 1
Sorenson IV 2

i) Hold the field
ii) If unable to hold the field, send a ship through the wormholes no notify the other end
iii) Prevent the enemy from reporting back to their command.

Unkulunkulu Archipelago
Tahitian Punch wing
Revenge 2
Lance Electra UA 2
Lance Electra 1
Lance Electra 2
Pit Viper 1
Pit Viper 3
Pit Viper 4

i) Hold the field
ii) Report back to command on the enemy forces
iii) Investigate the wormholes.
iv) if possible, prevent the enemy from escaping to notify the other end

Terrain:
i) A black hole of radius 4. Within this radius,
---shots take a -1 to hit for each hex crossed,
---at end of turn, all objects are pulled towards the black hole
---movement away from the black hole costs double
---movement towards the black hole is free
---you may orbit the black hole (free move forward, free turns)
ii) 6 wormholes scattered 3-9 hexes from the black hole, numbered 1 to 6.
iii) Luches Utopia forces know how the wormholes work, Unkulunkulu must enter them to find out.

Scenario 9 Results - Gateway to Escalia

The battle is joined quickly, and early fire takes a Sorenson and a Lance out of the fight.

Torpedoes prove relatively ineffective and the missile launchers on the UA side prove singularly ineffective.
(Bad luck, not a scenario rule.)

Late in the game, Sorenson 1 is forced to abandon ship as the battered drives can't keep them out of reach of the closing Mark 50s.

Sorenson 2 escapes off the edge once its guns are gone, and the Pharsiis escape through the wormholes under heavy fire.

Both sides achieve some goals (4 XP per survivor).

I played the game with the Target Speed Restrictions on the ship sheets, but I think the Sorenson IV Quadautocannon SR is a typo.

'Post script'
Luches Utopia forces know how the wormholes work, Unkulunkulu must enter them to find out.
Upon entering a wormhole hex, Luches pilots may roll under their Piloting on D10 to exit the board.
Otherwise, roll D6 and appear in a random hex (with random facing) adjacent to the wormhole with that number.

Luches Utopia
Consiglieris wing
Pharsii II LUR 1 (Plt 8, Gnr 8, Hangs Fire 1) hits Lance 2 for 25 (boxcars!), destroying it. (1 luck) Hits Revenge. ->
Uses wormholes to escape torps on turn 4. Hits Revenge. Exits through wormhole on turn 7. (10 XP, 1 luck)
Pharsii II LUR 1 Gnr A (Gnr 4) hits Revenge on turn 3, knocking out the drives on the first hit. Hits Revenge on turn 6, ->
but no effect from crit. (8 XP)
Pharsii II LUR 1 Gnr B (Gnr 8) locks missiles on Lance UA 2. Locks missiles on Revenge turn 4. (8 XP)
Pharsii II LUR 1 Gnr C (Gnr 5) hits Viper 3, destroying it on turn 3. Hits Revenge. (8 XP)
Pharsii II LUR 2 (Plt 4, Gnr 4) hits Lance 1 on turn 4. Hits Lance 1. Hit by 10 missiles on turn 6, which will prevent it ->
from escaping on turn 7. Pulls up just short. escapes on turn 8, to end the game. (8 XP)
Pharsii II LUR 2 Gnr A (Gnr 4) hits Lance 1. Hits Lance 1. Hits Lance 1. (10 XP)
Pharsii II LUR 2 Gnr B (Gnr 6) locks missiles on Lance 1. (6 XP)
Pharsii II LUR 2 Gnr C (Gnr 5) hits Lance UA. Hits Viper 4 for a crit on way out (turn 7) (8 XP)
Sorenson IV 1 (Plt 9, Gnr 9, Hangs Fire 1, Quick Reflexes 1) hits Lance 2 for 25 on a max roll. (1 luck) Successfully dodges a torpedo. ->
Hits Lance UA. Wins initiative on turn 3. Hits Revenge. Missiles do significant damage on turn 4 and crew ejects with torps just off RQL. ->
(15 XP, 1 luck)
Sorenson IV 1 Gnr A (Gnr 3) hits Viper 3. Hits Viper 3. Hits Revenge on turn 4, killing Gunner. (10 XP, captured)
Sorenson IV 2 (Plt 4, Gnr 4) takes -2 to hit from crit on turn 1. Loses guns. Flies off table edge on turn 6. (4 XP)
Sorenson IV 2 Gnr A (Gnr 3) killed early on turn 1, before shooting. KIA.

Unkulunkulu Archipelago
Tahitian Punch wing
Revenge 2 (Plt 3, Gnr 4) loses drives on turn 3, first time hit. PD stops an incoming torp on turn 4. (4 XP)
Revenge 2 Gnr A (Gnr 3) killed by crit on turn 4. KIA.
Lance Electra UA 2 (Pl8, Gnr 9) hits Sorenson 2. Hit by 8 missiles on turn 2, maneuvering thrusters hit. Hits Sorenson 1, but crit has ->
no effect. Locks missiles on Sorenson 1 on turn 4. Hits Pharsii 2, but crit has no effect. hits Pharsii 2. Hits Pharsii 2. Hits Pharsii 2. (18 XP)
Lance Electra UA 2 Gnr A (Gnr 6, Good Shot 1) hits Sorenson 2. Hits Sorenson 1. Hits Pharsii 2. Hits Pharsii 2. Hits Pharsii 2. ->
Hits Pharsii 2 with triples. (16 XP)
Lance Electra 1 (Plt 8, Gnr 8, Good Shot 1, Never a Useless Move 1) wins initiative on turn 1. Hits Sorenson 2. Wins initiative on turn 2. ->
Hits Pharsii 1, but crit has no effect. Hit by 7 missiles on turn 3, drives sputter. Wins initiative on turn 4, 5, 6, 7, 8. (15 XP)
Lance Electra 1 Gnr A (Gnr 6) hits Pharsii 1. Locks missiles on Sorenson 1 on turn 4. Locks missiles on Pharsii 2 on turn 6. (10 XP)
Lance Electra 2 (Plt 6, Gnr 7) loses 3 DV early on turn 1 to crit, then destroyed. No pod due to excessive damage. KIA.
Lance Electra 2 Gnr A (Gnr 6) hits Sorenson 2. Dies under heavy autocannon fire. KIA.
Pit Viper 1 (Plt 6, Gnr 6, Luck 1, Hangs Fire 1, Tough Guy 1) hits Pharsii2. Hits Pharsii 1. Hits Pharsii 1. Hits Pharsii 1. (12 XP)
Pit Viper 3 (Plt 7, Gnr 6, Hangs Fire 1) hit by Sorenson1A on turn 1, -3 DV crit. Hits Pharsii 2. Hits Sorenson 2. Destroyed on turn 3. ->
Pod ejects, pilot injured. (8 XP)
Pit Viper 4 (Plt 4, Gnr 5) hits Pharsii 2. Hits Sorenson 2. Hits Soreson 1. Hits Pharsii 1. (12 XP)

Scenario 9 Experience spent - Gateway to Escalia

Luches Utopia
Consiglieris wing
Pharsii II LUR 1 (Plt 8, Gnr 8, Hangs Fire 1) (10 XP, 1 luck) adds Quick Reflexes 1
Pharsii II LUR 1 Gnr A (Gnr 4) (8 XP) improves to Gnr 6.
Pharsii II LUR 1 Gnr B (Gnr 8) (8 XP) banks his points.
Pharsii II LUR 1 Gnr C (Gnr 5) (8 XP) improves to Gnr 6.
Pharsii II LUR 2 (Plt 4, Gnr 4) (8 XP) improves to Gnr 6.
Pharsii II LUR 2 Gnr A (Gnr 4) (10 XP) improves to Gnr 6.
Pharsii II LUR 2 Gnr B (Gnr 6) (6 XP) improves to Gnr 8.
Pharsii II LUR 2 Gnr C (Gnr 5) (8 XP) improves to Gnr 6.
Sorenson IV 1 (Plt 9, Gnr 9, Hangs Fire 1, Quick Reflexes 1) (15 XP, 1 luck, captured) improves to Plt 10, Gnr 10.
Sorenson IV 1 Gnr A (Gnr 3) (10 XP, captured) improves to Gnr 6.
Sorenson IV 2 (Plt 4, Gnr 4) (4 XP) banks his points.
Sorenson IV 2 Gnr A (Gnr 3) KIA.

Unkulunkulu Archipelago
Tahitian Punch wing
Revenge 2 (Plt 3, Gnr 4) (4 XP) improves to Plt 4.
Revenge 2 Gnr A (Gnr 3) KIA.
Lance Electra UA 2 (Plt 8, Gnr 9) (18 XP) improves to Gnr 10, adds Good Shot 1.
Lance Electra UA 2 Gnr A (Gnr 6, Good Shot 1) (16 XP) improves to Gnr 8.
Lance Electra 1 (Plt 8, Gnr 8, Good Shot 1, Never a Useless Move 1) (15 XP) improves to Plt 9, Gnr 9.
Lance Electra 1 Gnr A (Gnr 6) (10 XP) improves to Gnr 7.
Lance Electra 2 (Plt 6, Gnr 7) KIA.
Lance Electra 2 Gnr A (Gnr 6) KIA.
Pit Viper 1 (Plt 6, Gnr 6, Luck 1, Hangs Fire 1, Tough Guy 1) (12 XP) Adds Good Shot 1.
Pit Viper 3 (Plt 7, Gnr 6, Hangs Fire 1) (8 XP, injured) Adds Good Shot 1.
Pit Viper 4 (Plt 4, Gnr 5) (12 XP) improves to Plt 6, Gnr 6.

Scenario 10 - An Army Marches On Its Stomach

Unkulunkulu is staging an offensive to curtail the Luches Utopia aggression.
They catch wind of a supply route the Utopians are using.
While the shipments are generally well defended, they send a large force of experienced pilots to hit convoy hard.

Terrain
There's a long line of stationary asteroids down one long side of the table.
The Utopians must fly down the length of the board parallel to the asteroids.
The Unkulunkulus must begin behind asteroids and emerge to attack.

Luches Utopia
Shanghai Joes

Shryak Shuttle 1 (Plt 4, Gnr 4, Gnr A 7)
Shryak Shuttle 2 (Plt 3, Gnr 4, Gnr A 8)
Cossack 5 (Plt 3, Gnr 3)
Cossack 6 (Plt 4, Gnr 5)
Pharsii 1 (Plt 7, Gnr 7, Gnr A 6, B 5, C 4)
Pharsii 2 (Plt 4, Gnr 5, Gnr A 4, B 4, C 4)
Pharsii 3 (Plt 1, Gnr 2, Gnr A 4, B 4, C 3)
Devastator 3 (Plt 4, Gnr 4, Gnr A 8, B 4)

Astrahauler 1 (Plt 5, Gnr 5, GnrA 5)
Astrahauler 2 (Plt 5, Gnr 5, GnrA 5)
Astrahauler 3 (Plt 5, Gnr 5, GnrA 5)

Objectives:
i) Astrahaulers escape the board off far edge
ii) Preserve cargo
iii) Drive off attackers
iv) Minimize losses amongst conscripts
700 pts

Unkulunkulu Arachipelago
Tahitian Punch

Drakar 1 (Plt 6, Gnr 8, Good Shot 1, Gnr A 6, B 8, C 6, D 5)
Drakar 2 (Plt 6, Gnr 6, Good Shot 1, Gnr A 8, B 5, C 6, D 5)
Sorenson III UA 2 (Plt 5, Gnr 5, Luck 1, Gnr A 6, Good Shot 1)
Sorenson III UA 3 (Plt 4, Gnr 4, Gnr A 3)
Salamander 1 (Plt 4, Gnr 6, Gnr A 6)
Salamander 2 (Plt 4, Gnr 4, Gnr A 3)
Pit Viper 2 (Plt 9, Gnr 9, Luck 1, Good Shot 1)
Pit Viper 6 (Plt 5, Gnr 8, Luck 3)


Objectives:
i) Capture or destroy cargo
ii) Inflict more losses on convoy defenders than you take
iii) Keep at least one Drakar alive

Scenario 10 Results - An Army Marches On Its Stomach

Unkulunkulu is staging an offensive to curtail the Luches Utopia aggression.
They catch wind of a supply route the Utopians are using.
While the shipments are generally well defended, they send a large force of experienced pilots to hit convoy hard.
Luches forces might have been a match for the Unkulunkulus in a straight up fight.
But higher quality of UA pilots, guns and torps lets them get in, blow up the haulers, and control the board.
Drakar 2 was vaporized by torpedoes, and Pit Viper 2 cut down, and LU pilots can at least claim to have minimized losses.
UA certainly captured or destroyed all the cargo, and barely dealt more damage than they took.

Luches Utopia
Shanghai Joes
Shryak Shuttle 1 locks 10 missiles on Drakar 2, but they never hit. (4 XP)
Gnr A hits Salamander 1 twice. Hits Sorenson 2. (10 XP)
Shryak Shuttle 2 locks 10 missiles on Salamander 2. (6 XP)
Gnr A hits Viper 2 and destroys it. Hits Salamander 1 twice, killing the gunner. Hits Sorenson 2. (15 XP)
Cossack 5 takes 13 from missiles, and is destroyed by crit. No survivors.
Cossack 6 pilot killed by crit.
Pharsii 1 wins initiative on turn 4. (5 XP)
Gnr A hits Sorenson 2. (6 XP)
Gnr B survived. (4 XP)
Gnr C survived. (4 XP)
Pharsii 2 survived. (4 XP)
Gnr A survived. (4 XP)
Gnr B survived. (4 XP)
Gnr C survived. (4 XP)
Pharsii 3 survived. (4 XP)
Gnr A hits Salamnader 1. (6 XP)
Gnr B locks 10 missiles on Sorenson 2. (6 XP)
Gnr C survived. (4 XP)
Devastator 3 launched torps that destroyed Drakar 2. (4 XP)
Gnr A hits Drakar 2. (6 XP)
Gnr B misses Viper 6 due to luck. Hits Salamander 1. Hits Sorenson 2. (8 XP)
Astrahauler 1 hit by 4 Mk 20s and 3 Mk 10s on the right. Critical hit killed the pilot and stopped the ship. The next turn, torpedoes finish it.
Astrahauler 2 gets shot till it has 0 drive.
Gnr A hits Drakar 2.
Astrahauler 3 destroyed by concentrated fire from Sorenson 2, cracking the hull.

Objectives:
i) x - Astrahaulers escape the board off far edge
ii) x - Preserve cargo
iii) x - Drive off attackers
iv) y - Minimize losses amongst conscripts

Unkulunkulu Arachipelago
Tahitian Punch
Drakar 1 wins initiative on turn 2, 3. Hits Astra 2 twice, stopping it. (14 XP)
Gnr A hits Pharsii 2. Hits Shryak 2. (12 XP)
Gnr B hits Astra 2. Locks 10 missiles on Cossack 5, which destroy it. (15 XP)
Gnr C hits Astra 2. Hits Pharsii 2. (12 XP)
Gnr D hits Cossack 6. (10 XP)
Drakar 2 flubs tight turn and takes a Mk50 and 6 Mk 10s to F. Destroyed, no pod.
Gnr A hits Pharsii 2. Swore once before the torps hit.
Gnr B hits Pharsii 2. Never saw it coming.
Gnr C dies screaming.
Gnr D goes down with the ship.
Sorenson III UA 2 hits Astra 2. Hits Astra 3 twice, destroying it. Spent 1 luck tring to avoid being hit. Hits Pharsii 1. (-1 luck, 16 XP)
Gnr A hits Pharsii 1. Hits Devastator. Hits Pharsii 1. Hits Shryak 1. (16 XP)
Sorenson III UA 3 hits Astra 2. Hits Shryak 1. (12 XP)
Gnr A Hits Devastator. Hits Cossack 6 and kills pilot. Hits Shryak 1. (14 XP)
Salamander 1 hits Pharsii 1. (10 XP)
Gnr A killed by crit.
Salamander 2 hits Astra 1. Hits Devastator. (12 XP)
Gnr A hits Pharsii 1. (10 XP)
Pit Viper 2 wins initiative on turn 1. Destroyed by gunner fire on turn 1. Pod ejects, pilot injured. (-1 luck, 8 XP)
Pit Viper 6 spends luck to avoid being hit. Hits Astra 2. Hits Astra 3. Hits Pharsii 2 twice. (-1 luck, 16 XP)

Objectives:
i) y - Capture or destroy cargo
ii) y - Inflict more losses on convoy defenders than you take
iii) y - Keep at least one Drakar alive

Scenario 10 Experience spent
Luches Utopia
Shanghai Joes
Shryak Shuttle 1 (4 XP) improves to Gnr 6.
Gnr A (10 XP) adds Hangs Fire 1.
Shryak Shuttle 2 (6 XP) improves to Gnr 5.
Gnr A (15 XP) adds Hangs Fire 1.
Pharsii 1 (5 XP) improves to Plt 8, Gnr 8.
Gnr A (6 XP) improves to Gnr 8.
Gnr B (4 XP) improves to Gnr 6.
Gnr C (4 XP) improves to Gnr 5.
Pharsii 2 (4 XP) improves to Gnr 6.
Gnr A (4 XP) improves to Gnr 5.
Gnr B (4 XP) improves to Gnr 5.
Gnr C (4 XP) improves to Gnr 6.
Pharsii 3 (4 XP) improves to Plt 3, Gnr 4.
Gnr A (6 XP) improves to Gnr 5.
Gnr B (6 XP) improves to Gnr 5.
Gnr C (4 XP) improves to Gnr 4.
Devastator 3 (4 XP) banks his points.
Gnr A (6 XP) improves to Gnr 9.
Gnr B (8 XP) improves to Gnr 6.

Unkulunkulu Arachipelago
Tahitian Punch
Drakar 1 (14 XP) improves to Plt 7 and adds Quick Reflexes 1.
Gnr A (12 XP) improves to Gnr 7, Good Shot 1.
Gnr B (15 XP) adds Good Shot 1, Hangs Fire 1.
Gnr C (12 XP) improves to Gnr 8.
Gnr D (10 XP) improves to Gnr 7.
Sorenson III UA 2 (-1 luck, 16 XP) improves to Plt 6, Gnr 7.
Gnr A (16 XP) improves to Gnr 8.
Sorenson III UA 3 (12 XP) improves to Plt 5, Gnr 6.
Gnr A (14 XP) improves to Gnr 6.
Salamander 1 pilot (10 XP) improves to Plt 6.
Salamander 2 (12 XP) improves to Plt 6, Gnr 6.
Gnr A (10 XP) improves to Gnr 6.
Pit Viper 2 (-1 luck, 8 XP) improves to Plt 10, Gnr 10.
Pit Viper 6 (-1 luck, 16 XP) improves to Plt 6, adds Hangs Fire 1.
  Reply

#10
Scenario 11 - Turkey Shoot

The Luches Utopia fighter wing Angels of Sorrow has been badly beaten in this campaign.
The entire wing is being built back from the bottom up with replacements.
Their first serious mission is to ambush and destroy two UA Star Ravens which have been lured out by the promise of a squadron of Thunderbirds on manouvres.

Luches Utopia
The Bait
Shanghai Joes

 Thunderbird LUR 2 (Plt 4, Gnr 4)
 Thunderbird LUR 3 (Plt 2, Gnr 4)
 Thunderbird LUR 4 (Plt 3, Gnr 4)
 Thunderbird LUR 5 (Plt 1, Gnr 2)

i) Draw Star Ravens into exposed position near nebula.
ii) Inflict more losses than you take.

The Ambushers
Angels of Sorrow

 Shark 2 (Plt 7, Gnr 7, Tough Guy 1)
 Blizzard LUR 1 (Plt 9, Gnr 6, Con Artist 1)
 Blizzard LUR 6 (Plt 2, Gnr 2)
 Blizzard LUR 7 (Plt 2, Gnr 2)
 Blizzard LUR 8 (Plt 1, Gnr 2)
 Bulldog 5 (Plt 1, Gnr 2)
 Bulldog 6 (Plt 2, Gnr 2)
 Bulldog 7 (Plt 2, Gnr 1)
 Bulldog 8 (Plt 1, Gnr 1)
 Pit Viper T 2 (Plt 3, Gnr 5)
 Pit Viper T 3 (Plt 3, Gnr 3)
 Pit Viper T 4 (Plt 4, Gnr 4)


Shanghai Joes
 Sorenson II 1 (Plt 4, Gnr 4, Gnr A 2)

i) Ambush and destroy Star Ravens.
ii) Inflict more losses than you take.

Unkulunkulu Archipelago
The Attackers
Tahitian Punch

 Star Raven 1 (Plt 4, Gnr 5, Gnr A 5 Good Shot 1, Gnr B 6, Gnr C 10)

 Star Raven 2 (Plt 4, Gnr 6, Gnr A 6, Gnr B 6, Gnr C 6)


Pearl Divers

 Chupacabra 2 (Plt 8, Gnr 7, Good Shot 1)
 Chupacabra 3 (Plt 7, Gnr 7, Luck 5)
 Chupacabra 4 (Plt 6, Gnr 6, Luck 2)
 Chupacabra 5 (Plt 4, Gnr 6)


i) Destroy Thunderbirds to weaken LU forces.
ii) If possible, take captives to send clear propaganda message.
iii) Minimize losses amongst UA fighters.

Terrain
One third of the table is a blue (type I) nebula. The Thunderbirds set up outside the nebula, and the ambushers inside it.

Ships outside the nebula firing in:
* -1 to hit
* only mass drivers (minigun, autocannon, rail repeater, gatling cannon, hyper cannon, keel cannon) can fire at long range

Ships inside the nebula:
* -4 to DV (min 5) while inside
* -2 to hit while inside
* only mass drivers may fire at long range


In the end, the Luches forces simply can't bring enough force to bear to carry the day.
The destroy Star Raven 2 handily, but far too many of these small SPACs are easy fodder for the UA missiles and quad pulse lasers.
And in return, their single and double miniguns fail to hit often enough.
(UA may have had a real stroke of luck on turn 1 - Chupacabra 4 suffered an automatic hit, giving Luches hyeans a high DV target to focus on... and miss.)
Even the reliable Ion Ram on the Shark comes up short; the Shark is too busy avoiding missiles and torpedoes to deliver big hits.
Lucky for him, Tough Guy lets him feign death and escape...along with T-bird 4.
Luches survivors can claim to have completed some objectives, but not all. (4 XP)
Unkulunkulu has a complete victory. (8 XP)
It might have been a better battle if the nebula covered the whole table, and perhaps one or two more solid ships for Luches side -
the green pilots in low quality ships are not carrying their weight.

Luches Utopia
The Bait
Shanghai Joes
Thunderbird LUR 2 auto hits Chupacabra 4. (6 XP)
Thunderbird LUR 3 crippled and captured. (4 XP)
Thunderbird LUR 4 PD cuts down missiles on turn 2, probably saving the ship. Lost all weapons, turns and escapes. (4 XP)
Thunderbird LUR 5 hits Raven 2 Aft, killing Gnr C. Destroyed by missiles from Chupacabra 4 on turn 2. No pod due to excessive damage.

The Ambushers
Angels of Sorrow
Shark 2 dodged a torpedo on turn 4. (8 XP)
Blizzard LUR 1 wins initiative on turn 2. Hits Raven 1 left. Autohits Chupie 2, but hit canceled by luck. Destroyed by missiles from Chupacabra 4 on turn 4. No pod.
Blizzard LUR 6 destroyed by missiles from Chupacabra 2 on turn 3. Pod ejects, pilot dead.
Blizzard LUR 7 destroyed by missiles from Chupacabra 3 on turn 2. Pod ejects, pilot uninjured. (4 XP)
Blizzard LUR 8 destroyed by missiles from Chupacabra 2 on turn 2. Pod ejects, pilot uninjured. (4 XP)
Bulldog 5 crippled by missiles on turn 2. Captured. (4 XP)
Bulldog 6 destroyed by a lucky disruptorgun hit (21 damage). No pod.
Bulldog 7 crippled and captured. (4 XP)
Bulldog 8 destroyed by missiles from Raven1C on turn 3. No pod.
Pit Viper T 2 destroyed by cannon fire on turn 4. No pod.
Pit Viper T 3 hits Raven 2 Right. Pilot killed by critical hit.
Pit Viper T 4 hits Raven 2 aft for 8, destroying it. Crippled and captured. (6 XP)

Shanghai Joes
Sorenson II 1 hits Raven 1 left. Crippled by 30 missiles on turn 4. (6 XP)
GnrA hits Raven aft. (6 XP)

Unkulunkulu Archipelago
The Attackers
Tahitian Punch
Star Raven 1 hits T-bird 3. Hits Bulldog 7. Hits Shark. (14 XP)
GnrA hits T-bird 3. Hits Shark. (12 XP)
GnrB hits Viper T 2. Hits Bulldog 7. Hits Shark. (14 XP)
GnrC locks missiles on Bulldog 5. Hits T-bird 2. Locks missiles on Bulldog 8. Locks 5 missiles on Viper T 2, but they don't get there in time... Hits Viper T 2, destroying it. (22 XP)
Star Raven 2 hits T-bird 2. Hits Bulldog 7. Slowed by a Mk 20 that gets through debris and PD, then shot to pieces. No pod due to excessive damage.
GnrA hits T-bird 3. Hits Blizzard 6. Died in wreckage.
GnrB hits Bulldog 7. Died in wreckage.
GnrC locks missiles on T-bird 4. Hits T-bird 2. Killed by crit.

Pearl Divers
Chupacabra 2 wins initiative on turn 1, 3, 4. Locks missiles on Blizzard 8. Locks 10 missiles on Blizzard 6. Hits Bulldog 6 and destroys it. Dodged a torpedo in turn 4. Hits Viper T 4. Spends 3 luck to avoid taking a hit. (2 luck, 29 XP)
Chupacabra 3 locks missiles on Blizzard 7. Hits Viper T 3, and kills the pilot. Locks 10 missiles on Sorenson. Dodged a torpedo on turn 4. Hits Sorenson. (4 luck, 26 XP)
Chupacabra 4 locks missiles on T-bird 5. Locks 10 missiles on Blizzard 1. (4 luck 18 XP)
Chupacabra 5 locks 20 missiles on Sorenson. (12 XP)

Scenario 11 Experience Spent - Turkey Shoot
Luches Utopia
The Bait
Shanghai Joes
Thunderbird LUR 2 (6 XP) improves to Gnr 6.
Thunderbird LUR 3 (4 XP) improves to Plt 4.
Thunderbird LUR 4 (4 XP) improves to Plt 4.

The Ambushers
Angels of Sorrow
Shark 2 (8 XP) improves to Plt 8, Gnr 8.
Blizzard LUR 7 (4 XP) improves to Plt 4, Gnr 4.
Blizzard LUR 8 (4 XP) improves to Plt 3, Gnr 4.
Bulldog 5 (4 XP) improves to Plt 3, Gnr 4.
Bulldog 7 (4 XP) improves to Plt 3, Gnr 4.
Pit Viper T 4 (6 XP) improves to Gnr 6.

Shanghai Joes
Sorenson II 1 (6 XP) improves to Gnr 6.
GnrA (6 XP) improves to Gnr 4.

Unkulunkulu Archipelago
The Attackers
Tahitian Punch
Star Raven 1 (14 XP) improves to Plt 5, Gnr 6.
GnrA (12 XP) improves to Gnr 7.
GnrB (14 XP) improves to Gnr 8.
GnrC (22 XP) adds Good Shot 1, Hangs Fire 1.

Pearl Divers
Chupacabra 2 (2 luck, 29 XP) adds Marksman 1, Good Shot 2.
Chupacabra 3 (4 luck, 26 XP) improves to Plt 8, Gnr 8 and adds Marksman 1, Good Shot 1.
Chupacabra 4 (4 luck 18 XP) improves to Plt 7, Gnr 8.
Chupacabra 5 (12 XP) improves to Plt 6.
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