Sunday, 6 February 2011

Planetary Assault: After-Action Report

The Aquan forces translate into realspace as the assault begins. Sighs of relief are heard as the assault squadrons make the translation without loss. The accursed Dindrenzi are surprised but move to engage.....

The Manta Battle Carrier breaks the Dindrenzi line and heads for the planet...

The Dindrenzi have scattered a dense minefield in their wake, in an attempt to blunt the attack...

But the Aquan admiral uses his fighters to clear the mines from his path.

Despite a hard-fought engagment, the Aquan second wave neutralises the Dindrenzi threat, leaving the planet open for conquest.

All in all, the scenario worked pretty well I think. Next time, I'd make the forces equal, with the remainder of the defending forces arriving on turn 6, to put some pressure on the attackers to press the assault before the defending forces arrive. Good fun, and I really appreciated the positive comments about my ships and the space mat I made. Thanks, lads!

Tuesday, 1 February 2011

Firestorm Armada mission (nicked from ACTA 2nd ed...)


This scenario depicts a showdown between two fleets. The defender has been hammered in past battles and been forced to retreat to a strategic strongpoint. The planet it is defending can be considered either a mere staging outpost or its very homeworld. The attacker has a tough fi ght ahead as planets are typically well defended but the ultimate prize of real territory lies ahead….

Fleets: The attacking fleet has 50% more points than the defender.
Pre-Battle Preparation: The defender sets up in his deployment zone first (all ships must be within 6" of the planet; ships may declare 'cut engines' prior to the start of the game). The attacker moves at least half of his squadrons on from his short table edge in the first turn. The remainder of his squadrons are in Foldspace and must attempt to shunt into normal space during the game.
Game Length: 6 turns or until Victory Conditions are met.
Victory and Defeat: This scenario focuses on the planet rather than the fleets themselves. Planets are exceptionally important strategic targets and it would be worth the death of an entire fleet in order to capture or retain hold of one. The game continues until either the defender has no Troops left on the planet or the attacker has no Troops left to deploy. If, at this point, the defender still holds the planet with Troops, he has won (but may be in for a long blockade if his fleet has been wiped out). If the attacker has Troops on the planet but the defender does not, he gains victory. All other circumstances result in a draw.

Planetary Assault
Actually destroying ground-based troops from space is exceedingly difficult and while sustained bombardment will inevitably cause some casualties, sooner or later the attacker is going to have to deploy his own ground forces if he wants to actually conquer the planet.
Most ships carry some form of ground trooper or marine. These are typically used as security forces on board the ship, to repel boarding actions and forming away teams when missions require planetside operations.
However, in war they are sometimes used as frontline ground assault forces.

Treat planetary assaults as boarding assaults. The planet has DR6, 8 PD and 8 AP.