Sunday, 29 November 2015

SKY PIRATES VS IRON DWARVES BATTLE REPORT (PART 3)

AFTERMATH

SKY PIRATES






The Sky pirates' only surviving in this battle were just two Jacknife torpedo destroyers who returned to report the kar'tarneteg for their failure (and probably their souls won't be happy after this), but How was the Sky Pirate performance overall?:
 I think the main nistake was not incluiding other medium ships as the battle objectives punish you if you only incluide one model of each size. And for this battle, losing the katara cruiser squaron meant lose the game. Fortuantely cards helped in moving them away and stay untouched over a couple of turns but they went right into the Bellow's path, and the Kopesh could not deal with it on time. But lets see element by element performance:

CARD DECK: I think the deck worked well, most of the cards were the common ones, Others like Shoul push, Splinter rounds and Carrried by the winds, did what is expected for an official deck I also had unexpected Reef on hand at the end of the game that would have helped in blocking the chasing of the last katara if it had survived the bomb... but its turn card. Overall, a STAR card deck is quite random, sometimes you have the perfect combination and the perfect fleet postioning to play it making them to seem OP but most of the time you get card that would just help a bit a nothing more.

I divided the cards in attack, defensive and tactical. The first one increase the damage you deal, the secon one do the oposite, minimize the damage dealt. Both cards can be replicated by lucky or unlucky AD rolls with sixes or ones respectively so they are easily balanced (unles the effec is to kill a ship or crew outright of course) I Think as long as no attack card is as powerful as Full Broadside, or a defensive card can't rempari more than 3 HP they'll be fine. The tactical cards grant you extra speed, better turning template, change wind direction, reposition a ship, etc... these are the trickiset to use, can become OP if a special tactic is developed, but is complicated because unlike TAC cards, the STAR cards are random (more or its like playing a  trading card game like Magic, if you know what I mean) so overall as long as the deck has no insta-kill cards it iwll be OK. I'll revise it to polsih it more, but if there is an OP card, it still has a chance of not showing up through the game. I am pretty sure you have ran into a situation where all you repair cards were at the bottom of the deck and never showed up.

KOPESH BATTESHIP: This was the key for winning the game. Had the objective of destroying the airship, then board the flagship, ufortunately the sudden change of events (and the unexpected dwarf heroic decence) ruined her glory.

KATARA CRUISERS: They ran towards the cover of their destroyers and frigates by turning sharply once they got declared as "dwarf objective" (I should have included the Sabre Airships), this worked well at first, but unfortunately this placed them directly in the path of the airship. I think they should have better moving away from the airship, even if this meant taking damage and losing ore ship or two

KIRPAN: The destroyers are very good, Same firepower of a cruiser (but at shorter range) and iron ram. They destroyed most of the Mortis frigates and helped screening the cruisers, but after this they found themselves inte centre of the melee and got sunk in the crossfire. (as usual for most screens)
They did their job.

TALWAR: these frigates had to change plans mid-fight when the dwarf objective was revealed, so they rushed to protect the cruisers, dodged the submarines and I htink they put a point of damage on the flagship, but the key role was to stall the ddwarves for damaging the cruisers.

JACKNIFES: they sank frigates and damaged the troop transports (at the cost of one of them(, they are great, and did their job in destroying small ships and damaging mediums, but those mediums were the dwarf transports that proviided an excelent anti-ar defensive fire. As a side note I see those ships a bit odd, looking so fragile and small but having 3 HP and 3 Crew.... hmm  I will revisit those guy's stats one day. I like the ship looks to match their stat

Overall the fleet did well and could have won if the katara went the other way. As a fleet, the only problem it had was being out-activated by the dwarf fleet.


IRON DWARVES






Thanks to their actions in battle the waters around Karneia were safe again (at least for a time) and the supply lines can continue bringin ammunition, ships, meals and spares for the dwarf and human fleets coming from the old continent, advancing another step int the conquering of the Uncharted
Seas.

So, lets see what the ship did:


CHAINMAIL FLAGSHIP: I love this ship, this battle performed poorly, by missing long range fire. I was tempted to turn it around and use her broadsides, but a ship like this one needs to close the objectives. I think it sank a frigate, and tried to sink another two more by splitting fire (and failed). I consider it is all badluck but at least it became the place of teh epic fight at the end of the game. Sven died as an hero.

BELLOWS AIRSHIP: Saved the day by dropping the bomb on the las cruiser and double crit it ,sinking it and the priates did nothing with DF in return. What else can be said of this maginificent ship.

HAMMER CRUISERS: they started the battle with a slow crawl, thanks to their lead cruiser becoming dead in water. but later on they sank some small ships and put a point of damage on teh kelpor battlship I think

FRIGATES: they attempted the flank, then stop the cruisers by gettin on their way, but got al sank and only achieved putting a point of damage. Maybe their best move wast to stall those kataras a bit more.

SUBMARINES: They did a good job (at least by surviving the game) At first I was a bit dissapointed as the kraken failed to damage a frigate, and bellows did little damage in placing fires that were quickly put down. but later on, the kaken dealt massivee damage to destroyers and frigates, and some performed diving maneuvers, earning them a medal (NOTE: this battle  is the fisrt one I have where I have all my subs surviving., The Belcher could have been destroyed, but the pirates just destroyed the bluff token. lol. Anyways I am sure the submarine crew would grossly exagerate their actions in their next trip to a dwarf brewery :-)

ARMOURY TRANSPORTS: theese guys are beast at boarding, specially if well drilled, they priced ship after ship, easing dwarf victory. Pity the bomb caught them, but they earned the medals (postumal ) anyway. They also did a very good job in keeping those jacknifes awyay. THis is a dwarf must have.

Finaally I played some pirate music from youtube, that you may find useful for your games (specially if you play against yourself lol). here is one of those i tried:
https://www.youtube.com/watch?v=T5DZriO6PDg
 

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