Friday, March 17, 2017

THLZ Episode 9: They Can Make the Mighty Fall.

Heavy Crusier's don't Care, Heavy Crusier's don't give a...


Myself, Peter, and eventually Jason the Bruce give our two cents on the Heavy cruisers in the game, and for the most part they are all good.  We also talk about Christoph Schult's UCM painting tutorial, and Robert Arciszewski sent in another Battle Report, and we cover some custom scenarios from CANCON and The First DutchDropfleet Tournament.



Podcast Breakdown:
2:56 The News
3:44 Hobbytime
13:31 Game Talk
53:54 War Reports
1:30:12 Q/A

Christopher's Painting Tutorial.
The link to Robert's Battle report can be found Here.





Michel's custom Scenario

Scouting
Approach: Battleline
Setup:
Place 5 centers of clusters marked X.
These are revealed as per Surveying; see p. 75. With these additions.
Roll a d6: 1-2 small clusters, 3-4 medium cluster, 5-6 large cluster.
When a cluster is scanned call Tournament organizer(s).
They will have a bag, out of which sectors are drawn.
Revealing sectors: the player which first scanned, places tokens at random and may then look at
them. These are only revealed to the enemy after they either scan the cluster, after they land in a
sector blind or a special rule of a sector is used.
Scoring VP: Per cluster you scan, you get 1 VP as per rulebook.
Large Clusters become Critical Locations.(p74) You score at the end of turns 4 and 6.


CANCON Scenario's

Game #1 Mission – Rescue From Salakhan's Revenge 

A famous Feral Resistance Warlord, Salakhan the Tyrant of Atlantis, lured the UCM into a trap while using his PHR allies for his own ends. When the trap was sprung, a nuclear explosion ripped the City of Atlantia from the face the Eden Prime taking with it entire UCM armies and his former PHR allies; causing huge disruptions to the planet. The main fleet moved onto its next phase, leaving your reinforcements to act as reserves and support the troops already in Atlantia when the bomb went off. The troopship/mothership sustaining energy surges and hull damage while the frigate/corvette group was blasted into High Orbit knowing off their gravity nullifiers. Lucky for your Ground Assets, they had not launched yet. You have been ordered to secure the clean 
clusters on the net and search for survivors in the ashes of Atlantia.

Player: 2 
Fleet List: Standard 
Approach: Column (See back of Mission sheet
Duration: 6 Turns 
Orbital Debris: As deployed. 
Victory Conditions: 
• Clusters are Standard Scoring, Critical Locations. 
• Atlantia are Standard Scoring and Critical Locations 
• Bonus Victory Points (VP) for rescuing survivors from Atlantia (See below - Toxic Rescue).
Campaign and Mission Special Rules: 
Reinforcement Deployment: 
Your Reinforcement Battlegroup deploys in High Orbit within 12” your table edge and the battlegroup is subject to Orbital Decay (Pg.51) and Low Gravity Well (see below). 
Column Approach: 
Your remaining battlegroups deploy via the Column Approach. 
“All Battlegroups begin off the table. On Turn One, two Battlegroup of your choice must be activated and move on. On Turn Two, two more Battlegroups of your choice must be activated and move on. On Turn Three, all remaining Battlegroups must be activated and move on.” (DFC Rulebook-Pg73). 
Low Gravity Well: 
Your Reinforcement Battlegroup and all crippled ships at any orbital level pass their Orbital Decay roll on 3+, rolling again during their next activation. 
At Atmosphere level, all ships that fail their Orbital Decay roll are only destroyed on a roll of 4+ instead of automatically. If they pass the roll they rise to Low Orbit. 
Toxic Rescue: 
The Atlantia cluster is toxic with radiation, its sectors are ruins but there maybe survivors. Place your Ground Asset Token/s and roll a D6 for each Dropship or Bulk Lander or Gate or Voidgate launching into the Atlantia cluster and see the result on the Survivor's Table below. If your opponent has Ground Assets in that sector you are searching, initiate ground combat with all Armour Save rolls at +1 (Infantry save on 6, Armour on 4+ and Batteries on 4+). 
Survivor's Table 
On a roll of 6:- Remove all your Ground Assets from that sector as they have found some surviving Officers and write on your score sheet that you gain +5VP. At the end of this Round-up Phase, your Ground Assets can return to the ship they launched from; place a Toxic Token on the sector you searched you cannot launch any more Ground Assets to that sector of Atlantis but you can search the other sectors. 
On a roll of 3, 4, 5:- Remove all your Ground Assets from that sector as they have found some survivors and write on your score sheet that you gain +3VP. At the end of this Round-up Phase, your Ground Assets can return to the ship they launched from; you cannot launch any more Ground Assets to that sector of Atlantis but you can search the other sectors. 
On a roll of 1-2:- All your Ground Assets launch into a highly radiated sector and are automatically destroyed with no saves of any kind and write on your score sheet that you gain +1VP. If your Ground Assets are destroyed, no Toxic Token is placed and you can launch new Ground assets into this or other sectors of Atlantis. 

Game #2 Mission – Battered But Not Beaten. 

After the ferocious battles of Reconquest Phase One, the debris from destroyed ships has started to from a planetary ring around the planet. Your forces are badly depleted and the Orbital Debris Fields have valuable resources, harvesting them can assist in repairing the fleet and building new equipment for the coming battles. Your commanders ordered your reinforcements to save the nearest cluster from falling debris by harvesting it and your fleet to assist you in harvesting resources from the Orbital Debris while destroying clusters as well as taking the Space Stations (Delta #1 & Delta #2) and all other clusters.



Debris Field Type 
Harvest Points 
Damage to Ships Entering or Starting in a Field 
Penalty to Lock 
Penalty to Scan 
Victory Points for Harvesting 
Fine 
3+ 
+1 
-6” 
Dense 
3+ 
+2 
-12” 



Campaign and Mission Special Rules: 
Space Stations Delta #1 & Delta #2: 
Both Space stations are Medium-sized and armed with Mass Driver Armament and Missile Armament on a large base. The Space Stations start the game in Low Orbit and cannot move or change orbit level. The player with Ground Assets on the Space Station controls it and activates it during the start of the Launch Assets Phase. The controlling player gain the *Scanner Uplink rule from the Comms Sector on the Space Stations. 
*Scanner Uplink: 
“This is a nexus for a network of orbiting and ground based scanners. All ships and other vessels controlled by the holder gain +3” to their Scan value. This effect is cumulative if you control multiple Sectors with this rule” (DFC-RB, Pg75).
Type 
Scan 
Signature 
Thrust 
Hull 
Armour 
PD 
Medium-sized 
6”/9”* 
6” 
0” 
12 
3+ 
Weapon Type 
Lock 
Attack 
Damage 
Arc 
Special 
Mass Driver Armament 
3+ 
F/S/R 
None 
Missile Armament 
3+ 
F/S/R 
Close Action 
Space Station Type 
Scan 
Signature 
Thrust 
Hull 
Armour 
PD 
Large-sized 
6”/9”* 
8” 
0” 
16 
3+ 
12 
Weapon-Type 
Lock 
Attack 
Damage 
Arc 
Special 
Defence Weapons* 
3+ 
F/S/R 
Escape Velocity, *Must control the Military Sector 
Mass Driver Armament 
3+ 
F/S/R 
None 
Missile Armament 
3+ 
F/S/R 
Close Action 

*If controlled by a player. 

Reinforcement Battlegroup Deployment: 
Your Reinforcement Battlegroup deploys with the rest of the fleet. 
Rapid Response: 
“On Turn 1, one Battlegroup of your choice must be activated and move on. On Turn 2, each remaining Battlegroup must be activated and move on a roll of 4+ (roll separately for each Battlegroup). On Turn 3, each remaining Battlegroup must be activated and move on a roll of 2+ (roll separately for each Battlegroup). On Turn 4, all remaining Battlegroups must be activated and move on [automatically].” (DFC Rulebook-Pg73) 
Harvesting: 
Any type of Debris Field on the table gains 2x Harvest Points. Any ship that moved half its Thrust value into or through a Debris Field can harvest it. Before rolling to damage the ship, roll 3D6. On each roll of 3+ you roll, one Harvest point is removed from the Debris Field the ship is in and if there is no Harvest Points left on that Debris Field, do not roll for damage then remove the Debris Field. Your ship just harvested the field gaining +1 Hull Point upto its starting Hull (H) value. Write down gain on your score sheet, you gain +2 VP per Debris Field harvested and how many Harvest Points you scored. If you fail to harvest the Debris Field, then roll to damage the ship as normal. 
After harvesting, Ships or tokens can still Shoot or deploy Launch Assets.

Game #3 Mission – Deathfrost Moon 

This planet has an unusual moon, Deathfrost orbits the planet in a very narrow eclipse so close to the planet that passes through its atmosphere bringing with it, a planet-wide Blizzard that covers everything. Your fleet uses its mapping and telemetry capabilities to approximate where the Clusters are on the planet. You are ordered to scan the blizzard-covered cluster to make it safer for Ground Assets to land also occupy Space Station Ivanova above the planet; its scanners will help greatly. Your commanders also sent your reinforcements ahead of your fleet to scan the nearest cluster to gain a foot-hold on the planet.
Player: 2 

Fleet List: Standard 
Approach: Battleline (See back of Mission sheet
Duration: 6 Turns 
Orbital Debris: As deployed. 
Victory Conditions: 
• Uncovered Clusters are Standard Scoring and Critical Locations 
• Space Station Ivanova is Standard Scoring and Critical Location 
• Bonus Victory Points (VP) are scored for removing Blizzard Markers.
Campaign and Mission Special Rules: 
Space Station Ivanova: 
Space Station Ivanova is a Large-sized Space Station with the stats below that starts the game in Low Orbit and cannot move or change orbit level. Ivanova is also a cluster with four sectors and to control a Sector you must have a Ground Asset on it and the player with the Highest Sector Value controls the Space Station (DFC-RB; pG74). The cargo and launch bays on the Ivanova are large enough for Bulk Landers, Dropships, Gate and Voidgates can be deploy Ground Assets on the Ivanova if they are 3” away from it just like Dropships. The Scan range increases if you are in control of the Comms sector on the Space Station becoming 9”. The player with Ground Assets on the Space Station controls it and activates it during the start of the Launch Assets Phase.

Scanner Uplink: 
“This is a nexus for a network of orbiting and ground based scanners. All ships and other vessels controlled by the holder gain +3” to their Scan value. This effect is cumulative if you control multiple Sectors with this rule” (DFC-RB, Pg75). 
Reinforcement Deployment: 
Your Reinforcement Battlegroup deploys 12” on the table from one of your Player table edges. 
Battleline Approach: 
“All Battlegroups begin the game off the table but can be activated in the same way as a Battlegroup already on the table.” (DFC Rulebook-Pg73) 
Blizzard-covered Sectors: 
The clusters are deployed on the table covered by Blizzard marker. The blizzard markers make it hard to accurately bombard the cluster's sectors and extremely dangerous to deploy Ground Assets to the sectors. Any ship in Low Orbit and within 8” the centre point of a Blizzard-covered Cluster can attempt to scan the cluster to remove the Blizzard marker; Roll a D6 for each ship scanning. 
• on a roll of 1-4:- Remove the blizzard cover, gain +2VP and write down on your score card that you removed it; 
• on a roll of 5-6:- Remove the blizzard cover, gain +2VP and place an Infantry Ground Asset on a one of that Cluster’s sectors and write down on your score card that you removed it; 

When a sector in a cluster covered by a Blizzard Marker is bombarded, it gains a special save verse weapons with the 'Bombardment' special rule. Roll a D6 for each damage point caused on the cluster's sectors; a roll of 3+ cancels one damage point as the munitions have slammed into an empty and unimportant sector. Any Ground Assets launched to a sector covered by a Blizzard Marker are destroyed on a roll of 3+ as their Dropships or Bulk Landers crashes into the ground or surrounding buildings.

Game #4 Mission – Local Assistance 

This battlefield has been scanned from orbit and recon’d by scout troops so such that the topography of the battlefield is mapped with minute detail. Examining the information, the location of an Underground Resistance base has been found and contact has been made with them forming an alliance. They report that the Iris opening to their underground base is covered by debris. It’s your job to secure the resistance base for your forces and repair the iris. Your Reinforcement Battlegroup to assist in securing the Orbital Defence Sectors on the flanks.



Player: 2 (Played if there is time remaining) 
Fleet List: Standard 
Approach: Directly Deployed (See back of Mission sheet
Duration: 6 Turns 
Orbital Debris: As deployed. 
Victory Conditions: 
• The Centre Cluster is the Underground Resistance Base and it is Standard Scoring with Critical 
Location. 
• Clusters are Standard Scoring and Critical Locations. 
• Bonus Victory Points (VP) are gained for repairing the damaged Iris (See Iris Repairs) and controlling the Orbital Defence Sectors (See Secure the Flanks).
Campaign and Mission Special Rules: 
Reinforcement Deployment: 
Your Reinforcement Battlegroup Directly Deployed with the rest of your army. 
Directly Deployed: 
“Directly Deployed Battlegroups begin the game on the table and within 6” of a friendly board game.” (DFC Rulebook-Pg73) 
Iris Repairs: 
To repair the damaged Iris, you must control three sectors in the centre Cluster and during the Round-up Phase then on a roll of 4, 5, 6 on a D6. Adding +1 to your repair roll for each turn you have attempted to repair the iris. If you repaired the Iris, write down on the Tournament Score Card that you repaired the Iris and gain +8VP. 
Secure the Flanks: 
Your commanders want you to take the Orbital Defence Sectors on the Flanks. For each Orbital Defence Sector, you control at the end of the game gain +2 VP. Write down on the Tournament Score Card, how many Orbital Defence sectors you controlled and the +2VP for each.

Final Thoughts:

Lots of Information in this one folks. Make sure to try out these custom scenarios and lets us know what you think, and we want to know what your thoughts are on the the heavy cruisers as well. Till next episode, play more games, and my you opponents fear your when you go weapons free.

8 comments:

  1. Hey guys nice post! I was curious if you could post any information you have about applying to the talon program, I tried to find some info online about it with little success and wanted to check it out for my area. Thanks!

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    Replies
    1. Best thing is to message us on our FB page, Lysenis would be able to give you better information there

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  2. hey Hot LZ. I played in the Dutch tournament with the random surveying clusters. After the tourny Michel made some changes due to feedback received.
    The randomness was nice but it did get an advantage over my opponent by getting a comms station in one of the clusters on my side of the board.

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    Replies
    1. We actually talked to Michel this weekend about that tournament. And in EP10 we go over the changes he made to that scenario.

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  3. Soo..... what do you guys think about the experimental rules?

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    Replies
    1. I like most of the changes, even the nerfs to the Shaltari. We actually talk about them in EP10 which will be up Friday.

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    2. Awesome. Also, what's your FB page under? I couldn't find anything when searching 'the hot lz'

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    3. https://www.facebook.com/thehotlz/

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