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Made in us
Longtime Dakkanaut






Norfolk, VA

Last Sunday (6 Nov 2011), I participated in a Dystopian Wars tournament that was held at the Game Vault in Fredricksburg, VA. It was a 3-round tournament, with the first round being 400 pts and the next two rounds being 800 points each. There was a total of 10 people playing, with the following breakdown:

1 FSA
1 EotBS
2 PE
3 KoB
3 CoA

If you are interested in a general breakdown of the event, the organizer (a great guy by the name of Aaron) put a nice post on his blog about it:

http://unchartedseascourier.blogspot.com/

Anyway, I thought it might be fun to break down my 3 rounds, doing a brief battle report on each. I will probably space out the report of each round, since I don't know if I will have time to write them all out at once . Here we go!

Round 1

Points: 400
STAR Cards: None
Scenario: This game was played on a 36"x36" space. Each side had a 8.5"x11" deployment zone. There were 2 small islands, one on each side of the board. The objective was to take recon photos of each island and return them to your deployment zone. A player got 100 victory points (VP) for having photos of one island, 300 VP for having photos of both, and also got VP as normal for sinking or capturing ships. Photos could be taken by any ship, by being within Range Band 1 of the island and taking a picture instead of attacking (to provide a more stable photographic platform, of course!). Flyers could not take pictures while Obscured, as their altitude would be too great.

Setup



The game started with all ships being off the board. Each player alternated placing and activing one squadron at a time into their deployment zone. So, for example, I placed my battleship on the edge of the deployment zone, and then immediately activated it for moving and shooting.

Forces
Me (Prussian Empire)
1x Battleship
2x Pflict Scout Ships
4x Frigates

Dave (Kingdom of Britannia)
1x Battleship
2x Cruisers
4x Frigates

Turn 1

Due to the deployment, this was the round that ships started coming on to the table. I won initiative, placed my battleship, and sent it immediately towards the island near my deployment zone. Dave placed his battleship, and actually sent it on an intercept with mine. He was able to get off a RB 4 shot with his forward turrets, but missed. Next, I deployed my 4 frigates, and also sent them towards the island, making sure to keep them in the lee of my battleship so that Dave would not have LOS on them. Dave deployed his frigates in a similar manner, sending them towards the island near his deployment zone. Finally, I deployed my flyers, sending them obscured towards the middle of the board. Dave responded with his cruisers, which also headed towards the same direction. It was shaping up that both of us were going to use our frigates to take pictures, while our medium and large ships duked it out!

Turn 2



Dave won initiative this round, and started by moving his cruisers more towards the midfield. They attempted to shoot at my scout flyers, but since they only hit on a 6 due to obscured, no damage was taken. My scout flyers responded by moving forwards, coming unobscured, and then overflying one of Dave's cruisers for a bombing run. Dave managed to cause a critical on one of the airships with his cruisers' Ack Ack, causing a Jamed Rudder result. However, my scout ships were still able to cause a critical on one of his cruisers with bombs, and then capture the other with their boarding parties. Their fore teslas took out a frigate, to boot! Meanwhile, our two battleships fought it out, trading points of damage.

Turn 3



I won initiative this time, and managed to use my battleship to capture his battleship! His remaining cruiser gamely attempted to take on my frigates, damaging one. However, the frigates returned fire and sank the KoB ship. In the mean time, my scout ships finished off one of Dave's frigates, and got a picture of the second island. Dave managed to get one of his frigates off the picture with a photo, though, gaining 100 VP.

Turn 4

Dave had one lone frigate left on the table, making a run for the island on my side. I started to turn my forces back towards the deployment zone, but I got a little overzealous and sank Dave's last frigate before any of my photo-carrying units actually made it back. This meant that the game ended without me scoring any VP for the photos! Still, I managed to pull a pretty good win, since I sank or captured most of Dave's fleet.

This message was edited 2 times. Last update was at 2011/11/11 17:15:11


 
   
Made in us
Longtime Dakkanaut






Norfolk, VA

Sorry for the delay! On to Round 2...

Round 2

Points: 800
STAR Cards: Each side drew 10 cards, then discarded 5. The resulting had of 5 cards were the only ones players could use for the whole game.
Scenario: This game was also played on a 36"x36" space. Each side had the same 8.5"x11" deployment zone, but this time there was another 8.5"x11" zone on the opposite side of the table. This time, the objective was to get as many of your ships as possible to that zone, as victory points were awarded based on the ships that were in that second zone at the end of the game. VP were also awareded as normal for sunk, damaged, and captured ships. There was a zone in the middle of the board (see the grey box below) That represented some sort of mysterious semi-submerged obstacle that only Small class ships and flying models could pass over.

Setup



The game started with all ships being off the board. During the first turn, each player could place and activate only one squadron. During the second turn, the rest of the fleet came on the board in the deployment zone.

Forces
Me (Prussian Empire)
1x Sky Fortress
1x Dreadnought
1x Battleship
2x Pflict Scout Ships
4x Frigates

Steve (Covenant of Antarctica)
1x Dreadnought
1x Battleship
1x Carrier
2x Scout Flyers
2x Destroyers

Turn 1

Steve and I both put out our Dreadnoughts as our first move. We traded some long-range fire, but thanks to poor gunnery dice and good shield dice, no damage was taken.

Turn 2

With the rest of our fleets now on the table, we both started sailing parallel towards our respective escape zones. I sent my Sky Fortress and Pflicts over the obstruction in the middle, trying to close for bombing and boarding. In the mean time, our Dreadnoughts continued to duel, with each of us taking a point of damage. My battleship engaged Steve's carrier for a point of damage, and our scout flyers traded shots. One of my Pflicts took a pounding from Steve's battleship, despite being obscured!

Turn 3



Steve and I managed to get our small ships into our respective escape zones, where they pretty much hung out for the rest of the game. His carrier was starting to lag behind the rest of the fleet, and I was giving it a severe pounding. If it wasn't for the use of a timely "Pass the Tools!" repair card, I would have sunk it! In the mean time, my Pflicts continued to get pounded, with one of them being shot out of the sky. I had clearly overextended them, as they weren't doing much damage and were getting throttled in return from a combination of broadside fire, Ack Ack, and fire from Steve's flyers. My dread also succeeded in getting a critical hit on Steve's dreadnought, which came up as a Shredded defenses, which meant that Steve's Dread was now highly vulnerable to bombing and boarding!

Turn 4



Things were starting to come to a head this round! Steve repaired the damaged on his Dreadnought with another "Pass the Tools!" card, and proceeded damage the other scout ship! However, he failed to repair the Shredded Defenses crit, which allowed me to get the 5 dive bombers from my Sky Fortress in for an attack unmolested. My tiny flyers really came through for me, causing another critical hit on Steve's dreadnought which resulted in a hard pounding and further softened it up for my planned boarding action. At this point, the Sky Fortress itself was starting to feel the heat from Ack Ack and gunnery attacks, although fortunately it did not suffer any critical hits as it turned to make its attack run on Steve's fleet. During this turn, I was also forced to disengage my battleship so that I could be sure to get it into my escape zone and get the VP for it.

Turn 5



I finally managed to get my Sky Fortress into boarding range of Steve's Dreadnought, and managed to win the boarding action! I had suffered enough AP casualties that I decided I would not be able to hold the model as a prize, though, so I left it derelict. In the mean time, Steve was able to shoot down my other medium flyer and get his two into his deployment zone. The game ended at this point, and I could tell it was going to be close! Although I had taken out Steve's Dread, he had managed to kill both my scout flyers and had a lot more of his fleet in his escape zone. As it happened, Steve managed to edge me by 5 VP, 475 to 480. Another great game!


 
   
Made in us
Longtime Dakkanaut






Norfolk, VA

Alright, one week to the day after I played the tournament, it's on to round three of my report. In a lot of ways, this felt like the main event for me; it had the largest play area, STAR cards were in full effect, and I was also faced off with my toughest opponent yet. As it turns out, my opponent Kyle and I ended up being the top two finishers in the event! Unfortunately, this game was so engrossing, I didn't get nearly as many photos of it, so I apologize in advance. Anyway, here we go:

Round 3

Points: 800
STAR Cards: Normal, per the rulebook.
Scenario: This game was also played on a 48"x36" space (ie, half of a 4x6 foot table). Each side had the same 8.5"x11" deployment zone plus an additional 8" to either side, making for a total of 8.5"x27". This game was a straight-up kill the other guy scenario, with VP awarded per the normal rules (half points for units down to half HP or less, full points for destroyed units, and double points for captured models).

Setup



There was a time vortex in the middle of the board (the red area above) between 4 islands, each 3" in diameter. This vortex slowed time such that any unit inside of it could fire its weapons twice in the same activation. However, this vortex was hazardous, as any unit that went stationary inside it for any reason would be sucked into another dimension (off the board and out of the game)!

Forces
Me (Prussian Empire)
1x Sky Fortress
1x Dreadnought
1x Battleship
2x Pflict Scout Ships
4x Frigates

Kyle (Covenant of Antarctica)
1x Dreadnought
1x Battleship
3x Cruisers
4x Frigates

Turn 1

This turn was pretty quiet, as we were both out of range of each other. I won initiative, but in general, all of our units advanced forwards, with the heavy units (Battleships and Dreadnoughts) moving towards the time warp zone as fast as possible. I also kept all of my flyers obscured, to hopefully ward of damage as they closed.

Turn 2

This turn saw the opening shots being fired. Kyle won initiative and managed to put a critical hit on one of my scout flyers using his BB and DN, despite that model being obscured! My frigates moved into the time warp to engage Kyle's frigates, sinking 2 with guns and capturing a 3rd by boarding. In the meantime, my Dreadnought managed to put a point of damage on Kyle's cruisers, which were coming down my right flank.

Turn 3



During this turn, Kyle won initiative again and started off with his Dreadnought. He managed to ram and sink the frigate of his that I had taken as a prize last turn, and then proceeded to sink two of my frigates with his Particle Accelerator. His DN, which was now within the time warp and able to fire twice, managed to destroy my damaged Pflict, and then put a point of damage on my DN! I responded with sinking his last frigate with my two survivors, who were in turn finished off by Kyle's BB, which also managed to damage my remaining scout flyer. At this point, my BB managed to get some solid hits in on Kyle's, causing a critical hit that started a fire! Kyle's cruisers continued down my right flank, taking shots at my DN that were blocked by shields, despite their Sturginium rounds. In turn, my DN put another point of damage on a cruiser with its after turrets, and another point of damage on Kyle's BB with its fore turrets. My Sky Fortress and Scout ship both entered the fray in the center of the board, but neither of their shooting attacks amounted to anything due to Obscured and effective shield rolls on Kyle's part.

Turn 4

I had managed to win initiative this round, and started off with my Sky Fortress. Taking her out of the clouds, I was able to line up a bombing run on Kyle's DN and also get within range to board Kyle's BB. Again, I was able to fire twice due to the warp, and both of my attacks caused damage to Kyle's DN, though the Sky Fortress did take two hits of damage in return from Ack Ack. My boarding action successfully claimed Kyle's BB as a prize, although the fighting was bloody; I had only two AP left to hold the ship! Kyle activated his DN next, and successfully put a point of damage on my DN, and managed to finish off the remaining Pflict scout ship. My DN then engaged Kyle's in a point-blank slugging match, causing a critical hit that also reduced the AP of the Antarctican ship by 2. I was also able to sink one of Kyle's cruisers, which he activated next. They were then able to sweep in, causing a crit on my BB and managing to retake his own BB from my marines! Again, the boarding action was a bloody one, with Kyle losing about half the marines on his cruisers. My battleship, now heavily damaged, crossed the stern of Kyle's DN, firing for little effect. However, it was able to re-board Kyle's battleship, reclaiming it for Prussia. To add insult to injury, Kyle's BB collided with one of his cruisers in the end phase, causing a critical hit to the cruiser!

Turn 5

This was the final turn of the game. Kyle won initiative, but at this point all he had was his heavily damaged DN and two damaged cruisers. His first order of business was to activate his DN, and immediately play a "Pass the Tools" STAR card, which allowed him to repair D3 points of damage. Of course, he promptly rolls a 6, allowing him to take his DN from 8 damage back up to 5 (as a side note, I had opponents use this card on 3 separate occasions that day, and every time they rolled a 5 or 6 on the D3!). I then activated my Sky Fortress, which destroyed one of Kyle's two remaining cruisers with its broadsides. Kyle activated the remaining cruiser next, but was unable to maneuver effectively due to being hemmed hin by the hulk of his captured BB. He took a shot at my Sky Fortress, but did not score any damage. At this point, the rest of the activations were mine for the turn. I still had my dive bomber squadron, the DN, and my BB left.

First, I sent in my dive bombers, which were able to attack twice due to the time warp (and a mutual agreement between Kyle and I). Thanks to some poor Ack Ack rolling by Kyle's DN and the Vertical Dive MAR, all 5 dive bombers got through on the first attack, and 4 got through on the second. They managed to cause two more points of damage to Kyle's beleaguered Dread. Next, I activated my BB, which sank Kyle's last cruiser with its aft Teslas in a very lucky shot, and then sent its remaining AP over to Kyle's DN. This attempt was doomed to failure, but the only goal was to soften up the DN for a boarding action by my DN. For my final activation, I activated my DN and sent all of it's marines to Kyle's DN, which was the sole remaining ship he had on the board at this point. My marines were able to overwhelm the defenders, granting me victory!

The final tally was pretty devastating; I had destroyed Kyle's cruisers and frigates, plus taken his DN and BB as prizes. This totaled up to over 1200 VP! In return, Kyle had sunk my frigates, downed my scout zeppelins, and damaged both my battleship and my Sky Fortress by more than half, for a total of not quite 400. This game sealed my 1st place finish in the tournament, but I also think it was the most fun; Kyle played a very tough game, and I think it could have easily gone the other way.

 
   
 
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