Timing is Everything

 



3ABY


The Alliance to Restore the Republic is reeling from its narrow escape from Echo Base. Scattered Rebel cells seek shelter in the many forgotten corners of the outer rim but the Empire is relentless in its pursuit. In orbit of an unnamed gas giant, one of these disparate cells, the Metalorn Resistance Front, has been tracked down by an Imperial Battle Squadron.

Hello everyone, this past Sunday I hosted a game of Metaverse using my extensive Star Wars collection. I have fond feelings for this collection due to its quality, variety, and the intricacy of the tactics involved in Star Wars battles.  I set out to play a game of about Squadron size (as determined by the standards of the Anaxes War College) in the time between the battles of Hoth and Endor. Joining me for the game were Adrian and Matt. Matt chose to play the Rebels while Adrian played the Empire with myself being placed under Adrian's command.

Text in italics is instructive rather than narrative and serves only to provide a glimpse at the underlying mechanics at work.



2nd Battle Squadron - 12th Systems Force - Fleet Reserve - 3959th Fleet

Command Group[Vice Admiral Commanding]
HIMS Titan - Victory Class Star Destroyer [Model 2]
    2xTIE/Ln-D Starfighter Squadrons
    1xTIE/Rc-B Vanguard Scout Flight
    2xATR-6 Assault Transport Flights
    3xDelta DX-9 Assault Transport Flights
HIMS Ripper - Lancer Class Frigate

1st Attack Line [Rear Admiral Commanding]
HIMS Triumph - Gladiator Class Heavy Cruiser [Model 2]
    6xTIE/Ln-D Starfighter Squadrons
    4xTIE/In-B Interceptor Squadrons
    2xTIE/Sa-B Bomber Squadrons

HIMS General Krill - Bayonet Class Frigate

HIMS Sovereign Star - Bayonet Class Frigate

Corvette Group 6655 - 4xCR92a Assassin Class Corvettes

2nd Attack Line [Rear Admiral Commanding]
HIMS Kingmaker - Strike Class Cruiser [Model 1]

HIMS Fury's Depth - Ton Falk Class Cruiser
    3xTIE/Ln-D Starfighter Squadrons
    2xTIE/In-B Interceptor Squadrons
    1xTIE/Sa-B Bomber Squadron
    1xTIE/Rc-B Vanguard Scout Flight
    1xDelta DX-9 Assault Transport Flight

HIMS Antagonizer - Nebulon-B Class Frigate [Model 1]
    1xTIE/Ln-D Starfighter Squadron
    1xTIE/Gt-C Bomber Squadron

HIMS Guardian - Nebulon-B Class Frigate [Model 1]
    1xTIE/Ln-D Starfighter Squadron
    1xTIE/Gt-C Bomber Squadron

Corvette Group 2081 - 4xDP20 Class Corvettes

Navy Tactics
Bracketing Fire
Stay On Target
Unstoppable Wave

Tactics are abilities assigned at the navy level such that every fleet designed in that navy inherits them and can be activated using command points. Bracketing Fire allows the player to lower the target rating of an enemy ship each time a new ship fires at it. Stay On Target allows a designated enemy ship to be easier to hit for any ship that travelled in a straight line. Unstoppable Wave allows the player to increase the defence of their starfighters in a furball if they outnumber the enemy.




Metalorn Resistance Front

Command Group[Vice Admiral Commanding]
ANS Mon Cala Dreams - MC75 Class Star Destroyer
    2xT-65 X-Wing Starfighter Squadrons
    1xSF-01 B-Wing Bomber Squadron
    2xRZ-1 A-Wing Squadrons
    1xCloakshape Starfighter Squadron

1st Line [Rear Admiral Commanding]
ANS Paragon - Assault Class Heavy Cruiser
    1xDelta JV-7 Escort Shuttle Flight
    1xYT-1300 Light Freighter
    2xX4 Gunships

ANS Advancer - Arquitens Class Frigate
ANS Between The Lines - Consular Class Corvette [Model 2]
ANS Hutt Sauce - Consular Class Corvette [Model 2]

ANS Tyrant's Bane - CC-9600 Class Frigate
ANS Thrasher - DP20 Class Corvette
ANS Incomparable - DP20 Class Corvette

ANS Salvation - Nebulon-B Class Frigate [Model 1]
    2xZ-95 Headhunter Squadrons
ANS Gorgona - CR90 Class Corvette
ANS Quickdraw - CR90 Class Corvette
ANS Filve - CR90 Class Corvette
ANS Hurricane - CR90 Class Corvette

2nd Line [Rear Admiral Commanding]
ANS Hope's Light - Dreadnought Class Heavy Cruiser

ANS Aralanni - Quasar Fire Class Cruiser
    2xBTL-A4 Y-Wing Squadrons
    1xR-41 Starchaser Squadron
    1xR-60 T-Wing Squadron
ANS Rule of Law - Braha'tok Class Corvette
ANS Maiden - Braha'tok Class Corvette

ANS Ocean Blue - MC30 Class Light Cruiser
ANS Tranquility - Sphyrna Class Corvette [Model 2]
ANS Intervention - Sphyrna Class Corvette [Model 2]
ANS Razor - Sphyrna Class Corvette [Model 2]

ANS Last Stand - CR90 Class Corvette
ANS Beacon - CR90 Class Corvette
ANS Dodonna's Pride - CR90 Class Corvette
ANS Rancor's Tooth - CR90 Class Corvette
ANS Senator Namon - CR90 Class Corvette

Navy Tactics
Ace Pilots
Stay On Target

Tactics are abilities assigned at the navy level such that every fleet designed in that navy inherits them and can be activated using command points. Ace Pilots allows the player to increase the Furball rating of their starfighters in a single combat. Stay On Target allows a designated enemy ship to be easier to hit for any ship that travelled in a straight line.

The scenario was a fairly straight forward slugging match, however, I modified the deployment conditions to make things interesting. First, the Imperial players had to write down where along their table edge they would like their groups to enter the table and how far into the table they would exit hyperspace. Second, the Rebel player had to deploy their groups onto the table. Neither side was aware of the decisions of the other until after all had been made. With this completed, we began the game.


The preponderance of the Rebel firepower was deployed on their right flank approximately a light second above the gas giant. This included the flagship, and much of the two lines including the two heavy cruisers.


This meant the left flank was held by only the MC30 and Nebulon-B and their escorts. Depending on the entry of the Imperials, this deployment might be exploited.


As it happened, the right leaning Rebel deployment was sound. The Imperial flagship was deployed down the center of the battlespace coming out of hyperspace ~1/2 light second to the MC75's port bow, close to the Assault Cruiser. The 2nd Attack Line, centered on the Strike Cruiser emerged from hyperspace directly in front of the Rebel's best firepower.


The only member of the 2nd Attack Line not in the line of fire was the escort carrier, deployed far to the rear.


The 1st Attack Line dropped out of hyperspace on the Rebel's left flank. The Gladiator emerged a healthy distance from the closest Rebel group, the Nebulon-B and CR90s.


However, the rest of the 1st Attack Line jumped too far into the battlespace and ended up well behind the Rebel units. In fact they were so far back they had a near clear shot to the Rebel carrier back near the gas giant.





Seconds after exiting hyperspace, the Imperials started dumping starfighters and shuttles into the void as fast as their deck crews could handle. Tie Fighters, Interceptors, Bombers, and a myriad of support craft formed up around their motherships.





The Rebels were quick as well, numerous types of snub fighters joining those already on CAP. The starfighter battle looked to be interesting over the next few minutes with hundreds of craft already swarming about the battlespace.


The first action by the fighters and support craft was aimed at the isolated ships of the 1st Attack Line. Launching from the Assault Cruiser, two X4 Gunships, JV-7 Escort Shuttles, and a YT-1300 Light Freighter vectored towards a Bayonet Frigate. The Rebels needed to prevent this deep penetration group from getting to their carrier group in the rear. Seeing the danger, the Gladiator released four squadrons of TIE Interceptors to protect the wayward frigate, a move somewhat countered by the appearance of two squadrons of Z-95 Headhunters from the Nebulon-B.

Starfighters are designed with a range rather than a speed. Instead of moving the squadrons about the table like miniature starships, they are simply formed into a mission and placed at a target within their range.

Starfighters are designed as "squadrons" though the term is not defined. A starfighter "squadron" has from one to six hits. The YT-1300 and X4 "squadrons" represent a single craft while the JV-7 represents a flight of four. A normal squadron of fighters in Star Wars is twelve craft.


The dogfight was sharp and violent, all the TIE Interceptors being destroyed, but they took with them both squadrons of Z-95s and the YT-1300. In recompense, the gunships and escort shuttles strafed the Bayonet Frigate with laser cannons and turbolaser fire.


While the far flung Bayonet Frigate struggled against the Rebel heavy support craft, turbolaser and ion cannon fire lit up the vacuum across the remaining battlespace. The Rebel Assault Cruiser and five CR90 Corvettes traded fire with the Victory Star Destroyer and four DP20 Corvettes. For the effort, the Imperials lost two of the DP20s but shredded the shields of the Assault Cruiser slagging much of the hull across her port side.

The Strike Cruiser had exited hyperspace at point blank range of the Rebel Dreadnought. This quickly devolved into a slugging match aided by long range fire from the MC75. A minute into the fight, the Strike Cruiser was missing the front third of the ship but the Dreadnought had lost her starboard shields and had sustained hull damage down her side.

Finally, the Rebel CC-9600 and her escorting DP20s exchanged turbolaser shots with the two Imperial Nebulon-Bs. While the CC-9600 did see her shields weaken, the Imperials came out far worse losing one of the Nebulon-Bs to a sizeable explosion.


With the minutes ticking by the two sides maneuvered for advantage. The Rebel Dreadnought sailed right past the Imperial Strike Cruiser who in her attempt to turn away put herself directly between the Dreadnought and MC-75. With no surprise, the Strike cruiser did not survive this position, the forward batteries of the big Mon Cal ship tearing into her port side and the aft batteries of the Dreadnought opening up her starboard. The Strike Cruiser died a quiet death, breaking up rather than exploding.

The Victory Star Destroyer had turned hard to port to face the MC75 but had to deal with the Assault Cruiser first. In a spectacular case of terrible gunnery, the many heavy turbolasers and ion cannons of the mighty ship mostly failed to connect. The few that did hit managed to drop the port shields and scorch the other side of the ship to mirror the previous damage. Dancing around the Assault Cruiser were the last two Imperial DP20s who managed to drop the forward shields and burn up the hull such that the ship was more scorch marks than ship. These powerful corvettes paid the ultimate price for their action, being taken down by close range fire from the heavy cruiser.

Having already munched one Nebulon-B, the CC-9600's group was keen to bag another. Closing to very short range, the two frigates dueled with the escorting DP20s adding to the fray. In short order the Rebel frigate could paint two Nebulon-B silhouettes on her hull.


In the midst of this firefight, both sides launched strike missions with their snub fighters. Two Y-Wing squadrons loaded with proton torpedoes and proton bombs, escorted by R-41s, went after the Imperial escort carrier. Far removed from the action, only a single TIE Fighter squadron was available to defend the ship.

Starfighters can be designed to carry mounted weapons (ordinance in normal parlance). When a starship is added to a fleet, if it has hanger bays, it can be loaded with starfighters and ordinance for those starfighters. I use colored D6s to indicate the ordinance type a squadron is loaded with, white dice indicate no loaded ordinance.


Prior to her destruction, the remaining Nebulon-B sortied a TIE/Gt squadron loaded with proton bombs to ruin the Rebel Dreadnoughts day. The escorting TIE Fighters would have to contend with a squadron of R-60 T-Wings.


By far the largest starfighter engagement developed around the MC75. Two separate strike packages were launched from the Victory and escort carrier to tackle the big girl. All told, three Tie Fighter squadrons, two TIE Interceptor squadrons, two TIE Vanguard flights, one TIE Bomber squadron, two flights of ATR-6s, and four flights of Delta DX-9s closed in. Defending the Rebel flagship were two X-Wing, two A-Wing, and one B-Wing squadron.


Ominously, another swarm of starfighters from the Gladiator organized themselves around the Victory, ready for round two.


The results of all these conflicts seemed to give the Rebels the upper hand. Far to the rear, the Rebel gunships and escort shuttles finally destroyed the Bayonet Frigate and eyed the second one.


The lone TIE Fighter squadron and concussion missiles launched from the escort carrier damaged the incoming Rebels but not enough to prevent a bombing run that tore the Imperial ship to pieces.


Closer to the action, the TIE/Gts tasked with hitting the Rebel Dreadnought fell to potent laser cannon fire, the old ship plodding along like nothing had happened.


But the big fight in the middle is where all the excitement happened. The Rebel commander vectored all the defending starfighters to intercept the strike mission heading to the flank of the big ship. In the ensuing dogfight the overwhelming number of Imperial craft was countered with superior piloting by the Rebels. The defending and escorting fighters became locked in a deadly furball. This allowed the striking bombers and shuttles to do their work.

Tactics are abilities assigned at the navy level such that every fleet designed in that navy inherits them and can be activated using command points. The Imperials used Unstoppable Wave which allows the player to increase the defence of their starfighters in a furball if they outnumber the enemy. The Rebels used Ace Pilots which allows the player to increase the Furball rating of their starfighters in a single combat.

In the bow, the MC75 received a volley of proton rockets from the TIE Bombers that tore holes deep into the hull followed by Delta DX-9s landing their stormtroopers. This brief boarding action would end with many dead stormtroopers and few casualties for the Rebels. The port side strike was more successful, the Delta DX-9s and ATR-6s disgorging close to two battalions worth of stormtroopers into the belly of the beast. The following boarding action was not kind to the Rebels; the Imperials gaining a strong foothold in the ship.

For those keeping track, the Imperials had now lost a Strike Cruiser, Ton Falk Escort Carrier, Bayonet Frigate, two Nebulon-B Frigate, and four DP20 Corvettes along with a host of pilots. The Rebels had not yet lost a ship, although many were heavily damaged and the flagship had an ongoing boarding action.


Through the casualty disparity, the Imperial commander held his nerve. The Victory Star Destroyer pushed to flank speed and closed the distance to the MC75, now surrounded by a cloud of Imperial starfighters. Heavy turbolasers and ion cannons pounded into the wounded ship's side tearing into her shields. The return fire from the Mon Cal as well as the limping Assault Cruiser and Dreadnought were not enough to phase the Imperials. The Victory had reached this point essentially unmolested through the battle and could weather the fire for the chance to take down the Rebel flagship.


Far away from the main action, the Gladiator finally did something useful besides launch fighters. Chasing down the Rebel Nebulon-B, the Gladiator unloaded her batteries of turbolasers and proton torpedo launchers, smashing the small frigate into dust.


Adding to the Rebel's plight, the Imperial commander let loose his last weapon. The strike package from the Gladiator arrived on the MC75's port while her defending fighters were busy in a furball. A few Rebel fighters managed to break away to intercept the new arrivals but six squadrons of TIE Fighters successfully shepherded the TIE Bombers to their target. 24 Bombers unloaded proton torpedoes into the Mon Cal breaking her back. The fact that about 800 stormtroopers were on board the Rebel ship at the time was conveniently left out of the after action report.

With the loss of their flagship, the Rebels swiftly chose a tactical retreat. The Imperials had suffered numerous losses during the battle but at the crucial point, applied the right firepower in the right place and had saved an entire strike package as a reserve. It worked for Napoleon and it works in a galaxy far, far away.

Fleets have a morale chart where they record losses. This chart is subdivided into thresholds and each starship and starfighter squadron has a morale value (essentially just their percentage of the cost of the fleet). At the beginning of the turn when the flag commander rolls for their command points, if the result of the roll is equal to or less than the number of thresholds completed, they lose the game. The MC75's loss was sufficient to make passing the morale test impossible.

This was both a tactically complex game as well as a narrative joy. Thank you to Adrian and Matt for a great game.

This game was played using Metaverse Second Edition available here.

My Alliance to Restore the Republic navy can be viewed here.

My Galactic Empire navy can be viewed here.

Join us on Facebook.

Comments

Popular Posts