Wednesday, 30 January 2013


[This was a continuation of last session, in which we ended with space combat. And so picked up that battle this session. Which went the whole session. And we had about three or four extra rounds. As you might guess, the rounds took a long time because there were a lot of ships on the battlemat.

Which is just part of the reason I felt frustrated over all this. Basically the enemy side had far more ships than we did. The tokens we had represented groups of two or three ships, or, in one case, six ships.

Because, what it comes down to, is that we did the wrong thing for this particular tactical situation. Instead we acted like typical PCs and went in for the fight. Which isn't what we were supposed to do. We were supposed to ignore the bulk of the ships and target one particular group. Which most of our ships couldn't reach. And those that could wouldn't be able to deal with in time due to imbalanced numbers (two versus six).

You can say 'this is what you were supposed to do' all you like, but then there's the other frustration of dice rolls. The dice are set up so that only rarely do you actually hit. And the hits anyone did only really chipped away at the other side, so it wasn't like there was a great whittling down of ships in play. Both sides had this, but getting decent hits was not a common occurrence  more like no hits with lots of advantages and disadvantages, which just made more no hits.

Ultimately, we lost named and unnamed NPCs, and our captain was nicked. Yeah. So, at the end of the day, we aren't winning, nor even seeming to get anywhere useful, because we didn't do the right play out of the gate, and the dice aren't there to make hits happen.

... wooo! ...]


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