Playtest number two.
This time it was 3vs3, although due to space constraints (too much wrapping paper about) each ship was limited to six cards instead of the full Quickbuild sheets. This was again Earth vs Minbar.
Earth Force
Sheridan on an Omega, as per the Quickbuild sheet but without Mines.
Sinclair on a Nova, as per the Quickbuild sheet but without the Anti-Ship missiles.
Lochley on an Omega, as per the Quickbuild but without the Chaff Missiles.
Minbari
Neroon on a Sharlin, as per the Quickbuild but without the Laser Upgrade
Kalain on a Sharlin, as per the Quickbuild but without the Laser Upgrade and with Minbari Helmsman instead of Minbari Warrior.
Delenn on a Whitestar, as per the Quickbuild but without Be Somewhere Else and with Minbari Helmsman instead of Ranger (it was a Minbari fleet).
This time I refamilarised myself with the ship characteristics before playing (myself again, I hope to test with my Dad over Xmas). The Earth ships stayed in close formation and went straight down the middle. The two Sharlins use their sensor ghost capability to dance around the left side of the board while the Whitestar did its own thing down the right.
The Sharlins get the first shots off at maximum range, both focusing Sheridan. Because it was extreme range he didn't take too much damage, although it did prove that the Defence Grid is really not powerful when forced to tank multiple attackers.
The Whitestar misplayed and ended up in range of Lochleys Omega and exchange fire, chip damage on both sides. The Whitestar obviously has shields, making it the only ship on the board with that capability.
The Sharlins close the range and continue to focus fire Sheridan, who ends up with a Warp Core breach card (I'm not writing a whole set of Critical Hit cards). Needless to say that after a couple of rounds Sheridan becomes the first casualty (too busy making speeches about oranges).
The Minbari didn't get off scot free though and Neroons Sharlin takes a beating, but survives.
There's some more maneuvering where the remaining Omega and Nova try to chase the Sharlins, who have far better agility and can (to some extent) pick and choose when to take the fight. It proves more difficult than I anticipated to stay out of range 2 but in range 3 and keep the Earth ships in firing arc. This actually pleased me as I had been worried that with a full stealth build the Sharlins would find it too easy to stay at range 3 and snipe.
Next to die was the Whitestar. Lennier did a great job in keeping out of trouble and it took several volleys to lose the two shields. However it then strayed into range of the Nova which rolled two hits and two crits with four dice!! The Whitestar rolled four defence dice, rolled one evade, which would have left it with one hull. However, both crits were extra damage cards and so the Whitestar died to Sinclair.
The rest of the game got a bit boring. The Minbari stayed at range until they were ready to engage. Lochley died next (with three crit cards stacked on her), but Sinclair immediately got a lucky shot off against Neroon. After that it was a full health Nova vs a nearly full health Sharlin circling opposite sides of the board... so I called it quits.
Lessons learned:
Playing Attack Wing without shields really changes the dynamics of the game. Normally a ships has around 4 hull and 4 shields. Crit hits don't do anything special on shields and cause an additional (random) affect on hull strikes, which means you may end up with one or two crits before the ship goes boom. Here both Omegas ended up with three crits and the building detrimental affects are great to work with. I'm really, really please with my decision to just ignore shields instead of using them as armour or something.
My full stealth build Minbari ships play how I want them to. For anyone who plays Attack Wing it's Romulans, but the extra defence dice come from the tech cards instead of being a built in cloak mechanic. For X-Wing players, think TIE Phantom. But if you go full stealth then you lose the ability to ramp up the weapons. If you ramp up the weapons you can't go full stealth, so it prevents the Minbari being broken.
The differences between Minbari and Earth armour cards was actually quite striking, and fitted the play style (in my opinion). Earth armour allows the ship to shrug off a hit, so it's damage resistance. Minbari converts a crit to a hit, so it mitigates the diminishing affects. This makes the Minbari ships a little more fragile than one may think (although a Sharlin has more hull than an Omega) but they don't get ground down so easily.
The Earth "Tank" build worked quite well. As discussed before the two Defence Grid dice is good against a single attacker, but is not so great against multiple attakers. The ability to increase to three dice as a weapons upgrade slot is, I think, a decision I'm comfortable with. This game would have gone very differently if Defence Grid Upgrade had been slotted instead of missiles (which never got used as Minbari Jammer), but the missiles would have been useful against Centauri or Narn so it's not a "must have" card.
The Nova seems more useful than an Omega in the current iteration. The Omega has 360deg arc, range 2 at 4 dice. The Omega has 360deg arc, range 2 at 3 dice, but has a boresight of 4 dice at range 4. The Omega also gets a scan (which is useless against the Minbari). I think this will become more useful when the Centauri and Narn fleets make an appearance.
The Whitestar turned out to be rather fragile. Now in the show there's a bit of a disparity between the hero ship and the Whitestar fleet (which often seems to be expensive cannon fodder). The Whitestar was actually the cornerpiece of the ship balancing as I considered it equivalent to the Defiant, so I'm not going to change the specs. 2 natural evade is still better than all other ships and the two shields gives it a resistance to crits, plus the regen ability allows it to regain hull after damage - but that doesn't help if a Nova one-shots you.
All in all, a successful set of tests. Two games, two different results, this one was very dependent on the roll of the dice which suggests good balance (especially as I know what each side is going to do). Playing against someone else will be the real test...