I was trawling my boxes of unpainted and painted miniatures when I came across a few boxes of spaceships. My collection was a haphazard array of ships, reflecting my numerous attempts to enter this genre. The miniatures included a few fleets from Space Dreadnought 3000, Battlefleet Gothic and some modern additions, like Dropleet Commander.
This discovery coincided with Ross Lockwood's new set of space combat rules, 'Hyperspace Hack'. Therefore, after discovering an old treasure and some new rules, I had an excellent fill-in game as I continued painting for my next project.
Spaceship Rules
Oh, if things could be that simple. I immediately dug out some old spaceship combat rules in my collection. The aim was to fight fleet skirmishes and battles rather than worry about controlling an individual starship array of systems.
Unlike historical games, there is nothing factual against which to judge any rules. The rules must fire your imagination and reflect how you imagine space combat. I started my intergalactic altic quest by reading all the rules I had in my collection. In the end, I returned to a golden oldie, Battlefleet Gothic. Why?
Spaceship Gothic
The rules, beautifully written by Andy Chambers, have stood the test of time. They contain everything you expect from spaceship battles, giant ships, planet killers, speedy flights, interplanetary defence systems, and an array of space matter. I own the original 1999 rules. The edition comes in landscape rather than my preferred portrait. However, fans have produced a remastered (live) edition in a portrait setting.
Personally, I do not like the 40,000 Universe, but the rules can be adapted to a homemade setting. I came across some settings that appealed to me more in my reading.
Battlefleet Solo
For me, the lack of solo mechanics is the main area for improvement in the Battlefleet rules. However, other rules have solo mechanisms that could be adapted. Horizon Wars Infinity Dark has a playing card activation system that establishes the activation order, the actions to be taken, and any course corrections. This system was used in conjunction with the Battlefleet Gothic rules.
The Scenario
A convoy of colony ships had been ambushed in the Carian Sector by pirates who infest these outer world systems. However, the main merchantman, CSS New Beginnings, survived the onslaught but lost all power. As the pirates considered boarding their prize, a portal opened, and the cruiser, Iron Duke and two support frigates (Alpha and Omega) entered the sector. The pirates clocked or hid and waited for their opportunity.
The Objective.
To win the Imperial squadron, the crew had to board the stricken New Begining, pass a successful test to reboot her systems, and then escort the colony ship to safety. Simple rules using the leadership test catered for the docking procedures between the two friendly ships and the system reboot.
The pirate fleet of smaller reconditioned frigates and raiders had to prevent the colony ship from leaving the sector without destroying it. They would also earn bonuses for killing or capturing any Imperial ship.
Tactics
The Imperial commander's tactics were simple. The two frigates would attempt to dock with the stricken vessel while the Iron Duke stood off in case the pirates returned. The pirate tactics were to wait until a ship tried to start docking with their prize and launch an attack, using their mobility to maximum impact while the ships were entangled.
The Game
The Imperial ships made a quick approach to the stranded colony ship. However, only some things went to plan. The Alpha overshot her docking portal and had to exercise a sharp turn to make another approach. The Omega was more successful and docked successfully, but this left the now static frigate vulnerable to attack. It was at this moment that the pirates launched their raid.
The Iron Duke made mincemeat of several vessels, but the attacks came from all sides. The captain of Omega ordered 'Brace for Impact', which allowed the frigate to survive the first onslaught. However, the Alpha, exposed during her turning manoeuvre, suddenly exploded as an array blast hit the ship.
The next turn, the Omega engineers managed to re-fire the New Beginnings engines, and she started to lumber forward. The Iron Duke, impervious to the horde of small ships, continued to exact damage.
The final moves saw the New Beginning move to the safety of the jump portal as the Iron Duke covered her and the Omega retreat. The cruiser was too powerful for the small pirate vessel, and the Imperial squadron completed its mission.
Some Thoughts
The game was short and brutal, and I had forgotten how entertaining these rules were. However, my adapted solo system did not work as I wanted. The card activations led to some peculiar movements, especially for the pirates. The generated options needed to be more sophisticated, and the pre-programmed orders must be adapted for the ship type. In brief, back to the drawing board.