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Thread: Anyone for Cards?

  1. #1

    Default Anyone for Cards?

    We had our Tuesday night game last night and decided to try out both my new Space Mat I bought from deepcut studios and my my Heavy Raider. It was noticed that the Colonial planes in the starter box sets have 21 movement cards per vehicle plus a Blank Maneuver card. Each card is numbered from 1/21 to 21/21 and the Dummy is not numbered. The Heavy Raider has 12 cards including the Dummy Maneuver card. They are numbered from 1/12 to 11/12 and the Dummy is not numbered. This led to us searching for the "missing" card until I checked my unopened Raptor deck and found that was the same. So, if you think you have lost a card when you play with your Raptors or Heavy Raiders you have not.

    The game we played was one Heavy Raider (flown by me) plus escort (flown by Mark) on the way home being attacked by two Vipers flown by Windy Jack and Biggles Downunder. All the Asteroids and Planatoids were also incorporated into our game. Thanks to some really vigorous defence and superb positioning Mark managed to kill first Windy then Biggles Downunder leaving us free to complete our mission. A good game and I can recommend the Heavy Raider to anyone thinking of buying one. It equated to a two seater in the WGF game and did well in this fight.

  2. #2

    Default

    Thank you for letting us know about the 'missing cards', which are not missing, Gary.

    If the Cylons in your battle were on their way home, it was very sporting of them to stay and fight rather than just FTL jumping away. Did you take any photographs of the action, please?

  3. #3

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    The not missing cards equate to the much less nimble Raptor and Heavy Raider. They have other special abilities to balance their clumsiness.

    So far I have had to limit FTL with scenario rules to avoid a quick, achieve the objective and bolt before the Colonials can counter. With more play and experience I hope that I can design scenarios that don't have to limit FTL.

  4. #4

    Default

    Good information, Garry.

    Maybe we'll have a premier flight of my heavy raider & raptor next week in Zirndorf.
    Voilą le soleil d'Austerlitz!

  5. #5

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    Quote Originally Posted by Teaticket View Post
    The not missing cards equate to the much less nimble Raptor and Heavy Raider. They have other special abilities to balance their clumsiness.

    So far I have had to limit FTL with scenario rules to avoid a quick, achieve the objective and bolt before the Colonials can counter. With more play and experience I hope that I can design scenarios that don't have to limit FTL.
    Our last scenario had asteroids, and although we didn't actually do any 'moving' ones, we generalized that FTL jumps in an uncertain environment were too risky.
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  6. #6

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    Quote Originally Posted by OldGuy59 View Post
    Our last scenario had asteroids, and although we didn't actually do any 'moving' ones, we generalized that FTL jumps in an uncertain environment were too risky.
    That's what I stipulated in my "Lame Duck" event - FTL was only permissible beyond the ring of asteroids.

  7. #7

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    In a scenario I call 'Water' I have a line of asteroids across the board. I don't allow jumps across the line. The Colonials start across it with the Cylons just on the other side. The Colonials have to go find the water and get back across the asteroid line. The Raptor also had damage to it's FTL drive so could not jump.



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