Wednesday 29 March 2023

Renegade Legion: Leviathan - Planetary Defence

 To try out my scenario generator, I decided on three cards each for the belligerents. So here's what I drew:

Terran Overlord Government:

1 frigate (3 fighter flights)

1 destroyer

5 corvettes

5 missile platforms

4 fighter groups


Renegade Legion:

1 cruiser (1 fighter group)

1 carrier frigate (5 fighter groups)

1 destroyer (1 fighter squadron)


From scenario cards I pulled planetary defence and from special conditions it was asteroid belt.

So after some random and some deliberate placement of terrain and units, the map looked something like this:

Note: I don't use the stat sheets that come with the game. Instead, I favour the ones produced by Jape77 on Boardgamegeek (visible at top right). I like the changes the author made, but I also find them more visually pleasing than the originals. The fighter groups sheet comes from my own Excel tool (which I uploaded to BGG as well). Bottom right are some sheets I made up for small craft, like corvettes, based on some discussions I read in different forums that discussed this very thing (I'll likely post these to BGG as well).

My feeling was that the RL force would have a pretty easy go of things. The cruiser's stats alone look very intimidating compared to the entire TOG force. Then again, doesn't a commander want every possible advantage when they are attacking?

I fashioned the following narrative from my card picks. 

RL forces sent a decoy group through the TOG planet's sensor range. Having succeeded in drawing of a number of the vessels stationed there into a pursuit, the RL command sent a small carrier force to raid the planet with the mission of destroying the orbital defences - five missile platforms capable of firing 2 F-class missile salvos each - as a precursor to a full planetary invasion (or liberation, as the RL prefers to call it). 

The Legion ships approached the planet from behind the nearby asteroid belt to hide their signals. But the interference is a double edged sword and they will have to traverse the belt in order to target anything with the capital ships' weapons. This means they will be in range of TOG missiles from the orbital platforms.

Turn 1: 

Fighters deploy. Everyone closing. The first losses are to the fighters that met in the middle, both dishing out exactly what they received. I found a more planety-looking planet to replace the pail lid.

I had trouble trying to figure out how fighters were supposed to do damage to each other, I came up with a simplified process for dogfight attrition. Thinking on my younger days of playing Chuck Yeager's Air Combat on PC, my hit accuracy with that game's WWII fighters averaged around 20% (unless I was shooting down bombers). Based on that, I decided to roll a d3 for each group and multiply the result by 10 for a percentage (10%, 20%, 30%). Multiplied a group's CRA (or LRA) value by the percentage, using the result rounded down as how many boxes to cross off the enemy group's strength boxes, and vice-versa, treating it as simultaneous fire. 

Example: Red Group A (CRA 108) vs Blue Group B (CRA 122). 
Red rolls a 2. 108 x 0.2 = 21.6. Blue Group B crosses off 21 boxes.
Blue rolls a 3. 122 x 0.3 = 36.6. Red Group A crosses off 36 boxes.
Each side then crosses out CRA values if reduction thresholds were reached.

If fighters have a choice between fighter opposition or targets for their missiles, they could only chose one line of attack. In this case, if fighters wanted to target an orbital missile platform, they could not impose casualties on any attacking interceptors. Missile strength is also reduced in to CRA values as they decline with attrition.

Turn 2:

The heavies are still too far away to do much of anything. Fighters meet and start start duking it out with each other. I should have had the RL fighters (red) attack the platforms right away... Also, I didn't realize the RL cruiser is in range of one of the platforms (both to fire missiles and to be fired on).

Turn 3:
The RL cruiser is now in range to fire missiles at the platforms, but they are in range to fire on her as well, so she takes some damage, losing a large portion of her fore and forward right armour sections. Lucky missile placement destroys her silos so the cruiser's second salvo cannot be fired. The two left-most platforms were hit and destroyed by the RL cruiser and destroyer salvos. We start to see some fighter groups go missing. The RL destroyer races in to launch missiles at the topmost platforms.

I couldn't find any info on orbital installations having missiles, so I made up my own stats: shield factor 3, 50 armour, 8 systems that could get damaged (rolled a d10 for each hit past the armour to damage systems, no systems hit on 9 or 0). 

Turn 4:
Realizing her vulnerability to the platform attacks, the cruiser slows and turns to stay out of missile range and just try to weaken their shields for fighter attacks. The bottom platform's reactor is hit; I decide it can explode if I roll a 1 and it does! I roll a d3 to take out percentages of the near-by fighters. Red fighters also take out the right-most platform. The RL Ajax destroyer (sitting between the cruiser and the planet) is crippled, having lost its left-side thrusters last turn, she is also now out of missiles. Only the top-most platform remains and it's up to the fighters beside it to take it down next turn.

Turn 5:
More red fighter groups are eliminated as they try to make their way back to the carrier. The cruiser is flipped around to put armour on the side of the TOG destroyer bearing down. The small TOG ship fires its spinal mount and does a little damage to armour, same as the Ajax destroyer aiming at the TOG frigate. Most importantly, the RL fighters can send just enough missiles into the final platform (already weakened by the cruiser's long range shots) to put it out of commission.

Unfortunately, I cleaned everything up after that turn, figuring there couldn't be much more done to the RL force, totally forgetting about the fact that the TOG fighters that remained all had missiles. It's possible that some of them might have been able to get close enough to retaliate somewhat effectively, and the RL ships could have come away a little worse off than they were. Even so, I think they took more damage than I was expecting, having lost practically all their fighters and two salvos hitting the cruiser with enough punch to damage systems.

The two most heavily damaged ships of the game.

Leviathan is perhaps the most complex game of any type that I own and while I do like it, it takes a lot out of me to play it solo. This was the largest number of units I've fielded in a game. The turns averaged an hour each, setup was a couple of hours (including making the corvette sheets and statting missile platforms).

Take-aways:
1) Check better for firing opportunities - a missed chance at firing could be crucial
2) Stay on target with fighters - RL wasted a turn dogfighting when they could have been firing missiles at the platforms and getting out of Dodge.
3) More spinal mount attacks? - I played with the thinking that only one spinal weapon attack was possible in a game, but can't find that limitation in the book. If more can be fired, one might use maneuverability of destroyers to stay in front or rear arcs of larger ships and come at them with spinal mount attacks (and missiles, of course). 
4) I really should try getting Full Thrust to the table.

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