BFG: Cruiser Clash Practice Round

Matt and I got in a quick round of Battlefleet Gothic the other night, playing out a bare bones Cruiser Clash scenario to re-acquaint on some of the rules.

The good guys.

The good guys.

The bad guys.

The bad guys.

The dance.

The dance.

The lucky shot.

The lucky shot.
"I can't believe that just happened."

"I can't believe that just happened."

Matt fielded, I believe, a Styx class cruiser, and I fielded a Lunar class. My cruiser mostly got pummeled, and limped out of the game with just two hits remaining. The effort was mostly salvaged, however, but a late game direct torpedo longshot. Capitalizing on the Chaos cruiser moving too quickly, my crippled ship poured everything into turning about and laying on a salvo in the opening. Between the damage and the special orders to heave to, my crew only got off two torpedoes in the shot. Miraculously though, both torpedoes made it through the Chaos defenses and did enough damage to also cripple the Chaos heathens, saving my captain’s reknown.

The big take away from the game was that Imperial cruisers, with their side-only batteries and lances, are a lot less flexible than Chaos cruisers, which can generally target the front and side arcs. They’re going to need multiple ships operating in concert to really counter that significant advantage, which will be difficult in the small-fleet campaign we’re hoping to begin shortly.