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Blas-Tastic Oct '14


A simple face off with two players, each with a Destroyer


Both sides roll for initiative (simple 1D6 opposing roll), however, player A has a ship with 1 command point, thus adding +1 to his initiative roll. Player A scores higher and so takes the first turn.


Player A can elect for the Player B to go first, but decides to make the most of the first turn advantage. Selecting his ship, player A must decide how to spend his three action points.


He starts by re-assigning two auxiliary power to the sensor array (which is currently at power 1), giving him sensor power 3 - By doing this, he positively modifies the ‘to hit’ rolls. At this point in the game, with both players either side of the board, this is a big help. Player A then moves the ship forward and declares that he is shooting his beam weapons at Player B’s Ship.


Rolling to Hit


To work out the 2D6 to hit value, there is a simple 'to hit' chart that is based on the opponents thruster value.


Currently, Player A needs to roll an 8+ on 2D6 to hit the target, but the distance between them also adds modifiers. Measuring from the stem of the attackers base to stem of the defenders base, the distance comes in at 32” - In Engage, for every 12” range band after the first 12", a -1 modifier is added to the ‘to hit’ score. In this case, a -2 modifier is added, making the 'to hit' value 10+ on 2D6.


This is quite a tricky value to beat, but we then add the sensor array modifier, of +3, which in fact bring it back down to 7+, and we can now see why player A chose to move power to sensors!


It's a hit!


Player A rolls 2D6 and scores a 9, the shot is a hit, but no damage has yet been made against player B’s ship! He rolls 1D6 for each point of the beam weapons ‘attack value’ which is 4. The aim here is to score higher than the opponents shield value of 4, thus punching through it and damaging the hull.


Player A rolls 3, 5, 5, 6 a very respectable score that will do lots of damage. The 3 is ignored because it failed to beat the shield value However, the two fives each do one point of damage to the hull, and the six does one damage to the hull and one damage to the shield!


Player B’s ship has lost three hull points and now has just four left (0 means destroyed) and the ships shield has taken a hit and is now shields three, meaning any future attacks need to roll 4+ instead of 5+.


Player B will need to either spend an action reassigning auxiliary power to supplement the shields (but risk doing more damage because he’s pumping a damaged system with extra juice) or attempting a repair action to bring the shields back to normal



This was quite a dramatised turn, one that hopefully gives you a very simple idea of a turn in Engage and lets you see that it's an easy game to play, but that does also require tactical thinking.


There are lots of extras that I haven't begun to mention that also impact on gameplay, the command points at the beginning have a whole range of other implications, as well as different weapons and armour types.


Read the battle report here for a more involved idea of what you can do in Engage!


An Example Turn


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