This was our second game using WK's Rocketmen rules and ships. These rules, if you aren't familiar with them, are an extension of our Pirates rules, a bit more complicated and hugely more flexible. We used the "Tag, You're It" scenario, in which the goal is to fire on and hit each player's home asteroid at least once; the winner is the player who hits the most asteroids. Each player got a 30-point fleet, with the option to buy more ships if he/she brought in enough resources from deep space.
The other three had no use for such peaceful occupations. Captain Redshirt saw both the Avenger and the Space Lady pointing their ships in his direction. He chose the first one, and his fleet (minus one fighter) collided with Jake head-on. Jake chose to concentrate fire on the big Samael, which carried five pods and was probably the most dangerous ship in the battle. Mike's fire was aimed at the Imperium, since she was the easiest target.
After one round of shooting, one Saturn fighter broke off and made an attack run on Jake's asteroid, but somehow missed it twice. The other fighter shattered a Martian fighter's shield pod, then turned and ran for Zach's asteroid. Zach's fighters deployed to intercept him, but their aim was poor and Mike's little birdie easily dodged the one shot that came close. This left the Samael facing Jake's entire fleet.
This was not a good thing for the Samael, which saw one pod after another shot away. But her own weapons were not idle, and Avenger's Imperium quickly saw all four pods destroyed. With only one laser left, the Samael knew her time was almost up, so she did the only thing that might matter: she docked with the defenseless Imperium and boarded her. Defenseless? She put up a ferocious fight. It took four waves of boarding and cost Mike's cruiser her last laser before the Legion rocketship belonged to him.
That is, she belonged to him for all of five seconds. That's how long it took the Zorg's Chargers Squadron to vaporize both it and the Samael. The big Vengeance, which came through the battle unscathed, turned to try and take out Mike's fighter before he finally zeroed in on Jake's asteroid, but the little Saturnian craft was agile and the big Martian cruiser couldn't shoot worth beans.
Meanwhile, Mike's other fighter had met the Space Lady of Death's advancing fleet, took a shot at her lead fighter, and missed. She tossed her hair and offered him a deal: if he let her shoot his asteroid, and didn't attack her again, she wouldn't kill him. He didn't think that was much of a deal; his being a sucker for the dames goes only so far. So he shot past her fleet and closed in on her home asteroid. At this, his adversary began humming, of all things, the wedding march. This shook Mike up and made him very curious, so he asked her what she meant by that. She cheerfully replied, "That's because you're marching to your death." We can only hope that isn't what she really thinks of the wedding march.
Near the Space Lady of Death's home port, the big Lord's Justice orbited threateningly. Mike's fighter ignored the cruiser, which shot twice and missed twice (the Lord didn't get much justice out of that one); his and Aimee's fighters shot at each other's homes at about the same time, and both scored hits.
At about this time, Shadow Hunter decided that his home asteroid wasn't being threatened by anyone, and his powerful fighter squadron was being wasted on guard duty. So he turned them loose, and they closed in on the Space Lady's home asteroid. One fighter successfully bombarded that asteroid, then joined its squadron mates in a futile pummeling contest with the Lord's Justice. The big Legion cruiser didn't have enough firepower to do any harm to the agile Mercury fighters, while the fighters didn't have any luck punching through the double shields and armored hull of the cruiser. Mike's fighter got nervous at all the energy flying through the vacuum of space and ducked behind the Space Lady's asteroid; his next goal was the Shadow Hunter's home.
It's doubtful he would have made it. The huge Andora returned home with her cargo holds bulging with resources. These were quickly converted into two rocketships, the Firefly (a Rebel ship) and the Zener's Secret (from Io). The newcomers fanned out and blocked Mike's path, while also setting a course to support the fighters in the Solar Flares Squadron.
Back on the other side of the ring of asteroids, Jake's home port had been bombarded twice, once by Aimee's fighter and once by Zach's. Jake didn't try to do either of them any harm, apparently because they didn't shoot his ships (just his home port). Mike warned the Space Lady not to trust a Martian, but the Avenger held his fire anyway. This gave the Space Lady of Death two home hits, versus one each for Shadow Hunter, Captain Redshirt, and the Whale.
And that was how it ended, just as suddenly as it began. The Whale's big cruiser was about to get home with a full load of resources, and Captain Redshirt's fighters were poised to get home hits on two, maybe three of the other admirals. If the battle had raged on for a few more turns, the outcome might have been very different. But whatever power had transferred the pirates into space now pulled them back. The Space Lady of Death was ruled the victor, with a three-way tie for second place. Mike tried our first boarding action, and successfully stole an enemy ship (for a very brief time). Jake scored no home hits, but he enjoyed blowing up the Samael very, very much.
Our conclusions: fighters and cruisers are very hard to hurt, something we noticed the first time we battled in space. Most of the shooting was ineffective, unless the target was a rocketship or unless the attackers were very numerous. Battles seem to involve getting into attack position and then blazing away motionless until something blows up. Resource hunting involves at least as much clever maneuvering as combat does, and if our games could last longer, the extra ships acquired from resources would probably tip the scales in somebody's favor. It takes longer to play a game than it takes for an equivalent point-value game of Pirates; this is due to the greater number of models on the table (everybody had four or five to start with), and the greater number of moves possible with the atomic-power point system (we call them action points).
One other thing: we like this game, and will probably play it again when we can.
Strange things have been known to happen when pirates get together, but nothing could have been stranger than tonight! Five pirate admirals gathered for battle, gold, and glory, not necessarily in that order. But as they exchanged boasts and threats in Ye Olde Root Beer Tavern, there was a sudden flash of light, and they found themselves in a far distant future, where space travel was a common thing and sailing ships were found only in museums. Pirates will be pirates, though; they shrugged, chose some new names for themselves, stole some spaceships, and set out for battle anyway.
Rocketmen Battle Report for 02/17/2009
The five home asteroids were grouped in a rough circle, with one rogue asteroid and a cluster of microids floating in the middle. Those drifting minerals quickly became the focus of the Shadow Hunter and the Whale, who took his name from the shape of his ships. Each of them sent his cruiser to fill up with resources, and then run home to convert those resources into new ships. Those two space-admirals also used their fighters in the same way: they left them home to guard their asteroids against raiders.
Two Thousand Oh-Nine AD,
by Captain Redshirt