So, for those who haven't seen this particular very-beginner-friendly variation, here's the differences between TT Furball and regular matches.
- All players play on the same field.
- The field in question is either circular, or an N-gon, where N is the number of players.
- Each player gets two 35 point ships of any mix of faction.
- Each player has a specific point at the edge of the map from which their ships start, rather than an edge along which to place their ships. These are placed equidistantly from each other.
- Only one of your two ships may be on the field at a time
- When one of your ships flies off the edge of the map or is destroyed, the other is placed at your "Spawn Point", facing any direction.
- When a ship flies off the edge, it is not destroyed. It simply goes into waiting, while it's teammate fights.
- To prevent infinite looping, ships must wait a number of turns equal to their hull value, or receive face-down damage cards equal to the number of turns they failed to wait (i.e. leaving and coming back instantly kills you, leaving and coming back in the next turn leaves you with 1 hull remaining, et c.)
- Asteroids cannot be placed at Range 1-2 of a spawn point, cannot overlap each other, and cannot overlap the edge. Other range restrictions of them are voided.
Okay, so tonight, we played a 5 man version. The teams consisted of:
- Jek Porkins (PTL, Hull Upgrade, and R5-D8) and a Sigma Squadron Pilot (with Sensor Jammer, Adv. Cloaking, and Saboteur)
- A Gamma Squadron Pilot (with a Proton Bomb, Munitions Failsafe, 2x Flechettes, Ion Pulse Missiles, and a Concussion Missile) and a Sigma Squadron Pilot (with Adv Sensors, Gunner, and Stygium Particle Accelerator)
- A Scimitar Squadron Pilot (with a bunch of missiles and torpedoes) and a Knave Squadron Pilot (with Flechettes, Fire-Control Systems, and R2-D2)
- A Bounty Hunter (with Anti-Pursuit Lasers) and Horton Salm (with R2-D2 and an Ion Cannon Turret)
- Turr Phennir (with Push the Limit, Royal Guard Title, Hull Upgrade, and Shield Upgrade) and a Blue Squadron Pilot (with Stealth Device, 2x Proton Torpedoes, and a Fire-Control System).
The 3rd player's bomber died first, due to the 2nd player's Sigma managing to Decloak for a 2 forward and an evade, Focus with Adv Sensors, a 3 Koiogran to get in its' blind-side, and choosing to let a [boom]-[Eye]-[Eye]-[ ]-[ ] result pass for the Gunner to trigger, winding up with [boom]-[boom]-[boom]-[boom]-[KABLAM]. Rolling a single [squiggle], the bomber limped by with 2 hp for a round, until the other Sigma took it out at R 3.
The 2nd player sent his Sigma off the board, choosing to let his Bomber try to tango with the 1st player's Sigma and the 4th player's Horton. This bomber got the Flechette + Munitions Failsafe 'Combo' off at the cloaked Sigma, but was Ioned to nigh-oblivion by Horton, over 3 consecutive turns. Being unable to snipe as it intended, the Gamma elected simply to explode, to its controller's consternation.
The 3rd player's E-Wing suffered the wrath of Horton next, taking 4 rounds of Ionizing in a row, dodging death-by-control by being at Range 1, and Horton being unable to re-roll the blanks. He finally died to a pot-shot from the 2nd's Sigma.
The 2nd player's Sigma was also down to 1 HP at this point, and managed to square off against Porkins. Every round of this duel resulted in the Sigma being in a position that Porkins did not expect, either with a Cloak and Evade token, or in a Range 1 blind-spot. Porkins was unable to deal the single damage needed to slay the Sigma and take the 2nd player out of the game, and died painfully, despite starting the duel with full HP and regenerative abilities.
As they dueled, Horton took massive damage from Turr, and tagged in the Bounty Hunter, who also attempted to take on the seemingly immortal 2nd Sigma. It lost all of its shields in a single attack. Their fight drifted to center-field, where their duel slammed into the fight between the 1st Sigma and Turr Phennir. The 2nd Sigma managed to ram the 1st accidentally following a decloak for distance. The Bounty Hunter was millimetres away from a collision himself, but still unloaded 4 attack dice into the thorn's back. 3 hits to a [squiggle] and an Evade Token, and there were only 3 players remaining.
Turr, now down to 2 HP remaining, tagged in the clean-faced Blue Squadron Pilot. The three jockeyed for position as the B-Wing and Firespray each drifted lower and lower in HP.
Then, with 1 hull remaining, the B managed to kill the 1st's Sigma.
The Firespray made short work of the survivor, and ended in a position to harry Turr. One bad roll later, and Team Horton/Hunter leaves victorious.
Scotch was had, birthday brownies were consumed, and folks left marveling at the usefulness of both Porkins and the Phantom.
Also, Turr Phennir's pilot thoroughly enjoyed his 2nd ever game, and has vowed to sell the remainders of his 40K collection. He was also delighted that, in this game, the Red ones still go Fasta, as he elected to have Turr in the Royal Guard paintjob.
Edited by DraconPyrothayan