Hostile Stars Playtest
Setup
We minimised setup. Essentially, I turned up, we allocated ships, and threw a few asteroids on the table (agreeing that for now they would just work as decoration - initially we said that they would block line of sight but not movement, but we both forgot about this and they had no in-game effect in the end).
I took the Pax fleet, which suited me fine - and I feel like I am playing the humans a lot more than I thought that I would. I had two squadrons of three Ashigaru Destroyers each, while StormSeer had two squadrons, each with a single TwinBlade? Cruiser and a Dark Knife Frigate.
We did not use the rules for 'morale' for this game, nor did we use the 'work in progress' rules for flagships. We did however use the work in progress rules for vector movement and the revised firing procedure.
The Game
We started at either side of the table, with the asteroid field between us. The first turn involved all squadrons moving cautiously forwards, too far apart to engage.
As the two fleets approached each other, first blood went to the Kraytonians, as a Cruiser took out an Ashigaru Destroyer.
The Pax turned as a squadron started to side-slip, moving across the Kraytonians beam but keeping their noses facing the enemy. Concentrated fire from both Ashigaru squadrons saw the end of a Kraytonian Frigate quickly, and damage piled up on its squadrons Cruiser.
Things then started to go more in the favour for the Pax, who took the last damage point off the crippled Cruiser and also took out the Frigate from the other squadron, for the loss of another Destroyer and a third took severe damage, just staying in the fight. The final Kraytonian Cruiser focussed its wrath on the damaged Ashigaru, but through serious good luck, the Pax Destroyer managed to survive a whithering three salvoes from the Cruiser without dropping! Likewise, the Pax Destroyers poured fire into the Kraytonian Cruiser, but their angle only kept their prow guns out of the fight, and they had difficultly damaging the heavier enemy vessel. The fleets were close at this point, and passed each other as the Kraytonian Cruiser finished its attempt.
As the fleets passed each other in the middle of the table, the four remaining Destroyers did a rapid about face. Those out of range of their weapons burned thrusters, attempting to slow their progress, while the other ships blasted the Kraytonian Cruiser in its rear armour, slipping backwards as they did so.
With the last shot of the turn, the final Destroyer managed to chip away at the Cruisers final armour point, destroying it and handing the game to the humans.
Epilogue
I felt that the game worked quite well. It seemed like it played a little slow, but since these are still test games, and the rules are still not nailed down, this is very likely to improve. In addition, the entire session lasted only 2 hours, and the game was around only 90 minutes of that, which is pretty good.
I like the vector movement system, and I do think that it works well - giving an extra tactical option and making for interesting situations without causing too much additional work.
The firing process is 'much' better. It requires no maths beyond 'add strength and subtract armour' and is faster. Also, because there are no 'range bands' the tohit target is often the same for several shots in the turn, making it easier and faster.
In general, I am happy with the direction that game development is moving in.








