It was Star Trek night again at the Berkeley Vale club last night. We played through a couple of scenarios. In the first a Federation task group was dispatched to rescue a team of research scientists on a disabled science vessel, whilst the Klingons sought to grab them for themselves. A short battle this one, with the Feds beaming off one team only to have the rescuing ship destroyed, then the second team nabbed by the Klingons - only for Alan to blast the Klingon ship that carried them to atoms (his special orders were to ensure that no scientists were left in Klingon hands, and in this he was ruthlessly effective!)
The second battle was a slugfest with the simple aim to give the other side a darned good kicking, and to practice more with the rules. Great fun, and interesting to see tactics developing (especially the use of warp drive for hit and run attacks), as well as a growing appreciation for why damage control and shifting power is something to think about.
I'm really enjoying "Engage". its such a simple set of rules to play, but its simplicity belies a finesse that allows many variations in play and ship design, and it really captures the Star Trek feel very nicely As usual we've identified a few modifications and house rules that we think will make it work even better for us and which better reflect some of the aspects of the TV and film episodes, including changes to the rules for teleports and transporters (both ships should have shields lowered), restricted firing arcs for torpedoes, allowing rear firing weapons and tighter arcs needed to gain the shooting bonus for firing at the targets rear. With luck we'll give those mods a spin in a couple of weeks.