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Will's Imperial Navy Fleet [Campaign]
#11
Game 4 Vs JJ

was a 1500pt battle in the system of Mezoa.

We rolled exterminatus for the game type which was bad for JJ as he didn't really want to kill the forge world he was trying to take, but we played it anyway.

Will

Gabirals hammer - apocalypse battleship
Auroras ghost - Mars class battlecruiser
Aries - dominator cruiser
The Poison Orchid - Dominator cruiser
Admiral Hood - Dictator cruiser
Firestarters - 4 Firestorm frigates
Widowmakers - 2 cobra destroyers

1 space station (that's no Moon!)

JJ

Eiroanth Khaba - Void Stalker Class Battlership
Bright Claw - Shadow Class Cruiser
Black Star - Shadow Class Cruiser
Child of Khaine - Shadow Class Cruiser
Dark Star - Solaris Class Light Cruiser
Void Serpent - Solaris Class Light Cruiser
Foxtrot Squadron - 4 Nightshade Class Destroyers
Alpha Squadron - 1 Hellebore Class Frigate

my battle plan was simple, stay stationary in the gravity well of the planet and use Nova cannons until he got into weapon battery range then try and keep him away from the planet without getting lured away from the planet myself, the sunward edge ended up being behind the planet so JJ's ships would be moving at only(!) 20cm a turn while he closed the distance.

The plan worked, aided quite a lot by me rolling 5 hits out of eight in the first two turns and two of the misses ending up on JJ's ships anyway. The rest of the game my rolls to hit where more average. unfortunately JJ only failed holofield saves for two 1 hit partials and one full hit for which I rolled a one for the number of hits, but two of those went critical one of which caused a hull breach. which crippled a cruiser.

I was stupid with my Dictator and brought in on behind his fleet forgetting that elder can just about turn. So it died fighting his entire fleet. Not before taking out a cruiser and crippling the battleship. Once he had killed the dictator JJ flew his exterminatus ship off the board and ended the game with a victory for me.

renown results

Will
+3 subplot
+5 Victory points (416)
+2 Won battle
+1 Captured a hulk
-1 lost a capital ship
total +10

JJ
0 Subplot
+3 Victory points (220)
-1 Lost battle
-1 Lost capital ship
+1 fought a fleet with higher points and lost
+1 fought a commander with higher remown and lost
Total + 3


I got crew experience on the poison orchid, Gabriel's hammer, the fire starters, and the widowmakers. Garials hammer took the +1 Ld as did the firestarters, The poison orchid got disciplined crew, and the widowmakers got expert gunners.

I decided to try and roll on the space marine table twice but only managed to get one roll, so my admiral now has a company of space marines guarding him.
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#12
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Game 5 VS Graham

Exterminatus at CCX-104

1000pts

I was the attacker

My fleet

The Dragon - Mars Class BattleCrusier - Flagship
The Aries - Dominator Class Cruiser
The Poison Orchid Dominator Class Cruiser
The Rama - Gothic Class Cruiser - Exterminatus Ship
Firestarters squdrn - 4 X Firestorm Frigates

Widow makers 2 X Cobras - extra as a result of my subplot

Grahams fleet

Repulsive Grand cruiser
Slaughter class cruiser
Slaughter Class cruiser
Hades Heavy cruiser
Infidel Raiders

I deployed the gothic on the far left flank with the firestorms covering it, the rest of my fleet was deployed in line abreast to maximise manoeuvrability against Graham as he went to engage my Gothic exterminates ship. the cobras where deployed on the far right to stay out of trouble. Graham put one of the slaughter and his raiders in reserve as the scenario dictated and deployed in arrow formation in the centre of the board.

Turn one I moved my fleet forward at max speed, shooting started well with a couple of on target nova's but no real damage, Graham brought on both his reinforcements and generally moved his fleet forward

Turn two shooting was a good turn for me two on target Nova's managed a total of ten hits. brace for impact saves left the lead slaughter with two hit points remaining. In his turn graham disengaged the slaughter and moved his fleet forward, locking on with the repulsive as it was just in range of the gothic. In his shooting he fired three lances at the gothic which braced for impact, three lances hit after re-rolls I failed my brace, the hit went critical and the Gothic lost its shield generators....
normally I would disengage the Gothic at this point but if I did I would lose the scenario, I thought if I got lucky the gothic might survive two turns of shooting and make it clear of the chaos fleet whilst the rest of my fleet held him in place.

Turn Three my fleet moved in to engage with battery's and lances, the Firestarters moved between the gothic and Grahams fleet in the hope that he might fail a few Ld rolls and have to shoot them instead.
I managed to reduce the Hades down to two hit points, but couldn't quite kill it, the widow maker's also put a hit on the grand cruiser with their torps.
Graham simply fired everything at the gothic, only the grand cruiser failed a Ld roll (and a fleet re-roll) and had to fire at the fire starters, the gothic was left with One(!) hit point left. Which meant Graham failed his subplot which was to finish the game in Three turns! Of note was the grand cruiser firing its torps through his raiders and my screening escorts to get at my gothic, which then passed its brace for impacts.

Turn four I positioned my fleet to pour fire into the grand cruiser and the raiders as they where the only ships which where going to be able to draw a bead onto the gothic in grahams turn. Unfortunately I managed a paltry 3 hits from the fire of my entire fleet which took down his shields and put one more hit on the grand cruiser.
During my ordinance phase I killed the hades with torps and bombers as it to might have been able to shoot at the gothic.
During grahams turn he killed both of my cobras and knocked out another firestarter crippling the sqdrn.
I failed my brace for impact and the re-roll for my gothic, graham managed two hits and so it was game over!

I got -1 renown and graham got +4. I decided to roll on the space marine table twice but failed to get either rolls. I replaced two hits taken on the Aries and withdrew the fire starters for repair and better lessons in getting in the way. The auroras ghost, Aries and poison orchid all went up a Ld

All in all not much I would have done differently, losing the shields on the gothic was not part of the plan and I did what I could to mitigate the damage but it just wasn't enough! I need to talk to my shield generator suppliers as that's two games in a row I've had a shield generator failure.

my fleet results(for ease of JJ's spread sheet)
renown 18 (-1)

The dragon - base Ld 8 (+1 from Xp) - no hits taken
Aries - Ld 7 (+1 from Xp) - 2 hits taken both repaired
The poison Orchid - Ld 9(+1 from Xp) - No hits taken
Rama - destroyed - I like to think this being such a hard ship to kill that the hulk would be recovered and repaired (after any surviving command crew are executed for gross incompetence of course) So I'm keeping the name
Firestarters - Ld 6 (-1 Ld for being crippled) 2 Hits taken Sqdrn withdrawn
Widowmakers - destroyed
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#13
This has been sat on my computer for ages for some reason I forgot to post it. Anyway this is mine and Keith's game from January.

Escalating engagement

1000 pts ish

Imperial

Mars class – the dragon
Dominator – Aries
Dominator – The poison Orchid
Dominator – Discovery
Gothic - Rama

Tau

Battleship
Cruiser
Demurg cruiser
Light cruiser
3 escorts

First turn gothic hides behind planet, keiths light cruiser and escort squadron approach opposite side of planet and fire torpedoes in arc around planet

Second turn dominator comes on, it’s the one with the sub plot, fires its nova cannon and kills the light cruiser. Gothic moves onto planet to be safe from torps. Kieth’s escort squadron closes and puts a hit on the dominator.

Third turn, no reinforcements make it. Dominator and gothic kill two escorts. One left. Last escort runs for planet.

Turn three. Dominator kills escort. Gothic moves towards flagships contact marker. Keiths battleship comes on and a cruiser on the far table edge. Putting 6! Hits on the dominator. its guns and ordinance didn’t manage a lot but the strength 8 torpedoes managed most of the hits.
Turn four, dominator withdraws. Gothic moves so its within range of the flag contact marker. A new dominator moves on as reinforcements, its nova cannon misses. His battleship couldn’t bring weapons to bear on the gothic but his ordinance managed two hits.
Turn five, my flag ship comes on with an accompanying dominator. All three nova cannon armed ships link targeting computers and fire there Novas at the tau battleship. One near miss and two hits result in a crippled battleship. The gothic also adds its firepower. Also of note the dominator at long range kills some ordinance with its batteries. In Keith’s turn he disengages his battleship, as its braced and cant do a lot. He gets his last reinforcement. The last cruiser moves towards the planet loosing torpedoes as it does.

Turn six – onwards Keith cripples the gothic and the dominator’s one of which withdraws with one hit point left. (damn torpedoes) I bring both his remaining ships to within one point of being crippled. At that we ran out of time and called it.

Victory to the imperial navy, 188VPS – 330VPS.

Lessons learnt…. Tau battleships are evil, almost destroying a braced cruiser in one turn, and the ability to fire torpedoes to the side. Not having a carrier on the table or half the game made it very difficult to defend against all that ordinance. This is the first game I was able to use the Nova cannons to their full extent firing at the 30-45cm sweet spot in mass made short work of the battleship. But my normal weapons where useless due to poor rolling, so luck evened out in the end!

I’ve had to withdraw all the damaged cruisers due to lack of repair points, (need to capture a new planet soon) the next battle I play will be difficult as I have mainly carriers left, and no real firepower.
Decided roll for 1 reinforcement and for space marines, failed both of them.
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#14
Nothing wrong with carriers!
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#15
(04-03-2014, 06:02 PM)will Wrote: I’ve had to withdraw all the damaged cruisers due to lack of repair points, (need to capture a new planet soon) the next battle I play will be difficult as I have mainly carriers left, and no real firepower.
Decided roll for 1 reinforcement and for space marines, failed both of them.

I'll play you next Will? :p
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#16
(05-03-2014, 02:42 PM)Kungfu Kleg Wrote: Nothing wrong with carriers!

Nope, unless your carriers are all Ld 6 Undecided
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#17
(13-03-2014, 03:42 PM)will Wrote:
(05-03-2014, 02:42 PM)Kungfu Kleg Wrote: Nothing wrong with carriers!

Nope, unless your carriers are all Ld 6 Undecided

*worlds smallest violin* lol
Dropfleet Commander: UCM
Dropzone Commander: UCM
Star Wars X-Wing: Rebel Alliance
Magic the Gathering
LotR SBG: High Elves
Warhammer 40,000 7th ed.: Astra Militarum & Eldar
Halo Fleet Battles: Covenant
BFG: Imperial Navy & Eldar Corsairs
Warhammer Fantasy 8th ed.: Warriors of Chaos

Element Games referral code JAS173.
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#18
(04-03-2014, 06:02 PM)will Wrote: This has been sat on my computer for ages for some reason I forgot to post it. Anyway this is mine and Keith's game from January.

Escalating engagement

1000 pts ish

Imperial

Mars class – the dragon
Dominator – Aries
Dominator – The poison Orchid
Dominator – Discovery
Gothic - Rama

Tau

Battleship
Cruiser
Demurg cruiser
Light cruiser
3 escorts

First turn gothic hides behind planet, keiths light cruiser and escort squadron approach opposite side of planet and fire torpedoes in arc around planet

Second turn dominator comes on, it’s the one with the sub plot, fires its nova cannon and kills the light cruiser. Gothic moves onto planet to be safe from torps. Kieth’s escort squadron closes and puts a hit on the dominator.

Third turn, no reinforcements make it. Dominator and gothic kill two escorts. One left. Last escort runs for planet.

Turn three. Dominator kills escort. Gothic moves towards flagships contact marker. Keiths battleship comes on and a cruiser on the far table edge. Putting 6! Hits on the dominator. its guns and ordinance didn’t manage a lot but the strength 8 torpedoes managed most of the hits.
Turn four, dominator withdraws. Gothic moves so its within range of the flag contact marker. A new dominator moves on as reinforcements, its nova cannon misses. His battleship couldn’t bring weapons to bear on the gothic but his ordinance managed two hits.
Turn five, my flag ship comes on with an accompanying dominator. All three nova cannon armed ships link targeting computers and fire there Novas at the tau battleship. One near miss and two hits result in a crippled battleship. The gothic also adds its firepower. Also of note the dominator at long range kills some ordinance with its batteries. In Keith’s turn he disengages his battleship, as its braced and cant do a lot. He gets his last reinforcement. The last cruiser moves towards the planet loosing torpedoes as it does.

Turn six – onwards Keith cripples the gothic and the dominator’s one of which withdraws with one hit point left. (damn torpedoes) I bring both his remaining ships to within one point of being crippled. At that we ran out of time and called it.

Victory to the imperial navy, 188VPS – 330VPS.

Lessons learnt…. Tau battleships are evil, almost destroying a braced cruiser in one turn, and the ability to fire torpedoes to the side. Not having a carrier on the table or half the game made it very difficult to defend against all that ordinance. This is the first game I was able to use the Nova cannons to their full extent firing at the 30-45cm sweet spot in mass made short work of the battleship. But my normal weapons where useless due to poor rolling, so luck evened out in the end!

I’ve had to withdraw all the damaged cruisers due to lack of repair points, (need to capture a new planet soon) the next battle I play will be difficult as I have mainly carriers left, and no real firepower.
Decided roll for 1 reinforcement and for space marines, failed both of them.

Which system was this in? Who was the attacker/defender? How many renown did you both get?
Dropfleet Commander: UCM
Dropzone Commander: UCM
Star Wars X-Wing: Rebel Alliance
Magic the Gathering
LotR SBG: High Elves
Warhammer 40,000 7th ed.: Astra Militarum & Eldar
Halo Fleet Battles: Covenant
BFG: Imperial Navy & Eldar Corsairs
Warhammer Fantasy 8th ed.: Warriors of Chaos

Element Games referral code JAS173.
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#19
(16-03-2014, 05:28 PM)jjakaalbinoboy Wrote: Which system was this in? Who was the attacker/defender? How many renown did you both get?

I'm not sure of the system, Kieth was the attacker .

+6 renown to me
-1 for Keith

my ship damage break down was

The dragon (mars class) - undamaged didn't make roll to get crew Skills
Aries (Dominator) - 1 Hit point left Ld now 6
Discovery (Dominator) - 2 Hit Points Left, Ld now 6
The poison Orchid (Dominator) - 3 Hit points left, Made this my ship of the game, and passed the 3D6 check to keep Ld at 9
Rama (gothic) - 4 Hit points left Ld now 6

So total taken 22Hp, none repaired as I didn't have enough repair points to repair a ship.

I'll update my title post soon!
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