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Will's Imperial Navy Fleet [Campaign]
#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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Messages In This Thread
Will's Imperial Navy Fleet [Campaign] - by will - 12-09-2013, 06:41 PM
RE: Will's Imperial Navy Fleet [Campaign] - by will - 01-12-2013, 08:23 PM

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