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Will's Imperial Navy Fleet [Campaign]
#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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Will's Imperial Navy Fleet [Campaign] - by will - 12-09-2013, 06:41 PM
RE: Will's Imperial Navy Fleet [Campaign] - by will - 04-03-2014, 06:02 PM

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