Democratus
Mongoose
Sorry for the lack of pics on this one. It wasn't a campaign fight so we didn't bring the camera.
After Action Report
(Narn vs. Drazi, 5 Points Raid)
Narn forces: (Played by Aaron)
G'Tal Command Cruiser
Dag'Kar Missile Frigate
Ka'Toc Battle Destroyer
Sho'Kar Scout
Sho'Kov Cutters(2) x2
Frazi(5) x2
Drazi: (Played by Democratus)
Stormfalcon Heavy Cruiser
Firehawk Advanced Cruiser
Jumphawk Command Cruiser
Eyehawk Scout Cruiser
Sunhawk Battlecruiser
Strikehawk Carrier
Sleekbird Assault Cruiser
Sky Serpent(3) x2
Map:
The map had some terrain on it. The Narn had a gas cloud on his rear left, and a planet just in front of that. To his far right was a large asteroid field. The Drazi had a gas cloud also to his left rear, and an asteroid on the far right.
Set Up: (Drazi init)
Aaron set up first, placing his G'Tal in the center of his side, just off the edge of the map. His Dag'Kar was placed just to the left of the command cruiser. To his left he placed his scout behind the gas cloud and his Ka'Toc partially behind the planet. To the front and right of his deployment zone was a line of 4 Sho'Kov cutters. Fighters were placed in defensive posiotions throughout the formation.
I placed all my ships as far forward as possible in my deployment zone, in a flat line. Between each ship was more than 6" of space to avoid multiple ship hits with emines. From left to right, I placed: Eyehawk, Strikehawk, Sleekbird, Sunhawk, Firehawk, Jumphawk, and Stormfalcon.
Fighters were placed to the rear, far enough to avoid e-mine multiple hits.
Command Points:
Just a note on our new command point rules. Only two Command Point functions were used during this battle. One is the "Priority Fire!" order, which allows a ship to fire weapons in a single arc immediately after moving. The other is the "Tactical Advantage" order, which allows a ship to pass on its initiative just like a Dilgar pentacon.
The Narn G'Tal will give my opponent 2 command options per turn. My Jumphawk will give me only 1.
Turn 1: (Narn initiative)
Order of movement is a little more important now that we have the new command rules.
Drazi: Eyehawk moves forward along my left at full speed, turning in at the end, but without a shot. (CBD)
Narn: The G'Tal moves and "Priority Fire!"s it's laser at the Jumphawk, getting 3 hits. One is dodged, the other two score 4 dmg/crew.
Drazi: The Sleekbird also charges forward at full speed. (CBD)
Narn: Dag'Kar does not move. (All Stop)
Drazi: Sunhawk also charges forward, with no targets. (CBD)
Narn: Sho'Kovs move in position to fire on Sunhawk. (CBD)
Drazi: Stormhawk moves forward and can target the Sho'Kovs with its boresight. (CBD)
Narn: Sho'Kovs move to fire on Sunhawk as well. (CBD)
Drazi: Strikehawk moves forward to target another Sho'Kov (CBD)
Narn: Ka'Toc "Tactical Advantage", passes in order to draw me out.
Drazi: Firehawk moves up and "Priority Fire!"s at the unmoved Ka'Toc. It's a calculated risk, as only the solar cannon is in range. But it scores 7 hits and 3 criticals (Triple Damage), destroying the Ka'Toc!
Drazi fighters move forward, Narn fighters move forward.
Shooting:
Narn: Dag'Kar fires on the Firehawk, scoring 3 hits (9 damage) with emine and 2 hits with torps after dodges, one critical reduces speed of Firehawk to 10.
Drazi: Stormhawk fires at Sho'Kov, scoring 2 damage
Narn: Sho'Kov fires on Sunhawk, scoring 1 damage
Drazi: Strikehawk fires on Sho'Kov, scoring 1 damage.
Narn: Sho'Kov fires on Sunhawk, scoring 2 damage, critical hit reduces speed by 2.
No other ships have a firing solution. (My, aren't boresights restrictive!)
Turn 2: (Drazi initiative)
Narn: G'Tal move and "Priority Fire!"s heavy laser at Firehawk, scoring 5 hits. 2 are dodged and the Firhawk takes 6 more damage.
Drazi: Jumphawk moves to target G'Tal
Narn: Sho'Kovs come about to fire on Jumphawk (CBD)
Drazi: Sleekbird runs behind G'Tal, angling toward the Dag'Kar but nowhere near firing range. (CBD)
Narn: Sho'Kovs come about, unable to get unmoved ships in FA
Drazi: Eyehawk moves behind Sho'Kov for a range 7 shot
Narn: Sho'Kar "Tactical Advantage", passes
Drazi: Sunhawk moves forward for a point blank shot at a Sho'Kov.
Narn: Dag'Kar does not move (All Stop)
Drazi: Firehawk moves forward, but with no target in range. (CBD)
Narn: Sho'Kar moves out from behind dust cloud and boresights Firehawk.
Drazi: Stormhawk moves forward, boresighting the Dag'Kar and putting the Sho'Kov in its FA
Narn fighters move to fire on Drazi ships. 5 fighters surround the Firehawk. Drazi fighters, unable to engage ships yet, two Sky Serpents move in range to fire on a single Frazi flight.
Narn scout fails to paint the Firehawk.
Drazi scout paints the Sho'Kar.
Firing:
Narn fighters fire 20 AD at the Firehawk, but only score 3 damage. (Uncanny dodge rolls!)
Two Drazi fighters fire 16 AD at single flight of Frazi, killing it.
Drazi: Stormhawk fires beams at Dag'Kar, scoring enough damage and criticals to cripple it and knock the E-Mine offline. The Stormhawk's secondary weapons (thanks to the scout twin-linkage) manage to skeleton crew the Sho'Kar as well as give it -1 AD for weapons.
Narn: Sho'Kar fires on Firehawk, scoring 2 damage after dodges and CBD.
Drazi: Jumphawk fires on G'Tal, scoring 6 damage and no crits.
Narn: Dag'Kar fires torps at Firehawk, 3 hits and 2 criticals (-1 AD, -4 Spd), not quite crippling it
The small ships trade fire ineffectively.
At this point the Narn were down a Ka'Toc, the Dag'Kar was crippled and without Emines, and the Scout was skeleton crewed. The Drazi had some lightly damaged patrol/skirmish ships and a damaged Firehawk. The dice gods had not been kind to Aaron.
Narn conceed the field.
Observations:
Beam and dodge dice were wild in this encounter. The smaller ships tied each other up effectively without scoring decisive damage on each other. The G'Tal simply couldn't get a break with its heavy laser while the Drazi seem to have borrowed Shadow slicer beams for the battle. Dodge rolls served both sides well, but for the Narn this was only helpful in keeping the tiny Sho'Kovs alive.
The new command rules do give some flexibility for an outnumbered side. The Narn had fewer units to move but they had an extra command point, allowing them to do a Dilgar-like "pass" once per turn. They were also nearly certain of maintaining the command points throughout the battle as it was unlikely the sturdy G'Tal would be destroyed. Had a lucky shot taken out the tiny Jumphawk the Drazi would have lost their one command ability each turn.
In a larger battle, I think endurance would also play a vital part. The battle only lasted 2 turns, so my fragile ships and slow-loading Solar Cannons didn't become a factor. I also believe the Narn fighters could have whittled me down severely given time and my lack of Escorts.
After Action Report
(Narn vs. Drazi, 5 Points Raid)
Narn forces: (Played by Aaron)
G'Tal Command Cruiser
Dag'Kar Missile Frigate
Ka'Toc Battle Destroyer
Sho'Kar Scout
Sho'Kov Cutters(2) x2
Frazi(5) x2
Drazi: (Played by Democratus)
Stormfalcon Heavy Cruiser
Firehawk Advanced Cruiser
Jumphawk Command Cruiser
Eyehawk Scout Cruiser
Sunhawk Battlecruiser
Strikehawk Carrier
Sleekbird Assault Cruiser
Sky Serpent(3) x2
Map:
The map had some terrain on it. The Narn had a gas cloud on his rear left, and a planet just in front of that. To his far right was a large asteroid field. The Drazi had a gas cloud also to his left rear, and an asteroid on the far right.
Set Up: (Drazi init)
Aaron set up first, placing his G'Tal in the center of his side, just off the edge of the map. His Dag'Kar was placed just to the left of the command cruiser. To his left he placed his scout behind the gas cloud and his Ka'Toc partially behind the planet. To the front and right of his deployment zone was a line of 4 Sho'Kov cutters. Fighters were placed in defensive posiotions throughout the formation.
I placed all my ships as far forward as possible in my deployment zone, in a flat line. Between each ship was more than 6" of space to avoid multiple ship hits with emines. From left to right, I placed: Eyehawk, Strikehawk, Sleekbird, Sunhawk, Firehawk, Jumphawk, and Stormfalcon.
Fighters were placed to the rear, far enough to avoid e-mine multiple hits.
Command Points:
Just a note on our new command point rules. Only two Command Point functions were used during this battle. One is the "Priority Fire!" order, which allows a ship to fire weapons in a single arc immediately after moving. The other is the "Tactical Advantage" order, which allows a ship to pass on its initiative just like a Dilgar pentacon.
The Narn G'Tal will give my opponent 2 command options per turn. My Jumphawk will give me only 1.
Turn 1: (Narn initiative)
Order of movement is a little more important now that we have the new command rules.
Drazi: Eyehawk moves forward along my left at full speed, turning in at the end, but without a shot. (CBD)
Narn: The G'Tal moves and "Priority Fire!"s it's laser at the Jumphawk, getting 3 hits. One is dodged, the other two score 4 dmg/crew.
Drazi: The Sleekbird also charges forward at full speed. (CBD)
Narn: Dag'Kar does not move. (All Stop)
Drazi: Sunhawk also charges forward, with no targets. (CBD)
Narn: Sho'Kovs move in position to fire on Sunhawk. (CBD)
Drazi: Stormhawk moves forward and can target the Sho'Kovs with its boresight. (CBD)
Narn: Sho'Kovs move to fire on Sunhawk as well. (CBD)
Drazi: Strikehawk moves forward to target another Sho'Kov (CBD)
Narn: Ka'Toc "Tactical Advantage", passes in order to draw me out.
Drazi: Firehawk moves up and "Priority Fire!"s at the unmoved Ka'Toc. It's a calculated risk, as only the solar cannon is in range. But it scores 7 hits and 3 criticals (Triple Damage), destroying the Ka'Toc!
Drazi fighters move forward, Narn fighters move forward.
Shooting:
Narn: Dag'Kar fires on the Firehawk, scoring 3 hits (9 damage) with emine and 2 hits with torps after dodges, one critical reduces speed of Firehawk to 10.
Drazi: Stormhawk fires at Sho'Kov, scoring 2 damage
Narn: Sho'Kov fires on Sunhawk, scoring 1 damage
Drazi: Strikehawk fires on Sho'Kov, scoring 1 damage.
Narn: Sho'Kov fires on Sunhawk, scoring 2 damage, critical hit reduces speed by 2.
No other ships have a firing solution. (My, aren't boresights restrictive!)
Turn 2: (Drazi initiative)
Narn: G'Tal move and "Priority Fire!"s heavy laser at Firehawk, scoring 5 hits. 2 are dodged and the Firhawk takes 6 more damage.
Drazi: Jumphawk moves to target G'Tal
Narn: Sho'Kovs come about to fire on Jumphawk (CBD)
Drazi: Sleekbird runs behind G'Tal, angling toward the Dag'Kar but nowhere near firing range. (CBD)
Narn: Sho'Kovs come about, unable to get unmoved ships in FA
Drazi: Eyehawk moves behind Sho'Kov for a range 7 shot
Narn: Sho'Kar "Tactical Advantage", passes
Drazi: Sunhawk moves forward for a point blank shot at a Sho'Kov.
Narn: Dag'Kar does not move (All Stop)
Drazi: Firehawk moves forward, but with no target in range. (CBD)
Narn: Sho'Kar moves out from behind dust cloud and boresights Firehawk.
Drazi: Stormhawk moves forward, boresighting the Dag'Kar and putting the Sho'Kov in its FA
Narn fighters move to fire on Drazi ships. 5 fighters surround the Firehawk. Drazi fighters, unable to engage ships yet, two Sky Serpents move in range to fire on a single Frazi flight.
Narn scout fails to paint the Firehawk.
Drazi scout paints the Sho'Kar.
Firing:
Narn fighters fire 20 AD at the Firehawk, but only score 3 damage. (Uncanny dodge rolls!)
Two Drazi fighters fire 16 AD at single flight of Frazi, killing it.
Drazi: Stormhawk fires beams at Dag'Kar, scoring enough damage and criticals to cripple it and knock the E-Mine offline. The Stormhawk's secondary weapons (thanks to the scout twin-linkage) manage to skeleton crew the Sho'Kar as well as give it -1 AD for weapons.
Narn: Sho'Kar fires on Firehawk, scoring 2 damage after dodges and CBD.
Drazi: Jumphawk fires on G'Tal, scoring 6 damage and no crits.
Narn: Dag'Kar fires torps at Firehawk, 3 hits and 2 criticals (-1 AD, -4 Spd), not quite crippling it
The small ships trade fire ineffectively.
At this point the Narn were down a Ka'Toc, the Dag'Kar was crippled and without Emines, and the Scout was skeleton crewed. The Drazi had some lightly damaged patrol/skirmish ships and a damaged Firehawk. The dice gods had not been kind to Aaron.
Narn conceed the field.
Observations:
Beam and dodge dice were wild in this encounter. The smaller ships tied each other up effectively without scoring decisive damage on each other. The G'Tal simply couldn't get a break with its heavy laser while the Drazi seem to have borrowed Shadow slicer beams for the battle. Dodge rolls served both sides well, but for the Narn this was only helpful in keeping the tiny Sho'Kovs alive.
The new command rules do give some flexibility for an outnumbered side. The Narn had fewer units to move but they had an extra command point, allowing them to do a Dilgar-like "pass" once per turn. They were also nearly certain of maintaining the command points throughout the battle as it was unlikely the sturdy G'Tal would be destroyed. Had a lucky shot taken out the tiny Jumphawk the Drazi would have lost their one command ability each turn.
In a larger battle, I think endurance would also play a vital part. The battle only lasted 2 turns, so my fragile ships and slow-loading Solar Cannons didn't become a factor. I also believe the Narn fighters could have whittled me down severely given time and my lack of Escorts.