My first game of ACTA: Fading suns. Opponent newbie as well so if one of us does something stupid don't be affraid of saying it
I asked him to play the Decados(he's been eyeballing either the hazat or li-halan) as they are the 2nd fleet I bought and wanted to see them in action. I originally planned to use the Decados but after getting idea of ramming squadron of Vuldrok explorers couldn't resist idea of trying it in the field of battle
750 pts battle. Fleets:
Vuldrok:
2xlangskip
2xhadruk
6xmyrkwyrm aka the maniacs
Decados:
Tupok'Ta
nightwing stealth ship
4xMantis class frigate
Here's picture of fleets after deployment:

edit: Oh bit of clarifications since the vassal mod graphs aren't that clear
The 6 small ones at top right are the explorers. Then toward left comes destroyer, frigate, destroyer, frigate(should have reversed the left ones). Decados wise the lone ship at right is the stealth ship and middle ship in the line is the Tupok'Ta.
Turn 1:
Vuldruk ships closed in full speed closing blast doors while they were at it. Decados ship moved more cautiously except for stealth ship that entered the dusk cloud. During shooting phase stealth ship fired at nearest explorer but poor rolling on damage table, armour and close blast door meant only single damage was scored. First mantis fired as well causing 4 more damage through it's defendes and killing trooper. Still not cripled though. Second mantis caused one more damage finally crippling the first explorer. Rest of the fleet out of range.
Forgot to take screen capture.
Turn 2:
Vuldruk won the initiave.
Nearest explorer yelled "give me ramming speed!" and headed straight toward the stealth ship. STEALTH THIS IF YOU CAN! Rolling 6 coupled with agile meant that it was automatic crash causing 12 points of damage and weapon critical. Explorer was blown apart in the crash as well.
With almost half dead the stealth ship decided to head toward rest of the fleet rather than face second suicide attack!
Decados maintained their line formation while Vuldruk managed to get close enough to start do some damage. Though on one flank it was frigate that was further away so destroyed would have to clear the shields for frigate to fire solid shots...Not intended! Explorers headed all to the dust cloud. Free stealth thank you very much!
Shooting. First langskip fired turret(port couldn't fire due to close blast door which Vuldruk all maintained) as solid shots clearing the shields. One hit got to hull but bounced off as a bulk hit. That mantis fired up toward the hadruk in the center. As hadruk failed all close blast door saves it suffered 4 damage.
Damaged hadruk tried to shoot at the stealthship but promptly botched the stealth check despite being close. Darn! Second mantis fired at same target but only caused -1 speed critical and one damage, rest being absorbed by CBD.
Lanskip on center then locked on the stupid stealth ship and fired the turret(and I started to wonder was it smart idea to CBD this turn afterall!). Ship suffered reactor critical and was 2 point from being destroyed. Atleast it was cripled!
At left hadruk, having been promoted from shield burner to damage dealer(lol) fired light slug guns at nearest mantis causing 3 points of damage.
Rear mantis fired at langskip but with high hull, armour and CBD fire just bounced off the hull.
In center finally mantis,tupok and cripled stealth ship fired at the langskip but ONLY thing they caused was weapon critical. Attacks just bounced off the high hull, armour 3 and CBD.
Opponent wasn't particulary impressed at his firing at the moment...And I was starting to be VERY happy about closing the blast doors! Especially when langskip fixed the critical at the end phase.
After turn 2:

Turn 3:
Vuldruk won the initiave. Again! So first explorer ordered ramming speed and flew against nearest(the rearmost) mantis. Thanks to the agile bonus ram was a success. 12 damage resulted in reactor critical and one cripled mantis. And to add insult to injury only 4 damage was caused in return...
Second mantis headed away from the squadron of maniacs(as opponent quickly dubbed them). Second explorer repeated the process(and again thanks to agile bonus) destroying both of them in the process.
Yet another mantis tried to escape but the nearest escaping was just barely in range. However this time, much to the relief of the Decados, the ram managed to miss the ship.
Opponent hadn't remembered to move the stealth ship yet so the crippled explorer hit it and took out both of them. So far so good.
At this point I joked what if I simply ram you with my big ships as well. Opponent wasn't too amused at the idea. However I figured that was wasting their potential bit too much. Instead I manouvered into firing position and this time langskips opted to leave close blast door at home.
Shooting. In the center hadruk fired and burned 2 shields out of the nearest mantis. Mantis tried to knock of the explorer that had tried to ram it but only caused 7 damage. Kinda poor rolling there...Return fire from langskip caused 11 damage. Not quite enough to cripple it!
One mantis fired right side weapons at that langkip(1 damage) and turret at the nearly dead explorer which survived thanks to armour. Tough little bugger...
On left hadruk burnt out all shields from nearest mantis which in turn finished off the explorer. This exploded BIG TIME. However this only damaged few Vuldruk ships for damage point or two. Question. I presume shields protect normally from this explosion? This saved Decados ships pretty well. Anyway left side and turret fired at the langskip on their flank causing 5 damage and reactor critical.
That mantis was then finished by the langskip. Eat 7 accurate multi hit 3 shots you shieldless bastard!
Tupok'Ta fired at the hadruk causing bunch of damage cripling it along reactor and weapon criticals. That hadruk is in pretty bad shape!
After turn 3:

Turn 4: Not surprisingly(seeing how game had been going) Vuldruk won it.
I realised I had screwed up slightly. Even with agile benefit explorer had hard time hitting ANYTHING with a ram! I considered boarding instead but in the end realised I was able to JUST hit the leftmost mantis. Damn. Need more room left for these guys! Brought them too close! Rolling above average continued and I caused 15 points of damage and weapon critical. Explorer was knocked out in the process.
Rest of the fleets manouvered around with Vuldruk manouverability starting to pay off. Remaining explorer and uncrippled hadruk closed blast doors.
Shooting. Cripled hadruk fired off against the Tupok'Ta knocking 2 shields out. Cripled mantis fired toward left langskip but particulary poor rolling meant just 1 damage. Second hadruk fired at the Tupok'Ta knocking last 2 shields out. That ship IS tough!
Tupok'Ta fired next. It opted to fire everything at the damaged langskip at left. At first didn't look too good when to hit rolls failed but rolls vs armour were better(everything damaged) and it even caused 2 criticals! Damn! Both were to weapons for added problem...
Unsurprisingly return fire from damaged langskip was less than stellar causing only 2 damage points...Finally mantis blew out the cripled hadruk. Last event this turn was langskip causing 11 damage(but no criticals) to the Tupok'Ta.
After turn 4:

Turn 5 and yes Vuldruk won the initiave, AGAIN!
And as expected explorer headed straight toward Tupok'Ta, hit it(thanks agile!) and together with engine critical took it out within 1 point from being destroyed.
At this point we agreed that was it. With almost dead Tupok'Ta, crippled Mantis and almost crippled Mantis how they could stop untouched hadruk, almost untouched langskip and while damaged still operational uncrippled langskip...
Post-comments:
Obviously I had plenty of luck
Apart from turn 1 Vuldruk won EVERY 50-50 initiave rolls...Gave me nicely chance to ram something straight up! Also I succeeded with most of my ram rolls(albeit being agile helped) and crucially every single damage roll was 4+...That caused ungodly amount of damage and critical every time. I was often cripling target with one ram. So thanks to the luck eventhough I think I wasted their potential(d6*3 point of damage that ignores shield and hull? AIM FOR THE BIGGEST SHIP THEY HAVE! Should have headed straight toward Tupok'Ta!) they were wonder weapons. Albeit opponent was bit careless with the stealth ship but I guess he figured I wouldn't try to boarding ship with that many troops. Who's saying anything about boarding...
Those buggers were also surprisingly resilient when they weren't ramming due to armour 2 and CBD 4+ save. Sure only 9 points of damage but without precice weapons them requiring 3 hits to score one damage in average that still means 27 hits(well okay crits help) to blow one up. And since they were so cheap and didn't have guns it was tempting to shoot at the bigger ships.
As for them langskip was night on invulnerable feeling while CBD'ing! Also the sheer speed and manouverability of them was pretty nice. In the end I was able to run circles around the fleet. Nice. Punch wasn't neccessarily THAT big but still okay. 7 AD worth of accurate MH3 ain't too bad.
Albeit this time biggest ship I faced was the Tupok'Ta. If I face bigger ships I definetely need to concentrate Hadrok's more and use the explorers against bigger ships. Ram several against dreadnought and even they worry...


Vuldrok:
2xlangskip
2xhadruk
6xmyrkwyrm aka the maniacs
Decados:
Tupok'Ta
nightwing stealth ship
4xMantis class frigate
Here's picture of fleets after deployment:

edit: Oh bit of clarifications since the vassal mod graphs aren't that clear

Turn 1:
Vuldruk ships closed in full speed closing blast doors while they were at it. Decados ship moved more cautiously except for stealth ship that entered the dusk cloud. During shooting phase stealth ship fired at nearest explorer but poor rolling on damage table, armour and close blast door meant only single damage was scored. First mantis fired as well causing 4 more damage through it's defendes and killing trooper. Still not cripled though. Second mantis caused one more damage finally crippling the first explorer. Rest of the fleet out of range.
Forgot to take screen capture.
Turn 2:
Vuldruk won the initiave.
Nearest explorer yelled "give me ramming speed!" and headed straight toward the stealth ship. STEALTH THIS IF YOU CAN! Rolling 6 coupled with agile meant that it was automatic crash causing 12 points of damage and weapon critical. Explorer was blown apart in the crash as well.
With almost half dead the stealth ship decided to head toward rest of the fleet rather than face second suicide attack!
Decados maintained their line formation while Vuldruk managed to get close enough to start do some damage. Though on one flank it was frigate that was further away so destroyed would have to clear the shields for frigate to fire solid shots...Not intended! Explorers headed all to the dust cloud. Free stealth thank you very much!
Shooting. First langskip fired turret(port couldn't fire due to close blast door which Vuldruk all maintained) as solid shots clearing the shields. One hit got to hull but bounced off as a bulk hit. That mantis fired up toward the hadruk in the center. As hadruk failed all close blast door saves it suffered 4 damage.
Damaged hadruk tried to shoot at the stealthship but promptly botched the stealth check despite being close. Darn! Second mantis fired at same target but only caused -1 speed critical and one damage, rest being absorbed by CBD.
Lanskip on center then locked on the stupid stealth ship and fired the turret(and I started to wonder was it smart idea to CBD this turn afterall!). Ship suffered reactor critical and was 2 point from being destroyed. Atleast it was cripled!
At left hadruk, having been promoted from shield burner to damage dealer(lol) fired light slug guns at nearest mantis causing 3 points of damage.
Rear mantis fired at langskip but with high hull, armour and CBD fire just bounced off the hull.
In center finally mantis,tupok and cripled stealth ship fired at the langskip but ONLY thing they caused was weapon critical. Attacks just bounced off the high hull, armour 3 and CBD.
Opponent wasn't particulary impressed at his firing at the moment...And I was starting to be VERY happy about closing the blast doors! Especially when langskip fixed the critical at the end phase.
After turn 2:

Turn 3:
Vuldruk won the initiave. Again! So first explorer ordered ramming speed and flew against nearest(the rearmost) mantis. Thanks to the agile bonus ram was a success. 12 damage resulted in reactor critical and one cripled mantis. And to add insult to injury only 4 damage was caused in return...
Second mantis headed away from the squadron of maniacs(as opponent quickly dubbed them). Second explorer repeated the process(and again thanks to agile bonus) destroying both of them in the process.
Yet another mantis tried to escape but the nearest escaping was just barely in range. However this time, much to the relief of the Decados, the ram managed to miss the ship.
Opponent hadn't remembered to move the stealth ship yet so the crippled explorer hit it and took out both of them. So far so good.
At this point I joked what if I simply ram you with my big ships as well. Opponent wasn't too amused at the idea. However I figured that was wasting their potential bit too much. Instead I manouvered into firing position and this time langskips opted to leave close blast door at home.
Shooting. In the center hadruk fired and burned 2 shields out of the nearest mantis. Mantis tried to knock of the explorer that had tried to ram it but only caused 7 damage. Kinda poor rolling there...Return fire from langskip caused 11 damage. Not quite enough to cripple it!
One mantis fired right side weapons at that langkip(1 damage) and turret at the nearly dead explorer which survived thanks to armour. Tough little bugger...
On left hadruk burnt out all shields from nearest mantis which in turn finished off the explorer. This exploded BIG TIME. However this only damaged few Vuldruk ships for damage point or two. Question. I presume shields protect normally from this explosion? This saved Decados ships pretty well. Anyway left side and turret fired at the langskip on their flank causing 5 damage and reactor critical.
That mantis was then finished by the langskip. Eat 7 accurate multi hit 3 shots you shieldless bastard!
Tupok'Ta fired at the hadruk causing bunch of damage cripling it along reactor and weapon criticals. That hadruk is in pretty bad shape!
After turn 3:

Turn 4: Not surprisingly(seeing how game had been going) Vuldruk won it.
I realised I had screwed up slightly. Even with agile benefit explorer had hard time hitting ANYTHING with a ram! I considered boarding instead but in the end realised I was able to JUST hit the leftmost mantis. Damn. Need more room left for these guys! Brought them too close! Rolling above average continued and I caused 15 points of damage and weapon critical. Explorer was knocked out in the process.
Rest of the fleets manouvered around with Vuldruk manouverability starting to pay off. Remaining explorer and uncrippled hadruk closed blast doors.
Shooting. Cripled hadruk fired off against the Tupok'Ta knocking 2 shields out. Cripled mantis fired toward left langskip but particulary poor rolling meant just 1 damage. Second hadruk fired at the Tupok'Ta knocking last 2 shields out. That ship IS tough!
Tupok'Ta fired next. It opted to fire everything at the damaged langskip at left. At first didn't look too good when to hit rolls failed but rolls vs armour were better(everything damaged) and it even caused 2 criticals! Damn! Both were to weapons for added problem...
Unsurprisingly return fire from damaged langskip was less than stellar causing only 2 damage points...Finally mantis blew out the cripled hadruk. Last event this turn was langskip causing 11 damage(but no criticals) to the Tupok'Ta.
After turn 4:

Turn 5 and yes Vuldruk won the initiave, AGAIN!
And as expected explorer headed straight toward Tupok'Ta, hit it(thanks agile!) and together with engine critical took it out within 1 point from being destroyed.
At this point we agreed that was it. With almost dead Tupok'Ta, crippled Mantis and almost crippled Mantis how they could stop untouched hadruk, almost untouched langskip and while damaged still operational uncrippled langskip...
Post-comments:
Obviously I had plenty of luck

Those buggers were also surprisingly resilient when they weren't ramming due to armour 2 and CBD 4+ save. Sure only 9 points of damage but without precice weapons them requiring 3 hits to score one damage in average that still means 27 hits(well okay crits help) to blow one up. And since they were so cheap and didn't have guns it was tempting to shoot at the bigger ships.
As for them langskip was night on invulnerable feeling while CBD'ing! Also the sheer speed and manouverability of them was pretty nice. In the end I was able to run circles around the fleet. Nice. Punch wasn't neccessarily THAT big but still okay. 7 AD worth of accurate MH3 ain't too bad.
Albeit this time biggest ship I faced was the Tupok'Ta. If I face bigger ships I definetely need to concentrate Hadrok's more and use the explorers against bigger ships. Ram several against dreadnought and even they worry...