I'll post updates as they happen but here's first 4 campaign turns. We themed it around retribution war in season 2 so for example ships released in Armageddon was out(no Adira therefore :-(
We are thinking about house rule that centauri could get shadow reinforcements(at normal shadow cost) for shadow-only missions to represent shadow support centauri received during campaign. We haven't decided yet and even if they are used they are long time from being fielded if ever(those shadow ships are expensive buggers).
Starting fleets:
Centauri:
Octurion
Primus
Secundus
Dargan
2 darkner
Sulust
3 centurion
demos
2 kutai
4 vorchan
2 maximus
Balvarin
Narn:
3 G'Quan
4 Sho'Kov
4 Sho'Kos
Rongoth
Rothan
2 Var'Nic
2 T'Loth
Sho'Kar
2 T'Rakk
2 Ka'Tan
5 Ka'Toc
Dag'Kar
G'Karith
Gorith wing
Frazi wing
Campaign turn 1:
Centauri occupied jump gate, Narn occupied mining outpost. Narn reinforced themselves with 2 Thentus and T'Rann. Centauri by another Dargan.
Campaign turn 2:
Centauri moved into Aggratarian world. Narns into leisure world(hmmm...One would thought otherway around
). Narns received Bin'Tak while Centauri got 2 vorchan, maximus, demos and corvan.
Campaign turn 3:
Narns launched assault on jump gate! Centauri moved toward trade station which narns interfered! Jump gate fight would be patrol level flee to jump(centauri comment when priority was rolled: ****!
) gate while trade station would be raid level recon run.
Flee to jump gate:
Centauri fleet: Kutai and Demos
Narn fleet: 2 Sho'Kov, Ka'Tan, Sho'Kar(Narn players laughter stopped when he realised he needed jump engine ship ;-).
Centauri ran toward fleet as fast as their engines could(and Narns were cursing their speed. However arrival of main fleet forced Demos to turn around and fight while Kutai would try to open jump gate. Demos opened up hostilities and blew out nearest Sho'Kov in one salvo without even using torpedoes. Sho'Kar caused some damage with laser cannon(though 2 bulkheads screwed that salvo up mostly), even Sho'Kov managed a bit and energy mine from Ka'Tan caused it to be nearly crippled. Ka'Tans lasers at Kutai completely missed.
Kutai was lost to salvo from Ka'Tan leaving near crippled Demos as their only hope. Fate wasn't on Centauri side...However manouverability of their ships and unmanouverability of narns were. So while narn fleet were shuffling to aim at Demos it moved to left arc of Ka'Tan and nearly took it out and disabled left arc weapons in the process. Demos moved into position to finish Ka'Tan and try to activate jump gate this turn but before it could fire frazi flight moved in and crippled the Demos! Ka'Tan was lost but with help of scout bonus from itself Sho'Kar managed to bring Demos within 1 point of destruction. All would come down to wether Demos could activate jump gate. Initiave won by Narns. Crew quality checks...Tie!!! So Narns kept Demos on space by virtue of having won initiave!
So Centauri lost the jump gate.
Recon run in Trade Station:
Centauri took 2 vorchan, 2 darkner and centurion with them. Narns had Var'Nic, T'Loth, 2 Ka'Toc and G'Karith. Narns deployed bunched up looking around ready to receive centauri where-ever they came.
Recon run started off well with vorchan and darkner suffering bit of damage but in return Ka'Toc was crippled and then destroyed(I figured I didn't want that dangerous enemy around). G'Karith was less fun though with 4 points of damage to vorchan and centurion with those pulsar mines.
Darkner(with CQ6) scanned the Var'Nic(eek. Scary CQ5 Var'Nic!). Second Darkner scanned Ka'Toc. Vorchan scanned T'Loth and Centurion scanned G'Karith. Mission pretty much completed! Time to go! As per scenario rules game ended at the end of turn. Var'Nic did blow out darkner with impressive set of criticals(2-6, 2-6, 6-4, 6-2). Centurion lost mobility though...
So Centauri lost territory but gained another. Narns just gained. Some repairs and Centauri got 2 havens, kutai and altarian as reinforcements.
Campaign turn 4:
Centauri launched counter assault toward industrial world. Narns seek to occupy asteroid belts which Centauri intercepts. Centauri attack would be battle level ambush. Fight in asteroid belts would be battle level call to arms. Stakes were going higher!
Ambush at industrial world:
Centauri attack fleet was composed of primus, 2 centurion, demos, 2 vorchan and maximus. Narn defending fleet had 2 G'Quan, T'Loth and Thentus, G'Karith, Var'Nic, 2 Ka'Toc, Ka'Tan and both frazi and gorith wings.
Ambush started off decent enoughly with just Var'Nic, G'Karith and Ka'Toc(all with help of their improved crew quality) managing to act. Alas apart from Ka'Toc they all came about succesfully as well. Primus almost destroyed one Ka'Toc with volley from ion cannons while battle lasers sniped at another Ka'Toc preventing it from using SA's anymore(good. CQ5). Pulsar mines damaged primus and both centurion while centurions damaged T'Loth nicely.
Turn 2: Narns continued to manouver and I realised vorchans had been very badly deployed(damned slow maximus). Narn fighters surrounded centurions and primus and though 3 frazi flights were lost all 3 ships suffered damage and Primus lost 2 AD from weapons...Didn't stop nearly taking out second Ka'Toc and bunch of fighters though. Var'Nic meanwhile caused hefty damage to centurion which in turn finished both Ka'Tocs. Pulsar mines meanwhile caused hefty damage to approaching vorchan group(I'm starting to hate those buggers).
T'Loth was crippled and hurt badly as well.
Turn 3 was bad for centauri. We moved into range but tons of frazi and gorith squadrons pretty much took out one centurion and DID take out second...Darn! Primus dented Var'Nic a bit and caused -1AD critical but did nothing to stop it from unleashing firepower against primus. Var'Nic was crippled and skeleton crewed and then destroyed but demos and vorchan were lost to energy mine launched from G'Quan that had finally turned enough to fire forward arc weapons. Second G'Quan crippled and skeleton crewed centurion and crippled another vorchan with energy mines that dented primus nicely alongside...
Turn 4: Primus opened up jump point, maximus headed toward table edge and narn fighters took out vorchan and centurion. Narns didn't manage to stop primus(which suffered heavy damage though) but G'Quan splatted maximus before it could escape.
So convincing centauri defeat. So much for that counter attack...
Call to arms at the asteroid belt:
Narn fleet was composed of Bin'Tak, Var'Nic, T'Rann, 2 Ka'Toc, Sho'Kar, 4 Sho'Kos, Dag'Kar, Rothan and Rongoth.
Centauri task force in return was Octurion, centurion, sulust, 3 vorchan, 2 haven, 2 maximus and altarian.
There were 3 asteroid belts due to strategic location rules. Battle didn't start well for centauri with Bin'Tak blowing maximus apart in one go and causing hefty damage to sulust with energy mine and ion torpedoes. However Octurion showed Rongoth just why it's unsafe to approach and blasted puny ship with matter cannons and ion cannons. Rothan was just as quickly crippled by Altarian(and only by 1 point did it survive!).
Next turn Rothan was taken out by sentries while vorchan got hounded by few frazi flights. Flagships of respective fleets squared off against each other. First blood was scored by Octurions lasers which pretty much immobilised the beast(-4 speed), caused AD lost from weapons, took out shuttles and disabled rear lasers(darn. Why not front?-). Bin'Tak was out of range for main guns so instead matter cannons and ion cannons blew out Ka'Toc despite 3 frazi squadrons trying to stop shots. All fighters were lost in the torrent of fire. Bin'Tak retaliated with nasty salvo from main lasers which prevented SA's and disabled anti fighter guns from octurion. Also vorchan got face of pulse and ion cannon fire and suffered 3 -2 speed and 2 -1AD criticals(oww. 3-1, 3-2 crits not fun).
Duel of the patrol ships started with slight centauri victory with one sho'kar being blown apart with both centauri ships being intact. One was almost skeleton crewed but that's allright. On middle Ka'Toc was put into adrift to the cheering of Centauri fleet. Bin'Tak suffered vital engineering hit along with bridge hit which put ship into mercy of centauri fleet. Can't open jump point, move inch a turn, can't repair, -1AD twice...And half way dead. Vorchans then blasted huge chunks out of Bin'Tak. Almost there! Altarian finished off adrift Ka'Toc with ion cannons.
Suddenly Narns were on back foot with centauri fleet having upper hand. He had spent conciderable effort to take out sulust but close blast door and small criticals meant ship was still in very much in fighting condition even if engines had tons of criticals lingering on them.
Next turn Narns started retreat. Patrol ships scattered toward table edges and ships started jump points where they could. T'Rann suffered however bridge hit from Octurion preventing that jump point though he had wisely used scout to create another in paraller so if I couldn't stop scout they would escape anyway. Bin'Tak got skeleton crewed by Octurion and lost the 3 frazi flights which tried to stop the horrendous firepower coming it's way. Vorchans then finished off Bin'Tak after it had tried pittiful last attempt. Hurah! The beast is dead! To Narns horror scouts stealth didn't provide ANY protection and the second jump point collapsed as well. Only good thing for Narns this turn was Dag'Kar skeleton crewing and crippling sulust and putting altarian adrift.
Rest of game was mobbing up without difficulties. Var'Nic did manage to escape as did patrol ships but the Dag'Kar and T'Rann were hunted down with minor damage only suffered by victorious centauri fleet.
Overall this was HUGE result for centauri. Before the battle it was starting to look like the narns might run over easily. Now suddenly Narns had suffered tremendous losses. RR production was still in Narn favour though so it was not yet over for either side. Especially as Narns had tons(44) RR saved from previous rounds...
In end phase primus, sulust, vorchan and T'Loth were sent home for repairs. All were so badly mauled in damage, crew and criticals that fixing them would be tons of RR. Centauri got darkner, vorchan and demos as reinforcements. Narns OTOH bought bucketloads of ships. Dag'Kar, Var'Nic, 3 Ka'Tan, 4 Ka'Toc, Sho'Kar and finally 2 wings of frazi fighters. This pretty much emptied their RR but now they had impressive fleet compared to my poor little fleet.
Strategic goals at the end of campaign turn 4:
1: Asteroid belt(0RR) - Centauri
2: Leisure world(3RR) - Narn
3: Primitive world(2RR)
4: Aggrarian world(5RR) - Centauri
5: Trade station(3RR) - Centauri
6: Mining Outpost(10RR) - Narn
7: Water world(1RR)
8: Jump gate(5RR) - Narn
9: Trade route
We are thinking about house rule that centauri could get shadow reinforcements(at normal shadow cost) for shadow-only missions to represent shadow support centauri received during campaign. We haven't decided yet and even if they are used they are long time from being fielded if ever(those shadow ships are expensive buggers).
Starting fleets:
Centauri:
Octurion
Primus
Secundus
Dargan
2 darkner
Sulust
3 centurion
demos
2 kutai
4 vorchan
2 maximus
Balvarin
Narn:
3 G'Quan
4 Sho'Kov
4 Sho'Kos
Rongoth
Rothan
2 Var'Nic
2 T'Loth
Sho'Kar
2 T'Rakk
2 Ka'Tan
5 Ka'Toc
Dag'Kar
G'Karith
Gorith wing
Frazi wing
Campaign turn 1:
Centauri occupied jump gate, Narn occupied mining outpost. Narn reinforced themselves with 2 Thentus and T'Rann. Centauri by another Dargan.
Campaign turn 2:
Centauri moved into Aggratarian world. Narns into leisure world(hmmm...One would thought otherway around

Campaign turn 3:
Narns launched assault on jump gate! Centauri moved toward trade station which narns interfered! Jump gate fight would be patrol level flee to jump(centauri comment when priority was rolled: ****!

Flee to jump gate:
Centauri fleet: Kutai and Demos
Narn fleet: 2 Sho'Kov, Ka'Tan, Sho'Kar(Narn players laughter stopped when he realised he needed jump engine ship ;-).
Centauri ran toward fleet as fast as their engines could(and Narns were cursing their speed. However arrival of main fleet forced Demos to turn around and fight while Kutai would try to open jump gate. Demos opened up hostilities and blew out nearest Sho'Kov in one salvo without even using torpedoes. Sho'Kar caused some damage with laser cannon(though 2 bulkheads screwed that salvo up mostly), even Sho'Kov managed a bit and energy mine from Ka'Tan caused it to be nearly crippled. Ka'Tans lasers at Kutai completely missed.
Kutai was lost to salvo from Ka'Tan leaving near crippled Demos as their only hope. Fate wasn't on Centauri side...However manouverability of their ships and unmanouverability of narns were. So while narn fleet were shuffling to aim at Demos it moved to left arc of Ka'Tan and nearly took it out and disabled left arc weapons in the process. Demos moved into position to finish Ka'Tan and try to activate jump gate this turn but before it could fire frazi flight moved in and crippled the Demos! Ka'Tan was lost but with help of scout bonus from itself Sho'Kar managed to bring Demos within 1 point of destruction. All would come down to wether Demos could activate jump gate. Initiave won by Narns. Crew quality checks...Tie!!! So Narns kept Demos on space by virtue of having won initiave!
So Centauri lost the jump gate.
Recon run in Trade Station:
Centauri took 2 vorchan, 2 darkner and centurion with them. Narns had Var'Nic, T'Loth, 2 Ka'Toc and G'Karith. Narns deployed bunched up looking around ready to receive centauri where-ever they came.
Recon run started off well with vorchan and darkner suffering bit of damage but in return Ka'Toc was crippled and then destroyed(I figured I didn't want that dangerous enemy around). G'Karith was less fun though with 4 points of damage to vorchan and centurion with those pulsar mines.
Darkner(with CQ6) scanned the Var'Nic(eek. Scary CQ5 Var'Nic!). Second Darkner scanned Ka'Toc. Vorchan scanned T'Loth and Centurion scanned G'Karith. Mission pretty much completed! Time to go! As per scenario rules game ended at the end of turn. Var'Nic did blow out darkner with impressive set of criticals(2-6, 2-6, 6-4, 6-2). Centurion lost mobility though...
So Centauri lost territory but gained another. Narns just gained. Some repairs and Centauri got 2 havens, kutai and altarian as reinforcements.
Campaign turn 4:
Centauri launched counter assault toward industrial world. Narns seek to occupy asteroid belts which Centauri intercepts. Centauri attack would be battle level ambush. Fight in asteroid belts would be battle level call to arms. Stakes were going higher!
Ambush at industrial world:
Centauri attack fleet was composed of primus, 2 centurion, demos, 2 vorchan and maximus. Narn defending fleet had 2 G'Quan, T'Loth and Thentus, G'Karith, Var'Nic, 2 Ka'Toc, Ka'Tan and both frazi and gorith wings.
Ambush started off decent enoughly with just Var'Nic, G'Karith and Ka'Toc(all with help of their improved crew quality) managing to act. Alas apart from Ka'Toc they all came about succesfully as well. Primus almost destroyed one Ka'Toc with volley from ion cannons while battle lasers sniped at another Ka'Toc preventing it from using SA's anymore(good. CQ5). Pulsar mines damaged primus and both centurion while centurions damaged T'Loth nicely.
Turn 2: Narns continued to manouver and I realised vorchans had been very badly deployed(damned slow maximus). Narn fighters surrounded centurions and primus and though 3 frazi flights were lost all 3 ships suffered damage and Primus lost 2 AD from weapons...Didn't stop nearly taking out second Ka'Toc and bunch of fighters though. Var'Nic meanwhile caused hefty damage to centurion which in turn finished both Ka'Tocs. Pulsar mines meanwhile caused hefty damage to approaching vorchan group(I'm starting to hate those buggers).
T'Loth was crippled and hurt badly as well.
Turn 3 was bad for centauri. We moved into range but tons of frazi and gorith squadrons pretty much took out one centurion and DID take out second...Darn! Primus dented Var'Nic a bit and caused -1AD critical but did nothing to stop it from unleashing firepower against primus. Var'Nic was crippled and skeleton crewed and then destroyed but demos and vorchan were lost to energy mine launched from G'Quan that had finally turned enough to fire forward arc weapons. Second G'Quan crippled and skeleton crewed centurion and crippled another vorchan with energy mines that dented primus nicely alongside...
Turn 4: Primus opened up jump point, maximus headed toward table edge and narn fighters took out vorchan and centurion. Narns didn't manage to stop primus(which suffered heavy damage though) but G'Quan splatted maximus before it could escape.
So convincing centauri defeat. So much for that counter attack...
Call to arms at the asteroid belt:
Narn fleet was composed of Bin'Tak, Var'Nic, T'Rann, 2 Ka'Toc, Sho'Kar, 4 Sho'Kos, Dag'Kar, Rothan and Rongoth.
Centauri task force in return was Octurion, centurion, sulust, 3 vorchan, 2 haven, 2 maximus and altarian.
There were 3 asteroid belts due to strategic location rules. Battle didn't start well for centauri with Bin'Tak blowing maximus apart in one go and causing hefty damage to sulust with energy mine and ion torpedoes. However Octurion showed Rongoth just why it's unsafe to approach and blasted puny ship with matter cannons and ion cannons. Rothan was just as quickly crippled by Altarian(and only by 1 point did it survive!).
Next turn Rothan was taken out by sentries while vorchan got hounded by few frazi flights. Flagships of respective fleets squared off against each other. First blood was scored by Octurions lasers which pretty much immobilised the beast(-4 speed), caused AD lost from weapons, took out shuttles and disabled rear lasers(darn. Why not front?-). Bin'Tak was out of range for main guns so instead matter cannons and ion cannons blew out Ka'Toc despite 3 frazi squadrons trying to stop shots. All fighters were lost in the torrent of fire. Bin'Tak retaliated with nasty salvo from main lasers which prevented SA's and disabled anti fighter guns from octurion. Also vorchan got face of pulse and ion cannon fire and suffered 3 -2 speed and 2 -1AD criticals(oww. 3-1, 3-2 crits not fun).
Duel of the patrol ships started with slight centauri victory with one sho'kar being blown apart with both centauri ships being intact. One was almost skeleton crewed but that's allright. On middle Ka'Toc was put into adrift to the cheering of Centauri fleet. Bin'Tak suffered vital engineering hit along with bridge hit which put ship into mercy of centauri fleet. Can't open jump point, move inch a turn, can't repair, -1AD twice...And half way dead. Vorchans then blasted huge chunks out of Bin'Tak. Almost there! Altarian finished off adrift Ka'Toc with ion cannons.
Suddenly Narns were on back foot with centauri fleet having upper hand. He had spent conciderable effort to take out sulust but close blast door and small criticals meant ship was still in very much in fighting condition even if engines had tons of criticals lingering on them.
Next turn Narns started retreat. Patrol ships scattered toward table edges and ships started jump points where they could. T'Rann suffered however bridge hit from Octurion preventing that jump point though he had wisely used scout to create another in paraller so if I couldn't stop scout they would escape anyway. Bin'Tak got skeleton crewed by Octurion and lost the 3 frazi flights which tried to stop the horrendous firepower coming it's way. Vorchans then finished off Bin'Tak after it had tried pittiful last attempt. Hurah! The beast is dead! To Narns horror scouts stealth didn't provide ANY protection and the second jump point collapsed as well. Only good thing for Narns this turn was Dag'Kar skeleton crewing and crippling sulust and putting altarian adrift.
Rest of game was mobbing up without difficulties. Var'Nic did manage to escape as did patrol ships but the Dag'Kar and T'Rann were hunted down with minor damage only suffered by victorious centauri fleet.
Overall this was HUGE result for centauri. Before the battle it was starting to look like the narns might run over easily. Now suddenly Narns had suffered tremendous losses. RR production was still in Narn favour though so it was not yet over for either side. Especially as Narns had tons(44) RR saved from previous rounds...
In end phase primus, sulust, vorchan and T'Loth were sent home for repairs. All were so badly mauled in damage, crew and criticals that fixing them would be tons of RR. Centauri got darkner, vorchan and demos as reinforcements. Narns OTOH bought bucketloads of ships. Dag'Kar, Var'Nic, 3 Ka'Tan, 4 Ka'Toc, Sho'Kar and finally 2 wings of frazi fighters. This pretty much emptied their RR but now they had impressive fleet compared to my poor little fleet.
Strategic goals at the end of campaign turn 4:
1: Asteroid belt(0RR) - Centauri
2: Leisure world(3RR) - Narn
3: Primitive world(2RR)
4: Aggrarian world(5RR) - Centauri
5: Trade station(3RR) - Centauri
6: Mining Outpost(10RR) - Narn
7: Water world(1RR)
8: Jump gate(5RR) - Narn
9: Trade route