Centauri vs Narn campaign report

tneva82 said:
Dizzy Vree said:
i would have thought so too, a mass driver is a specialised weapon, and youd ad one on when you need it, not as a permanent thing(unless your dilgar, and look what happend to them)

Only problem with that is that it would be huge advantage for centauri in campaign. With this I can now toss in 16-24(depending on do I bring primus as well) mass driver shot knowing there's target for them.

Space station? What space station?

Maybe it's intentional in which case I would be interested to hear experiences about it but this does seem as "too cheap" tradeoff in campaign if you can look "oh, planet assault. I'll swap in some mass drivers!". Ion cannons lost is cheap trade off.

I'm positive in 1st ed for sure, you could do it. as it was supposed to be a very quick re-fit. It lowers the ships fighting qualities so you might not make it as far as the planet anyway, I suspect that was the tradeoff
 
2nd_ed_hiffano said:
so you might not make it as far as the planet anyway

That's why Great Maker invented these things called jump engines ;-) Jump near the planet, emerge from jump point, thanks to corvan that's hiding somewhere fire up mass drivers at space station instantly. Squadron those mass drivers and space station is in for world of hurt ;-)

Anyway guess we'll try it out that way. Best way to be sure :D
 
tneva82 said:
2nd_ed_hiffano said:
so you might not make it as far as the planet anyway

That's why Great Maker invented these things called jump engines ;-) Jump near the planet, emerge from jump point, thanks to corvan that's hiding somewhere fire up mass drivers at space station instantly. Squadron those mass drivers and space station is in for world of hurt ;-)

Anyway guess we'll try it out that way. Best way to be sure :D

well , this is the issue with the rules now allowing you to come out of a jump point on the turn it was formed, gives no-one chance to react to it!
 
2nd_ed_hiffano said:
well , this is the issue with the rules now allowing you to come out of a jump point on the turn it was formed, gives no-one chance to react to it!

Actually that FAQ was quickly FAQ'ed to disallow it but not that it really matters much anyway. They still won't have much of a chance to prevent me from firing up unless they win initiave and get lucky crit in first.

But then again with several jump points where does the Octurion/Secundus tag team come?-) Good luck trying to guess that one.
 
Centauri Mass Drivers

Fleet List said:
Any Primus or Secundus may freely be given a mass driver by loosing 5 AD from its forward ion cannons. Any Octurion may freely be given two mass Drivers by loosing 8 AD from its forward ion cannons.

So lock 'em and load 'em, and then bomb them Narn back to the stone age :)
 
Time for another update.

Campaign turn 6:

Centauri continued their renewed assault. This time toward mining outpost. This could very well decide the campaign if centauri are victorious! Narns launched counter attack of their own toward the aggrarian world. Mining outpost battle would be battle level planetary assault while aggrarian world scenario would be skirmish level convoy duty...Hmmmm. Tricky round.

Planetary assault toward mining outpost:

Centauri fleet: Octurion, secundus, 2 dargan, 3 vorchan, corvan, balvarin, morgrath, 2 haven. Wanted lots of atmospheric ships and therefore vorchans, demos and havens were included.

Narn fleet: 2 G'Quan, 2 thentus, T'Rakk, gorith wing, frazi wing, T'Loth, Var'Nic, Dag'Kar, G'Karith

Turn 1 was uneventful. Narn fleet maintained position over orbit while T'Loth sent some troops to planet(smart). Jump points opened on 3 points around the planet. Turn 2 ships emerged. Haven went to north and south(and moved away to be safe from reprisals). Octurion and secundus moved from north gate, dargans and balvarin south and vorchan/morgrath tag team from center. Narns manouvered around to shoot. This is going to be bloody.

Opening salvo was vorchans and morgrath taking out 6 of the 8 platforms orbiting the planet. Those things pop up like water balloons! Dag'Kar fired e-mine middle of said squadron catching 2 vorchans and morgrath(darned jump point had scattered bit too close for platform for my taste) but despite AP failed to cause significant damage. Still they are only vorchans without too much hit points to spare...

Octurion/secundus tag team was next to go targeting nearest G'Quan. Octurion started first with lasers. Mighty one hit. I was about to despair but turned out to be critical which disabled front arc permanently! Phew. Me not like e-mines! Though boresight might have been even better but can't complain. Ion cannons, matter cannons and heavy ion cannons caused 10 hits despite ion cannons having trouble rolling single hit(out of 20 ion cannon dice only 2 hits were scored...). This caused -4 speed critical as well making G'Quan near immobile but of course it's in range and can shoot so no big problem. Thentus on centauri flank suffered bit of damage too though octurion was out of ion cannon range to it.

G'Quan on south fired e-mine at dargans and laser at balvarin. Laser caused half a dozen hit but no criticals. One Dargan suffered heavy damage while second survived almost with a warning as most of dices failed to damage and one of the two hits scored was bulkhead hit. Dargans retaliated by firing lasers at G'Quan(9 hits, 2 criticals which resulted in -2 speed and bunch of extra damage with secondary explosions. Not exactly result I was hoping with non-DD guns) while rest of guns fired at G'Karith ahead of them(along with Balvarin). Dargans nearly destroyed intact G'Karith and caused -1AD, wpn4+ criticals as well as disabled rear guns. Oh and -2 speed as well. Balvarin then managed to fire with both guns(critical from previous battles) and with some lucky rolling managed to cause G'Karith explode instantly which in turn knocked out yet another platform...

Boom!

Rest of turn didn't have much happening. Secundus took bit of a damage from G'Quan and Var'Nic firing lasers but that's it. In end phase lots of centauri fighters were launched(might mention that narn fighters were orbiting the planet...).

Third turn. Fleets continued manouver. Secundus and octurion entered into orbit ready to launch mass drivers next turn. Vorchans entered into planet alongside with all the centauri fighters causing mass dogfights to ensure there. Centauri fighters, supported by fleet carrier, got upperhand with only less than handful Narn fighters survivingShooting. Octurion fired front guns into T'Loth, side arc guns into G'Quan. Secundus fired front guns into T'Rakk and side guns into G'Quan. T'Loth suffered whopping 8 criticals just from lasers which caused -2 speed critx3, -1AD, lost jump engines and shuttles, knocked out front plasma cannons and took out bridge. Rest of guns tore up big holes but no criticals. G'Quan proved annoyingly resilient toward ion and matter cannon fire(again) but atleast was crippled. Not that it helped much but atleast was close to being taken out. T'Rakk proved why I hate Narns. Took tons of hits, still alive and well. Bloody narn hitpoints.

G'Quan on south got lock on into nearly undamaged dargan and damaged it very badly. Jump engines were also disabled by 3-6 critical. And that Dargan would get no damage control anymore. Morgrath then finished off G'Quan with 6-5 critical hit from beam. Take that!

Dag'Kar had tried to avoid Dargans but just couldn't get out of way and was blown apart with ease. Not that I needed to blow it after 6-4 critical but a) declaration had been done b) no better targets anyway. 24 double damage hit=boom.

Damaged Dargan was crippled but crucially kept stealth. Annoyingly secundus was crippled and lost the shuttles trait. Not good!

Vorchan squadron caused HUGE damage to planets troop count. One vorchan however was skeleton crewed by defending Narn fleet.

Turn 4: Octurion and secundus prepared to bombard. Var'Nic had to all-stop or go over so opted to all-stop. G'Quan on south moved to boresight secundus. Dargans moved to flank of Var'Nic, crippled one using slingshot effect to boost it past the planet.

In fighter phase all but 1 frazi flight(which managed to actually win a dogfight!) were removed while 3 Rutarian flights started to clear troops on planet.

Octurion and Secundus fired up mass drivers knocking out about half the emplacements in one go. Planet was falling!

G'Quan fired left arc guns at vorchans on planet damaging skeletoned crippling it and crippled/skeleton crewed with lucky 6-4 crit(but Narn WAS getting bit desperate here...). Secundus was lost to G'Quan and resulting explosion(11 hits from beam is just cruel) nearly took out Dargan(1 damage left...) which was also put adrift and got weapon 4+ critical. Octurion and Var'Nic escaped mostly unharmed from the blast.

Vorchans, even with 2 skeleton crew, took out all the troops on planet. At this point all narns could hope to do was to inflict as much damage as possible.

T'Rakk finished off the 2 damaged vorchans and dented Balvarin a bit. Too little too late though.

Dargans crippled Var'Nic preventing SA's in the process as well. Jump engines were taken out for good measurement.

So Centauri took convincing victory. Best thing for Narns about this was that atleast several big ships survived the battle. Even if heavily damaged. But clearly losing biggest RR source would be major blow for Narns hopes for winning the campaign.

Second battle will be posted later. Quick count revealed that ATM Narns are getting zero RR so unless they can win it they are in BIG trouble with most of fleet destroyed or damaged at that point.
 
Gunnvaldr said:
Thos G'Quan offer stiff resistance, as expected.

Yeah. Without centurions or squadron of vorchans they are incredibly hard to take out and even then are hard to get rid off.

Does the Narn have nay G'Lan's in reserve? those things are nasty

No. ATM he's getting short of ships. He has been trying to get G'Lan but constant need for replacements has kept bigger reinforcements from coming.

ATM I think he has 1 more or less intact G'Quan left as battle+ ships. War level is completely empty. He better hope we don't roll for war level scenario or he'll be better off just legging it rather than fight...Doubtful does he even HAVE 5 FAP's worth of war left.

Obviously I'll be adding +3 and he'll be adding -3 for size ;-) He needs small scale battles now rather than big ones that would compromise most of his remaining ships.
 
damn, seems rough for him, he did good attempt in landing more troops onto the planet btw, forgot to mention that. I never saw it done so far in my gaming group so hats off to him.

either way yeah, he seems to be on his last leg. Funny my first campaign I was using the Centauri and I ended up in the same situation against a Narn were I had a crippled Primus and a more and less intact Tertius (I kinda miss 'em in 2e).

The Narn killed most of my raid/skrimish level and horded his battle so when it came to the final battle he opt for a high priority game for the first time in the campaign :(
 
Gunnvaldr said:
damn, seems rough for him, he did good attempt in landing more troops onto the planet btw, forgot to mention that. I never saw it done so far in my gaming group so hats off to him.

Yeah. He almost had the campaign in bag but then 3 battles turned it upside down. First Narns attempt to occupy asteroid belt failed disasterously with Bin'Tak lost in process. Then the centauri recapture jump gate causing huge casualties in process. And now THE RR source of system was taken out by centauri with heavy casualties for narns.

Guess Narn morale suffered heavy blow with the loss of their flagship or something...

But they are just narns. Glory to the republic! :twisted: Soon we'll get your home planet!
 
Last events from current campaign turn.

Convoy duty:

Centauri fleet: 2 darkner, 2 kutai, centurion. Was starting to run out of ships here! Only Kutai, altarian, demos, maximus and primus were left unused after the fleets were chosen for the 2 scenario. Thankfully this is only 2 player campaign...

Narn fleet: 2 Ka'Tan, 2 Sho'Kov, frazi wing

First turn was just advancement(and spreading out) from centauri fleet. Next turn pair of Ka'Tans at opposite long edges appeared along with fighter wing. Hostilities began with Kutai firing matter cannons at Ka'Tan on south that had edged bit too close causing 3-6 critical hit. Said Kutai then exploded as both energy mines were directed at it. Poor Kutai.

On turn 3 darkners and kutai's headed off to deal with enemy ships that were closing in. Narn fighters were starting to surround my ships which was somewhat of a worry. To show what they can do fighters on south dented darkner a bit and only hideous amount of bulkheads saved me from bigger loss. On shooting phase darkner on north took out Sho'Kov before suffering heavy damage from Ka'Tan's lasers whose pulse fire damaged Kutai slightly as well. Ka'Tan on south was crippled and skeleton crewed by darkner but Kutai was crippled by heavy laser.

Turn 4. Narn ships continued to head toward freighters but being so badly outinitiaved couldn't get much of boresights. One Ka'Tan did get it into centurion though. One fighter stand continued to attack darner on south and took out battle laser as well as -2 speed crit and plenty of damage(was only target fighters could reach). Another flight took out crippled Kutai from north. Remaining 5 fighter flights attacked centurion avoiding anti fighter weapon and causing decent damage but only -2 speed critical. Ka'Tans lasers carved up some more but more importantly front pulses took out first freighter with 6-6 critical. Boom!

Centurion tried to take out both Sho'Kov and Ka'Tan but matter cannons, the only weapon with range, failed barely to destroy Ka'Tan. Sho'Kov didn't stand a chance though. It took Darkner to finish up the Ka'Tan.

Fifth turn. Ka'Tan came about as lone survivor from Narn fleet. Fighter on south continued to harash darkner, on north went against freighter(AF avoided) and centurion got 3 that survived ion cannons last turn. Centurion suffered mild damage while freighter suffered 4/4 damage and lost AF grid.

Shooting. Ka'Tan nearly crippled darkner with rear guns, took out another transport with left guns and damaged centurion and another transport a bit. Centurion then crippled and skeleton crewed Ka'Tan in one go leaving finishing it to darkner.

Suddenly all Narns had was fighters. We checked wether this meant game would end and it didn't! I still had to get those out of here!

Next turn centauri fleet started to form protective ring over freighters who straightened heading toward table edge. AAF! Fighters went to rear of centauri fleet however, clearly looking to take out ship or two before attacking freighters. Darkner was quickly crippled while centurions AF guns failed AGAIN.

Next turn 3 fighter bases attacked freighter which managed to gun down one flight with AF guns before it suffered adrift critical. Noooo! Darkner was quickly finished up. Another fighter stand was gun down by ion cannons of centurion.

Next turn third freighter was gunned down. However only one fighter was close to last freighter and table edge was approaching. This forced narn to send it alone braving AF guns hoping to slow down the transport. AF guns failed to hit but neither was any criticals caused. Particle beams failed to take out fighter as well. Ion cannons from centurion didn't though. 2 turns before exit remaining 2 flights reached freighter which promptly shot one of them via AF guns. Some damage was done as was in next turn but freighter was still had 3 crew left as it escaped!

Darned fighters! Final vp's were 37-26 for Centauri so Narn lost this battle as well. Though they managed to halt most of freighters(and nearly got them all) they lost too many ships in process.

Think he might have been better off with more fighters but he had no more frazi wings. Interesting scenario in that you can fight with only fighters.

Anyway as Narns were so badly mauled we decided to call campaign done. Narns are simply too damaged to continue. To have any chance they would have to stop launching attacks(since they couldn't afford to fight in 2 battles per turn) and hope to win next 2-3 round battles giving hopefully enough RR's to repair fleet. While I would be pumping tons of RR's. 53 from this turn compared to 0 for narns...
 
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