Krish Campaign: Battle for Garden AAR

Democratus

Mongoose
The campaign pushes on in the remote system of Krish. Remnants of the Dilgar Imperium are trying to establish a new homeworld in the wake of the capture of Omelos. Today they are attempting to capture the lush world of Garden. This is one of the two remaining locations held by the Centauri and they are determined to defend it.

Scenario:

Space Superiority, 4 pts. Skirmish

This will be a tiny battle, especially given the mission - to capture as much territory as possible.

Forces

Centauri:
Vorchan (Slicer)
Maximus (Triario)
Kutai x2 (Parry, Riposte)
Razik x4
Sentri x4

Dilgar:
Garasoch, Spite (5 Dart, 5 Torp)
Jash Vi, Rogue
Dart x4
Torp x8

My plan here was to fight a battle of attrition. I would send in my fighters, aided by the scout and attempt to inflict enough early damage that I could then simply retreat off the board and win on points. The scout had a crew quality of 5. This enabled it to help the poor carrier (CQ 3) perform its Scramble order. It also meant that a successful Redirect scout action only needed a roll of 3. By my calculations, I only needed to kill a skirmish ship and the two kutai and victory would be mine. If things got too dicy, I would just spin round the planet and leave the board.

Setup:
Initiative Dilgar

The map had a single moon on it in one corner which would be the center of the fighting. There were several asteroid clusters, but they would play no part in this battle.

The Centauri fleet set up as a cohesive group facing the moon. The Vorchan and Maximus were the center of the line, with the Kutais on the flanks and the fighters serving as escorts (unpainted fighters are Razik, painted fighters are Setnri).

CentauriSetup.jpg



The Dilgar fleet is simply a carrier and a scout in a small squadron. They set up in orbit of the moon, hoping the gravity well will give them extra options as well as some cover from the large array of Centauri guns. The scout hides behind the moon while the carrier has its guns facing the enemy.

IMAG0214.jpg


I knew this would be a tough battle as soon as I saw the enemy fleet. It had both fighters (including the excellent Razik) and a Maximus providing anti-fighter and interceptors in support.

Turn 1
Initiative Centauri

The Dilgar fleet calls an All Stop order with the carrier also giving a Scramble order.

The Centauri fleet cautiously moves forward, measuring carefully to avoid any possible attack from the torpedofighters. All centauri fighters move to escort their ships.

Dilgar fighters move up in a wave in front of the Centauri outside of the range of their guns - or so I thought. It turns out that two of these vessels had refits with extended range weapons. I loose 2 dartfighters to bad dodge rolls.

In the end phase, all remaining fighters scramble from Spite.

Turn 2
Initiative Centauri

The Dilgar fleet again holds position as Spite wants to keep its guns facing the enemy. It orders Close Blast Doors, just in case. Rogue remains behind the moon, holding position and getting ready to leand redirect for the fighters.

The Centauri roll up in a line, with all ships except the Triario giving a Close Blast Doors order. The slow Maximus must give an APTE order to keep up.

Having lost initiative, I am forced to move my fighters first. I realize that I can't out dogfight his raziks with my dartfighters. I also realize that his escorting fighters can fly out to attack my torpedofighters if they open fire on his ships. I decide to try and do some serious damage to both his big ships. I move a single torpedofighter in to dogfight each of the 4 raziks on escort duty (2 on each enemy ship). Then I send my dartfighters on suicide runs against the vorchan and maximus. Finally, I move the remaining torpedofighters to fire on the Vorchan from maximum range.

The suicide fighters are met by anti-fighter fire from the maximus. Most get through and do moderate damage to the Maximus (no criticals) and moderate damage to the Vorchan (-1 AD crit).

My scout fails to redirect fire on the Vorchan.

Torpedofighters then unload onto the vorchan, doing light damage but scoring a single critical. The crit rolls up as a Reactor Implosion (6,5) doing heavy damage and killing all crew aboard.

One of my torpedofighters manages to win its dogfight, the others are lost. Two are recovered by the carrier.

Triario and the two Kutai fire on Spite. They all manage to only score only 2 hits, but one of these hits scores an Engines Disabled (2,6) critical and sets Spite adrift.

T3
Initiative Centauri

The scout Rogue leaves the squadron, attempting to init sink at least one enemy ship. This will prove to be a mistake, though it does manage to line up its guns on a kutai, Riposte. Spite gives an All Hands on Deck order and drifts in orbit around the moon.

The Centauri manuver to attack the scout, giving Concentrate Firepower orders with all ships except Riposte, which gives a CBD order.

Centauri fighters continue to stick to their ships in escort. I am again forced to sacrifice several torpedo fighters in dogfights to enable the others to attack the kutai unmolested.

My scout again failed to lend redirect for the fighters. Their fire is only moderately effective between the dodge rolls, and the CBD rolls of Riposte.

Centauri fire destroys Rogue. Spite is only able to fire a port volley at a kutai, which is lent interceptors by Triario. This and the dodge rating keep any real damage from hitting home.

In the end phae, Spite rolls a "1" trying to fix the Adrift critical. This failure leaves her unable to attempt an escape.

Turn 4
Initiative Centauri

Time is running out for the Dilgar to inflict sufficient damage. Continually losing initiative is also taking a toll on fighters.

Spite, drifting listlessly toward the edge of the board, issues a Scramble! order. She has a lot of hit points and needs more fighters in space to inflict harm upon the enemy.

The centauri ships all move up behind Spite, where she has no guns bearing. All ships give Concentrate Firepower! orders except the damaged Riposte which gives CBD.

IMAG0217.jpg


Centauri fighters move first and engage many torpedofighters in dogfights. The remaining torpedofighters line up shots against Riposte.

Anti-fighter fire and dogfighting chews away the bulk of remaining Dilgar fighter forces. Dodge, CBD, and interceptors lent from Triario make the torpedofighters ineffective.

The Centauri open fire and do severe damage to Spite. She isn't crippled, but yet another Adrift! critical is scored. There is now no hope for the wounded carrier.

End of turn, Spite fails to repair a critical and launches her last 2 fighters.

T5
Initiative Centauri

Spite drifts further, now simply hoping for blind luck to allow her time to drift off the board.

The Centauri all stay in her aft arc. Triario gives Intensify Defensive Firepower order.

Centauri fighters race out to engage the new fighters and most of the remaining fighters. The hail of anti-fighter fire lent by Triario destroys them all.

Fire from the Centauri fleet finishes off poor Spite, reducing her to exactly zero damage. She goes dead in space and becomes a prize for the Centauri fleet.

IMAG0218.jpg


Result:
Centauri losses:
Vorchan (Slicer), Decrewed
some fighters

Dilgar losses:
Garasoch (Spite), Destroyed
Jash Vi (Rogue), Destroyed
some fighters

Centauri victory, 25 pts to 10 pts

Conclusions:
Things really turned south for me when my carrier was set adrift with a lucky critical. Combined with the failed attempt to repair it and the second adrift critical - the carrier was doomed. I also failed all scouting rolls with a CQ:5 scout. This drastically reduced the effectiveness of my torpedofighters.

My opponent also brought just the right force to counter me, Raziks and a Maximus. This forced me to loose too many fighters in my "tie up" dogfights when trying to enable my attack craft a clear shot. The most effective weapon I had in this battle was my dartfighters making suicide runs on the enemy. But I only had so many fighters to expend.

I think I had the right idea, using attrition units and running away with the carrier. But since the carrier couldn't escape and the fighters were largely neutralized by good enemy fleet selection and bad scouting - I was doomed.

Ovservations:
The Centauri excel at skirmish level, with the Maximus in the role of MVP. This tough ship is a force multiplier that can reduce waves of enemy fighters to so much scrap when supported by fighters of its own.

Splitting the scout off from my squadron was also a bad move. With the CQ 5 of the scout, my carrier would have been much more likely to repair its Adrift critical and escape.

Dodge 5+ combined with CBD makes even a small ship like the Kutai extremely difficult to harm.

Aftermath:
The Centauri keep possession of the planet and gain valuable XP dice to spend on missions and upgrades. In addition, since the carrier was set adrift and didn't explode they captured BattleMaster Dar'Shal - one of my named characters in the fiction for the campaign. What fate awaits Dar'Shal? I can only hope for an eventual prisoner exchage. But I fear he is already in the hands of Centauri telepaths.
 
nice report feller, always enjoy readikng these, and again, makes me sad I have no local players for a campaign.
 
I concur - always a joy to read.

In my experience Dilgar have a tough time against Centauri who can stand toe to toe in damage dealing but have better defences.
 
Thanks for the encouragement, folks. It really keeps me going.

Someday I hope to have a better tabletop planet than a coaster I drew some continents on. :)

As for fighting Centauri. I concur. The Centauri player is really starting to get a feel for how to play them. Each battle against him is increasingly harder. Now that he's buying raziks en masse I think I have to give up the fighter swarm tactics.

I have another big battle against him this very turn. It's an odd mix of ships I brought to the table. Stay tuned for the next AAR. Hopefully the Dilgar will hold onto their new homeworld!
 
I just read the fiction - which is excelletn as well - please pass on my thanks and congrats to all :)

now all you need to counter the Centauri is some Thorun Mk IIIs and a Sekhmet :wink:

Looking forward to a exciting rescue or escape for Dar'Shal - maybe she served with the Centauri as a Mercenary and has some connections..........
 
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