Krish Campaign: T8 Battle for Demeter AAR

Democratus

Mongoose
I apologize for the incomplete nature of the pictures. As the battle got more tense we either forgot to take short or were so amped up from adreneline that the shots were blurry.

The Dilgar are attempting to establish a colony on their new homeworld. While the bulk of their fleet is under repairs after a vicious battle with the EA, the "new construction" for the turn is caught in orbit by a Centauri task force.

This scenario takes place the turn after I purchsed a Mankhat dreadnought - flagship of my fleet. I was determined to use the thing in battle, even if I had to shoehorn it in a small fight. That's just what I did here.

Scenario:
A Call to Arms, 7 Points Raid

Forces:

Centauri
Primus, Emperor Morell
Balvarin, Turhan's Glory
Sulust, Stalwart
Maximus x2, Principio, Retiario
Kutai x4, Parry, Thrust, Slash, Lunge
Sentri(4)
Razik(4) x3

special: Due to an 'other duties' result, the Centauri was forced to leave one Maximus, the Principio, behind.

Dilgar
Command Pentacon
Mankhat Dreadnought, Throne of Judgment (extended range missile rack, mass drivers)
Omelos Light Cruiser, Flawless (+2 AD forward hvy. bolters)
Ochlavita Ki Command Destroyer, Order (extended range missile rack, advanced sensors)
Jashikar Tae, Hazard

Support Pentacon
Ochlavita Ki Command Destroyer, Duty (Jump Engine)
Jashakar Vi Scout, Assassin
Jashakar Vi Scout, Whisker
Jashakar Tae, Peril

In my last few encounters with the Centauri, they had begun bringing large numbers of razik fighters to the field. This largely neutralized my own fighter threat, forcing me to rethink my composition. Intelligence reported that the Centauri had just purchased a Balvarin carrier. I suspected it would be in this battle. We all love our new toys. Rather than try to win an uphill fighter duel, I decided to bring no fighter force and leave his fighters with little to do.

Battlefield:
The board had asteroid fields (density 6) and a dust cloud in one corner. The rest of the board was clear.

Setup:
Initiative Centauri

Placing my ships first, I decided to give the Centauri the corner of terrain. This would encourage him to try and hide, allowing me to dictate the range of the engagement. Knowing my opponent's conservative nature, it was a good bet. I placed both pentacons in the corner opposite the terrain.

DilgarSetup.jpg


The Centauri didn't disappoint. This campaign turn he had won his other battle, successfully defending the planet Garden from attack. Thus the stakes in this battle weren't as high in his estimation. He set up nearly all of his ships behind the asteroid field. The Primus and Balvarin were even pointed to the far edge of the board, in case they needed to beat a hasty retreat. His Sulust Stalwart (the one long-range weapon in his inventory), was set up in the asteroid field along with one Kutai, Parry. They had high enough crew quality that there was no chance of damage. It seemed he wished to castle up behind some stealth and see what I would do. All his fighters were placed in the asteroid belt, looking like a cloud of angry wasps.

CentauriSetup.jpg


There was a great deal of distance between our two fleets. This suited me fine, as I wanted to try out a missile bombardment strategy.

NoMansLand.jpg


Turn 1
Initiative Centauri

Our extreme range left me little to do but advance forward with both pentacons, keeping my ships together for mutual support.

DilgarTurn1.jpg


The Centauri moved his Primus and Balvarin behind the dust cloud in the corner. He had to give an APTE order to the slow carrier so it could make the distance. This meant it was not launching more fighters this turn. All other ships gave an All Stop order. He seemed to like his current position.

CentauriTurn1.jpg


The swarm of fighters moved forward to be just outside 15" (bolter range) of my fleet. This gave me the option of ignoring them or using my slow-firing missiles against them. I chose to ignore them, so there was no shooting this turn.

Turn 2
Initiative Centauri

I call an All Stop with both pentacons. My reasoning is that I am far outside range of his Sulust and if he does nothing on this turn I will start using missiles on his fighters. Most of them are raziks with a single weak weapon, but they are a lot of them. If the Centauri stays in his "fort", then I should be able to take some shots without risk.

The Centauri responds by moving his three kutai near the Sulust out and toward my fleet. The two that were behind the asteroid field swing around and angle in toward me. The one in the asteroid field, Parry, is able to just move straight out. All kutai issue CBD orders. The Primus lumbers behind the dust cloud, slowly turning toward my fleet. The Carrier issues a Scramble order and unloads the remainder of its fighters.

CentauriTurn2a.jpg

Here we see the treacherous Centauri hiding behind a dust cloud.

CentauriTurn2b.jpg

And here we see the brave Parry moving out to face the Dilgar fleet.

The pile of fighters elects not to move. They won't give me free bolter shots.

As I'm considering my fire options, I notice that the closest Kutai, Parry, is just within missile range of Throne. I'm itching to try out my new ship so I decide to fire, unloading 20 AD of tripple damage missiles into the little boat. It explodes spectacularly. First blood to the Dilgar! The missiles on my other ships are only in range of the fighters and I don't want to waste all my slow loading fire.

Turn 3
Initiative Centauri

My pentacons again both call All Stop, hoping to stay out of range while Throne reloads its missile racks. I make a mistake by keeping the dreadnought out front.

DilgarTurn3.jpg


The Sulust Stalwart races out of the asteroids and places itself 24" away from my flagship, inside range of its beam but outside the 24" range of the missiles from my other ships. He also moves his other two Kutai, Thrust and Slash, forward toward my fleet.

CentauriTurn3.jpg


His Primus swings about to take position inside the dust cloud. The Balvarin holds position, facing the edge of the board and ready to run at any moment.

His fighters continue to hover outside botler range.

Stalwart gets an unanswered battle laser shot at my flagship, scoring 6 hits with its 4 AD beam. The damage roll scores three criticals. I'm stunned as the three criticals rolled are a 5/6 (Hull Breach), 6/3 (Engineering), and a 6/6 (Catastrophic Explosion)! The Throne of Judgement reels as it takes 25 damage, 20 crew, looses all traits, can issue no special actions, and has no damage control for the rest of the game. Ouch!

I again decide to not fire missiles at the cloud of fighters hovering in the distance.

Turn 4
Initiative Dilgar

This was my first turn to finally win initiative, but it couldn't have come at a better time. My pentacons moved slowly forward since the dreadnought couldn't issue an all stop. I had the Jashakar Tae Hazard move in front of Throne and issue the order "Maneuver to Shield Them!" - kicking myself for not doing the same last turn as is my normal tactic.

The Sulust gave a CBD order, expecting a great deal of return fire this turn. Thrust and Slash moved further forward, one within gun range of the Throne, the other just short of the dreadnought but able to fire on Hazard.

The Centauri fleet core is slowly coming about to engage from the dust cloud.

CentauriTurn4.jpg


His fighters then moved forward. Four sentri fighters took escort around the Stalwart, raising its interceptor rating to 6. The rest of the fighters moved forward to fire on the one ship that was close enough to attack, my sacrificial Hazard (life is very hard on frigates under my command).

Scouts light up the Stalwart, broadcasting my intentions quite clearly.

Three flights of razik attack Hazard. Their weak guns manage to score only light damage.

Then it's my turn to fire, and the command pentacon unleashes hell. Thirty eight dice of missiles converge on Stalwart. To it's credit the ship stops a great deal of the damage with its fighter escort (Interceptors 6) and the CBD order. But in the end there are simply too many dice. Starwart explodes and takes out the escorting fighters, doing minor damage to Slash. Throne fires its bolters at Slash and damages it heavily, though Dodge and CBD keep it from suffering fatal wounds. All other bolters fire at fighters and manage to kill 3 flights.

Thrust fires on my flagship and scores a few points of damage.

My support pentacon fires missiles on Slash, reducing it to a skeleton crew. Their bolters fire on fighters to no effect.

Slash fires on Hazard and decrews the frigate, leaving it adrift.

This turn worked much better for me. Throne is hurt badly, but its maneuvering and weapons still function. In return I have destroyed the only long range weapon in the Centauri fleet.

Turn 5
Initiative Dilgar

My pentacons begin to angle toward the far corner, hoping to position themselves to attack the remaining Centauri fleet. There is some risk, though, as Throne is gravely wounded. A good volley from Emperor Morell could send it over the edge.

Slash and Thrust move forward, getting very close to Throne in hopes of using all guns or, at least, harming the ship in their explosion.

Emperor Morell initiates a Jump Point. It wants to be ready to leave on a moment's notice if things continue south. The Maximus is right there with it. The last Kutai takes station at the edge of the dust cloud.

CentauriTurn5.jpg


A cloud of fighters piles around Throne, hoping to inflict damage through sheer weight of numbers.

My scouts light up Thrust and Slash.

The fighters fire, doing a bit of damage to Throne. The massive ship is now at about 38 damage, 10 from being crippled. I can see my opponent trying to do the numbers in his head as he eyes his Primus.

Throne fires guns in all arcs in a spectacular light show, attempting to kill some of the fighters that plague it. Three flights are killed. It also fires a surgically calculated number of weapons at Slash and Thrust, managing to destroy them both without an immediate explosion.

The rest of my fleet fires all bearing guns at fighters, killing 2 more all told.

The moment of decision is upon the Centauri. Stay or leave?

Turn 6
Initiative Centauri

My opponent didn't see any lucky criticals in the previous turn as he had hoped. So he decided to excercise caution and leave the planet. If this had been a one-off game I'm sure he would have charged in. But the Centauri are in dire economic straights right now and could not easily replace a lost Primus.

The Maximus first races through the jump point. The last Kutai (is that a movie title?), Lunge, can't make the jump point so it turns toward the edge of the board. It ends the turn a mere 2" from the table edge. The Bavarian lumbers off the edge of the board easily.

I continue to bear down on the far corner. I manage to get my scouts within scouting range of Lunge and I get Throne just barely within the 42" range of its single extended range missile rack. All my ships with anti-fighter traits huddle in close around Throne.

Centauri fighters also heed the call to retreat and run for the edge of the board. I breathe a sigh of relief.

Scouts paint Lunge.

Throne makes a 'Hail Mary' shot with 5 AD of missile at range 40". After dodge and CBD I do exactly 10 points of damage, destroying Lunge just before it can escape.

Losses:
Centauri
Destroyed:
Sulust, Stalwart (10 pts)
Kutai, Parry (3 pts)
Kutai, Thrust (3 pts)
Kutai, Slash (3 pts)
Kutai, Lunge (3 pts)
1 razik flight (3 pts)
Withdrawn:
Primus, Emperor Morell (5 pts)
Balvarin, Turhan's Glory (2.5 pts)
Maximus, Retiario (1.25 pts)
Sentri (.75 pts)
Razik x2 (1.5 pts)

Dilgar
Destroyed:
Jashakar Tae, Hazard (3 pts)

Result:
Dilgar victory (37 points to 3)

Observations:
Playing within the scope of a campaign can greatly change how a battle plays out. This is one of the things I love about campaign play. My opponent had won a previous battle in this campaign turn, and so was not in a position where victory was necessary to stay in the game. Furthermore, he was loathe to risk any expensive assets because his income is currently low. This made him play very conservatively and I was able to benefit from this.

This battle wasn't "make or break" for me, either. But I had declared Demeter the new Dilgar homeworld and decided to defend it zealously, no matter the cost. So I was willing to risk big in order to keep it. It also helped that I am flush with resources in this campaign.

Had the Cenaturi kept all his fleet together they could have easily destroyed the Throne of Judgement after it took so much critical damage on turn 3. It would then have been a simple matter to finish off the remainder of my fleet, as 75% of my firepower on the table was in that one ship. But he couldn't have known he would get so lucky. Instead he decided to hold back his most expensive units and see if he could inflict enough damage with his other ships to make easy prey for them to finish off.

The net effect of this was that I got to fight half his fleet with my whole fleet. Even then it was a close, exciting fight. Damn those high-quality Centauri ships!

The strength of the pentacon played a big part in this battle. It is likely a second shot from Stalwart would have crippled Throne. I absolutely had to kill it before it got the chance. Having the firepower of 4 ships all at once was the only way I made this happen. The loss of init sinks was a small price since the Centauri were holding defensive positions.

Aftermath:
The planet Demeter (New Omelos) remained in Dilgar hands long enough for a relief fleet to arrive. Throne of Judgement and its companions, bathed in glory, returned to base for repairs and a much deserved rest.

For this battle report plus the fiction of our campaign universe, visit the blog. :)
 
interesting report, your centauri admiral needs more aggression though, or perhaps more Brivari or hot Jala for some dutch courage :D
 
Campaign games are always different to one offs -

I must admit he massively over did it with respect to fighters........as he probably realises - Sentris are excellent dogfighters but only average anti ship assests and with a Balvarin he already had an advantage.......

Agreed that he really should have gone after your flagship - A Primus with a Maximus escort is no easy kill for the Dilgar.....

A vorchan squadron would have given him flanking options as well, the Kutai is a good ship but its not there to sit in front of Dilgar pentacons!!!

be interesting to see how it plays out - I must have missed something as I thought you and the Earthers has lost loads of ships whilst the Centuari had a big stockpile of ships and could afford to be agressive?

I haev found it often pays of to be agressive with the Balvarin - once its fighters have launched it is both a powerful gun ship - 10AD, Double Damage, AP or TL gun in the F arc and is big enough (with a interceptor) to soak fire
 
The Earther and I have both lost many ships recently. However, I have a large income while he does not.

As for the Centauri fighters, he was reacting to the strategic situation. In several of our previous battles I brought a veritible horde (20-40 flights) of fighters, overwhelming his Sentris in a few brief turns. Also, he didn't have any carriers as this campaign takes place before the in service date of the Balvarin (and the Avenger). But we all felt it was silly to claim Earthforce didn't use Avengers against the Dilgar - given the fiction written. And we opened up Avengers and Balvarins for play. This was his first turn with a Balvarin.

The Centauri still has nearly all his original fleet but only holds two locations. He feels that any losses would difficult to replace. Personally I believe he is being far more conservative than is called for.

I have been playing each battle with no regard for losses at all. I've lost 5 times as many ships as the Centauri and countles fighters, but have captured over half the locations in the system and now have enough income to replace losses.

I think the Centauri player is hoping for more tiny Patrol-Skirmish level battles where he can capture a location without risking significant numbers. Thus far the dice in this campaign have not rolled in his favor.

Unless there is a massive reversal against the Dilgar soon, I think the other players will conceed. Capturing all of the locations is too difficult because we allowed each player to build a War-level station at their home base. We have designed a new base construction rule set to avoid these problems in future campaigns.

Still...I may do an assault run against a base just for fun. It would make a fabulous AAR. :)
 
and you have the weapons to take down a station having all those mass drivers.
quick question, your flagship you said you only got the turn before but it has refits, are you allowed to buy them within your campaign?
 
The Dilgar have an "Other Duties" result on a roll of 12 called Experimental Vessel. It allows you to add two free refits to a single vessel you purchase that turn.

This is to compensate for the free allied ships most races get on a roll of 12. Nobody will ally with the Dilgar. :twisted:
 
YEAH! Another slap in the face to the Centauri by my fellow Dilgar Comrades. If I was closer to TX, Prime Fleet Alpha of the Wahant System would most DEFINITELY be your ally in the campaign.
 
Back
Top