Likewise when I'm playing. I always neglected carriers because launch bays sacrifice valuable room you could be cramming chock full of gun and lance batteries! This needs a rethink I expect should I get to play at a tribemeet or somesuch.
It comes from having played against imperials... with their torpedo waves that chaos cannot match, and doesn't have the armour to take in the face. Fighters let you take them out easily, and my logic was always that the flagship is most likely to have the highest LD, so lets just cram all of them onto that ship and its only one easy LD test to take to reload... meanwhile all your other ships can use their long range guns without worrying.
Against those tau my ships were hard pressed to keep up with the output though, was very glad the Ruby was my first reinforcement to take some of the strain (although me and Luis played the mission slightly wrong as we both selected our reinforcements rather than them being random, but as we both did I think it kept it even and fair).
Okay, this one is a much shorter report, since I didn’t get a lot of details on it at all.
The fleet was waiting for their flagship to return from its deep raid of the Imperials high command, a Styx heavy cruiser had been left in command of a pair of Hades. They held Anchor over the Ice-Agri-world of Harvest. Unknown to them the Raid on Ulant had gone badly for the forces of chaos and a fleet had been dispatched from Imperial high command to drive home their advantage.
The Imperial fleet was made of two battleships, ready to hammer the unsuspecting Chaos fleet.
Rematerializing straight out of the warp the Imperials wasted no time opening up at the Chaos in high anchor, forcing one of the Hades to disengage and flee to the warp within the opening turns.
There were 3 ships moments earlier, now there are just blast markers and a faint warp trace where the 2nd Hades used to be
In a desperate gamble to draw the Imperials towards the captured planetary defences, and to put some distance between themselves at the might of those battleships guns, the Chaos fleet broke formation, with the Hades escaping to the right and the Styx making a course for Havest, hoping to use its gravity wells to come about and bring it’s own heavy armaments into the fight.
It didn’t save them though, as the Imperial battleships moved to follow, their guns howling out through the void, crippling the remaining Hades even as it attempted to escape. Out of position, on the back foot, damaged and clearly outgunned, the fleet commander gave the order to disengage and protect what he could. His swift action meant that while both Hades needed to be sent back to the main fleet docks for repairs, his own Styx only suffered minor damage and would be ready to fight again as soon as the chance for revenge presented itself.
As soon as the Chaos ships fled, all those aboard the planetary defence stations fled back down to the planet, attempting to hide amongst the populace. Though it will take many years for the Arbites and the Inquisition to hunt down these traitors, the world itself is back in Imperial command and the food tithes the endless war has been crying out for will once again resume under the watchful eyes of the fleet.
Phil didn't have the correct bases I think for em... hence they look a little... tispy, beyond that... not sure what to say, I don't know imperials well, other than the nice pop sound they make when they explode!
Okay, this one took me a little longer to get written up, had less free time than I would like. But here it is, the conclusion to turn 3:
Blockade run from Thracian Primaris
After hearing reports of an ongoing raid on Thracians Primaris, Imperial high command concluded that this was a major raid by the Dark Eldar pirates who had been reported in the sector. Due to logistical demands and tactical advice, it was deemed too wasteful of resource for too little gain to enter a ground war to try and protect the planets population. Instead an Imperial fleet was dispatched to blockade the planet and end the piratical threat to the system once and for all.
The Imperial fleet in high anchor
Once the raiders had sated themselves on the defenceless planets inhabitants, they prepared to run the blockade back to their secret base of operations. Surveying the Imperials fleet disposition they identified a weak point through which to launch their attack at the far end of the picket line.
One isolated capitol ship anchors the left flank of the Imperial blockade
The Dark Eldar leave the planet and prepare to engage
Using their mimic engines the pirates mask their ships, giving off the energy readings of fleeing transports, rich nobles who have managed to secure their safety by buying their way off world. This allows the xenos to skip closer to the picket line before the alarm is raised
The Dark Eldar are already halfway across the board before the battle has even begun!
Even as the klaxons began to wail, the pirates nimble ships slipped even further into the Imperial fleet…
…Leaving many of the blockade far out of position, struggling to come down the line to aid in the battle
It was a trap! The Imperial Admiral had lulled the overconfident pirates into attacking by feinging weakness. His lone capitol ship was a hard anchor, able to withstand the firepower unleashed towards him, and a nearby escort squadron was able to swiftly respond. Coming to the aid of their fellow vessel, the escorts dived into the lightly armoured Eldar fleet, putting significant damage on the Dark eldar capitol ship.
The raiders launch a surgical strike on the blockade…
… before the Imperial trap is sprung and the escorts react faster than the xenos anticipated
While this saved his fleet, the Imperial commander couldn’t then do anything to stop the pirates from disengaging and passing the blockade before anyone else could respond. A defeat for the Imperials, but not too heavy a blow. The battle for the Scarus Sector would rage on for now, with no end in sight.
Hope you all enjoyed the read, should have the next turns missions being rolled up next week I think, so will update then with the new orders and map (hopefully).
It's time for the next instalment, Turn 4 of the campaign for the Scarus Sector!
We're meeting on Thursday for our game night, I've just rolled up the missions we all have, waiting on the guys to let me know what systems they will be attacking, and for an updated map, then I'll post it up here in the usual format of a pic of the map and the table to be filled out.
So our Cartographer is out of action this week due to real life commitments. However we have some info to set the scene at least.
The Raid on Mordaz Parn is conducted by yours truly, the mighty Lord Siegfried, Favoured of Nurgle and Slanesh, a cruiser clash against @andrewedwardbrown 's misguided corpse god followers. We are using the 4 ships, 185 max cost limits, but as of last campaign turn we implemented that raids will still conquer systems, thus there is a Forge worlds future hanging in the balance as these capitol ships duke it out high above the factorums on the surface.
The cunning Dark Eldar pirates have lured the 2nd battlegroup of the corpse gods servants into an ambush, 'The Bait' scenario will be played as a major raid, out in the voids of Quinx. If the pirates can succeed in their trap this will open up the ripe core worlds to direct attack by the forces of chaos.
And the final game to be played will be the unstoppable Tau who have set their sights on claiming the forges of Nysa Stromlo. They are opposed in another cruiser clash by yet more forces of chaos. If they restore order to the mighty factory world, the imperial war effort will have a significant boost in resource, allowing them to repair their ships in the field rather than having to send them to dry docks safe away from the contested sector.
And here is the map of the attacks happening tonight!
Right, with work being hectic and yakmeet coming up, I've got the synopsis only, full write ups and pics will be done... next week hopefully (depending on how much write up there is for the western marches too!).
So due to yak meet, and real life just generally being a little too frantic for me for the weeks after the last gaming night (so I can no longer remember enough details to bother writing detailed reports), we'll gloss over that missing log in the Scarus archives.
We've a game night tonight, 4 of the 6 of us can make it down, so 2 games are being played.
Since our group has all become a little busy, not huge amounts of prep have gone into these games, to the point where we don't even know yet where the attacks are happening. When the warp storms have cleared though, and in the aftermath we know where it was happening, I'll report back (likely next tuesday).
The two games we have are a dark eldar attack on an imperial convoy, consisting of 6 transports and 3 heavy transports who are fleeing to safety with their 600 points of Imperial escort fleet. They were the last transports to escape before the chaos blockade went up on the planet. Which leads us to our second game, a blockade run as the remaining imperials try to break the blockade and free the planet. This is a large game... 1100 points of imperials are trying to smash their way through my fleet, almost in its entirety, 2200 points worth of chaos will be trying to stop them in their tracks.
Synopsis's, maps, and detailed reports will start trickling in from next Tuesday, and hopefully be finished by next Friday.
This means that Chaos has won the campaign by reaching 7 systems first. There will be a month break as we want to teach Andy bloodbowl and another of the players wants a chance to play some bolt action. The following month we will be having a big blow out game, the chance for the Imperials to save some face and pride by getting their High command out of the Sector. We will be having some big space stations that Andy has created for us, and will decide if the Chaos victory is a huge win, causing the sector to be lost for centuries to come, or if it was a temporary setback and the Imperial war machine will be able to continue skirmishing, with the intent of a reclamation crusade in a matter of decades to return the light to the citizens of the Scarus sector.
I have already uploaded pics to the computer, so time permitting I'll have full write ups with pics of the games over this week.
The Imperial fleet had split, the transports with full crews but empty holds make way to Hexan to resupply and gather resource desperately needed for the Imperial war effort. Their Navy escort are light, but all that High command can spare.
They have to pass one of the Planets in the outer reaches of the Hexan sector on their way to Hexan prime. There are a number of unknown contacts registering pings on the long range scanners. With a resigned sigh the Convoy Protection Commander (CPC) leaves it as long as possible then signals for translation to realspace, hoping they have passed the worst of the unknown rebels, but knowing this won’t be an easy guard duty.
As the Convoy translates and begins the approach in realspace from the jump point, scanners detect a wave of incoming pirate fighter bombers. A protective screen of inceptors is deployed to tackle them.
It is then that sirens begin wailing and a prayer for deliverance is muttered by the CPC, these are no mere pirates, they are the xenos breed Dark Eldar, and a capitol ship has just been detected lurking being a dust cloud. Appraising the situation he orders one of the wolf pack to join him in confronting this ship, while sending the rest of the convoy onwards hoping to buy time for them to escape.
The rest of the convoy continued it’s travel as best it could, fighting off more swarms of fighters are they swept down upon them out of the inky blackness. The 2nd in command who was aboard one of the remaining Dauntless then noticed too late, a squadron of escorts fell upon the lighter transports, targeting the easiest prey in the convoy, and before the Dauntless could respond there was nothing left to save.
[The Dauntless exact a bloody revenge for the destruction of the transports, leaving no pirates alive in the escort squadron to take the plunder they had opened to the void. In the background the CPC aboard the only Imperial capitol ship tries in vain to tie up the Dark Eldar ship of war]
As the rest of the convoy battles on, they round the planet to discover another piratical capitol ship. The CPC already stretched thin, leaves his own ship open to attack, diverting his fighter and bomber waves to assault this new threat alongside the remaining wolfpack.
[Imperial fighter/bomber waves attempt to distract the newly arrived pirate ship]
Though the pirate ship could fight off this effort using it’s own fighter/bomber assistance, the distraction did prove enough to allow two out of the 3 heavy transports to slip past and begin their dash for the safety of cover from the space station defences nearer Hexan prime.
Although the transports have broken through, this has come at a terrible cost, the CPC’s ship, without his fighter screen has been reduced to a burning hulk by the first pirate ship, and the 2nd has now given chase to the vastly slower heavy transports. The wolfpack senses the chase and hunts the 2nd capitol, their concentrated weapons batteries adding to the paltry defences of the transports themselves manage to reduce the pirates ship to a drifting hulk of their own, but not before it has caused crippling damage to both transports.
The first attacking pirate ship now finished with the primary Imperial defender, comes flying past the planet, gaining rapidly on the fleeing transports. It came down to one last volley that wasn’t enough as the captain of the last heavy transport wisely braced for impact. The remaining wolfpack all nipped off to under the protective curtain of the space defences, leaving one crippled Dark Eldar pirate ship on a single hit point to limp back to their secret base.
A victory for the Imperials, but at a terrible cost…
@andrewedwardbrown 3d printed them himself... he's out terrain guru/master at the club we play (which he also hosts lol... basically he's out one stop shop for gaming). I think anyway. He might have merely designed them then sent them somewhere to be printed...
I don't, but will get some next time we meet up. The great thing about them is the cargo is a slot on/slot off thing, so the rectangular or circular bits (in red/gold in the central sections) can all be changed about. The heavy transports are the same as the light ones, but with a double slot so they can have 2 of the cargo attachments put in.