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Rufus' random reports

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Rufus' random reports

 

Welcome rambling friend. In here I'll try and collect my occasional reports from games with and against most fleets within the DW universe. Since I started DW with the Brits and the Covenant I have built half a dozen of forces of which my LoIS likely are the biggest and most infamous. Sometimes I will report with pictures or maps, sometimes maybe just a short report and/or tactical trash talk or sometimes maybe a fully pictured Scenario game with story line. This thread may well seem dead for a couple of weeks every now and then, because real life happens to happen... but most likely, I'll just pop back in after a few days or weeks off. But for now let's start out with two simple and basic rules and then a first report:

 

Rules:

1. Take part: Feel free to discuss things, ask questions, critizise my moves and even (trash)talk... because it is a fun part of the game.

2. Forum rules apply, so behave (and NEVER say a bad word about my Affondatore class Carrier "Giulia Rosa", she is hot-blooded and has a habit of wrecking whole fleets when she is angered. ;))

3. Have fun!

 

Links:

1  A standoff beneath the waves

 

FAQ:

Frequently ask the same questions to get one ;).

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A standoff beneath the waves...

 

The first battle report in here belongs to the Kingdom of Britannia as the British were my first fleet and they likely are one of my largest fleets with about 6000 points of models. While the KoB has a bit of a bad reputation on this forum to me the Brits likely have the highest long time playability in the game and whenever I can't really decide which fleet to take I end up with fielding a KoB force. Besides I really like the latest (September 28th) ORBAT.

 

We decided to use a German tournament pack which is 1300 points per side and a full dozen of great scenarios to play with. We randomly determined the Scenario right before the game and well after building our forces.

 

1300 points naval core, Black Wolf Mercenaries vs. Kingdom of Britannia

 

Apolloxers black wolf forces:

Deathbringer ©

Forbes Blimp with Torpedoes, Guardian generator

Retribution Sky Fortress with Dilation Field Generator, 5 Fighters & Recon

Nemesis Battle Cruiser, Guardian Generator

Nemesis Battle Cruiser, Dilation Field Generator

Manticore Support Skimmer, Turret & 6 Reapers

Manticores Support Skimmer, Turret & 6 Reapers

3 Chimera Medium Airships

4 Fury Corvettes

5 Fighters & 5 Divebombers

 

This force is very light on smalls, which is due to the absence of the classic "kill all smalls" field order in the tournament scenario package. In some of the 12 scenarios this would still be a downside as having a couple of fast small could be essential to grab strategic ressources or due rescue missions. Nevertheless a very interesting fleet and Apolloxer knows exactly how to use those Dilation fields which I hate with a passion!

 

Rufus' Kingdom of Britannia:

Illustrious Sky Fortress ©, 3&3 Fighters

Ruler Class Battleship

Ruler Class Battleship

Vengeance

Lord Hood Class Battlecruiser

Lord Hood Class Battlecruiser

2 Vanguard Class Submarines

5 Swift Class Corvettes

5 Swift Class Corvettes

5 Swift Class Corvettes

5 Fighters & 5 Fighters

 

Vengeance and Vanguards were chosen for area denial and occasional boarding, the Rulers and Hoods as an artillery backbone and the Swifts to get a fast and deadly element to dispose of enemy smalls and for boarding strikes. The Commodore on the Illustrious was there to bring some additional SAS and a "safe" place fot my Commodore.

 

The Mission for both sides was a break through. Basically units could score as many points as they cost by leaving via the long board edge on the opponents side. However standard victory points still applied and I decided to try and destroy as many BW vessels while escaping on the other side would only be done by badly battered units.

 

10kobvsbw1300nxqhd.jpg

 

Turn 1:

The KoB won initiative, moved all SAS fighters as a big swarming screen in front of my large vessels while waiting for the BW fleet to come a bit closer. The BW did so behind the cover of their dilation fields. The Illustrious tanked a full 16 AD rocket attack from the Chimeras without taking any damage and with the Chimeras a bit closer and one oft hem not in obscured mode my right flank was ready to strike. A Ruler, the Corvettes and two Hoods were enough to bring down the first of the three medium flyers. In the centre, the Deathbringer scored a first point of damage against the Vengeance while my torpedoes scored a damage against one Nemesis. Corvettes were cruising at high speed to get into boarding range for turn two.

The KoB had done better during turn one bringing down a chimera and scoring a few stray damage points.

 

11kobvsbw1300p3qr6.jpg

Circles= Dilation Fields, Explosions= Models lost, Stars = successful boarding assaults, Suns= Sturginium Flare teleport.

 

Turn 2:

The KoB played radio intercept and won initiative. As a very first activation 5 Swifts charged into the heart of the enemy fleet, sank one fury, damaged another one, shot down some enemy SAS and derelicted the Nemesis BC with the guardian generator upgrade via a daring boarding assault. The BW sky fortress answered by bombing one Corvette and putting a damage on one of the Ruler Battleships. The second unit of KoB Corvettes was not as lucky as the first one. Gunnery did no damage, CC failed to hit against some Reaper Subs and when the boarding parties launched against a Manticore they jumped into an incredible AA. The dice in 5 groups were [66/6/6/6/2]. So only two british marines made the jump failed to hit with a [11] and were then wiped out.

The rest oft he turn saw another chimera falling to concentrated fire from Illustrious, Hoods and a Ruler and the BW mediums were forced to keep their distance by the threatening presence oft he Vengeance and Vanguards. Finally they still made their move, the remaining Nemesis critted a Vanguard forcing it to surface. The Vanguards took their revenge, with a boarding attack, leaving only two crew on the Nemesis and sabotaged the ship. The vengeance finished the Nemesis derelicting it and did a crippling 5HP ram against a Manticore. Then it was the time to strike for the Deathbringer, which put a doublecrit on the Vengeance.

 

12kobvsbw1300z5qvj.jpg

 

Turn 3:
Both sides played battlefield repair. The Nemesis went back to 5 HP, the Vengeance was restored to four hullpoints. The KoB used a Ruler and completely fluffed the attack rolls against the Nemesis which retaliated with a sturginium flare crit that destroyed the Vengeance instantly. Now the remaining BW forces really showed why they are feared. They sank all the Vanguards, brought the slightly damaged Illustrious down to just two remaining hullpoints and did another sturginium flare crit on the already damaged ruler, teleporting it 14 inches across the field and ending up at half hullpoints left. To make things worse, the Deathbringer even managed its swift manœuvre and thus got back to safety before the Swifts could strike. The KoB thus could only hunt down one of the Manticores and damage the other one.

 

13kobvsbw1300xgonx.jpg

 

Turn 4:

The KoB submarine blockade had fallen. But the submarines had bought the rest of the fleet some time to react. Again the KoB went first, the Illustrious headed back to obscured mode bringing as much distance between it and opposing forces. This time the Deathbringer failed to do much harm and it could not get back beneath the waves. After bringing down the last Manticore, KoB Forces concentrated all fire on the surfaced deathbringer and did four points of damage. Then it was time fort he remaining Swifts, without much AA to fear they had no trouble in seizing the boat fort he KoB. With their Commodore taken prisoner the last BW vessels fled the field.

 

14kobvsbw130056osz.jpg

 

Crushing Victory fort he Kingdom of Britannia with 1350-650 points.

 

Looking back:

- The Black Wolf Forces had a bad start and then fought back as hard as they could during turn three. The KoB Corvettes showed the BW Elite vessels vulnerability to boarding assaults and the lack of broadside weaponry really was troubling for the BW forces and made it very hard to deal with all the smalls incoming from different directions.

- Going first 4 turns in a row didn't happen to me for a while and this sure was a big advantage for the KoB. For turn two this was crucially and for turn four pretty important too. Add in the bad luck for the BW rockets/long range fire in turn 1 and we have a good portion of luck helping the KoB a big deal.

- The KoB Artillery ships were too far to the right and thus could not contribute at full effect. Of course they made short work of the Chimeras but the KoB had about double the ressources dedicated to this fight. Turn three had the KoB Artillery platforms struggling to get back into a strong position to do the decisive strikes.

- The Corvettes were one of the key players in this game. They did a devastating early boarding attack taking out a squadron of Furies and bringing down a battlecruiser before it could fire once. And finally they took out the enemy Commodore effectively ending the game. With their AA and CC the Swifts are the most versatile Corvettes out there.

- I was lucky not to lose my Commodore turn three, or to put it the other way around, the Illustrious really had some tough luck there eating a lot of enemy fire and suffering that much damage. It sure was risky to put it rather close to the battle, but the 8 Elite crew were an important threat to the enemy force and without the Illustrous suffering a double hard pounding and the Ruler getting teleported away the Deathbringer could not have risked surfacing in range of 8(elite)+8(regular) KoB marines. The Illustrious still was good value. The KoB could whittle down enemy SAS forces, the Illustrious did some damage and it drew a LOT of enemy fire for a 150 point model.

- Vengeance/Vanguards: Just 260 points of ships basically held the 15" wide channel through which the BW forces advanced. Their simple presence forced the BW ships to activate carefully and while their Torps had some bad luck, the submarines  boarded a Nemesis and kept the enemy fleet busy throughout turn three until the Rulers and Hoods could bring their guns to bear once more.

- Personally I think this or something similar could be a good way for a pretty competitive KoB build. For 1250 points one could simply drop the Vengeance for even more Corvettes. (Or drop the Vengeance for another two Vanguards and drop two Corvettes). Personally, I'd sure want to try out using 3 Rulers too.

 

EDIT thanks to Varnos' comments:

- The Reapers were busy hunting my Swifts (brought 1 down, damaged another one) and did a damage to the Vengeance turn 2. Hunting the Swifts with their elusive target rule and 2CC each imho is not a good idea for those. They should probably have tried hunting the Hoods instead.

- The Forbes was pretty ineffective. The first turn it had no good targets and did not do any damage, turn two id maybe damaged the Vengeance and turn three it had bad dice. However it kept flying close to the BW vessels providing some guardian coverage after the Nemesis with Guardian had been captured.

 

Hope you had fun reading. Feel free to comment...

 

Rufus

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Herrr... Huh? I love the Black Wolf, but what is that Forbes doing there? You don't have a non-capital to form an allied (mercenary) battlegroup with, and the Forbes is EIMC!

 

That's the Black Wolf Mercenary commodore doctrine: "One Careful Owner". Basically, it says the following: "The Black Wolf Fleet may include in their force list a single LARGE model chosen from any non-Russian Coalition or non-Covenant of Antarctica Force List." There's a few minor alterations to the model as well (most significantly it gains Strategic Value (100)).

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A couple of points based on your conclusions:

  • I think the KoB got really lucky with the swifts. They're powerful flankers, no doubt, but what they did was way outside of their average performance. While I think that putting them in the flank was tactically sound, I wouldn't overrate the units either, here. You got it right that the broadsides are a downside on the chimeras... I would personally have had a nemesis on the flank, it has decent has a BS battery and it could help engaging that artillery there on the right flank
  • What happened to the Forbes? What did it do? It was, I thought, going to be a key unit with its 100 Strategic Value, and yet it seems to have kinda chilled on the left flank acting as an observer rather than a participant: your report doesn't mention the damn vessel even once and the pictures just kinda see it move south gradually.
  • Don't drop the Vengeance, it's such a pretty vessel ;_;. Also, it did a 5 hp ram and you want to get rid of it?! Geez Louise, what does it take to impress you!
  • Reapers should have been a key player taking out corvettes, but I don't see a single mention of them doing anything either... And for 12 of the darned things, I'd expect at least something to happen!

Thanks for the report, I liked reading through it. Nice pictures to go with it too!

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@Varnos: Thanks a lot for the feedback:

- Imho the Swifts did perform as they should. Three units of 10 reckless marines closing in from different directions with decent cover and a vaste choice of juicy targets. There was one very strong activation (the first unit of Corvettes) one pretty devastatingly bad one (12 dice without damage, 10 marines from 5 boarding parties scoring not a single casualty)... Corvettes really are awesome against BC class vessels.

 

- About the Reapers, I will edit them into the report (thoughts and conclusions), they tried hunting down some Corvettes, which imho is a pretty good way to waste their potential. 12 torps that hit on the 5 (elusive) IF the Reapers pop up (hit on the 6 if they stay under water) and the Swifts can counter that with an impressive 6 CC. The Reapers actually were busy hunting Swifts and killed one, damaged another one and if I remember correctly they even did a damage on the Vengeance turn two. Imho the Reapers had a rather bad matchup as they are best against smalls with low CC (and no elusive) or against maybe BCs or some Carriers. It was mostly because of the Reapers that I decided to put both Hoods on the far flank, as a slighty damaged Hood will easily suffer a crit when attacked by Reapers. The Rulers could have been another target for them but as long as CC is up, the Reapers will have to be slightly lucky to score a damage and the Rulers can live with a stray damage...

 

- Will have to edit the Forbes in: I "hate" that Blimp and have a habit of simply ignoring it, but maybe it would have been a good option to go after the Blimp with full gunnery. What did it do in battle: It did bring the guardian for a couple of BW vessels and a couple of torpedo attacks scored some damage to the Vengeance and maybe something else, but I did not return fire at it once. Looking through its stats once more I wonder why I did not simply try to shoot it down with the Hoods/Rulers...

 

R

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Ah yes, nice to see my crushing defeat in such excrutiating detail.

I had some bad rolls on the Vengance and struggled with the corvettes. Still, I can't blame the dice, I made mistakes starting with the fleet composition.

I'm still amazed by the amount of awe (and corresponding fire) the Chimeras evoke. And yes, I capitalised on that, as Rufus noted. Still, as they died very fast to massive gunnery in every game I played them, I guess they are really dangerous?

The corvettes were my doom. As I was very light on smalls myself, I had no weapon systems to counter them. I tried to plug this gap with the Reapers, with the aforemented results.

Lesson 1: More smalls. Maybe the flying ones, they have turrets.

Lesson 2: more CAPs, more Furies in Escort. Might save a ship or two.

Lesson 3: no more being greedy with Mister Deathbringer while nasty corvettses are nearby.

edit: a word

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2nd German Dystopian Wars Championships, Berlin

 

Tomorrow I'll fly to Berlin where this weekend I'll take part in a nice gaming event organized by Thunderbolt. To start up the heat I'll simply post my tournament list (1300 points naval or aerial core, allies allowed, expecting a couple of dreadbots) which will hopefully cover its tactically inept commander. Right now there seem to be about 20 players from 4 different countries, playing a total of 11 different factions. No single faction is present more than three times, so I am really looking forward to meeting new people and play a lot of enjoyable DW games. I really hope I can do reports with at least some kind of halfways decent pictures for my games, but time will tell...

 

Fleet list:

HMRS Tanith: Illustrious Sky Fortress (Commodore), Pulse Generator, 6 SAS [150]

HMS Hermes: Ruler Battleship, Guardian Generator [190]

HMS Baal: Ruler Battleship, Shield Generator [180]

HMS Melqart: Ruler Battleship, Shield Generator [180]

Lord Hood Class Battlecruiser [115]

Lord Hood Class Battlecruiser [115]

2 Vanguard Submarines [110]

5 Swift Corvettes [100]

5 Swift Corvettes [100]

3 Swift Corvettes [60]

5 SAS Fighters

4 SAS Fighters

1 SAS Recon Plane

 

A total of 1300 points. Expecting a lot of Dreadnoughts and/or Dreadbots, I am pretty curious how my little ships of the line will do. As a precautionary measure I'll post a picture now... ...all ships still afloat!

 

berlinfleet6dwrsp.jpg

berlinfleet7ohovz.jpg

berlinfleet8mvqor.jpg

berlinfleet9w7ppt.jpg

berlinfleet916bpzh.jpg

 

Cheers! Comments about the list, fleet, tournament or my english are warmly welcome!

 

R

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Nice looking fleet, it looks like a WW1 Fleet -no cruiser, just battleships and battlecruiser with little friends-. Game-wise, what is the general strategy? I was thinking it would be an Indirect fire list but it doesn't seems so considering the lack of spotter model.

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@Nicholas: It did a good job trying so... :) however the name comes from a punic/phoenician goddess (as for the batleships Baal and Melqart). I am not entirely sure, but the phrase itself - while likely being made up - is said to be a quote from Frederic the Great.

 

@all: I'll start a write up asap, however I really messed up my pictures, guess the cam is finally dead and while the weekend was a superb event and great fun I can't do five full batreps because work is just eating my free time for breakfast...

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2nd German DW Championships, Berlin

 

The tournament was a great event (a big thankyou to Thunderbolt for organizing and running this tournament). I was happy to meet a lot of new faces and get to know some people within the German and Czech DW community and it was great to meet Guzizug again. Even if we missed the opportunity to have a game with each other because I started loosing a bit too early it still was a great weekend and I met a whole lot of skilled and friendly gamers. I had five very enjoyable games, all of my honorable opponents were perfect gentlemen and the venue had enough space for all the gaming tables, the time schedule worked out fine and I think all of the participants went home having had a very good weekend.

 

I had hoped to finish somewhere in the top 10, but way more importantly I was determined to play and talk a lot of DW as this weekends 5 games likely would be as many games as I'll likely do during the next couple of months. In the end I finished 10th of 21 players loosing three of my 5 games and every single loss was well deserved :), I really can't blame dice or my fleet. However this did not make the event any less enjoyable.

 

I had built a fun little artillery list for my KoB which worked out pretty nicely in a couple of testgames and I had travelled to Berlin guessing there might be a couple of Dreadnoughts and likely Dreadbots to shoot to pieces (which the fleet can do deceptively well). The tournament format was 1300 points naval or aerial core and being used to our local meta I simply forgot about the aerial core part. However I did not really fear facing any possible aerial core lists as I felt sure 20 KoB redoubtable turrets would give those airships a hard time and my fleet was not relying on torpedoes.

 

To start, let me just do a few short comments on my fleet...

 

HMRS Tanith: Illustrious Sky Fortress (Commodore), Pulse Generator, 6 SAS [150]

HMS Hermes: Ruler Battleship, Guardian Generator [190]

HMS Baal: Ruler Battleship, Shield Generator [180]

HMS Melqart: Ruler Battleship, Shield Generator [180]

Lord Hood Class Battlecruiser [115]

Lord Hood Class Battlecruiser [115]

2 Vanguard Submarines [110]

5 Swift Corvettes [100]

5 Swift Corvettes [100]

3 Swift Corvettes [60]

5 SAS Fighters

4 SAS Fighters

1 SAS Recon Plane

 

The main thoughts were simple. I wanted to make use of the KoB guns (which I like) and build a versatile fleet that could pack a decent punch without relying on any single model. The larges should absorb quite a lot of damage (keep good firepower even if damaged) and provide cover for the Hoods which bring nice additional firepower. The fleet basically likes to form a battleline at RBIII and outflank its opponent while giving full broadsides from the Rulers and if the time is right, move to RBII and strike even harder. The Vanguards should help to keep enemy smalls/mediums at bay and the Swifts should help out with AA versus enemies with more SAS. Of course Swifts and Vanguards were there for possible boarding operations too and as the tests had shown, the Hoods and even the larges could do a good job for late game boarding too. All in all the fleet had 15 activations which I considered good average without being an activation spam fleet. Nice thing about the fleet is that it is "strong" during deployment as many fleets rely on more expensive larges or very expensive medium squadrons and the 4 larges and 3 medium squadrons allow to react flexibly.

 

On to game 1...

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Game 1 with Thunderbolt, Chinese Federation

 

No plan survives contact with the enemy...

 

Scenario: Standard rules. The commodore is worth double points.

Main thought pre game: Be cautious, keep the Illustrious back and shoot the enemy commodore if he moves to aggressively.

Even before deploying the plan was dead. Jürgen brought a Chinese Federation Aerial Core Force which consisted of the following:

 

Zhanmadao ©, Carrier 12

Feilong Sky Fortress, 6 SAWs

Feilong Sky Fortress, 6 SAWs

3 Chi Long Assault Flyers

3 Chi Long Assault Flyers

5 Zhulong Small Flyers

5 SAW

5 SAW

 

Terrain obviously was not that important in this game as Thunderbolts Force would simply ignore it. The matchup seemed pretty tough, but I was really looking forward to play with Thunderbolt as I knew he is a good player from his tournament record and even more importantly I knew he must be a nice guy when he took a huge effort pre tournament to make the venue a great experience for everyone. While I was not really sure how my fleet could do against the Zhanmadao and double Feilong with those brute nodes there was one thing that immediately put my fleet in a decent position. Thunderbolt decided to take an aggressive approach and put all Chi Longs to the advance force a couple of inches left and right from the centre. I obviously set up completely towards one flank which automatically had 3 of the Chi Longs and even one of the Feilongs a bit out of place with too much space to cover and I hoped to increase this distance with my movement even further.

 

dm193obh.jpg

 

Turn 1: Thunderbolt advanced, my whole fleet tore big holes in the closest unit of Chi Longs finally bringing two of them down at turns end.

 

dm26foma.jpg

 

Turn 2: The first Feilong had range for the nodes and set a couple of Corvettes on fire. I moved further to the right flank slowly advancing towards the centreline while firing full barrages at the Feilong that had harassed my Corvettes. One of these shots resulted in a crit teleporting the Feilong 15" in my direction where I could board it as it had not been obscured. I obviously used the crew from my burning Corvettes for this and in the end had to scrap some models, but the first Feilong had fallen.

 

Turn 3: The Zhanmadao arrived in highly effective range. The earlier rocket barrages had not hurt too much, but now it turned its guns on my ships critting a Ruler and flaming down some more Corvettes. My SAWs were doing the job of their lifes bringing down more and more enemy SAS and while the Chinese forces were still getting in position, I fired all guns at the Zhanmado scoring a couple of HP including a hard pounding.

 

Turn 4: The Zhanmadao boldly advanced further firing in all directions, the Illustrious took some damage and one of my Rulers fell to enemy fire. After the other Rulers had put more damage on the Zhanmadao and the Illustrious was running (flying) for her life to avoid getting boarded by the Assault Flyers, I used the chance for a boarding attempt on the Zhanmadao with the Vanguards as they obviously could not do much else. They did an amazing job bringing down a lot of the enemy crew and scored another sabotage. At this point I decided to go all in and use both Hoods to hopefully get down those remaining 2? crew on the Zhanmadao or die trying. Fortuna was with the brave Lord Hood crew and the first attempt was enough to overwhelm the remaining crew on the enemy Commodore which was prized.

 

Turn 5: Thunderbolt boldly fought on, but could not salvage the Zhanmadao as only one Chi Long got into position for the attempt, to make things worse HMRS Tanith survived all incoming CF attacks on the very last hullpoint with 2 corrosion and 6 raging fire tokens on the airship. The enemy SAS capacities were depleted, my remaining ships concentrated fire on the Assault Flyers and took more stray shots at the small flyers reducing the CF forces even farther. In the end phase the Illustrious repaired both corrosion markers (thanks to the Commodore ability) and the game ended here.

 

dm3t2pfh.jpg

(The Zhanmadao already removed after the game its position was to the left of the Hood/Vanguards)

 

The sum of all tokens... or: What happens if you face chinese.... (sorting all tokens back in took more time than deployment ;))

dm4seoj3.jpg

 

Looking back:

I had been really lucky both with the teleport on the Feilong and the boarding attacks against the Zhanmadao and in the end scored a brutal 20-0 victory with the Commodore alone being worth a crushing 1440 points because of the scenario we played. On the other hand Thunderbolt had a couple of pretty bad rolls one of them about 15 dice on the Illustrious hitting on the 5+ resulting in exactly zero hits. He did roll pretty good for everything that has flames. The nodes worked on nearly every model he targeted and there were at least 2 fires on every model that had been hit. The same went for the flame throwers, those regularly scored a lot of hits or even crits, but the real guns which bring down ships and don't just burn them slowly failed him miserably. To be fair, his airforce might be a bit light on actual gunnery. Even with about 500 points of his airforce being delayed through my deployment and movement I had a hard time winning this game and the game was way closer than the result may look like. However this did not hinder Thunderbolt from climbing up the ranking with every game and in the end he finished way ahead of me in the 3rd place with a crushing 65 of possibly 80 points in his remaining 4 games.

 

R

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Game 2 with Asghar, Kingdom of Denmark

 

Scenario: Standard victory points. Units that make it to the opponents advance deployment zone score their points worth in VP (double if they make it to the opponents main deployment zone).

 

Skagerrak reloaded…

 

Asgard ©, 6 Tyr, 6 SAW

1 Raggnarok

1 Raggnarok

3 Skagerrak (2nd turrets)

3 Skagerrak (2nd turrets)

5 Korsors

5 Korsors

12 SAW

 

Asghar is one of the three guys from the Czech republic who made it to the event. I was happy to get a chance to play him in Berlin. Both sides deployed cautiously, Asghar knowing that he had superior speed and IDF abilities while I hoped to create a strong right flank where I planned to destroy 3 Skagerraks some Korsors and the Carrier with 2 Rulers, 2 Hoods and a couple of Corvettes, possibly luring more KoD ships there later. However I was not careful during deployment and set up a ruler in a position that allowed Asghar a turn 1 RBIII shot with one unit of Skagerraks.

 

In the break of dawn you can see the KoD fleet setting up for battle.

dm5ahjdg.jpg

 

Turn 1: Some careful movement on both sides, some IDF from the Danes and as his last activation Asghar moved the Skagerraks to RBIII and crit my Ruler. Return fire from the Ruler and a Hood failed to bring down a gunship and so I really had to win initiative in…

Turn 2: The KoD won initiative, the Skagerraks moved again, doublecrit the Ruler including half gunnery. In the centre the Raggnaroks were advancing at a fast pace, but I was more worried about my right flank that should actually win me the game (according to plan ;)). So I tried to take the Korsors out of the equation with my Swifts, but failed to kill a single model with guns and boarding. Now the Korsors did their move, mined a couple of my Swifts and some even got in a RBII and RBIII firing position on my hood critting it and teleporting it directly off the table. However I now started to bring down those gunships a single gunship surviving, but I knew this was too little too late as the second squadron was already getting in position.

Turn 3: The new gunships triplecritted my Hood while I was able to prize the last Skagerrak out of the first group. A full RBII ruler broadside on the fresh Skagerraks resulted in some stray damage without bringing down a single Skagerrak. My centre was slowly breaking apart. The annoying Korsors even prized the badly damaged ruler.

Turn 4-5 (might even have been up to turn 6), wiped out all of my remaining forces in the centre including the Commodore on the Sky Fortress and I basically only had two Rulers left which finally had been able to bring down the second group of Skagerraks with pretty hot dice while salvaging the third Ruler that had been prized before. In the centre Asghar was already hiding some left over Korsors in safe positions within my main deployment zone while the Raggnaroks were getting there too and trying to help out the Asgard Commodore that was under a bit of pressure by the two remaining rulers. The Asgard placed a couple of BIG linked high payload mines hoping to block my path towards his deployment zone when pushing the mines a few inches.

Turn 6 (or higher): The slightly damaged Asgard decided to salvage the prized gunship which was a bit risky as one ruler might be able to make it into boarding distance to the Asgard. However the Danes did a good job only losing two marines. I was not so sure if the Ruler would be in range and/or able to prize the KoD ship which still had some AA and 5 marines left so I decided to close in and shoot it, for a possible boarding in the next turn. The Ruler scored a crit… teleporting the Asghar on top of two linked heavy payload mines which did another two crits destroying the KoD Commodore. In that moment the time was up. Both sides had nearly been wiped out. I had one fresh ruler and one at half HP left. Asghar had two fresh Raggnaroks and three Korsors.

However Asghar had done very well completing the mission scoring an additional 760 points through scenario conditions, while my Ruler had not yet reached the enemy advance deployment zone. A fun game and a fully deserved victory for Asghars KoD. 4:16.

 

Looking back:

I really can't blame my fleet. If I had to choose fleets, I would stick with my KoB. If played carefully they have so much staying power that the Danes will have a very hard time even though those have the bigger guns and faster ships. Taking a look at how the game went, the first two turns were crucial. I made some mistakes during setup phase and did not place my units carefully enough turn one (especially the Corvettes), but the annoying Korsors on my right flank really became complete game changers when they survived everything I threw at them while killing 1 Lord Hood, prizing a Ruler and knocking out 4-5 Swifts. In the end I was more than lucky to score any tournament points at all when the teleporting Asgard turned the tide again. Asghar took this very unfortunate effect like a champ and I think this crit will sure make it in my all time top three for critical effects. It was great fun to meet Asghar and play him. He knows how to play his danes very well and getting a game last for 7 or even 8 turns was great fun.

 

R

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Game three with Earlybird, FSA

 

Sink the Centerpiece…

 

Scenario: The table is split into 6 squares. Both players secretly note down one of the squares. At the end of the game each square scores 100 points for the player who has more hullpoints left in it. Squares on the opponent’s side of the table are worth 200 points. The squares noted down by both players even get double points.

 

Enterprise Dreadnought, Shields, Kinetic ©

San Francisco Carrier, 6 SAWs

Liberty Heavy Battleship, Shields

1 Annapolis Battlecruiser

3 Lexington Cruisers, Rockets

4 Augusta Frigates

4 Augusta Frigates

5 Revere Corvettes

10 SAWs

 

An Enterprise always is a might to reckon with, however I was pretty confident for this game knowing that I had superior boarding abilities and some additional activations, which would greatly help my ships to get into their firing positions. That aside my Corvettes would be able to advance safely and hopefully get a good target for a boarding attack in turn two or three. At least one of the larges would have to fall to them if I wanted to chew through those three tough targets.

What you can’t see on the picture are 2 Vanguards and a Lord Hood on the very left and on the right flank the second Lord Hood. The Vanguards were there to stop the Lexingtons and Augustas from advancing too boldly while two Battleships were going to face the Dreadnought and the last battleship plus Corvettes were meant to run up the corridor in the centre where they should hopefully do a devastating strike against the advancing Carrier, Heavy Battleship and the enemy Airforce.

 

dm6equuo.jpg

 

On the left flank things did not run as smoothly as I had hoped. One of the Vanguards was forced to surface after suffering a critical hit and they subsequently fell after doing a bold ramming and boarding attack, sinking one Frigate and derelicting an enemy Lexington Cruiser early turn three. However the Lord Hood battlecruiser on that flank did a good job, crippling another Lexington, sinking a frigate and drawing some attention from the Dread and its “escorting” Annapolis so that my battleships had more time to focus fire on the enemy Commodore.

 

dm7c8rwg.jpg

Not a very good plan, the islands are a bit out of proportion. Actually the firing corridors were more disadvantageous for Earlybirds FSA, my ships had better cover than the plan suggests. However it might help to give a rough idea of what I am trying to tell in the next couple of paragraphs. The "explosion" marks the end of the Enterprise, the "sun" the place from which the Liberty teleported off the field.

 

On the right flank, the third Ruler, HMS Baal, went completely bonkers. Turn 1 it did not have any interesting targets, but it executed one Revere at RBIV. Turn two it gave full broadsides and destroyed 4 frigates on the right flank. Turn three it doublecritted the Liberty at RBII and teleported the badly damaged ship off the battlefield. And in the endgame it hunted down two additional frigates helped to destroy the Annapolis and scored points in one of the 6 quadrants netting a total of about 600 points on its own.

The Corvettes played an important part in the game too, they crippled the enemy airforce with their AA and drew a lot of fire from the San Francisco and Liberty, and in the end were still able to prize the Carrier before the last stray Corvettes ran in different directions to secure more quadrants.

However the decisive battle played out between the Enterprise and Annapolis on the FSA side and my two remaining Rulers with support from one Lord Hood, the Illustrious and the Royal Airforce. Early turn two one Ruler put a lucky three damage on the Enterprise giving my ships the edge in that fight. Another two full broadsides in turn three and 2 attack runs with divebombers later the enemy Commodore was down and as it was at the same time that the Liberty teleported off the field and the San Francisco got prized, it was basically game over.

 

Looking back: Another crushing 20:0 for my British. My opponent had some bad luck with the shields and I had rather hot dice. However I really think my triple battleships and double Lord Hood had me in a pretty strong position from the very first moment onwards. Even more so with the big islands providing good cover for my fleet which had more activations to use this advantage to the max.

 

R

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@Bratr: I'll surely do those two reports. But this might take another few days and sadly I think I have only one picture for these two games. But maybe you can help me explain how I lost that last game... ;) or you could tell everyone they should not believe in KoB propaganda and excuses for yet another loss.

 

R

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Highly entertaining and thrilling reports....frankly i wrote off your chances when i saw your fleet before the tournament.....how wrong was I ???

some luck, some equisite play .... it has it all

I someday wish i could too come across to Berlin to trade blows with what looks like some excellent players

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