Archive for the ACTA Battles Category

Non-Aligned Worlds At War: The Advisor’s Report Continues

Posted in A Call to Arms, A Call to Arms 1e, ACTA Battles, ACTA Campaign on November 18, 2009 by redcoat668

Target: Ice world of Brandenberg

Scenario: Convoy Duty

Minbari Federation: 10 Corporate Freighters

League of Non-Aligned Worlds:

  • 2x Takata
  • 1x Brivoki
  • 12 independent Sky Serpent flights
  • 18x independent Falcosi flights

Initiative: Minbari Throughout
SCENE: The camera pans across a starfield lit by a beautiful purple nebula.   A convoy of 10 freighters moves through space, all alone in the night.  We hear nothing.   No one can hear you scream in space because there is no air.
Several jump points open simultaneously, disgorging a massive Brivoki, 2 Takatas and a swarm of Brakiri Falcosi and Drazi Sky Serpents.  The Brakiri fighters cover against any retreat.

On Turn 1, four of the freighters turn into the LoNAW fleet to see if they can do any damage before they die. The convoy shudders as it is hit by a wave of mines from the Takatas.   Wreckage begins to spin lazily across the battlefield revealing the Minbari convoy burning in the darkness.  Most are dead.  Three have survived the mines and the great beams from the Brivoki.  But only for a moment

On Turn 2, the few remaining freighters continue to advance on the LoNAW.  They are to slow and cannot close to weapons range when the LoNAW order “All Stop”.   The second wave of mines finishes the dirty work at hand.

The camera pulls back and we can see that the action is taking place on a conference room screen just off of the LoNAW Emperor’s audience chamber.  Only one being is present, the league Emperor.  He is alone.  He does not look happy.  His gaze isn’t directed at the action on the screen, which is playing the convoy scene again.  He is looking at his hands.  What does he see there?  Could it be the blood of millions?  Nay, Billions?

Thanks to Marc for the pics and battle report!

Non-Aligned Worlds At War: The League Advisor’s Report

Posted in A Call to Arms, ACTA Battles, ACTA Campaign on November 12, 2009 by redcoat668

Advisor: My Emperor, we have received an update on the fighting in the Ancona system against the Kha’Ri Narn.

Emperor: Proceed.

Advisor: It has become apparent that the Narn want control of the trade route.  A Var’Nic was dispatched to make sure we didn’t benefit from unfettered trade through the Ancona system.  The 2 small vessels we left behind to police the trade route were unable to survive against a larger warship.

Battle report from Ancona Trade Route

Target: Ancona Trade Route

Scenario: Space superiority

Kha’ri Narn: 1 Bin’Tak

League of Non-Aligned Worlds: 1 Xixx, 1 Xarr

The Battle for the Ancona Trade Route

 

 

 

 

 

 

Initiative: Narn Throughout

On Turn 1. the Var’Nic literally cut down the Xarr by 50% (failed Dodge roll).  A large chunk of hull was seen drifting away as the Vibrant continued on its course.   Additionally, a critical was scored against her fire control (all weapons require 4+ to fire) causing her few weapons to go silent.

ancona trade route turn 1

 

 

 

 

 

 

Turn 2 saw the Vree patrol group attempt to flee but to no avail.  The more powerful Narn ship destroyed the damaged Xarr.

ancona turn 2

 

 

 

 

 

Turn 3 quickly brought the end, with the Narn destroying the Xixx outright.

ancona trade route turn 3

 

 

 

 

 

 

Advisor: The Xixx’s captain did well to try to cover the injured Xarr’s retreat, but this patrol group was clearly overmatched.  It was over in just under 6 minutes.

Emperor: It is regrettable that the Narn killed the talented group of telepaths that volunteered to serve aboard the Vibrant (Xaar).  They could have helped the war effort better elsewhere.   How are the other diversionary raids going in the Ancona system?

Advisor: The forces at Savo, Honkasalo, and Joneberhart have all tactically withdrawn in the face of superior forces and a lack of suitable terrain.  The Narn are protecting their mining operations here more fiercely than anticipated.  All 3 mining outposts drew a Bin’Tak Dreadnought as a defender.  Their forces do appear a little thin as the barren world of Sax was left undefended.  A forward base is being set-up.  This lodgment will allow our forces to stay in system and really harass the Kha’Ri.

Emperor: Good, that means Casino cannot be attacked except by Vorlon interference for a while.  Joneberhart is the gas giant – did it also draw a DN?

Advisor: No, it only drew a G’Quan Cruiser, but the complete lack of useful cover convinced the patrol leader that it was wise to leave.

Emperor: Very well then, what happened at the remaining mining outpost?

Advisor: The Shuvalov mining outpost did draw out a DN.   The patrol group there was a penal group under orders not to retreat under any circumstances.

Battle Report from Shuvalov Mining Outpost

Target: the 10RR Shuvalov Mining Outpost

Scenario: Annihilation

Kha’ri Narn: 1 Bin’Tak

League of Non-Aligned Worlds: 1 Xixx, 1 Xorr

Initiative: Narn Throughout

On Turn 1 the LoNAW closed blast doors and ducked into the asteroid field with both ships.  Just because this diversionary attack drew a DN is no reason to commit suicide.  And believe me, if I could have retreated, I would have.  The Xorr got deep enough into the asteroids to avoid any damage.  The Xixx was not so lucky and lost 5 crew and 8 hull, all to a massive mine salvo.  There was no line of sight for any other weapons.

shuvalov turn 1

 

 

 

 

 

 

Turn 2 was uneventful as the Vree ships continued into the asteroids.  No weapons fire by either side.

shuvalov turn 2

 

 

 

 

 

 

Turn 3 saw the Bin’Tak turn towards where the Vree would emerge and loose another devastating mine salvo, crippling the hapless Xixx.
shuvalov turn 3

 

 

 

 

 

 

Turn 4 saw the end of the Vree squadron as all of the DNs guns were on line.   The Xorr went up with a huge beam shot that clearly vaporized the ship.   The crippled Xixx went next as the DNs ion cannons finished her off.   Mercifully, this was a short battle.

shuvalov turn 4

 

 

 

 

 

 

Emperor: I take it they were destroyed?

Advisor: Yes, they were.  A single transmission, directed to you, was sent just prior to the second ship exploding.

Emperor: And it said?

Advisor: “Remember your promise”

Emperor: Ah, the usurper and his followers, are there any survivors?

Advisor: No.  Neither ship was equipped with lifepods and the Bin’Tak didn’t even try to capture the vessels.

Emperor: Indeed I shall remember my promise.  Their sacrifice may well have saved lives elsewhere.  Go over the crew lists, issue posthumous pardons to all of them, release their frozen assets to their families, and compensate them at double the standard rate.  They knew this was a suicide mission and the only way to restore their families’ wealth and honor.  Have representatives from the families assembled to attend the service awards ceremony.  They are to be welcomed back into the fold.  Treat them as heroes and patriots.  Is there more?

Advisor: Yes.  The commerce world of Ancona…  I have some audio from the bridge of the Xixx that made the successful scan.  The log plays…

Battle Report from the Commerce World of Ancona

Target: The 6 RR commerce world of Ancona

Scenario: Recon Run

Kha’ri Narn: 1 G’Quan

League of Non-Aligned Worlds: 1 Xixx, 1 Xorr

Initiative: Narn Throughout

On turn 1 the Vree used all power to engines to get in close enough to attempt a scan.  The Narn attempted to “Come About” and failed.   This spared the Vree a massive salvo on turn 1 and set up a second attempt to scan on turn 2.  Turn 1’s scan was a failure.

On turn 2 the Narn finally got her nose around, but it was too late, the Vree had already made a successful scan, ending the scenario.

Captain: We’ve been sitting here at the edge of the asteroid field for over an hour now.  If the techs cannot hack the Narn’s computers or more than one ship shows up, we are in deep trouble… And the money we spent on spies wasted.

Electronic Warfare Specialist(EWS): We’ve detected an enemy vessel.  It’s a G’quan.  They don’t seem to have noticed us yet.   Captain, we need to be closer to “scan” them, 200,000 km minimum.

Captain: All Power to Engines!  Get us closer!  Bring up the torpedo fire control!  We should give them something other than “static” to think about.  Begin scanning.  I hope those spies were right about their computer weaknesses.

EWS: Damn they’ve bounced me out!

Weapons Officer: We’ve done minor damage to them.  They know we are here!

Captain: Run the scan again!

EWS: Got it!  I’m in there system, I have the codes, locking out there weapons, uploading our encryption…Done!  That’s it, Captain, all automated defenses on Ancona have been disabled.  There will be little interference with the landing forces now

Weapons Officer: The Narn ship will have to move away to get out of the scans range.  Until they do they will not be able to fire weapons.

EWS: Even then it might take an hour or more to clean the computer out.

Communication Technician: Incoming transmission from the Ancona government…  They’re surrendering!

Cheers go up from the bridge crew and the scene cuts back to the throne room.

Advisor: We do not have a final outcome on the attack against the Domon Spacedock, although we have been able to ascertain that surprise was complete.  And our superior numbers in the main attack on the Westrich Gate base will be telling.  They have the listening post, 5 ships and a squadron of fighters defending a supply convoy.  We have over 20 attack vessels.

To be continued…

Thanks to Marc for the pics and battle reports!

The Battle for Business Mission: Narn vs Narn

Posted in A Call to Arms, A Call to Arms 1e, ACTA Battles, ACTA Campaign with tags , , , , , on December 3, 2008 by redcoat668

Turn/Time: Turn 6/April, 2261

Scenario: Flee to the Jumpgate (modified)

Terrain: One jumpgate.

Situation: With the Tza’sol position crumbling in the face of Centauri aggression, the remnants of the Narn Regime decide it’s time to forcibly bring their breakaway brethren back into the fold. A powerful Kha’ri loyalist task force is formed to take the jumpgate at the lucrative trade world of Business Mission and destroy the Tza’sol fleet there. As the attackers deploy from hyperspace, Narn on both sides prepare for that bloodiest and most unforgiving of battles – brother against brother.  

TO&E:

Narn Regime:

  • 1x Bin’Tak
  • 8x G’quonth (shipbreaker mines)
  • 1x G’tal

bobs_fleet

Tza’sol Narn:

  • 1x Ka’Bin’Tak
  • 4x Bin’Tak
  • 5x G’quan
  • 1x Var’Nic
  • 1xT’loth
  • 2x Rongoth

scott_set_up

Turn 1: The Tza’sol admiral kept his fleet in tight formation as the loyalists exited the gate, leveraging the longer range of his mines over the loyalists more powerful but shorter-ranged shipbreakers. His Bin’tak, the only ship in range, peppered the loyalists with mines as they deployed into their own battle formations.

end_turn_1_bob

end_of_turn_1_scott

Turn 2: Now ready for battle, the loyalist Narn trained their heavy lasers on their Tza’sol opponents and let fly while contuning to advance. A shot from their flagship tore into the Tza’sol Ka’bin’tak’s engines, rendering it immobile, while a G’quonth sliced her heavy laser into a Tza’sol Bin’tak’s main reactor, producing a critical explosion before the Tza’sol engineers could activate safety protocols. The resulting explosion and accompanying wave of Cadmium-2 radiation killed the entire crew instantly, leaving the ship adrift (there were three 5-6 crew crits in a row!). The loyalists were not wholly unscathed, however, as their opponents’ mines and firepower took their toll.  A lucky hit brought the loyalists’ G’tal flagship to a halt, leaving both sides’ admirals in the unenviable postion of having to conduct the battle from stationary ships – and boresighted on each other. Trying desperately to avoid the massive blasts of the Tza’sol mines, loyalist and Tza’sol fighters engaged each other in their own dance of death.

end_turn_2

Turn 3: Like gunfighters, the loyalist and Tza’sol flagships stared each other down – and then unleashed their firepower. The G’tal got the worst of the exchange and was left crippled and with only a skeleton crew to keep her running. The loyalist admiral promptly transferred his flag to the Bin’tak. Meanwhile, the heavily damaged loyalist cruisers were concentrating their fire on the Tza’sol dreadnoughts, their combined fire destroying one Tza’sol Bin’tak with what would have been a most satisfying explosion – had it not engulfed four flights of loyalist Frazis.  As the battle raged, engineers aboard both flagships worked frantically to repair battle damage. The loyalists succeeded in repairing the damage to their Bin’tak’s engines while the Tza’sol Ka’bin’tak fixed its faulty fire control systems.

turn_3_end     

Turn 4:  At last the loyalist fleet had reached shipbreaker range, but with its numbers sadly depleted. The shipbreaker mines of the loyalist G’quonths wreaked tremendous damage on the Tza’sol fleet, but the remaining ships were not enough to turn the tide of the battle. The Tza’sol Bin’taks quickly finished off two more loyalist G’quonths, and a final Bin’tak salvo destroyed the Loyalist flagship. With no direction from their Admiral, the remaining loyalists individually broke contact and fled for open space.

end_turn_4

Aftermath: The Tza’sol forces made a thorough sweep of the area for survivors, and the loyalist prisoners found themselves well-treated. Among those recovered were the loyalist Admiral and his staff, all of whom immediately defected to the Tza’sol (the alternative -execution by the Kha’ri for this fiasco, was unpalatable).

The Tza’sol Narn, whose stock had been at a low ebb after their well-publicised failures against the Centauri, gained a great deal of prestige in the sector from their victory at Business Mission and many of the burgeoning Narn expatriate population now began to see them as a valid alternative to the Kha’ri-in-exile. 

The Earth Alliance, unsure which Narn faction most deserved an autographed Molly Rome photo, instead spent the money on some buffalo wings and a copy of Johnny English as a morale booster. Molly Rome did not attend the showing, though she sent a nice note.

Molly Rome comforts the Narn

Analysis: With two roughly equal Narn fleets, this battle ended up hinging on the advantages of regular vs shipbreaker mines. Given the slowness of Narn ships, the regular mines proved significantly more useful as Scott was able to cause considerable damage over time as Bob tried to close with him. The attrition effect of mines really racks up over several turns.

Thanks to Marc for the pics and rough notes!

The Second Battle of Ope’diar, Raid on Janegann: Minbari vs League

Posted in A Call to Arms, A Call to Arms 1e, ACTA Battles, ACTA Campaign with tags , , , , , on December 2, 2008 by redcoat668

Turn/Time: Turn 6, April 2261

Scenario:  A Call to Arms

Terrain: None

Situation: As the League defend their Ope’diar staging point from the Narn, a Minbari raiding force simultaneously jumps in-system near the industrial world of Janegann. Though his forces are already stretched to the breaking point, the CnC Ope’Diar scrapes together a small battlegroup to defend this vital source of war materiel. Sacrificing his system defence ships to lure away an over-eager Minbari commander, the League task force commander now faces the remaining fleet elements.

TO&E:

Minbari Federation:

  • 3x Sharlin (one diverted away by a Raid)
  • 2x Tinashi
  • 1x Nial wing

League of Nonaligned Worlds:

  • 2x Takata (BSS Stormbringer, Takata)
  • 2x Kaliva (BSS Will of the Prophet, Tears of the Prophet)
  • 3x Varl (VCS Banshee, Spectre, Wraith)

league_setup

Setup: The League defenders set up at the centre of the board, with the Minbari approaching in two wings.

Turn 1: The Minbari struck hard and fast, ripping into Stormbringer and knocking her engines offline. The League defenders quickly recovered themselves, heavily damaging one of the oncoming Tinashis with concentrated fire.

turn_1end

Turn 2: Will of the Prophet finished off the damaged Tinashi, and quickly found herself the focus of unwelcome attention from the Minbari. Heavy engine damage turned her into a floating gun emplacement in short order, as the rest of the League ships continued to pour firepower into the Minbari fleet. Meanwhile, Stormbringer’s damage control parties quickly got her engines back into working order.

turn_2 

Turn 3: Finally in range, the Minbari fighters tore into the League ships, though one flight was downed by Stormbringer’s anti-fighter defenses. Tears of the Prophet blasted apart the remaining Tinashi, while accurate Minbari firepower destroyed the fire control (and crews) for Stormbringer and Takata’s forward guns.

turn_3_in_progress

Turn 4: Drifting through the remains of the Tinashi, Tears of the Prophet’s captain brought his ship about and did his best to keep the Minbari off of the still immobile Will of the Prophet. Nials buzzed around the stricken Kaliva like hornets, but Will’s captain kept his head, and his anti-fighter defenses destroyed the remaining independent Minbari fighters.

turn_4_come_about

Turn 5: The superior firepower of the Shar’lins now began to tell against the damaged League ships. Will of the Prophet, her DamCon crews still frantically struggling to repair her engines, was raked by heavy fire and crippled. She was soon joined by Stormbringer, already heavily scarred by combat.

turn_5

Turn 6: For one crucial moment, Tears of the Prophet’s sensor crews got a fix on one of the Shar’lins. She lined her grav lance up and let fly, gouging a gaping hole into the Minbari cruiser’s aft section and surgically removing her engines (and engineering crew). As the second Shar’lin lined up on Will of the Prophet, her captain regretfully bid his ship farewell and ordered his crew into the lifepods. Moments later, Will was an expanding cloud of burning metal fragments. At this point, the League commander recieved word of the successful defence of the Ope’diar starbase, and gave the order to withdraw there.

 

turn_6_ugh_he_got_me

turn_6_ugh_he_got_me_again

Aftermath: Tears of the Prophet’s crippling shot on the Shar’lin saved the League task force, as the Minbari commander declined to pursue with half of his available cruisers out of action. Tears of the Prophet managed to recover almost all of Will of the Prophet’s crew complement, and her captain and crew recieved a sizable bonus from a grateful Brakiri Syndicracy for their excellent combat performance.

With both his Shar’lins repaired, the Minbari commander knew it would be only a matter of time before a stronger League force arrived to evict him from his new conquest, and he began to send parties of Warrior Caste marines to the surface of Janegann to destroy any stockpiles and means of production that could not be transferred to his ships. The running battles between the Minbari and the Janegann planetary militia continued throughout the month.

Analysis:

Marc says: From a tactical standpoint, I planned on not having initiative for most of the game and sent experienced ships to this battle.  Upon losing set-up, and the scout based re-roll, I set up in the center of the board.  The reason for this was so that I would get a decent shot at something on turn one, regardless of how far away he positioned his ships. 

Gary split his formation into a weak side – strong side layout.  I went to the weak side because I thought I would be able to kill both of these ships quickly if I used the entire fleet against them.  It took 3 turns, not 2 as predicted. But this was not really a large problem.  I had ALL of my fleet remaining.  Some minor damage had been taken on most of my major ships.  At this point the biggest issue was the multiple critical hits to engines.  Basically, the one Kaliva had become a pillbox.  I still had the advantage in numbers and the scouts were doing a great job of lowering his stealth and concentrating weapons fire.  So I turned into the Sharlins. 

Critical hits won this one for Gary.  As soon as my turn was completed, the forward arc weapons went down on BOTH Takatas and were not heard from again.  Even so, the battle came down to a final throw of 16 dice to create just four hits and finish off the first Sharlin.  I only got three.  We had played up to the time limit and agreed to finish the turn.  Had the game gone just one more turn…   This was a very tight game.  Even our economic losses in ships are identical.  2x battle and 1x Patrol vs. 1x War and 1xBattle = 45RR.

Thanks to Marc for the pics, notes, and analysis!

The Second Battle for Defiance: Centauri vs Narn

Posted in A Call to Arms 1e, ACTA Battles, ACTA Campaign with tags , , , , on August 30, 2008 by redcoat668

Turn/TIme: Turn 6/April, 2261

Scenario: Recon Run

Terrain: One medium planet, and four dust clouds.

Situation: The Centauri continue their sweep of the Tza’sol Narn Defiance system, and their Admiral sends a reconnaissance-in-force to the system capital. Having received word of the destruction of the main system defence fleet at the Defiance jumpgate, the newly promoted Tza’sol fleet commander decides to disperse his command and abandon the system, hoping to save as many ships as possible.

Centauri Republic:

Elements of Task Force Ultor:

Elements of Flotilla Primus Gladius:

  • 3x Octurion (HMS Soranus, Jupiter Fulgur, Manius Aquillius)
  • 1x Adira (HMS Ultor)

Elements of Flotilla Secundus Gladius:

  • 1x Tertius (HMS Petasus)

Elements of Flotilla Primus Pilum:

  • 1x Prefect (HMS Camenae)

Elements of Flotilla Secundus Pilum:

  • 3x Elutarian (HMS Turia, Praeco, Longinus)

Elements of Flotilla Areani:

  • 1x Corvan (HMS Capua)

Provisional Fleet Martius:

Flotilla Primus Gladius

  • 2x Octurion (HMS Colossus, Augustus)

Flotilla Areani:

  • 1x Corvan (HMS Merels)

Tza’sol Narn:

  • 3x G’quan (TCS Pagh, Krol, and Vorn)
  • 2x Bin’tak (TCS Tabor and Tuer)
  • 1x Ka’Bin’Tak (TCS Hadusk)

Setup: The Narn deployed just above the planet in an outward facing ring, ready to disperse. The Centauri maintained their forces off-board.

Turn 1: The Centauri fleet entered the board to the “east” (east table edge) of Defiance, and the Narn commander hardened his heart to the pleas already emanating from the planet and ordered his ships to disperse. The Captains of TCS Pagh and Krol offered to stay behind and delay the approaching Centauri in order to give the dreadnoughts time to escape. The fleet commander accepted their offer and transferred his flag to Pagh, vowing to stand and die with them.

Having closed to firing range, the Centauri opened up on the fleeing Narn ships as soon as their Corvans could paint the targets. Ultor’s massive firepower ripped into Krol, but the hardened hull of the Narn ship remained intact. Meanwhile, Pagh swung around and locked onto one of the Corvans, HMS Merels, for a split second -but that split second was enough. A single beam shot from the G’vrahn was enough to bisect the luckless Centauri scout ship.

The remaining ships concentrated their fire on Pagh and Krol, ripping into the valiant rearguard ships and causing major engine and weapons damage to both.

Turn 2: The Narn fighter CAPs clashed with their Centauri opposite numbers as the Narn ships ran frantically for safety. Ultor’s formidable weaponry crashed into Krol yet again, leaving her a drifting, lifeless hulk. As Pagh plunged into the heart of the approaching Centauri task force, the Centauri admiral divided his firepower, choosing to concentrate his Octurions on the fleeing TCS Tuer’s engines in hopes of disabling her before she reached safety while the remainder of his ships finished off Pagh.

Turn 3: TCS Pagh continued her death ride into the Centauri fleet. Though heavily damaged, she managed to put a beam shot into HMS Manius Aqulilius’ engines, burning them out. Moments later, fire from HMS Soranus raked Pagh from stem to stern, killing the remainder of her crew and leaving her a floating tomb. With the Narn delaying force destroyed, the Centauri turned their attention fully to TCS Tuer, their massed fire crippling her and stopping her mere seconds from escape (and less than 1″ from the table edge).

Turn 4: HMS Petasus put the finishing salvo into TCS Tuer, while the remainder of the Tza’sol fleet escaped into the dust clouds and out of range.

Aftermath: When the Defiance system fleet returned to Tza’sol space, the fleet commander was quickly (and posthumously) inducted into the Narn pantheon of heroes. His final battle later became the subject of a successful holoplay.

Though the battle was an easy victory for the Centauri, it did not come without cost. The Admiral’s brother-in-law was serving as HMS Merels‘ chief sensor tech when she was destroyed by TCS Pagh. Enraged, he treated the civilian population of Defiance with even more severity than usual between Centauri and Narn. The resulting atrocities also became the subject of a successful holoplay – this one about James Nkweah, a member of Nightwatch and EarthGov’s representative on Defiance, who nevertheless gathered 4,000 Narn in the Earth Alliance ambassadorial compound and protected them from the Centauri troops.

Analysis: A well-played fighting withdrawal by Scott. He had poor luck with crits on TCS Tuer, but otherwise did about as well as he could given the situation.

The Battle for Ancona: League vs Narn

Posted in A Call to Arms, A Call to Arms 1e, ACTA Battles, ACTA Campaign with tags , , , on June 29, 2008 by redcoat668

Turn/ Time: Turn 6/May 2261

Scenario: Space Superiority

Terrain: 4 dust clouds and 3 asteroid fields

Situation: As the Narn Regime assaults the League staging point in Ope’diar, a mixed force of Vree and Brakiri raiders slips into the Narn-controlled Ancona system to disrupt local trade routes and cut off supplies to the Narn attack force.

League of Nonaligned Worlds:

Brakiri Syndicracy:

  • 2x Takata (B.S.S. Trebuchet, Siege)
  • 1x Brivoki (B.S.S. Alien Nation)

Vree Collective:

  • 3x Z’Takk (V.S.S. Truth, Mercy, Regret)
  • 2x Xaak (V.S.S. Fact, Law)
  • 1x Xill(V.S.S. Sorrow)
  • 3x Xixx(V.S.S. Sleepy, Sneezy, Dopey)
  • 2x Xorr(V.S.S. Xorr, Sacrifice)
  • 1x Xill (V.S.S. Faith)
  • 3x Xixx (V.S.S. Doc, Happy, Bashful)
  • 2x Xorr (V.S.S. Ritual, Altar)
  • 1x Xarr (V.S.S. Vibrant)
  • 1x Xixx (V.S.S. Grumpy)

Narn Regime:

  • 1x G’Tal
  • 1x G’Quonth
  • 1x G’Tal
  • 1x G’Quonth
  • 3x G’Quan
  • 1x Var’Nic

Turn 1: The Vree command squadron concentrates its fire on the lead G’Tal. The Var’Nic opens a jump point directly ahead of its squadron.

Concentrated Narn mines do some damage to the Siege and Fact, while the Alien Nation’s heavy armor shrugs off the bombardment. Multiple beam and torpedo strikes directed against Siege by the first G’Tal turn her into a drifting hulk before she can even fire a shot. A vital systems critical finished her off, but wasn’t enough to crack her engine core. In response to this affront the Vree Command squadron shows off its new torpedoes, and unleashes a deadly wave of fire that utterly destroyed the Narn vessel before the last missle could impact. As her engines died (no movement crit), a simultaneous blow from Mercy caused her containment to fail (vital system crit) and she exploded damaging the G’Quonth in her squadron. Only light damage was sustained as more mines erupted among the ships of the Vree command squadron. The Alien Nation fired her main gun and crippled the already damaged G’Quonth of the first squadron. The League and Narn launch fighters.

Turn 2: Having expended their mines the Narn 3rd squadron jumps to hyperspace and safety (being outnumbered by about 40% at the beginning, Bob decided to preserve at least some of his force). The three remaining ships hold the line as a Frazi flight from the G’Tal withdraws from the battle. Fire from the remaining G’Quonth cripples and skeleton crews the Fact. The Trebuchet gets a little revenge by finishing the crippled G’Quonth. The remaining G’Tal took a bridge hit that prevented any hope of its escape.

Turn 3: Directing the second turn of mines into the Vree 4th Squadron, hoping for a light hull kill, spares the Fact’s life in the end. While damage was inflicted on the entire 4th, no kills, cripples, or skeleton crews were obtained. V.S.S. Fact was only three hull and one crew from annihilation. Gun crews aboard the Narn squadron destroyed just one of the Tzymms sent to harass them. Mercy supplied a crippling blow to the G’Tal and Law followed this up by laying it down, causing another explosive fireball in the Narn ranks. This ship explosion also killed 2 Falcosi flights and 2 Tzymm flights in addition to damaging the last G’Quonth. Finally the Truth’s torpedoes found their mark, turning the last of the Narn defenders into a star for one brief moment and destroying another of the harassing Tzymms.

Aftermath: With the Narn fleet dispersed, the League ships spent several days in the area waylaying convoys and disrupting supply lines.

The Narn admiral was praised for his quick reaction in the face of superior force, allowing him to preserve at least a third of his fleet elements. With news of the disaster at Ope’diar running rampant through the fleet, the Kha’ri needed all the heroes it could find.

Analysis: Quick thinking by Bob saved a third of his fleet – a clear case of  “What use is it to win a battle and lose the war?”

Thanks to Marc for the pics and battle report!

The Battle for Ope’Diar: Narn vs League

Posted in A Call to Arms 1e, ACTA Battles, ACTA Campaign with tags , , , , , , on June 2, 2008 by redcoat668

Turn/Time: Turn 6/May, 2261

Scenario: A Call to Arms

Terrain: Jumpgate in League deployment area.

Situation: Hoping to disrupt the concentration of the Non-Aligned fleet before it can begin a new drive into Minbari space, a large Narn force attempts to take the League staging point at Ope’Diar. Unfortunately, the Bin’Tak slated for the assault is drawn off by a daring Vree diversionary raid, and the rest of the Narn fleet jumps in-system into the teeth of the League’s fixed defences.

TO&E

Narn Regime:

  • 1x G’tal
  • 8x G’Quonth

League of Non-Aligned Worlds:

  • 1x Brostilli Warbase
  • 2x Shodrama sattelites
  • 1x Varl (VCS Ghost)
  • 1x Brokados (BSS Brokados) -2 falkosi cap
  • 2x Brivoki (BSS Street Justice, Desire) -2 falkosi cap/ea
  • 1x Convoy Guardian (Fearless)
  • 2x Urik’hal (Rich, Powerful)
  • 3x Strike Carrier (v1s) (Pelosi, Heinlein, Crusade)
  • 1x Patrol Ship (Officer)
  • 2x Ikorta (BSS Ikorta II, Regard)
  • 2x Tiraca (BSS Peace, Calm)
  • 1x Takata (BSS Catapult)
  • 2x Falkosi flight
  • 2x Sky Serpent flight
  • 6x Delta V1 flight

The League fleet prepares to defend Ope\'Diar

Turn 1: Alarms howled aboard the League ships and base as the Narn fleet roared out of the jumpgate. The Narn admiral immediately split his command into two divisions, one with the G’tal as its flagship to assault the Warbase, and four G’quonths to deal with the sattelites. The Warbase assault group immediately ran into strong opposition from the League defenders. While their Frazi screen downed any Sky Serpents foolish enough to attempt a torpedo run, heavy fire from the Brivokis Street Justice and Desire reduced the G’tal to a burning hulk before it even had a chance to fire a single mine. Meanwhile, the Warbase and its defense satellites concentrated their fire on the second division, causing heavy engine damage to the lead G’quonth.

The Narn position themselves to assault the Warbase

Turn 2:  The Brakiri defense sattelites were no match for the firepower of a single Narn G’quonth, much less four, and were soon transformed into so much floating debris. With the G’tal no longer a threat, the Brivokis began to concentrate on the G’quonths, and Desire burned one out and left it to drift. The Narn fighter defenses, however, remained highly effective and 4 Sky Serpent flights and a Star Snake were destroyed or scattered by Frazis or accurate gunfire from the G’quonths. 

The League fleet arrives and the battle switches into high gear.

Turn 3: With the satellites destroyed, the Narn desperately tried to recombine their cruiser divisions while under heavy fire from both the base and the enemy fleet. A G’quonth wrecked Ikorta II, but one of its division mates took a grav lance through its fire control center, knocking out all its weapons. Damage control teams rushed to get the fire control system back on line, but as they arrived a secondary explosion roared through that section of the ship, incinerating them instantly (that ship failed every repair roll it made…and never got to fire again for the rest of the game). As if in vengeance for the dead Narn engineers, another G’qonth sent a heavy laser slicing though the Warbase, neatly carving off an entire section (48 damage in one beam shot!).

Babylon 5 - Parking Wars!

Turn 4: A Narn heavy laser sliced VCS Ghost in half,and the Vree warship was soon joined in death by the hapless Patrol Ship. At the same time, the Narn fleet was dying. Their reinforced hulls had held up well against the almost constant stream of energy and and flight after flight of missiles being poured into them, but they could only withstand so much. One after another, three G’qonths rolled over and began to burn as their crews ran for the lifepods. Only four Narn ships remained, and half of those had been reduced to frantic skeleton crews.

With half the fleet destroyed, the Narn attack begins to falter.

Turn 5: With half of his fleet adrift and burning, the Narn admiral gave the order to disengage. As the ponderous G’quonths tried to come about, the League fleet went on the offensive. The Tiracas and Urik’hals destroyed two Narn cruisers, and Catapult  finished another. The remaining pair of Narn ships continued to make a run for open space.

Turn 6: The League continued to pour fire into the retreating Narn. One G’quonth blew apart under the continuous salvoes, damaging Catapult in the process. The Takata emerged from the cloud of burning metal and floating Narn casualties and fired a crippling shot into the last G’quonth, which was finished off moments later by Fearless. All that remained of the Narn attack force was drifting wreckage and the constant wail of the homing beacons on the Narn lifepods.

The remaining Narn ships are chased down one by one.

Aftermath: When it became clear that the Narn fleet was no more, the League admiral ordered an intensive search of the area. This was met with enthusiasm by all the races represented in the fleet: the Brakiri and Vree sought prisoners to ransom back to their families and potential salvage, and the Pak’mara viewed the vast number of drifting corpses strewn throughout the battlefield as a gigantic frozen meat locker.  The League fighter pilots, who had performed poorly throughout the battle, were harshly disciplined (the Brakiri were fined, the Vree shunned from their groupmind, and the Pak’mara sent to bed without supper).

Among the survivors repatriated was the Narn admiral, whom a court-martial completely exonerated. Narn captives without financial resources were either allowed to join the Tza’sol Narn fleet or imprisoned.

Having secured their Ope’Diar base, the League launched a wave of retributive raids on Centauri commercial shipping. Some raiders even reached Earth Alliance space.

Analysis: This was a tough one for Bob. Between the fleet and fixed defenses, he was completely outnumbered and outclassed, especially after the loss of his Bin’tak to the diversionary raid. Under the circumstances he acquitted himself well, causing heavy damage to the Warbase and destroying two ships. 

His one arguable mistake was dividing his fleet. The defense satellites really didn’t need 4 G’quonths to take care of them, and that additional firepower might have meant that Marc would have to spend his cash on an entirely new base rather than just repairing damage.

Thanks to Marc for the pics for this battle report!