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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 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!