Archive for narn

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 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!        

 

The Battle for Defiance: Centauri vs Narn

Posted in A Call to Arms, A Call to Arms 1e, ACTA Battles, ACTA Campaign with tags , , , , on March 17, 2008 by redcoat668

Turn/Time: Turn 5/April, 2261

Scenario: Annihilation

Situation: In retribution for the Tza’sol Narn raid on Sparta Hill the previous month, Centauri Fleet Sector Command deploys two battleship squadrons and their supporting elements and a prototype Adira-class dreadnought to the Defiance system to “teach those primitives a sharp lesson.” They are met at the system’s jumpgate by a Narn border defense fleet, and a massive battle ensues as both sides attempt to destroy their most hated enemy.

Terrain: One density 10 asteroid field on the left corner of the southern table edge, and one small planetoid in the right corner of the southern table edge. The jumpgate was placed in the center of the Centauri deployment zone on the northern table edge.

ToE:

Centauri Republic:

  • 2x Octurion (HMS Jupiter Fulgur, Manlius Aquilius)
  • 3x Tertius (HMS Durus, Tarquinius, Petasus)
  • 1x Adira (HMS Ultor)
  • 2x Prefect (HMS Erastes, Camenae)
  • 4x Corvan (HMS Capua, Tusculum, Vesta, Divus)

The Centauri fleet in review formation

Tza’sol Narn:

  • 1x G’Karith
  • 1x Ka’toc
  • 1x T’loth
  • 1x Bin’tak
  • 1x G’quan
  • 1x Sho’kar
  • 2x Var’nic
  • 10x Dag’Kar

The Narn fleet, also on parade

Turn 1: As the jumpgate opened, the Centauri admiral brought the Adira prototype Ultor, a Corvan, and one Battleship group containing an Octurion, a Tertius, and a Prefect. The rest of his force remained in hyperspace in hopes that the heavy-hulled Centauri capital ships would be able to withstand the initial Narn defense fire. The Narn Admiral responded at a leisurely pace, moving his ships at combat speed rather than ordering All Power to Engines, and as a result ended the turn just out of firing range of the helpless Centauri (by only an inch in some cases).

The Narn fleet moves leisurely toward its doom

Turn 2: The Narn continued to bring their ships towards the Centauri battlegroup massed at the jumpgate, but were unable to bring the massive energy mine salvo they hoped to unleash into play. The Centauri brought in a second Battleship group (another Octurion, Tertius, and Prefect), and waited with cold smiles as the Narn entered range of their battle lasers.

Mr. Varus, don't fire till you see the red of their ridge crests...

Turn 3: With the Narn now in range of their main weapons, the Centauri unleashed their devastating front-arc firepower. Ultorcrippled the G’karith with a single salvo, and one Battleship group skewered a flanking Var’nic with three battle laser shots, destroying both its engines and fire control. The 10 Dag’kars fired off a massive salvo of energy mines, shipbreaker mines, and torpedoes, but the well-constructed hulls of the Centauri capital ships withstood every hit. The Petasus finished off the already burning G’karith and opened up a long rent in the T’loth’s Marine barracks, venting several platoons worth of Narn troops into space and crippling it.

Turn 4: By this time, the Narn jumpgate engineers were desperately trying to shut the gate down, but the Centauri were able to override the failsafe codes and keep it open. Jupiter Fulgur hammered the oncoming G’quan with its battle laser, and crippled a Dag’kar with a volley from its secondary weapons. The Prefect-class Camenae finished off the crippled T’loth, but at the same time the Dag’kars concentrated their fire on the massive Ultor. Again, the Centauri flagship weathered the storm of energy, but a lucky shot did send a gout of flame through the observation deck where a crowd of engineers, nobles, and Fleet officers were observing the Adira prototype’s first combat trial -incinerating both the assembled dignitaries and their complimentary buffet. Though the Ultor’s captain realized that his career was now essentially over, he directed his ship’s fire skillfully, destroying another Dag’kar, and putting a battle laser shot straight into the Bin’tak’s engine room. Now thoroughly established on the Defiance side of the jumpgate, the Centauri ships began to launch fighters and bring more Corvans through the open gate.

Turn 5: The Centauri fighters brushed aside the Narns’ light screen of Frazis with contemptuous ease and began attack runs on the capital ships. The Octurion-class Manlius Aquilius destroyed the Var’nic before her engineers could finish repairs, and another blew the Ka’toc apart with one front arc salvo. The remaining Narn Dag’kars hammered the Adira with shipbreakers, scoring only minor damage but destroying a Corvan (HMS Divus). In response, the Centauri capital ships added another Dag’kar and the Sho’kar to the casualty list and destroyed the Bin’tak with combined battle laser fire. As the Narn fleet reeled from these massive losses, the Centauri continued to launch more fighters into the fray.

A much-reduced Narn fleet does what it can

Turn 6: With the death of their Admiral, the remaining Narn knew they were doomed, but they threw themselves into battle with redoubled fury hoping to take at least one more Centauri with them. Unfortunately, they ran into a wall of fire from the Centauri fleet. Manlius Aquilius shredded the last Var’nic and the Tertius-class Durus from the same Battleship group sliced a Dag’kar in half. The resulting explosion wreaked havoc in the tightly-packed group of remaining Narn, crippling another Dag’kar which was in its turn finished off by the Ultor, its own death throes destroying yet another Dag’kar’s engines.

The Centauri circle the remains of the Narn fleet

Turn 7: At this point, all that remained was for the Centauri to finish off the remains of the once-proud Narn fleet. Erastesknocked out the helpless Dag’kar, and Manlius Aquilius destroyed the heavily-damaged G’quan. The Durus lined up on the last remaining ship, a Dag’kar, and ordered its captain to beg for his life. The Narn commander nobly refused, and the Centauri obligingly blew his ship into flinders.

All over but the cleaning up/atrocities

Aftermath: Two of the Centauri ships were ordered back to the Royal Court to recieve accolades for this great Centauri victory. With them went the disgraced captain of the Ultor, whom a court martial exonerated, but who found himself assigned to command a planetbound fighter garrison shortly thereafter. Emperor Cartagia ordered that all surviving members of the imprisoned Kha’ri be shown recordings of this battle while he mocked them unmercifully.

The Earth Alliance issued an official protest when gun-camera recordings of Centauri Sentri pilots using Narn lifepods for target practice were accidentally released, but took no further action apart from sending the Narn sector commander a Fruit n’ Flowers basket and an autographed photo of Molly Rome in commiseration.

Molly flew a Starfury at the Battle of the Line so she's been there.

Analysis: Did I mention it was tough fighting the Centauri in general and Rich in particular?

Nevertheless, the Narn admiral here made several critical mistakes which, while they probably did not alter the outcome of the battle, turned a mere defeat into a turkey shoot for the Centauri:

  1. Diluting his mine loadout. Had he gone with all basic mines (his original plan) or all shipbreakers, the Narn would have had a massive unified salvo. Instead, he got two groups with different ranges and capabilities, neither of which were enough to deal with the high hull-value Centauri ships.
  2. Relying too much on mines.this was a valuable tactic when fighting the low hull-value Drazi, but against the high hull-value Centauri the mines failed to do enough damage to properly soften them up.
  3. Failing to close on Turn 1. With the Centauri helpless from the jumpgate effects, there would never be another chance to cause so much damage unopposed.
  4. Failing to concentrate fire. Concentration of fire is key, especially against larger ships with high hull values and lots of damage capacity.

That said, Rich showed his general propensity to roll consistent double digit damage while his opponent was lucky to score more than 5 in a single hit.