I decided to run a standard "Victory Points" battle with randomly determined terrain as instructed in the
BFG rulebook. The table wound up with a couple of asteroid feilds in the corners on one side, a small planet in the corner on the other and a large long gas cloud in the middle on that side. (represented by the upside-down and white blast markers)
Orks got to choose the side and chose the side with the Asteroids so that the Chaos ships wouldnt be able to hide within them from the Ork assault. They also decided to start in the middle so that the faster Chaos fleet wouldnt be able to take advantage of the long table board.
Chaos was fine with this and deployed to make early game use of the gas cloud as cover from possible long range
WB shots by the orks. The plan was for the chaos fleet to hopefully circle the orks and get away from their boarding action....meanwhile blasting away with long range lances and fending off the huge ordinance threat of the orks with their own minor Ordinance ability.
In Hindsight, I realised that both fleets
probably should have spread out a bit more. Both fleets so that exploding ships didnt effect closeby neighbors, and the orks so that their torpedo spreads would've been larger. I may try this again soon though, so we'll see if that was a mistake or not at some later date.
Pic of the board before first turn is rolled:
The orks won the roll to go first but defered to the Chaos fleet so that if the game went the distance...they would lose a turn of fire...didnt really matter in the end however.
TURN 1
Chaos fleet moves at minimal speeds in order to take cover behind the dust cloud. No special orders taken due to being out of range of the Ork Fleet. Fighters Launched for defence against ork first wave of ordinance.
Entire Ork fleet moves AAF. Battleship moves furthest easily taking the lead with its 'Soopa-engines' moving 36cm, a motivated KK is close behind at 31
cm. Ork fleet is rather angled to meet with the chaos fleet just on the other side of the dust cloud where the chaos fleet is headed. Orks launch a full spread of ordinance including 4 decent sized (all between 5 and 8) waves of torpedoes, and 18 Fighta-Bommas in several waves. The chaos fighters are actually able to somehow reach a wave of fighta-bommaz and are also able to stop all of the torpedoes.
Turn 1 ends looking like this:
TURN 2
Chaos fleet ALL lock on with the exception of the
Devs who reload ordinance. I test the distance with the squadroned Carnages shooting at the lead ship...the battleship. The battleship is
just out of the 60cm range of the Carnages. This shows me that my fleet is still out of range. My Chaos armada decides to fire locked on Lances at the waves of fighta-bomma's coming in instead with decent results. 4 waves of 4 are shot down. My
devs launch their fighters and the remainder of the ork first wave of bombers moves in.
Ork fleet moves up again AAF except for the Squadron of Terror Ships which successfully reload. BB tear-asses forward again at 37cm extending its lead....however, I'm noticing that I will at this point miss the fleet if it decides to speed up (and of course it will in order to not be boarded) going AAF was fine, but this chaos fleet is designed to fight by circling the enemy, and has the speed to avoid this sort of attack. It's going to be a tough fight for the orks here on out.
Regardless, the fleet launches its ordiance again. Two waves of torpedoes, and 16 more bombers. Chaos fighters intercept. End of ork turn.
TURN 3
FIRE DISRUPTORS...er...LANCES!
Of course the chaos fleet sees what it needs to do in order to avoid the Ork boarding actions. It speeds up its pace...between the distance/angle/dust cloud, the battleship will now miss the fleet...which can stay ahead of the slow behemoth while it changes course. The Mega-Armoured KK's still pose a boarding threat however, time to do something about that.
Fleet locks on again except for the
devs which again reload. Battleship and Single Ascheron open up on KK doing 5pts of damage Weapons batteries at oncoming ordinance. KK finally decides to brace after Second Ascheron targets it. 1 more point of damage and Port weapons critical. Fleet changes targets. Carnages take out another wave of ordinance and
devs fire at second oncoming KK. 1 pt of damage, but more importantly...a blast marker to slow it down by 5cm.
During ordinance Phase, the remainder of ork ordinance is removed by 4 fighters. 2 fighters escort BB, 1 fighter escort on each
Dev.
This is definatly going to be a problem. Dethdeala is indeed going to come up short. Dust Cloud slows it. Uncrippled KK moves AAF but rolls poorly. Deathdeala Reloads, Terrors Reload.
Ork shooting drops the sheilds of the Chaos BB and does a couple points of damage...no criticals
Ork Ordiance phase does 2 more points to the BB, and 3 points to forward devestation. Neither braces for impact. (I'm not afraid to take damage on ships)
In effect, turn 3 wound up being a draw as far as "points inflicted", the orks did a little more against chaos sheilds, but the chaos took out some ordinance with shooting....interesting turn. Its about to get real bloody though...Knife fighting range.
TURN 4
CONCENTRATE ALL FIRE ON THE CARRIERS...
DESTROY THEM!!
Time to inflict some pain. This is a good example of why you should take some chances and not brace all the time. The
devs and BB were hit with some serious fire and torpedoes....and survived at over 50% hits. They are still free to inflict pain, and the chaos fleet indeed does so this turn.
Entire fleet unleashes into the Terror ship squadron after again, Locking on with the exception of the
Devs which reload and launch fighters.
Under the irresistable firepower of the chaos fleet, 1 10hp terror ship explodes dropping the shields and inflicting another couple of points of damage to its neighbor. Remainder of the Chaos fleet continues firing after the explosion dropping the next carrier by 5hp total after the explosion...crippling it and causing a fire. Serious blow to the ork ordinance. The squadron cannot brace due to the fact it will need its ordinance on this next turn.
This is one of the instances if not THE instance that the chaos fleet probably should've been more spread out. They got off REALLY light this turn. The entire ork fleet opens up weapons batteries dropping the sheilds of the BB and doing a point or so...not much else. Some really crap shooting results thanx to poorly rolled
WB str and wrong angles. The facing of the chaos fleet is a really nice built in defence. The whole fleet reloaded ordinace though and unleashes all of it on the chaos fleet.
BB decides to use its turrets on the bomber waves that are about to hit it...and braces for impact against the 16-18 torpedoes that slam into it. Nine hits...brace...8 Saved. Awesome luck for the BB. Bombers all hit the BB to destroy it. 14 bombers hit the BB but after Turret fire and bracing only a single point is inflicted. BB is now braced, and Crippled at 8 pts of damage in. Torpedo waves hit other elements of the fleet with negligible results. 2pts to a fresh
dev, 2 pts to a Carnage, 2pts to one Acheron and a single point to the other.
Fire fails to be put out on the Ork Terror ship bringing it to 6 pts inflicted.
TURN 5
More shooting at the Carriers. The Chaos fleet has completely escaped the threat of an Ork boarding action. Time to extend the escape and gain air superiority if possible.
Reload ordinance...BB is still braced (and crippled). Ascherons detonate the damaged Terror ships engine core, blowing it up. Resulting explosion damages the neighboring terror ships. Three points to one, Four points to another. They still havent braced good thing too. The two remaining Terrors will have to intercept the bombers that the
Devs just launched. Time to take the offensive in the ordinance phase.
Reload Ordinance on BB, KK, and Terror Ships. Chaos Desolator Braces once again, but its useless. Ork firepower, torpedoes and bombers hit the fuel cells and the ship explodes. Resultant explosion and residual torpedoes inflict another 3 pts on one Ascheron and 4 on the other...resulting in both of them being crippled at 5pts dam each and 1 braced. One on fire but fire is put out before any damage is inflicted.
Terror ship fighta-bommas take out the two bomber waves coming in.
TURN 6 (I have to speed it up a bit now because I need to go pick up my GF from work)
Unbraced Ascheron locks on and
Devs reload. Fleet's firepower winds up having to be split amongst the two Terror Ships. One is now crippled.
Devs launch another two waves of Bombers.
Ork Fleet moves forward, again reloading ordinace and doing its best to defend itself AND inflict damage. Crippled KK moves away from the fight so as not to be destroyed. Two bombers squeak by the defenses of the Terror ships and Cripple the other one. Firepower and torpedoes succeed only in inflicting a point and smashing the bridge of one of the Ascherons....which braces before this happens. One large wave of torpedoes is stopped by blast markers.
...and a RUSHED TURN 7
Just wanting to see if Chaos can close the deal here. They do indeed. Reload ordinance. Shooting inflicts 2 more points of damage to one of the crippled terror ships...hulking it.
Devs Launch another two bomber waves. (moving to the point where you see in the next picture.
At this point, the Ork Fleet has used up all 3
RR's and finallyl fails its final Reload ordinance check. No ordinance this turn. Also the Chaos fleet is to far to inflict any damage.
Chaos Bombers start their run....Warp core explosion on the working terror ship after all the damage and bracing. 10 Lance hits against the KK result in it being crippled after adding 4pts to the single it took on turn 3. Terror Hulk also explodes.
...and I've gotta pack it in. Orks concede anyway.
Ork BB Fully operational
KK-crippled
KK-crippled
Terror-destroyed
Terror-destroyed
Terror-destroyed
Terror-destroyed
Chaos BB-destroyed
Ascheron-crippled
Ascheron-crippled
Devestation-Minor damage
Devestation-Minor damage
Carnage-fully operational
Carnage-Minor Damage
That was one heck of a fight! My orks probably should've set up their assault during the first turn instead of diving straight into AAF. Also...as I mentioned, both fleets would've benefitted a bit from spreading out.
I think for the most part I ran this pretty good, bracing only when desperatly needed and good target selection. The Chaos fleet came out on top but only after some REALLY good bracing rolls by the BB. I was really afraid that the Chaos fleet would'nt be able to beat the orks but with the combination of speed and being able to present mainly an "abeam" aspect....well...the only offense the Orks were able to throw out there was in the form of ordinance, and while formidable, it just wasnt enough.
All in all I'm really happy with the way that the Chaos Fleet performed. I'll be trying again in the future to get another game in. Perhaps next time against somebody besides myself.
Hope you enjoyed the first Batrep here on my Chaos fleet blog!