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BATTLE REPORT
Page 3
TURNS 5 & 6
In turn 5, Sean recovered a
bit from the torpedo charge I made the turn before. He advanced his
northern force to within gun range of my heavy cruiser squadron.
Focusing his fire on the Orion, the nearest cruiser, his fire had
a telling effect. I decided against bracing the ship for impact, since
that would have braced the entire squadron. As a result, the Orion
was exposed and pounded heavily. She was finished off by a salvo from
the bombardment cannons of Sean's strike cruisers, and suffered a plasma
drive overload. KA-BLOOIE! (A). This was a pretty significant loss in
my strength, but it was avenged during my turn 6, when my Cobras
unloaded a 10-strong torpedo salvo into Sean's Gladius squadron, utterly
wiping it out (B). The Apollo continued to advance north (C), but
had no more luck these two turns with her Nova Cannon. She did score a
hit with her two dorsal lances on a Strike Cruiser, however. My two
healthy heavy cruisers, in conjunction with my light cruisers and
frigates, managed to hulk one of Sean's Lunars (D).


Above: I said it once,
and I'll say it again: TORPEDOES AWAY!!! Note the plume of burning
plasma to the right, marking the passage of the Orion from this
plane of existence.
TURNS 7 & 8
The next two turns saw some
of the heaviest shooting in the game, as our ships were fully engaged
and trading titanic blows. My two healthy cruises made good account of
themselves, helping to hulk another of Sean's strike cruisers and
crippling his remaining Lunar (A). The Cobras were made the target of
several attacks, but thanks to a timely Brace for Impact order and lucky
saving throws, none were lost (B). The plucky little destroyers were
proving more resilient than either Sean or I could have imagined! The
light cruisers advance north (C), assisting with the crippling of the
Lunar. However, one was hulked by a returning volley from the strike
cruisers cutting across their bows (D). The Apollo fell into the
cross-hairs of the Battle Barge, which Sean had Locked-On. I failed my
leadership check to brace her, and she was promptly crippled by the
Barge's punishing broadsides. My frigates managed to take a couple of
hits of the Battle Barge, however, with their own Lock-On order coupled
with some lucky shooting.


Above: A general melee
ensued , as the game became a war of attrition fought at close range.

Above: The Apollo is
crippled by a broadside from the Battle Barge, while my frigates swing
around and fire a combined Strength 16 weapons batteries in reply.
TURN 9

While I maneuvered my ships
for another round of shooting at his Battle Barge, Sean disengaged his
remaining ships. In the final shooting phase, I managed to do no further
damage to the Barge, which had been successfully BFI'ed. The Barge was
disengaged as well during Sean's next movement phase, effectively ending
the battle.
CONCLUSION
The final result was
a pretty resounding victory for my IN fleet. Sean had taken a toll,
having destroyed the Orion and the Panache, and crippling
the Apollo. Against this, I managed to destroy one Lunar, cripple
another Lunar, destroy 2 strike cruisers and 4 frigates. Here are some
of my thoughts about the battle:
- I took an early lead
with my very lucky Nova Cannon shot in Turn 2 that wiped out
a Strike Cruiser, and it seems that Sean never fully recovered. Truly,
the Nova Cannon can be a fearsome weapon, but as subsequent shooting
in this game showed, it can be a bit of a hit or miss proposition.
- Sean splitting his fleet played into my
hands, as it gave me a crack at a smaller part of his force where I
could bring superior fire power to bear and cause heavy damage before
his supporting ships could get into position.
- The torpedo charge made
by my heavy cruiser squadron is a tactic that I have been toying with
lately, and I am pretty happy with the way it was executed here. Even
thought it resulted in me receiving more damage than I gave, in the
form of the destruction of the Orion, the maneuver was nevertheless
valuable for seizing the initiative and unbalancing Sean's plan. In
short, it had a definite psychological value that outweighed its
immediate tactical usefulness.
- I'm really surprised that, at the end of
the game, I still had all my escorts. This is especially surprising
when you consider that I was fighting against the Space Marines, which
are one of the best anti-escort fleets out there. Part of this was due
to the fact that Sean focused on my cruisers for most of the game, but
it also had something to do with me making a lot of saving throws and
also using my fighters effectively as an anti-Thunderhawk screen.
- Speaking of focus, I changed mine a bit
for this game. Instead of trying to knock out Sean's Battle Barge, I
took the fight to his lighter ships instead. A Battle Barge is a very
tough target in the best of circumstances, with its 6+ armor and 3
shields. If it is braces, you might as well forget about doing any
serious damage to it.
In the end, this was a
really fun game, and I carried the day mainly because of a lot of good
rolling. I was able to capitalize on my opportunities because of this,
and as a result the game results show a bigger win for me than might
have otherwise been the case. All in all, I would say this game
was a fitting end to two years of gaming. Thanks for all the great
memories, Sean!
By Andy Rucker |