Sunday, 21 June 2009

A Higher Authority - Turn 5, Troop Insertion

The Navy transports had brought Commander Hood new hope in the form of the new fighters being prepped out on the airfield. However they also brought with them a new threat. Displeased with performance so far, Central command had dispatched a senior political officer to 'inspire' the troops. Commissar General Van Voor had a reputation as a hardliner and old school commissar, given to lengthy speeches on doctrine and harsh summary justice and, in terms of tactics, an advocate of throwing men at the enemy until they run out of ammunition.

Despite the Commander's protestations that the new fighters should be used in aggressive Combat Air Patrols combined with bombing raid against key installations, Van Voor insisted that a flight be assigned to escort him in an inspection of the front line between imperial troops and the Tau. Protests from Hood and his staff that this would put him into the firing line in skies largely controlled by Tau Barracudas were met with thinly veiled threats to the Commander's competence and future career. With much reluctance, Hood had little choice but to agree, managing only to retain a small skeleton force of fighters to defend the main airfield from attack.

The Imperial force came in high, the fighters keeping close to the Commissar's Valkyrie, the plan was simple, the Thunderbolts would try to keep the Barracuda's busy, while the lightnings flew close escort, trying to clear a path. If threatened the Valkyrie was to dive into the low cloud cover for safety. As Auspex picked up the signatures of 7 Tau Barracudas on a head-on intercept, confirmed by ground observers in the Imperial lines, the pilots switched of safeties and increased power.

Imperial fighters escort the commissar's transport


Tau fighters skim over the frontline imperial bunkers

Charlie was the first to engage, his Thunderbolt engaging a Tau Barracuda at long range. Although his shots were accurate, so were the alien pilot's, the exchange leaving both aircraft damaged but still flying. As the side rapidly closed, the Imperial pilots had plenty of firing opportunities but just couldn't capitalise on them (ie: my dice rolling was appalling!), whether this was a result of poor maintenance by the overstretched groundcrews, or Van Voor's threats being screeched over the comms net was a moot point. The Tau suffered from no such similar problems though, downing first the Thunderbolts of Flash Harry and Arrow, then Chuck's lightning. None of the Imperial Pilots made it out, perhaps it was better than whatever fate the Commissar was know doubt cooking up for them.

As the fighting intensified, the Valkyrie's un-named pilot corkscrewed through the centre of the dogfight, desperately trying to avoid being brought down. Despite at one point being completely surrounded by three Tau Barracudas, the transport was only damaged and, as it broke free, even managed to damage one of its attackers, which overshot into the fire arc of the Valkyrie's lascannon.

The surrounded lander miraculously escapes destruction


The situation at turn 5, the Valkyrie is about to show it has teeth!

As if the embarrassed at a mere transport getting a hit, the imperial fighter pilots started to hit their stride as Charlie took out one of the Barracudas. Although Sum Yung Gai took damage, both remaining Thunderbolts and the Lightning were able to break free and regroup. As they closed in on the Tau again, first one Barracuda fell to Cardinal, then another to Sum Yung Gai. But this recovery wasn't to be enough; Cardinal fell to a circling Barracuda, although he ejected safely. Reduced to less than half strength, the Imperial forces had little choice but to try and disengage.

Both trailing smoke, Sum Yung Gai and Charlie try and disengage

In one final twist, Commissar Van Voor finally made it to the front lines, plummeting to the ground in the burning Valkyrie which had, despite the valiant and unsung efforts of its pilot, finally succumbed to the circling barracudas.

3 points to the Tau made it, at 7 points to 2, an overall campaign victory for Matt's Tau.

EPILOGUE

With only three fighters remaining, and two of those damaged, it was clear that the game was finally up for the Imperial forces on Curwen. Facing no realistic threat, tau aircraft hammered the thin imperial defence lines. Railgun equipped Tigersharks split open bunkers like ration packs, while Barracudas strafed trenches and fire warriors and drones dropped amongst the bewildered defenders.

Of the pilots assigned to Curwen only Cardinal would survive. Picked up wounded by the last evacuation transport with a group of guardsmen, with whom he'd fought a desperate struggle to break out from the encircling Tau.

His career in tatters and future bleak, Commander Hood made the only honourable choice remaining. Taking the remaining undamaged Thunderbolt, he was last seen leading the heroic, desperate, but ultimately futile defence of the evacuation fields.

Curwen Campaign - More, more, more...

And so Matt and I found ourselves back at Warhammer World in Nottingham for more aerial combat goodness and the next stage of our campaign. After a brief wait for a table things got underway. Both of us chose to go on the offensive, one d6 later the result was in: 'Troop Insertion'. Would I get my revenge for the last game by blasting Matt's Orca out of the air? Would I 'eck! The random roll left me having to escort my single Valkyrie across hostile skies. The weather was interesting, with thick, low cloud at level 1, but clear sky above.

It's fair to say I had a sense of foreboding; I've found that this is a tricky mission for the imperials, as the slow speed and relative vulnerability of their transports (max speed 3, hits 2, compared to the orca: speed 5, hits 4, and more capacity, meaning more Victory points), mean that you have a long time to protect something easily destroyed, that can't easily get out of the way!

Oh well, nothing for it but to do my best. As a medium campaign the game should have been 200 points, however with my available roster and models I could only field 155pts. Luckily Matt independently took the decision to only field 152 points of his own forces, keeping a reserve in case of further missions.

Imperials: 4 Thunderbolts (call signs Charlie, Flash Harry, Cardinal (ace), Arrow); 2 Lightnings (Sum Yung Gai (ace), Chuck) and the brand new unnamed Valkyrie (informal designation 'cannon fodder')

Tau: 7 Barracudas, one a night fighter with Blacksun filters.

At this stage the campaign points stood 4-2 in Matt's favour. With a massacre (3 points) he could gain enough to win the campaign in one game...

Friday, 19 June 2009

Decision time

Been a bit slow with posts recently, but hopefully that will change shortly! Matt and I will be picking up our ongoing AI campaign tomorrow at Warhammer World at Lenton. Just to recap, I'm currently on the back foot, having taken heavy losses but (thanks to a lucky die roll) with reinforcements on the way.

With 100 points to spend on reinforcements I've decided to concentrate on rebuilding my shattered fighter forces (choices partly based on what models I have available, or I'd have been tempted to have more lightnings), and replacing at least some of my lost transport capacity:

- 3 x Thunderbolt Fighters with additional weapons loads @ 24 points (72 points)
- 1 x Lightning Fighter with additional weapons load (20 points)
- 1 x Vulture troop transport (8 points)
TOTAL 100 points.


The last transport leaves the landing field



So as the Imperial Transports thunder back to their waiting motherships on bright pillars of flame in the dark night, bonded tech-servitors and ground crew scurry around the newly arrived aircraft, testing systems and loading munitions. Around the scattered shelters the remaining aircrews smoke, play cards or try fitfully to sleep. Each one knows that the battle for Curwen is nearly over. With both sides near exhaustion, the final push to control the skies is about to start...



Ground crew load munitions

Monday, 25 May 2009

Music to Game by...

I'm sorry, I just couldn't resist it after seeing the link on TMP...

http://www.actionmanhq.co.uk/pages/record.html

Enjoy!

Monday, 4 May 2009

AI Tank Farm

I've decided my Imperial Fighter Squadrons need some more stuff to defend. Although it's not one of the potential targets that can be rolled up in the campaign rules, I decided that a discarded Coffee Mate tin would make a two great fuel tanks. They should make great scenery, plus it's recycling!



I'll keep posting on progress.

Sunday, 12 April 2009

Review and Replacement

The chalk lines through the names of pilots and aircraft in the Imperial Situation Room told its own story to Commander Hood. There was little doubt about it, despite their own losses, the Tau were winning. With only three fighters and three bombers left, there just weren't enough aircraft to maintain the offensive without further replacements.



Fleet command however were able to offer a glimmer of hope. Analysis of the Tau fleet patrols had shown a pattern developing and a predicted 12 hour window to deliver replacement aircraft and aircrews.


- It's time to take stock again. What have I learnt:

- Even when fielding 75% of the points, the Tau can normally outnumber me with fighters
- I'm not good with escort missions, I need to make better use of formation flying
- My moves are getting predictable, Matt was able to predict my moves with worrying accuracy in the last two games
- I've underrated the Imperial Lightnings, their high maneuverability is a real bonus, plus they're cheaper than a Thunderbolt
- Achieving the objective is nothing if you lose too much doing it!
- That I definitely enjoy playing campaigns!

So, how do I spend my 100pts of reinforcements? I still have two standard Marauders and a Destroyer, so I should be OK for at least one more bombing mission. I have no more landers, so troop insertion missions are out (but my record on those is not good!). Fighters are the big need. I could replace my Thunderbolts, which can do both Ground Attack (but I also have that destroyer) and Air to Air, or should I go for more Lightnings? That would need new models though. Decisions. decisions...

Saturday, 11 April 2009

Secrets of Curwen - Turn 4, Troop Insertion

Although the target had been successfully destroyed, the air raid had cost more valuable aircraft than the Imperials could afford but the Tau were also suffering. Both sides started to lay plans for aggressive patrols to try and force the conflict to a head.

However, before Imperial Commander Hood could launch his offensive, an urgent communique was received from the Adeptus Mechanicus mission attached to the fleet. Orbital surveillance had revealed the ruins of a large man-made structure near the planet's northern pole. The terraforming had not taken in the area, which also showed elevated radiation levels. The Tech Priests believed that the structure may hold the answer to the fate of the human colonists and insisted on inserting teams to investigate or, if necessary, deny the site to the Xenos. Although the Commander little needed the distraction, particularly with the losses he had taken, standing orders gave him no choice but to comply. Cain and Able, the task force's two Valkyrie gunships, would insert the mechanicus teams and their Drop Trooper escort, under cover of the remaining Lightnings (Hans High and Sum Yung Gai) and four Thunderbolts (call signs Danny Boy, Cardinal, Wilf and Charlie).

As the Imperial forces drew near the target their worst fears were confirmed, the Tau had got their first and clearly understood the importance of the site, establishing a defensive position covered by Barracuda fighters and even the Tau Commander himself, in his Tiger-Shark command aircraft with it's escorting Drone Fighters.

[Cain and Able Carry the Mechanicus Teams into the battle]


[The Imperial and Tau forces close on each other]

The human and alien fighters clashed ahead of the slow moving transports. Wilf was shot down after himself taking out a Tau Barracuda, while Charlie and Danny Boy rapidly racked up three kills against the Tau fighters between them. Cardinal had to hit the silk after his Thunderbolt took massive incoming fire, although Hans was not so lucky, plunging earthwards still at the controls of his burning Lightning. Sum, flying the second lightning, got the Imperial's first kill against one of the new Tau Drone Fighters since they were first encountered on Typha 4. However despite the Escort's best efforts the Tau were already closing on the Valkyries, damaging Able.


[A sprawling dogfight develops]


Danny Boy's victory was short lived, his Thunderbolt falling to a Barracuda. The damaged Able took out the Tau ground defences with rockets just before being downed itself, Cain being destroyed shortly after, but not before droppings its passengers within the target area.

Reduced to under half strength, the Imperial forces had no choice but to withdraw. Lacking air cover, aircraft to retrieve them, or the troops to hold the ruins against any Tau counterattack, the Remaining Mechanicus task force took the only option left to them, detonating the micro-nuke that they had brought with them in case they were unable to hold. The survivors set out back to the imperial lines on foot but, in the harsh environment, with no cover, their future looked bleak.


- Adding up the points, it was another victory to Matt's Tau, bringing the Campaign points to 4-3 in Matt's favour. Even though I had achieved my objective of landing troops on the target, once again I'd lost too many aircraft to maintain the success. Worst still, I was now down to only three fighters!

Faced with no real choice, I decided to spend one of my Campaign points on reinforcements, leaving the final score at 4-2. A lucky roll of six gave me 100 points to spend on any aircraft, but what to choose...