DARKSTAR CAMPAIGN UPDATE: DUCHESS ANNABEL’S WAR IS OVER
Darkstar - Battle Report (Part 02)
David vs. Goliath - USS Oriskany vs. KTS Koloslavo in Gias Giant Atmosphere
The Oriskany, her port bow engulfed in a sheet of flame, continues to plummet past the Koloslavo. Both ships are really in trouble here. Oriskany’s enhanced engines fire full power and start to turn her again to port, but her speed is nearly out of control and she’s just lost some of her maneuvering thrusters. This is a very bad time to lose the ability to turn. The Koloslavo, meanwhile, with damaged engines, struggles to push her 168,000-ton bulk up out of the gas giant’s gravity.
The Koloslavo pours more power through her smoldering ion engines, executing a groaning s-turn to try an turn her exposed, unshielded fantail away from Oriskany. The maneuver actually works, Oriskany is moving so fast, in such a dangerous direction, and with such damaged maneuvering thrusters, that she can only decelerate and make a slight turn to port, which still puts her on a course deeper into Nazarovo’s crushing gravity and with her stern facing directly toward Koloslavo’s full broadside (although at a range of 2,200 km, thankfully). More rail guns and plasma slams into Oriskany, actually damaging her portside engines. Yet again, Koloslavo’s gunners are on the money (scoring solid hits even with damaged sensors).
For a heartbeat, there’s a very real possibility that Oriskany could meet her end here at Nazarovo. With her engines hit, there’s the danger of her losing power, a death sentence given her speed and vector … 2,500 km deep in the gas giant’s atmosphere. Russian-made torpedoes also come in, and Oriskany loses more mass drivers, another shield …
Yet the “Lady O’s” legendary luck holds out. Her engineers maintain power. An instant later, the last three torpedoes that were launched from her port side tubes (an instant before they were blown out of the ship’s hull) strike the Koloslavo’s unshielded stern. Yet just as Koloslavo’s main armament gunners are dead-eyes, her mass driver gunners seem to be cross-eyed. No torpedoes are shot down, and all three American warheads hit.
The battle is decided right there. The torpedoes detonate in Koloslavo’s sensors, aft cargo bays, portside engines, and starboard reactors. For a razor-edge moment, whether or not the ship loses power could really go either way, but again luck holds with the Oriskany and the Koloslavo goes dark.
In that moment, the massive ship is doomed. Only moving at 12 kps, and still 900 kilometers in the atmosphere at too shallow of an ascent angle, she does not have the escape velocity or vector to break free.
The Oriskany, meanwhile, with two sensors arrays down, half her torpedoes gone, two 40mm mass driver turrets gone, two shields down, and streaming a sheet of fire fed by escaping atmosphere, heaves against her damaged engines and maneuvering thrusters to pull up and away from the Nazarovo abyss. She isn’t free yet, she has to power up through 2,500 km of storm clouds and lightning, with the planet’s unforgiving gravity pulling down on her all the way.
Meanwhile, Koloslavo has already lost that battle. Cutters, launches, and escape pods are soon streaming out of her stricken hull, her trajectory quickly slowing and arcing downward.
Two more minutes and Oriskany is almost clear. One last bolt of storm cloud lightning hits her starboard bow, coring through the armor and venting her starboard cargo bay. Finally she erupts free from Nazarovo, battered and scorched from stem to stern, trailing wreckage and flame, missing jagged slabs of armor plating, weapons, sensors, mass drivers, and maneuvering thrusters. But she’s made it.
The Koloslavo, meanwhile, has finally been halted, now sucked inexorably downward to her grave. Her crew has a full five minutes to abandon ship, so crew losses are actually surprisingly light (she carries 749 crew and 72 marines, most of which survive the day). But for the proud ship herself there is just no escape. She’s falling at over 18 kps when what’s left of her hull finally caves in, the wreckage vaporized in the unbelievable heat and pressure deep in the bowels of the Nazarovo gas giant some time later.
As for the Oriskany, she’ll need two days to limp back to Hokkaido’s Flower, and 28 days in dry dock to weld her charred, pitted, and perforated hull back together. Fortunately, ships like the Princeton, Valley Forge, Takakawa, and Spokane are soon ready to take the place of the Oriskany–Kikasa battlegroup in the “Hei-Novo” system (Xi Scorpio A/B), so the Pacific Alliance can continue to apply pressure toward peace talks with the Khitan-Tunguska Free State.
RESULT: Minor Pacific Alliance Victory
Thrilling stuff, and I love to see how some “terrain” really impacts how things play out. It was one of the things I liked about Dropfleet Commander was the focus on fighting in and around planetary atmosphere for the majority of scenarios.
That’s always a game I meant to check out, @davehawes – we made the conscious choice not to include aliens, and the “Post Human Republic” sounds very much the Clans of BattleTech to me, but I did like how each fleet / faction seemed to have its own strengths and weaknesses. I also love the look of all the UCM ships, aerospace craft, tanks, etc, and how that battles are always around a planet. Almost never in Darkstar is a battle simply out “in space” – the closest we come to that are destroyer / frigate / corvette skirmishes at… Read more »
Yeah, I picked up the starter set with a minimal fleet for the Scourge and UCM. All the ships look good, and I thought I would go PHR, but in the end I loved the UCM ships. Beautiful designs. I particularly love my Seattle class carrier, it’s ability to either deploy fighters for additional point defence or reach out with bombers help finish off an enemy ship that is likely to take a direct fire from a cruiser. The whole concept of basically infinite range for effective weapons, and everything is about whether or not you can actually get an… Read more »
I won’t lie, our game play is very balanced … but I think our players are happy with the different flavors that different ships bring to the game. The factions are all human with the same basic tech level, so there are some variations there but nothing TERRIBLY different. Chinese like a lot of inexpensive, inaccurate torpedoes, but absolute swarms of them. The Prussians like big rail guns, the Russians melt you with close-range plasma projectors and they have great “attack submarines” in the form of their K-56 class missile corvettes. The Americans have the biggest supercarriers, the British like… Read more »
Sounds like I would go American, I do love a carrier! I think where you might have overcome the problem I had with Dropfleet is looking at the ship sheets, they are like RPG character sheets. They have enough depth detail and differences to give them character. If you try to reduce that down to a stat-line with just a few numbers and a handful of “ship traits” that are shared in different combinations across most ships. It means a lot of the time the difference between say one faction light cruiser and another, is one point of difference on… Read more »
Thanks, @davehawes – Okay, I will address this post in two parts, carriers in Darkstar and RPG game design. Carriers: Indeed, American carriers are some of the baddest (although also the most expensive) ships, ton for ton, in the game. And of course, with only point defense guns and maybe some torpedoes, they’re also terribly vulnerable without a lot of escort ships. The game also limits how many aerospace craft can be launched in a round. So carriers have to be careful and make some tough choices early in the game – bombers to maul enemy warships, or fighters for… Read more »
Love the class names, and as a fan of the TV series Hannibal a Chesapeake escort carrier in my fleet would have to be called “Ripper” 🙂
Thanks for understanding my mad late night scrawls as well 🙂
Naming the ships (both classes and individual vessels) is one of most fun parts of the game design for me, @davehawes . For our ten factions, I try to be very careful to reference the naval tradition, military history, and culture of the nation(s) in question. The one exception is the “Corporate Consortium” – especially the sub-factions that are borderline pirates. That’s where you start seeing some serious wacky names. 😀
Pirates and Smugglers are just legitimate business folk who use creative methods when it comes to regulatory compliance 🙂
I can imagine now the corporate re-branding team in the consortium, waging PR campaigns with altered ship and class names. No doubt running in almost direct opposition to all notion of sense, reason and communication of the truth 🙂
Sounds like you have the corporate consortium characterized dead-on, @davehawes – with “Venture Ships” (i.e, small planetary assault ships) loaded with “Security Consultants” (i.e., Marines). In the write-ups, their ships are employed where “the Company identifies an irreconcilable impediment impacting otherwise mutually beneficial revenue flow and developmental synergy.” They aren’t organized into battlegroups, task forces, or fleets because they aren’t “warships” (yeah, sure) – but rather “case escalation response groups,” temporary “remediation teams” deployed when and where business is well and truly threatened in a high-priority sector. Anyway, one of the corporations in the Consortium strikes a tongue-in-cheek resemblance to… Read more »
I love games like this fighting to the end.