DARKSTAR CAMPAIGN UPDATE: DUCHESS ANNABEL’S WAR IS OVER
Damon (British) v. Rasmus (Japanese)
October 2519:
For the last 57 days, ground combat has raged on the surface of Kishimoto, colonized terrestrial planet of the HD-172051 (Kishimoto) star system.
Kishimoto is a roughly Earth-sized, terrestrial-class world with huge liquid water oceans under miles of permanent ice. The yellow main-sequence star is stable, the ice provides protection from cosmic radiation, and the planet is rich in resources like water (obviously), silox 35, and heavy hydrogen isotopes useful in fusion reactors. Colonies are tunneled out of the ice, soft enough for easy construction, hard and permanent enough for structural stability. With large spaces under the ice now warmed by gigantic reactors, Kishimoto has thus become a large hydroponic mega-agricultural colony, feeding Japanese colonies and providing important trade throughout the Libra-Sagittarius strategic command sector.
In an attempt to compel the Japanese to abandon their Prussian, New Roman, and Black Dragon allies, the British have landed two regiments of Royal Marines on the planet. But so far, these 3200 men have been stalemated by a smaller, but determined and deeply entrenched, Japanese defense force.
Now, both the British and Japanese are trying to break the deadlock on Kishimoto. When Japanese Intelligence (tipped off by the enigmatic spy known only as “Red Kitsune”) is alerted to the approach of a British troop convoy, they hastily mount an expedition of their own to counter. Now two troops convoys are headed to Kishimoto, each escorted by a cruiser battlegroup.
Entry zones shown on the map. Target ground hex is circled in red.
Each side has three troop ships.
Each troop ship moves 6 hexes a turn, has 4 shields, and 25 damage points.
Each side gets 50 points for getting a troop ship to the target hex.
Cargo ships always move first, before first warship to move on each side.
Gravity effects: pulls 1 hex toward the planet, if warship ends move within 10 hexes of planet.
Gravity does not effect troops ships (antigrav drives) or aerospace craft
Warships have a speed limit of 6 when within one hex of planet (atmosphere)
Shooting through or into an atmosphere hex applies a -2 penalty on to-hit numbers (atmospheric refraction). Just shooting out of an atmosphere hex applies no penalty.
Exceeding this movement limit inflicts one ROW of armor off the bow and either P/S Bow.
Game lasts max of 8 turns.
So this was a great game played by both sides. It was tight, tactical, and reserved, well … up until Rasmus sent Kuroki and Urakaze on a banzai charge across the bow of HMS Essex. 😀 Honestly, I feel I made the troop ships too tough, a full broadside from a heavy cruiser at optimum range really should have tanked at least one of them. But I bumped the normal “civilian” shielding of 3 up to a 4, then added the +2 targeting penalty for atmosphere (forgetting that, duh … of course these ships are going to be in atmosphere). But that’s on me.
So the British win this game 120 (Bellerophon) to 51 + 24 (Kuroki and Urakaze) + 5 scouts = 80 (all British scouts were shot down by Japanese scouts and mass driver guns of the Sendai Byo).
This means that Kishimoto will probably fall. Yes, the troop balance on the ground is still unchanged, but now the Royal Navy controls the skies over the planet, and Bellerophon will probably spend the next few days pummeling Japanese ground positions from orbit.
What this means for the larger context of Duchess Annabel’s War is uncertain. This has been a fairly loose campaign when it comes to tracking. But the fact is the British have lost only one battle since last October, and won several big ones in a row. These Japanese have lost several big ones, and honestly their alliance in the “Iron Wolf” coalition with the Prussians, New Romans, and especially Black Dragons has always been tenuous (the Black Dragons were their blood enemies in the previous Xi Scorpio War).
If we were keeping closer track of points, the British would probably have won enough to “cash out” of this war as victors, the Japanese as losers. But what it really comes down to is whether players want to keep playing Japanese and especially British (definitely the most popular faction so far).
Either that or we could let the Duchess Annabel’s War finally end and instead start a new campaign fresh, using the factions people are most interested in. 😀
We gotta get the Americans in one of these wars, if for no other reason that to see Task Force Oriskany on the table again. 😀 😀 😀
I enjoyed this game, mistakes and all. Not chasing down the Japanese frigate and destroyer when the cruiser was out of position was a mistake but then lady luck glanced in my direction with the six.
Honestly, @damon , I think of all three people in this, you me, and @rasmus , you made the fewest, or at least the smallest, mistakes. I was pretty surprised to see Rasmus move his warships into such high orbit, leaving his troop ships more or less exposed to Bellerophon’s broadside as they made their landing run. Honestly, he “got away with it” because of MY mistake, that is … in double-buffing the resilience of those troop ships by +1 ECM shield rating AND atmospheric penalties. Actually, it started even worse when I wasn’t even ALLOWING atmospheric fire. Rasmus was… Read more »
@oriskany The idea behind not riding on top of the troopships was that the warships would not give them any benefits (even less so when the Royal Navy left their torpedoes at the nearest space station.) so while they had to go in close and hot under the British guns, where trying to snipe from distance should play to the Japaneses strengths. Replaying it mentally I should only have gone in the face of the Bellerophon with the strike frigate, followed by shooting with everything else on the same facing. @damon when you mentally replay a game even 3 days… Read more »
Definitely good points, @rasmus . Like I said in the write up, keeping an open range is definitely a good idea for the Japanese in general, especially with classes like the Taiho and Takashiro. You also make a good point about not needing to provide mass driver coverage against a British task force that had no torpedoes. The Trafalgar class has no torpedoes because this is what Damon more or less asked for when he “commissioned” the class via his donation during the rules write up in December. A fast cruiser with lots of guns that could use “Nelson’s tactics,”… Read more »
@rasmus Totally, should have turned left and chased the little ships to finish them off because without ‘that’ six, I reckon it would have been a lot closer to mutual destruction
@oriskany
I enjoyed the outings I had with the Japanese – the glass cannon aspect of them take some getting used to
Awesome, @rasmus . I should add that the whole faction isn’t really like this. The Kagumo class destroyers, Chikuma class heavy cruisers, Katana class heavy cruisers, and of course Yamato class battleships are insanely tough, just slow and not terribly high-tech. The Japanese Navy almost has “two sides” to it, as well as having the second-most powerful carrier arm (only the US beats it, and the UK is right behind). They’re definitely a clash of styles, just as they were in World War II, part of what makes the IJN so interesting for me in WW2. Their “descendants” in Darkstar… Read more »
@oriskany Yes, you have said it before – I might try to take the heavy version for a spin