DARKSTAR CAMPAIGN UPDATE: DUCHESS ANNABEL’S WAR IS OVER
Recommendations: 3619
About the Project
The year is 2512.
The powers that remain on an ecologically-devastated and plague-ravaged Earth have been forced to look to the stars for the resources, capital, and room not only to expand, but to survive. While the setbacks encountered by mankind over the past 500 years have forced him to unite in a shaky global coalition and make fantastic strides in technology, they have also caused seismic and reactionary shifts in religion, culture, and politics. A second age of imperialism has dawned, and because man would never survive another war on the fragile remains of planet Earth, he is forced to ply his oldest trade ... war ... exclusively among the stars.
Darkstar is a tactical war game postulating naval combat in a “science faction” universe set five centuries into a troubled and uncertain future. Players take command of warships serving in the new “black water” navies of reborn empires of old, struggling for control of shipping lanes, resources, and colonies. Ships maneuver and fire in fast-paced combat, with survival not only of the players’ fleets at stake, but perhaps their nation and all of humanity as well.
Related Genre: Science Fiction
This Project is Active
Battle Report: Prussians (Elessar2590) vs. US Navy (Oriskany)
Well, it had to happen sooner or later. Here’s another Darkstar battle report, this time between @elessar2590 and myself (game Saturday, April 13). This time the the game took place in the upper layers of a gas giant atmosphere, where factors like jovian lighting, hyper-velocity winds of 400+ kph, titanium-melting heat, hull-crushing pressure, and gravity like you will never see anywhere else on a Darkstar table are almost as dangerous as the enemy!
Live Game! Elessar2590 vs. Oriskany
Good afternoon ~
@elessar2590 and I have a live game of Darkstar going on! If anyone’s interested in spectating, send a PM and we’ll get you in the web conference meeting!
Heavy Cruiser Clash - British v. Imperial Japan (Damon v. Rasmus)
The Japanese and British are at it again, it seems …
So we had @damon and his trusty Trafalgar class heavy cruiser HMS Bellerophon, along with his new destroyer HMS Terpsichore (RIP HMS Essex) looking to take on @rasmus and his Japanese. But this time, Rasmus decided to set aside his IJN Sendai Byo light cruiser to try one of the new Katana class heavy cruiser, IJN Kama. To balance the game, I added the oft-crippled but never destroyed Akashi class strike frigate IJN Urakaze and a sister ship. IJN Sakita.
So we’re looking at 172 point game! No carriers, no aerospace craft, no landing ships …
Just a very unstable red dwarf less than 30 light-seconds away …
That’s right, this battle takes place close to a mineral- and heavy-metal rich planetismal that is desperately close to the systems’ red dwarf planet star. These stars, while cool (in stellar terms) are typically electromagnetically unstable, and this one is no exception. At the beginning of combat phase, I’m rolling a d6 to see what the “space weather” is like that turn.
Special rules from the scenario:
BATTLE TAKES PLACE AT A TINY DWARF PLANET EXTREMELY CLOSE TO A RED DWARF STAR
NO GRAVITY – PLANETISMAL IS BARELY 2500 KM ACROSS
(SLIGHTLY LARGER THAN PLUTO)
SHOOTING INTO or THROUGH CLOUD (IONIZED PARTICLES BURNED OFF THE PLANETISMAL’S SURFACE)
-1 TO HIT
NOT CUMULATIVE PER HEX
CORONAL MASS EJECTIONS
D6 BEGINNING OF EACH FIRE PHASE:
1 = NO EFFECT
2 = NO EFFECT
3 = NO EFFECT
4 = -1 TO HIT
5 = -1 TO ALL SHIELDS
6 = -1 TO ALL HIT AND TO ALL SHIELDS
Battle Report - Arab League v. Imperial Japan (Drew v. Rasmus)
Okay, I am waaaay behind on my battle reports here, so let me do what I can to catch up.
Last Saturday I had the privilege of hosting a live web game with two of Darkstar’s oldest supporters, @muakhah and @rasmus . This is also the first time Darkstar was played in Asia, which made for some challenging schedules and internet stability issues, but we toughed our way through it. I also had to keep the web conference a little short since I had a Sitrep Podcast scheduled, but nevertheless we had a great little game where we were able to roll out the Arab League, a faction that’s never been played in the new system and not played at all since 2014. It was also the first time one of the new “hybrid light cruisers” were played, warships that are part gunnery warship, part light fleet carrier.
I’m happy to report that the game went well, the new faction performed admirably, and the points balance for the new hybrid light cruisers seemed to work great.
Darkstar Live Game - 1700 GMT - 9 March
Looks like Rasmus and Damon will be squaring off again, this time at a super-hot planetismal that’s dangerously close to a red dwarf star, close enough to cause some electronic disruptions due to coronal mass ejections.
If you’re interested in checking this game out LIVE as it’s played, ping me a PM and I’ll send a link to the web conference.
Darkstar Live Game - 1PM GMT - Drew vs. Rasmus
Okay, we are shaping up for a Darkstar game this Saturday at 1PM between Drew and Rasmus (Arab League vs. Imperial Japanese Navy)
If anyone wants to check this out as it’s played, have a chat, or just hang out, just ping me a PM and I’ll send a link to our web conference. Hope to see some of you there! 😀
NEW FACTION - Arab League Rolling out for Darkstar
Good morning, everyone.
We had a request from one of our players to try out one of the new factions – the Arab League. We were supposed to try some of these new ships out in DS 2.0 this weekend but unfortunately something came up on my end so I had to cancel. As a first step in making this up, I’ve updated five classes of Arab League warship from the old DS 1.0 system to the 2.0 warship record sheets, so if we play this weekend of a subsequent weekend, I’ll be more than ready. 😀
- Shabbak-201 class gunboat
- Ashur class corvette
- Hattin class frigate
- Basra class destroyer
- Almanzor class light hybrid cruiser (part gun cruiser, part light fleet aerospace carrier)
Here’s hoping we can get this faction back into the stars this weekend! 😀
500-Point Game: Climactic Clash of Duchess Annabel’s War
Eisenwolf Colony (Gliese 580)
October 2519
I decided to go for broke here. Somewhat weary of the nearly unbroken British winning streak, and of trying to hobble the Duchess Annabel’s War campaign and storylines top some kid of conclusion, this weekend we set up a large 500+ point game to settle this issue once and for all.
This was a team game, with @gladesrunner and @damon each bringing in two ships (two of them very experienced and heavily upgraded, two of them more moderately experienced) up against a Prussian battlegroup built around a Norwegian Hipper class light cruiser, an Emden class frigate, and the KMS Scheer, a gigantic Tirpitz class battleship, quadruple-upgraded with ECM Shielding, Electronic Warfare, Thrust, and Gunnery Accuracy. At this point the Prussian flagship costs 400 points, and the rest of their fleet costs 99, plus three additional scouts. In all, the game is thus balanced at an even 502 points, making this game a possible war-ender, IF one side can win it be a large enough margin (40% of starting scenario points, per Rule 5.2.1.c.iii).
So we’re letting the British take the offensive, given as they’ve won all but one game since October against Prussian, Black Dragon, and Japanese foes. We’re envisioning the joint Kraken-Bellerophon task force heading straight into the heart of Prussian colonial power in this sector, the Eisenwolf Colony at Gliese 580. The Scheer is an absolute monster, though, weighing just short of 400,000 tons, her guns large enough to break a corvette in half with a single hit anywhere on the table. With a solid broadside she can cripple a cruiser at 1,000 kilometers, and positively bristles with 66 mass driver point-defense guns, electronic warfare and ECM arrays, gravitic shielding, and tens of thousands of tons of armor. Her targeting system draws as much power as a frigate’e entire reactor array.
This is gonna be one for the record books, folks. A big enough British win here will break the back of Prussian (and allied) naval power in the Libra / Sagittarius strategic command sector, causing a second Iron Wolf power to sign a separate peace with the British. A big enough Prussian win will smash enough heavy British naval power to leave the Scheer Task Force more or less unchallenged for at least 15-20 light-years, giving Berlin a commanding position of strength at the negotiating table back on Earth.
Let’s see what happens!
So the British have won by 315 points, easily more than the 201 they needed for a Major Victory here. If I could have knocked out the Bellerophon, I would have shaved this down to 191, enough to keep in a Minor Victory and keep the Prussians in the war. But they’ve lost, and lost HARD, so at last Duchess Annabel’s War is OVER.
The question for the community now is … WHO IS INTERESTED IN ANOTHER WAR? If so, WHAT FACTIONS? We seem to have some votes of the British, Prussians, and Americans. Anyone else interested in trying this wargame? Any other factions? We have New Romans (Spanish, Italians, French), Panasian Union (Chinese), Arab League, Indian Republic, Corporate Consortium / Pirates, Black Dragons, Russians, and Japanese.
Let me know in the comments below!
And CONGRATS TO DAMON and JENN for the great war-winning victory!
500-Point Game: Climactic Clash of Duchess Annabel’s War
Removing duplicate 🙁
ACTION STATIONS! Prussian Battleship sighted!
We are live with Darkstar in about 30 minutes! British players @gladesrunner and @damon take on the Prussians, who are packing one of my Hipper class light cruisers (sailing under a Norwegian flag) and … you know … just for fun … a ridiculously-powerful Tirpitz class battleship, KMS Scheer.
**queue Vader’s Imperial March theme. 😀
This one … will get nasty.
Ping me a PM if you’re interested in seeing some of this game live on the web, starting at 17:00 GMT! We’ll see if the British can keep up their nearly unbroken winning streak!
Damon's Contribution - Separate Peace between British and Japanese?
Okay, so Damon wrote a great bit of Darkstar “roleplaying” where he is sending the colonial administrator (and presumably local colonial garrison commander) of the Japanese Kishimoto colony a appeal to reason. This is great because it dovetails and aligns with the background for last week’s Kishimoto planetary assault game, brings in a bit of lore building / campaign ply / role playing to Darkstar (which I always support) and also allows us to bring up the question …
Is Duchess Annabel’s War coming to a close?
At least between the British and the Japanese?
Again, this campaign started locally, then went on line, we never had an official roster of players, so it’s definitely very informal. In more structured campaigns, actual “balance of power” points are tracked based on the size of aggregated battles and their results, it is clearly outlined when a certain power or faction either cashes out of a war as victor, or signs a separate peace as a loser.
Here, it’s really going to come down to player preference.
So I’ll put it to the community –
What factions do you still want to play, or see drop out of the war, or see added in to the war?
Currently: Duchess Annabel’s War is between two coalitions:
- “Iron Wolves”
- Imperial Prussia
- Japan
- New Roman Alliance
- Khitan-Tunguska Free State (Black Dragons)
vs.
Duchess Annabel’s Coalition:
- UK
- Holy Russian Empire
- Panasian Union (China)
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. 😀 😀 😀
Darkstar "Championship" Game - Jenn's British vs. Oriskany's Japanese
Early September, 2519:
Okay, yesterday @gladesrunner (Jennifer) and I sat down for a “championship” game of Darkstar – veteran players playing two of their most elite, veteran, and upgraded task forces we’ve managed to build up over several years of campaign play (off and on).
We basically have the heavier ships of Jenn’s “Cruiser Squadron “K” – under the flag of Commodore Rhea Aubrey, flying her flag from her Iron Duke class heavy cruiser HMS Kraken:
HMS Kraken (three battle upgrades) – 182 points
HMS Indomitable (five battle upgrades) – 128 points
HMS Londonderry (two battle upgrades) – 66 points
Four double-elite fighters and four double-elite bombers (HMS Vigilant) – 32 points
408 points
Opposing them, I’m bringing by Cruiser Squadron “Storm Dragon” – lead by Captain Hiromi Ozawa aboard her flagship, the Katana class heavy cruiser IJN Naginata.
IJN Naginata (four battle upgrades) – 202 points
IJN Takakawa (five battle upgrades) – 128 points
IJN Kikasa (three battle upgrades) – 77 points
407 points
In all, these commanders have a total of 44 campaign stars (that’s 264 campaign points, which averages to about of 30 games for each of these commanders, assuming they won about half their games.
They’re not the best of the best, but they’re damned close. And now they’re closing to battle range, decelerating to attack speed, sounding general quarters and ready to engage in another furious battle in Duchess Annabel’s War.
We had spectators for this game from Puerto Rico, Canada, and even Australia. Thanks so much for everyone who tuned in to this epic wargame! And if anyone ever wants to drop in for a chat, to spectate, or even give these games a try, as always, just give me a PM ping and we’ll get you on the schedule!
So there we have it. The game comes down to a razor-thin British win.
The Japanese have five scouts left on the board = 5 points, plus they were outnumbered by the British by 1 points = 1 “balance” point = 6.
The British have 2 double elite bombers (8 points) + 4 double elite fighters (16 points)+ 6 scouts (6 points) = 30 points.
So the British won by 24 points.
Per the rules, you have to win any game by a margin of at least 5% to claim a victory. Well, 5% of 408 total points = 21 points.
So with exactly 3 points to spare (21 required, 24 attained) . . . out of an initial point total of 408, the British ba-a-a-a-a-a-arely scrape out the ugliest, narrowest, and slimmest of wins.
But a win all the same. After all, HMS Kraken is operational in this star system, the Naginata is not.
Congrats to Jenn on the win!
"Championship" Darkstar Game between Veteran Players - with Elite crews!
Darkstar is LIVE in about 60 minutes (5:15PM or so GMT). If you’re interested, ping me with a PM link to chat with game creators, other wargame / sci fi fans (we have people from three countries lined up already), or just watch an epic space warfare battle game!
Elements of my elite Naginata task force will be taking on the flagships and escorts of @gladesrunner’s venerable “Cruiser Squadron K,” under the flag of Commodore Rhea Aubrey aboard her flagship, HMS Kraken.
Darkstar v1.1 Published
Good afternoon ~
Okay, the majority of the typos, formatting errors, and (worst of all) math bugs in the warship designs have been smoothed out of the rules and the warship record sheets of Darkstar Rules. Therefore, I’m happy to post the link for Darkstar 1.1, available below.
Again, no real new content, just cleaned up, amended, and corrected details here and there for the rules and ships. If you already have the rules or have even printed them out, I wouldn’t even say reprinting the whole doc is worth it. For the rules, I was cleaning up misspellings, typos, clarification of aerospace strafing rules, etc.
However, what I really wanted to clean up were some “worms in the wood” hidden in the math of the warships. You’ll notice some stats have updated subtly, including slight updates to some Japanese ships, and larger changes on Corporate ships, and the light cruiser ship type in general. Even if the ship characteristics all remain the same, the scenario price has updated slightly on a few of them.
Anyway, just trying to present the best, smoothest, most bug-free possible game as a basis for future roll-outs.
If you have the original saved somewhere, simply save this one over it. Otherwise, download this new one if you’re interested, and have fun!
As always, we play live on the web usually once a week, and I can be reached for questions at [email protected].
Darkstar v1.1 Later This Week
Good morning, commanders. 😀
Just a quick announcement that v1.1 of the Darkstar rules are being hammered out as we speak. I hope to roll them out later this week.
Very little is being tweaked in the actual rules. Really, just typos and some very minor clarifications where small, corner case rules were not CLEAR, nothing’s actually being changed.
In the ship designs, however, some of them will get updates. This was always in the cards, with a few omissions like the ECM / Shielding ratings for the Scharnhorst class pocket battleship being addressed. But after a few games this last weekend, I found a few additional updates that I wanted to make. Then, looking more closely at the functionality of the spreadsheets that drive these designs, I found some more glaring issues that needed to be fixed.
Long story short, the warships designs are being tweaked, including not only the 30 classes included in the First Wave, but also the 78 other classes still waiting in the wings. This also includes updating the WRS for these classes, reformatting as .pdf, splicing the, into the book, and republishing.
So yeah, I have a busy couple of days ahead of me.
Even those ships that are being tweaked will have relatively small updates – light cruisers are the hardest hit, but even they’re losing only a couple mass driver defense points or excess torpedo tubes here and there. Some point costs will also be updated.
But the rules are the same and the designs will be 99% the same. This is just a clean up to make sure everyone has the best possible game available.
Replay - Are Darkstar Pirates "OP"
So in the wake of Saturday’s game, I’ve been wondering if the Corporate Consortium / Pirate warships in Darkstar are in fact overpowered.
Short answer, no. They perform exactly as they should, at least in the case of the Corporate Consortium: extremely small, extremely high-tech, extremely fast, extremely vulnerable, but extremely accurate / advanced.
However, they may be underpriced in scenario points. I have absolutely no issue with putting advanced / powerful /less numerous units up against weaker / less advanced / more numerous units (such is asymmetrical warfare and wargaming), but the points have to take this properly into account to allow proper game balance.
So to test this, I re-ran Saturday’s game Japan v. Pirates solitaire to see if I could come up with a different result.
So is this game balanced? Technically, yes. But the Japanese player cannot make a single mistake and has to be at least moderately lucky (or at least not unlucky to pull off a win or at least a respectably draw.
Honestly, I would say this scenario design is still pretty flawed, as the odds for victory are still undeniably with the the pirate player.
Are corporate / pirate ships overpowered? Honestly, I don’t know. I’m starting to think the power / cost requirements for those +3 CICs is too low, so while they may not be “overpowered,” they may honestly be underpriced. Larger power plants (and thus higher scenario points per ship) may be required to allow these ships to carry such advanced equipment. This way they keep them and the corporate high-tech flavor, but opposing players get to bring in more against them to keep the game fair and fun for both sides.
Definitely something to address in rules v1.1
Pirates vs. Japanese - Darkstar Live (Jan 19)
Battle report of a Darkstar Live game between community members @umbramancer (Japanese) and @nagek92 (Pirates)
August, 2519 – Outer Gas Giant, Eisenwolf Colony (Gliese 570 / 33 G. Libra)
Duchess Annabel’s War
Situation: In the wake of recent battles at Harwood’s Hope / Gliese 682 star system (Royal Navy, the Prussian Kriegsmarine, and the “Black Dragons” of the Khitan-Tunguska Free State), the Prussians and Black Dragons are pulling out, towing crippled and damaged ships back to Kriegsmarine bases at Eisenwolf Colony (Gliese 570). The Prussians’ allies, the Imperial Japanese, are also sending a handful of ships to help cover this evacuation, as the Prussians themselves and especially the Black Dragons have been handled rather roughly at Harwood’s Hope.
As one such convoy begins to decelerate towards a large moon orbiting one of Eisenwolf’s outer gas giants, however, they are intercepted by a cadre of rogue pirates, hoping to pick up some easy salvage from the derelict Prussian and Black Dragon warships. The pirates are intercepted by the Japanese security flotilla short of the derelict convoy however, and a battle is set to start. Whoever winds up controlling this battlespace will have access to the crippled Black Dragon warships, either to escort them to port … or chop them up for scrap.
Also, Umbramancer has made a great little video of his own US-Japanese Darkstar Game on the D20 online platform. Check out the video and give it a like!
In retrospect and in the course of writing this battle report, it occurs to me that allowing the pirates to drop in behind the Japanese like that really was a big advantage, much bigger than the four fighters with which I sought to balance it. Furthermore, those Japanese fighters never even launched their missiles. Twice the Jasmine’s Diamond should have been destroyed or at least crippled, and the Fast Company was also more than a little fortunate to escape under her own power.
Please understand, I’m not taking away from @nagek92’s win. He saw an advantage and took it, correctly recognizing that his main weapons were his torpedo arrays, not his gun broadsides. He did an absolutely fantastic job on his game of Darkstar, not only smashing this small Japanese battle group but walking away with a captured destroyer (far larger than any pirate ship currently in canon).
Now, the Japanese really love these Kagumo class destroyers. As you may have seen in the write ups in the Darkstar book, they are 35-40 years old, and sometimes have fathers and sons serving together in a “legacy ship” media program. Long story short, the pirates probably can’t use this ship, but could probably ransom her back to the Japanese in exchange for a much newer, faster, and technologically advanced Takashiro class destroyer, or enough money to buy several more Baroness class frigates from the Corporate Consortium that really shouldn’t be selling them to outlaws anyway.
Whatever the case, the Pirates definitely walked away with a win on this one!
Yo ho, yo ho! A pirate’s life for me!
Darkstar Live - Pirates vs. Japanese - Saturday, Jan 19
Good afternoon, everyone !
We’re scheduled for another Darkstar battle, live on the web with a member of the community, on Saturday January 19 (6PM GMT / 1PM EST).
We’ll be trying out a new faction with the Rogue class armed sloops, Twilight class blockade runners, and Baroness class “security frigates” of the Corporate Consortium (here deployed as outright pirates) against the Imperial Japanese in the ongoing Duchess Annabel’s War.
We’ve had some big, heavyweight punch-ups between heavy cruiser battlegroups lately, it’s time for a small, fast, nasty little high-tech knife fight!
If you’re interested in checking out the game, chatting with the players or the designer, of just getting a first-hand look at how Darkstar works (especially at this smaller-ship level), just send me a PM with an e-mail address where I can send web conference link.
Log on at the appointed time and you’re at the table with us!