Topic: Grumm v. DaiKen (AAR)

LSutehall and I are embarking on another test-drive of the Vassal Mod I have nearly completed.*  We are using fleets from the Hammer & Claw supplement for Starmada: AE. Well, technically, this not an AAR, as it will be an ongoing review of the action as it happens.  smile

I have assembled my Grumm fleet (see below) and they await the human Dai-Ken fleet. My fleet consists of:
1 Viktor-class Fleet Carrier (with 4 size 8 flights) (not enough carrying capacity but has a couple big guns)
1 Casar-class Battlecruiser (not nearly as tough as the Grumm battleship but with lots of heavy weapons)
3 Arger-class Cruisers (workman-like heavy cruisers)
4 Dora II-class Destroyer Escorts (Escorts and not much more)

The Grumm use Screens, which I have not powered up but will show up in future images from the battle. I am using the Empire faction ships from the vassal mod.

* <Update on Vassal Mod? I think it's basically done. I am writing up a help guide to be attached for those who like instructions on how to use something and where to find things. Once I have completed that, I will release a version 0.9 beta on Vassalengine.org, and then await further feedback before posting a 'final' version.>

Re: Grumm v. DaiKen (AAR)

My Human fleet stands ready to defend Earth's planets from the evil, warlike aliens!

Attempting to deny this Grumm fleet access to the centre of the system are:

1 Umi-class Battleship
2 Goryu-class Battlecruisers
1 Shinano-class Cruiser
3 Kiso-class Light Cruisers
2 Risshun class Destroyers

The Daiken ships don't have wonderful shields, but they do all come with Armour Plating, which ought to mitigate some of the Grumm firepower as they close to weapons range......

[attachment=0]starmada 1.JPG[/attachment]

Re: Grumm v. DaiKen (AAR)

Here come the Grumm! Laurence sent me his secretly recorded move orders, so I made my moves and have sent the file back to him to reveal his orders and move his ships. (Although they appear to be hunkered down in the lower-right corner of the board.)

First image is my fleet after moving. Notice the P indicating passive sensors and the numbers on the hexsides showing Screens. (I see something that needs to be fixed! Do you? Yes, I will move the screens numbering inside the hex to avoid confusion with neighboring ships. It's currently very confusing.)

[attachment=2]Grumm Move Turn 1.jpg[/attachment]

Second image is a closeup of one group and you can see the enlargement of the ship that occurs when you do a mouse rollover on a hex at less than 100% map size. Notice the sensors and screens are also visible in this image.

[attachment=1]Screens need fixing.jpg[/attachment]

Final image is just to give you the relative starting positions of the two sides (well, after the Grumm move).

[attachment=0]Grumm1 copy.jpg[/attachment]

Re: Grumm v. DaiKen (AAR)

Quick update: the Cowardly DaiKen chose to hold their positions. For those without the Hammer & Claw supplement, the Umi-class battelship of the DaiKen has a Japanime killer gun (very long range, very destructive). Actually, the entire DaiKen fleet has an advantage in weapon range. He also has a fair number of Striker-flights waiting to be launched. Turn 2 move orders are in, so look for something more soon.

Re: Grumm v. DaiKen (AAR)

MadSeason wrote:

For those without the Hammer & Claw supplement, the Umi-class battelship of the DaiKen has a Japanime killer gun (very long range, very destructive). Actually, the entire DaiKen fleet has an advantage in weapon range.

..and they be DAMN cool looking!

Sorry, got carried away....
big_smile

Re: Grumm v. DaiKen (AAR)

For the record, I moved the Screens numbers (and faceted shielding) inside the Hex-sides, which will be far less confusing when ships with those traits are in adjacent hexes.

Re: Grumm v. DaiKen (AAR)

thedugan wrote:
MadSeason wrote:

For those without the Hammer & Claw supplement, the Umi-class battelship of the DaiKen has a Japanime killer gun (very long range, very destructive). Actually, the entire DaiKen fleet has an advantage in weapon range.

..and they be DAMN cool looking!

Sorry, got carried away....
big_smile

You know, there is probably room for several more damn cool looking fleets  wink
I for one would love to see a set that has ships with rotating habitats/capsules, as it would fill a gap in the sci-fi "looks" presented in the fleets that are available.
Just a sleep deprived thought.
Cheers,
Erik

Re: Grumm v. DaiKen (AAR)

Turn 4 Movement:

Again, the DaiKen sit in their trenches, waiting for the Grumm to charge across No Grumm's Land...

Re: Grumm v. DaiKen (AAR)

Turn 4 Combat Phase:

The Grumm bomber squadron is now in range of the big guns on various DaiKen ships. They open fire with everything and two bombers are vaporized.

Then, the DaiKen battleship Thunder turns its super gun on the approaching Grumm battlecruiser Talon. One shot is all they get... and it's a hit! The dreadful calculus of war follows.

1 hit = 5 impact dice vs. Level 5 Screens   :?
3 '6's = 9 Damage Dice   :shock:
The trait "extra hull damage" = 9 hull hits before the damage dice are rolled   yikes
6 odd results are rolled so that's 6 more hulls hits.  :cry:

[attachment=2]death of the Talon.jpg[/attachment]

Since we are playing with the optional Explosions rule, I realize the Grumm may not have formed their ships up in the best possible way. Mayhem ensues.

[attachment=1]Talon explodes.jpg[/attachment]

A normal fleet would not be pleased by this turn of events. Please notice, though, the Grumm use screens and that means the two ships on the right have no screens in the direction of the explosion so any hits translate directly to impact.

[attachment=0]Results of Talon explosion.jpg[/attachment]

The Gamma escapes unscathed!!!

The delta...

Re: Grumm v. DaiKen (AAR)

Well, the Delta does what now? That's right. Explodes.

[attachment=0]Delta explodes too.jpg[/attachment]

What fun this first shot of the game caused.   :roll:  Not only have I lost my best ship, but two of my three heavy cruisers are damaged and one of those has lost its only long-range weapon. Stupid Grumm ship designs! Stupid Grumm admiral who packed all his ships into a tight formation!

Re: Grumm v. DaiKen (AAR)

I have to admit that I bought an Umi-class specifically for its big gun (and I had tried so hard to resist...  :cry:  )

I had no idea that it would prove to be this destructive - I actually feel kinda guilty about destroying a ship in a single hit, and then chain-reacting another one!

Oh well, no doubt the Grumm will reap a grim harvest in retribution...

Re: Grumm v. DaiKen (AAR)

Lsutehall wrote:

I have to admit that I bought an Umi-class specifically for its big gun (and I had tried so hard to resist...  :cry:  )

I had no idea that it would prove to be this destructive - I actually feel kinda guilty about destroying a ship in a single hit, and then chain-reacting another one!

Oh well, no doubt the Grumm will reap a grim harvest in retribution...

Don't feel guilty it's Japanimation Big Gun destruction at it's finest :!:

The commanding officer of Thunder no doubt has a slouch hat pulled down over his eyes "hurrumphing" while his young and excitable bridge crew cheers wildly at the destruction they have caused. Meanwhile, the Grumm commander will launch into a high-pitched diatribe at the utter gall of these humans who think they can resist the might of the Grumm...and he might just possibly shoot a subordinate.  :geek:
Or something like that,
Erik

Re: Grumm v. DaiKen (AAR)

CURSE YOU MICRONIA....errr....wrong battle...sorry.  lol  big_smile

Re: Grumm v. DaiKen (AAR)

go0gleplex wrote:

CURSE YOU MICRONIA....errr....wrong battle...sorry.  lol  big_smile

At least it was an honest to goodness WEAPON that did the damage...
It could have been a horrifying JapPop attack from which there can be no survivors!  wink
Erik

Re: Grumm v. DaiKen (AAR)

Blimey. Thats why I want big guns on my battleship...:)

Re: Grumm v. DaiKen (AAR)

I'm just hopin you have fun.  The Grumm ships can hurt you, as well.

Re: Grumm v. DaiKen (AAR)

Turn 5 movement:

The DaiKen again sit tight while the remaining Grumm close in.

Flight Phase begins. Laurence and I agreed to speed things up in play by email by activating two flights at a time instead of one as in the standard rules. The Grumm move first, a bomber flight and an interceptor flight swooping in on the light cruiser Deathstrike.

The bombers attack first delivering their payload with devastating effect. 6 bombers inflict 5 hull hits, in spite of the cruiser's armor. The interceptors arrive over target next and complete the destruction.

[attachment=1]Turn 5 attack on Deathstrike.jpg[/attachment]

After what happened to my fleet last turn, I am eager to see what happens when this 7-huller explodes with all his friends around.  :twisted:

[attachment=0]Turn 5 Deathstrike explodes.jpg[/attachment]

Sadly... the results are underwhelming. One DaiKen ship loses 1 shield point, two strikers are destroyed. Meanwhile, the Grumm themselves lose two fighters to the explosion. Sigh...  :cry:

Over to Laurence for two of his strikers.

Re: Grumm v. DaiKen (AAR)

After much, much delay we can continue this game. It's all my fault, too. But hey, at least the mod is now available. smile

Turn 5: Combat Phase

The Grumm manage to destroy the closest incoming Strikers. Before they can celebrate, however, the brave Grumm pilots who took the battle to the enemy are eliminated. The DaiKen anti-fighter fire completely swept every Grumm figher from the heavens. Oh, dear.

Turn ends with the DaiKen ships launching every available Striker and Boarding Pod.

Turn 6: Grumm Move

The DaiKen move orders have yet to be revealed but the Grumm have turned away from the DaiKen hedgehog defense. Clearly, this hog has teeth, and the Grumm commander is reconsidering his headlong attack.