Monday, June 15, 2020

Operation: Hemlock- Aquanautica Imperialis: Bombarding the Ork Camp

The Orks attempts to leave the Green Zone and infiltrate Baron’s Rest have been largely suppressed.  However, a sizable Ork force had managed to establish itself on Baron’s Rest before Imperial troops could get to the island.  It was only the Orks lack of co-ordination that allowed the PDF defenders of Taskforce: Sword along with the Camp: Hope(less) Militia to rally and hold them at bay

For the most part, the Ork invaders were still mostly scattered warbands.  However, they were beginning to coalesce around a main camp at the base of Look-out Pointe at the southern tip of the Baron’s Rest island.  Taskforce: Thorn had been relatively successful fending off the Ork naval forces and kept them from reinforcing the Ork position on Baron’s Rest along with the aid of Headman Hondo’s Syndicate. 

General Kurtz, the overall commander of Operation: Hemlock; ordered Vice-admiral Travers of Taskforce: Thorn to relieve the pressure on Taskforce: Sword on Baron’s rest.  PDF naval forces were to enter the waters off Look-Out Pointe and bombard the Ork camp.

As a result, Vice-Admiral Travers organized a squadron designated Divine Fire to conduct the operation.  The warships were expected to encounter resistance from Orks surface batteries, sub-surface combatants, and from the air.

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This battle will be another Aquanautica Imperialis battle in the Operation: Hemlock campaign.  The Imperial Ammoriss Naval PDF will face off against the Ork Kill Fleets.  I will again be using paper templates to allow my opponent and I the widest selection of forces when playing the game.   

Ammoriss Naval PDF
Wraith of Humanity- Ascendant Class- 350 Pts
Duke of Iron- Resolute Cruiser- 250 pts
Governor Trevalios- Steadfast Cruiser- 150 pts
Spear 789- 2 Constant Escorts- 150 pts
Hunter 789- 1 Hunter Sub- 125 pts
95th Imperial Navy Fighter Squadron- 2 Thunderbolts and 2 Lightnings- 70 pts

Total= 1,090 pts

Ork Kill Fleet
Da Bloo Fort- Big Dakka Boat- 195 pts- 3 Power Fields
Kil Ammer- Big Dakka Boat- 190 pts- Smokescreen, Ram
Boom Booma- Big Karrier Boat- 175 pts- Fighta-Bommerz
Krazy Ivanz- 4 Drilla Killa- 200 pts
Dok Surprize- 2 Boiler Boatz- 150 pts
Gobstrukz Raiderz- 1 Sneaky Gitz Sub- 150 pts

Total= 1, 060 pts

This is a variant bombardment mission as found in the scenario section of the Aquanautica Imperialis scenario document.  The north side of the board will have a coastline with a large mountain which represents Look Out Pointe.  Clustered around the base of the mountain will be 10 individual targets that represent the Ork camp.  Each has Armor 5+ and 1 Hull.  The Objective is to destroy as many of these as possible.  If 6+ of the targets are destroyed, the Imperial forces win.  If fewer than 6 are destroyed by the end of the game the Orks have won.  The game lasts 6 turns.

The scenario indicates the most important landmarks of the northern shoreline, Look Out Pointe and the Ork encampments to bombard.  However, there is also some small islands dividing up the shoreline.  It is a bit of a confined space for a naval engagement the waterway will eventually lead into the shallows. 

The Orks are deployed with their Big Dakka Boats coming from a cove and screened by some small islands.  Outside the cove on the opposite side of the islands is Krazy Ivanz Drilla Killaz.  Further up the shoreline, the Boom Booma is by the Ork camp and screened by Dok's Surprise Boiler Boatz.

Divine Fire is coming in from the Southwest corner.  The battle line is lead by the Governor Trevalios , followed by the Wrath of Humanity, Spear 789, with the Duke of Iron taking up the rear guard.  

The subs and the Imperial Navy Fighter Squadron are set-up in reserve.

Turn 1:
Initiative: Orks

The Kill Hamma decides to go Waaagh! speed and shoots to the center of the board barely missing an island.  The rest of the fleet is more restrained, with the Escorts and Boom Booma actually going less than full speed.

The Imperial forces also move forward to engage.  The Constants try to get a bead on the Da Bloo Fort for a long range torpedo attack.

The Subs and Imperial fighters stay in reserve.

The Ork aircraft scramble from the deck of their carrier and make for the Imperial battleship.  Imperial Point Defense gunners grimly man their stations, hoping that their fighter support gets there soon.

On the left Imperial flank, the Duke of Iron and the Constants pop torpedoes towards the Da Bloo Fort.

Fighta-Bommerz continue to close in on the PDF targets.

The PDF Torpedo barrage races into Da Bloo Fort.  The Ork Point Defense guns begin to spray Dakka everywhere, and manage to tag 2 of the fish.  2 miss, and the last 2 are scuttle by the ships Power Fields.

Turn 2: 
Initiative: Imperial PDF

The Governor Trevalios leads the way and steams into the Fighta-Bomma swarm.  Her PD gunners manage to down a squadron or so of aircraft.  However, the Big Hamma decides to Waaagh! again and crashes straight into the PDF cruiser at full speed!  The PDF Captain sees the danger and gives the order to Brace for Impact!  There is a powerful head-to-head crash that buckles steal and armor plate.  The Governor takes 1 damage, while the Big Hamma takes 2.  The two ships are entangled.

The Orks are ready and swarm over the bow of their ship in a boarding attack.  The rmapaging Orks manage to destroy more of the ship and reduce the Imperial ship 1 more Damage.

Drilla Killaz also Waaagh! and find their way to Ram the Duke of Iron!  The quick craft manage to dart in before the crew can Brace for Impact.  The Orks lay out 15 hits on the Imperial craft!  All four Drilla Killaz are also destroyed in the attack, with 1 sinking immediately.  However, the Duke of Iron is effectively crippled in the mass attack as well.  She takes 7 damage and is reduced 1 only 1!  In addition, she takes massive casualties and is reduced to 1 crew.  The remaining ships are all entangled.

The Wrath of Humanity steams forward, as the Constants move to screen her from Da Bloo Fort.  The Boom Booma and the Boiler Boatz hang back as a defensive screen.

There is still no sign of the Subz or Imperial Fighter wing.

The battle got desperate pretty fast for the North Ammoriss Naval PDF.  The Captain of the Wrath of Humanity gave lock-on orders to Da Bloo Fort and opened fire with a broadside.  The Ork Kaptin roared for his boyz to Brace, and they promptly do.  However, the firepower of the Imperial battleship overwhelms the last Power Field and blasts into the ship.  The ship takes 2 damage from the attack and is out of Power Fields.  The Wrath also fires her forward Torps at the Boiler Boatz in the distance.

Da Bloo Fort fires at the nearby Constant escorts, but the shots miss the small, swift torpedo boats.  The Constants manage to re-load their Ordinance while under fire.  They also send a barrage of Torpedoes at the enemy Boiler Boatz while their deck guns spray Da Bloo Fort with no effect.

Imperial Torpedoes race in amongst the Ork Boiler Boatz, there crews braced as best they can.  The Point Defense gunners fail to find any of the fish.  They leap out and explode, with 4 torps finding their marks.  The Boiler Boatz are reduced to floating wreckage.  Two torpedoes streak past looking for a new target.  They find the Boom Booma and attack.  One is taken out by a eagle-eyed gunner, but he second strikes home and damages the Ork carrier.   

Meanwhile, the Ork Fighta-Bommerz swoop in on the Wrath of Humanity.  PD Guns spray the air as the Ork craft dive in on the target.  One squadron is destroyed on the approach, but enough get through to unload on the target.  Ork torpedoes and bombs hit the human battleship, but they do nothing but leave ugly black stains on the hull.  2 squadrons need to head for home after using their bomb loads, but two stay in play.

The entangled ships drift.  Meanwhile, 1 Boiler Boat explodes sinking the other hulk.  In addition, one of the Drilla Killaz slips beneath the waves.

4 wake markers are also removed.  This leaves two on the Duke of Iron, and a bunch where the Boiler Boatz used to be. 

Turn 3: 
Initiative: PDF

The Kill Hamma and Governor Trevalios Disentangle themselves and back away.  The Boom Booma tries to go around the center battle, but the PDF Constants move to intercept her.  Da Bloo Fort starts to circle around to the rear of the Wrath of Humanity who powers forward, her PD guns taking out another group of Fighta-Bommerz.

The Ork Sneaky Gitz coming to a firing depth to finish of the Duke of Iron.

The Constants and the Ork carrier re-load ordinance. 

The Imperials have the Initiative and the Constants decide to fire Torpedoes at the Boom Booma Ork carrier directly in front of them.  The karrier goes on Brace for Impact, as their PD guns miss the incoming torpedoes.  All four manage to find the target and detonate.  However, two of them only cause superficial damage, while the other two strike home.  In addition, a spray of fire from the Constants' deck guns causes additional damage.  The hits are enough to cause Critical Damage on the Boom Booma!  Her rudder is jammed, and a Fire breaks out in the hangar bays.

The Boom Booma's front guns spit return fire at the Constants, and one of the brave little escorts is left as a burning hulk.

The Wrath of Humanity fires at the Kill Hamma to her bow, and opens fire with her forward turrets and Torpedo tubes.  The Ork ships fails to Brace as she recently freed herself from the Governor Trevalios.  The smokescreen and the bolted on armor plates do their job as the battleships guns fail to cause significant damage!  The Torpedoes also miss the target. The Wrath also fires on the Da Bloo Fort with her rear turrets.  1 shot finds a weak point on the Ork Krooza and hits hard.  The Ork ships Rudder is jammed.   

The Sneaky Git fires a spread of Torpedoes at the severely damaged Duke of Iron.  The crew manage to brace, but it may not be enough.  Point defense guns miss the fish, and three detonate on the side of the crippled warship.  However, they hit the armored belt and fail to cause further damage.

The Governor Trevalios fires her forward guns at the Kill Hamma in front of her.  The Ork krew takes the brunt of it as they are too busy manning their weapons to fire back.  A shell manages to blast away portions of the superstructure and damage the Ork vessel.  The Orks respond with a barrage of their own.  The Human crew of the Light Cruiser fail to Brace, and two shots explode into the ship.  The Light Cruiser is crippled from the hits and reduced to 1 Damage left.  Worse, and internal fire starts deep in the hull.

Side cannons from Da Bloo Fort rake against the Wrath, but only ping loudly off her armored belt.

The Duke of Iron manages to swing her turrets and fire a crippled Broadside at Da Bloo Fort.  This also manages to cause a single hit.  This hit causes a fire in the engine room. 

The Torpedoes from the Wrath find a new target in the Boom Booma.  They snake past her PD but fail to find the target and streak past into the shoreline.

The last Figta-Bomma squadron in the air circles back and attacks the badly damaged Governor Trevalios.  However, vigilant Point Defense gunners blast the Ork planes from the sky as they approach.

The entangled Duke of Iron and Krazy Ivanz escorts drift towards the Sneaky Gitz.  The hulked Constant drifts towards the Boom Booma.

Both remaining Drilla Killaz disentangle and sink beneath the waves.  The Constant Hulk explodes harmlessly and sinks as well.

10 wake markers get removed.  5 remain on board where the Boiler Boatz sank and the Drilla Killaz sank.  There are none on any ships.

The Governor Trevalios is unable to get the fires on board under control, and the Captain orders all hands to abandon ship.  She is a flaming wreck now with 0 Damage left.

The Ork Meks on Da Bloo Fort manage to put out the fire quickly and at the expense of a few Grotz.  The Rudder is still jammed.  The Boom Booma manages to quench the fires in her hangar bays, but her Rudder is still jammed.

Turn 4: 
Initiative: Orks

The Boom Booma goes Waaagh! and rams right into the last Conast, turning it into a Hulk and taking no damage.  However, she is entangled now.

Da Bloo Fort tries to slow to stay in the battle, but her busted Rudder means she is out of position.   The Duke of Iron limps after Da Bloo Fort, partly to escape herself and partly to chase her down and shoot at her.

The Sneaky Got Runs Silent, Runs Deep and leaves the board.    The AN Hunter comes to firing depth with a shot at the entangled Boom Booma.

The ork Kill Hamma was waiting, hoping to get a ram attempt at the Wrath of Humanity, but it doesn't look like movement is going to work out that way this time.  She turns back towards the Ork encampment to try and stay relevant to the battle.

The Wrath of Humanity orders All Ahead Full to try and get into firing range before it is too late.  Finally, Lightnings and Thunderbolts from the 95th Fighter Wing deploy from Orbit into a location where they can move to targets as needed.

Fighta-Bommaz swarm from the cleared decks of the Boom Booma and 4 squadrons attack the nearby Wrath of Humanity.  The Point defense guns take out 2 incoming flights, but two get past.  However, their bombs miss the target.  1 remains in play while the other returns home to re-arm.  This attack is supported by port cannon fire that goes wildly astray.

The Duke of Iron chasing Da Bloo Fort opens fire for effect.  With Bracing, only 1 shell manages to hit home.  It reduces Da Bloo Fort a further Damage point.  The Ork return fire is ineffective.

The AN Hunter fires her torpedoes at the Boom Booma.  The Ork carrier takes out 1 with Point Defense, but otherwise the krew fails to Brace.  1 detonates agains the side of the Ork vessel, while the other misses and hits the island beyond. The explosion manages to rip through the forward gun deck, killing crew and dismounting weapons.  The damage is enough to cripple the carrier.     

The Forward guns of the Wrath of Humanity fire on the distant Ork encampment.  A shell lands amongst the makeshift building and detonates, causing some damage.  Grotz and greenskins begin to scurry around for shelter, instead of watching the sea battle in the watch towers of their forts.

The rear batteries swing to port, and fire on the Boom Booma.  However, the Ork Krew managed to take shelter and avoid serious injury or damage.

The Ork Fighta-Bommer remaining swings back around and tries a bombing run on the Wrath, but doesn't survive the Point Defense fire to even get a shot off.   With the last Ork aircraft down, the 95th moves to try and escort the Wrath to her targets.

The Boom Booma and Constant drift towards the shore line.  The Governor Trevalios beaches her burning wreckage on the nearby island.  She might be recoverable at a later date.

The entangled Constant explodes against the hull of the Boom Booma causing massive casualties amongst the greenskin crew.  The Governor Trevalios sinks into the shallow water off the island, sticking her good into the muddy bottom.

3 Wake Markers are removed.  That leaves 2 on the Wrath.

Meks aboard Da Bloo Fort manage to get the rudder unjammed with liberal use of Grot Oilerz.  However, Meks on the Boom Booma fail to fix an of her critical damage, perhaps as many were cuaght in the Constant's explosive blast.

Turn 5: 
Initiative: PDF

The AN Hunter fails to reverse engines as the drifting Boom Booma gets too close.  She tries to turn away, but instead collides with the Ork ship and sinks beneath the waves never to return to the surface.  That was embarassing!

The Boom Booma slowly smashes through the rough water and moves straight ahead, away from the shoreline and the Ork encampment.  Meanwhile, the Wrath of Humanity drives forward, and begins to swing her guns to bear on the Ork base.

Both Big Dakka Boatz make Come to New Heading orders and try to swing back into the battle.  Da Bloo Fort is severely  out of position thanks to a bad rudder.  She is also being shadowed by the heavily crippled Duke of Iron.

Finally, the Sneaky Gitz come to firing depth in the rear arc of the Oomie battleship, hoping to score some cheap stern hits with a torpedo barrage.

The Captain of the Wrath wishes to finish the mission and go home, and orders his crew to lock-on.  However, plowing through the choppy water throws off their calculations and they fail to do so.  The ship opens fire anyway.  The Macro-cannons and Las-Batteries reach out towards the shore and pummel the Ork encampment.  It takes 6 more damage, reducing it to only 3 left before it is destroyed.

The Kill Hamma fires everything it can after the swift course change, but it is not enough and all the shots fly wide of the PDF Battleship.

The Duke of Iron fires what she can at Da Bloo Fort.  Two more shells strike home on the Ork vessel and cripple her too.  The Duke has been steadily wearing down her foes despite being hit hard early.       
In frustration, Da Bloo Fort fires on the grounded Governor Trevalios and hits her for more damage.  She is now at -2.  One more and she is overkilled and completely obliterated.

The Sneaky Gitz try to barrage the Wrath of Humanity with torpedoes, but fails to reload ordinance after their last shot at the Duke of Iron.  D'oh! 

The 95th Fighter Wing races toward the Ork encampment to attack it.

12 Wake Markers are remove, so none are left on the board.

The remaining Meks on the Boom Booma manage to reseat the forward gunz, and fix the rudder!  She is still crippled though.     

Turn 6: Final Turn
Initiative: Orks

The Boom Booma tries to make for the safety of the open ocean in her crippled state and avoid any PDF ships.  The Duke of Iron and Da Bloo Fort continue to chase each other around fruitlessly.

The Wrath of Humanity continues to sail forward to finish destroying the Ork Encampment, but the Kill Hamma has its own plans and Waaagh! rams into her side.  The Kill Hamma takes 3 damage, and the Wrath takes 2 damage!  However, Ork warriors also swarm aboard the Wrath intent on killing all the Oomies they can find.  It is a bitter fight, but the Orks manage to damage more of the great battleship and start a fire before being forced back.  It is not enough to cripple the Big battleship. 

The Sneaky Gitz also trail the Wrath looking for a shot.  However, they again fail to re-load torpedo tubes.

Despite all the mayhem on deck, the Captain of the Wrath orders to Lock onto Ork Camp at Look-Out Pointe.  This time, the gunners align their targetters properly.  They are given the order to fire, and open up their full Broadsides.  The Ork camp simply crumbles in on itself under the bombardment and is almost completely obliterated and overkilled.

Da Bloo Fort and the Duke of Iron trade shots, with a Ork shell bouncing off the Duke's armored hull.  However, two more detonate in Da Bloo Fort, tkaing her down to 2 Damage left.  The Ork Kaptin turns his ship and heads for the safety of the shore gunz in Da Green Zone.

Nothing much left to do.

The 95th Fighter Wing manages to drop some extra ordinance on the ruins of the Ork camp and bring the total damage up enough to "overkill" the camp and totally destroy it. 

The North Ammoriss Naval PDF have managed to completely eradicate the Ork Camp at the base of Look-out Pointe.  Victory to the Imperium.

Admiral Travers watched the battle unfold thanks to a relay link from the Imperial Navy warship in orbit watching from above.  The Imperial Navy deployed towards the end of the battle, no doubt to scoop up some of the glory after his sailors had taken all the risk.  He knew relations between the PDF and the Imperial Navy boys weren't great, and that little stunt wouldn't help relations at all.

He sat back in his command throne and read as the Wrath of Humanities after action report started to stream through a secondary data relay.  It wasn't good.  There were significant casualties and extensive damage.  The Duke of Iron would be out for refit the rest of the war.  The Governor Trevalios was a total loss.  The Wrath of Humanity herself would require significant repairs.  

Despite all of that, Divine Fire had accomplished its primary mission.  The threat to Baron's Rest from further Ork incursion was severely curtailed.  From here, it would be up to Taskforce: Sword to sweep the rest of the island.  

Now, General Kurtz and the rest of the Taskforce commanders could start thinking about the invasion and pacification of the Green Zone.         

That was one of the first times I have gotten a Battleship on the table.  I am not sure what to think.  It did its job, but I do not think it was overpowered at all.  It lost 5 of its 12 hits, and the rest of the fleet was devastated.  The Imperial Navy aircraft were next to useless and not worth it this game.

The Ork Kroozaz are tough to kill as they have a ton of Damage which means they are resilient and can fix Critical Hits easier.  Ramming was very destructive in this game, which I have not seen in previous games.  I also completely botched how Power Fields worked.... woops! 

Overall, another fun game! 

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