Astro commander
2nd Lieutenant
Wing Commander Tabletop After Action Report. February 2011
Operation: The liberation of Kilrah. Genghis Con XXXII
Objective: Penetrate into the Kilrah system and destroy the wormhole gate structure.
Secondary objective: Investigate a Steltek installation recently deciphered from the ruins on Mars. It is believed that the Steltek knew something about this region of space might enable a wormhole to be opened and placed a monitoring station in system. It is suspected that the Steltek were aware of the Nephilim as a potential threat to the galaxy. Though why the installation didn’t appear to do anything when the first wormhole opened is unknown. Investigate for potential weapons or data. (Unrevealed objective until turn 4, must have held the objective for one turn to have attracted attention of a Steltek carrier)
First, let me apologize for not having taken pictures of every turn. I get into a game and usually forget pictures. Next I apologize for any errors in the report as this was written after the fact. A LOT happened in this game. Also, the tone flips back and forth because, while I was commanding Nephilim, we all want the humans to win. There were 3 players including myself; one commanding each fleet, with myself aiding in the Neph defense, splitting the Neph fleet in half left and right (my) side. Jump points were setup at the L2 Lagrange points as these points allowed the intruders to take cover behind a planet in short order against the dreadnaught plasma guns. Plasma guns had a range of 18, with a velocity of 12. This means its instant death to be within 12” of a primed Dreadnaught. At extreme range the fleet can disperse to minimize casualties. Missiles from fighters were disabled to keep the game from becoming unplayable in 6 hrs. Capships, and the gate, could only be hurt by cap weapons (lasers, plasma, cap missiles) or bomber torpedoes (in the form of expendable torpedoes (range=12”) with limited ammo (4/squad), and unlimited point blank torpedo runs)
Figure 1. This is actually turn 2. Green notes Neph, Red notes Cats, Blue is Confed. Purple is pursued stealth recon.
The game started with the Bugs in the Kilrah system. The wormhole is bottom left with the double green circle, and is the ultimate objective. It must be destroyed at all costs. A secondary objective was to secure one of 3 planets, noted by a dark blue square. These were chosen at random and the Nephilim knew which 3 might have the objective, the invaders knew exactly which planet (to be revealed to the Nephilim(me) in turn 4 to determine if the objective was achieved). One Dreadnaught was in the middle of the map ready to fire on anyone who jumped in, the second was on the dark side of Kilrah (far left) ready to cover the two “back door” jump points. The Neph weapons were primed and ready, as they had been waiting for this breach into the Kilrah system, while the Confed and Kilrathi ships only had half of their fighter compliments, and discharged weapon banks (a result of the fight to take the other side of the jump points).
The Neph already deployed, their locations known due to 4 stealth wings in system (2 dragons, 2 Excaliburs, and 4 Salthi) The cloaked recons were being pursued each by 3 fighters and one manta as the Nephilim could partially track a cloaked ship. The recon units were close to the jump points, so it was advantageous for the intruders to divert some resources to rescue their pursued scouts, as cloaked ships are quite useful (read annoying as heck to the Nephilim). Their importance is compounded by the Salthi’s ability to carry a single short-range skipper torpedo, and the Confed scouts ability to carry a Flash-pack. Confed/UBW had access to 4 flashbacks for the game.
The Confed jumped in at two points, furthest away from the Neph, with the Tigerclaw and Gilgamesh escorts through one point (middle blue circle) and the Midway and Tallahassee (modified cruiser) at the right most blue circle and held tight to the far side of the planet to avoid direct fire from the Kraken’s plasma cannon. Yes the Tigerclaw and Gilgamesh are old and pretty weak, but for this invasion the Boarderworlds and Confed pulled ships from mothball, where possible, to project as much force as possible for this mission. The boarder worlds held the Durango and Southampton escorts in reserve.
The Kilrathi jumped in at the right two most jump points with a cruiser and Snakier carrier in the bottom right, while a Fralthi and Tri klah heavy cruiser jumped in top right. The Dreadnaught, held in reserve, jumped in on turn 2, coming around the planet opposite the TriKlah.
Turn 1: Sticking your neck out.
The Noted forces jumped in system and, where possible, rescued their recon ships suffering minimal losses. The Boarderworld/Confed alliance loaded 3 flash packs on their ships and sent them back out to get that gate. While not a single flash pack got used. The number of ships diverted throughout the game to hunt down those cloaked pests more than paid for the loss of use.
Figure 2. The Kilrathi fleet, fired upon by the Kraken at extreme range prepares to disperse leaving the heavy cruiser to its fate. After this the escort to the Tri'klah disperses leaving it to its fate. Two squadrons of Excaliburs burn hard to join the Hvar'Kann with their Flasphacks well protected.
The Bugs fired their plasma cannons at extreme range, a premature mistake, as this gave the enemy time to disperse thus only loosing the Tigerclaw and Tri’klah in the resulting explosion.
Turn 2: Let the chaos begin!
The bugs began to accelerate their dreadnaughts to take out the midway. The Tiamat started its ponderous burn around Kilrah and the Kraken likewise headed toward the Midway. However, now that the plasmas had been fired all fleets jumped their reinforcements in and launched bombers to take care of those pesky dreadnaughts. The Kraken, being so far out away from most of its escort, as its escort had been pursuing pesky stealth ships with Flash-packs, managed to survive several attempts by bombers to take its main gun offline with close range torpedo runs. Both the Kraken and the Midway would be charged again by turn three and ready to fire point blank.
Figure 3. Kraken all ahead full, to flush the midway out so it, or the Tiamat, can get a firing solution in turn 3. A plasma weapon is the only weapon on the board capable of destroying the gate in one hit. IT MUST DIE! Bottom right: the Kracken's escort successfully destroyed one cloaked fighter, but the other escaped with its flash pack thanks to the sacrifice of some Kilrathi fighters, and is now hiding with the Kilrathi fleet.
The midway sent its remaining compliment after the Kraken, and the orca and barracudas, as well as firing several flights of missiles at fighters and the barracudas.
Figure 4. UBW jumped in after confirmation the Tiamat had fired. Coming in hot through the jump point, bombers launched torpedoes and headed for close range attack runs, escorted by banshee fighters. The Tiamat Realized its mistake and diverted turrets and escorts in a vain attempt to rectify the situation.
On the far side of Kilrah, the Tiamat is accelerating to get a firing solution on the Midway for turn 3. But having lost its bite for one turn the Boarderworlds jump in the Durango with full escort already launched. The bombers let loose with 4 torpedoes, escorted by fighters. The Tiamat is only capable of shooting missiles at the fighter escort hoping to whittle them down so its turrets have an easier time shooting down torpedoes. It diverts half of its fighters to assist, but a combination of torpedo and direct bomber attacks manage to not only knock out the main plasma gun, they also knock out the engines leaving the Tiamat to be a drifting turret platform letting its momentum carry it.
Turn 3. Something’s gotta give.
The Counterattack by the Tiamat’s fighter and bomber escort is fierce. With the assistance of a hydra and its long range interceptors, they wipe out the majority of the human fighters, bombers, and all but one Southampton. However, many interceptors are diverted to also deal with two dragons carrying Flash-packs. One is taken down but not without destroying more than its fair share of opponents. Pesky stealth fighters!
Unfortunately for the bugs……
Figure 5. The Kraken is charged and ready to fire. Most interceptors, missiles, and bombers have been mutually neutralized. A lone orca and a flight of bombers stand ready in case the kraken fails to annihilate the midway. The kraken repels attempts by bombers and torpedoes to destroy its main gun narrowly with minimal escort, loosing said escort in the process...
Figure 6. …only to get blindsided by a barrage from the Hvar’Kann utterly destroying the Nephilim Dreadnaught thus saving the midway.
The Tallahassee is aiming its single large laser at the kraken, hoping to knock out the now charged plasma cannon. Several bombers also attempted to strike the Kraken. Thankfully, valiant defenses by the bug escort knock out the bombers and a single bomber manages to knock out the Tallahassee’s laser before it can fire. And yet…the Hvar’Kann is also in range now and opens up with 3 fully charged heavy lasers. The Hvar'Kann can charge 1.5 lasers per turn and relishes the resulting explosion of the Kraken robbing it if its ability to destroy the midway with its plasma cannon at point blank range. However, the resulting explosion obliterated the Tallahassee and the surviving nearby Kraken escort within 4 hexes. The Midway is now charged but holds the weapon in reserve for the wormhole. Instead, the midway uses its fighter launch tubes to begin launching limited capmissiles at the Orca and Hydra standing between it and the wormhole. Bug fighters move to intercept and deal with the Midway.
In the bottom right of the map, the single Hydra and escort attempt to disable the Ralaxath cruiser as the only heavy ship in the region capable of harming the gate. A combination of cap missiles from the Hydra and torpedoes from the bomber escort start pounding at the Ralaxath. However, the Ralaxath and Snakier’s escort valiantly fend off the first two waves of attacks from turn 2 and 3 whittling down the Hydras escort. Thank goodness for continual Nephilim fighter reinforcement from the wormhole!
The Bugs, having lost their shipkillers, divert every bomber in the central region to take out the Midway. The Midway’s missiles and fighters attempt to intercept, though in half the cases, are themselves neutralized by squid interceptors and missiles from the Orca. Sufficient effort is put into neutralizing all incoming bombers and torpedoes, but a lone Barracuda manages to get a lucky shot in knocking out the plasma weapon on the Midway.
Turn 4: This is going to be close!
On the left, the lone Southampton is attacked by a handful of bomber torpedoes and a cap missile from the hydra, while the rest of the bug fighters/bombers, in this region go after the remaining Dragon, successfully destroying it with fewer losses than expected. Meanwhile, the bugs underestimated the valor of the Southampton’s crew who manage to shoot down the cap missile and torpedoes bearing on it. The captain, realizing he has no weapons capable of harming the wormhole support structure, sets a collision course. This is no simple feat, as attempting to hit an object in space is actually quite difficult since it requires proper accounting of momentum and available thrust. Such an action requires sufficient calculation into the next turn to set the proper course in this turn. A course solution is found and locked, and the lone ship barrels past the Hydra with purpose. The Tiamat now drifts forward hoping it can thin out the fighters in its path with its turrets and escorting Barracuda, to releave pressure on the bug bombers going after the bigger ships. Remaining fighters and bombers of the Tiamat intercept the Boarderworld bomber killing it, its escort, and Flash-pack payload with relative ease (for a change!)
Bombers from the bugs unleash hell on the Midway as the Midway also launches more capmissiles at the Orca and Hydra. The swarm of bombers find their mark and destroy the Midway suffering decent losses. They now turning their attention to the Hvar’Kann which has been continuing to accelerate while charging its battery of lasers to take out the gate.
Figure 7. Hvar'Kann and escort proceed ahead full, charging weapons for the gate, hoping a combination of heavy lasers will do the trick. If not, they plan to escort the cloaked Excaliburs to the gate to deliver a Flash-pack.
The Hydra in the lower left turns to go after the Hvar’Kann, leaving 4 fresh squadrons of bombers from the gate to deal with the Southampton.
Figure 8. Lower right hydra faces off against the Ralaxath, both effectively neutralizing each other. Having knocked out each others bridge and/or engines they are doomed to drift past each other as mere observers, the Ralaxath able to fire its last cap missile at long range at the wormhole. The torpedo narrowly avoids interception and helps to helping to whittle the gate down.
The hydra in the lower right gets its bridge knocked out and is left to drift off the map past the Ralaxath. However, simultaneously it and its escort took out the Ralaxath’s bridge disabling energy allocation to the primary laser leaving the Ralaxath to drift past. Its last useful weapon, a cap missile launcher, fires its remaining round at the gate as fighters move to intercept said missile.
Turn 5: Fast forwarded.
At this point we were running late, since there were a LOT of ships and ordinance flying back and forth eating time. With half an hour left we estimated that the invaders would unlikely be able to deliver sufficient damage to the gate before another Tiamat was scheduled to come though fully charged and ready to obliterate the only real remaining threat, the Hvar’Kann. Yet, there was the matter of the secondary objective. Because the bugs ignored this, since the 3 planets were unreasonably far away, the coalition activated a Steltek beacon. The Steltek, not wanting to see the galaxy they nearly destroyed themselves, overrun by bugs, hopped in a Transcendent Carrier and Cruiser just out of strike range of the gate.
Figure 9. Steltek reinforcement jumped (hopped since it wasn’t at a jump point) in turning the battle back toward the coalition. Every fighter, bomber, and torpedo left at the bug’s disposal is diverted to take that behemoth out... The lone Orca stands defiantly against the carrier, but the carrier takes no notice and proceeds to its objective leaving the insignificant Orca for later. If the Nephilim can hold out one more turn another Tiamat is scheduled to come through. But with the Steltek carrier Transcendent, and the Hvar’Kann incoming, the gate may be lost regardless.
Operation: The liberation of Kilrah. Genghis Con XXXII
Objective: Penetrate into the Kilrah system and destroy the wormhole gate structure.
Secondary objective: Investigate a Steltek installation recently deciphered from the ruins on Mars. It is believed that the Steltek knew something about this region of space might enable a wormhole to be opened and placed a monitoring station in system. It is suspected that the Steltek were aware of the Nephilim as a potential threat to the galaxy. Though why the installation didn’t appear to do anything when the first wormhole opened is unknown. Investigate for potential weapons or data. (Unrevealed objective until turn 4, must have held the objective for one turn to have attracted attention of a Steltek carrier)
First, let me apologize for not having taken pictures of every turn. I get into a game and usually forget pictures. Next I apologize for any errors in the report as this was written after the fact. A LOT happened in this game. Also, the tone flips back and forth because, while I was commanding Nephilim, we all want the humans to win. There were 3 players including myself; one commanding each fleet, with myself aiding in the Neph defense, splitting the Neph fleet in half left and right (my) side. Jump points were setup at the L2 Lagrange points as these points allowed the intruders to take cover behind a planet in short order against the dreadnaught plasma guns. Plasma guns had a range of 18, with a velocity of 12. This means its instant death to be within 12” of a primed Dreadnaught. At extreme range the fleet can disperse to minimize casualties. Missiles from fighters were disabled to keep the game from becoming unplayable in 6 hrs. Capships, and the gate, could only be hurt by cap weapons (lasers, plasma, cap missiles) or bomber torpedoes (in the form of expendable torpedoes (range=12”) with limited ammo (4/squad), and unlimited point blank torpedo runs)
Figure 1. This is actually turn 2. Green notes Neph, Red notes Cats, Blue is Confed. Purple is pursued stealth recon.
The game started with the Bugs in the Kilrah system. The wormhole is bottom left with the double green circle, and is the ultimate objective. It must be destroyed at all costs. A secondary objective was to secure one of 3 planets, noted by a dark blue square. These were chosen at random and the Nephilim knew which 3 might have the objective, the invaders knew exactly which planet (to be revealed to the Nephilim(me) in turn 4 to determine if the objective was achieved). One Dreadnaught was in the middle of the map ready to fire on anyone who jumped in, the second was on the dark side of Kilrah (far left) ready to cover the two “back door” jump points. The Neph weapons were primed and ready, as they had been waiting for this breach into the Kilrah system, while the Confed and Kilrathi ships only had half of their fighter compliments, and discharged weapon banks (a result of the fight to take the other side of the jump points).
The Neph already deployed, their locations known due to 4 stealth wings in system (2 dragons, 2 Excaliburs, and 4 Salthi) The cloaked recons were being pursued each by 3 fighters and one manta as the Nephilim could partially track a cloaked ship. The recon units were close to the jump points, so it was advantageous for the intruders to divert some resources to rescue their pursued scouts, as cloaked ships are quite useful (read annoying as heck to the Nephilim). Their importance is compounded by the Salthi’s ability to carry a single short-range skipper torpedo, and the Confed scouts ability to carry a Flash-pack. Confed/UBW had access to 4 flashbacks for the game.
The Confed jumped in at two points, furthest away from the Neph, with the Tigerclaw and Gilgamesh escorts through one point (middle blue circle) and the Midway and Tallahassee (modified cruiser) at the right most blue circle and held tight to the far side of the planet to avoid direct fire from the Kraken’s plasma cannon. Yes the Tigerclaw and Gilgamesh are old and pretty weak, but for this invasion the Boarderworlds and Confed pulled ships from mothball, where possible, to project as much force as possible for this mission. The boarder worlds held the Durango and Southampton escorts in reserve.
The Kilrathi jumped in at the right two most jump points with a cruiser and Snakier carrier in the bottom right, while a Fralthi and Tri klah heavy cruiser jumped in top right. The Dreadnaught, held in reserve, jumped in on turn 2, coming around the planet opposite the TriKlah.
Turn 1: Sticking your neck out.
The Noted forces jumped in system and, where possible, rescued their recon ships suffering minimal losses. The Boarderworld/Confed alliance loaded 3 flash packs on their ships and sent them back out to get that gate. While not a single flash pack got used. The number of ships diverted throughout the game to hunt down those cloaked pests more than paid for the loss of use.
Figure 2. The Kilrathi fleet, fired upon by the Kraken at extreme range prepares to disperse leaving the heavy cruiser to its fate. After this the escort to the Tri'klah disperses leaving it to its fate. Two squadrons of Excaliburs burn hard to join the Hvar'Kann with their Flasphacks well protected.
The Bugs fired their plasma cannons at extreme range, a premature mistake, as this gave the enemy time to disperse thus only loosing the Tigerclaw and Tri’klah in the resulting explosion.
Turn 2: Let the chaos begin!
The bugs began to accelerate their dreadnaughts to take out the midway. The Tiamat started its ponderous burn around Kilrah and the Kraken likewise headed toward the Midway. However, now that the plasmas had been fired all fleets jumped their reinforcements in and launched bombers to take care of those pesky dreadnaughts. The Kraken, being so far out away from most of its escort, as its escort had been pursuing pesky stealth ships with Flash-packs, managed to survive several attempts by bombers to take its main gun offline with close range torpedo runs. Both the Kraken and the Midway would be charged again by turn three and ready to fire point blank.
Figure 3. Kraken all ahead full, to flush the midway out so it, or the Tiamat, can get a firing solution in turn 3. A plasma weapon is the only weapon on the board capable of destroying the gate in one hit. IT MUST DIE! Bottom right: the Kracken's escort successfully destroyed one cloaked fighter, but the other escaped with its flash pack thanks to the sacrifice of some Kilrathi fighters, and is now hiding with the Kilrathi fleet.
The midway sent its remaining compliment after the Kraken, and the orca and barracudas, as well as firing several flights of missiles at fighters and the barracudas.
Figure 4. UBW jumped in after confirmation the Tiamat had fired. Coming in hot through the jump point, bombers launched torpedoes and headed for close range attack runs, escorted by banshee fighters. The Tiamat Realized its mistake and diverted turrets and escorts in a vain attempt to rectify the situation.
On the far side of Kilrah, the Tiamat is accelerating to get a firing solution on the Midway for turn 3. But having lost its bite for one turn the Boarderworlds jump in the Durango with full escort already launched. The bombers let loose with 4 torpedoes, escorted by fighters. The Tiamat is only capable of shooting missiles at the fighter escort hoping to whittle them down so its turrets have an easier time shooting down torpedoes. It diverts half of its fighters to assist, but a combination of torpedo and direct bomber attacks manage to not only knock out the main plasma gun, they also knock out the engines leaving the Tiamat to be a drifting turret platform letting its momentum carry it.
Turn 3. Something’s gotta give.
The Counterattack by the Tiamat’s fighter and bomber escort is fierce. With the assistance of a hydra and its long range interceptors, they wipe out the majority of the human fighters, bombers, and all but one Southampton. However, many interceptors are diverted to also deal with two dragons carrying Flash-packs. One is taken down but not without destroying more than its fair share of opponents. Pesky stealth fighters!
Unfortunately for the bugs……
Figure 5. The Kraken is charged and ready to fire. Most interceptors, missiles, and bombers have been mutually neutralized. A lone orca and a flight of bombers stand ready in case the kraken fails to annihilate the midway. The kraken repels attempts by bombers and torpedoes to destroy its main gun narrowly with minimal escort, loosing said escort in the process...
Figure 6. …only to get blindsided by a barrage from the Hvar’Kann utterly destroying the Nephilim Dreadnaught thus saving the midway.
The Tallahassee is aiming its single large laser at the kraken, hoping to knock out the now charged plasma cannon. Several bombers also attempted to strike the Kraken. Thankfully, valiant defenses by the bug escort knock out the bombers and a single bomber manages to knock out the Tallahassee’s laser before it can fire. And yet…the Hvar’Kann is also in range now and opens up with 3 fully charged heavy lasers. The Hvar'Kann can charge 1.5 lasers per turn and relishes the resulting explosion of the Kraken robbing it if its ability to destroy the midway with its plasma cannon at point blank range. However, the resulting explosion obliterated the Tallahassee and the surviving nearby Kraken escort within 4 hexes. The Midway is now charged but holds the weapon in reserve for the wormhole. Instead, the midway uses its fighter launch tubes to begin launching limited capmissiles at the Orca and Hydra standing between it and the wormhole. Bug fighters move to intercept and deal with the Midway.
In the bottom right of the map, the single Hydra and escort attempt to disable the Ralaxath cruiser as the only heavy ship in the region capable of harming the gate. A combination of cap missiles from the Hydra and torpedoes from the bomber escort start pounding at the Ralaxath. However, the Ralaxath and Snakier’s escort valiantly fend off the first two waves of attacks from turn 2 and 3 whittling down the Hydras escort. Thank goodness for continual Nephilim fighter reinforcement from the wormhole!
The Bugs, having lost their shipkillers, divert every bomber in the central region to take out the Midway. The Midway’s missiles and fighters attempt to intercept, though in half the cases, are themselves neutralized by squid interceptors and missiles from the Orca. Sufficient effort is put into neutralizing all incoming bombers and torpedoes, but a lone Barracuda manages to get a lucky shot in knocking out the plasma weapon on the Midway.
Turn 4: This is going to be close!
On the left, the lone Southampton is attacked by a handful of bomber torpedoes and a cap missile from the hydra, while the rest of the bug fighters/bombers, in this region go after the remaining Dragon, successfully destroying it with fewer losses than expected. Meanwhile, the bugs underestimated the valor of the Southampton’s crew who manage to shoot down the cap missile and torpedoes bearing on it. The captain, realizing he has no weapons capable of harming the wormhole support structure, sets a collision course. This is no simple feat, as attempting to hit an object in space is actually quite difficult since it requires proper accounting of momentum and available thrust. Such an action requires sufficient calculation into the next turn to set the proper course in this turn. A course solution is found and locked, and the lone ship barrels past the Hydra with purpose. The Tiamat now drifts forward hoping it can thin out the fighters in its path with its turrets and escorting Barracuda, to releave pressure on the bug bombers going after the bigger ships. Remaining fighters and bombers of the Tiamat intercept the Boarderworld bomber killing it, its escort, and Flash-pack payload with relative ease (for a change!)
Bombers from the bugs unleash hell on the Midway as the Midway also launches more capmissiles at the Orca and Hydra. The swarm of bombers find their mark and destroy the Midway suffering decent losses. They now turning their attention to the Hvar’Kann which has been continuing to accelerate while charging its battery of lasers to take out the gate.
Figure 7. Hvar'Kann and escort proceed ahead full, charging weapons for the gate, hoping a combination of heavy lasers will do the trick. If not, they plan to escort the cloaked Excaliburs to the gate to deliver a Flash-pack.
The Hydra in the lower left turns to go after the Hvar’Kann, leaving 4 fresh squadrons of bombers from the gate to deal with the Southampton.
Figure 8. Lower right hydra faces off against the Ralaxath, both effectively neutralizing each other. Having knocked out each others bridge and/or engines they are doomed to drift past each other as mere observers, the Ralaxath able to fire its last cap missile at long range at the wormhole. The torpedo narrowly avoids interception and helps to helping to whittle the gate down.
The hydra in the lower right gets its bridge knocked out and is left to drift off the map past the Ralaxath. However, simultaneously it and its escort took out the Ralaxath’s bridge disabling energy allocation to the primary laser leaving the Ralaxath to drift past. Its last useful weapon, a cap missile launcher, fires its remaining round at the gate as fighters move to intercept said missile.
Turn 5: Fast forwarded.
At this point we were running late, since there were a LOT of ships and ordinance flying back and forth eating time. With half an hour left we estimated that the invaders would unlikely be able to deliver sufficient damage to the gate before another Tiamat was scheduled to come though fully charged and ready to obliterate the only real remaining threat, the Hvar’Kann. Yet, there was the matter of the secondary objective. Because the bugs ignored this, since the 3 planets were unreasonably far away, the coalition activated a Steltek beacon. The Steltek, not wanting to see the galaxy they nearly destroyed themselves, overrun by bugs, hopped in a Transcendent Carrier and Cruiser just out of strike range of the gate.
Figure 9. Steltek reinforcement jumped (hopped since it wasn’t at a jump point) in turning the battle back toward the coalition. Every fighter, bomber, and torpedo left at the bug’s disposal is diverted to take that behemoth out... The lone Orca stands defiantly against the carrier, but the carrier takes no notice and proceeds to its objective leaving the insignificant Orca for later. If the Nephilim can hold out one more turn another Tiamat is scheduled to come through. But with the Steltek carrier Transcendent, and the Hvar’Kann incoming, the gate may be lost regardless.
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