Thursday, June 25, 2009

Camouflage Evolution in the Arcadian Regiments

I freely admit that I've shamelessly copied US camouflage patterns for my Imperial Guard...
Left to right: US Woodland Camouflage, Desert MARPAT, ACUPAT, Woodland MARPAT. Or at least, facsimiles thereof.
When I first made an Imperial Guard army, I started out with the basic woodland camouflage, but with the main color being snot green to make the models less drab than they would be ordinarily--and in any case, Catachan Green wasn't yet available. When the US Armed Forces started switching to the various camouflage patterns, I liked the desert pattern used by the US Marines, so I did an entire platoon in those colors. For future guardsmen, I thought about doing a "newer" paint scheme, so I tried out the US Army's "universal" pattern on a couple miniatures. Most recently I did a test miniature of the US Marines digital woodland pattern, and I like the results a lot.

So I'm a little torn now. Do I paint up future guardsman in the universal camo pattern (second from right) or the digital woodland pattern (far right). What do you guys think? (See poll at right)

Monday, June 22, 2009

Project: Imperial Outpost

The second battle of the Arduen Campaign is based on an Ork attack on an Imperial Guard outpost/supply depot/compound of some sort. I had some barrels and ammunition boxes, etc., but a few barrels and ammunition boxes do not an outpost make.

So I decided to whip up some fencing and stuff to make a better outpost. The work would consist of three parts--a perimeter fence, a couple of military style tents, and a watchtower.The chain-link fence was pretty easy. I used plasticard tubing to make a frame and attached it to a plasticard base. I put the vertical poles on the base right at the edge so I could abut the various fences together to make a large, continuous fence.
I used fiberglass window screen to make the chain links, which I superglued to the framework. I was looking for a small sheet of window screen, but got impatient and bought a whole roll (only $6). Now I have enough to make a 40k chain link fence 40k miles long... But that's ok.
I had hoped to coil some window screen to make razor wire to top the fence, but the fiberglass doesn't hold its shape like aluminum would have (fiberglass was cheaper, so I bought that before I thought about it), and I didn't have much time before the battle in any case. I made two short sections, three long sections, and 4 corner sections to make an enclosed compound.

Next up was some tents. I took some plasticard square rods and made a tent framework.
Next I used some spare fabric I had lying around and sketched a pattern on it for the tent. I wasn't too meticulous here, as I figured I'd just glue it in place and then trim it with scissors.
My first attempt was to give the tent fabric some rigidity, so I made some watered down white glue and soaked the fabric in it, then applied it to the framing. This ended up being just a pain, didn't really work, and in the event it was unnecessary, so I skipped this step for the second tent. I used superglue to attach the fabric to the frame, and once the glue was dry I used scissors to trim off any excess fabric. Not perfect, but good enough.
A long time ago I took a sample of Catachan Green and took it to the local Home Depot and got a quart of it made up--so I used this instead of using up my model paint to paint up the tent itself.

Next up was the watch tower, made entirely out of plasticard. I made the "platform" a square 2 1/8" on a side, so I when I was done I could fit four models in there, with a hole cut in the center for an entrance.
I built up the frame and trusswork next.
The final tower, with ladder leading up to the platform, a trapdoor, and a removable roof so you can fit the models in there.
Finally I painted it up and made it ready to go:

Putting it all together, along with a quickie flagpole, and my aforementioned barrels/ammo boxes, and I have an Imperial compound. Look for it in my next battle report, coming soon!

Monday, June 15, 2009

Stormtroopers

Finally finished them. It felt like it took me a month to repaint this squad. With the new baby and stuff, I only had the opportunity to paint for like 15-30 minutes a night, and that with constant interruptions. In any event, I'm glad I finally got them over with so I can start work on something else!

Monday, June 1, 2009

Battle Report: The Arduen Campaign, Part One


Introduction
The planet Arduen is a small, sparsely inhabited world in the Arcadia Sector. The people of the planet live a mostly idyllic existence, as far as such things can go in the Imperium. Due to the large expanses of wilderness on the planet, the Imperial Guard frequently uses the planet as a training ground for its newly raised regiments.

One such regiment was the 5th Arcadian Infantry Regiment, newly arrived on the planet. Its Infantry companies, some of them very inexperienced, took to the wild on exercises to train the new recruits. C Company, consisting of two platoons, began a week long exercise, building unit cohesion and survival skills as they traversed the wilderness. Suddenly the exercise turned into a firefight as the guardsmen plowed headlong into a roving band of orks--the last thing they expected to see.

Desperately trying to organize his terrified men into a battleline, Lieutenant Chilton knew he had to repel the attack and get the word back to headquarters of the presence of ork forces on the planet...
* * *
High above the verdant expanses of Arduen, the hulking form of the Ork Battle Kroozer Deff Killa and several of its escorts sat in orbit. Ork Warlord Gorgash Gutmuncha and his horde of marauding Freebooters came to Arduen by accident, thinking they were exiting the warp near one of the Arcadia Sector's more heavily foritified worlds in the hopes of getting into a "proppa" fight. Gorgash's numbers had swelled in recent years after he went on a campaign of head-bashing rival warbosses for control of their mobs and their loot, and now that he has a suitably massive number of boys, there is the hint of a Waaagh-ish gleam in his eye.

Coming into orbit around Arduen, Gorgash had been disappointed to learn that there wasn't even an orbital defense station or a picket line of Imperial frigates protecting this world, which meant that there probably wasn't much of anything worth bashing and looting on the surface of the planet. Still, deciding that it was best to let the boyz go dirtside and romp around a little after being cooped up on the Deff Killa, Gorgash sent Big Mek Skullface and a few mobs of boys down on a landa to see if there was any trouble to get into, or find anything worthy of being bashed or looted. Maybe a few of the local 'umies would offer up a half-decent brawl...

Imperial Guard Training Force
Company Command Squad (5)72
1st Infantry Platoon
Command Squad (5)52
Infantry Squad 1 (10)60
Infantry Squad 2 (10)60
Conscripts (21)84
Weapons Squad (Missile Launchers)90
2nd Infantry Platoon
Command Squad (5)52
Infantry Squad 1 (10)60
Infantry Squad 2 (10)60
Conscripts (20)80
Weapons Squad (Heavy Bolters)75
Total745

Imperial Guard Briefing
Darkwing:
This will be my first time using the new Imperial Guard Codex, so I am eager to give it a try. My forces will be limited to straight infantry, but that at least will give me the opportunity to focus my attention the new "Orders" rules. Against massed orks, I plan to make use of the "First Rank Fire, Second Rank Fire" order a lot. I am also fielding two units of conscripts in this battle, the first time I have ever used them. This is not because I like them (I don't), but rather in keeping with the background of the mission--the Imperial Guard forces are undergoing a training exercise when they ran into the orks.

As always, while fighting orks I will need to mass my firepower on them (big surprise) and prevent them from getting into close combat with me. This is painfully obvious, but there you go. We'll see how the new guard fare in facing the green menace.

Ork Scout Force
Big Mek Skullface50
Skullface's Shoota Boyz Mob (20)130
Blackhornz' Shoota Boyz Mob (20)145
TooGunz' Shoota Boyz Mob (20)145
BuzzSaw's Slugga Boyz Mob (20)150
Stonejaw's Kommandoz Mob (10)130
Total750

Ork Briefing
Badelaire:
This is my first time facing the new IG codex, and it's also been a long while since I've taken on the Guard with my Orks - in fact, it's the first time since the new Ork codex came out. So this is really going to be a learning curve both on the IG side and the Ork side. Like Darkwing, I'm taking an entirely infantry-based force, as the idea is our two units are, essentially, stumbling into each other while exploring the planet. My new "bare bones" Big Mek, Skull-Face, will be leading a strong force of infantry - shoota boys, slugga boys, and kommandos - looking for "skraps", both in terms of junk material and a good old-fashioned brawl with any of the world's inhabitants.

With regards to this battle, my intention is to use my shoota boys and all my big shootas to whittle down key IG units and lay down "cover fire" so that my slugga boys and kommandos can close in and cut down squads in hand-to-hand combat. I'll only need a handful of boys to break a IG unit, but since you cannot consolidate into other units after assaults in 5th edition, I need to be careful that I don't wipe out a squad, only to be cut to pieces having over-extended myself into the Guard's firing line. We'll have to see how well this works, or if I simply get cut to pieces by well-placed volleys of las-fire, grenade blasts, and frag missiles.
Deployment
Orks: Skullface and his Shoota Boyz at top, Buzzsaw's Slugga Boyz at bottom
Imperial Guard: Top to Bottom: 2nd Conscripts, 2/2 & C/2 (in woods), 1/2, Company Command Squad (on rocks), 1/2 (left) & 1st Conscripts (right), C/1 (in woods), 1/1. Missile Launcher Team on rocks to right, Heavy Bolter Team on hill out of frame at top.


Scenario
The Scenario chosen was Annihilation, with the deployment zones determined randomly as Dawn of War. The Orks put down their HQ (Skullface) and two Troops units as per the mission rules: Skullface's Mob shoota boy mob, and Buzzsaw's slugga boys. The other three Ork mobs remained in reserve.
Imperial Guard Deployment
Turn 1
The training company moved inexpertly through the wooded terrain in the pre-dawn darkness, until noise from up ahead caused Lieutenant Chilton to urgently call a halt. He recognized the noise ahead--the mindless crashing through the underbrush, punctuated by growls, grunts, and even the occasional report of gunfire could only mean one thing. He gave orders for his men to take up firing positions and wait for the orks to appear.

Two ork mobs appeared out of the gloom to the Imperial Guard left flank. Lt. Chilton ordered First rank FIRE, second rank FIRE on 2nd Squad, 1st Platoon (1/2) and 1st Squad, Second Platoon (2/1). The darkness and the range didn't help, however, and no orks were killed. Chilton then ordered Fire on my target on his own command squad, and two grenade launcher shots killed a pair of slugga boyz. 1st Platoon's Command Squad (C/1) orderd First rank FIRE, Second rank FIRE on 1st Squad, 1st Platoon (1/1), who, in range, downed four shoota boyz. The rest of the guardsmen, unable to pick out targets in the darkness, waited impatiently for targets to appear.
The Ork Mobs advance
Skullface and his mob of shoota boyz advanced, along with the mob of slugga boyz. Skullface's mob opened fire, killing three guardsmen in 1/1.

Turn 2
The Imperial Guard, now having detected the enemy, advanced to meet him. Out of range and isolated on a flank, the Heavy Bolter Squad advanced off their hill to take up firing positions closer to the enemy. The Company Command Squad and Platoon Command Squads issued their orders and the guardsmen prepared to fire.
1/1 and 1/2 close the range on the orks to rapid fire
1/1 fired on Skullface's shoota boyz, killing a pair, while 2nd Platoon's Command Squad (C/2) fired its three grenade launchers at the same squad, killing five, while Frag missiles from the missile launcher squad killed one more. The remainder of the guardsmen in range fired on Buzzsaw's Slugga boyz, killing eleven of them--two of which were brought down by the jubiliant, yet terrified conscripts. Both mobs passed their morale checks and continued to advance.
The Ork Mobs, whittled down
Blackhorn's shoota boyz arrived in the center, behind and to the left of Skullface's mob. The Kommandos succeeded in outflanking the Imperial Guard force and arrived to their left, within striking distance.
Blackhorn's Shoota Boyz (top left) and Stonejaw's Kommandos (bottom) arrive

Skullface's mob opened fire on 2/1, killing seven guardsmen easily, then charged and massacred the three survivors without even trying. Buzzsaw's mob fired on 1/2, killing one, then charged and krumped four more. The surviving guardsmen retaliated and managed to bring down two of the orks. The survivors fell back out of range of the orks.
Buzzsaw's boyz assault 1st Squad, 2nd Platoon (1/2)
The Kommandos fired upon 1/1 with their burna, killing four guardsmen and then charged, killing three and finishing off the squad.

In the rear, Blackhorn's mob shot and killed a single guardsman in C/2.
The orks tear into the guardsmen and massacre them

Turn 3
1/2 regrouped and prepared to fire on Buzzsaw's mob. 2nd Squad, 2nd Platoon (2/2) moved towards them in support. 2nd Conscripts moved forward was well, ready to fire on Blackhorn's approaching mob.

Lt. Chilton and his Platoon Officers all passed down multiple First rank FIRE, Second rank FIRE orders to various squads, as their prepared to unleash a close range fusillade.

2/2 fired on Buzzsaw's Slugga boyz, killing one with their flamer, while 1/2 fired on them with rapid firing lasguns, killing the rest and wiping out the squad. 1st Conscripts Squad killed four shoota boyz from Skullface's mob, while C/1 killed two more with their grenade launchers. Despite the casualties, Skullface was determined not to be sent packing by a bunch of puny humies.
Skullface's Mob gets decimated

The Missile Launcher Squad killed a pair of Ork Kommandos. The Heavy Bolters killed one ork from Blackhorn's mob of shoota boyz, while C/2 killed one more.

Toogunz' mob arrived in the center, eager to get in the fight.

Blackhorn's mob fired on 2/2, killing five guardsmen. Behind them, Toogunz' mob fired on 2nd Conscripts, killing three of them. Skullface and his surviving boyz fired on 1st Conscripts, killing seven, plenty to make them lose their nerve, and the conscripts ran for their lives.

The Kommandos moved in for the kill, ready to pounce on C/1, out in the open and very exposed. They killed two with their burna, and one more with slugga fire. Charging in, the nob killed one more. The Platoon Commander whipped out his chainsword and struck, decapitating one of the boyz before he was struck down under a frenzy of rising and falling choppas.
Toogunz' mob arrives (upper left) while Skullface and the Kommandos overrun the Imperial Guard left flank (right)

Turn 4
1st Conscripts were far too panicky to regroup, and fled out of the battle area.

2/2 advanced on Blackhorn's shoota boyz, and the flamer unleashed a spray of promethium on the orks, killing five. Las-fire killed one more. C/2 then fired a barrage of grenade on the shoota boyz, killing three more. The Heavy Bolters killed one more, but Blackhorn and his remaning boyz were not frightened and did not flee.

2nd Conscripts fired on Toogunz' mob, killing two boyz--not nearly enough to deter the mob.

In the center, the guardsmen were determined to take out Skullface. A flamer and lasgun fire from 1/2 killed the two remaining boyz in his mob, leaving Skullface standing alone in the open. Then three krak missiles came soaring his way, the resulting explosions left the Big Mek half-buried in a smoking crater, down and out of the fight.
The Missile Launchers take aim at Skullface

Raising their choppas into the air and roaring, the orks called Da Waaagh! and surged forward. Stonejaw's Kommandos assaulted the Company Command Squad and 1/2. The Orks killed nine guardsmen while suffering a pair of dead, the result of which had Lieutenant Chilton, the sole survivor, fleeing the combat. Blackhorn's mob assaulted 2/2, losing one ork on the charge and then killing all five guardsmen. Toogunz and his mob assaulted 2nd Conscripts. Toogunz killed one conscript for each of his gunz and his boyz killed thirteen more, leaving two left, who turned to flee and were mercilessly cut down.

Stonejaw's Kommandos plow into the Guardsmen. At lower left, Lt. Chilton is about to fire a bolter round into a Kommando's brain.

Turn 5
Lieutenant Chilton recovered his wits and made for the Missile Launcher squad, frantically pointing at Stonejaw's Kommandos and ordering them to Fire on his target, immediately! The Missile Launchers opened fire, and the frag missiles killed five orks. The fire caused the Kommandos to lose their nerve and they began to fall back. On the Imperial Guard right flank, the Heavy Bolter weapons teams opened fire on Toogunz's mob, killing three of them.

Blackhorn's mob fired on C/2, killing a pair, while Toogunz got his revenge on the Heavy Bolters with massed shoota fire, killing five out of the six guardsmen. Blackhorn then assaulted C/2. The guardsmen got in two kills, but then the squad was annihilated by the ork's return attacks.

His force nearly wiped out, Lt. Chilton ordered all surviving guardsmen to retreat and save themselves. He had to get word back to headquarters that there were orks on the planet, but with all of his vox-caster operators killed, that would be no easy task.

Imperial Guard Kill points: 3
Ork Kill points: 11
Result: Ork Victory

Imperial Guard Debriefing
Darkwing:
Well, what did I expect? A poorly trained, raw infantry force of guardsmen, stumbling into mobs of elite orks. I was asking to get pasted. As it happened, I was pleased to finished off two mobs of orks and send a third packing. Using the orders was fun too--First rank FIRE, Second rank FIRE definitely comes in handy and is a great force multiplier. I did make a mistake in moving one of my units ahead to get within rapid-fire range, and in doing so I forgot to keep one of them within range of the officer. Had I remembered that, I stood a chance of getting Skullface's mob to flee much earlier. Had that happened, the result of the battle might have been different--so I'll take that as a valuable lesson learned.

While the orders are fun to use, I do feel that they will slow the game down somewhat, which is bad enough considering the number of models in a typical guard force. We'll see how much of an effect that is once the battles get larger.

We'll also see what happens once I started fielding armor. 8-)

Ork Debriefing
Badelaire:
Well, an interesting battle. Although Darkwing only really put two of the Guard's many "orders" to use (First rank FIRE, Second rank FIRE and Fire on My Target), I can see these putting a lot of aces up the sleeves of crafty Guard generals. Although I came out on top in terms of Kill Points and probably overall units still on the table, it wasn't as clear-cut as might be expected. I only had one unit over half strength - Blackhornz shoota boys were only a handful cowering in the woods, and Stonejaw was left running away with only one remaining kommando in tow. If the battle had gone one more turn, I could have definitely seen the missile launcher heavy weapons team hammering Blackhornz with frags and whittling that unit down to a useless size, and while Toogunz would have no double wiped out the remaining heavy bolter team, they'd be so far away as to not be able to do anything to the missile launcher teams. In the end, if fought out to the last possible turn, I'd see Toogunz and the ML team as the only two intact units left on the board.

In conclusion, this fight, relatively small as it was, was a great introduction to both the IG codex and this campaign. I can definitely see, however, the IG special orders slowing things down somewhat in a much larger battle, but then again, if these orders are treated more like BFG special orders - i.e., not used all the time, but instead only when tactically appropriate - things should be a lot more manageable. It'll also be interesting once we begin to add some more specialized units and, of course, some heavy armor. Personally, I can't wait for round two...

Friday, May 22, 2009

Battle Report: The Necropolis Campaign, Part Three

The Necropolis Campaign, Part Three
The Battle of Favonia, Part Two
The Necropolis, a massive Necron vessel, had begun a rampage throughout the Arcadia Sector. The Imperial Navy amassed all the ships they could and moved to intercept the Necropolis and its accompanying fleet. They would make their stand on the edge of the Favonia system. The battle was too early to call, with the Imperials doing some damage to the Necron fleet, but the Imperials were suffering substantial losses as well.

Click here to see part one of the battle report.

Turn 4
The Dauntless Light Cruiser Constellation, set ablaze by the Necron Tombship, got some revenge, as after drifting closer to the Tombship, her plasma drives overloaded and she suddenly exploded. The Tombship was rocked by the nearby explosion, damaging its inertialess drive.

The fires aboard the Dominator Class Cruiser Warrior went out, but the vessel drifted onward, dead in space.

The Elnath failed its command check to Lock On to the Tombship.

The Apocalypse Class Battleship Repulse fired one broadside on the Silver Scythe, damaging it and disrupting its Power Flow. It fired the other broadside on the Jackals, which lost one ship despite Bracing for Impact.

The Mars Class Battlecruiser Aetolia, in the thick of it, fired all of its weapons systems at varied targets, but failed to damage any, except for the nova cannon shot against the Necropolis, which scored a single hit. The last Firestorm, the Gemini, damaged the Necropolis with its lance, and then combined its fire with the Swords and Cobra Squadron 1, and between them they delivered another point of damage to the Necropolis.

The capital ships Arcadia, Capella, Adhara, Procyon, and Elnath fired a 21-lance salvo against the Tombship, two shots of which got through to damage the ship, also rendering its port weapons unable to fire. Their combined weapons batteries inflicted a further point of damage.

In the ordnance phase, bombers from the carrier Prometheus killed one Khopesh and a Dirge.

The Vulture and the Shroud continued their wide maneuver, and had now moved behind the Imperial fleet, almost in position to strike. This flanking manuever had so far kept the two vessels out of the fight, but their imminent arrival might make the difference.

The Necropolis again fired its Soul Harvester, hitting the Repulse and delivering two points of hull damage. It then lay about with its multiple weapons systems, striking all within range. The Lightning Arc destroyed two Cobras, the Aglaja and the Pales, a pair of Swords, the Sinope and Triton, and the Firestorm Gemini. The Gauss Particle Whip lashed out and damaged the Repulse, crippling her. Finally, it teleported hundreds of Necron Warriors onto the decks of the destroyer Nemesis via its portal. Such was the fury of the onslaught that the Nemesis simply...vanished.

The Tombship and Silver Scythe combined their fire on the Repulse, hitting it three more times. Finally the Tombship repaired its port weapons systems.

Turn 5
The Prometheus attempted to Reload Ordnance but failed its command check.

The Repulse fired its lances on the Silver Scythe, disrupting its power flow and preventing it from firing. The Aetolia and two surviving Cobras fired on the Tombship to no effect.

The Elnath fired its broadside lances on the nearby Jackals, destroying one, while the Arcadia destroyed another.

The Procyon, Capella, and Thunder Child fired their broadsides all at the Tombship, which weathered all of the fire without any shots penetrating its armor.

The Thunder Child fired its lances ahead at the Necropolis, but failed to damage it. The Mimosa and the last surviving Sword Class Frigate, the Nereid, fired their weapons batteries on the Necropolis, delivering one hit.
The last Khopesh (lower right) prepares to ram the Elnath, (red-trimmed black cruiser, second from lower right)
The last Khopesh rammed into the stern of the Elnath, destroying itself and inflicting two hits to the Gothic Cruiser.

The Shroud and the Vulture had finally moved into attack position, and attack they did, concentrating their fire on the Repulse. Between them they knocked the Repulse's shields down and inflicted two hits. The Tombship's lightning arc inflicted two more. Still, the Repulse held on.

The Necropolis now had a plethora of targets to fire upon. The Gauss Particle Whip lashed the Elnath, but the ship emerged unscathed. One lightning arc downed a shield on the Aetolia, while another hit the Thunder Child, downing its shields and delivering two hits to its hull.

The Silver Scythe spent the turn repairing its damaged weapons systems.
The Repulse and the Aetolia pass by the Tombship, making for the Necropolis
Turn 6
The Prometheus reloaded its ordnance and prepared for another strike.

The Repulse fired its starboard lances on the Tombship, damaging it once. The Cobras fired on the Jackal, which Braced For Impact. This protected it from the Cobras' fire, but not from the starboard broadside of the Elnath, which destroyed it.

The Necropolis, detecting that it was about to sustain a massive lance barrage, Braced for Impact. The Elnath, Arcadia, Capella, Thunder Child, Aetolia, and Procyon unleashed a total of 24 lance shots at the Necropolis, hitting with fourteen and causing four more damage points to it. The shots damaged its Inertialess Drive, and the hits sustained crippled the vessel. Weapons batteries from the Aetolia, Mimosa, Procyon, and Capella delivered a further two damaging hits.
The Necropolis receives a torrent of fire from the Imperial capital ships
The Vulture, finally in firing position closed up behind the Aetolia and fired. The Aetolia Braced, but despite this her shields were downed and she suffered two hits, including one that damaged her prow armament. Fire from the Necropolis inflicted a further damage point, but the Necropolis, crippled and braced, could not offer much firepower to the fight.

The Silver Scythe moved towards the Scutum and the Prometheus, firing on the Scutum, downing its shields and inflicting two damage points.

Turn 7
The Capella locked its weapon systems on the Necropolis, but the rest of the fleet failed their command checks and no other special orders were given.

Preparing for another massive barrage, the Necropolis attempted to Brace for Impact, but with its leadership decreased due to critical hits, it failed the check. The Repulse fired a broadside and its dorsal batteries, but the Necropolis' armor held. The Thunder Child damaged it once with its prow lances, damaging the ship's inertialess drive again. The Aetolia and Procyon each delivered a hit with their weapon batteries. The Capella then fired and damaged the ship's Command Core, and finally the Arcadia inflicted one more hit. The Necropolis had taken a massive pounding, and only had two hits left.

The Repulse fired its port lances at the Shroud, which was already crippled from damage sustained in a previous battle, and the ship quickly exploded under the weight of fire. The Tombship was caught in the explosion and suffered a hit.

The Silver Scythe focused all of its fire on the Scutum, which was defending the Prometheus. The Scythe smashed the ship hard, downing its shields and delivering five hits, destroying its shield generators. As the crew desperately tried to get the damage under control, the Necropolis fired and finished the ship off, rendering the Scutum a drifting hulk.

The Vulture concentrated its fire on the Aetolia, damaging it three times. The Vulture's attack was followed up by the Tombship, which slammed the Mars Class Battlecruiser, hitting it twice more. The damage overloaded the ship's plasma drive, causing the Aetolia to explode in a fireball. The Necropolis barely escaped the blast.
The Aetolia (just under the Necropolis) explodes

Finally, some bomber waves from the Prometheus reached the Tombship, but they were all driven off or shot down by the Tombship's formidable turret defenses.
The Imperial fleet swarms the Necropolis, pouring all of their fire into it
Turn 8
The Necropolis failed to Brace for Impact again, and with all the Imperial ships surrounding it, it seemed clear that its end was near. The Repulse delivered a single hit with its lances, and then the Thunder Child and the Arcadia fired their lances simultaneously, pushing the Necropolis over the edge into destruction. The ship continued to drift, but then the rest of the Imperial fleet continued to pour fire into the ship, causing it to explode in a ball of light.

Once the light faded, the area was filled with debris. The Necron Tombship, Silver Scythe, and Vulture had used the confusion to escape into deep space. Scanning the area, the Imperial ships found no more evidence of the Necron threat, and quickly began to reform their fleet and begin rescuing survivors from the many wrecked ships. The Necron threat had been destroyed, for now...

Imperial Navy Debriefing
Darkwing:
My plan to take out the escorts first worked, but I don't think I deserve too many laurels for the victory. Badelaire played into my hands from the first turn, by keeping the Necropolis back and moving the rest of his fleet right into my guns. Also the wide flanking maneuver he performed with the Shroud and the Vulture just kept them out of most of the battle. The sheer number of capital ships at my disposal made my fleet a very tough nut to crack. I also have the dice to thank, because I rolled a lot of criticals on the Necron ships. Necrons are good at repairing damage, but I whittled down their leadership values as the battle went on. In the end, I think that my fleet had the staying power this time to simply overwhelm the Necron forces, giving me the opportunity to pound the Necropolis into submission. My fleet will need some time to recover from this fight, but I imagine I haven't seen the last of the Necrons.

Necron Debriefing
Badelaire:
Well, it was a long and bloody engagement. I didn't do that well in the beginning of the fight, but whenever I could bring some heavy firepower to bear, it was telling. Not having shields, even though my armor is great and my Brace For Impact is stellar, means if I take hits, the ships start getting chewed up. Being able to do 2-3 hits to a ship and still not doing damage can be frustrating, but them's the breaks. I did notice about 2/3rds of the way through the game that I was forgetting the Particle Whip rule that allows rolls of 6 to ignore shields - I can't remember if that had any effect or not, but it just goes to show that sometimes having too many "cool rules" means you just forget them and put yourself at a disadvantage.

All in all, the battle was a blast. While the Necropolis finally died out, I was able to destroy all but one of Darkwing's escorts and a fair number of capital ships. In the end though, numbers won out, and the Necropolis died like a bear pulled down by a pack of wolves. A very fitting end to an awesome campaign.