Monday, August 21, 2017

Aeronautica Imperialis- Battle Report- Stragglers over Silex Minoris



This battle took place as part of the Cleansing of Grex Silex campaign in 2015.  It uses custom aircraft, factions and rules from the campaign that can be found in my Aeronautica Imperialis review here.

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Overlord airships were being used by Galahand Geld to seek out and destroy Tau aligned enclaves within Silex Minoris. Of course, Envoy T'Wa'La demanded that the Tau sympathizers be protected prior to their evacuation. Therefore, Tau hunter groups were dispatched to locate and destroy any Overlord airships they could track down.

After experiencing engine trouble, the Overlord Airship Miyago turned back to base. A flight of Iron Eagles was dispatched to escort her home. However, before they could return to The Shallows, they were detected and attacked by a roving squadron from the Graceful Hunters. 


Stragglers over Silex Minoris

Ironbound Frjal

1 Overlord Airship- Miyago

2 Iron Eagles
+Additional Weapon Load – Fusion Lances

The Graceful Hunters

3 Tau Barracudas

Set-up

The Miyago was set-up in the center of the short board edge at Alt 5 and moving the max of 2. One Iron Eagle was providing close support at Alt 6 while one was wide to the side at alt 6.

The Tau were spread across the opposite board edge. The one on the edge was at the highest altitude and descended from there. The far one was all the way down to alt 2. They were coming in at full speed. 

Turn 1
Initiative: Varingyr 

Movement:
Everyone moves straight ahead unwilling to blink. The3 Iron Eagles slowly speed up, while the center Barracuda flies up to the same altitude as the Overlord.

Shooting:
None. Everyone is too far away. 

Turn 2
Initiative: Varingyr

Movement:
The Miyago boldly powers forward, and rises up even higher. Being a zeppelin, this does not impact its speed. Its Iron Eagle escort flitters around it and tries to stay closest to the potential Tau attack path, but it is hard to tell as they are also all playing it catiously, matching heights and speed to make sure the Overlord doesn't get by. Meanwhile, Iron Eagle 2 flys wide and towards the long board edge. What is he doing? 

Shooting: 
Turn 2 and no one is in range! Madness! 

{b]Turn 3[/b]
Initiative: Varingyr 

Movement:
The Tau used the gap between Iron Eagle 1 and 2 to try and slip between and get to the Miyago. However, Iron Eagle spiraled back but mistimed the move and failed to get the right angle. The Miyago herself slowly turned to present her formidable broadsides to the attacking Tau fighters. Barracuda 3 overcompensated for the move and opened a potential escape route for the Varingyr. 

Shooting: 
The port broadside on the Miyago opened fire and the Tau hunters suddenly weren't so confident. A Fusion Lance sliced across Barracuda 2's fuselage and caused him to blow smoke and leak fluid. Only the altitude difference saved him from the formidable blast of firepower. 

Barracuda 1 was undetered and opened fire back. A Smart Missile struck home and the Overlord shook from the blast. 4 hits left! 

Turn 4
Initiative: Varingyr

Movement:
Iron Eagle 1 spirals to try and tag any Barracudas that try to turn in on the Miyago. Meanwhile, Barracuda 1 blasts through the Overlord's wake and past on the other side. Iron Eagle 2 swings in to provide top cover on the airship, and Barracuda 2 can;t quite get the angle. Meanwhile, Barracuda 3 does a wing-over to cut off the airships escape, but it may have just put it into the starboard broadside arc or the bomber. 

Shooting: 
The Barracuda is too close for the Fusion lances, but it gets sprayed down with Mag-cannon tracers. However, the Tau pilot deftly negotiates the fire and avoids any serious damage. He viffs slightly and fires back. The Tau's fusillade strikes home as his Ion cannon strikes true and reduces the Overlord to 3 hits! 

Iron Eagle 2 fires at the petulant Tau craft, but again the fancy flying of the Tau and the altitude difference allow him to avoid any serious damage. 

Barracuda 2's Burst Cannons fire away at the nearby Iron Eagle 2, but fail to hit anything. 

Turn 5
Initiative: Tau

Movement:
The Graceful Hunters quickly box in and pursue the Overlord. Their skill is clear as they easil outmaneuver and endanger the Varingyr escort gyrocopters. 



Shooting: 
Barracuda 3 takes aim at the lumbering airship and opens fire. A pair of Smart Missiles find their mark and blast into the Airship, it begins to smoke and list badly, but is still flying with one hit left! The damaged bomber returns fire, but its Mag-cannons only scratch the surface of the closely pursuing Barracuda. 

From Barracuda 2 a Smart Missile damages the turbo-fan of Iron Eagle 2, but he is still in the fight. 

Turn 5
Initiative: Varingyr

Movement: 
The Overlord Airship drops like a rock and plunges down just above the edge of the Grex Sielx asteroid disc. Amazingly, Barracuda 1 and 2 had anticipated this move, but failed to dive fast enough. Iron Eagle 1 barely misses Barracuda 1 as they dive past each other. However, Iron Eagle 2 gets into a Tailing position on Barracuda 1. 

Shooting: 
Iron Eagle 2 unloads his Mag-cannons on the Tau fighter, but despite getting a solid hit, fails to cause any damage. 

In return, Barracuda 1 peppers Iron Eagle 1 with burst cannons shells and despite 3 hits, fails to find a weak spot. 

Turn 6
Initiative: Varingyr

Tailing Fire: Iron Eagle 2 performs Tailing Fire at barracuda 1, but again fails to find the mark. Iron Eagle 2 fails his Advanced tailing check. 

Moving:
This time the Hunters overshoot their targets as they dive to try and engage them. The Miyago actual moves up a bit in an aggressive move to engage his foes. 

Shooting: 
The Miyago's forward mag-cannons spray Barracuda 1, but fail to cause any damage. Its port weapon's reach out to Barracuda 3, but fail to cause any real damage. 

Iron Eagle 1 fires on barracuda 2 but fails to hit. Too eager. 

Return fire from Burst Cannon drones fail to damage the Miyago Overlord. 

Turn 7
Initiative: Varingyr

Movement:
The Tau scramble around to try and bracket off all possible escape routes for the heavily damaged Miyago. Meanwhile, the airship's escorts again find themselves out of position to help her. 




Shooting:
The Overlord again battles valiantly to escape. Her forward mag-cannons hit Barrcuda 1 but fail to damage her. Her broadside Mag-cannons also fire on Barracuda 2, but fail to damage her despite 4 hits! 

Barracuda 1 opens fire and despite the altitude difference blasts the Miyago into dust. The Overlord Airship explode spectacularly from Smart Missile and Ion cannon blasts. The Miyago goes down with all hands.



Conclusion
After 7 years of playing Aeronautica Imperialis I had never played this mission. I had read about how hard it was for the Straggler player to win, but I thought if I had a chance, it was with a 5 hits Overlord Airship! I guess not! 

Once again, I learned that Mag-cannons suck eggs! Despite numerous hits, none of them stuck. The only damaging hit of the game was from a Fusion Lance, but the Tau stayed tight to their target, so I didn't get to use many more after the first one.

The Iron Eagles are pretty maneuverable, but even when they get in position they can't seem to finish off their target. I had equipped them with Fusion Lances for more hitting power, but I rarely got to use them as this battle was a knife fight. I guess I shouldn't bring a Lance to a knife fight. 

The Overlord was throwing out firepower left, right and center, in a very real sense. However, despite all the dice it didn't seem to help this time. I was pretty aggressive with my bomber, so maybe I exposed it to more danger that it needed to be in. Maybe next time I will just flee and use my ability as a Zeppelin to constantly stay 1 or 2 altitude bands away from my attacker instead of trying to engage them. However, my wife was all over me and seemed to have most of the altitude bands covered at all times so I am not sure if I could avoid her long enough to make a difference.

In summary, I still haven't figured out how to be successful with these guys yet. Maybe I need them to operate in pairs better so I can put even more firepower on a single target? Any else have any ideas? Cheesy, if you happen to reads this I would love your insight from the Blood and Irongard campaign.

Thursday, August 17, 2017

Random: JUGS: A Game of BIg, Stompy Robots- Old Photos

With the death of Photobucket, I have been going through old photos.  I found a few old images from games of JUGS: A Game of Big Stompy Robots.  I think these were when I was doing some initial playtesting of the rules.  However, that was a long time ago, and I may have been trying out the rules for Classic Battletech from the 50th Anniversary boxset.  I honestly do not remember.

It was playing Classic Battletech that initially made me want to look at creating my own mecha game int eh first place.  I wanted to avoid some of the low-tech aspects of Battletech.  Plus, I was not a fan of modifier stacking and wanted a success based model.  Finally, I wanted an excuse to buy a Reaper Dictator model..... which I never did! Life is funny that way.

Since I have no idea what I was doing with this pictures it is not a battle report, but more of a picture dump.  I think these are circa 2010 or 2011?  Anyway....










I think that was the end of that battle.  It was a 1-on-1 between a Whitworth and an Enforcer.  The Whitworth won the battle and forced the Enforcer to withdraw.

Below I added a Hunchback and an Assassin.





I have no idea what the outcome was with this one.  However, it looks like the Assassin and the Hunchback got pasted.  However, no one was kocked over, so no one was taken out of action.  

Like I said, I have no idea if this was Classic Battletech or Jugs: A Game of Big Stompy Robots.  Either way, I hope you enjoyed this "lost" pictures from my archived Photobucket.  
    

Monday, August 14, 2017

Aeronautica Imperialis- Battle Report: Make Your Escape!


This battle took place as part of the Cleansing of Grx Silex campaign in 2015.  It uses custom aircraft, factions and rules from the campaign that can be found in my Aeronautica Imperialis review here.

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Galahand Geld did not fully trust his ally Kel-Menoth the Bitter, and found it necessary to bring in some of his own muscle. For this purpose, he contracted with the Varingyr mercenaries of Hideo Ironbound. His Frjal, or mercenary brotherhood, had a reputation for professionalism and results.

However, Kel-Menoth was suspicious of the Geld's motives for bringing in more mercenaries into Grex Silex, and he himself wanted to minimize any rivals to his power. Therefore, Kel-Menoth preferred to arrange for the Varingyr Mercenaries to do most of the dirty work in the system.

To this end, a flight of Varingyr Spy Eagles were dispatched into Silex Minor to find and locate Asteroid Bases and attempt to discern their allegiances. These recon craft were to approach the bases, take picts of them, and return to the Shallows for debrief. However, many cases they ran into trouble as enemy fighters and ground defenses would try to drive them off. 


Make Your Escape Scenario

Warzone 4: Silex Minoris

Ironbound Frjal

1 Spy Eagle

2 Iron Eagles-
With additional weapon load- Mag Cannons

Total= 45 Points

The Graceful Hunters

3 Barracuda Fighters

Total= 54 Points

Set-up:
For this mission, we used no scenery, just a flat board to represent the space between some of the asteroids in Grex Silex. This was a new Scenario I just came up with.... 

The Spy Eagle was placed 20 inches in from the short board edge, going full speed and Alt 5. The Barracuda were placed on the board edge behind the Spy Eagle and in hot pursuit. They were at full speed and altitude 4 and 2 at 6. We decided that the pursuers could not deploy at the same altitude as the fleeing Spy Eagle. On the opposite short board edge were the Iron Eagles rushing to help the Spy Eagle escape.

If the Spy Eagle escapes from the opposite short board edge, the Varingyr win. If it is destroyed the Tau win. The Varingyr are all ready trying to disengage, so they can not attempt to disengage due to losses. 

Turn 1:
Initiative: Varingyr

Movement: 
The Iron Eagles race to close the distance and help their brother. The Barracuda close in. Barracuda 2 power dives to cut-off a potential escape while the other two race forward. The Spy Eagle tries to side slip away.

Shooting:
Barracuda 1 takes a long range potshot at the escaping Spy Eagle but misses. 

Turn 2
Initiative: Varingyr

Movement: 
Barracuda 2 stays low and his instincts pay off as the Spy Eagle dives for the hard deck. However, its attempt is lackluster. However, his comrades get between him and the pursuing Barracudas. The Tau are more than willing to go head-to-head, confident in their superior firepower. 



Shooting: 
Iron Eagle 2 fires on Barricuda 1, but fails to cause any serious damage. 
Barracuda 3 is at long range on Iron Eagle 1 and fires with his Ion cannon. The blast dissipates off the Iron Eagle's armor.
Barracuda 1 opens fire on Iron Eagle two, and a Smart Missile strike clean and causes the gyro-copter to blow smoke. 

Turn 2
Initiative: Tau

Movement:
The Barracuda stay spread and covering the board. The Iron Eagles spiral around a give chase, but the Tau aircraft are in hot pursuit of their prey. The Spy Eagle tries to get tricky and does a Wing Over, but unfortunately, it puts him in the middle of an array of drone cannon attacks. Yikes! 


Shooting: 
Barracuda 2 viffs and sprays at the Spy eagle, but the altitude difference and snap shot keeps anything from sticking. The Spy Eagle returns the favor but the Mag shells bounce harmlessly off the Tau fighter. 

The Drone Cannons from Barracuda 1 spray at the Spy Eagle but miss. Iron Eagle two fires on Barracuda 2 but also fails to damage the Tau craft. 

Barracuda 3's drone guns fire on Iron eagle 2 but fail to find their mark. 

Turn 3
Initiative: Varingyr

Movement:
The Spy Eagles maneuvers barely caused the experienced Tau pilots to blink. They managed to out fly and out maneuver their Varingyr counterparts and get the drop on the “rescuing” Iron Eagles! 

Shooting: 
The Varingyr have no shots! 
Barracuda 3 opens up on Iron Eagle 1 and smart missile manages to explode near his hull and cause him to blow smoke, but not down him. 

A smart missile from barracuda 2 detonates Iron Eagle 2, and this time it is a fatal hit. However, the Varingyr pilot manages to punch-out in time! 


Turn 4
Initiative: Varingyr

Movement: 
The Spy Eagle scoots past Barracuda 2, who whizzes by a slows down enough to maybe get a Burst Cannon shot in passing. However, Iron Eagle 1 spirals and puts the Tau craft in his sights. 

Barracuda 2 and 3 maneuver to get back in the fray, and chase down the Spy Eagle next turn. 

Shooting: 
Iron Eagle one sprays down Barracuda 2 with 6 dice, but only one hit that fails to scratch the paint. 

The last of Barracuda 2's burst cannons shells fly wide of the mark and the Spy Eagle flies on.

Turn 5
Initiative: Varingyr

Movement: 
The Spy Eagle Power Dives and guns his engines for Eldar controlled space, he drops way down low to the edge of Grex Silex's asteroid disc atmosphere. Barracuda 2 gives chase, but can't match the dive and is left too high. In addition, Iron Eagle 1 swings in behind the Tau fighter and into a tailing position. Barracuda 2 and 3 move to try and stop the Iron Eagle with close range Burst Cannon shots. 

Shooting: 
The Iron Eagle opens fire again, but can't get any of his shots to stick on Barracuda 2. 

Barracuda 1 and 3's Burst Cannons open fire on the Iron Eagle. Barracuda 1's manage to hit something vital and the Varingyr aircraft starts to blow smoke. 

Turn 6-Disengagement Turn 
Initiative: Tau

Tailing Fire: This time, the mag Cannons on Iron Eagle 1 strike true, and Barracuda 2 begins to smoke from internal electrical fires. However, Iron Eagle 1 is now out of ammo. 

Movement:
It looks like nothing can stop the Spy eagle from escaping now, and the Spy Eagle races into Eldar controlled space with the Barracudas in hot pursuit. Unfortunately, the Tau fighters have to disengage due to low fuel and ammo and the Varingyr recon craft escapes with the vital data. 


Conclusion
Eldar win in Warzone 4

The Varingyr win thanks to mission objectives! However, it doesn't feel like a win when you lost a plane and the other was damaged to no losses on the enemy side. However, I will take it! 

Some thoughts on the Varingyr aircraft. Even with the additional Mag-Cannons weapon load and they still suck at damaging anything. Maybe next time I will try the Fusion Lances? In addition, they have somewhat low ammo, so you want to make the shots count. Speed and maneuver wise they were a good match for the Tau Barracuda. I wonder how they would fare against the really fast and dodgy Chaos or Eldar forces? 

Overall, it was good fun!

Thursday, August 10, 2017

Castles in the Sky: Balkan Uprising- Raid on the Radio Tower

The Ottoman League has decided to put their naval forces towards securing and reinforcing Thasos in order to threaten the flanks of the advancing Balkan land forces.  Admiral Al Reis is eager to try and relieve pressure on the ground troops in Europe while more Turkish reinforcements cross the Dardanelles to relieve them. In the meantime, Admiral Ivanov of the Balkan League wishes to continue their aggressive push to the Dardanelles and achieve a key objective in the war effort. 

Both commanders of the fleets choose Offensive for their Strategy.  The scenario will be a Raid, and the Ottoman League rolls the d6 to determine scenario as the attacker.  The Ottoman League (since they are leading the campaign) rolls up a Bombardment scenario. 

Forces:
In a bombardment scenario, each side fields up to 25 armor points. 

Ottoman League

Ottoman Empire:
Sultan Mehmed II- Fatih                                               Captain: Seyid Al Reis                     Command: 3- Flagship
Class: Sultan Osman-I Evvel                         Category: Battleship                       Armor: 9
Experience: 5

Trakya                                                   Captain:  Piri Pasha                                          Command: 2
Class: Midilli                                        Category: Light Cruiser                                  Armor: 7
Experience: 7

Austro-Hungarian Empire:
Sankt Georg                                       Captain: Rudulf Horthy                                  Command: 4
Class: Kaiserin                                    Category: Armored Cruiser                          Armor: 8
Experience:

24 Armor Points

Balkan League

Russian Empire:
Imperator Pyotr                                               Captain: Pavel Ivanov                     Command: 1- Flagship
Class: Imperatrista Mariya            Category: Battleship                       Armor: 8
Experience:

French:
Brennus                                               Captain: Theo Aube                        Command: 4
Class: Charles Martel                      Category: Heavy Cruiser                               Armor: 8
Experience: 4

Greek:
Georgios Averoff                             Captain:  Sofoklis Dousmanis                    Command: 3
Class: Vettor Pisani                          Category: Armored Cruiser                          Armor: 8
Experience: 5

Ground Target:
Armor 7- Free

24 Armor Points

Mission:
The attacking Balkan Ground Forces had managed to over-run a radio tower formerly used by the Turkish Navy.  It was behind enemy lines and would be difficult to assault using conventional means.  The Balkan League Admiral Ivanov was using the tower to broadcast signals to help co-ordinate his fleet in support of the ground troops.  The Ottoman Admiral Al Reis decided to launch a daring raid to try and destroy the radio tower and its broadcasting bunker.  The radio’s destruction would hamper the Balkan League fleet’s ability to press the attack on the Dardanelles and respond to the Ottoman advance in the Aegean. 

The Ottoman admiral thought the raid was so important that he decided to personally lead the attack with his Flagship along with his only bomb equipped warships.  Once the raid was detected by the Balkan land forces, the only Balkan League forces in a position to respond were the newly repaired Brennus and Georgios Averoff and Admiral Ivanov’s flagship.       

The board is covered by clouds at an altitude level of 4.  To represent this, cloud banks have been added to the board.  However, the whole board is covered at altitude 4.  The Pyotr is the Balkan League Flagship with the Sultan Mehmed- II Fatih as the Ottoman flagship. 


The game is played on a 4 by 4 table.  The Ottoman fleet has 6 turns to destroy the installation.  It is located 13inches in from the Balkan board edge on the West side.  It has an armor of 7.  The Ottoman forces come in from the East at maximum speed and mid-altitude.  They are making use of the clouds to cover their approach.  The Russian flagship is relatively low and looking to cover the radio tower while the two other Balkan League ships try to cross the T on the attacking Ottoman’s. 



Turn 1:
Initiative: Ottoman

Move:
The Sankt Georg and the Trakya turn to the north instead of heading straight to the target.  They are wary of the approaching Balkan force.  The Battleship steams forward. 

The Pyotr steams towards the radio station, while the Brennus and Georgios Averoff move in on an oblique approach. 

Battle:
No one has the range. 

Turn 2:
Initiative:  Ottoman’s have two successes to the Balkan 1.  They choose to go first. 

Move:
The Ottman’s continue their advance.  This time the bombers slowdown, looking to time their approach after the enemy heavies have passed the target area.  The Battleship turns in towards the enemy heavies. 

The Balkan forces move forward with the two Balkan heavies converging near the target.  The Greek armored cruiser cuts behind them to protect the radio tower. 

Battle:
The enemy ships are at maximum range, but the cloud cover has limited visibility to short range.  This is going to be a knife fight.


Turn 3:
Initiative:  No successes, so the Ottoman’s elect to have the Balkans go first. 

Move:     
The Ottoman bomb equipped cruisers try to stay away from the Russian battleship and French Heavy Cruiser as they move in front of the target area.  The Russian battleship is hovering below the cloud line as a threat.  Meanwhile the Greek ship covers the rear.  The Sultan Mehmed Il-Fatih drops below the cloud bank to 3 to challenge the Russian admiral to a duel. 

Battle:
The Pyotr was ready for the Ottoman battleship to show itself, and unloads an effective broadside the lands 5 bursts!  However, none manage to burst the armored belt of the Turkish vessel.  The return fire is enough to inflict one true hit on the Russian ship! 

No other ships have the range due to the cloud cover. 

End:
Apply Damage- The Pyotr loses 1 armor from the Ottoman fire. 

All bursts are cleared.

Turn 4:
Initiative: Ottoman’s 2, and Balkans 1.  Ottoman’s choose to go second again. 

Move:
The Pyotr signals the Brennus to drop from the clouds and engage the Ottoman Battleship.  Meanwhile, it moves up back into the clouds to try and hunt down the bombers.  The Greek cruiser drops to three and waits for the bombers to emerge out of the cloud bank low. 

The Sankt Georg and the Trakya both move out of the cloud bank, risking the guns of the Georgios Averoff instead of the Pyotr.  Meanwhile, Admiral Seyid Al-Reis commits to a dangerous plan and orders his ship to crash dive below the cloud banks.  He drops to altitude one rapidly and prepares to bombard the enemy radio station with his guns. That was unexpected!

Battle:  
The Broadside of the waiting Greek ship manages to land two bursts on the Austrian Armored Cruiser, but no damage.  The Brennus manages a stern shot on the Mehmed Il-Fatih, and lands a burst. 

The Ottoman’s return fire on the Greek ship lands 5 bursts, with no damage.  In addition, the Ottoman Battleship’s attack on the Radio Tower fails to hit anything vital.  However, the crew does head for the bombardment shelters. 

End:
Burst Removal: Both sides manage to remove all bursts on the board with some solid rolling. 


Turn 5:
Initiative: Both score 1, and this time the Ottoman’s choose to go first since they have a higher Command rating. 

Move:
The Ottoman bomber ships race for the target area, but fall short.  The Ottoman Battleship begins to circle the radio tower at low altitude. 

The Greek Armored Cruiser slows and prepares her broadsides for another salvo.  The Pyotr comes from the cloud bank, and targets the Sankt Georg.  The Brennus tries to come about, but turns towards the north and a potential broadside shot at the Ottoman cruisers. 

Battle:
The Trakya fires her weapons at the nearby Georgios Averoff, and causes 3 bursts. 

The Sankt Georg opens fire with her stern guns on the Pyotr and inflicts a burst and 1 hit!  Her bow and port guns fire on the Brennus and causes 3 bursts.  Finally, her air torpedoes race into the target and cause 3 hits! 

The Ottoman flagship opens fire on the radio tower, and causes another two hits and 3 bursts.  The radio tower is taking a beating this turn. 

The Balkan forces strike back!  The Georgios Averoff fires a broadside on the little Trakya and gives her fours bursts and 1 hit. 

The Pyotr gives the Sankt Georg a broadside and causes 3 bursts and 1 hit.  The Brennus also fires ont eh Sankt Georg and causes two more bursts. 

End:
Damage- The Pyotr loses its bow Heavy battery to fire- Ouch!.  The Sankt Georg and trakya both lose an armor point.
Bursts- The Ottoman’s take one off the Sankt Georg, and the Balkans take all three off the Brennus.


Turn 6- Final Turn
Initiative: The Balkan forces score 1, and that is enough to win.  They choose to go first.

Move:
The Pyotr, Brennus, and Georgios Averoff begin the form a half-circle around the Austrian Sankt Georg, who is slowed to a crawl by the bursts around her.  Meanwhile, the Trakya has anough steam to power to the target area and prepare to drop her bomb load.  The Mehmed il-Fatih positions itself for another bombardment broadside against the weakened target. 

Battle:
The Brennus locks-on to the Sankt Georg determined to make the armored cruiser suffer!  Wow, when the smoke clears, the  Sankt Georg had 15 strikes and was easily reduced to 0 armor.  WOW!

The Pyotr managed to put 3 more bursts on the Trakya.  The Georgios Averoff hit the Sankt Georg for one more hit.

In her death throes, the Sankt Georg fired a full broadside on the Georgios Averoff for 1 hit, and 1 burst.  The Trakya was too shaken by burts and was unable to drop her bomb load, but still manages to fire her stern guns on the Greek cruiser causing two more good hits!   

The Ottoman flagship fires its broadside at the heavily damaged radio tower.  It is enough to turn the Radio Tower into a pit of death and destruction.  It is no longer usable by the Balkan troops. 

End:
Damage- On the Last hit from the Georgios Averoff, the Sankt Georg exploded, killing all hands!  The blast also snags the Trakya, causing 2 more bursts but no damage.

Georgios Averoff- Loses 3 armor, bringing her to 5. 

The Radio Station is destroyed. 


Conclusion
The Ottoman League wins, but at a heavy cost.  The Balkan Radio Tower is destroyed, but the Sankt Georg was destroyed by the Brennus in the operation.  

The Mehmed Il-Fatih signaled for the remaining ships to take cover in the cloud bank and withdraw back to the Aegean.  There had been no sign of survivors from the Sankt Georg and her smoldering wreckage covered the countryside.  In addition, a billowing column of black smoke rose from the sight of the radio tower. 

With the loss of the Radio Tower, Balkan air and ground forces began to have trouble coordinating their maneuvers.  Soon, the Turks were able to isolate Balkan units and destroy them or force them to surrender.  The Balkan Leagues drive towards the Dardanelles was halted…. for the moment. 

Well, that worked sort of like I planned.  I hoped the bombers would draw the main force, but I intended to use the Battleship to drop in low and bombard the station to wreckage.  It worked, thanks to an amazing air torpedo barrage from the Sankt Georg. 

The cruisers with the bombers paid a heavier toll than I expected, however the Brennus rolled remarkably good and pasted the Sankt Georg.  He barely even needed Command to re-roll misses because the dice didn’t really miss.  It was an epic hammering.  It barely felt like a win after the Austrian ship exploded in the last moments of the game.  Oh well.  Now I know how the Balkan League feels.  At least it wasn’t my command ship. 

Campaign:
The Ottoman League wins the raid by destroying the bombardment target.  However, they lost 10 armor to 5 armor.  This leaves the campaign at 4 points to 1 in the Ottoman’s favor.  They are 1 decisive battle away from victory. 

Damage:
The Trakya manages to repair its lost armor point with crew. 

Pyotr- The crew gets the Heavy Battery in the bow working again.  However, it takes a strategic Asset to repair the rest of the damage. 
Georgios Averoff- The crew repairs 1 armor, and strategic assets to cover the rest. 

The Ottoman’s bank their Assets for 11 value to 2 by the Balkan forces.  No one loses a Strategic asset, and the Balkans have 3 while the Ottoman’s have 4. 

Experience:
Mehmed Il-Fatih- +7 (12)
Trakya- +3 (10)

Pyotr- +3 (4)
Brennus- +10 (14)
Georgios Averoff-  +3 (8)

Mehmed Il-Fetih earns the Disciplined Crew advance
Brennus earns the Blow Smoke experience advance

The Balkan League advance has finally been halted thanks to the arrival of new Turkish troops from Asia.  In addition, coordination between the rival Balkan allies has begun to breakdown and petty squabbling has started.  Admiral Ivanov’s grand plan to storm the Dardanelles seems to have been stalled. 


Meanwhile, the Ottoman High Commands move on Thasos was a success.  Now from their new positions they can pressure the Balkan invaders on multiple fronts.  Their next goal is to try an push back the multi-pronged Balkan attack back in Greek territory.