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Author Topic: Aquanautica Imperialis- Naval Battles in the 40K Universe  (Read 6653 times)

Offline Easy e

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Aquanautica Imperialis- Naval Battles in the 40K Universe
« on: September 25, 2011, 03:09:29 AM »
Greetings Guys,

I have been working for a long time on a 40K Wet naval game.  I feel like I have a pretty decent product that is a mash-up of BFG, Man-O-War, Aeronautica Imperialis, and other non-GW game systems.  Right now, the game is playable with all major factions of 40K, plus a few others.   

The game has everything you need to get started including, rules, Quick Reference Guides, ship templates, terrain templates, and fleet lists.  The only thing you need to supply are opponents! 

You can find it all right here: http://z13.invisionfree.com/Aquanautica_Forum/index.php?showtopic=2

A fan built the forum, but feel free to sign up there to help us continue to develop the game! 

Anyway, here are some pictures of the fleets I have made for the game. 

Imperial Naval PDF engages and Ork Kill Fleet...



Imperial Naval PDF pursue rogue Tyranid organisms...



Here is a Tyranid fleet made by De selby (From the Ammobunker)...


Here is another Ork Kill Fleet by Glitch on the Ammobunker....


And finally, a Chaos fleet for Octavian Lars from The Conclave...


So, let me know what you think about the rules, presentation, models, or anything else. 

Regards,
Easy E
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Offline Darkson

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #1 on: October 03, 2011, 03:47:42 PM »
Probably never get the chance to play anything like this, but I always thought there was a better aquatic game in the 40K universe then the Warhammer one, so well done.
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Offline Easy e

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #2 on: October 07, 2011, 03:11:06 PM »
I obviously agree with you!  :) 

Here is the first batrep of the Salvation Islands Campaign between the North Ammoriss PDF Taskforce: Vigilant Aquila, and the Ork Kill Fleet of Narblitz' Big Bloo Boyz.  Both fleets and terrain were provided by me.  This will also be using the experimental camapign rules.  You can find everyhting you need to play here: http://z13.invisionfree.com/Aquanautica_Forum/index.php?showforum=9 

Feel free to comment on how the fleets are developing, rules loopholes, models, etc as the thread progresses. 
*  *  *  *  *  *  *  *  *  *  * 

After the escape of the Scourge of Ammoriss into the southern ocean, NavComm North turned to securing the merchant lanes for the safe conduct of cargo from Greater Ammoriss to the manufactorum's of the North.  Weeks after the outbreak of the South Ammoriss rebellion, Ork forces made planetfall on the planet under Warlord Gark.  Soon, the sea lanes were meanced not only by heretic raiders, but by xeno scum as well. 

The newly commissioned Duke of Iron was assigned to protect the Salvation Island chain.  This key stretch of islands acted as a midway point on the long merchant routes from Greater Ammoriss to the western ports of the North.  The island chain was home to several key strategic points, and only a small Naval flotilla protected the critical zone from the enemy. 

Flag Captain Augustus St. Pierre was put in overall command, and provided the newly recommissioned Duke of Iron Reliable Class Cruiser to act as his command ship.  A days sail away from his new assignment, the look-outs on the Reliable spotted smoke on the horizon.  Augur signs confirmed a ship, but could not identify.  The Flag Captain ordered a rendezvous course set, and the other ship seemed all to happy to oblige. 

As the mystery ship drew closer, look-outs were able to confirm it was a xeno raider.  NavComm North was not the only ones interested in the Sailor's Rest Chain.  The orks had also come to raid the shipping lanes.

The Ork craft seemed all to eager to engage.  Flag Captain St. Pierre didn't back down from a challenge.  So, history has recorded the first battle of the Salvation Islands Campaign, a ship-to-ship engagement between the ork Big Dakka Boat, Da Big Boss; and the North Ammoriss PDF Reliable cruiser, the Duke of Iron.             


Enemy Sighted!

*  *  *  *  *  *  *  *  *  *  *  *  *  *  *  * 

My opponent and I agreed to randomly roll up a Raid scenario.  I was not excited to see us roll-up Cruiser Clash.  By mutual consent, we both agreed to only bring one cruiser apiece.  In retrospect, it was a good scenario to get us going.  It allowed us to familiarize ourselves with the rules, and ease our way into the Campaign.   

We decided that this battle was going to take place in the open ocean.  It was going to represent the Duke of Iron sailing towards its new command.  Meanwhile, Da Big Boss was patrolling the merchant lands looking for victims.  By chance, the two ships happen to cross paths along the main merchant routes.  Therefore, we did not place any terrain for this battle.  Again, I was hesitant, but my opponent wanted to get a strong feel for the mechanics. 

Duke of Iron versus Da Big Boss
Cruiser Clash

Turn 1
Initiative: Orks win

Move:
Unsurprisingly, the Orks use their Waaagh! Move to race forward and try to close the distance between the two ships.  For her part, the Duke of Iron turns to the side to bring her Broadsides to bear.  She has crossed the T of Da Big Boss, and is heading to the Ork cruisers starboard side. 

Shooting:
Da Big Boss finds that the her firepower is reduced as the gun krews hold on for dear life as the ship surges forward.  In addition, the PDF ship is cunningly moving abeam to make the few shots that can be fired harder to hit with.  Wetboss Narblitz just shrugs and bellows for his boyz to open fire. 

Two of the shots seem to be on target, and the Flag Captain has a serious problem.  Should he Brace for Impact and potentially avoid damage or trust in his ships armor and attempt to Lock-on when he could fire?  One of the hits could potentially cause Critical damage! 

This early in the game, Flag Captain St. Pierre decides to risk it and trust in his armor.  The extra hits from Locking On could make the difference as the Ork Krooza will be able to Brace freely, since they have all ready attacked.  The Flag Captian's gamble pays off, as his ship's armor belt absorbs the Ork shells, sending an ominous ringing throughout his ship. 

Now, the Duke or Iron can attempt to return the favor.  Thanks to the turrets on the Reliable cruiser's Macro-cannons, she can turn all her firepower on the xeno marauder.  The St. Pierre gives the order to Lock-On and fails the command check. The ringing of the ship's hull garbles the message, and the gun crews are unable to carry the order out.  The gunners have a diffcult shot as Da Big Boss is wreathed in obscuring smoke, and moved over 12 inches.  They beed 6's to hit.  Locking On would have made things a lot easier! 

Despite the tough shot, two shells strike home.  Wetboss Narblitz orders the Ork Krew to hunker down,  and his Nobz ensure the order is carried out.  Good thing too.  The shells batter the armored super structure, but the grot riggers are able to seal key bulkheads thereby avoiding any serious damage.   

End:
There are no Hulks, no Ordinance, and no wake at this point. 

Turn 2
Initiative: Orks Win, the +1 Leadership due to Nobz is really paying off!

Move:
Da Big Boss slows its movement, choosing not to Waaagh! This turn.  She makes a turn to starboard to try and keep the PDF ship in her Bow weapons arc.  That is where her heaviest gunz are. 

FlagCaptainSt. Pierre knows that the Orks will shoot first again.  He decides to try to increase speed to get out of the front arc of the Big Dakka Boat.  He successfully orders All Ahead Full.  This successfully moves his ship away from the Ork ships bow gunz. 


Full Dodge!

Battle:
Wetboss Narblitz fumes impotently as the PDF cruiser has rushed out from under his gunz.  The Starboard batteries open fire with a belch of flame and smoke, but the shells splash harmlessly short. 

The Duke of Iron's stern gun batteries swivel smoothly on their turrets and bring their superior range to bear on the ork vessel.  This time, it is moving abeam, and still wreathed in smoke.  The Macro-cannons open fire, but fail to find the Ork ship. 

End:
Nothing to do in this phase. 

Turn 3:
Initiative: This time the PDF won! 

Move:
The Flag Captain wants to set-up for future broadsides, so he orders, Come To New heading.  This will reduce his firepower this turn, but will hopefully help him get the angle for future shots.   

The Ork Wetboss is in a tight spot.  His ship is somewhat out of position.  He can either rush ahead to create a greater distance and move out of range, try to match the PDF ships manuever and risk her guns, or turn slowly and hope to find the range with her side batteries. 

The Narblitz decides to Waagh! Foward.  This doesn't require a command roll, and keeps him moving abeam to the other ship. 

Battle:
Despite the Ork raiders best efforts, she is still in range of the Duke of Iron's heavy shells.  However, the shot will require 6's to hit, and the ship has all ready used  its Special Order.  The Reliable cruiser rocks back as her full broadside booms out!  2 box cars out of 8 dice. 

Since the Ork Wetboss is pretty sure he has nothing to fire back with, he declares a Brace for Impact against the two potential hits.  However, this time the boyz of the krew are caught out of position.  They don't get to their stations in time.  It is up to the Big Dakka Boats armor to protect them.  Two fours are rolled.  Not enough!  Worse, the hits cause critical damage as they were both sixes!  A roll on the Critical Damage chart indicates that the Starboard Gunz and Torpedoe Tube have been knocked out! 

The Ork has nothing to shoot back with. 


"We shudda put gunz in da back ov da boat!"

End:
The Ork Mekz leap into action directing their grot charges on what to do.  Their diligent work quickly gets the Starboard gunz remounted, and after shooting a few Grot Riggers through the bow torpedo tube the jam is quickly cleared. 

Turn 4:
Initiative: Orks win

Move:
Wetboss Narblitz surveyed his position and that of the enemy vessel.  It was clear that it would take extreme manuevering to get to fire some dakka into the PDF ship.  Meanwhile, the long range macro-cannons of the Oomie ship would pound him mercilessly. 

With a roar of frustration, he ordered his krew to steam away.  When an Ork runs away, it doesn't count as losing, because he was just going to get more kroozaz and tubz.  Da Big Boss fired up a head of steam and disengaged from the battle by sailing off the edge of the board. 

End of Battle

*   *   *   *   *   *I   *   *   *   *   *   *   *   *   *

By the time the Duke of Iron came around, the Ork vessel all ready had a substantial lead.  Despite that, Flag Captain St. Pierre doggedly gave chase.  The Flag Captain's efforts to have reinforcements routed to the area to pin the Ork raider came to nothing.  No other ships were in the proper position to hem in Da Big Boss. 

As night came, the Duke of Iron gave up pursuit.  The darkness let the Ork craft slip away undetected.  She lived to raid again.  However, the engagement had kept a small coonvoy of merchant ships from falling under the gunz of Wetboss Narblitz.  All in all, a small victory.

* *  *  * *  *  *  * *  *  * 

Campaign Results

Permanent Damage:
Taskforce: Vigilant Aquila- None
Big Bloo Boyz- Da Big Boss did not end the battle with any Critical Damage.  However, she had lost 2 DP.  Per the rules, we rolled 8d6 to determine if these were repairable by the crew.  No 6's were rolled, so Da Big Boss may want to use Resources to repair the 2 lost DP, or simply fight on with the reduced DP. 

Experience:
Taskforce: Vigilant Aquila- Duke of Iron +5 Xp- +2 for surviving Uncrippled, +2 for causing DP, and +1 for winning
Big Bloo Boyz- Da Big Boss- +2 survive without being crippled 

Resources:
Taskforce: Vigilant Aquila: upon arrival in the Salvation Islands, Flag Captain St. Pierre drops anchor at Angle Cove R&R facility.  There he allows his men to rest up from the long voyage and battle.  The new officers of his command make their way to the facility to set-up temporary headquarters. 

They collect 600 resources, but after the costs of maintaining the fleet, have 300 resources left over.  They decide to hold onto them to repair ships in future battle. 

Da Big Blue Boyz: The Ork command ship makes way for the Grotz End mine.  There they collect metal plating and other suppplies to attempt to repair Da Big Boss.

They collect 150 resource, but hold onto 100.  They use 50 to repair the 2DP of Da Big Boss.  Since it was 2DP, the ship does not need to go into Dry Dock.  This leaves the orks with 50 in reserves.

Rating:
Taskforce: Vigilant Aquila- From 1,022 to 1,327
Da Big Bloo Boyz- From 1,014 to 1,071
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Offline lastspartacus

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #3 on: October 09, 2011, 11:01:29 PM »
Hah! Awesome. I at first thought this was just a mispelling error, but then I was like, lol, sounds like a 40k naval game.  Lo and behold, I'm right!  Really cool, because there absolutely is naval action in the setting, it just gets sidelined in fluff.  Ill read up on this when I get home, but A for concept regardless!

Offline Easy e

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #4 on: October 11, 2011, 07:49:06 PM »
Bombardment of Angel Cove
Orks vs PDF- 700 vs 750 pts.- orks are attackers
Table 4x4

We randomly rolled up a scenario and came up with Raid: Bombardment.  We decided that we would determine attackers, and the target would be one of the Strategic Points of the defender's fleet.  I was sadden when the Orks were determined to be the attackers.  We then randomly determined that they would be attacking my Strategic Point of Angel Cove the R&R Complex.   

*
Deployment:


Turn 1
Initiative= Orks win

Movement:
Ork ofrces moved forward to go around both sides of the center island. The Krooza stayed to the Orks starboard side, while the Boiler Boatz and Gun Tubz moved towards the left.  The PDF moved to answer the Ork maneuvers, the Constants set-up in front of the Kroozaz to try and disrupt their approach with Torpedoes.  Meanwhile, the Duke Of Iron steamed ahead to use its broadsides on the incoming big ships.  The Warsprite and Assureds moved out fo the to intercept the smaller ork escorts on the opposite side.

Battle:
Wetboss Narblitz recognizes the threat posed by the smaller PDF Torpedo escorts.  Thankfully, they have moved to far ahead of the PDF Cruiser so they are not screened from his ships Gunz.  However, range maybe more of an issue.  He orders his Krew to Lock-on, but they are too busy howling insults at the approaching Oomiez.  The Constants are heading head-to-head, but the escorts were small targets.  They would be difficult to hit. 

The kannonz on the Ork Krooza boomed out.  The little escorts of Harpoon 163 braced.  Despite their efforts, they were both turned into floating hulks. 

Commander Boche of the Warsprite found his Broadsides bearing on the approaching Ork escorts.  He calmly ordered his gun crews to lock-on, but they failed to calibrate their targetters in time.  The size of the ork craft, combined with the Boiler Boatz smoke screen made the shots extremely challenging, but the Macro-cannons spouted their deadly cargo with a earsplitting Whoomp!  The Big Mek hollered at his krewz, and they managed to scamper to their stations.  The orders were timely, as the incoming shells inflicted only superficial damage. 

With a wail of sirens, the Bad Birdz launched a swarm of fighta-bommerz towards the Angel Cove facility.  The small craft raced unimpeded over the ocean, their pilots cackling maniacly as they were unopposed. 

The smaller Assured patrol boats of the PDF did not have the range on the Ork escorts.  However, the orks didn't have the range on the port PDF ships either. 

Flag Captain St. Pierre and the crew of the Duke of Iron were eager to avenge their comrades in Harpoon 163.  The ship's gunners calmly laid in their firing coordinates, as the smaller craft were blasted by Da Big Boss.  The Captain ordered them to lock-on.  He recognized that the Karrier was a bigger threat to Angel Cove, but the Krooza was looming ahead of him, wreathed in smoke. 

The mighty barrage roared out in defiance at the Ork Krooza.  Wetboss Narblitz shouted for his krew to take cover, and the alarm bell was rang across the ship.  Orks and grots scampered about sealing the ships internal bulkheads.  The precaution was enough to protect the ship from critical damage, but Da Big Boss still was punished by three of the Duke of Iron's shells, reducing her to 7 DP. 

End:
Ordinance- The Fighta-Bommaz continued to race towards their target. 

Drift- One of the hulk Constance escorts drifts. 

Sinking- Neither ship sinks.

Wake- None in play.

Damage Control- No critical damage



Turn 2:
Initiative:
Orks win

Movement:
Bad Birdz moves towards the Duke of Iron, holding her course steady.  Meanwhile, the Assureds of Shield Squadron 542 swing wide towards the Ork escorts.  Now, Wetboss Narblitz reveals his cunning plan, as the Boiler Boatz swing back around hard to starboard and begin to skirt the center island.  The Ork escorts had merely been a diversion to force the PDF commander to split his forces! 

The Warsprite continues on course despite the sudden revelation.  Perhaps Commander Boche doesn;t realize that his ship was being led away from the combat, or he was eager to keep the Ork vessels in his broadsides?  The Duke of Iron also stayed on course, hoping to maximize her Broadside firepower.  Finally, Wetboss Narblitz pushed ahead in tDa Big Boss, eager to bring his bow kannonz to bear on the Duke of Iron. 

Battle:
Da Big Boss decided to open fire on the Duke of Iron first, to try and force her to Brace, and limit her ability to Lock-on.  Narblitz own krewz seemed reluctant to bend over their kannonz and aim, as they failed to Lock-on themselves.  Instead, they simply fired as she beared.  The torpedoe fell short for now, and the gunnerz aim was appaling.  Only 1 shell struck the PDF cruiser.  Captain St. Pierre decided to trust in his ships armor alone, but the shell struck home, causing the Duke to smoke and reducing her to 7Dp. 

In return, Flag Captain St. Pierre's gunners again lock-on to the approaching Ork vessel, and fired.  Narblitz managed to get his boyz to brace again.  The crude engineering of the Ork krooza managed to shrug of the damage from the PDF's very accurate fire. 

Big Mek Grimbad of Da Mekz Surpeyez squadron judged now was the time to fire on the Warsprite.  Using the Squadron rules, both Boatz would be able to fire on the Light Cruiser.  They locked-on and fired.  Two shells hit the side of Warsprite, but Commander Boche had had his crew brace.  It was unnecessary as the Warsprite's hull absorbed the Ork shells. 

The Assureds move up and fire on the Boiler Boatz.  The Boatz Brace, but a shell gets through and causes damage to the nearest boat.  A few grotz and runtz are tossed overboard by the blast, causing the rest of the krew to laugh.

The Bad Birdz is ready to support the Big Boss and fire on the Duke of Iron.  Kaptin Rukkrukk orders his gunnerz to Lock-on, since the ship went straight, and they gladly do.  The PDF cruiser moving abeam will make the shot more difficult, but the Orks fire away eagerly.  The torpedoes are shy of the target for now.  However, the kannonz find their mark.  St. Pierre manages to order his men to Brace, and it manages to stop any critical damage, but another shell finds its mark and sinks into the ship's hull reducing her to 6 Dp. 

Finally, the Warsprite fires on DaMekz Surpreyez squadron of Boiler Boatz.  However, since the krews of the Boiler Boatz were braced, the shells either fly wide or fail to cause significant damage. 

End:
Ordinance: Torpedoes- The ork Torpedoes race in on the Duke of Iron.  Her vigilant PD crews open fire and eliminate two of the three fish.  Two wake markers are placed next to the human cruiser.  The last one impacts and explodes harmlessly on the Duke's armored belt. 

Fighta-Bommaz- The first three squadrons swoop down on the Angel Cove recreation area and unload.  One set of bombs goes wide, another strikes the courtyard causing no series damage, while the third strikes home.  Only 9 more hits left on the instillation.  All of the aircraft have enough bombs for another pass. 

Drift- The Constants drift apart. 

Sinking- None

Wake- Orks 1, PDF 6- All wake removed. 

Repair- None

Turn 3-
Initiative- Orks

Movement:
Da Boiler Boatz skirt the rear of the island, and moving to support the Ork Kroozaz.  The Assureds attempt to pursue, but try to stay well back to take advantage of the longer range of their guns compared to any stern gunz on the Ork ships.  The Gun Tubz move to support the Boiler Boatz. 

Commander Boche on board the Warsprite orders the crew to Come to a New Heading in an attempt to stay in the battle.  The maneuver puts her in a nice line formation with the Assureds, but that does the PDF little good at this point.  Meanwhile, the Bad Birdz comes around the island and moves towards the Angel Cove Recreation facility. 

The Duke of Iron turns to starboard, hoping this move will bring out of danger from being rammed by the ork command ship Da Big Boss.  It seems to have worked, as the Ork ship would need to change course, which would not allow her to build up ramming speed. 

Now Wetboss Narblitz has a terrible choice.  He could turn away from the Duke of iron and towards the objective or ignore the Objective turn towards the Duke of iron, and possibly put his ship into Point Blank range to cripple her.  Off course, if he fails to cripple her, his ship would be in a terrible position to receive a return salvo.  Of course, he does what any self-respecting ork would do, and goes for the Jugular on his enemies command ship. 



Battle:
Wetboss Narblitz calls for his krew to reload the bow torpedo, but they are to eager to get afront row seat on the cannon barrage to care.  At this range, it will be nearly impossible to miss.  The front of the ork Krooza is wreathe din smoke and flame as the Kannonz fire from the bow and starboard side.  This time, St. Pierre barely has the order to Brace from his mouth before his crewmen scramble for cover.  The torrent of shells slamming into their craft.  The Emperor was truly with them, as the torrent of shells bounce and bang off the Duke of Irons armored hull.  Only superficial damage and the ringing of the hull any indication of the danger the ship was in.  Wetboss Narblitz's maw drops open in astonishment. 

With a grim set to his jaw, Flag-Captain St. Pierre stands from his position of safety in the armored bridge.  “Mr. Jensen, give them a taste of broadside if you please.”  This time, the Ork krewz are scrambling to hide from the coming storm of shot.  The entire Duke of Iron rocks back as the great macro-cannons blaze into action.  The Ork Krooza is peppered with the armor piercing shells, and they make a mockery of the Orks crude armor.  However, enough water tight bulk heads hold to avoid critical damage.  However, the Big Boss is crippled with only 3DP remaining. 

The Ork escorts are out of range to fire on the Duke of Iron.  In addition, the Bad Birdz front kannon are unable to reach the Angel Cove facility yet.  The krew contents itself with reloading her torpedo tube. 

The Warsprite fires on the stern of the Boiler Boatz but misses due to the smoke screen.  The trailing Ork escort is not so lucky as the Assureds fire.  The trailing boat is hit and flounders despite bracing. 

End:
Ordinance:  Fighta-Bommerz-  The Fighta-Bommerz swarm all over the Angel over installation.  Their bombs manage to inflict 2 more DP, reducing it to 7 DP.  2 of the aircraft squadrons are forced to break-off to rearm at the Bad Birdz. 

Drift:   The Constants actually drift in the path of the Bad Birdz, hampering her movement.  The Boiler Boat drifts up and grounds on the island. 

Sinking: None

Wake: None
     
Damage Control- No Critical Damage



Turn 4:
Initiative: PDF

Movement:
The Warsprite and her escorts moved to follow the ork escorts.  Big Mek Grimbad managed to cut stragglers and leave his grounded companion behind.  Meanwhile, the Gun Tubz raced around the island for cover and headed towards the target. 

Kaptin Rukruk ordered a Waaagh! And smashed into the hulk of the Constant.  The smaller escort cracked in half and sunk, but the flying debris and impact reduced the Big Karrier by 1 DP to 9Dp remaining. 

The Duke of Iron moved away from the oncoming ork Krooza and turned to slip in behind the speeding escorts.  The crippled Big Boss tried to limp away from the battle. 

Battle:
Captain St. Pierre decided to assign the Angel Cove installation to its fate.  Instead, he ordered his officers to inflict as much damage as possible on the Ork raiding fleet.  The Duke of Irons stern cannons rotated on their turrets towards the limping Big Boss.  The forward turrets swung to starboard and targeted the Boiler Boat.  However, none of the shells found their mark.  Perhaps the crew was still shaken from their brush with death. 

Using Squadron rules, the Gun Tubz targeted the Duke of Iron with their Deck gunz and opened fire.  The crew failed to Brace despite the Captains orders, and one of the small shells blasted into the ship's superstructure, reducing her to 5Dp.  The Ork Boiler Boatz joined in, but failed to hit the enemy.   

Offended at the Orks impudence, Commader Boche and Warsprite along with the Assureds opened fire on the small craft.  The ork kreewz failed to Brace, their attention on the big Oomie Krooza, and not the ones that had been chasing them.  The Assureds hulked 1, and sunk another with Critical damage.  The Warsprite hulked a third. 

Bad Birdz Waaagh! Had put her in range of Angel Cove.  However, her speed made firing difficult.  She fired what she could, but the shells only tore up the non-vital pool area.  However, the Fighta-Bommerz that returned to the Big Karrier were re-armed and also swooped in to attack the installation.    Again, their bombs failed to cause significant damage.   

End:
Ordinance- Fighta-Bommerz- They continue to swoopover the Installation, but fail to cause much damage as the pilots become to engrossed in racing each other around the builings.  A single squadrons bombs hit anything vital, and the installation is reduced to 6Dp. 

Drift: Gun tubs and the last Constant hulk drift around. 

Sinking: The Constant Hulk explodes as internal fires reach her armory.

Wake: Ork 5, PDF 4- the three markers on the table are removed. 

Damage Control: None



Turn 5:
Initiative: PDF Wins

Movement:
Flag Captain St. Pierre orders the Duke of Iron to Come to a New heading to try and get behind the Ork Escorts.  However, the Gun Tubz Waaagh! away towards the objective.  The Warsprite moves up towards the opposite end of the main island.  The last Boiler Boat Waaaghs! In an attempt to disengage from the battle, but is just short.  The Assureds move to keep pace with the Warsprite.  The crippled Big Boss limps away from the battle and successfully disengages.  Finally, the Bad Birdz sloes her forward momentum to cruising speed, and stays where she can fire on the Angel Cove complex. 

Battle:
The only target in range for the PDF is the retreating Boiler Boat.  The Duke of Iron's mighty gun turret swivel for a broadside on the fleeing escort.  Big Mek Grimbad gets his boyz to brace, but a single lucky shell still manages to find their ship.  The Boiler Boat has a single DP remaining. 

Meanwhile, the Gun Tubz and the Big Karrier set-up to fire on the Angel Cove complex.  The Gun Tubz are close enough to use their Eavy Gunz, and open fire.  Thankfully, they moved so fast that only a fraction of the gunz can be brought to bear in time, but three powerful shells detonate within the complex, reducing her to 3 DP left.  The Bad Birdz has almost moved beyond the target, and can only use her Port weapon batteries.  Another powerful shell tears into the complex, reducing it to only 2DP left. 

End:
Ordinance: Fighta-Bommerz dive again to the attack and try to turn the smoking complex into nothing but ruins.  This time, their bombs strike true, and the complex is reduced to 0Dp.  The building is left as a burning ruin.  The Fighta-bommerz return to the Bad Birdz, mission complete. 

Drift: the Gun Tubz drift. 

Sinking: One Gun Tub sinks beneath the waves.

Wake: Orks 5, PDF 3- only 1 wake was on the board, they are all removed. 

Damage Control: No Critical damage

Turn 6:
Initiative: PDF wins

Movement:
In summary, all PDF ships move towards the smoking wreckage of the Angel Cove.  Flag Captain St. Pierre wishes to drive off the nearby Ork warships, and help with the rescue and recovery efforts.    The orks turn and successfully disengage by leaving the board, their mission complete. 

Battle:
None

End:
Ordinance: None

Drift: The last Gun Tub drifts.

Sinking: None

Wake: None

Damage Control: None

*
Ork Victory!

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Campaign Stuff

Ork crews manage to recover the Hulk of the Boiler Boat before being driven off by a patrol of the PDF Assureds.  However, the hulked Gun Tubz sink before they can be recovered by either side. 

Permanent Damage
Da Big Boss ends the battle at 3DP, but avoids permanent damage. 
Bad Birdz manages to repair its 1 DP, returning it to 10.   
The remaining Mekz Surpreyez repairs its single DP of damage, returning it to 2.
Duke of Iron manages to repair two DP, bringing her up to 7DP overall. 

Experience
Duke of Iron= +10 XP- Gained “Stoke the Boilers”
Warsprite= +3 XP
Shield Squadron= +6 Xp

Big Boss= +6 Xp- Gained “Cross training”
Bad Birdz= +14 Xp- Gained “lock-on!”
Mekz Surpreyez= +2 Xp
Morkz Raiderz= +6 Xp- Gained “Lock-on!”

Resources:
Duke of Iron, Warsprite, and Shield Squadron are eligible. They gather 800 resources from the lucky R Mine, Reise Family Mineworks, and Camp 626.  They gather 450 resources, plus they have 300 in reserve. 

Bad Birdz and Morkz Raiderz are eligible and They gather resources from Grotz End and Diggaz Hole for 300 Resources.  They have 200 resources with 55 in reserves for a total of 255 points. 

Spending:
Imperials
Repair 1 Dp on Duke of Iron= 25 points
Replace Harpoon Squadron= 150 points
Purchase a Stalwart Cruiser= 250 points

Leftover= 325 Resources

Orks
Big Boss in Dry Dock to repair= 175 points
Mekz Surpreyez= 75 points

Leftover= 5 resources

FleetRatings:
PDF= 1,626
Orks= 1,016
Do you like Free Wargames?
http://bloodandspectacles.blogspot.com/

Offline lastspartacus

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #5 on: October 12, 2011, 12:00:02 PM »
I don't think alot of people realize what this is with the similarity in names to the airplane combat.  Maybe a more obvious title would help? :)

Offline Pembo

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #6 on: October 12, 2011, 08:42:24 PM »
I must say I love the idea. The battle reports you've done so far are really interesting and the campaign rules look good too  :)
Its a shame I can hardly find players around here to play bfg with, let alone a sea based 40k game!

How have you made your PDF fleet?

Offline Easy e

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #7 on: October 14, 2011, 03:15:57 PM »
So, in my Campaign I have enough resources to purchase a new Stalwart class Cruiser.  Such a ship can carry aircraft to counter the Bad Birdz' fighta-bommerz. 

So, I went searching for some inspirational pics.  Here are what I found...







Since all Imperial craft are VTOL, I was leaning more towards the first design with Imperial flare.  Thoughts? 
Do you like Free Wargames?
http://bloodandspectacles.blogspot.com/

Offline Pembo

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #8 on: October 28, 2011, 09:28:51 AM »
I think I like the top carrier best, although you could fit lots more aircraft on the bottom one.

Offline Easy e

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #9 on: October 29, 2011, 02:55:22 AM »
How have you made your PDF fleet?

That's a good question.  It took a little bit of trial and error.  My first few times were sculpts that did not turn out well. 

Then, I tried to make them out of cardstock.  That took a long time. 

So, i went back to sculpting.  However, I started using templates to cut the shapes out I wanted, and then built up.  I used my sculpting tools to go back an add details. 

However, other people have used balsa wood and/or plasticard. 

You can find some more info on building fleets here: http://z13.invisionfree.com/Aquanautica_Forum/index.php?showtopic=5   
Do you like Free Wargames?
http://bloodandspectacles.blogspot.com/

Offline shellens

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Re: Aquanautica Imperialis- Naval Battles in the 40K Universe
« Reply #10 on: January 11, 2012, 09:32:02 AM »
Nice collection!! ;)