IN fleet:
Dominator 8 Fleet admiral 1
Dominator 8 2
Dominator 8 3
Dominator 6 4
Ork Fleet:
Kill-Kroozer 7 Warlord 1
Kill-Kroozer 5 2
Kill-Kroozer 8 3
Kill-Kroozer 7 4
Kill-Kroozer 8 5
Set up:
The game was played in the primary biosphere, with 1 small planet in the corner. The IN player won the dice off for choosing deployment zone and chose the side with the planet (to prevent the orks from hiding).
The IN set up at the table edge, and the ork ships set up one opposite of each vessel, and the additional kroozer set up between two.
First turn: Orks
Orks won the dice off, and AAF towards the enemy vessels.
First turn IN:
The In drifted 10cm forward, the two edge dominators turned to face the center KKs and fired their nova cannons.
Dom 4 LD to shoot at not nearest target, pass. Fires at KK2 and causes 6! points of damage. No criticals.
Dom 1 LD to shoot at KK2 pass. Miss.
Dom 2 LD to shoot at KK2 pass. Miss.
Dom 3 shoots at KK2. Miss.
Orks turn 2:
Fleet AAF towards dominators. KK2 is slowed significantly.
KK4+5 shoot at dom1. they manage to get 3 hits, cause a critical of thrusters damaged. (not like the ship cared)
KK1 rolls ld to shoot at dominator 1 fails. Shoots at dom2 instead, takes down a shield.KK
KK2 rolls ld to shoot at dom2 fails. Shoots at dom3. Nothing
KK3 shoots at dom4. Nothing.
IN turn 2:
Dominator 1 is slowed and is forced to sit on the two BMs.
Dom4 shoots it's nova cannon at kk2 (now closest thing in forward arc) Hit! for 1.
Dom3 fires at KK2, miss.
Dom2 too close to fire at KK1 fires at kk2 HIT! for 1. no critical.
Dom1 too close to kk4 fires at kk5 HIT for 5. 1 critical, shields collapse.
Dom 4 fires it's weapons batteries at KK3, now in its side arc. Fail.
Dom1 fails to repair.
Ork turn 3:
KK3 attempts lock on pass! Moves within 15 of dom4's side arc. KK4 attempts lock on fail, re-roll still fail.
KK4 shoots at Dom1 with guns and heavy guns (yes I took them). Dom1 braces, fail. Re-roll Pass. KK causes 5 hits (remember shields already down) Dom1 saves 2, takes 3 and is crippled. No criticals.
KK5 shoots at dom1 causing 1 unsaved hit critical fire. KK5 then shoots its side batteries at Dom2 no result.
KK1 shoots at dom2 with it's prow weapons (its within 15) causing 2 shields down. It shoots at dom3 with its side weapons. No effect.
KK2 rolls ld to shoot at dom2 fail. shoots at dom3 no effect.
KK3 shoots at dom4 causing 7 hits (2 shields down 5 hits), critical thrusters damaged. Shoots at dom3 with side weapons 1 shield down.
In cruisers attempt to repair criticals. Fire is not repaired and dom1 is at 1 hit remaining. Dom4 doesn't repair thrusters damaged.
In turn 3:
Dom1+ Dom 4 attempt to disengage. Both pass. Dom2 and dom3 lock on both pass. KK1 braces, pass.
Both fire at KK1 (within 15, abeam). Total 6 hits (1 shield 5 hits). No criticals. they shoot at kk3 causing 3 hits. no criticals.
Orks turn 4:
KK3 comes to new heading, pass. KK4 comes to new heading pass. KK5 come to new heading Fail.
KK2 moves between the dominators, the others turn accordingly. KK2 fires at Dom2 causing 2 shields down. it fires at dom3 causing 1 shield down.
KK3 rolls ld to shoot at dom2 pass. 1 hit, no critical.
KK1 fires ad dom2. 2 hits, no critical.
IN turn 4:
Dominators move forward and turn. They have no targets.
Orks turn 5:
KK5 attempts come to new heading Pass. KK1 attempts come to new heading, Pass.
KK3 shoots at Dom2 1 hit (shield) KK2 shoots at dom2, (within 15) 3 hits, 1 critical engine room damaged.
KK1 shoots ad dom2 1 hit. Dom 2 destroyed, drifting hulk.
IN turn 5:
Dom 3 disengages.
Result: (not counting hulk points/disengaging points)
In: 87vps
Orks: 285vps. A solid victory for the orks!
NCs are not overpowered. That was my first game against spammed NCs. Do not limit them.