A Armada of Jumpships and Dropships arrive in System and begin charging their drives.
CSA init roll
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
FWL init
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
CSA blockade present RP to come in the morning after the dentist :-\
"Unidentified vessels, you have entered restricted aerospace. Further transit through this system is not allowed at this time. Stand to and prepare for safety inspection."
Three Trackers and unspecified numbers of ASFs present in system.
"You are mistaken, we are entering space that falls under the jurisdiction of Parliament and the Free Worlds League. Stand down you shall not be warned again"
FWL 1st Battleship Squadron 4 Atreus Class Battleships 1 Black Lion Battlecruiser + lots of Fighters (Note not all of the force in this hex is currently moving against the blockade)
100 FP Warships + Aero
*BUMP* Trackers running or fighting?
*BUMP*
Just to make sure we're on the same page, the some of the Adders intend to continue on their blockade orders.
If you wish to switch to naval engagement and finalize the transition to hostile territory movement, that's your prerogative.
Just so we are on the same page the default movement orders is defensive interdiction. Which will force a Blockade out of blockade orders and force it to engage.
You can consider me on Naval Engagement.
I want to fight the entire blockade. Not some of it. :-)
I am aware this will force me into hostile movement orders. It will prevent me from attacking Alarion with some/all of the forces here this turn but it will not prevent me from continuing movement.
Correct?
Quote from: chaosxtreme on October 22, 2010, 03:19:13 PM
Just so we are on the same page the default movement orders is defensive interdiction. Which will force a Blockade out of blockade orders and force it to engage.
The default movement order is move. ;) Invasion, trial, blockade are some other variants. Defensive interdiction is the default order if there are none on the sheet and usually applies to forces already in a system.
Quote
You can consider me on Naval Engagement.
I want to fight the entire blockade. Not some of it. :-)
I am aware this will force me into hostile movement orders. It will prevent me from attacking Alarion with some/all of the forces here this turn but it will not prevent me from continuing movement.
Correct?
Correct that you will be able to continue movement to Alarion (or wherever) but no invasions after words. (not till next cycle/turn)
As for this system in particular, Tracker != Black Lion and as Adder != Fire Mandrill and we're not suicidal some of the blockade is going to cut and run. You'll get your blood though as at least one of the warships will remain and all the fighters.
I'm not going to chain post this in the other threads and just post up the Adders you mostly get to kill, though a few of them will be closer.
These were pickets after all and just supposed to buy some time.
1st Citizen's ASF Cluster Regular Reliable 4.25
Mu6 Tracker Regular Reliable 0.25
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
possible crit
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
crit roll
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
FWL Attack
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
FWL Crit Chance
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Crit 1
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
Crit 2
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Crit 1
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
Crit 2
3 Reduce damage received by 15%.
Xanthos Battle Group Survival Roll
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
Marseilles Battle Group
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
Corrine Marik Battle Group
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Lefty Eastwick Battle Group
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Dévastation Battle Group
[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Dévastation Takes all the damage. It is not enough to destroy her. :-)
Ill Roll Salvage in a bit. But Im marking this thread Complete.
You remember the 10% encirclement crit that swaps over to destroyed FP since the Adders were annihilated? I hate simple res crits.
I remember. I'll make sure to compute it when I put up the Salvage Rolls.