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General Category => Flashpoint 3090 => Administrative Resources => Flashpoint Archive: 3091 => Topic started by: tassa_kay on November 22, 2010, 01:06:38 AM

Title: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 22, 2010, 01:06:38 AM
The zenith jump point flared to life as vessels emerged forth, vessels of the purest black, with fiery highlights around engines and gunports.  Vessels which bore the unmistakable flaming-horse-head insignia of Clan Hell's Horses.

"Jade Falcons!  I am Star Colonel Kieran Amirault and I have come to reclaim that which was stolen from us by your fetid talons!  The Dark Nebula will be ours once again!  With what forces do you dare to oppose our claim?"

The following units arrive on Operational Turn 2 on Invasion Orders:

Transport Star "Perseus"
Transport Star "Apollo"
Trinary Bravo, 133rd Gryphon ASF Cluster - SL Medium ASF Trinary
211th Armored Lancers Cluster - Medium Armor Cluster
91st Mechanized Assault Cluster - SL Heavy Mech Cluster
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Daemonknight on November 25, 2010, 04:44:44 AM
"Star Colonel Amirault, I am Star Captain Jansen of the Omega Solahama Cluster. I have at my disposal a single trinary to bid in defense of this world."
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 28, 2010, 12:14:00 PM
"Star Captain Jansen, if you have but a single Trinary to defend one of Turkina's holdings, then I shall take little pleasure in crushing your solahma warriors beneath the hooves of the Herd.  Bid well and done." 

Clan Hell's Horses Initiative

[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 04:33:46 PM
Jade Falcon Initiative

[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 04:35:05 PM
Hell's Horse win initiative and map selection, or you can post your "Bid" value for simple res.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 29, 2010, 04:54:14 PM
Option B (simres), if you please.

Trinary Bravo, 133rd Gryphon ASF Cluster - SL Medium ASF Trinary (58 FP, Aerospace Support Orders)
211th Armored Lancers Cluster - Medium Armor Cluster (125 FP, Landing Orders)
91st Mechanized Assault Cluster - SL Heavy Mech Cluster (159 FP, Landing Orders)

Now what do I do?  My first battle, this is.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 06:13:18 PM
Page 35 of the Rules illustrates how combat works. Page 37 defines the specific order of events.

In this case, your forces arrived Operation Turn 2 (OP2) The actual "Move Order" used to get to the planet would be "Transit," so your next opportunity to submit orders is on Turn 3.

Initiative is rolled to determines who gets to excecute orders first.

In this case, you won initiative. Post your forces and their intention. Getting your forces to the planet is the logical first step. From the defensive bid, you know they have no ASF to intercept your forces from moving to Atmo, and in anticipation for a "Trial" they grand you Safcon to land instead of trying to oppose you there.

The move from Jump Point to Atmo/Orbit is the Move Order - Advance which uses an Operational Turn. So for OP3, you move forces closer. Then Landing is to move from Atmo/Orbit to Ground using up OP4.

The Trail would start on OP5. Although this would be a fair fight between the units, Initiative still matters because the if the game is played out in Megamek, the winner of Tactical Initiative gets to pick the Map and weather conditions. A big bonus for units that have Night Fighting benefits such as the Falcons. In simple res, this is represented by an added base % of their force just like some of the other Unit Improvements.

For Clan Trials, forces should be declared by the defender before the actual fight so the attacker can bid. With the current rules set, you get a good amount of information about your opponents to work with.

For that reason, you will know the following as it is transmitted to you regarding the Jade Falcon Force.


OP5 Orders - Clan Jade Falcon

Surface: Battle - The "Stalwart Tercel" Trinary, Omega Solhama Cluster (SL Heavy Mech Trinary, EI) - R/R 29FP

(The FP does not include the EI bonus in the declaration - But would add on 3FP in Simple Resolution)
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 29, 2010, 06:28:47 PM
(Okay, I think I'm following this pretty well.  OP2 is the arrival of my forces, OP3 is moving from Jump Point to Atmosphere/Orbit, OP4 is actually Landing, and OP5 is when the fight is taking place.  No defending Aerospace, which really just simplifies things for me.  Thanks, Fate... this is actually MUCH clearer than reading the rulebook like I was trying to do.  The only thing I'm not quite able to figure out is how to commit a smaller force than my entire Cluster.  Can you explain to me how I can commit a smaller portion to simulate a bidding-down, and I will edit my post accordingly.)

OP5 Orders - Clan Hell's Horses

Surface:
211th Armored Lancers Cluster - Medium Armor Cluster (125 FP, R/R, 43 FP on Battle orders, remaining FP on No Orders)
91st Mechanized Assault Cluster - SL Heavy Mech Cluster (159 FP, R/R, No Orders)

Orbit:
Trinary Bravo, 133rd Gryphon ASF Cluster - SL Medium ASF Trinary (58 FP, R/R, Defense Orders)
Transport Star "Perseus" (78 FP, R/R, No Orders)
Transport Star "Apollo" (76 FP, R/R, No Orders)
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 07:03:02 PM
Your units are based on the Equipment tab. The defensive bid is a Heavy Trinary wich is a "Mid-Level" unit. You could go to page 20 in the rules and see the breakdown of each Cluster, or you can go to the Equipment tab and look at the "Top Level Clan Units" and find what the breakdown is that way. If you go there, you will also know exactly what cells the values are found in for mid-level by finding the corresponding cell numbers in the Cluster Formula

Example.

211th Armored Lancers Cluster is a Medium Tank Cluster. The value is found on the Equiment Tab in Cell DY12 = 2*CU32+CU47. CU32 is a Medium Tank Trinary = 43 FP, so you have two of those and CU47 is a Heavy Tank Trinary = 40 FP. The Epona's make the Medium Trinaries better then the Heavy.

You would find the corresponding unit in the Top Level charts are dependant on your RAT and can be improved with Military Projects.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 29, 2010, 07:09:46 PM
I'm gonna wait for Parm to weigh in on this, because that just officially lost me.  Sorry.

I did click on the Medium Tank Cluster in the Equipment Tab, which pulled up that "DY12 = 2*CU32+CU47" at the top, and I was able to find those cells to get the number values of 43 and 40 that you got.  That part was easy enough.  And I see how they correlate to Trinaries.  So basically, clicking on the Medium Tank Cluster in my Equipment Tab will take me to a place that will break down that Cluster for me?  Is that right?
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 07:47:11 PM
A   B   C   2d6
1   0   0   2
0   1   1   3
1   1   1   4
1   1   1   5
2   1   1   6
1   2   1   7
1   1   2   8
1   1   1   9
1   1   1   10
1   0   1   11
0   1   0   12
14   14   14   43

In a Clan Vehiclular Trinary, each Point is 2 units. Therefore the A, B and C are Stars of 10 Vehicles with the number listed defining how many of that particular unit is present for that star. The mid numbers (Slots 6-8) are the most common for your faction, while 2 and 12 are the rarest.

The Top level unit (Vehicle Cluster) only has 3 Trinaries in it due to the extra units. Each Mid-Level Unit (Vehicle Trinary) Is made up of 3 Bottom level units, (Vehicle Star) Each Star in your medium armor trinary is 14 FP just by coincidence, or careful planning? Either way, the defenders are using a mid level unit for the trial, and due to Force Size limitations, you can only respond with 1 Mid-Level unit. If this were not a trial, I would suggest using ASF support. But as it stands one of your Mid Level units is stronger then their mech Trinary.

At any point you can bid down further for the sake of RP or Honor. A bold manuever would be to bid a medium Trinary and then bid away one of your stars leaving you with 14 x 2 = 28 FP. But the counter-bidding is on you.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 29, 2010, 08:06:04 PM
Well, for the sake of simplicity (and for the sake of not tempting fate, no pun intended), I think I'm just gonna commit 1 Medium Tank Trinary (43 FP) to this fight.  I'll edit my post above accordingly to reflect this.  Also, I'll roll for initiative for this round (OP5, IIRC) as well.

CHH Initiative - OP5

[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 09:56:16 PM
CJF Initiative

[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 10:00:28 PM
OP 5 - Battle (Trial) Roll

Trials are one round of combat and continue in the case of a tie unless one side ops to request Hegira.

The "Stalwart Tercel" Trinary = 29 + (29 * .1) = 32 FP

[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 29, 2010, 10:19:09 PM
OP5 - Battle (Trial) Roll

Trinary Alpha, 211th Armored Lancers Cluster = 43 FP

[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 10:25:36 PM
CJF Crit Chance

[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 10:25:59 PM
Crit 1

[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]

Crit 2

[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 10:27:52 PM
5 Capture a high-value prisoner – automatically win operational initiative for the next Operational
Round.

8 Military VIP, if present, gains a level. If no Military VIP is present, instead check for unit skill
improvement using the training rules.

[blockquote]Rolled 1d6 : 6, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 29, 2010, 10:35:43 PM
Summary:

CHH inflicts 10% of 43 FP [4 FP] to CJF, leaving CJF at 28 FP.

CJF inflicts 25% of 32 FP [8 FP] to CHH, leaving CHH at 35 FP.

CJF automatically wins operation initiative for the next operational round.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 10:44:10 PM
It's a little different because of the skill improvement.

The "Stalwart Tercel" Trinary, Omega Solhama Cluster goes from Regular to Veteran: 32 -> 44 FP

CHH inflicts 10% of 43 FP [4 FP] to CJF, leaving CJF at 40 FP.
CJF inflicts 25% of 44 FP [11 FP] to CHH, leaving CHH at 32 FP.

CJF automatically wins operation initiative for the OP6.

The following is pertinent only if the Hell's Horse do not accept the outcome of the trial and switch to invasion.

CJF earns a Decisive Victory
Victory Points
CHH: 0
CJF: 3
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 29, 2010, 10:47:02 PM
OOC:  Two things.  Number one... wow.  A 6 FP jump up in the middle of a fight?  That seems a little strange to me.  Number two... I was on invasion orders to begin with, when did I get *off* them, exactly? 

Parm, please get in here and deal with this, because this combat system is pissing me off severely. 
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 10:50:33 PM
Did you not declare the trial?
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Parmenion on November 29, 2010, 10:52:25 PM
Mmmmm... having played a lot of these games, I can't recall where the positive benefits of a fight (ie... an increase in experience rating) were added in the middle of a fight.  

I can understand if a ASF unit gained experience in space, and then applied the added FP to a ground support engagement three days later, but to have the experience upgraded applied in the middle of a battle seems odd.

Might I suggest a pause to allow things to settle, as I would like to explore the above further.

Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 29, 2010, 10:53:21 PM
I didn't see anything in the rules about there being a difference between a Clan Trial and an Invasion.  That was posted because I thought that's what one was supposed to post in a Clan-on-Clan fight.  I *definitely* wasn't aware that it changed my orders completely!  

Alright, washing my hands of this one.  Parm, Fate, deal with this how you will.  To say that I dislike the FP3090 combat system is really being kind at this point, and I'm getting irritated with having to run on three browser windows just to simres a fight.  Figure it out.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 29, 2010, 11:23:58 PM
I have no problem waiting for clarification from Dave. I've been learning the rules as I go too. Only from going thru many threads last turn have I even gotten this point in my understandings of the rules. Either way, the operational round is over and if it is applies before (3-8) or after the combat (3-11), the result is still a decisive victory for doing 50% more damage than the opposition.

I have been using the guidance of the FGC applications of Critical Events. Some events such as the other crit  the falcons rolled specifically state it takes effect the following turn. However, I have been applying this crit evenly to all units that have gotten it thru combat during the Combat turn before resolution takes place.

I've always played it off as Tactical insight that makes the commander and his unit, better. I know I've had those days when I was just on

But please clarify, Did the Horsed did go with the Trial? If they did, then the combat should be over. If they didn't, then this is a declaration of War against the Falcons.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 30, 2010, 12:47:38 AM
It's up to you, Parm.  I'm taking a big step back from this thread, because there's nothing "simple" about "simple resolution" here, and I feel that I'm being taken advantage of to a degree because I don't know the rules that well.

Had I know that these kinds of things lurked in the rules (Trials only being one round of simres, and basically SOL if you make one bad roll), I would've initiated a "Trial" with the entirety of the forces we brought along for this, and would've won even WITH that bad roll.

Again, Parm, this one's yours.  I'm done here.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on November 30, 2010, 10:25:59 AM
So given Dave's ruling here (http://intelser.org/forums/index.php?topic=67.msg18406#msg18406), does anything even change?  As far as I can tell, all it does is just bump up our FP from 32 to 35 (to reflect less damage inflicted, as this would happen before the CJF increase in skill level) and leaves CJF ending FP exactly the same.

Fate, please be more thorough next time in how the Clan Trial system works, because I'm telling you right now, I feel like you took gross advantage of my ignorance in this instance.  Had I had a CLUE that it would be a one-and-done roll-off, instead of the multiple-rounds combat that I was assuming that it would be (I didn't see anything that said otherwise) I wouldn't have bothered bidding down whatsoever. 

So Parm's gonna come in and finish this when he gets a chance, and I'm just going to recommend that we execute Withdrawal, even though we partially own the hex and don't have to go anywhere.  And we'll try this ridiculousness again next turn, I guess.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on November 30, 2010, 05:45:24 PM
CHH inflicts 10% of 43 FP [4 FP] to CJF, leaving CJF at 28 FP.
CJF inflicts 25% of 32 FP [8 FP] to CHH, leaving CHH at 35 FP.

CJF automatically wins operation initiative for the OP6.

The "Stalwart Tercel" Trinary, Omega Solhama Cluster goes from Regular to Veteran: 28 -> 39 FP

CJF earns a Decisive Victory
Victory Points
CHH: 0
CJF: 3

Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Daemonknight on December 01, 2010, 12:25:07 AM
I apologize for not watching this one closer, i've been swamped with work and being sick.


There are no hard and fast rules for what a Clan Trial actually constitutes in Flashpoint. Techniclly, a Trial would be a series of Battle orders untill one side is either destroyed or is offered(and accepts) Hegira. So Tassa is both right and wrong in his definition of a Trial: the Engagement Intensitities(Trial, Incursion, Raid) do not denote actual combat variations, so much as preparation. A prepared Invasion Intensity, would be taking a world with the supply lines to draw the fighting out for extended periods of time. An Incursion would be the forces bringing with them as many supplies as their able to, with the intention of leaving once supplies run out. Raids would be a quick get in, do the fight, and get out level of prep.

theoreticlly, any of these Intensities could have Trials under them, depending on the level of opposition expect. Because this is a Trial of Possession for the world, a Raid isn't appropriate because thats only EVER a single round of combat: Raid would be good for a ToP for supplies or something, when theres no reason to stay after an initial small engagement.

Incursions are for as long as the combatants both have forces willing to engage, but the attacker cannot forcibly conquor the planet being attacked, making Incursion the ideal intensity for a Trial.

Invasion works well if you doubt the defender's honor and expect your're going to have to force the issue, but it does force you to lose a point of Public Support unless you are in a declared war with the opponenet(the only declared war atm I'm aware of is the DC/CC vs FS/RA), or use the Manufactured Casus Belli project.


That being said, Tassa, don't feel taken advantage of, because I think Fate is suffering bleed thru from the FGC game where Trials generally ARE a single roll. So, your options are to accept Hegira from the Falcons, or to continue fighting. Now, the winner doesn't HAVE to offer Hegira at the end of each operational round- meaning that if someone loses and wants to retreat, but isn't given Hegira, they need to win Initiative to attempt an escape under fire.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on December 01, 2010, 01:05:08 AM
Quote from: Daemonknight on December 01, 2010, 12:25:07 AM
Invasion works well if you doubt the defender's honor and expect your're going to have to force the issue, but it does force you to lose a point of Public Support unless you are in a declared war with the opponenet(the only declared war atm I'm aware of is the DC/CC vs FS/RA), or use the Manufactured Casus Belli project.

This right here is exactly what I was trying to get at.  I came in on Invasion orders for a reason, after all.  And we did pay the cost (and succeeded in the project roll) to get the Manufactured Casus Belli to cover this situation.  We'd never have wasted the resources if we weren't going to be getting use out of this, and the situation as it was explained by Fate makes this project a total waste of time and money.

QuoteThat being said, Tassa, don't feel taken advantage of, because I think Fate is suffering bleed thru from the FGC game where Trials generally ARE a single roll.

Not any Trial I've ever fought.  Just to cite a recent example, the Spirits' Trial of Possession against the Wolves on Strana Mechty, in which NVA and I fought multiple rounds of simres until the Trial was over.  Trials are generally over when one side is wiped out or withdraws.

QuoteSo, your options are to accept Hegira from the Falcons, or to continue fighting. Now, the winner doesn't HAVE to offer Hegira at the end of each operational round- meaning that if someone loses and wants to retreat, but isn't given Hegira, they need to win Initiative to attempt an escape under fire.

This makes sense to me, and I'd be happy to continue on because, as things stand now, it's 39 FP on the Falcons' side and 35 FP on the Horses' side, and I still have a LOT of additional forces to draw upon if I want to "call in bid-away forces".  Which, according to Clan law, I can most certainly do.  Is there a provision for that?

Also, Fate, I apologize for my harshness here.  These rules, even for simple resolution, are a LOT more complicated than the FGC, and it just felt like I was being screwed over by your interpretation of those rules, and neither of us being all that aware of how they're supposed to work.  It's damned frustrating, and this was my very first time out... and it hasn't encouraged me to want to do this again whatsoever.

So where do we go from here, boys?
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on December 01, 2010, 04:23:44 PM
I'm not the Head GM anymore for this game so DK's declaration is what we'll be going off of as he is the Head GM, and Dave is of course the Supreme Overlord and may overturn us all. As Dave said, what happens in the Trial system is completely to the players involved and despite the game's focus on rewarding attacking, the combat system is much less deadly then the old version. The new rules have a lower damage chart, limiting forces, and much better definition for Initiative. These rules allow for greater unit survival chances and longer combats focused on allowing all games to be playable.

For trials, if your intentions are to acquire the hex, you still need the Cassus Belli order to avoid the loss of Public Support and once a trial is agreed to, it should be listed in the orders post as "Trial (Invasion)". A trail that is just for resources or honor would best be listed as a "Trial (Raid)" or "Trial (Incursion)" if there are no tangible assets at stake in your trial such as a Trial of Grievance.

QuoteThat being said, Tassa, don't feel taken advantage of, because I think Fate is suffering bleed thru from the FGC game where Trials generally ARE a single roll.

Aff, he is right. As there were no definitions for trials, I was giong with what is the most Clanlike. The purpose of a trial is to determine a victor at the lowest cost of resources. It was actually written into the old FGC rules that a Trial was one round of combat for that purpose, not to destroy your opposition or win at all costs. Unarmed combat trials are 7 rolls, but one round. I find the lack of this condition has led to many abuses and very unclanlike behavior. People who fall back on the rules for invasion instead of the Clan Trial system aren't playing for honor.

My issue with your argument was that you didn't mention how you thought a 1 round trial was unfair before you rolled.


QuoteThis right here is exactly what I was trying to get at.  I came in on Invasion orders for a reason, after all.  And we did pay the cost (and succeeded in the project roll) to get the Manufactured Casus Belli to cover this situation.  We'd never have wasted the resources if we weren't going to be getting use out of this, and the situation as it was explained by Fate makes this project a total waste of time and money.

The difference between having the Casus Belli and not having the Casus Belli is Public Support. In the case of a Clan, this generally dictates giong before your Warrior Council and making the decision to support the course of action instead of going off on your own.

QuoteThis makes sense to me, and I'd be happy to continue on because, as things stand now, it's 39 FP on the Falcons' side and 35 FP on the Horses' side, and I still have a LOT of additional forces to draw upon if I want to "call in bid-away forces".  Which, according to Clan law, I can most certainly do.  Is there a provision for that?

Also, Fate, I apologize for my harshness here.  These rules, even for simple resolution, are a LOT more complicated than the FGC, and it just felt like I was being screwed over by your interpretation of those rules, and neither of us being all that aware of how they're supposed to work.  It's damned frustrating, and this was my very first time out... and it hasn't encouraged me to want to do this again whatsoever.

So where do we go from here, boys?

Trial continues if you want it to, OP6 initiative is already determined. I personally feel that if a side feels they have to Call down additional forces in a Trial, it should cost a PS to denote the serious loss of Honor. The only rules for this exist are the standard combat, but this would definately follow the spirit of why Public Support is in the rules. Of course at any point you can throw honor to the wind and go to straight Invasion wich would put you at War with the Jade Falcons, at that point, no further Cassus Belli would be needed but you would get no further trials from the Falcons.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Daemonknight on December 01, 2010, 04:29:33 PM
As for bringing in forces that you previously bid away, since the whole Batchall process is entirely RP and not mechanics, you'd simply give a different unit(a different trinary in this case) the Battle orders. Or you could attack with the whole Cluster, assuming you win initiative. Thats upto you, the rules only govorn the size limits and the combat itself. Clan honor and whatnot is wholly RP.

In this case, you could fight another round with the same Trinary v Trinary and see how it goes. Or, you could RP calling in the rest of the Cluster...in which case, you can either try and crush him with the whole Cluster(only if you win operational initiative and declare the Battle order for the Cluster...since you auto-lose, the Falcons would declare Battle with a Trinary, restricting you to only Defend with a Trinary of your own...but it could be a different one now your whole Cluster is 'involved').



From a strictly rules standpoint, there is no 'bidding down'. Your whole Cluster is there, and its simply a case of which parts are activly fighting at a given time. Although in RP, the Cluster might be a ways off, or even dismounted, the rules don't take that into account: they're just there, and can be freely used, regardless of RP considerations.



where do we go from here? Either you keep playing now that we're a little clearer about the Trial process, or else you really can't stand the ruleset and relegate yourself to a purely RP presence...or you leave the game entirely, which i strongly hope you won't do. If theres questions about rules and whatnot, just shoot me a PM and i'll come up with a decision(with Dave able to freely overrule me as he made the rules himself). The only reason this one progressed so far was because i wasn't paying close enough attention, and I again apologize for that. I don't want people disliking the game because of misunderstandings or a lack of rules clarification. Last turn was the first really large-scale combat action, and luckily it was me vs Fate, so quite a few things were worked out. Theres obviously still grey areas, but hopefully they get brought to me soon enough to be defused before this happens again.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on December 01, 2010, 04:55:10 PM
Quote from: Fatebringer on December 01, 2010, 04:23:44 PM
I'm not the Head GM anymore for this game so DK's declaration is what we'll be going off of as he is the Head GM, and Dave is of course the Supreme Overlord and may overturn us all. As Dave said, what happens in the Trial system is completely to the players involved and despite the game's focus on rewarding attacking, the combat system is much less deadly then the old version. The new rules have a lower damage chart, limiting forces, and much better definition for Initiative. These rules allow for greater unit survival chances and longer combats focused on allowing all games to be playable.

You need to make *this* a little clearer next time, because I felt that after a point, I had no choice in what I was doing.  

QuoteFor trials, if your intentions are to acquire the hex, you still need the Cassus Belli order to avoid the loss of Public Support and once a trial is agreed to, it should be listed in the orders post as "Trial (Invasion)". A trail that is just for resources or honor would best be listed as a "Trial (Raid)" or "Trial (Incursion)" if there are no tangible assets at stake in your trial such as a Trial of Grievance.

Makes sense.  I'll keep that in mind for the future.  Keep in mind, however, that I listed the Invasion orders in my very first post.

QuoteAff, he is right. As there were no definitions for trials, I was giong with what is the most Clanlike. The purpose of a trial is to determine a victor at the lowest cost of resources. It was actually written into the old FGC rules that a Trial was one round of combat for that purpose, not to destroy your opposition or win at all costs. Unarmed combat trials are 7 rolls, but one round. I find the lack of this condition has led to many abuses and very unclanlike behavior. People who fall back on the rules for invasion instead of the Clan Trial system aren't playing for honor.

And yet, that rule isn't in the FGC when I've been a player.  So my point stands.

QuoteMy issue with your argument was that you didn't mention how you thought a 1 round trial was unfair before you rolled.

Um, you didn't tell me that it would BE a one-round Trial before I rolled, either, so your issue is nonexistent to begin with.

QuoteThe difference between having the Casus Belli and not having the Casus Belli is Public Support. In the case of a Clan, this generally dictates giong before your Warrior Council and making the decision to support the course of action instead of going off on your own.

Obviously.

QuoteTrial continues if you want it to, OP6 initiative is already determined. I personally feel that if a side feels they have to Call down additional forces in a Trial, it should cost a PS to denote the serious loss of Honor. The only rules for this exist are the standard combat, but this would definately follow the spirit of why Public Support is in the rules. Of course at any point you can throw honor to the wind and go to straight Invasion wich would put you at War with the Jade Falcons, at that point, no further Cassus Belli would be needed but you would get no further trials from the Falcons.

Eh, I'll just wait until next turn and slap them with another Trial, since apparently this game is all about dragging shit out.  Hex is already jointly-held, anyway, so it's not like I have to withdraw out of the theatre.

Quote from: Daemonknight on December 01, 2010, 04:29:33 PM
where do we go from here? Either you keep playing now that we're a little clearer about the Trial process, or else you really can't stand the ruleset and relegate yourself to a purely RP presence...or you leave the game entirely, which i strongly hope you won't do.

Um, I was talking about the THREAD, not about where I go as a player.  ::)
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Daemonknight on December 01, 2010, 05:13:43 PM
well how am I supposed to know that :P

You still have Op round 6, so you can try and press once more. upto u, but bear in mind since Falcons won initiative, they're going on Battle orders, and that restricts you to a Trinary v Trinary battle.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on December 01, 2010, 05:22:25 PM
Nah, we'll withdraw.  FOR NOW.  Parm can wrap this up and post the actual in-game orders to that effect when he gets the time.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on December 01, 2010, 05:55:47 PM
If you choose to accept OP5 the end of the Trial, you would still have the option to "Refuse" the trial results in OP6 due to the RP'd "Natural obstruction" I put in.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on December 01, 2010, 06:15:23 PM
Quote from: Fatebringer on December 01, 2010, 05:55:47 PM
If you choose to accept OP5 the end of the Trial, you would still have the option to "Refuse" the trial results in OP6 due to the RP'd "Natural obstruction" I put in.

I'm not understanding what you're saying here... could you elaborate for me?
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on December 01, 2010, 10:03:14 PM
That's my bad, I had RP set up for here, but it appears to have been lost when the questions started. Essentially, I credited the Hell's Horse poor performance offensively to a delay of 1 star of their tracked units due to a Mudslide. :P You can essentially make up whatever reason you want for RP sake, so I came up with this one. Looking at the rolls, it certainly wasn't due to a stellar performance by the Solhama unit.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: tassa_kay on December 01, 2010, 11:12:56 PM
Well, considering that this is a weird location to even HAVE a ground fight (technically, this is Camelot Command!), I don't think a freak mudslide is feasible, LOL.  But I'm sure I can chalk it up to something equally absurd, like perhaps internal squabbling in the unit between Mongols and Wardens.  Yeah, that'd work just dandy.
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on December 02, 2010, 12:15:02 AM
OP 6

Surface: Elements of Omega Solhama Cluster - No Orders
Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Parmenion on December 08, 2010, 12:50:35 PM
Combat is concluded, as the Falcons have won the 'trial'.  System will remain as per the status quo from before.

Title: Re: [Combat Ops] Turn 9 - 1910 Dark Nebula
Post by: Fatebringer on December 27, 2010, 11:31:39 PM
Please mark the following thread complete.