Intelser Forums

Fan Council '91 => FC62 Archive: 3070 => Game Turns => Combat Threads - Clan Hexes => Topic started by: Dave Baughman on November 24, 2010, 03:52:00 AM

Title: [RP/MM][Complete] Turn 44 TH vs. RD Invasion, 2519 Grumium
Post by: Dave Baughman on November 24, 2010, 03:52:00 AM
Grumium Star System
Zenith Jump Point
9 March 3070


Multiple waves of Terran JumpShips poured into the Grumium system, rapidly deploying aerospace patrols but not yet venturing past the Jump Point. The only radio contact from the Terran vessels were rather pointed warnings to passing merchant vessels to take a detour around their position.
Title: Re: [RP/MM] Turn 44 TH vs. RD Invasion, 2519 Grumium
Post by: Dave Baughman on January 03, 2011, 12:11:13 AM
After receiving a coded signal, TH forces move to attack.

112.75 FP of aerospace move to contest any defensive interdiction.

Quote
Escort Fleet 4
Fighter Squadron 14-4AB
Fighter Squadron 4-4MB
Fighter Squadron 4-10LB
Fighter Squadron 4-15CB
Fighter Squadron 4-5AB
Fighter Squadron 4-R
26th Zeta Battalion
Assault Squadron 4-Z
14th Shadow Division (Aero)
15th Shadow Division (Aero)


RD interdicts with 51 FP of naval (4x Volunteer Fighter Regiments)


TH simple res [blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]

RD simple res [blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Title: Re: [RP/MM] Turn 44 TH vs. RD Invasion, 2519 Grumium
Post by: Dave Baughman on January 03, 2011, 12:11:28 AM
RD crit check

[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
Title: Re: [RP/MM] Turn 44 TH vs. RD Invasion, 2519 Grumium
Post by: Dave Baughman on January 03, 2011, 12:15:07 AM
RD opts for automatic victory and 10% damage floor option.


TH inflicts 11.25 FP on the RD, but must then withdraw. Not enough damage was inflicted to make the damage floor come into play.

RD inflicts 20.50 FP on the TH.


TH recovers 2 FP from damage control, RD recovers 1.25 FP from damage control.

Salvage pool is 31.75 FP

[blockquote]Rolled 2d6+15 : 6, 1 + 15, total 22[/blockquote]
Title: Re: [RP/MM] Turn 44 TH vs. RD Invasion, 2519 Grumium
Post by: Dave Baughman on January 03, 2011, 12:15:29 AM
RD salvages 7.00 FP
Title: Re: [RP/MM][Complete] Turn 44 TH vs. RD Invasion, 2519 Grumium
Post by: Fatebringer on January 07, 2011, 09:30:21 PM
Trying to follow the above.

If the automatic Victory adds 10% damage, the RD damage should be 50% or 25.5 FP and gives the TH 2.25 FP in Battlefield recovery.

TH: 112.75 - 25.5 = 87.25 + 89.5 FP

TH is forced from Grumium.

RD opts to recover 30% of Losses from Salvage (11.25 * .3 = 3.5)

RD: 51 - 11.25 = 39.75 + 1.25 = 41 + 3.5 = 44.5 FP

RD Claims 3.5 RP in salvage.
Title: Re: [RP/MM][Complete] Turn 44 TH vs. RD Invasion, 2519 Grumium
Post by: Daemonknight on January 07, 2011, 10:03:34 PM
The automatic victory doesn't add damage, Auto Victory has a condition that stipulates the force that scored the Auto Victory(RasDom) cannot take more than 90% casualties. So if the RasDom took like 500 FP worth of damage, it would still have 10% of it's force survive. Its to prevent the auto-victory being negated through combat damage.
Title: Re: [RP/MM][Complete] Turn 44 TH vs. RD Invasion, 2519 Grumium
Post by: Fatebringer on January 07, 2011, 10:41:56 PM
Where is this rule posted?
Title: Re: [RP/MM][Complete] Turn 44 TH vs. RD Invasion, 2519 Grumium
Post by: Daemonknight on January 08, 2011, 02:52:56 AM
Quote from: Dave Baughman on March 22, 2010, 02:30:50 AM
Combat Rules

Simple Resolution
In Simple Resolution, each faction rolls 2d6 and consults the Simple Resolution table to determine what percentage of their FP they inflict as damage to the enemy.

There are several different simple resolution charts; the chart closest to the actual difference in opposing forces should be used.

On a roll of 8 or higher, the player rolling needs to roll for a chance of critical event.
On a roll of 3 or lower, the opposing player rolls on a chance of critical event.

If a chance of critical event is rolled, roll 2D6:

2-7 no critical event occurs
8-9 one critical event is rolled
10-11 two critical events need to be rolled
12 three critical events should be rolled or victory declared with the defender retreating*

*choice of player who rolls the critical event, if forcing retreat is called then a minimum of 10% of this players forces survive, after calculating that turns damage*


If any critical events are rolled, the effects are applied to the current results.