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Fan Council '91 => FC62 Archive: 3070 => Game Turns => Combat Threads - I.S. Hexes => Topic started by: Marlin on January 09, 2011, 10:38:12 AM

Title: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade [complete]
Post by: Marlin on January 09, 2011, 10:38:12 AM
Andrea breathed in. And out. And in. Selina was already in her Skytha, prepared to lead the screens.

The last doubts were fought back into the void.

"Prepare for the jump. We are going in."

Klaxons announced an immediate jump. This was unstoppable now.

Clan Spirit Cat was on the hunt.



Niops: Alarms shrilled as massive entities came out of their IR signatures. It seemed like someone was poised to take down Niops for good!

Pilots scrambled and the ground punders prepared for the next week.

Niops is Blockaded.

Warships and masses of Dropships descend to the 3 Worlds. Niops is under Invasion!
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 03:51:10 PM
Niops squadron will go on defensive interdiction to prevent any landings. We'll also need operational initiative as Niops is going to want to declare orders for the turn before you do.

SLDF Operational Initiative Roll
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 09, 2011, 04:09:54 PM
Let me guess: it is something I would not want.. like nukes?

CSC Init roll
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 04:14:07 PM
(well, yes, but the roll was for something a bit less explodey)


SLDF wins initiative so they'll declare orders first.

-All ground forces on defense
-All naval forces on defensive interdiction except for NAS Aria
-NAS Aria will attack on recon raid orders

you guys will need a raid defense roll to see how many FP can oppose Aria
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 09, 2011, 04:19:38 PM
Raid defense:

[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]

All others move in to swat aside the Interdiction and proceed with the Landings.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 04:32:01 PM
Quote11 135% of Attacker


OK, so we have two different simple res tracks to follow.

First is Aria (0.50 FP) vs. raid defenders (up to 0.75 FP after rounding).

Raid simple res [blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]




Second is the defensive interdiction. Niops will interdict with 21.25 FP.

As a special scenario (i.e. after orders declaration but before simple res rolls are made) the following nuclear weapons tokens are used:

1st System Defense Squadron* uses * to force the largest warship on the Hellion side to make a survival roll.
2nd System Defense Squadron* uses * to force the second largest warship on the Hellion side to make a survival roll.


Defensive Interdiction simple res [blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 04:32:26 PM
Crit check - Raid
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]



Crit check - Defensive Interdiction
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 04:32:39 PM
Crit result - Raid

[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 04:33:09 PM
Quote5 Opponent receives -1 on all future rolls this combat (CO killed).

(note that this only takes effect in Op Round 2)
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 09, 2011, 04:49:08 PM
Grumble.

Ok. But I would only take that Crit against the Raid Defender force, because all else would not make sense. Or?

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


Also, a question appears: With the 12 of the Interdictors, if I would send all I have against them, they would insta win? Or how will that be treated?

ALso, the nukes, any biggest ship of my side (Spirit Cats by the way ;) ) or just those in the fight? The Biggest should be a Monsoon. Would this be targeted 2 times?
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 09, 2011, 05:05:48 PM
Survival Rolls of the Nukes:

Barham (Monsoon): [blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]

Principle (Aegis): [blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]

Anyway, leading the invasion is Alpha Star. 151,75 FP.

I would like to do that in MA, rather than simply roll this. Toned down there should not go much wrong for my side. How does that sound?

AS you already rolled, nothing can be done. I just hope your Interdictors are wiped out. Then.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 09, 2011, 05:07:23 PM
And here the roll against the Interdiction.

[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 09, 2011, 05:12:41 PM
40 % damage. Interdictors should be wiped out. Ground attack proceeds.

Alpha Naval Star withdraws. Taking 15 FP damage. 1,5 FP damage control.

The Principle is sunk. (in the Blockade, unless a GM says otherwise)

Survival Rolls:


Chronicle: [blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Remembrance: [blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
Anna Rosse (not Rose): [blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Blade: [blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Blood Oath: [blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Path of Honor: [blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 09, 2011, 05:27:11 PM
The Blade (Aegis) is sunk as well. Alpha Naval hastily leaves the way of the inbound Droppers, fighters and more fighters.

More tomorrow, when Dave approves the numbers.

2 Hulls float within the system.

What is done with the damage to both ships at least the Blade. (11.75 is its base)

Is that accounted for as salvage?

Total would be 34,75 FP as salvage. Without the Blade's FP then less. I dont remember this to be left out anywhere, though.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 09:47:03 PM
Looks good, except Alpha isn't forced to withdraw since it wiped out the defenders (though you may still choose to pull them back if you want).

On the other hand, unfortunately the -1 does apply to the whole Spirit Cat force in the following turns. The dead character, however, can be the commander of the raid defenders instead of the overall commander since that character was in a different part of the fight.




For the raid, it appears the both sides did 0.25 FP to one another after rounding. I'm going to roll below a tiebreaker to see whether or not the raid was successful:

Niops[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
CSC[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 09:47:38 PM
OK, since Niops won the rolloff, the raid will be scored as successful. I need to check a couple of things before I post my op round 2 orders.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 09:58:28 PM
"Spirit Cat forces, this is General Thomas Coulter commanding the 2nd SLDF Independent Brigade. You are trespassing on sovereign territory of a Star League member state, and have done so without a Batchal. Is it your intention to eschew honorable combat?"
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 09, 2011, 11:46:12 PM
Andrea just raged. They use Nuclear Weapons, destroy two ships of them and talk about honorable combat??

"Whoever in the Fires of the Eden Sun you are, you dare to lecture me about any honor? You are mere scum of the universe! Whoever is responsible for this will suffer. I give you one chance to surrender unconditionally and after the investigations are over we may think about repatriating you. If not, you will be guilty of using weapons of mass destruction!"

Comms cut.

OP: I would like to know if there were any Warships in the defenders.

And I hope you dont have any nukes left..

Alpha Naval Star does not withdraw then.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 09, 2011, 11:51:46 PM
(OOC: Yes, there were a number of small WarShips in the naval defense:

A Momentary Lapse of Reason   Vincent (Mk. 39)
Neko Bijin   Vincent (Mk. 39)
Melusine   Naga
Marlow   Tracker
Emilie   Tracker
Cassandra   Tracker

all were destroyed)

"Spirit Cats, the SLDF had nothing to do with the clearly unlawful discharge of nuclear weapons perpetrated by the Niops Association Militia. However, as the perpetrators have all been killed, we have little recourse to punish them further. Additionally, it does not change the fact that this star system is a member of the Star League and that it is my duty to protect them against invasion by any foreign party."

"As to whether or not my command are the scum of the universe, that is irrelevant to the fact that we are prepared to use all forces at our disposal to repel your invasion. I would prefer if it were a matter of my utilizing a small force, far from civilian infrastructure, in a fair and honorable fight that will spare both sides from serious losses and will give the Niops government no further... temptation to violate the Ares Conventions. However, if you insist on a general attack I cannot be held accountable for the actions of the local government - though I assure you that should the Niops military perpetrate further war crimes, we will hold them accountable at the cessation of hostilities."
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 10, 2011, 08:32:54 PM
"Thomas, what do you propose? Make it quick. Also, the use of these weapons imply that you indeed do not have any say in the Niopsian scum's Defense Operations. How could I even start to trust your words and that the Niopsian scum would listen to you?"
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Jeyar on January 10, 2011, 08:59:14 PM
From the CoPS (who only can defend Niops for now).

Niops V and VI each have 7.5 FP of aerospace on static defense duty
Niops VII has 15 FP of aerospace on static defense duty.

If this attack is on "all Niops" then it would add up to 30 FP of aerospace forces.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 11, 2011, 01:30:10 AM
OOC - Thank you for the update, Jeyar, I would have totally missed those. These are ground-based fighters, right? If so, I'm going to assume they were held in reserve during op round 1 so we don't have to change the outcome, and just make them available in the turns that follow.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 11, 2011, 02:05:41 AM
Quote from: Marlin on January 10, 2011, 08:32:54 PM
"Thomas, what do you propose? Make it quick. Also, the use of these weapons imply that you indeed do not have any say in the Niopsian scum's Defense Operations. How could I even start to trust your words and that the Niopsian scum would listen to you?"

"To answer your second question first, Niops will have little choice. If you defeat my SLDF troops in honorable combat, then Niops' only hope for future liberation will be relief by other members of the Star League. If they resort to nuclear arms after the battle is concluded, you have my solemn oath that I will ensure Commanding General Hall does not authorize any mission to liberate Niops. Simply put, if I win, you will depart - if I lose, Niops only hope for eventual liberation will be to submit without further outbursts of violence."

"And to your first question I propose we settle this battle with an evenly-matched battle in accord with Clan customs. This will not only ensure your forces the best chance to win glory in combat, but will also preserve the infrastructure and population present in this system - a system I should remind you is far from the front lines and your supply routes - for your use should you be victorious."
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Jeyar on January 11, 2011, 03:18:26 AM
Quote from: Dave Baughman on January 11, 2011, 01:30:10 AM
OOC - Thank you for the update, Jeyar, I would have totally missed those. These are ground-based fighters, right? If so, I'm going to assume they were held in reserve during op round 1 so we don't have to change the outcome, and just make them available in the turns that follow.

Well, they are all "transported" forces (I think these particular forces were all produced by the TC if that is of use). CoPS DOES have transportation points generated and the forces were placed on the worlds back when the planets counted as seperate targets. However with the SLDF's comments, and the fact that Niops is a member of CoPS (regardless how we use them now)...

I guess anything that makes sense that doesn't have the CoPS forces rolling over and turning over an ally to another force.

I should also point out that these forces were part of the that confusion about total strength (so the total could be just 20FP, 2 of 5 FP on the main planet, and 1 each of 5 FP on the other 2), and may have been part of the "fun" that they had the same name as Taurian forces (and where the Taurian forces were just deleated to simplify things?). The lack of push for clearification was due to more important issues in the air, and a lack of CoPS members to do anything other than a limited selection of pre-existing orders.

All to the good however!
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 11, 2011, 03:20:02 PM
May I know what is going on?

If the Cat's Intel Roll was successful, and so far everything points to that, can I get an concise update of the forces arrayed, please?

If those forces were in to the Interdiction as static defenders, then they would count as destroyed as well?

Or will you set them up as planetary Ground support? (all hints to the latter, for ease of this I would have preferred the former. But I guess its not important.)

Any more defenders I should be aware of if the Intel was successful?

Disregard the above if it was not.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 12, 2011, 04:49:20 PM
OOC 2: I would like to have an overview of the mechanical options:

So far I think there was 1 phase of six, that the Cats won (barely and very badly)

Now, if they agree to the Trial, and win, could the Rest of the defenders simply go to ground? Would that count as a phase?

If they lose (Never happened before in such Trials ;) ) then there will be a great disaster and crying and pain.

But well, most important is if they win that trial what the options are for the enemy. Other than total surrender of course.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Dave Baughman on January 17, 2011, 11:00:37 PM
Quote from: Marlin on January 11, 2011, 03:20:02 PM
May I know what is going on?

Basically, the COPS forces in the system got missed when we were doing intel (and when we did the first round of combat).

If the Cat's Intel Roll was successful, and so far everything points to that, can I get an concise update of the forces arrayed, please?

The only change neccessary to the intel results is to add 30 FP of R/R COPS aerospace forces (one 15 FP formation and two 7.5 FP formations).

If those forces were in to the Interdiction as static defenders, then they would count as destroyed as well?

Or will you set them up as planetary Ground support? (all hints to the latter, for ease of this I would have preferred the former. But I guess its not important.)

Since op round 1 was already completed when Jeyar pointed out our oversight, basically those forces sat our the first round. Either they were on ground support or they simply missed the fight due to a problem in the chain of command - that's a "fluff" issue we can work out in roleplay later on. Since they did not participate in the first round of combat, the results are unchanged and the interdiction is still broken.

Any more defenders I should be aware of if the Intel was successful?

Not that I am aware of.

Disregard the above if it was not.

Quote from: Marlin on January 12, 2011, 04:49:20 PM
OOC 2: I would like to have an overview of the mechanical options:

So far I think there was 1 phase of six, that the Cats won (barely and very badly)

Correct.

Now, if they agree to the Trial, and win, could the Rest of the defenders simply go to ground? Would that count as a phase?

The trial would could as one operational round, win or lose. I suppose the defenders could repudiate the trial and keep fighting, but of course if that occured you would be free to use all your forces on them and there would still be four rounds of combat available.

If they lose (Never happened before in such Trials ;) ) then there will be a great disaster and crying and pain.

But well, most important is if they win that trial what the options are for the enemy. Other than total surrender of course.

The enemy options would be:

1) Withdraw from the hex (with or without safcon, depending on how you choose to play it).
2) Surrender
3) Ignore the trial results and keep on fighting (note however that any troops which didn't actually participate in the trial would be ineligible for guerilla warfare, so they would take heavy losses in the next round of fighting if that occured).
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 18, 2011, 09:33:39 AM
Alright. That answers all I think.

This fight is actually far more important than the other small invasions on the Skye Front, so who is wanting to take that up?
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: chaosxtreme on January 18, 2011, 07:41:07 PM
*raises hand*
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 18, 2011, 09:01:11 PM
Andrea's cold voice cut through the aether: "General, your proposal is acceptable. Name your forces defending and we will see to it that this will go over smoothly. However, if there is any treachery to be seen by you or those you think you need to defend, the reaction will be swift. You might want to prepare those not versed in our customs for the inevitable and that they lay down their weapons in time."
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 18, 2011, 09:19:12 PM
"My intent is that those forces will depart this system, should you defeat us."
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 20, 2011, 08:57:08 PM
"The Niops forces cannot be allowed to go. If we follow our customs here, then they will be bound to the result and must lay down their weapons. Also, taking them with you would mean the ones responsible for the use of Weapons of Mass destruction would escape their justice. You will see that this cannot be allowed.

Now, I await your bid."
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 20, 2011, 11:13:40 PM
"I am aware of the customs of the clans.  Those forces who fight may be taken as isorla.  But, if it is your intent to claim forces that are not bid into battle, then I would counter that claim and demand that a portion of your force become part of the SLDF after we defeat you.  Again, if this is in fact your custom, it should be exactly what you would expect anyway.  You have already challenged for this world.  That is your claim is this world and its infrastructure.  Anything beyond that was not part of your batchall.  Now, I will guarantee you that the forces that used the nuclear devices, if any are left, will face trial and welcome you to assign an observer to ensure that it is not a mockery.  However, I believe that you destroyed the entire force.  So, are you prepared to have part of your force who does not take part in our trial become part of the isorla we would claim, per your customs?"
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 21, 2011, 01:17:25 PM
OOC: actually you are right about this, lower Castes stay but all others go on. :P Well then lets get this started, shall we? :)

IC: "The fact that you cannot bring a bid up in reasonable time tells me that all troops on Niops are in this bid, quiaff? I think that will help us out. I bid all I have at my disposal and I will look that you can become bondsman, once it is clear you had nothing to do with those terrible Weapons."

To her crews: "Commence the landing and make it quick and decisive. We cannot wait much longer."

FP I will have to count together though.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 21, 2011, 01:43:56 PM
OOC: Okay, one more question for the mechanics: If I go all out on Niops VII, and conquer it, would that be just one round? Could I go for the other 2 Planets the next and overnext rounds? (or both next round?)

WOuld those troops there on the ground (if any) profit from the battle and could make it to guerilla? (not making sense, but mechanically it could work perhaps.)

If there is any doubt, I will have to split up the attackers.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 21, 2011, 02:16:29 PM
"It is comforting that your clan so fears our force that you cower from your own customs.  The terms of the batchall had not been determined yet, so there was no way for me to know what to bid.  But, it appears that your time with the other lowly clans has infected you with the cowardice the others suffer from.  Perhaps I am wrong though and you merely suffer from impatience, rather than Adderson's disease.  Yes, it has been named.  The cowardice that infects the clans is known among us as Addersons.  So, let us see if you suffer from this genetic defect."
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 23, 2011, 06:25:33 PM
Niops VII is being hit by the forces, with the other planets mopped up afterwards. If this is going to pose a problem for the invader in terms of units going to ground, this will be amended. PM was sent and question asked here as well. DR6 knows and suggested rolling in.
Interdiction already broken.

Niops Assault 1:

459,75 FP: [blockquote]Rolled 2d6-1 : 2, 3 - 1, total 4[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 23, 2011, 06:27:58 PM
92 Damage to the Defenders. I will need their FP.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 24, 2011, 06:54:54 PM
Marlin,
  I will do rolls in a minute, but you will need to recalculate damage.  Since the SCs went away from the trial, I am required to make some special scenario rolls first.  But, before we get to that...

80.25 FP in Niops/SLDF Forces
15 FP <I believe> in CoPS forces

  Niops forces will use 4 nuclear devices against the cats.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 24, 2011, 06:55:55 PM
Niops Militia Nuke 1

[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]

Niops Militia Nuke 2

[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]

Niops Militia Nuke 3

[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]

Niops Militia Nuke 4

[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 24, 2011, 06:57:04 PM
Allied Defense

[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 24, 2011, 06:57:41 PM
Allied Crit Chance

[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 24, 2011, 07:03:07 PM
CSC Damage -

459.75-25 <Nuke> = 434.75 At the start of round 2

Round 2

CSC - Rolled 4

434.75*20%=87 FP Damage done

Niops Allies - Rolled 10 - Special C and D

95.25*60%=57 FP Damage Done

CSC End Rd 2 = 377 FP
Niops+ End Rd 2 = 8.25 FP

Check my math before we continue please?
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 24, 2011, 08:35:20 PM
Your Math seems correct.

Obviously, the Shock of half a dozen Nukes lobbed at them hampers the Cat's performance to a great degree.

Next turn?
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 24, 2011, 09:23:26 PM
Need to get with Dave or one of the other GMs to understand what the 'CD' on my 10 roll means.  And, if D = Disruption, what does it allow me to do.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Daemonknight on January 25, 2011, 01:08:32 AM
It tells you right under the SimRes table... CD means you get a critical event, and the Hellions are disrupted, so they can't issue orders for the next operational round.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 25, 2011, 01:19:12 AM
A lot of my time on here is from my phone, which has a hard time finding things.  Thank you for the explanation.  :)
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 25, 2011, 10:40:16 AM
The thing is, only those forces are Disrupted that were in the fight right now.

As you want to go to ground, I need still feedback for my Options, those are: Orbital Bombing, and reinforcements from the Blockers. How and if they apply for the next 4 rounds needs to be determined.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 28, 2011, 12:11:14 AM
Bumpy on my options?

Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Jeyar on January 29, 2011, 08:29:50 AM
*bump*  ;D
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on January 30, 2011, 12:27:32 PM
Niospian Allies Round Init:

[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 30, 2011, 09:13:29 PM
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on January 31, 2011, 08:23:48 PM
Ok, so, if you can make your move to go to ground and there is not much I can do about (perhaps Guerilla hunting for the last 2 turns?) I would liberate the other two worlds at least.

150 FP for either world would suffice.

And there would be enough to deal with the Guerilla as well.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on February 01, 2011, 02:48:13 AM
For the sake of moving, I assume that Niops will go forth and guerilla.  However, I still am partially awaiting the GM rulings.  I am not sure I agree that the clan forces can move to the other worlds, as ground troops target a specific planet and naval forces target a 'hex', unless they target a specific planet.  Hence why I have not pushed to finish this.  Awaiting those same answers.  :)
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 01, 2011, 12:27:56 PM
Well, this was one of my initial questions, so..

There are different rounds in a turn so I say the can move on.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 01, 2011, 02:24:07 PM
This has not been forgotten folks..it will be addressed.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 02, 2011, 02:08:59 AM
Okay folks it's one hex regardless of what planet your on...please resolve.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Jeyar on February 02, 2011, 05:01:23 AM
Okay, so then the CSC suffered an additional 9 FP damage, and the allies have an additional 15 FP of units...

However, if Niops is going to "go to ground" then instead of following them in this, whatever is alive of the CoPS forces will try and lead others (non-fighting units) to safefy.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 02, 2011, 10:48:41 AM
the damage summaries will be a nightmare.

However, I must know what your next step is. I wont let them get away, that is for sure.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 02, 2011, 12:35:26 PM
Turn 3 the Cats seem disrupted while the remaining Niops Groundforces go to ground. What is left are 15 FP of fighter force, do I get that right?

They will be hunted down in Turn 4.

FP? As before. Shattered but not broken, instead angry. :P

Safety is nowhere to be found. In any case, be it a run away or staying then there are rolls to be made.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 02, 2011, 12:51:44 PM
Oh, and what NVA forgot is the Field Repair of 10 %, so the Niopsians have still more forces left.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 02, 2011, 12:56:56 PM
Niops force:

32 FP with Field repair and the 15 from the other planets.

Cat force: 383,5 FP.

(Field repair included, but not the stuff from Nuke damage)

What now?
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Jeyar on February 03, 2011, 10:08:45 AM
CoPS will not "go to ground" but if they want to fight, CoPS will too.

Otherwise the CoPS will try to escort civilians out.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 03, 2011, 10:15:06 AM
We need a final conclusion. 15 FP are fighters and from the rest of the 17 FP there could be fighters too, or only ground force. Max 10 FP can go to ground, leaving 7, makes for 23 FP that must be read for the last fight.

Alright?

And then there is even one more round after my calculation to hunt down the Guerillas, right? At least it was so when the Adders fought in the far north.

Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on February 03, 2011, 07:56:01 PM
10 FP of Niops/SLDF forces going Guerilla.
Rest of Niops/SLDF forces fight a delaying action

Based on Jeyar's post, CoPS force appear to be trying to run the blockade.

Someone will need to confirm what that final number is.  Also, I don't have the orders in front of me.  If there is a headhunting mission, the 'rest' force would likely try it.  Shock and aweful, after all.  :)
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 03, 2011, 08:05:28 PM
I would say that there is an offensive Interdiction in place due to total Air Control by the Cats. 15 FP would want to go through this.

7 FP of Niops fights a last stand? Thats gonna be rolled out. I guess 80 FP would be enough. :P

How much interdiction there is: I am not sure but it will sure outnumber the COPS by a considerable margin.

We can do the last stand, shall we?

Cats vs the Niops force "Do not let anyone survive!" : [blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on February 03, 2011, 08:08:46 PM
Let me give Jeyar a moment to realize what he is facing, so we use the right numbers.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 03, 2011, 08:22:09 PM
Also, there would be a search of the Guerilla forces in the last two possible turns besides the other action. Talk about threefolding the stuff.

Guerilla catch roll:

[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 03, 2011, 08:23:05 PM
Guerillas are cought and face off overwhelming odds. I will lay off rolling this until Jeyars stuff is done.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on February 03, 2011, 08:24:45 PM
Umm...I thought it was a single guerilla role per turn and that only after the next turn.  I could be wrong, but...
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 03, 2011, 08:58:25 PM
Well last time I checked that was the case..I am going over the rules as well and will confirm this ASAP.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 03, 2011, 09:02:48 PM
I think this was done before. Otherwise I would have been more prudent.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Jeyar on February 03, 2011, 09:44:22 PM
Didn't see anything about an offensive interdiction, even when going back over the thread, and this is definitely a nice little snapshot of...

In any case, since you CAN'T be having the offensive interdiction with 385.5 FP (you can only use aerospace forces - and those forces aren't part of the attack since they are... interdicting and all), what is actually in the way?
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 03, 2011, 11:03:52 PM
Not attacking is Gamma St.. let me look it up before I go to bed..

So, in orbit or in between is Alpha Star, and Blockading is Gamma Star.

if the ruling shall be that Alpha can interdict then we are at 123 FP.

Gamma should have 78,5 FP.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Jeyar on February 04, 2011, 08:38:20 AM
Unless the rules changed, that is still better odds.
So if the Niops forces go to ground, the CoPS forces try to leave. In theory some of the "Niops" forces are also CoPS, but flexible either way.

If the Niops forces are fighting it out, CoPS forces are too.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 04, 2011, 06:34:28 PM
Then give me your final FP for that.. whatevs and lets get it rolling. Already too much time lost.

Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Jeyar on February 04, 2011, 10:58:59 PM
Well, whatever NVA says, but I'm hoping he at least lets the CoPS still have at least 15 FP of their starting 30 FP...  ;D
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: NVA on February 04, 2011, 11:30:50 PM
There will be a fight, apparently.  Only part of the forces are going Guerilla.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Jeyar on February 05, 2011, 09:07:17 AM
Yes, but since you are deciding how many forces are going to ground, and how many are trying to leave... lol
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 10:55:20 AM
Also the Guerillas need a 1d6 roll to determine how many of their FP are lost.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 10:56:39 AM
The FP should be already clear: 15 are Aerospace of Cops, 17 are Niops ground (assumed all ground) 10 go Guerilla, 7 remain. Means 22 FP that stays and fights and some FP at least 9 that go Guerilla.

Bingo.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 11:02:11 AM
http://intelser.org/forums/index.php?topic=321.15 (http://intelser.org/forums/index.php?topic=321.15)

And the answer to the Guerilla roll I did is met in the battle for "Von Strang's World". As I said.

I think even if some fighters make it out, Niops will be Spirit Cat.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 05, 2011, 09:14:26 PM
Quote

Guerilla Warfare
Type: Invasion
Requirement: Ground forces only
Effect: Survivors from any other Battle type order may be designated as Guerillas. Any forces designated as Guerillas immediately take 1d6 FP of damage representing materiel losses in the process of going to ground. Guerilla units become Static units and cannot be moved until friendly forces regain control of the star system.

The maximum Guerilla force (per faction) in any star system is 10 FP.

Each turn, hostile factions with garrison forces present roll 2d6 each turn. On a 10+ the Guerillas are uncovered and may be attacked. On any other results, roll again and consult the Guerilla Warfare table - this is the amount of damage the Guerillas sustain over the course of the turn through low-intensity combat.


Posted for clarity. See below.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 05, 2011, 09:22:03 PM
So apparently the following is occuring.


A total of 22 FP of the remaining defenders is going to fight a last stand while 10FP of forces go guerilla. So the 10 FP remaining MUST roll a 1d6 to determine what actually goes to ground. So the last stand is applied BEFORE the guuerillas are found then the attacker rolls 2d6 to determine damage caused to the guerillas.

CSC forces vs Allies (Niops/CoPS)/Allies ten FP -1d6 go to ground.

CSC locate guerilla roll (which was an 11)

CSC rolls 2d6 and applies result against Guerillas)
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 09:57:07 PM
Cat roll for the last stand then. Way over 300 FP, I wont bother. Lets say its 300 FP.

[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 09:57:31 PM
The Last Standers should be dead.

Crit?
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 10:01:43 PM
"My Khan, it seems there has been a group that tries to avoid the final fight."

She looked at the report. "There is nothing we can do about it right now. I want those before us obliterated. Afterwards the saKhan shall take Elements of Delta, Sigma, Omega and Ice Claw to hunt them down. Anything other then a successful hunt will leave me disappointed. And now, go out of my way, I must see their last stand!"
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 05, 2011, 10:51:02 PM
SLDF Aria took .25 FP in the initial raid prior to combat. (This is a "special case rule" that uses the Warship Survival rule to allow this event to occur.

SLS Aria survival check [blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
Quote
Simple Resolution - determining WarShip survival

If a WarShip unit takes any damage during simple resolution (but not enough to destroy the entire unit), roll 2d6. On a roll of 5 or less, apply all available damage to the portion of the unit's FP representing the WarShip itself (bypassing fighters, dropships, and other support units). If enough damage was sustained to deplete the WarShip's FP to zero, the WarShip is destroyed.

If a WarShip is lost in this fashion but the overall unit still has FP (from support units), these units become a separate transported 'survivor' unit.

Example

SLS Target, a 6 FP unit built around a 4 FP Lola III destroyer sustains 5 FP. The Lola rolls a 3 on its survival check, so damage is applied to it first. 4 of the 5 FP inflicted destroys the Lola, but the 1 FP left is not sufficient to destroy the entire unit. Once combat is resolved, the remaining 1 FP would become a 1 FP transported ASF unit - "SLS Target Survivors."

Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 05, 2011, 10:58:10 PM
10 FP of Niops defenders go to ground 10-[blockquote]Rolled 1d6 : 5, total 5[/blockquote] suceed

combat roll for the forces making the last stand against CSC [blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 05, 2011, 10:58:52 PM
Crrit check for the 22FP making last stand [blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 05, 2011, 10:59:49 PM
The Cats locate 5FP of Guerillas

Guerillas attack Cats. [blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 11:03:14 PM
"SaKhan, this is Blooddog Alpha, we have found them. Coordinates rolling in."

Selina Fokker drove her Scytha's throttle to max and pushed on. She had some bombs to deliver as retribution.

100 FP
Cats vs. Guerillas: [blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]

Crit by G. [blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 11:03:36 PM
Next crit?: [blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 11:04:02 PM
1: [blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]

2: [blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 11:06:28 PM
As the cluster bombs hit their hapless prey, all knew it was over. A company even had been catched by headhunter elementals dropped by some Khirgiz Fighters and never made it to their Machines, instead either surrendering or being mowed down by MGs or baked by flamers.

The Ground campaign for Niops came to a conclusion and the Khan was not disappointed.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 05, 2011, 11:08:59 PM
SLS Aria tries to run the blocade and escape [blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 05, 2011, 11:09:23 PM
Aria fails and surrenders.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 11:16:00 PM
Salvage operations commence heavily.

241,75 FP littered all over the place. (Without Blade and Principle)

[blockquote]Rolled 2d6+15 : 1, 5 + 15, total 21[/blockquote]

Blade: [blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]

Principle: [blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Marlin on February 05, 2011, 11:17:14 PM
50,75 FP salvage--- now I have to go repair my stuff..
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade
Post by: Deathrider6 on February 05, 2011, 11:17:29 PM
Warship Hulk checks

A Momentary Lapse of Reason   Vincent (Mk. 39) [blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
Neko Bijin   Vincent (Mk. 39) [blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Melusine   Naga [blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Marlow   Tracker [blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
Emilie   Tracker [blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Cassandra   Tracker [blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]

Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade [complete]
Post by: NVA on February 06, 2011, 06:24:49 PM
For the record, a question about the outcome of this has been sent to the GMs and affected players.
Title: Re: [RP/MM] Turn 45 CSC vs. Niops -- 0935 Niops Invasion/Blockade [complete]
Post by: Deathrider6 on February 07, 2011, 09:03:54 AM
Quote from: NVA on February 06, 2011, 06:24:49 PM
For the record, a question about the outcome of this has been sent to the GMs and affected players.


To everyone involved in this thread. The interpretation of the guerilla warfare rules is a special case due to the upcoming change in the timeline all combat threads needed to be resolved. With the changes that are upcoming having loose ends would make all of our jobs more difficult. Please see the T46 planning thread for more info.