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Fan Council '91 => Turn 48 => Game Turns => Combat Threads - IS Hexes => Topic started by: Fatebringer on July 18, 2011, 05:16:40 PM

Title: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid [Complete - DC Win]
Post by: Fatebringer on July 18, 2011, 05:16:40 PM
Several Jumpships attempt to enter the system via a Pirate Point
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Fatebringer on July 18, 2011, 05:16:57 PM
Pirate Insertion Roll

[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Fatebringer on July 18, 2011, 05:18:04 PM
Unit is detected, but continue to make their way towards the surface.
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Holt on July 20, 2011, 07:39:51 PM
The planetary governor was sweating bullets as he saw the unidentified craft move towards his planet, "Is their nothing we can do?'"

"With no assets in the system it is up to the DCA to coordinate an intercept governor," said his aide.

"Call up the militia and tell them to scramble anything they can to protect the government," replied the governor.

"You mean the planet right? You are calling up the militia to protect basically just you!" Spoke the aide as he started to see things in the governor that scared him.

"If I am the government then the militia should protect me!"

"You cant be serious! The ISF will hear about this," were the last words spoken by the aide as he rushed out.

Moments later new signals appeared on the deep radar screens, but these icons had friendly IFF codes. The 2nd, 4th and 5th Special Dropship Group had arrived to intercept the incoming raiders.


[OCC
21.75FP will intercept the CBS raiders.
OCC]
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Fatebringer on July 20, 2011, 09:30:07 PM
Raid Transit Roll

[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Fatebringer on July 20, 2011, 09:34:11 PM
Unit does not evade the incoming forces (and undoubtedly going to get pummeled :P)

I believe this goes off the Interdiction Table for rolls, I get a +2, which is less damage, while you get a -2. :P

[blockquote]Rolled 2d6+2 : 1, 4 + 2, total 7[/blockquote]
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Fatebringer on July 20, 2011, 09:36:12 PM
7 = 20%

So far it's 6.25 * .2 = 1.25 Damage, not enough to penetrate the interdicting force.
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Holt on July 20, 2011, 09:46:47 PM
Damage roll:
[blockquote]Rolled 2d6-2 : 1, 2 - 2, total 1[/blockquote]

Btw You don't roll again on the raid transit, you either do one or the other.
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Holt on July 20, 2011, 09:49:02 PM
80% Damage of 21.75FP = 17.5FP

Salvage:
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Holt on July 20, 2011, 09:50:18 PM
Salvage all goes to the defender:
[blockquote]Rolled 2d6+5 : 6, 3 + 5, total 14[/blockquote]
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Holt on July 20, 2011, 09:51:52 PM
14% of 6.25+1.25 or 1FP, with damage control, DC forces repair to full and nothing more.
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid
Post by: Fatebringer on July 20, 2011, 10:01:04 PM
OP 1

CBS: 6.25 FP
DC: 21.75 FP

CBS Rolls: 7 = 20%
DC Rolls: 1 = 80%

CBS deals 6.25 * .2 = 1.25 FP to DC
DC deals 21.75 * .8 = 17.5 FP to CBS

CBS Forces are Destroyed
DC recovers .25 in Battlefield Repair and applies the Salvage to the Unit's repairs bringing it to full.

DC = 21.75 FP
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid [Complete - DC Win]
Post by: Daemonknight on July 20, 2011, 10:17:51 PM
A mistake was made here. The DC never rolled for Raid Defense.

Also, there is nothing that says you use the Interdiction table during a Raid scenario. Normal SimRes Resolution table applies
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid [Complete - DC Win]
Post by: Holt on July 20, 2011, 10:33:31 PM
The raiders were intercepted in space. The BS were trying to break through the defensive interdiction.

When ground units are engaged by a naval force, it is rolled on the interdiction table.

No mistake was made.
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid [Complete - DC Win]
Post by: Daemonknight on July 20, 2011, 10:45:22 PM
You need to roll for raid defense before you do anything else. You can't bring your full defenses against a raid. If he makes the insertion check, you can't intercept him at all.
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid [Complete - DC Win]
Post by: Holt on July 20, 2011, 10:53:38 PM
The BS failed their pirate and raid transit rolls, hence they are being intercepted. Rolled a 6 on the pirate roll, 3 on the raid transit; he only needed to do 1 roll, but did two.

If you feel we have made an error here please contact DR6. Do not post OCC here again, since this is a combat thread; one that is concluded.
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid [Complete - DC Win]
Post by: Deathrider6 on July 20, 2011, 11:45:08 PM
Stand by thread is under review.
Title: Re: [RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid [Complete - DC Win]
Post by: Deathrider6 on July 21, 2011, 08:07:03 PM
Result stands as per PM's.