Pompey was hit finally, it would be a fierce fight.
Major General Alexi Borodin grunted tonelessly when the shrill alarms began sounding in the Lancers' complex. They were hardly surprised to find the Spirit Cats over Pompey, and but the Cats would surely be surprised with the reception they received. Borodin had been entertaining a few of the other military commanders at his command complex when the alarms sounded, and there was little in the way of excitement as the radar returns came back with what could only be an invasion fleet. The Lancers had been prepared for this moment for well over a month, ever since the fall of Alphard. Now Alexi looked around the room.
There was the Legion's local commander, as well as the Colonel in charge of the Citzen's Militia, largely a police force at this point, and nearly useless against the hardened veterans that any of the Clans could bring to bear. However, Alexi's ace in the hole stood off to one stide, idly watching the radar returns. He wore the uniform of a SLDF Major General, which put him 2 rank slots above Borodin's similarly named position. Borodin was simply an RCT commander, making the other man a Corps Commander at best.
"Looking forward to this I suppose, quiaff?" The SLDF officer merely smiled.
From his duty station the ComTech reported. "Sir, its official. Livia O'Reilly has released both Alphard Trading Corporation security forces and the Marian Legion to SLDF command. They await your orders."
I don't have access to the SLDF force breakdown, but here is the MH and FS forces present.
Hegemony Forces:
Ala Alta Wing(10 FP)
Ala Audax Wing(10 FP)
3rd Limites Defense Fleet(32.5 FP)
4th Limites Defense Fleet(32.5 FP)
IV Legio(11 FP)
V Legio(14 FP)
IX Legio(22 FP)
Ballabala Militia(10 FP)
Addhara Militia(6 FP)
Algenib Militia(6 FP)
Marius' Tears Militia(10 FP)
Londerholm Militia(10 FP)
Ostia Militia(10 FP)
Pompey FTZ Security Force(24 FP)
Bronson's Horde(14 FP)
AFFS Forces:
1st Pompey Lancers RCT(44.5 Ground FP, 12 Aero FP)
2nd Pompey Lancers RCT(44.5 Ground FP, 12 Aero FP)
Total Defenders(not including SLDF forces):
Aerospace Defenders present- 109 FP
Ground Defenders present- 226 FP
CSC radiological sensors detect the presence of nuclear warheads among the defenders.
SLDF Forces
Elements of Clan Nova Cat (in exile)
440FP Ground
88 FP Aero
At GI's request, I've got the MH forces under my control for this fight. If DR wants to keep the SLDF's reigns, thats fine, but I think he'll pass them off to me so he doesn't need to worry about it.
So, Marlin. Lets see what the Cats are packing here, 'eh?
Do the Cats get a hail?
The FS and MH forces have no reason to believe you will care about anything they might say, and its quite obvious who is coming for them. If you hail the planet, you will be patched into the CIC, but no message is outbound to you, unless the SLDF contingent has something to say(thats upto DR, not me)
The SLDF Forces remain silent while waitig for the battle to begin in earnest. (DK handle it).
The Cats would turn tail as soon as they see the Aeromass. Especially if they see SLDF and or Cats and AFFS forces.
Rest assured, the contacts you see are not even a quarter of what is amassed on Pompey.
Yeah, nice try. You don't get to peek at our forces on site before you choose your orders Marlin. Not a chance. Initiative check to determine who chooses their orders first, BEFORE you see what you're up against.
Coalition Initiative check:
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
DK is correct Marlin. Roll initaitive. You win you get to choose to stay or run first. If you lose well running is an option but you will not get away scot free. DK will get a shot at you.
I expected that. :)
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
So lets start. What do you have in mind?
I was thinking tea and crumpets.
And by that I mean the entire ASF force is coming to kill you.
Forces please.
I assumed so. :) But I would prefer the real tea and crumpets if you please.
Now, there is a rules question in which you might want to help out: you want this to be a coordinated Military action, right? Here is the tricky part (and it might be just ruleslawyering) the Forces working together shall be posted in the initial post. (I think this was done with Offensives in mind, but it is written there) What will that make this now?
Also, I think I have options here left: the groundpounders leave the scene and I could choose all Aero I have to fight you or just let one smaller unit stay to be butchered, correct? Although it is sad, with respect to the coordinated force issue I would choose it. Should you be forced to attack piecemeal, then there could be merit in staying with the Aero part (to a degree, as vs nukes, nothing helps much :P )
The Ala Alta and Ala Audax wings, aswell as the Lancers' aerospace cover is going on Offensive Interdiction.
The remaining MH aerospace forces, aswell as the SLDF aerospace cover are engaging the Spirit Cat forces.
That I can deal with and would opt for Interdiction breaking. Is that ok?
Negetive. You can't use Break Interdiction while you have ASF capable of Naval Engagement orders. If you want your ASF to engage the Interdiction, your ground forces are sitting there doing nothing.
They would rather be on invasion. But even then, I must attack the Offensive interdiction as I should have to choose what I do engage.
if you want to do anything other than sit there, you have to attack the Interdiction. If you sit there, my big ASF force gets a crack at you.
List what ya brought Marlin...
I do:
109,5 FP ground,
82,75 FP Naval and Aero.
Those last would attack the Interdiction.
Ok, DR6, I need you here. Reading Offensive interdiction again, it cannot happen when: Offensive Interdiction is only possible where no hostile forces are on interdicton, blockade, or naval engagement orders.
Now, when the Aero part goes in, it would go to naval engagement orders, no?
Thus only defense Interdiction could take place or what. THis is all rather confusing.
I cannot put my forces on Offensive Interdiction if your forces were already on Naval Engagement orders. So if you wont initiative and went on Naval Engagement, or Defensive Interdiction, I couldn't use Off Interdict(meaning I couldn't stop you from esacping). Since OffInterdict is already up, it doesn't matter that your aero goes on Naval Engagement.
CSC Warships in system
CSCWS San Jacinto (Samrkand Block I) (27.75 FP)
CSCWS Brilliant (riga) (20FP)
Ala Alta Wing activates 1 nuclear token against each of the Spirit Cat Warships, forcing them to make survival checks.
San Jacinto [blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
Brilliant [blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Ship's dead. Bump.
Spirit Cat forces in-system:
Naval(attacking Interdiction):
CSCS Brilliant Survivors - 13.25 FP
CSCS San Jacinto Survivors - 27 FP
Enigma Galaxy, Vision Escort 4 - 12.75 FP
Enigma Galaxy, Principle Aerospace Cluters(Odyssey) - 22.25 FP
Ground Forces:
Alpha Galaxy, 449th Assault Cluster - 12.5 FP
Alpha Galaxy, 489th Assault Cluster - 12.5 FP
Alpha Galaxy, 32nd Nova Cat Cavaliers - 10 FP
Delta Galaxy, Shiva Keshik - 7.5 FP
Delta Galaxy, 4th Nova Cat Guards - 15 FP
Delta Galaxy, 44th Nova Cat Cavaliers - 15 FP
Delta Galaxy, 46th Nova Cat Cavaliers - 15 FP
Delta Galaxy, 119th Striker Cluster - 12.5 FP
Sigma Galaxy, Nova Cat Lancers - 15 FP
Sigma Galaxy, 179th Striker Cluster - 15 FP
Sigma Galaxy, 246th Battle Cluster - 15 FP
Sigma Galaxy, 189th Striker Cluster - 15 FP
Allied Forces:
44 FP aero on Offensive Interdiction
174 FP aero on Naval Engagement Orders(vs CSC ground forces)
Spirit Cat Naval forces combat roll
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
Interdictor combat roll
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
crit check
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
2 criticals
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Interdicting forces surround and capture 10% of CSC aerospace forces.
75.25 * 10% = 7.5 FP added to salvage
67.75 FP remaining
Damage:
CSC
67.75 * 15% = 10.25 FP damage
Allied Forces
44 * 70% = 30.8 FP damage
25% of Interdicting forces destroyed, interdiction falls
Naval Engagement(still Op 1)
CSC combat roll
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
crit?
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Allied Forces combat roll
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
((now, someone once told me that for ground forces fighting aerospace you use the interdiction tables. I don't see that written anywhere in the rules, but it makes sense so thats what we're going with here, it'll be the offical rule after this for such occasions))
CSC
160 * 15% = 24 FP
Allied forces
174 * 30% = 52.25 FP damage
Op 1 Wrap-up
CSC Aerospace is at 37 FP
CSC Ground forces at 107.75
Allied Aerospace is at 183.75
CSC Op2 Initiative
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
Allied Op2 Initiative
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
tie break- CSC
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
tie break-Allied
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
50 FP of Allied forces sets the Interdiction back up
Rest goes on Naval Engagement Orders
CSC Aerospace tries to engage the blockade once again
Interdiction:
CSC Combat roll
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Allied combat roll
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
2 critical checks
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
1 crit
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
CSC Odyssey takes a fuel hit(destroyed on a 10+)
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
Damage:
CSC
37 * 15% = 5.5 Damage
Allied
50 * 50% = 25 Damage
Not enough damage to break the interdiction
Naval Engagement:
CSC combat roll
[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Allied combat roll
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
CSC
107.75 * 20% = 21.5 FP
Allied
133.75 * 35% = 46.75 FP
Op2 Wrap-up
CSC Aerospace: 12 FP
CSC Ground Forces: 61 FP
Allied Aerospace: 156.75(44.5 on Offensive Interdiction orders)
Op3
CSC Initiative
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
Allied Initiative
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
Interdiction stays
remaining aerospace forces go on Naval Engagement orders
CSC aerospace tries to break the interdiction again
CSC combat roll
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
Allied combat roll
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
CSC
12 * 20% = 2.5 FP
Allied
44.5 * 40% = 17.8 FP
Naval Engagement
CSC combat roll
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Allied combat roll
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
CSC damage
61 * 10% = 6 FP damage
Allied damage
112.25 * 40% = 45 FP damage
Op3 Wrap-Up
CSC Aerospace destroyed
CSC Ground forces 16 FP
Allied Aerospace 148.25(42 on Interdiction)
CSC ground forces trie to run the interdiction
CSC
[blockquote]Rolled 2d6+2 : 1, 5 + 2, total 8[/blockquote]
Allied
[blockquote]Rolled 2d6-2 : 4, 2 - 2, total 4[/blockquote]
CSC
16 * 15% = 2.5 FP
Allied
42 * 35% = 14.75 FP
remaining CSC forces are slaughtered by the Nova Cat forces
If there is Aerospace around, there is a normal, standard roll. Only the Aerospace fights. When Interdiction is broken, it's broken. (which it was). How it shoud go, I suppose: the Aero crashes into each other, once 25 % are dead, there is enough room to move through.
Also, normally you cannot attack ground forces in space unless they try to break an interdiction, which they did not. They let the Aero fight. Interdiction was broken, thus, they can flee.
At least, that is how it was done all the time.