The space around Columbus was no stranger to massive units moving through, but this time it was different, these ships belonged to mighty Diamond Sharks.
"All commands show green Galaxy Commander."
"Excellent launch the operation against the Terrans and their allies."
"Radar showing vessels preparing to leave the system, calculating if we can intercept."
[OCC
Warship:
Tsunami Regular Reliable Warship LF 51
Ground/ASF:
101st Strike Cluster Regular Reliable Transported Aero 4
101st Strike Cluster Regular Reliable Transported Ground 8
17th Air Assault Cluster Veteran Fanatical Transported Aero 20
17th Air Assault Cluster Veteran Fanatical Transported Ground 1.5
35th Cruiser Cluster Regular Reliable Transported Aero 4
35th Cruiser Cluster Regular Reliable Transported Ground 9.5
57th Combined Assault Cluster Elite Fanatical Transported Aero 9
57th Combined Assault Cluster Elite Fanatical Transported Ground 11.25
The Coral Skate Elite Reliable Transported Aero 6
The Coral Skate Elite Reliable Transported Ground 13.5
OCC]
(Just an FYI... Columbus, despite its coloring, is a Blood Spirit holding now. This was never corrected.)
Quote from: tassa_kay on June 06, 2010, 10:44:30 PM
(Just an FYI... Columbus, despite its coloring, is a Blood Spirit holding now. This was never corrected.)
[When was it taken? Because i havent seen it posted anywhere, ran intel last turn not showing any BS forces only defenders are DC.]
Quote from: Holt on June 06, 2010, 10:47:37 PM
Quote from: tassa_kay on June 06, 2010, 10:44:30 PM
(Just an FYI... Columbus, despite its coloring, is a Blood Spirit holding now. This was never corrected.)
[When was it taken? Because i havent seen it posted anywhere, ran intel last turn not showing any BS forces only defenders are DC.]
(You'll have to ask Helm, or Dave, but we've used the facilities there to build units, and we've operated under the assumption that it was ours since the game restarted.)
[Its been defended by DC troops since turn 31, nothing on the CBT board mentions an attack on Columbus. Intel from Dave shows it being held by the TH/DC.]
Quote from: tassa_kay on June 06, 2010, 10:51:23 PM
Quote from: Holt on June 06, 2010, 10:47:37 PM
Quote from: tassa_kay on June 06, 2010, 10:44:30 PM
(Just an FYI... Columbus, despite its coloring, is a Blood Spirit holding now. This was never corrected.)
[When was it taken? Because i havent seen it posted anywhere, ran intel last turn not showing any BS forces only defenders are DC.]
(You'll have to ask Helm, or Dave, but we've used the facilities there to build units, and we've operated under the assumption that it was ours since the game restarted.)
I'm not aware of the Blood Spirits ever taking over Columbus, and a quick review of the old boards doesn't reveal any threads for this system. I think its safe to say that this was a misunderstanding relating to the old Deep Periphery map, or its a case of something from pre-turn 20 not making it into the "modern" game.
Either way, Columbus has hosted a large TH and DC garrison for many turns recently, going back to prior to when I took over the game, so I think its safe to say that its coloring on the map is accurate.
Having said that, nothing you build there will be retconned, since I assume it was an honest misunderstanding and/or a mixup when when DP map was made back in turn 20-something.
(Oh, well. Thanks a lot, Helm. Does this mean we're to subtract 1 SY and 1 MF, since we moved them offworld once we pulled out of the DC?)
Quote from: tassa_kay on June 06, 2010, 10:55:58 PM
(Oh, well. Thanks a lot, Helm. Does this mean we're to subtract 1 SY and 1 MF, since we moved them offworld once we pulled out of the DC?)
They were still intransit.
Sooo we havent actually added them. Its more like adding 1 and 1 back to our sheet as we took them off for transit.
DC Init: [Leaving the hex per orders, escorting the TH infrastructure; if Dave remembered out talk froma few turns back.]
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Shark Init:
[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
All DC forces leave the hex as the Sharks move in, Dave did you dismantle the infrastructure?
Quote from: Holt on June 06, 2010, 11:02:56 PM
All DC forces leave the hex as the Sharks move in, Dave did you dismantle the infrastructure?
The infra is long gone. A 1 FP force of Manei Domini commandos stay behind to cause mischief for the Clans.
Quote from: Dave Baughman on June 06, 2010, 11:08:04 PM
Quote from: Holt on June 06, 2010, 11:02:56 PM
All DC forces leave the hex as the Sharks move in, Dave did you dismantle the infrastructure?
The infra is long gone. A 1 FP force of Manei Domini commandos stay behind to cause mischief for the Clans.
Sent you a PM on that subject. Want me to just roll this out for both sides?
I need to get some info from a followup request I sent on this before we can proceed as it will impact the exact details of the fight, so please stand by for the moment.
[Hai]
[Das Boot!]
Quote from: Dave Baughman on June 06, 2010, 11:08:04 PM
Quote from: Holt on June 06, 2010, 11:02:56 PM
All DC forces leave the hex as the Sharks move in, Dave did you dismantle the infrastructure?
The infra is long gone. A 1 FP force of Manei Domini commandos stay behind to cause mischief for the Clans.
Disregard the text in red, as further research has revealed that there is still some infrastructure here. This hex contains an RS and 2 SYs.
The Manei Domini will attempt orders other than Battle if they win initiative, so tactical init is required here.
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
Since TH wins initiative, they will attempt a Destroy Resources raid against the first of the two shipyards.
We'll need a Raid Defense roll to see how many CDS troops can squish the Manei Domini.
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
go ahead and roll it out if you want, hard to do much on my phone.
Raid defense is 1 FP.
TH simple res
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
DS simple res
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
Each side inflicts .5 damage on the other.
Tiebreaker to determine raid success:
TH[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
DS[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
DS prevents the raiders from sabotaging the Shipyard.
Op round 3 initiative:
TH [blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
DS [blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
TH will use its "for the hex" raid attempt to go after the other Shipyard.
Raid Defense
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
.75 CDS vs .5 TH
TH[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
DS[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Crit checks
TH[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
DS[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Splat, TH suffers 0.5 FP, enough to kill them
CDS suffers 0.25 damage after rounding
The raid fails, sparing the other shipyard.
Aaaaaand I believe that's that. All that remains is the DS salvage roll.