Invasion:
Summer Storm Reg Rel - 4.5 FP Mech(ish)
3rd Fleet Reg Rel - 11 FP Aero (Navy)
4th Fleet Reg Rel - 11 FP Aero (Navy)
1st Far Looker Fleet Reg Rel - 1 FP Aero (Navy)
2nd Far Looker Fleet Reg Rel - 1 FP Aero (Navy)
In theory the world had been turned over the the Taurians. In theory there had only been a small naval force in the area torturing the lost Taurians. Now they would see what they would see.
Init roll (oops).
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Not a good init but it brings up the question: Anyone in space around here?
If there is any Dark around here, I'm guessing an init roll is needed?
The Dark Init roll
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
The following forces enter the system after the TC forces.
Shadow Galaxy 105 Aero detatchment Aero Cluster Regular Fanatical 6
[OOC- Please refrain from doing anything in this thread until further notice.]
Just to clarify, there is a different Dark force that will arrive in Op Round 2. 105 Aero is already present and will fight the TC naval forces.
Given the odds, it is almost certian the Dark fighers will be wiped out, but lets see what happens.
6 FP vs. 24 FP
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Ah - guessing I'm supposed to roll too.
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
I'm guessing that I do 7.2 FP to the dark, and the Dark do 1.5 FP to the TC? Then additional Dark forces appear, or do I get some repair time/salvage time to adjust before that?
If the TC gets the repair and salvage, here is the roll, if not, well, just ignore this result. ;D (watch as it is the only good roll for the non-Dark this turn).
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
If the TC gets the repair and salvage, then they lose 1.5 and gain 1.86, which looks like that rounds down to 1.75, which ends up with a net of .25 FP increase before the start.
Normally, you would not get repair and salvage between rounds - just the 10% damage control. However, the second wave of Dark forces withdraw without fighting you, so go ahead and resolve your salvage since there is no more combat that needs to occur here.
Do I get a gross estimate how big they were? I ask as I want to see if the "paranoid general" was correct.
Quote from: Jeyar on June 21, 2010, 12:29:44 AM
Do I get a gross estimate how big they were? I ask as I want to see if the "paranoid general" was correct.
It was a
Star Lord carrying spheroid DropShips. Your forces didn't get close enough to discern what class the DropShips were.
So, anywhere from being way wrong to (crunches numbers) barely correct. BTW - does the salvage on the ground (from last turn) still exist for my ground forces to convert into functional parts? It was 1.25 FP I think...
Quote from: Jeyar on June 21, 2010, 12:46:11 AM
So, anywhere from being way wrong to (crunches numbers) barely correct. BTW - does the salvage on the ground (from last turn) still exist for my ground forces to convert into functional parts? It was 1.25 FP I think...
Any salvage not used immediately becomes resource points. So, 1.25 FP of unused salvage from the previous turn is just 1.25 RP now.
So there is 1.25 RP there now then? Cool!