[RP/MM] Turn 44 -- RWR vs CSA -- Invasion of Vendrell 1220

Started by DXM, November 19, 2010, 09:20:09 PM

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DXM

Nadir Jump Point, Vendrell
Star Adder Space



Maria Esteban threw off the queasiness of jump-sickness and stared into the Gorgon's master plot.  One by one, the extra light dots that represented the JumpShips and other WarShips of the flotilla began to appear until the nadir jump point was a sea of icons.  More signals swamped the plot as fighter squadrons launched and set up a BARCAP, and then the DropShips carrying the ground troops pulled away from their motherships.  The WarShips formed up with the assault group and the fighters, and as one the flotilla began to burn in system.


OOC:  RCTs on Invasion orders, WarShips on Interdiction orders.  Any defenders?  And just in case it's needed, here's an initiative roll:
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]

GraeGor

[ooc: Question - if forces are in the same hex, but on another world or say on Patrol Orders, can they act in response via the Unplanned Reinforcement Order?]

Dave Baughman

Quote from: GraeGor on November 20, 2010, 05:00:52 AM
[ooc: Question - if forces are in the same hex, but on another world or say on Patrol Orders, can they act in response via the Unplanned Reinforcement Order?]

They could, I suppose, but Patrol actually allows a faster response when its an Invasion.

Quote
Patrol
Type: Special
Goal: Defend all worlds in hex.
Requirement: Mobile or WarShip movement type.
Effect: The unit is declared on a standard defensive mission. This normally is done patrolling one hex of
space, but can include two hexs. If an offensive operation is attempted in a hex patrolled by a unit on
Defensive Patrol, the unit may respond, although its effectiveness against raids, battles and invasions
are different. They may be utilized as the forces defending an aero based raid if the raid is uncovered,
or as the percentage of raiding force defending. If a battle, they may defend on a roll of 5+ on 2D6.
They may always defend against Invasions.

The second hex must be specified in the faction orders.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

DisGruntled

There might be a blockade here as the Alarion is blockaded (due to me overlooking the orders on a retreated unit :-\ ).  IIRC space combat is still system wide, but I can't tell if that's been removed or not after looking at the rules.

GraeGor

Quote from: Dave Baughman on November 20, 2010, 01:43:42 PM
Quote from: GraeGor on November 20, 2010, 05:00:52 AM
[ooc: Question - if forces are in the same hex, but on another world or say on Patrol Orders, can they act in response via the Unplanned Reinforcement Order?]

They could, I suppose, but Patrol actually allows a faster response when its an Invasion.

Quote
Patrol
Type: Special
Goal: Defend all worlds in hex.
Requirement: Mobile or WarShip movement type.
Effect: The unit is declared on a standard defensive mission. This normally is done patrolling one hex of
space, but can include two hexs. If an offensive operation is attempted in a hex patrolled by a unit on
Defensive Patrol, the unit may respond, although its effectiveness against raids, battles and invasions
are different. They may be utilized as the forces defending an aero based raid if the raid is uncovered,
or as the percentage of raiding force defending. If a battle, they may defend on a roll of 5+ on 2D6.
They may always defend against Invasions.

The second hex must be specified in the faction orders.

PM sent with additional questions


DisGruntled

Since it looks to be system wide, there's definitely naval defenders so post up the FP and we'll get ours up shortly there after. So we can get this thread moving.

DXM

The RWR forces immediately halt, turn around, return to the jump point, and then depart the system.