[RP/MM][Complete] Turn 44 TH vs. RD Invasion, 2519 Grumium

Started by Dave Baughman, November 24, 2010, 03:52:00 AM

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Dave Baughman

Grumium Star System
Zenith Jump Point
9 March 3070


Multiple waves of Terran JumpShips poured into the Grumium system, rapidly deploying aerospace patrols but not yet venturing past the Jump Point. The only radio contact from the Terran vessels were rather pointed warnings to passing merchant vessels to take a detour around their position.
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.

Dave Baughman

After receiving a coded signal, TH forces move to attack.

112.75 FP of aerospace move to contest any defensive interdiction.

Quote
Escort Fleet 4
Fighter Squadron 14-4AB
Fighter Squadron 4-4MB
Fighter Squadron 4-10LB
Fighter Squadron 4-15CB
Fighter Squadron 4-5AB
Fighter Squadron 4-R
26th Zeta Battalion
Assault Squadron 4-Z
14th Shadow Division (Aero)
15th Shadow Division (Aero)


RD interdicts with 51 FP of naval (4x Volunteer Fighter Regiments)


TH simple res [blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]

RD simple res [blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
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.

Dave Baughman

RD crit check

[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
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.

Dave Baughman

RD opts for automatic victory and 10% damage floor option.


TH inflicts 11.25 FP on the RD, but must then withdraw. Not enough damage was inflicted to make the damage floor come into play.

RD inflicts 20.50 FP on the TH.


TH recovers 2 FP from damage control, RD recovers 1.25 FP from damage control.

Salvage pool is 31.75 FP

[blockquote]Rolled 2d6+15 : 6, 1 + 15, total 22[/blockquote]
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.

Dave Baughman

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.

Fatebringer

Trying to follow the above.

If the automatic Victory adds 10% damage, the RD damage should be 50% or 25.5 FP and gives the TH 2.25 FP in Battlefield recovery.

TH: 112.75 - 25.5 = 87.25 + 89.5 FP

TH is forced from Grumium.

RD opts to recover 30% of Losses from Salvage (11.25 * .3 = 3.5)

RD: 51 - 11.25 = 39.75 + 1.25 = 41 + 3.5 = 44.5 FP

RD Claims 3.5 RP in salvage.

Daemonknight

The automatic victory doesn't add damage, Auto Victory has a condition that stipulates the force that scored the Auto Victory(RasDom) cannot take more than 90% casualties. So if the RasDom took like 500 FP worth of damage, it would still have 10% of it's force survive. Its to prevent the auto-victory being negated through combat damage.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade


Daemonknight

Quote from: Dave Baughman on March 22, 2010, 02:30:50 AM
Combat Rules

Simple Resolution
In Simple Resolution, each faction rolls 2d6 and consults the Simple Resolution table to determine what percentage of their FP they inflict as damage to the enemy.

There are several different simple resolution charts; the chart closest to the actual difference in opposing forces should be used.

On a roll of 8 or higher, the player rolling needs to roll for a chance of critical event.
On a roll of 3 or lower, the opposing player rolls on a chance of critical event.

If a chance of critical event is rolled, roll 2D6:

2-7 no critical event occurs
8-9 one critical event is rolled
10-11 two critical events need to be rolled
12 three critical events should be rolled or victory declared with the defender retreating*

*choice of player who rolls the critical event, if forcing retreat is called then a minimum of 10% of this players forces survive, after calculating that turns damage*


If any critical events are rolled, the effects are applied to the current results.

"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade