[RP/MM] Turn 41: The Dark vs. FS Invasion Panpour 3936 *CONTESTED*

Started by LittleH13, July 21, 2010, 01:37:30 PM

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LittleH13

The Dark roll on the interdiction chart getting the base -2 and an extra -2 due to the crit bonuses from earlier.

[blockquote]Rolled 2d6-4 : 4, 6 - 4, total 6[/blockquote]

LittleH13

#61
The Dark do 25% of 56.5 which is 14.25 after rounding (14.125 before). Thus ends Op Round 5.

Fatebringer

Round 5 is same thing then, trying to land.

[blockquote]Rolled 2d6+2 : 6, 1 + 2, total 9[/blockquote]

Fatebringer


LittleH13

The Dark interdiction roll.

[blockquote]Rolled 2d6-4 : 1, 6 - 4, total 3[/blockquote]

LittleH13

#65
The Dark do 40% of 56.5 which is 22.5 FP to the FS force.


LittleH13

Survival rolls for the Dark warships

Tendency
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]

Micer
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]

LittleH13

#67
Damage to the Dark

Tendency   Congress (SLDF)   Mobile   Regular   Fanatical                  11.5
Trueborn             Transported Aero   Regular   Fanatical                   4-4= 0
Freeborn              Transported Aero     Regular   Fanatical                4.25-4.25= 0
Micer                Congress (SLDF)   Mobile   Regular   Fanatical           11


Shadow Galaxy   104 Aero detatchment   Aero Cluster   Mobile   Regular   Fanatical     5
Mist Galaxy   201 Aero detatchment   Aero Cluster   Mobile   Regular   Fanatical       6-2= 4
Mist Galaxy   202 Aero detatchment   Aero Cluster   Mobile   Regular   Fanatical       4
Mist Galaxy   204 Aero detatchment   Aero Cluster   Mobile   Regular   Fanatical      6-2= 4
Mist Galaxy   205 Aero detatchment   Aero Cluster   Mobile   Regular   Fanatical       5


The Dark have a total of 44.25 FP of remaining. The FS has failed to do 25% and the DI remains.

Fatebringer

The interdiction went into place at 71.5 FP and is now at 45.25. The DI has taken 37% damage and should be down, or are we playing you have to do all the damage in 1 turn now?

LittleH13

#69
I am going to lock this for now. Fate technically you should not have been able to try break interdiction while you still had ANY ASF alive. The rule reads that only NON ASF forces can do this and you included the 3FP of remaining ASF forces in the FP amount.


QuoteBreak Interdiction
Type: Battle
Requirement: Non-aerospace units attempting to execute a movement order
Effect: If a force has no remaining aerospace or naval units and thus cannot use Naval Engagement to contest interdiction, it may continue attempting to break through the interdiction by using its transports to attack. When this is done, the attacker rolls on the Interdiction chart with a +2 modifier for damage dealt to the enemy. The interdicting force also rolls on the Interdiction chart, with a -2 modifier to determine its damage dealt.

This process may be repeated until the interdiction is broken, the attackers are destroyed, the attackers surrender, or the interdicter lets them go.

LittleH13

Ok the two interdiction rolls will stand and we will roll one more round of combat. This round will be the 4th round thus the 1st roll for BI will be the fifth round and the 2nd the 6th and final round.

LittleH13

The Dark commit 57.5 FP vs the FS 3 FP

Dark Combat roll

[blockquote]Rolled 2d6+2 : 6, 3 + 2, total 11[/blockquote]

LittleH13

Crit check for the Dark

[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]

Fatebringer

"For the Prince" (keepin' it short and sweet)

Fed Suns ASF force - naval engagement

[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]

LittleH13

#74
The Dark do enough damage to wipe out the last of the FS forces.

The FS do 1 FP of damage to the Dark and the Dark have 56.5 FP remaining.