[RP/MM] Turn 42 Trial CDS vs CW- DP3108 Transfer Station P9 *COMPLETED*

Started by Holt, September 12, 2010, 06:10:18 PM

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Holt

Quote from: LittleH13 on September 17, 2010, 03:55:23 PM
Holt you CAN do a NE in round 5 which will force his ASF to engage you and he will not be able to run the Blockade until he deals with the NE. Now you CANNOT establish an OI while any of the Wolf force is on DI.


Damage roll for 33.50FP of ASF:
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]

Holt

Damage roll of 5 on the 'outnumber opponent 3:1' is 60%


33.50 * 60% = 20FP of damage.

NVA

Holt - Checked with Dave after I posted it.  He agreed with my reading.  Since you did not NE the infra, it is still able to execute its orders seperately.  If you had included it in your NE target, it would not have been able to run.

Holt

GMs- Are we establishing the precedence of a non-combat unit being able to blockade run without any escorts? Anytime before this has happened infrastructure has been escorted.



NVA

I believe the ruling is because there are units still on the field of battle.  All units are trying to escape, you just cut off the ASFs with your NE.  That doesn't stop  the infra from trying to escape this Round.  Next round, assuming all ASF die, there is no attempt available.

Escape Roll MF1 -

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

Escape Roll SY1 -

[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]

Escape Roll RS1 -

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

Escape Roll PF1 -

[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]

Damage Roll -

[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]

Dave Baughman

Quote from: Holt on September 21, 2010, 03:41:53 AM
GMs- Are we establishing the precedence of a non-combat unit being able to blockade run without any escorts? Anytime before this has happened infrastructure has been escorted.

Well, you know what I say about "precedents" and whether or not they exist, but here's the deal with infrastructure transports:


  • Infra transports are transported units and function just like any other transported unit except for the key difference that they cannot attack.
  • They can still attempt break interdiction and/or blockade running orders if they meet the qualifications to do so.
  • In the past we have ruled that in blockade running scenarios infra transports do not deal damage to the blockade force which it is called for, but on further reflection this is incorrect since the damage is being dealt by the abstractly-represented transport dropships, not the cargo carried within.

Basically, break interdiction/blockade running for the purpose of fleeing a star system don't qualify as "initiating combat." This is something I'll probably clarify in the future so the rules are more concrete in this regard.
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.


Holt

Starting Turn 5 Infrastructure:
Task Force TS 9 - RS 1
Task Force TS 9 - PF 1
Task Force TS 9 - MF 1 (-6.75FP)
Task Force TS 9 - SY 1 (-6.75FP)



Engaged Infrastructure by blockade:
Task Force TS 9 - MF 1 (-6.75FP)
Task Force TS 9 - RS 1


Not engaged by blocked, but does not escape:
Task Force TS 9 - SY 1 (-6.75FP)
Task Force TS 9 - PF 1

Blockade Damage:
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]*5%



Naval Engagement:
CDS 33.50FP * 60% = 20FP of damage.
CW  11.00FP * 45% =  5FP of Damage.

Ending
CDS 33.50FP - 5FP = 28.50
CW  11.00FP - 20FP = 0

Holt

Blockade does 66.75FP * 40% = 26.75FP Damage


End of Combat:

Captured Infrastructure
Task Force TS 9 - RS 1 (-13.25FP)
Task Force TS 9 - PF 1
Task Force TS 9 - MF 1 (-20.00FP)
Task Force TS 9 - SY 1 (-6.75FP)

Salvage:
Round 1: 1.25FP
Round 2:  .50FP
Round 3:  .50FP
Round 4: 16.75FP + .75FP
Round 5: 16FP
35.75FP Pool

Salvage Roll:
2d6+15
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]

Holt

Ammended Salvage:
Salvage:
Round 1: 1.25FP
Round 2:  .50FP
Round 3:  .50FP
Round 4: 16.75FP + .75FP
Round 5: 16FP + 26.75FP
62.50FP Pool

62.50FP * 24% = 15.00FP

Holt

CDS Ending:

4th Stingray Garrison ASF Cluster   35FP - 1.25FP - 5FP = 28.75 + .75 Battlefield Repair + 5.50 Salvage = 35FP
1st Mantaray Strikers   12.5FP - 0FP = 12.50FP
Might of the Sea   24FP
Fox's Cunning   25.75FP
Haai   York  17FP - .75FP = 16.25 + .75FP Salvage = 17FP

Task Force TS 9 - RS 1 (-13.25FP)
Task Force TS 9 - PF 1
Task Force TS 9 - MF 1 (-20.00FP + 2.00FP [18.00FP])
Task Force TS 9 - SY 1 (-6.75FP + 6.75FP Salvage)




NVA

Okay....2 questions regarding Dave's ruling...

1 - Can the infra attempt to flee in rd 6 again, since none is captured?

2 - Should the infra be doing damage?

If yes on #1, I will roll for escape one more time.

Holt

I sent Dave a PM about it a little earlier ago, basically i cant fathom how a moving factory can do the same damage as a 24FP ASF combat unit.

CDS has established an offensive interdiction, so CW would have to get through that before the blockade.


If moving factories can inflict damage, its going to be hell at Terra when the clans reach it, imagine ~400FP of moving infrastructure becoming basically a combat unit.