[RP-MM] Turn 2: CBS vs DC – Idlewind (3009) - Resource Raid [Complete - DC Win]

Started by Fatebringer, July 18, 2011, 05:16:40 PM

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Fatebringer

Several Jumpships attempt to enter the system via a Pirate Point

Fatebringer

Pirate Insertion Roll

[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]

Fatebringer

Unit is detected, but continue to make their way towards the surface.

Holt

The planetary governor was sweating bullets as he saw the unidentified craft move towards his planet, "Is their nothing we can do?'"

"With no assets in the system it is up to the DCA to coordinate an intercept governor," said his aide.

"Call up the militia and tell them to scramble anything they can to protect the government," replied the governor.

"You mean the planet right? You are calling up the militia to protect basically just you!" Spoke the aide as he started to see things in the governor that scared him.

"If I am the government then the militia should protect me!"

"You cant be serious! The ISF will hear about this," were the last words spoken by the aide as he rushed out.

Moments later new signals appeared on the deep radar screens, but these icons had friendly IFF codes. The 2nd, 4th and 5th Special Dropship Group had arrived to intercept the incoming raiders.


[OCC
21.75FP will intercept the CBS raiders.
OCC]

Fatebringer

Raid Transit Roll

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

Fatebringer

Unit does not evade the incoming forces (and undoubtedly going to get pummeled :P)

I believe this goes off the Interdiction Table for rolls, I get a +2, which is less damage, while you get a -2. :P

[blockquote]Rolled 2d6+2 : 1, 4 + 2, total 7[/blockquote]

Fatebringer

7 = 20%

So far it's 6.25 * .2 = 1.25 Damage, not enough to penetrate the interdicting force.

Holt

Damage roll:
[blockquote]Rolled 2d6-2 : 1, 2 - 2, total 1[/blockquote]

Btw You don't roll again on the raid transit, you either do one or the other.

Holt

80% Damage of 21.75FP = 17.5FP

Salvage:
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]

Holt

Salvage all goes to the defender:
[blockquote]Rolled 2d6+5 : 6, 3 + 5, total 14[/blockquote]

Holt

14% of 6.25+1.25 or 1FP, with damage control, DC forces repair to full and nothing more.

Fatebringer

OP 1

CBS: 6.25 FP
DC: 21.75 FP

CBS Rolls: 7 = 20%
DC Rolls: 1 = 80%

CBS deals 6.25 * .2 = 1.25 FP to DC
DC deals 21.75 * .8 = 17.5 FP to CBS

CBS Forces are Destroyed
DC recovers .25 in Battlefield Repair and applies the Salvage to the Unit's repairs bringing it to full.

DC = 21.75 FP

Daemonknight

A mistake was made here. The DC never rolled for Raid Defense.

Also, there is nothing that says you use the Interdiction table during a Raid scenario. Normal SimRes Resolution table applies
"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

Holt

The raiders were intercepted in space. The BS were trying to break through the defensive interdiction.

When ground units are engaged by a naval force, it is rolled on the interdiction table.

No mistake was made.

Daemonknight

You need to roll for raid defense before you do anything else. You can't bring your full defenses against a raid. If he makes the insertion check, you can't intercept him at all.
"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