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File: 1367351221180.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

New players please see -> http://pastebin.com/yX3uw7bq

http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! You command the Third Attack Wing, one of the elite units of the House, composed of fast hard hitting Cruisers, Frigates and Corvettes. You and your Wing have a gained a reputation for capturing enemy hardware be it through battle or negotiation.

Last time your Wing and dozens of similar allied units finished the first day's fighting in the opening wave of Operation Typhoon. With only a few minor exceptions 3rd Wing struck most of it's targets, crippling or destroying industry the pirates would need in order to mount a defense against the incoming main fleets. Without their shipyards to repair their fleets, fighter and munitions factories to supply them, or mining operations to prvovide materials resistance will be swiftly crushed.

As you move onto the next oversector your your orders remain the same; destroy or disable infrastructure deemed vital to the continued operation of the enemy fleets. Capture is a secondary objective.
This is fortunate as your most experienced marines are off on an infikltration mission lead by Knight Jing Ki, who has managed to get a temporary transfer from the Knight Commander's bodyguard detail. Together with House clone troops and a Neeran "Wizard" going by the name of Svidur the team hopes to locate and possibly steal Veckron weaponry from the Pirates.
>>
File: 1367351449695.gif-(18 KB, 1032x695, SR-OpTyph_L08C-2 Oversector 2.gif)
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Your forces are still bound by the Factions Treaty which prohibits the use of nuclear scale weaponry within the atmospheres of habitable worlds. There are ways around this and the forces of your House are better adapted for it than most. Your mass driver point defense guns, normally used to shoot down incoming warheads, fire slugs of metal large enough to survive reentry but not so large as to be banned by the treaty.
The other fleets were supplied with stockpiles of small kinetic kill missiles.

The inhabitents of one world you bombarded are unlikely to care about the difference after the damage you did to their industry. Later another world, your concern for excessive collateral damage prevented you from completing your mission objectives and risked the lives of your pilots.

Reminder: Threat ratings for Operation Typhoon have been revised and are being recalculated by Lt Metharom according to your command style and previous deployments. Given your preference for always deploying in overwhelming force if at all possible, each level will be estimated as a target one of your squadrons should be able to destroy or disable without loss. Should.

A level 1 target would require 1 combat squadron, a level 2 needing 2 squadrons and so on. Some targets are better suited to be hit by Mike's high speed strike unit than others.

You will have a limited amount of time to hit targets in each region as the operation progresses. Your squadrons have each been outfitted with SP torpedoes. Use of a volley will cut time or threat level off an engagement, possibly down to the minimum number for the sector. It will also ensure your ships take less damage in an engagement.

The oversector map will display target types as before along with threat rating and time estimated for your unit to deal with it.
(Threat level ___ / Time estimate ___ Hours )
>>
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You have the unit split up and prepare to begin triangulation attempts but first you want to see if an infiltration attempt on the one known sensor array will yield any results. One of the other spare LST's are manned and sent over to one of the Hunters.

"Cease jamming on channels we'll need to receive a distress signal. If there's a problem we'll jump to the station, recover the troops and destroy it."

While you'd like to either accompany the boarding team or jump closer to the station so as not to be so far away that would only help give away your presence.

It's a full half hour before you hear anything on the unjammed channels. The boarding team was successful but getting to the station was a near thing with the cloak the way it was. They only have partial control of the station and some are setting demolition charges to blow everything once they're off.

"Sir, we can get network access to provide two locations and then get off the station without being detected. Or our tech guys think they can hack the network to give us a direct relay link to the control station. Only problem is it will set off ALL the alarms everywhere once we're in and they'll need to maintain the hack for a few minutes. Normally this stuff would be locked out but they don't know we're aboard yet.
We'll need extraction ships here after we've started up the hack but before the station is blow up by the locals if you want us to try the second option."

"Grab the data on the other two locations. "You tell them "It'll be difficult enough to get you out of there even without an entire enemy fleet landing on you."

"Copy that sir, grabbing the two site data and preparing to bug out. Give us a few minutes."
>>
>Could we put demo charges on the communications array(s) via spacewalk, blow them to silence the station, and then do the hack? If they can find/access the information for such a thing, vote changes to that.
No, the com system needs to be operational for the hack to work.

>If only we could insert viruses through that direct relay link.
Intercepting virus attacks through the com system is fairly basic stuff.

>Set off all the alarms and then just jump out and go bother another sector while they shit themselves.
Anyone else support this? Or at least the part about setting off the alarm before leaving the station?

This should be quick, not throwing a survey up for it.

Roll 1d100 for extraction, or 2d100 for Extraction/Distraction.
>>
Rolled 68

>>24552316
Yay H&D.
Extraction Roll.
>>
Rolled 36

>>24552316
Nah let's just extract and keep making triagles
>>
Rolled 1

>>24552316
Just get them out of there.
>>
Rolled 15

>>24552316
>2d100 for Extraction/Distraction.
I can't really imagine extracting them will be as easy as boarding that station.

>First roll.
>>
Rolled 37

>>24552452
>Second one.
>>
Rolled 13, 66 = 79

>>24552316
rollan
>>
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The Rovinar Silent hunter arrives at the Wing's rally point a few minutes after they were scheduled to make the pickup. It's suffered minor damage from a Mass driver impact to one of its wings but is otherwise intact and more importantly managed to get escape with your Marines.

"That was a near thing sir, they detected movement when we started pulling away from the station. So naturally the Rovinar sped up to get away faster which left a wake in the nebula. They had a couple different versions of those battleships we saw before but with turrets that tracked better than the others."

"Thanks for the intel Sergeant."


Checking the location data two new sites pop up on the map. Spreading out the Wing to triangulate locations has also managed to detect some contacts. There's one smaller area to search that has a good chance of turning up a site with just a little work. Readings also show there might be another but scattering of the signal means the position is difficult to determine.

[ ] Investigate either of the two new sensor array locations (Who are you sending?)
[ ] Check the smaller area
[ ] Try to scan the larger area
>>
>>24552822
Don't think the same trick will work twice now that we've been spotted.

Let's split up into two groups and scan the two likely areas
>>
>>24552860
Agreed.
>>
"Let's split up into two groups and check the unconfirmed locations. We can always attack the ones we know the locations of later."

You're cautioned to operate your drives at the lowest power settings and speeds possible to cut down on your chance of detection when jumping. This is especially important given your proximity to the arrays.

"Every time we double the speed at which the ships are traveling it also double the brightness of the drive flare." Kavos reminds you. "The Navigators guild has an easy time tracking ships flying between galaxies because of how fast they have to move."

"The drive flare that burns twice as bright, flies twice as fast?"

"Close enough."

Roll 2d100
>>
Rolled 29, 21 = 50

>>24553097
rollan'
>>
Rolled 53, 72 = 125

>>24553097
>>
Rolled 52, 96 = 148

>>24553097
>>
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Rolled 91

The second unit has successfully triangulated the location of a sensor array to within a few hundred million km. Should be easy enough to attack if you need to, though there's no telling how heavily defended it is yet.

Your team has narrowed down the area the other array could be located in.

[ ] Investigate one of the known sensor array locations (Who are you sending?)
[ ] Keep searching for the exact location of the remaining contact (Roll 1d100)
[ ] Keep searching, have the other half of the unit look for other arrays (Roll 2d100)
[ ] Other
>>
Rolled 66

>>24553339
>[ ] Keep searching, have the other half of the unit look for other arrays (Roll 2d100)

Keep looking for now.

>1
>>
Rolled 45

>>24553367
>2
>>
Rolled 95, 70 = 165

>>24553339
Keep searching.
>>
The half of the wing accompanying you finish nailing down the location of one sensor array quicker than expected. You still have some time before the check in with the other half of the Wing but regroup to wait. The momentary peace is broken after just a few minutes.

http://www.youtube.com/watch?v=oCc9_P-hhbI

"Contacts, enemy contacts!"

A Shukhant class Medium cruiser has just jumped in along with four battleships, six Guard Cruisers and a squadron of Jenning assault corvettes. The opening salvo from the medium and the cruisers includes not just the usual energy weapon's fire just SP torpedoes as well.

You have 1st, 4th and 5th squadrons with you along with 2 escort carriers.
>Your orders?

Also roll 1d20 for evasion
>>
Rolled 17

>>24553792
Do whatever the fuck we can do to evade. Would the classic nuke cutrain be of use in this nebula? These guys are probably too much for only 3 of our squads.
>>
>>24553837
>Would the classic nuke cutrain be of use in this nebula?
Yes it would but there's a slight chance of blinding yourself just as badly as the enemy.
>>
Rolled 5

>>24553792
That's more than we can handle and probably even a serious undertaking for the whole wing.

Use nukes and disengage post haste
>>
>>24553964
Let's keep it as a last resort option, then.
>>
>>24553837
>These guys are probably too much for only 3 of our squads.
>>24554038
>Use nukes and disengage post haste

So, everyone for an expedited retreat? Or are there any other suggestions? I'm going to grab something to eat while you guys decide.
>>
Rolled 6

>>24553792
Rollin for evade
>>
>>24554146
>Or are there any other suggestions?
I don't really see any other option. If we can focus fire a target before retreating I'm all for it, but that probably depends on the tactical situation.

A proper engagement with these guys is probably not in our best interest.
>>
Not seeing any calls for
>Guys we should totally use all our SP stores on them!
Or plans to capture the ships so time to GTFO

Roll 4d20.
>>
Rolled 12

>>24554770
>1
>>
Rolled 17

>>24554799
>2
>>
Rolled 8

>>24554816
>3
>>
Rolled 10

>>24554826
>4
>>
Rolled 8, 19, 18, 15 = 60

>>24554770
Brave Sir Reynard ran away
>>
Rolled 10, 13, 14, 13 = 50

>>24554770
roll
>>
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"Evade, all ships evade! Plot jumps for the next rally point and jump out when ready!"

Bringing engine power up, you carefully watch the approach one one torpedo headed straight for you. Waiting until the last moment you hit the emergency thrusters, dodging out of the way and letting the torpedo overshoot. Others in the wing do the same but a few torpedoes connect, blasting out sections of armor from a few ships in 1st squadron.

The Medium launches a few more SP's before switching to conventional torpedoes, firing off a stream of them.

You hang back until the others have jumped out then follow suit, mass driver shots beginning to hammer your shields.

On reversion there's a quick check to make sure everyone still has operational drives then another jump to a different location to make it harder for your pursuers to catch up.

"That's going to make finding the main station more difficult."

The other half of the wing almost has another site narrowed down.

Three ships in 1st squadron are damaged, a cruiser, a frigate and a corvette. Rah'ne want's to detach the corvette from the unit and send it back to link up with friendly forces.
Do so?

Also do you spend more time searching and risk being found again or begin to move on the known locations?
>>
>>24555459
>ah'ne want's to detach the corvette from the unit and send it back to link up with friendly forces.
>Do so?

I'd be inclined to do that, yes.

>Also do you spend more time searching and risk being found again or begin to move on the known locations?
I'm undecided on this, what do the other players think?
>>
>>24555459
Send corvette.

Make a move on the closest location.
>>
>>24555459

>damaged corvette

Withdraw with an evasive jump pattern, so the enemy can't try to figure out where they're going to/from once outside of sensor range.

I think we should hit the known locations, with an agreed upon location to use as an ambush if someone encounters those defense ships again and they've got the advantage.

Ideally, lure them where other squadrons can jump in on them for a decisive, overwhelming blow. If numbers allow, we could also strike at the station they abandoned with a small force.
>>
>>24555892

as for force splitting, were any of the locations guarded/recon'ed when we found them and did we destroy the one we infiltrated?
>>
>were any of the locations guarded/recon'ed when we found them
Probably guarded, not recon'ed as you havent sent ships to check the state of each one. That would have gotten you detected unless you sent the Rovinar hunters. You know their location within a few million km which is close enough.
>and did we destroy the one we infiltrated?
Nope. The Rovinar ship didn't want to torpedo the place or otherwise give away its position. You can remote detonate some explosives the marines hid onboard though.
>>
>with an agreed upon location to use as an ambush if someone encounters those defense ships again and they've got the advantage.
>Ideally, lure them where other squadrons can jump in on them for a decisive, overwhelming blow. If numbers allow, we could also strike at the station they abandoned with a small force.
The first thing you do once the entire Wing is back in contact is set this plan in place. In the event that one of the groups transmits an evacuation code everyone will retreat to preassigned locations and rally to counter enemy pursuit forces. For added safety the location will change every so many minutes to make prediction of your fallback point more difficult.

Gathering up the Wing you prepare to attack one of the stations.

Lt Metharom contacts you and invites Hafnar to join the channel.

"Just so you know, this can be a little risky. Thanks to the Rovinar we know which com bands the array uses and because of the boarding team, which ones actually stream data. The problem is the stations stream pieces of datapackets to multiple sites simultaneously and presumably they're assembled at the command station."

Well, they are pirates...

"When we go to attack the station our ships can jam channels that arent used to stream data and hopefully prevent them from calling for help, that should buy us time. Meanwhile your ships can attempt to intercept the data streams being transmitted. If we can do this with three stations we should be able to find the control center."

"Fantastic, what could go wrong?" You reply in your most sarcastic tone.

This completely goes over the officer's head. "Uh quite a bit actually. They'll still be able to track our movement."

>Any changes of plans before the Wing goes in?
>>
>>24556489

How many sensor stations does an array generally require to track things with any acceptable precision? We could in theory ignore the central command station if this failed, just destroying the majority of the sensor stations?
>>
>>24556566
It could work with just one but at that point it wouldn't be all that much better than the sensors on a starship. Using multiple high powered sensors in an array is like using multiple telescopes from different locations on earth to take observations of distant stars or nebula.

http://en.wikipedia.org/wiki/Aperture_synthesis
http://en.wikipedia.org/wiki/Astronomical_interferometer

Each one you destroyed would reduce the resolution of their readings.
>>
>>24556751
ah.

Any chance we could deploy the Silent Hunters to sensors we don't attack in force to intercept additional information to speed up the process, or would they have to decloak or end up detected?
>>
>>24556909
It would take them longer at each location but yes.
> or would they have to decloak or end up detected?
It depends how good their cloak is at mimicking input.

3rd Wing reverts within twelve million Km of the closest station and begins jamming.

"We're close enough to intercept signals sir but we'll need line of sight towards the other stations."

"So we'll have to spread out a bit and cover a wider area?"

"Exactly, and the closer the better." Replies the Lt.

Two enemy battleships pop up on sensors guarding the station and its grid of sensors. Light attack ships and corvettes launch soon after. You hope this is all they have.

[ ] Signal Intercept
[ ] Destroy station
Roll 6d20
>>
Rolled 1

>>24556987
>[ ] Signal Intercept
>1
>>
Rolled 13

>>24557067
>2
>>
Rolled 3

>>24557082
>3
>>
Rolled 9, 16, 1, 5, 20, 13 = 64

>>24556987
[x] Intercept
>>
Rolled 1

>>24557125
>4
>>
Rolled 14, 20, 20, 13, 3, 12 = 82

>>24556987
Rollin
>>
Rolled 2

>>24557153
>5
>>
Rolled 9

>>24557169
>6

And with these horrible rolls, I'm off to bed. Thanks for the thread TSTG, and good luck to the other anons.
>>
Rolled 86

http://www.youtube.com/watch?v=y8tRhgzUMo8

Moving in on the station quickly everyone spreads out enough to attempt to evade weapons fire from the battleships. Their mass drivers hurt, but they don't penetrate shields as easily as phase cannon do, instead they just deal damage. In another era those same cannons might have shredded your ship.

Second and third squadron, with their heavier shields move in and slug it out with the battleships, battering down their shields and eventually crippling them without having to use their SPs. Most of the Wing deal with the corvettes and light attack ships, which because of their small size are tough to hit. Most of the Scarabs present look to have been upgraded with equipment developed for the newer ones produced at Gesaur last year.
Alex's unit takes to hanging back and sniping the smaller craft while they're making runs on ships from the other squadrons.

4th and 6th squadrons end up a bit battered than most from brawling with the small craft. Mike eventually telling his people to just use their afterburners to get out of range. Alex finishes off the last one with a well aimed shot from his spinal mount heavy phase cannon.
"I wish I had this ship BEFORE the Smugglers Run campaign." He says as the Wing takes up positions around the station.

"It would have required no skill then." you jokingly tell him.

Roll 1d100 for signal intercept
>>
Rolled 99

>>24557702
Rolling.
>>
Rolled 84

>>24557702
>>
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You're on in position for a minute before Lt Metharom speaks up.

"We've got all the data needed for this station, we're clear to move on."

"Everybody move out from the station and get ready to jump."

Which station are you headed to next?
Do you want to destroy this one before you leave?
>>
>>24557879
>Do you want to destroy this one before you leave?

Hmmm... don't really see a reason to waste time and ammo on this, so let's not.

>Which station are you headed to next?
The one to located to the south-east of the circle okay with everyone?
>>
>>24557918
Isn't destroying the stations the reason we came to this sector?
>>
>>24557879

Destroy it so it can't track our movements when we jump out and warn other locations.
>>
>>24557918

the south east station sounds good, though. Let's hit that next.
>>
>>24557995
I'd say we should tell the crew to abandon it first, if the enemy has to actually spend time and ships to pick those guys up, all the better for us.
>>
>>24558170

They probably won't divert combat assets to recovery with us still out there. At best, they'll call in a support ship.

Just blow it up and don't add to the time we take here. They're enemy combatants.
>>
Rolled 43 + 5

"This is Knight Sonia Reynard hailing the station and it's crew. You have two minutes before we destroy your platform. If you dont want to die you should head for escape pods immediately."

A few escape pods and even two shuttles get clear within the time limit.

"Fire aft phase cannons."

The beam weapons knock down the weak shields before tearing into the rows of sensor packages that make up this station's array. Once it's destroyed the wing jumps out.

When you drop put of FTL at the next location you find it largely undefended save for some starfighters that have been deployed. As you close in on the next station Thal contacts you.

"Sir, one of my ships were the last to jump out. They spotted parts of the enemy response fleet arriving in the area as we were leaving."

"Understood."

Moving in fast the point defense gunners on your ships work to clear out the two dozen attack bombers. They're only armed with conventional torpedoes.

"We're not going to have a lot of time here people so get ready to run once we get the data."

Roll 1d100 for signal intercept
>>
Rolled 55

>>24558354
Get that data.
>>
Rolled 23

>>24558354
can we detect the enemy response fleet as they FTL toward us? It would be kind of fun to have them jump directly into a kill-zone of massed fire and SP torps and jump out before their whole fleet reverts.

and signal intercept
>>
Rolled 32

>>24558354
>>
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>>24558454
Possible, but it's difficult because of the short duration of the jumps, even with low speeds. They might only be in FTL for a couple of seconds. The best time for a ship's sensors to detect another ship at long range is when one is moving around a lot or when both are in FTL.
You could try turning off all your jamming equipment and having Hafnar put more power to the Blackbird's sensors but this could leave you vulnerable.

>77
This time it takes several minutes to collect the necessary data intercepts causing you to become a bit more nervous about the chances of an enemy fleet showing up.

"How are we doing Metharom?"

"Just another minute sir... got it."

"Good, let's jump to another location before we decide what station to hit next."

As before you order the crew off then destroy the platform.
Where are you headed next? With luck it will be the last needed to find the control center.
>>
>>24558737
Damn, I'd hoped we'd have a chance due to knowing their likely point of origin. [where we just were]

I'm thinking we should hit the SW known location.
>>
I better stop here for the night if I want to be able to get the game rolling at a reasonable time tomorrow.
I'll be back some time after 3pm EST.

If you guys wanted to roll some d100's now for signal intercepts at the next location that could save time later.
>>
Rolled 22

>>24558989

Thanks for running again after how long last week's went, TSTG!
>>
Rolled 35

>>24558989
>>
Rolled 91

>>24558989
!
>>
>>24558737
bump
>>
Rolled 8

Bump.
>>
bump
>>
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Back, give me a few.
>>
>>24571211
Awesome!
>>
Rolled 61 + 10

You head for the south west sensor station, doing your best to keep speeds low and the direction of movement ambiguous. When you drop out of FTL the third station is protected only by a Light Cruiser and some missile boats.

"This is suspeciously under defended." Says Daska.

"Yeah. They've probably pulled all available ships into their reaction force by now." Agrees Alex.

As the Wing closes in on the station from all directions the Light Cruiser surrenders. It's escorts don't initially follow suit and all but one are killed within seconds. The survivors then begin pleading for their lives.

Do you capture one or both of the ships or destroy them?

Republic Missile boats, like most light attack ships, normally lack FTL drives and hitch a ride on larger ships like LST's, Scarabs and Deltas.
>>
>>24572112
>Do you capture one or both of the ships or destroy them?

Can we load the missile boat onto the cruiser?
>>
>>24572112
>Republic Missile boats, like most light attack ships, normally lack FTL drives and hitch a ride on larger ships the way LST's, Scarabs and Deltas do.
Fixed

>>24572179
Onto a cruiser yes, it doesn't have to be the EX-K. You're already carrying an LST and more would begin to affect combat performance.
>>
>>24572286
Okay, how much time would capturing the ships take? Were they able to call for help before the surrendered?
>>
>>24572406
>Okay, how much time would capturing the ships take?
The Cruiser? 10-15 minutes if you used two LST's.
The Missile Boat, about five minutes.
> Were they able to call for help before the surrendered?
No, or probably not. Your ships are jamming coms in the immediate area except for the few frequencies the station transmits data on.
>>
>>24572443
I'd be infavour of capturing them, in that case.
>>
>>24572485
Roll 2d20 for boarding action and prize crew.
>>
Rolled 2

>>24572607
!
>>
Rolled 8

>>24572607
>1
>>
Rolled 4, 5 = 9

>>24572621
Oops, only rolled 1... Reroll
>>
Rolled 14

>>24572625
>2
>>
Rolled 2, 15 = 17

>>24572607
>>
Doing the third set of rolls in 10 minutes, if nobody does it before that.
>>
Rolled 18, 17 = 35

>>24572758
And here's that last set.
>>
>>24572971
That's a 4th set. Too late I'm afraid.

You order a pair of LST's to capture the cruiser while a couple of shuttles deal with the missile boat. The fleet moves into position and begins to intercept data sent from this array to the other ones.

>91

Within five minutes the Lt informs you that the data is complete for this site. The boarding teams have also taken the missile boat and are moving to dock it on the back of 6th squadron's Aries. One of the escort carriers will send over a starfighter pilot to take command once you're at a safe area.

The situation on the Cruiser is not going nearly as well. They've surrendered yes, but there was a full compliment aboard and the marines need more time to secure all of them as there aren't enough escape pods.

[ ] Give them more time
[ ] Vent the ship
[ ] Abandon/destroy the ship
[ ] Other
>>
Rolled 20, 20 = 40

>>24573016
>That's a 4th set. Too late I'm afraid.
Oops, somehow missed that last roll before that one.

>[ ] Give them more time
>>
>>24573090
Well, at least the dice think my choice is the right one.
>>
stopping for dinner, brb
>>
>>24573090
Oh my. What lovely rolls
>>
>>24573090
Going to have to trust the dice on this one.
>>
You decide to wait and give the troops more time to get the ship under control. Meanwhile you have it towed away from the station and the wing prepares to jump. The station too is destroyed as before after giving the crew time to flee.

"Sir this is risky, we should scuttle the ship or vent all compartments to give our boarding team more time." Says Daska. You notice she's contacted you on a private channel.
"We'll risk it. The House can always use another good ship."

"Yes sir."

Even you're beginning to question your decision by the time the marines call in that the ship is ready to depart. A trio of enemy standard corvettes jump in at long range before the Wing leaves. You have Linda add two additional jumps before stopping at a new location.

Lt Metharom believes he has the location of the control station narrowed down to within 10 AU. You hope there isnt a zero missing from that calculation.

[ ] Head for the control station
[ ] Hit up another array first for a more accurate position fix
[ ] Other


Note that the Light Cruiser, while operational, is not fast enough to keep up with your unit and lacks enough crew for proper damage control in battle.
Send it back to the rally point with your other damaged ship?
>>
>>24573863
>Send it back to the rally point with your other damaged ship?
Yes, please.

>[ ] Other
Hit another array first, if fighting the defenders would be more trouble than it's worth, proceed to the control station instead.
>>
>>24573928
Seconding.
>>
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Rolled 72 + 20

Jumping to the next station you arrive to see a pair of converted Frigates laying a minefield. They've must have been working on it for at least an hour as it's grown to an impressive size. You should still be able to plink away at it with your mass drivers from a safe distance but will increase the time needed before you can check the signal data. You'll be able to get some of it but it won't be as easy.
In b4 railroading


Roll 6d20 for battlefield engineer
>>
Rolled 19

>>24574309
>In b4 railroading
I think
>in during railroading
would be more appropriate.

>1
>>
Rolled 18, 10, 15, 10, 4, 19 = 76

>>24574309
!
>>
Rolled 16

>>24574357
>2
>>
Rolled 11

>>24574366
>3
>>
Rolled 14

>>24574373
>4
>>
Rolled 5

>>24574381
>5
>>
Rolled 14

>>24574393
>6

No. 5 again...
>>
Rolled 17, 14, 7, 1, 13, 12 = 64

>>24574309
>>
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Between your various squadrons there's enough point defense to mow through swaths of mines at a time. Mass drivers have enough punch to set off some warheads while particle beams break the weapons into pieces or destroy their navigation thrusters.
The Frigates that had hoped to take cover and continue their deployment now attempt to run but are soon disabled by First squadron. Several of your Knights and Aces in the other squadrons complain about kill stealing.

"Get the readings and do it fast." you order

"I think there's only four other platforms in the network but the transfer is starting to change now that we've destroyed a few."

Roll 1d100
>>
Rolled 31

>>24574552
Lady luck is a filthy whore.
>>
Rolled 39

>>24574552
Rolling.
>>
Rolled 45

>>24574552
!
>>
"Incoming fleet." Reports Arron, lighting up the reversion point on your display half a second before the first ships appear.
It's the same group that was after you before but this time with backup. Besides the Medium, four battleships, 6 Guard cruisers and dozen assault corvettes there are now two squadrons of Light Cruisers and four squadrons of Attack Corvettes.

[ ] Fight (Roll 6d20)
[ ] Flight (Roll 3d20)
[ ] Other

>Should I be putting up a survey for this one?
>>
Rolled 8

>>24574767
>[ ] Fight (Roll 6d20)
I think fighting is the better choice this time, might actually give us the chance to finish these guys off, instead of them ambushing us while we're dealing with the control station.

>1
>>
Rolled 13

>>24574799
>2
>>
Rolled 18

>>24574805
>3
>>
Rolled 18

>>24574811
>4
>>
Rolled 19, 6, 17 = 42

>>24574767
[x] Flight

I anticipate this will become a running theme in this oversector, but they've got numbers and tonnage on us and speed only counts for so much in a straight up engagement.
>>
Rolled 2

>>24574820
>5
>>
Rolled 9

>>24574838
>6
>>
Rolled 13, 3, 2 = 18

>>24574767
Flight
>>
Rolled 9, 4, 9, 3, 19, 20 = 64

>>24574767
Fight
>>
I'm gonna vote fight because the more stations we knock out, the fewer possible locations we could hit next. So we are going to be forced into a confrontation at some point. Anything we destroy now won't be around to defend the central control hub.

We should probably splurge on some SPs too since we are strapped for time. Keep the engagement as short as possible.
>>
Rolled 10, 8, 10 = 28

>>24574767
[✔] Flight
>>
Rolled 7, 1, 12, 6, 16, 15 = 57

>>24574767
Let's fight 'em
>>
We're gonna need a survey
>>
surveymonkey com

/s/GRHXTZY

Survey link will be uploaded to wiki momentarily.
>>
>Bleed them for a bit, then book it. Lob some SP Torps at them for their trouble.
That counts as a fighting retreat.

"All ships, full attack! Carriers retreat to the rear."

3rd Wing comes about and opens fire, the opening salvo filled with SP torpedoes. The enemy response is much the same, and everyone is soon doing their best to evade. 1st and 2nd squadrons take the worst hits, with one of your Firestorm Frigates flying apart like confetti and two other ships losing their bow sections.
Both your Centurions unload their plasma cannons into the battleships, inflicting serious damage. Combined with torpedo hits and soon two of the vessels are being consumed by expanding fireballs. The Shukhant shrugs off a dozen hits to it's bow armor, losing a torpedo battery and some cannon but otherwise shows no sign of stopping.

Mike's unit hit's their afterburners and pulls out to flank the enemy group, smashing through the corvette squadrons and targeting the more lightly armored Jenning assault corvettes. You see him destroy an attack corvette before getting into a turn fight with a Jenning, something of a no-win in most scenarios, yet still somehow blasts the smaller ship apart with pulse cannons.

You're in a head to head with a Guard cruiser, it's phase cannons taking chunks out of your shields with each hit while you chip away at weapons and armor using SP torpedoes.

Roll 1d20
>>
Rolled 10

>>24575636
Rolling.
>>
Also if you guys wanted to prioritise particular targets to try and take them out of the fight sooner feel free.
>>
>>24575760
What does the enemy have left? Or what do we have destroyed/disabled so far, if that list is shorter.
>>
Rolled 17

>>24575636
The guard cruisers are probably the highest priority targets

They'd also be the best things to try and capture but oh well.
>>
>>24575790
Anyway, it's getting late for me.
Thanks for the thread(s).
We don't tell you that often enough, it seems.
>>
>>24575790
The enemy fleet has lost 30% of their number, mostly in corvettes though some of their cruisers have taken hits and half their battleships are out of action.

>>24575802
>The guard cruisers are probably the highest priority targets
>They'd also be the best things to try and capture but oh well.
It's like when fighting Centurions, you want to salvage them but you also want them to not cut your ship in two with a plasma cannon.

>>24575840
You're welcome.
>>
Rolled 3

>>24575802
>>24575893

We just had a friendly ship get turned to confetti. Ignore salvage, kill them all.

Our obsession with salvage and not venting that cruiser's crew just got part of our unit killed by delaying us.
>>
>>24575931
Homeboy this is a fleet engagement, losses are inevitable.
>>
>>24575931
We don't vent people because
a) we wouldn't like it if we were in their place
b) it would stop people from surrendering to us in the first place
>>
Enough of this shit, your three phase cannons are adding nothing to this fight. Setting torpedoes to fire two at a time you snap the throttle over to afterburner. You try to close the distance before your shields can fail, all the while using emergency thruster bursts to make the ship harder to hit. A stray SP Torp flashes past just below you, not quite inside your shield radius.
At the last second you flip the EX-K end for end then disengage the afterburners just as the Guard cruiser flashes past below you while trying to pull up. Some of it's phase cannon fire rakes your ventral surfaces but in return you drop a pair of SP's into it's drive section.

Half the sublight drives explode but the other half are largely untouched.
"Shit."
Two more volley's rip open the ship's dorsal armor exposing most of it's interior. The shields drop out long enough for you to phase cannon the general area of the Cruiser's main bridge.

Warning indicators go off as a Jenning begins to strafe you, twin fusion cannons firing in pulses. You're able to swing the EX-K out of the way enough that you only take a hit to the tail section. Red damage indicators light up showing that some of the drive plates are offline but you have plenty of backups.
Daksa and her wingman fly past in pursuit before you can chase after the assault corvette. One of her engines is on fire but that doesn't stop her from finishing off the smaller starship.

"Our ships are taking damage too fast." Warns Kavos. "First squadron especially needs to break off."

2nd and 3rd squadron area tearing through the right flank while 4th and 5th are fighting their way clear on the left flank.
>>
>>24576315
You note Alex, one of his flight leaders and both of your Centurions have broken off and pulled back to range while Mike has begun strafing runs on the Medium. As you watch all four ships concentrate fire, punching through the starboard shield of the Shukhant and melting through the thick armor. A secondary explosion hurls bits of metal back out through the hole and the sublight drives on that side fail. It's still in the fight but the damage it's sustained now might make them quit the field.

[ ] Concentrate on the Medium
[ ] Concentrate on the other ships
[ ] Other
>>
>>24576327

Wasn't this a fighting retreat? Are we in position to jump out or would we be leaving stragglers?
>>
>>24576327
>[ ] Concentrate on the other ships
From what I can gather, our ships should be able to avoid the damaged medium, and we can't really afford any further losses.
>>
>>24576403
>Wasn't this a fighting retreat?
No, only 1 anon suggested a fighting retreat.
2 voted to leave, 5 voted to fight the enemy fleet.
>>
>>24576460
>5 voted to fight

well fuck, even showing up earlier it wouldn't have mattered.

>>24576434
I guess this is as good a plan as any
>>
Roll 3d20
>>
Rolled 7, 13, 11 = 31

>>24576654
>>
Rolled 18, 15, 9 = 42

>>24576654
>>
Rolled 20

>>24576654
>1
>>
Rolled 9

>>24576693
>2
>>
Rolled 8

>>24576700
>3
>>
Alex's bombardment unit continues to hammer the Medium cruiser with their heavier guns but all of their other weapons are used to support the rest of the wing.
You take the wing of a cruiser in 4th squadron and help them clear out the opposition. Mike has split his group, which is taking turns occasionally strafing the medium while trying to remove the rest of the enemy assault corvettes. A wise decision as a few of them still have SP weapons.

Your flight finishes off a troublesome light cruiser while trying to conserve on SP's. The tough armor on the Guard and Light cruisers makes the work difficult and you need to break off several times to help other ships that have lost shields. This is more of a problem for 2nd and 3rd squadrons. The remaining attack corvettes try to mass their fire, using the twin linked weapons to more easily penetrate shields. 6th squadron swings over to offer assistance and shifts the battle back squarely in your favour.

The medium with its cracked and cratered armor venting plasma from more than a few of larger holes begins to accelerate. Its central drives are largely untouched and provide enough power and acceleration to jump after half a minute. With their command ship having left them the others break and scatter.

One battleship, two guard cruisers, and three light cruisers jump out. Slightly less than a squadron of corvettes also make the run to jump but half of those are cut down as the Wing focuses on them.

"I can see why the Terrans always hated fighting the House Mercenaries back in the Wars." Says Arthur. "Having those Attack Corvettes turned against us in numbers can be a real pain."
>>
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Damage reports. Thanks to your armor and the fact that you had more SP weapons than the enemy your casualties were much lighter than they might have been.
You have nine ships that need to be pulled from combat, two of which will need to be towed by largely undamaged cruisers. Nearly every ship took armor damage through in many cases it was minor. Still, you'll need to spend a few hours undergoing repairs if only to patch holes. Weapons that have been destroyed can be partially rebuilt in the field given your spare parts stores but sublight drives cant be replaced with the parts you have. You'll need access to a shipyard for full repairs to much of the Wing.

SP Torpedo stores for much of the Wing is down to 19 volleys.

In the confusion of the battle the Wing managed to get the data you wanted. The Lt has a much better fox on the Control stations probable location.

[ ] Pull back for minor repairs, then attack the control station.
[ ] Select some less damaged ships and attack the control station now, others pull back for repairs.
[ ] All ships move on the control station now.
[ ] Other
>>
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>>24577694
Stopping here for tonight, work in the morning, etc.
Make your plans for how to deploy the Wing in light of your current damage.
>>
>>24577694
[x] Select some less damaged ships and attack the control station now, others pull back for repairs.

Don't give them a chance to regroup
>>
>>24577766
Roll 1st into 2nd, 3rd, 4th, and 5th for the time being, and send the 2 least damaged squads, MIke's unit, the carriers, and the Blackbird to the control station while everyone else works on repairs
>>
Bumping this now so I can get a few hours of sleep in without having thread disappear.
>>
>[ ] Select some less damaged ships and attack the control station now, others pull back for repairs.
The whole reason we fought them here was to deprive the central control station of reinforcements. Unless the pirates can pull another fleet out of their asses we shouldn't have to deal with any more big surprises.
>>
bump before work
>>
Bump.
>>
>>24581892

Very true. Hopefully their people want to flee instead of turtle at a critical fleet strength we don't want to attack. [as they've now got our strength]
>>
Bump.
>>
bump
>>
Back but might be awhile.
>>
>>24590250
No worries, we don't mind waiting.
>>
File: 1367533575344.jpg-(55 KB, 1576x616, Control station.jpg)
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You take a few minutes to get the bare minimum damage control underway then split up the Wing. The squadrons with the most damaged ships are sent off to a rally point to look at their options. The other half of the unit moves on to attack the control station. After all the trouble this place has been you're not going to miss out.

"Sonia, the jump coordinates are putting us very close to one of the newer stars. Maybe dangerously so." Linda warns you.

"It's not dropping us dangerously far into the gravity well is it?"

"Well... no. I'm just concerned about the radiation."

Linda wasn't kidding about the radiation. You're glad none of the ships that came along have shield problems.

"Where's the station? Metharom you said we had data for an accurate fix."

"Got it." Says Arron. "It's being pushed into a lower orbit by a... mining barge looks like. They've stripped it down and are using it as a tug."

The station has a radiation shield facing the star it's descending towards. Its construction is a bit more solid than the base you hit with the two half sphere shields.

"The station can survive long periods at lower altitude." Says Kavos after looking over the scans. "They could wait until the attack has passed before resuming operations if we do not stop them now."

"Can't the main fleets just siege them later?"

"Possible. They're shunting more power to their shields so they may not be able to maintain contact with the rest of the array after the next hour."

[ ] No chances. Close to attack range. Roll 1d100
[ ] Let the main fleets lay siege to them
[ ] Other
>>
>>24592594
>[ ] Other
Whatever we decide to do, offer them the chance to surrender.

Also, what are their defences? Could we simply start trowing mass driver rounds and torpedoes from long range at them?
>>
>>24592693
>what are their defences?
Rather hefty station shields. The main structure itself is sturdy enough to take some fire if necessary but doesn't come close to your armor.
Weapons are a dozen heavy phase cannon turrets, but depending on your position you might only be exposed to fire from 3 at a time.

>Could we simply start trowing mass driver rounds and torpedoes from long range at them?
That is an option, though there is a slight chance the torpedoes might not arrive intact.
>>
Can we close to energy cannon range before the radiation gets too bad?
>>
Rolled 65

>>24592594
Ships with the strongest shields and longest range weapons (Alex, Us?) close to attack range, other ships with strong shields and engines (Mike) follow along just in case anyone ends up needing a screen or a tow
>>
>>24592594
>[ ] Other
Is there any way we could cause the station to fall into the star?
>>
Is the radiation shield a bubble shield or an umbrella the station is hiding behind? Either way if we disable that there is no way they can keep hiding so close to the star.
>>
>>24593398
Roll 1d100 to see if you can manage it. That's mostly what the attack the station roll was for.
You guys might as well make the other 2 rolls now to see if you can get within range.
>>24593778
>Is there any way we could cause the station to fall into the star?
If you were to disable the converted mining barge that might change its course enough but the station itself likely has thrusters and repulsors to help maintain its orbit. It would be difficult but not impossible.

>>24593916
>Is the radiation shield a bubble shield or an umbrella the station is hiding behind?
There is a large and rather thick radiation shield providing physical protection in addition to the energy shields. It could be made of metal with cooling systems or may be composed of lunar concrete.
>Either way if we disable that there is no way they can keep hiding so close to the star.
True, though the solid shield might buy them a week or two.
>>
Rolled 86

>>24594117
3 d100s, coming right up.

>1
>>
>>24594173
just one mate
>>
>>24594173
>3 d100s
Oh, misread that. My bad.
>>
"What do you think guys, can we get close enough?"

Hafnar responds. "There's still enough time to get most of the ships within range sir. I can't risk taking the Blackbird in any closer though. Our shields arent strong enough and I'm not armored well enough to provide a margin for error.
Requesting permission to jump out."

>I take it you'll want to go in?

[ ] try to disable their shields (SP torps)
[ ] Hammer down their shields, destroy generators
[ ] Target the Barge/tug (Try to push the station into the star
[ ] Other

Any of these would be while demanding their surrender I'm assuming.
>>
Rolled 11

>>24594403
>[ ] Target the Barge/tug (Try to push the station into the star
Even if they don't get pushed into the star, they'll be effectively stranded until they can get another barge out there to retrieve them. Either way they'll be neutralized.
>>
>>24594403
Target the barge
>>
>>24594403
>[ ] Hammer down their shields, destroy generators

If we actually manage to get them to surrender, the data the station would provide could be immensely helpful.

>Requesting permission to jump out."
Can he remain close enough to continue jamming the enemy comms? Anyway , I'm okay with that.
>>
2 for barge, 1 for shields so far
Roll 1d20 linking this post.

>>24594482
>Can he remain close enough to continue jamming the enemy comms? Anyway , I'm okay with that.
Yes. You also have the jamming pods on your ships but they dont have the same range. If you want he can stay until your other ships are close enough for the jammer pods to make up for his absense.
>>
Rolled 1

>>24594569
Rolling.
>>
Rolled 17

>>24594569
>If you want he can stay until your other ships are close enough for the jammer pods to make up for his absense.

That would be preferable, yes.

>Roll 1d20 linking this post.
>>
>>24594569

Should I roll a third time? >>24594669
here.
>>
Rolled 11

>>24594569
I got it
>>
The blackbird holds position while the rest of the wing drops down towards the newborn star.

"We'll be targeting the Mining Barge they're using as a tug. Everyone with long range guns, focus your fire on disabling the barge's engines or destroying the stations thrusters and repulsors. The sooner those are knocked out the sooner we can get out of here."

On the approach and later as you enter the station's weapons range, most effort is directed towards protecting the smaller less heavily shielded ships in the unit so that they'll have more time once you reach engagement range. The Vengeance types with their larger cross section and hence larger shield bubble are ideal for this. Well there's an upside to each downside those ships have. You've able to cover for one of the corvettes with the EX-K.

Like the last battle the Centurion pilots dont spare the plasma, and the station shields light up around the impact points trying to prevent the beams from penetrating. Even the added heavy phase cannon fire cant quite get through but it's close. Wait, a few shots get through but they have trouble with the aft shields on the barge. Three of your ships pull back due to shield damage from enemy cannon fire then make a run back to the edge of the gravity well.

Once close enough for the rest of the ships to make their contribution the shields partially collapse under the weight of numbers. The aft sections on the barge are destroyed soon after and a moment later everyone is trying to target the thrusters on the station. It's going to have a lot of trouble maintaining its orbit in a few days or weeks.

They haven't surrendered just yet, possibly hoping for an ally to arrive and rescue them later. Your corvettes are being forced to retreat due to shield damage and the Frigates won't be long after them. Any cruisers that take more than a few cannon hits will need to retreat soon.

[ ] All ships pull back
[ ] Cruisers continue bombardment until the last moment (roll 2d20)
[ ]Other
>>
>>24595639
Will the station still be able to provide our enemy with data in its current orbit, or would they have to haul it back to its previous position for that?

If the station is effectively disabled, I'd suggest we pull back.
>>
>>24595639
>They haven't surrendered just yet, possibly hoping for an ally to arrive and rescue them later.

They know we beat up their reaction force, right?
>>
>>24595672
The sort version is that yes it's effectively disabled.

>>24595695
Yes, but it's unlikely those are the only ships in the entire oversector. More will arrive eventually.
>>
Rolled 2

>>24595639
Pull back
>>
>>24595639
>[ ]Other
Offer them to stop the attack in exchange for their current data on the oversector.

If they don't agree, fire a few long-distance salvos at them, and ask again. If that doesn't work, pull back.

If the enemy has to waste ships on rescuing the crew, or restoring the facility, all the better for us.
>>
Rolled 82

>>24595873
There's the usual delay then a short data burst saying they're about to send you the data.

After half a minute you're about to order something vital on the station blown off when the download begins.
"Sir, they're sending us high resolution scans of everything within two thousand lightyears. Very high resolution. Our bandwidth can't handle the transfer. I'm splitting it between the other ships in the unit."

"They're not uploading a virus are they?!"

"No sir, but it's going to take us minutes to get everything."

"They're trying to slow us down." Says Kavos. "We won't be able to stay long enough to get everything. Our databanks do not have enough room for it all." He contacts Lt Metharom and asks for help setting up a sorting program to quickly sift the incoming data and dump what's unnecessary to help go through it all before it's time to jump.

You pull the Wing back as you're approaching the limit of your stay and make a run for the edge of the gravity well, all the while taking in more of the data. That they haven't stopped even when you're out of weapons range means they're likely worried you'll just launch SP's at them.
>>
>>24596386
"We've sifted eighty two percent of the relevant data on the Oversector. it's unlikely we'll get more. Everything we're getting now is filler on non essential locations like agro worlds."

With that you jump out to link up with the rest of the wing.

I'm going to be posting an updated pic of the oversector but I seem to be having some trouble with my computer no longer recognising some file types. I'll be back.
>>
Windows update earlier today to fix my computer problems ended up causing more computer problems.
Anyways did a system restore and it should be fixed in a bit. I'll need to stop for the night though.

>>24552225
Oversector map from here is largely unchanged except for the addition of a threat 1 planetary base/colony that produces torpedo warheads.

Please decide what types of targets you want to prioritise, be it shipyards, bases, or what have you.
>>
>>24597376
Please, don't break your computer in the dead of night just to provide a map for us.
I feel incredibly flattered, but you really don't need to do that.
>>
>>24552225
If we're currently waiting for some ships to finish repairs, it would probably a good idea to go after targets with low threat ratings. If possible, with multipe squads to lower the time it takes to finish the respective objective.
>>
One last bump, and I'm off to bed.
>>
Bump.
>>
Bump.
>>
And yet another bump.
>>
One last bump.
>>
File: 1367613226042.gif-(19 KB, 1032x695, SR-OpTyph_L08C-2 Oversector 3.gif)
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Back, and with the updated map.

Sector with the yellow exclamation mark is newly updated.

The other enemy sensor array in the lower right side of the map has a much smaller range. It can pick up ships as far away as the new sector but has difficulty with the readings until they're closer.
>>
>>24607624
I say we go after the Threat 1/hour 1 Smuggler's base and the Threat 2/hour1 Logistics base on the right. Hopefully easy picking while we try to do some more repairs.
>>
>>24608049
Sounds good to me.
>>
>>24608049
>>24608163
3rd, 4th, 5th and 6th are the most intact units overall. Ships with heavier damage have been shifted into 1st and to a lesser extent 2nd squadron.
Ships currently in 2nd squadron can enter combat but it will be at reduced efficiency. 1st squadron is on the sidelines.

How much of your force will you be sending to each site?
Do you have any particular preference for which squadrons?
>>
>>24608388
Send 3rd and 4th to the threat 2 base, and 5th and 6th to the threat 1 base. 1st and 2nd focus on repairs, preferably somewhere outside of sensor range.
>>
>>24608388
Send 3rd, 2nd, and one of the carrier squadrons to the smuggler base with the rest hitting the logistics.
>>
>>24608467
That might actually be better.
>>
>>24608600
We should probably also send one carrier squadron to eachbase.
>>
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Just realised 2 sectors have no threat/time rating. Knew I had a couple of those left over. Will correct momentarily.

>>24608467
>>24608691

Sending 2 of your Escort Carriers with the least damaged starfighter units. One will accompany each group.

If this is acceptable for 2d20 for unit effeciency.
>>
Rolled 13

>>24608960
Rolling.

>1
>>
Rolled 6

>>24609026
>2
>>
Rolled 10, 17 = 27

>>24608960
Sounds good to me.
>>
Rolled 11, 3 = 14

>>24608960
Go discipline!
>>
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You resume contact with Mike and Alex nearly thirty minutes ahead of schedule. The Smuggler base they'd gone out to hit was partially abandoned. Or it had seemed as much until they bombarded the locations still potentially usable by the enemy. The Smugglers had deployed holgraphic shrouds to hide their strength and light transports along with some Frigates were still parked on the ground. Those that didn't flee were disabled on the ground. The planet's atmosphere is toxic which will hinder repair efforts. Local structures are now compromised and won't be able to provide protection or a place to repair ships.


Arthur, Verilis and Thal arrive a bit later. The smuggler base proved no match for two squadrons with starfighter backup. Getting out of the area without being detected took almost as long as the actual engagement.

"We saw signs of enemy ships moving towards our general area, but once we got outside the range of the sensor array it became pretty clear they were just guessing at our movements." Says Arthur.

"Perhaps we should stay away from that area until the rest of the unit is patched up sir?" Suggests Verilis.

Your next targets?
>>
>>24609724
How far are the repairs along?
>>
>>24609763
They've had 45 minutes. Not far.
>>
>>24609855
Hmm, okay.

>>24609724
3rd and 4th to the threat 1 / time 3h smuggler planet to the west of the map, and 5th and 6th to the threat 1 / time 4h smuggler planet to the north.
>>
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Note: Sonia and the EX-K will wait in reserve with 2nd squadron unless players state otherwise. The damaged phase cannon requires 5 more hours work while the (non essential) damaged drive plates will need 4 hours. The still working drive plates will be rearranged and the remains of the destroyed ones relocated.
It is not possible to repair the plates themselves once broken they'll need to be reprocessed by a friendly House, Faction or the Navigators Guild. I'm surprised this hasn't really come up before.


>>24609949
Any objections to this plan?
>>
>>24610360
>If not roll 2d20

How did I miss that?
>>
Rolled 16

>>24610389
It was my suggestions, so I'd prefer some input form the other players. However, I might just as well do my rolls now.

>1
>>
Rolled 2

>>24610426
>2
>>
>>24610439
Ouch, hope somebody will manage to improve upon that roll.
>>
Rolled 3, 5 = 8

>>24610389
Go team dominion!
>>
Let's hope our last chance at the second roll is decent...
>>
Rolled 20, 18 = 38

>>24610389
>>
>>24610662
What a lovely set of rolls.
>>
>>24610662
"Captain, the natives surrendered, showered us in gifts, sent us their virgins..... AND their sluts."
>>
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>Multiple stacking bonuses for everyone
Oh boy.

Arthur's half of the Wing returns first nearly two hours early.
"Captain, the natives surrendered and were so afraid we were going to bomb them into the stone age they offered to shower us in valuables, send us their vir-"
"THE SITUATION..." Interrupts Verilis, "... is taken care of sir. We had them bring their ships into orbit then eject their drive plates and spare core components they had in storage. We've towed the gear to a marked location in deep space for later recovery. It turns out they don't have much in the way of communication with the pirates in the area and didn't have any long range com arrays. They'll surrender to the allied fleets when they arrive."

"Good work all of you. How many drive plates did you get?"

"Enough to equip two squadrons of corvettes sir!" Answers Thal.

Kavos does some quick calculations. "Even without all of the cores, that's more than twenty million worth of components!"

Alex and Mike return only a few minutes later.

"I think 6th squadron could have handled this on on it's own sir." Says Alex once you resume contact. "Most of our time would have been spent getting into range at sublight. That planet had a ton of moons. Think that corvette shipyard we attacked but trade the gas giant for a low density rock type. My unit and some of the fighters spent most of the time acting as a distraction for the orbital defenses but really they weren't anything special. Bombarded the half buried base structures from orbit with mass drivers."

A few of the less damaged ships now have their hull breaches patched and are ready to return to combat.

Anything you want to say to your pilots about the haul?

Also select what sectors you'll be hitting next.
>>
>>24611322
>Anything you want to say to your pilots about the haul?
Once we stop drooling? The did excellent work, managed to acquire incredibly valuable resources without causing any damage, and did not receive any damage. I have no clue how the dominion military works, but I'm sure they do at least deserve a commendation for that.

>Also select what sectors you'll be hitting next.
The Threat 1 / Time 3h logistics asteroid/planetoid/moon north-east to the id of the map. And the threat 1 / time 3h mining operation to the south-west edge of the map. It should be just outside of range of the second sensor array.

Same setup as before, I don't really care who's going where.
>>
>>24611519
I'm fine with the targets and the telling our men they did a good job.
>>
>I have no clue how the dominion military works, but I'm sure they do at least deserve a commendation for that.
Normally there's a substantial bonus to a unit's paycheck when things are captured. That money you've been raking in isn't just from armor company dividends. A better question is, will you award the payout to those who were involved or the whole Wing?

So far with the exception of the initial attack on the sensor array you've been focused on smuggler and logistics bases, but are now are adding mining bases.
Is there any kind of underlying strategy beyond attacking those with the weakest defenses?

Let's get a roll of 2d20 for unit efficiency in the attacks.
>>
Rolled 15, 3 = 18

>>24612000
roll
>>
Rolled 9

>>24612000
>Is there any kind of underlying strategy beyond attacking those with the weakest defenses?

I have to admit, there isn't much thought behind this other than finishing sites with a low threat and high time rating while staying out of the range of that last sensor array,
The basic idea is to use overwhelming force to cut down the time needed, while keeping our ships from getting damaged.

>1
>>
Rolled 11

>>24612137
>2
>>
Rolled 12, 16 = 28

>>24612000
I would say binding our time until we are back to some sort of strength and then hit the harder targets. Maybe even attack the shipyard in the area.
>>
>>24612222
That torpedo production planet is probably a good idea as well.
>>
>>24612137
>there isn't much thought behind this other than finishing sites

Well, at least we're crippling their supplies and sowing confusion. I wonder if the pirates will divert any forces away from their main fleet to deal with us? If they did, that'd be a useful diversion for our main fleet.
>>
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3rd and 4th head for the logistics base, anticipating the need for heavier fire power. Intel was on the money and the logistics base has been built inside an asteroid that was likely tunneled out by older style mining operations some time back.
Combined firepower from the squadrons with the occasional plasma cannon shot thrown in was enough to crack open a weaker point in the rock. After that starfighter squadrons were sent into the base to destroy it from the inside.

"We might have been at that one for awhile without the extra ships sir. Then again we didn't really want to waste SP's with the stockpile to low. That could have shaved some time off even with a single squadron present."


Alex and Mike return as well, successful in hunting down and crippling ships taking part in a mining operation. It was scattered around the belt of a system meaning that it was more difficult to keep the ships from broadcasting a distress signal. Still they pulled it off and evacuated the area.

One of the Rovinar ships decloaks. It must have been off elsewhere.
New Intel: The locals are forming up a new response fleet. Once ready they'll no longer wait for you to enter the range of the remaining sensor array. They're bringing in numerous scout ships which will check systems in the area the fleet is operating in.

Threat level increased to 7 for the shipyard until the fleet deploys.
>>
>>24612991
>Threat level increased to 7 for the shipyard until the fleet deploys.
How high wil the threat level for the shipyard be without the fleet? Back to 6, or lower?

Anyway, I would suggest sending all our non-damaged forces to the threat 3 / time 1 logistics planet to the north of the map.
>>
>>24613183
Lower. Probably. You hope.

>>24613183
If there are no other suggestion make your roll 1d20.
>>
Rolled 17

>>24613215
Rolling.
>>
Rolled 19

>>24613215
>>
Rolled 6

>>24613215
Rolling.

I suggest our next target after this should be the other array
>>
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The logistics base consisted primarily of a number of factories located near the base of a orbital tether. While the local colony had been evacuated long ago for some reason or another manufacturing was restarted by the pirates. A nanofiber products manufacturing line was the main ground side target while the cargo transfer station at the top of the tether was the main one in space. There were other factories as well on the ground.

The operation is successful but there seems to be some lasting damage beyond anything the ships may have taken. Apparently Mike nearly disobeyed a direct order Arthur issued not to destroy the tether. The factories and even the station could be easily repaired even if it might take awhile but tethers are trickier. If the planet is captured by the factions later it could prove invaluable.

Mike, on a flanking maneuver while the main force engaged the local defenders, argued it would be easier to simply sever the connection and be done with it. With a limited window in which to fire he launched torpedoes before receiving permission to do so. Arthur reissued the order not to attack the tether and Mike ordered his torps to self destruct. The shrapnel still caused damage meaning the lifts will be unable to use the tether anyways until it's repaired. That cant happen until the station is replaced.

All objectives were completed and then some but neither of the Knight Lt's that were present are happy Mike disobeyed orders.

This is unrelated to the roll.

What do you plan to do about it?
>>
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Also I should probably stop here for the night.
>>
>>24614144
Gonna have to issue a reprimand.

No loss of privilege or direct consequences, but it goes on his record.
>>
Rolled 4

>>24614144
>What do you plan to do about it?
Sleep on it.
>>
>>24614371
Touche
>>
>>24614144
Might want to talk with Mike about it over a private channel.
No need to give him a formal reprimand.
>>
>>24615634
At the very least, we should look into the matter. If this was a simple mistake, that would be one thing. If this was the result of an attitude of disrespect on Mikes part, that could pose a future problem.
>>
I will most likely be unable to bump the thread during euro hours today, so I'd be grateful if somebody else could keep this afloat until TSTG comes back.
>>
Bumper carts
>>
bump
>>
>>24612000
>A better question is, will you award the payout to those who were involved or the whole Wing?

I think something like 66% to the units involved and 33% to the wing would be fair. The people who did the work still get most of it, while it fosters the idea of being part of something bigger.
>>
Afternoon bump
>>
>>24614144
>What do you plan to do about it?

Ask Kavos for advice. What's the usual punishment for this?
And we should probably ask for detailed statements from Mike and Arthur about the situation.
>>
>>24614144
Bump.
I've been wondering OP, aren't we stealing a bit much of your time by dragging out the threads over so many days? Not that I don't appreciate it, but I'm afraid we might cause burnout.
>>
>>24610360
So our house does not have the ability to reprocess drive plates?

At least not so far away from our worlds and yards.

Thus we need either more industry and investment in FTL related production (so we can just stock on spare parts) and logistics ship/ tenders...


also props for awesome story. I did not manage to get in the last three threads on account of no working internet at home, but reading them on the archive is always awesome.

And happy Easter Holidays to all who celebrate the orthodox ones.
>>
>>24626030
Or we can just pay other people to do it and keep investing our money into the things we are good at like attack cruisers.
>>
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>>24625948
>I've been wondering OP, aren't we stealing a bit much of your time by dragging out the threads over so many days? Not that I don't appreciate it, but I'm afraid we might cause burnout.
What's the worst that could happen?

>>24626030
>So our house does not have the ability to reprocess drive plates?
Actually reprocessing is much more difficult than the initial production. Drive components slowly decay down to a denser state with use.
It took the Terrans nearly 60 years to determine how to produce plates themselves and wasn't until after their First Interstellar War that they developed early reprocessing. If they hadn't their economy would have collapsed from the sheer number of irreplaceable FTL ship's they'd lost over the course of the war.

Most of the larger Houses have some reprocessing facilities but they're few in number. House Jerik-Dremine normally trades with the Ruling House though not always.
>>
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>>24622319
>I think something like 66% to the units involved and 33% to the wing would be fair. The people who did the work still get most of it, while it fosters the idea of being part of something bigger.
I'll be putting a survey up for this at some point probably. Any other suggestions?


>Ask Kavos for advice. What's the usual punishment for this?
"A reprimand would be appropriate for the moment since we are still in enemy territory. He could be charged with negligent discharge and willfully disobeying a superior officer. Both are not good. He's been Knighted so he can't be demoted but he could certainly be fined or given a black mark on his record. If you believe he has an inclination towards repeat offence in the future he can be pulled from combat until such time as a trial by court martial can be prepared.
As the Unit's commanding officer while on field deployment the decision on what form of disceplenary action taken is yours."

>And we should probably ask for detailed statements from Mike and Arthur about the situation.
It's more or less what you heard before. Mike admits that he didn't agree with the order and tried to argue against it. Given the limited amount of time in which to act he went ahead and did what he felt was the best course of action.

Your other Knights were all occupied with fighting the station defenders at the time and so didn't initially respond to Mike's request.
>>
>>24627797
Let's just slap a fine on him.
>>
>>24627797
>As the Unit's commanding officer while on field deployment the decision on what form of disceplenary action taken is yours.
He'll be flogged while tied to the outside of his ship, while only wearing his underwear and whatever's necessary to survive in the vacuum. Televised wing-wide.

How bad is the reprimand, exactly?
And could it be that Mike just doesn't work well with officers like Arthur? Maybe keeping these two away from each other would be beneficial in the future?

>>24627966
The fine sounds good, but I think we need something to please Arthur's ego as well.
>>
>>24627797
How about we hold off on what exactly the punishment will be since we are in the field and leave it for after we are on to our next objective or after the operation entirely.
Make it clear he is not getting off the hook and if he does anything like this again while we are on this operation there might be dire consequences.
>>
>>24627998
>>24627966
The only problem with fines is they aren't that effective. It's not that effective as a form of punishment unless it's a very Large fine, but even then it might not cure the underlying behavioral problem.
>>
>>24628404
It wouldn't be an insignificant fine, he knows he was in the wrong, but given a less time-constrained scenario, he might have been able to voice his objections.
>>
>>24552225
Survey is up. I've seen people do this in other threads. Lets see if it works.

http://www.surveymonkey.com/s/WNCBLSW
>>
>>24627966
>>24627998
>>24628323
>>24628404
>>24628553
The problem in this situation is that Mike disobeyed a direct order in a combat zone. More problematically, he feels no remorse about doing so. It's lucky that he made Knight, because that's the kind of shit that gets you removed from command in modern militaries. No idea how to punish him in respect to Dominion feudal hierarchy, though.
>>
>>24628702
It works! Are you a wizard?
>>
>>24628791
I think we need to strike a balance between not ruining Mike's career, and still making it clear we don't accept this kind of behaviour, from anybody.
>>
>Hold off until after operation completion, strong warning until then

You step off the bridge and head back to your office then contact Mike.

Once the connection goes through you can see he's bracing for the inevitable shitstorm.

"Mike you're probably one of the best damn pilots I've ever seen but you definitely fucked up this time. What I should be doing is kicking your ass right now and broadcasting it to the rest of the Wing. But I'm not going to do that. Why am I not going to do that Mike?"

"...because its never going to happen again?"

"Exactly. Now the charges against you are rather serious but we don't have time to deal with that shit right now, we have a war to fight. So we're going to set this whole thing aside until the operation is over and then all of us are going to find a solution. Until then you're going to follow orders."

"Even if they're bad ones?"

"You can try and convince a superior otherwise but if they don't change it you still have to follow the order. If this happens again your career being destroyed would be just the start. This is basic stuff Mike. Just because you're a Knight doesn't mean the rules no longer apply to you. Even a noble, which you now are, can be tarred and feathered."

"Right." He seems to be staring off as though thinking about what you've said.

"You have any other problems with Arthur I should know about? Or any of the others for that matter?"

He shakes his head as though to clear it. "What? N-no I just... it just seemed like it would work out better if we did it my way. I guess I'm just not thinking straight right now."

"Get it together. We still have half a day's fighting before the main fleets arrive and we can take a few hours rest. Now let's get back to work."

Was this an acceptable warning?
>>
>>24630126
Fine for me.
>>
>>24630126
Seems like an acceptable warning to me.
Now, time to get back to destroying all infrastructure!
>>
>>24630126
I'm okay with that. We should, however, probably keep the two on opposite sides of the battlefield if possible.
>>
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Map updated!

Select the sectors you plan to hit and what forces to send against them.
>>
>>24630370
The repairs should be finished about now. Has everything been patched up?
>>
>>24630370
All but 2nd squadron and one carrier to the remaining sensor array.

2nd squadron and one carrier to the 1/1 logistics base nextdoor
>>
>>24630492
I can go along with this.
>>
>>24630492
Probably a good idea to get that out of the way before that fleet becomes operational, we should probably be careful, just in case those guys do show up while we're busy fighting our targets.
>>
>>24630442
also if they clear the logistics base before we clear the array they can hit the 1/1 smuggler base right there in the neighborhood
>>
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>>24630442
>The repairs should be finished about now. Has everything been patched up?
The EX-K is in working order. Armor breaches have been filled in with scrap and reserve supplies but are not nearly as sturdy as before.

The damaged but still operational ships moved to 2nd squadron are capable of combat, and even have a few of their weapons repaired that were damaged. There's nothing to be done about destroyed sublight drives though. Because of this they still operate at reduced speed. It shouldn't cause too much trouble though.

What did you want to do with the 2 Rovinar ships that have been hanging around?
Will you be going with the main group or 2nd squadron?
>>
>>24630653
Go with the main group, bring the Rovinar ships with us as we are more likely to need them.
>>
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Roll 1d20 for 2nd squadron.

Arriving at the edge of the system you realise there isnt much time before any response fleets start heading in your direction.

The sensor array is located above an airless world that's in a close orbit of its parent star. While it initially seems to be tidal loced instead it turns out that its orbit is quite slow. The surface has a network of superconductor conduits running all the way around the planet. This network is providing power to the station and much of its systems using the temperature difference between the day and night side.

"The planetary shields have a lot of coverage but there are areas where they're much weaker. They have plenty of backup shield generators though. It looks like they've converted the hulls from two of those battleships we've fought into mobile factories that produce generators and superconductor segements from local resources.
The spare generators can actually project an additional shield around the sensor station but to do that it looks like they'd have to cut power used to operate the array."

Your orders?
>>
Rolled 7

>>24630985
>>
Rolled 6

>>24630985
>>
Rolled 7

>>24630985
Rolling.
>>
>>24630985
>Roll 1d20 for 2nd squadron.
>7
>6
>7

Wow, let's hope Daska and Drake make it out of there without any losses. Hopefully the carrier will help.
>>
>>24630985
Start hammering dem shields before the response fleet gets here
>>
>>24630985
So we can either disable the station directly, or its support infrastructure on the planet. What kind of defences does this installation have?
>>
>>24631061
>What kind of defences does this installation have?
Seemingly very little. Most of the station's mass is made up of arrays of sensors and solar collectors.

The Rovinar calculated that four of your squadrons should be able to hammer down sections of the planetary shield in a little over an hour. Ground attack fighters could then damage or destroy parts of the superconductor network depriving the station of much of its power.

Then again you could also use SP weapons.
>>
>>24631166
How do the station's shields compare to the ones protecting the planet?
>>
>>24631220
They're sturdy enough on their own and would need 2 squadrons to batter down. However, with the ground based generators assisting them and being able to switch between them through restarts the shield could stay up for many more hours.
>>
>>24631257
The planetary shields seem to be our best bet in that case.
>>
>>24631340
I agree.

Heading off to bed. Good luck!
>>
>>24631340
Phase cannon and conventional torpedoes only?


Roll for bombardment 4d20
>>
Rolled 11

>>24631469
Yeah, I'd suggest to stick to these for now.

>1
>>
Rolled 6

>>24631504
>2
>>
Rolled 9

>>24631512
>3
>>
Rolled 18, 13, 14, 13 = 58

>>24631469
!
>>
Rolled 12

>>24631527
>4
>>
>>24631543
Nice.
>>
Rolled 14, 18, 1, 13 = 46

>>24631469
>>
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I was about to say: Wait if we stop now before auto sage we can run this tomorrow for several hours! Well we're past it now.

http://www.youtube.com/watch?v=sapgqKLj4cI

"Keep the Carriers back until we're close to breaching the shields."

Jumping in system with the jammers on full the Wing moves in and opens fire on the planetary shield. The station begins to fire missiles but there's so few of them that it shouldn't really factor in.
"Centurions hold your plasma cannons in reserve. We'll need them once the response fleet gets here."

"Movement from the station."

You look over in its direction and zoom in. The solar collectors are changing shape and turning reflective.

"Prepare to go evasive. That station might try to go deathray on us."

Most of your ships begin to position themselves to provide a smaller profile towards the station. Bombardment is going according to plan. 3rd and 4th squadrons, bolstered a bit more with ships from 1st are dealing quite a bit more damage. Overall the shield should be down slightly ahead of schedule.

The station mirrors attempt to focus in on your ships one at a time but your people are able to use the TAP upgrade to their HUD to get out of the way before taking much shield damage.

"Sir, some of my people are seeing ground based observatories near the superconductor grid turning towards us"

>What do?
>>
>>24631853
>>What do?

Can we disrupt them with nukes?

>I was about to say: Wait if we stop now before auto sage we can run this tomorrow for several hours! Well we're past it now.
I can try to delete a few bumps to get us under the autosage limit again. Or you can just enjoy your days off.
>>
>>24632072
>Can we disrupt them with nukes?
The observatories are under the planetary shield.
Roll 1d20 perception.

>I can try to delete a few bumps to get us under the autosage limit again.
I don't think it works that way unfortunately.
>>
>>24632134
>Roll 1d20 perception.
Rolling.
>>
Rolled 13

>>24632143
>>24632134
Derp.
>>
>>24632134
It seems like I'm the only one here right now. If everybody else has left, would you mind continuing on Tuesday?
I always hate missing part of the quest, I'm sure the same applies to the others.
>>
Rolled 8

>>24632134
>>
>>24632247
Was running out of steam anyways.

See you guys on Tuesday!
>>
Rolled 5

>>24632134

I am also here
>>
>>24632409
But this is fine, I've got exams to prep for anyway.

Thanks for running
>>
>>24632409
Thank you for having us, TSTG.
>>
>>24632409
Thanks for running this TSTG!



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