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File: 1367953068264.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 continued your second day's fighting in the opening wave of Operation Typhoon. With only a few minor exceptions 3rd Wing struck most of it's targets in the first sector before moving on to the second. As before 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 infiltration 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.
>>
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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.

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 )

We left off attacking the remaining enemy sensor array in the oversector.
>>
>>24684671
IT'S H&D TIME!
>>
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Jumping in system with the jammers on full the Wing moves in and opens fire on the planetary shield. The orbiting sensor 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 still 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 light from it's mirrors 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" Says Verilis.

You take a look but it seems they're protected by the shield so you can't just nuke them.
"Arron, those observatories on the surface, they're not weapons are they?"

"No sign of particle beams or phase cannon assemblies. I'll keep an eye on them though."
>>
http://www.youtube.com/watch?v=7DvBCOBm6E8

A few seconds later alerts pop up on your displays warning about increased heat and radiation. It's a slow rise at first but soon the levels are beginning to spike.

"Aaron?"

"Shit, uh it's the observatories! They're firing wide aperture lasers at us!"

Kavos speaks up next. "Their planetary shields are shifted to allow light through but will still block phase cannons and solid objects."

"All ships continue to evade."
It will be much more difficult dodging fire from two directions.

Roll 1d20 for evasion.

Your orders?
>>
Rolled 3

>>24684842
Split into two groups and draw the fire away from each other?
>>
Rolled 5

>>24684842
Split up to make it harder to hit us, but make sure to keep up the pressure.
>>
Sorry, did you want to continue the bombardment of the planetary shield, switch to using SP's on either surface targets or the station?
Or something else?
>>
>>24684973
I say continue bombardment as it's just a matter of time until we have them down.
>>
Rolled 14

>>24684842
>>
>>24685021
>>24684973
>>24684951
Thank god for that 14. I don't want to see what would have happened with that 3 or 5
>>
Rolled 4

FUCK YEAH HOUSE AND DOMINION!
>>
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Rolled 6

http://www.youtube.com/watch?v=KHfXYUG8MoA#t=6m15s
Only laser video I knew I could find.

"Keep on the fire. Corvettes try to use the Cruisers for cover."

Kavos is typing away at his controls with several more screens open than you normally see.
"Attempting to modify shields to better deflect light. New current configuration will be weaker against kinetic damage. Should reconigure once enemy ships arrive."

"Got it!"

The good thing about lasers is that they have little or no ability to penetrate starship armor. One of the earliest problems the Terran faced when fighting the Kavarians was their far more advanced armor technology. While your anti-torpedo armor might not be able to conduct the heat between other plates as easily there is enough bleed off that they'll survive a couple of seconds if exposed to direct laser fire.

"Hafnar any indication that the other response fleet is headed here yet?"

"No sir, but there's a chance they're still waiting to build up more ships."


>Hope for a low roll
>>
>1k phonecalls later

You continue to drop fire on the planetary shield until a section of it weakens. The groundside defenders will have to stop protecting the station soon if they want to keep it from failing.
A fireball appearing on the surface shows that they're not going to be able to keep the shield up for long. Busts of phase cannon fire is starting to get through in places.

"Just a little more." You whisper.

"Still no sign of the enemy response fleet."

A dozen cannon shots break through, pulverizing the airless surface and throwing up clouds of dust and bits of molten rock.

"Partial collapse!" Reports Arron.

"Launch starfighters!"

How much of your starfighter forces will you be sending down to the surface? Will you be keeping any in reserve?

Attack targets
[ ] Superconductor network
[ ] Mobile construction vehicles
[ ] Lasers
[ ] All of the above
[ ] Other
>>
>>24685876
>[✔] Superconductor network
>[✔] MCV's
>>
>>24685876
>[ ] Other

Have we heard anything from the squadron we've sent to the other system?

>How much of your starfighter forces will you be sending down to the surface? Will you be keeping any in reserve?

Do we have any clue how much resistance they will face?

>>24685914
Sounds good to me.
>>
[ ] Ground base shield generators
>doh!


>>24686014
>Have we heard anything from the squadron we've sent to the other system?
The regular scheduled contact once per hour indicated 2nd squadron was behind schedule but not badly so.
Other than that you're out of contact because of jamming used by both groups.

>Do we have any clue how much resistance they will face?
There's the ground based lasers and any air defenses the MCV's might have. There's no sign of any fixed starfighter bases but that doesn't mean the vehicles don't have some.
Other than that no.

http://www.surveymonkey.com/s/7NLNKVP
>>
>>24686307
>2. How much of your starfighter forces will you be sending down?

I voted for 5, but we should keep cycling out fighters as soon as they take damage and replace them with aircraft from the squadrons held in reserve.
>>
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Gone for dinner, back in a half hour.
>>
>>24687037
I'm going to bed and I'll miss all the exciting fun...
>>
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Rolled 63

Nearly five full starfighter squadrons get clear of the escort carriers and other ships, making their way towards the gap in the shield. Phase cannon fire continues to batter the planetary defenses, keeping the hole open and occasionally blasting out craters in the surface. With the lack of an atmosphere to worry about wrecking your people couldn't care less about missed shots striking the ground.
Kavos and Hafnar work out the best way to set up clear fire lanes so the fighters can reach the surface and not have to worry about being hit by stray cannon fire.

"Your primary targets are the superconductor network and the Mobile Construction Vehicles. Take them out and don't worry about collateral damage."

All squadrons are sent target data on the ideal points to sever the network. There's more than a dozen sites that need to be hit before the MCV's are factored in.

Roll 2d20
>>
Rolled 8, 8 = 16

>>24688019
>>
Rolled 12, 8 = 20

>>24688019
>>
The starfighters reach the gap, using the hanging clouds of dust for cover then spread out. Your few ground attack fighters are included among their number but most of them are interceptors carrying nukes and other stores. A handfull of attack bombers with full torpedo loadout go with them.

Below the shields the ground based lasers turn their attention towards trying to swat down the pests before they can cause too much damage. For the most part the fighters are too small for the turrets to target effectively. While your pilots don't go out of their way to attack the turrets they still fire at any in their way.
Bright flashes from nukes going off light up the surface.
"Remind me to wait a few years before buying property here."

"Detecting a drop in the output of both the lasers and the station shields."

"This is Interceptor Lead One to Captain Reynard, the superconductors tough sons a bitches. Must be to survive on the day side. Be advised it could take us a bit to punch through them all."

You tell him to do what they need to then glance at the long range sensors. Sill no sign of the response fleet yet.

The rest of the starfighters reach the first of the two MCV's. Some of the Interceptors and bombers fire off torpedoes while evading point defense.
>>
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With attacking on both the MCV's and the superconductors having difficulty some of the interceptor pilots eventually try for some alternate solutions. Climbing to altitude a few of them dive towards the ground launching their missiles or torpedoes. With their sturdy out casings the weapons penetrate the surface before exploding, blasing sections of the metal conduitsw upwards and outwards.

"That works. Interceptor Lead One to all units, if you're having trouble with the network, or the MCV's point defense is too heavy to risk going under the shields fire missiles at the ground in front of it."

Watching the fighters attacking the mobile factories you stt the baombing swing around to the front face and launch torpedoes at the surface. Four torpedoes go off at once acting as a nuclear landmine. The rock, debris and concussive shock is enough to wreck the forward legs used to propell the vehicle on the surface. A few more hits and the MCV collapses. It will likely be trapped on the surface when that part of the planet enters daylight. One down one to go.

"Partial failure of the superconductor network. They're still working on the rest but its enough that the station shields are no longer reinforced." Says Arron.

[ ] Shift fire to the station
[ ] Keep fire on the planet shields until the fighters are out
[ ] Keep some ships bombarding the surface shield, most concentrate on the station
[ ] Other
>>
>>24689380
[x] Keep fire on the planet shields until the fighters are out

Give them time to get those superconductors down.

On a side note, does our House make use of MCVs?
>>
>>24689821
Large civil engineering companies make use of similar vehicles in the creation of structures and buildings.
Most of the largest skyscrapers are either built in orbit using shipyards lacking starship contracts, using MCV's, or built the old fashioned way with cranes.

The MCV's here are bigger and more versatile, likely able to be self sufficient for long periods of time. The down side is that they're taking up a pair of battleship grade starship hulls which makes them expensive.
>>
>>24689821
Supporting this.

And now, I gotta sleep. Good luck!
>>
>>24689974
>The down side is that they're taking up a pair of battleship grade starship hulls which makes them expensive.

Sounds like it might be worthwhile to salvage them, but I doubt we could spare the power and the time required to lift one out of a gravity well and transport it to a friendly station. That's a shame.
>>
You keep the pressure on the shields, giving the fighters a few more minutes to finish off the network. It takes just a few more minutes then the shields begin to fail as they suddenly begin to run out of power.

"All planet based generators are now operating on secondary power reserves. A light attack ship equipped with FTL just launched from the second MCV and is headed for the other side of the planet."

Your fighters are about to take down the second MCV while the others are returning to orbit to rearm and refuel. Do you want to send anyone after the escaping ship?

Meanwhile that station needs to be attended to before anyone shows up.

[ ] Send pursuit (While fleet attacks station) Roll 2d20
[ ] Ignore it, we have a station to finish roll 1d20
[ ] Other
>>
>>24690357
[x] Send pursuit (While fleet attacks station) Roll 2d20

Order the LAS to surrender, and continue to do so until it's forced down or destroyed. I'd like it to be taken intact just so we can know what it was up to.
>>
Rolled 4, 2 = 6

>>24690357
>>24690691
And here are the dice I forgot.
>>
Rolled 17, 8 = 25

>>24690357

[x] Send Pursuit while fleet attacks station
[x] authorize SP torp use vs fleeing ship if needed

Better to destroy it with all hands than to let something important escape.
>>
Rolled 8, 17 = 25

>>24690357
>Pursuit
The fuck if we let them get a status report or a full accounting or get away with
something relevant.
>>
Rolled 13, 15 = 28

>>24690720
>>24690754
We could force them to be boarded or blown to bits...
>>
>>24690763
Since we do so much of that, we should just standardize our surrender command.

"You have two options:

1. Welcome our marines with open arms.
2. Die in the airless void."
>>
"Sixth squadron, stop that ship before it can jump!"
"On it." replies Mike.

The six Cruisers split by pairs then head for different points on the horizon, likely hoping one of them will have a slightly better arc.

Everyone else turns their attention to the station. Phase cannon batter the shields and are joined by pulse cannons as your ships move in closer. Starfighters launch the occasional missile or torpedo as they return from the surface.

"Second MCV is down, starfighters returning to carrier."

The shields are just past the halfway point when you hear the word you've been dreading.
"Sir, I'm detecting a possible contact on long range sensors."

"How far out?"

"Reversion will be at the edge of the system." Replies Hafnar. "In ten, nine, eight..."

[ ] Continue conventional bombardment
[ ] Overcharge cannons
[ ] Fire SP's
[ ] Other
>>
>>24691216
[x] Fire SP's

Take a few extra seconds to make sure they're aimed for the most critical points we can find. We don't want to waste any with an enemy fleet incoming.
>>
>>24691216
>Fire SP's!
>>
>>24691216
>[+] Other
Linda! What do your navigator sensors see?

>Can she give us an estimate what's exactly arriving? Numbers, tonnage etc.
>>
"We're out of time. Target key structural elements then fire SP's!"

Your torpedo launchers cycle then blink to ready status. A dozen SP's streak out and slam into either the station core or the structural elements supporting the arrays. The collectors and sensors are ripped clear off by the blasts, half of them spiraling off towards the planet, now caught in the gravity well. A few more torps launched a bit late catch up and widen the existing breaches in the main hull. Atmosphere and fusion plsama stream out of the holes.

Remaining station shields fail seconds later and phase cannon fire starts to burn lines in the outer armor.

"Everyone out of the gravity well and prepare to jump. Mike, if you cant get the ship secured soon just blow it."

"Oh no." you overhear Arron mutter.

"What is it?"

"A bunch of Sydney class backed up by battlecruisers aligning for a microjump in system. They also have a pair of the new model carriers that some of the larger Houses have been working on. Their armor looks non-standard so I'm betting they were stolen out of a shipyard while incomplete."

"Send me the data." Says Kavos. "They were designed to be more resistant to SP torpedo attack without the assistance of Kavarian Armor tech. Transverse bulkheads everywhere. People questioned if it would impede flight operations but no public response ever given."

"All ships except for 6th squadron ready to jump sir." Reports Arthur.

Your orders?
>>
>>24691817
>"All ships except for 6th squadron ready to jump sir." Reports Arthur.

How much time does the 6th squadron need?
>>
>>24691858
"Less than thirty seconds." Replies Mike. "We're fast enough to escape even if they jumped on top of us."

6th squadron would be within line of sight of the the enemy response fleet if they made a direct jump to the planet.

[ ] Jump the rest of the Wing
[ ] Wait
[ ] Other
>>
>>24691938
Can we just order 6th to jump from their current position?
>>
>>24692021
They're inside the gravity well because they were chasing the other ship. They need a few more seconds.
>>
Going with
>[+] Wait
in that case.
>>
Slow night, I guess. Bumping just in case.
>>
[X] Wait
Can't leave them behind after all.
>>
>>24691938
[X] Wait
Leave no man behind.
>>
Bump.
>>
Okay, there was a power outage last night that blacked out a couple blocks.
It stuttered on and off a few times as well so It may take me a bit to get my main machine back in order. We'll see.
I'll be a few hours at the very least then I have to leave for work for another couple of hours.
>>
>>24699358
Bump.
>>
>>24699358
Ah, okay. I'm glad it was nothing too serious.
>>
http://www.youtube.com/watch?v=Zz98JmXMvMo


"Standby to jump but hold until we're all ready. 6th Squadron get your asses out of there."

"We're almost out." Says Mike. "We already had troops on that ship when you called for jump out, there wasnt time to pull them back."

Eight Sydney class ships jump in behind you, closer to the planet having been dragged out of FTL by the gravity well. Four Kavarian battlecruisers and two Razor battlecruisers are with them. Light attack ships, mostly Scarabs, detach from the larger ships while they come about. Beam and pulse cannon fire fills space between the two groups. Damage indicators for most of the wing light up. Those Sydney class pack a punch and they haven't even brought their main guns to bear.

One of your ships loses shields and has to jump early, followed by another just a second later.

"Clear!"
"Punch it!" You order

You're into the lower end of your secondary shield by the time you jump out. Reverting to real space at the edge of the system you do a quick check for damage while preparing to leave the area.

"This is Alex, one of my people didn't make it. One of my corvettes took a bad hit to their engines and lost their drive section. We were already in mid jump and couldn't abort. Do we go back for them?"
>>
>>24701449
Oh fuck. Is there anything we can do for them?
>>
>>24701449
I think using a Rovinar cloaked ship to extract the corvette crew is the best option, if it's available.
>>
>>24701449
I doubt we'd be able to repair them in the short time we'd have available if we went back. Don't like it, but I think we'll have to abandon them, unless there we've got SP torps or something left?
>>
>>24701534
Well you could go back and try to grab the ship and tow it out of there but that would require fighting the response fleet.

>>24701561
Do this?

>>24701563
>unless there we've got SP torps or something left?
You have 18 volleys remaining.
>>
>>24701580
>>>24701534 here

I think >>24701561 is a good idea, if it's possible. The fleet would probably cause some serious damage to us in an open engagement.
>>
>>24701561
I'll support this.

Could we give the Rovinar some of our SP torps in case they get in a tussle? That'd put the hurt on that fleet.
>>
Rolled 44

>>24701663
The Rovinar ships have their own SP's which are incompatible with your launchers. The reverse is also true, they can't fire your torps.
This was the reason behind selling marked Rovinar SP's to the pirates.

You ask the Rovinar if they could send a ship back to try and recover the crew if possible. They're reluctant, but agree to checking the wreckage at the very least.

Roll 2d20
>>
Rolled 7

>>24701715
>1
>>
Rolled 17

>>24701747
>2
>>
We have another 2 sets of rolls for this, don't be shy.
>>
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see you guys in a few hours.

Pic unrelated.
>>
Rolled 7, 3 = 10

>>24701715
>>24701863
Yeah, I'll try rolling as well.
>>
>>24701910
Ouch. Let's hope another person rolls.
>>
Rolled 17, 15 = 32

>>24701715
>>
>>24701884
Bump
>>
Bump.
>>
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"Sir the response fleet is scanning the edge of the system. We'll need to relocate soon."

"Linda plot another microjump but keep it within the system. Transmit to all ships and make preparations to jump. If it looks like they've detected us we'll hop to the next location."

You end up making the smaller jump then wait a few more minutes. Eventually you receive a coded transmission that they'll meet up with the rest of the Wing and 2nd squadron. Your squadrons make a few more jumps in different directions to lose any pursuers before arriving.
2nd squadron is on station, still looking a bit beat up but not too much more than before.

"Did you find any survivors?" You ask once the Rovinar ship decloaks.

It seems most of the crew abandoned ship using the emergency teleporters. The wreckage of the corvette could be salvaged later but not while the response fleet is nearby. A dozen crew that didn't make it off with the teleporters were able to jump over to the Silent Hunter while it was holding position nearby. With its current orbit the corvette will strike the surface of the planet or one of the few remaining shields within the next month.

Was there anything else you wanted to do in regards to the downed pilot(s) and/or crews?

If not select the next sectors you want your people to attack.
>>
>>24707517
That should read 11 Hours remaining.
>>
>>24707517
Is the Shipyard still a 7?
>>
>>24707517
Can't think of anything.

I wouldn't mind attacking those two sectors in the south, the Threat 1/Time 1h with a planet and Threat 2/Time 3h with the Rare element.
>>
>>24707517
>Was there anything else you wanted to do in regards to the downed pilot(s) and/or crews?
Do we have a clue where the teleporter sent them?
>>
>>24707587
If the response fleet hasn't returned there yet then no it isn't but you'll need to send a ship to conduct recon to find out.

>>24707591
>Do we have a clue where the teleporter sent them?
Habitable worlds in nearby systems/sectors. There are many former colony worlds with little in the way of industrial capacity not displayed on the oversector map simply because they're not worth your time.
Be advised that there are likely crew from the ships you lost in the nebula scattered around the area as well.
>>
>>24707725
Any repairs being done or is the Wing in more or less fighting shape?

If so I say we head for the shipyard with everything we've got and go weapons free with SP torps.
>>
>>24707725
Well, I guess searching for them and relying on our luck would probably not be too successful. Do they have some kind of beacon with them?
>>
>>24707763
1st squadron is still largely disbanded/being used as a dumping ground for crippled or damaged ships now out of combat. Some have been rotated out now that they're partly fixed, others have rotated in.

2nd squadron in its current configuration is still best used as a reserve unit because of their reduced engine output. (Engines damaged or destroyed that you cant replace.)

The other 4 squadrons are still fully operational, thanks mostly to the least damaged ones being pulled out of 1st and 2nd. Your starfighter squadrons have taken losses but they're still in good condition overall.

>>24707823
Yes, but its unlikely they'll activate their rescue beacons while behind enemy lines. The main fleets don't begin to arrive in the area for another 11 hours.
>>
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[ ] Attack sectors in the South
[ ] Send ship(s) to check out Yard
[ ] Take entire fleet to the yard in case it's vulnerable
[ ] Try to scan for rescue beacons
[ ] Other / Some combination of the above
>>
>>24708411
[x] Send ship to check the Yard.
[x] Scan for rescue beacons.
>>
>>24708466
Anyone else?

Roll 1d100 rescue search.
>>
Rolled 38

>>24708602
Everyone seems to have just dropped off.
>>
>>24708654
I'll give it a couple minutes before I roll again. See if anyone shows up.
>>
Rolled 24

>>24708602
Rolling.
>>
Rolled 44

>>24708602
Rolling again I guess.
>>
>>24708786
Wow, you waited a whole 7 minutes, awesome.
>>
>>24707517
I'd suggest taking out the threat 1 / time 1h supply planet to the southwest, and the theat 1 / time 1h planet military base with the torpedo production facilities.
>>
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You send out a few ships equipped with better sensors to look for signs of rescue beacons. One of the Hunters meanwhile heads off to the shipyard to see if it's defenses have been compromised.

A few minutes of waiting gets you a response. The response fleet has not yet returned to the yard and more importantly the Medium cruiser your unit damaged is currently docked undergoing hasty repairs. A mixed force of starships consisting of the remainder of the first response fleet you battled and a few others make up the bulk of the enemy strength.

The planet the yard is in orbit of is border line habitable with tectonic activity rendering large swaths of the world unsuitable for long term development. Still, the settlements have to be home to a few hundred million and there are signs of starfighter bases and manufacturing centers to support the orbital yard. Planetary shields are being projected by a number of support platforms in orbit.

The yard itself has a single medium cruiser lane, two reconfigurable ones large enough for battleships or carriers and four suitable for cruisers. Secondary docking points could easily be used for work on Frigates or corvettes. Two incomplete Carriers that might be reverse engineered copies of the newer ones you previously sighted are sitting in space tethered to the station. They've been removed to make room for the pair of battleships currently under repair.

Another report comes in from one of the other ships. They've found a colony that a rescue beacon is being transmitted from. The colony shields only protect the main settlement, it should be possible to get a ship in quickly, launch shuttles to search the area of the surface its coming from then evac.

Your orders?
>>
>>24709353
Can one of our stealth ships look for the survivors?

Also, would a quick raid on the yard be possible? How close could we jump in?
>>
>>24709446
>Can one of our stealth ships look for the survivors?
They could.

>Also, would a quick raid on the yard be possible? How close could we jump in?
You could jump in around the edge of weapons range. Whether you think you can pull off a quick raid is up to you.
>>
>>24709353
Tell the other ship to collect the crew from the rescue beacon as quickly as possible. If they run into trouble, bug out.
>>
>>24709527
>They could.
Then I'd like to ask them if they would.
>>
>>24709535
>>24709446
>>24709697
Send a cloaked ship or the one that's already there?

http://www.surveymonkey.com/s/TVLJRSK
>>
>>24709873
Yay, it's time for my favourite part of Survey and Updated Survey
>>
>>24709446
>Also, would a quick raid on the yard be possible? How close could we jump in?

That's what I'm also thinking. Maybe we can jump in from above, swoop down and just SP torp the station, then book it?
>>
>>24709991
If we're going to commit SP's, I'd support the Hit and Run attack, but I've already voted all out assault on the survey.
>>
so, for the attack on the yard, I think what we need to do is trick the response fleet into responding to a false attack, then when we're sure it is distracted, we strike the yard full force.

We'll probably need to maintain eyes on the yard and let somewhere else get a distress signal out, then just leave a ship or two to jam further communications while we jump in to strike the yard. Hit hard, no mercy or surrender. Destroy everything we can in a short period with extreme prejudice and get out before the response fleet can react.

From there, we try to cripple the response forces piecemeal if we can trick them into ambushes and they'll have nowhere to do any level of serious repairs.

And we need to stop allowing things to delay us. Until that response fleet is crippled or destroyed, we need to keep ahead of them unless we're setting up ambushes for partial groups of it
>>
>>24709991
>>24710154
At the moment hit and run is winning.

How many of your 18 SP torp volleys would you be prepared to part with?
Launching your attack bombers long enough for them to fire SP's would effectively double your firepower. The problem is the time delay needed for fighters to sortie.
>>
>>24710291
We could send a cloaked ship to another of the high value systems and let it get detected as it goes on a scout run and let them think that'll be our next target.
>>
>>24710303
8 Volleys? It's a pretty high value target.
>>
>>24710291
>I think what we need to do is trick the response fleet into responding to a false attack, then when we're sure it is distracted, we strike the yard full force.

That was essentially the reasoning behind this option in the survey.
>Send ships to distract the response fleet, only attack once they're occupied
>votes = 0
>>
>>24710372
How many sectors do we have to clear after this one?
>>
>>24710396
One more oversector, but you'll probably be able to call on allied support.
>>
>>24710417
In that case, I'd say 5 salvos.
>>
So hit and run remains in the lead, nobody voted to attempt any distraction of the response fleet while they're away from home.

>Please do this as well: Send ships to distract the response fleet, only attack once they're occupied. Preferably stuff with only very few launchers.
There's this in the Other box, which I presume is >>24710291

>>24710475
Has suggested launching 5 salvos of SP's. That should be enough time for your fighters to launch and get off 1.
This is the reason the Terrans shifted away from using starfighters except for in larger battles. It's easier for starships to conduct lighting attacks on other systems and targets. Then again they tend to make up for it by carrying more point defense.

Most people want to have the allied fleets take care of any search and rescue operations, that frees up the Rovinar ships for potentially being stuck on that duty. Do you want them or other spare ships to attack one of the other sectors as a distraction? If so which sector?
>>
>>24710885
Can we get the Rovinar to hit the threat 4 logistics planet in the north east?
>>
>>24710970
Why don't we ask them if they're willing to go along with the strike on the shipyard with us?

They could hit another target in the system as a distraction, then we jump in while attention is directed elsewhere.
>>
>>24710970
As part of the distraction I'm assuming?

>>24711090
>They could hit another target in the system
There's a minor hydrogen/helium 3 scoop station in the system but it's kinda small. Not many other targets besides the shipyard except for the coms arrays.
>>
>>24711090
This works too. I'll support it.
>>
>>24711140
Part of the distraction, yep. But if other players want to have them hit something in-system that's fine too.
>>
>>24711140
>>24711168
In my opinion, a cloaked silent hunter suddenly blasting their coms arrays would surprise the piss out of them.
>>
>>24711234
Oh, that's devious. I'll drop logistic planet in favour of that.
>>
>>24711234
>>24711301
Uh okay? You want the Rovinar to try and attack all of their coms arrays or just attack one so that the enemy know there's a ship in the area?
>>
I'd say just one, which should be enough for them to send out some ships to investigate. Anything to draw attention away from the shipyard would be good. Plus, I don't want to risk the Rovinars in direct combat, so they should jump out once they've blown up their target.
>>
The Rovinar are fine with launching a diversionary attack.

3rd Wing's 2nd through 6th squadrons assemble at the edge of the system, with the Blackbird emitting a small amount of ECM to limit your chances of detection. You watch the clock counting down waiting for them to make their run. The coms array they're going after is under protected enough that they're not even going to use SP torps, instead getting in close enough to use their E-beams.

Both reappear at the same moment, their sets of cannons firing off beams two at a time. The shields fail after a half dozen shots and soon the structural frames holding the antenna and receiver arrays are being blown apart. Bits and pieces of the large dish assemblies fly off in every direction.

"There's an alert off." Confirms coms.

"And it looks like the systems defenders detected the attack." agrees Arron "There's movement from the shipyard. A flight of light cruisers are heading towards the edge of the gravity well at flank speed. Light starships, corvettes and Frigates are beginning to depart the station. Looks like they're headed for the edge of the gravity well also but they're taking their time."

You get set to jump in system for the hit and run.

>Begin jamming coms and sensors now? Y/N?
>>
Rolled 2

>>24711637
>>Begin jamming coms and sensors now? Y/N?
I'm undecided. So I'll just roll for it.
1=Y
2=N
>>
>>24711854
Only start right when we jump to the shipyard.
>>
You hold off on jamming most of the system until the cruisers have had a chance to jump out to the coms array. The Rovinar have escaped long before that however.

"Set jamming pods to activate just before reversion to realspace. Ready or not here we come."

Roll 7d20
>>
Rolled 9

>>24711950
>Roll 7d20

This might take a while.
>1
>>
Rolled 7

>>24712017
>2

>>24712006
d20, not d70.
>>
Rolled 15, 13, 1, 18, 14, 18, 3 = 82

>>24711950
>rolled 7d70
whoops
>>
Rolled 3

>>24712032
>3
>>
Rolled 16

>>24712051
>4
>>
Rolled 6, 3, 15, 19, 10, 4, 13 = 70

>>24711950
Rollin thunder
>>
Rolled 8

>>24712061
>5
>>
Rolled 14

>>24712097
>6
>>
Rolled 14

>>24712109
>7
>>
Best rolls of the three sets:

>15, 13, 15, 19, 14, 18, 14

Not bad, not bad at all.
>>
http://www.youtube.com/watch?v=iZst_2xJHAI

3rd Wing drops out of FTL on target and opens fire, the first volley of torpedoes streaking out towards the station. Each of the Escort Carriers and any starship with fighter start launching them as fast as possible. The launchers have reloaded for the second shot by the time the fighters get clear and begin to form up.
When the third volley goes out it's joined by so many launched by the fighters that anyone on the station might just die of fright before the first wave arrives.

"Recovering fighters."

Enemy ships now at the edge of the gravity well open up, the eight light cruisers and two mixed squadrons of Frigates and corvettes do their best to pelt you with torpedo and phase cannon fire.

"I think the station will be finished. Suggest targeting starships." Says Kavos.

Part of the fourth set of SP's and most of the 5th are launched in the direction of the small enemy fleet.

"Make best speed for the edge of the gravity well. Jump when ready. Least damage ships with aft facing weapons act as rear guard."

A sensor warning update from Hafnar pops up on the displays showing red markers along the edge of the gravity well mid way between your extraction point and that of the enemy fleet which is now being blasted to scrap by torpedoes.
"What the?"
The entire enemy response fleet then jumps in and your heart skips a beat.
>>
"All squadrons launch missile barrage aft!"
Orbital space behind you lights up with nuclear detonations.

The larger starships don't have to pull a 180 to target you this time. Now it's closer to a 90 degree turn. Bursts from the twin Fusion cannons spinal mounted on the Sydney class ships flash past you. With the exception of 5th squadron everyone takes phase cannon fire or the occasional torpedo hit.

An Escort Carrier takes a fusion cannon hit to the aft shields but manages to shrug it off. You're really glad nobody managed to upgrade those Sydney's with Republic Plasma Cannons.

5th, then some of the carriers, 2nd and 4th jump. You hang back to cover the remaining carriers with 3rd and 6th. Mike swings his people behind 3rd one more time then makes a run for it. Only one of his cruisers has aft facing weapons. 3rd's tougher ships were built for this thank goodness and the Escort Carriers they're covering make it out.

"3rd Squadron jumping." You catch over the coms.

"Linda!"
"Got it."

The EX-K leaps to the edge of the system, reality snapping back into focus in a fraction of a second.

"This is 5th Squadron leader, transmitting jump data for the rendezvous point."

Everyone turns hard and aligns towards the new coordinates then makes the next jump out of the system.

It isn't until you're safely parked in deep space that you take a moment to catch your breath.

"What now?" Asks Kavos.

"Well... I think we'll take a five minute break and then do some damage reports."
>>
3rd squadron took the brunt of the damage, some of their Frigates will need to be pulled for repairs. They're not the only ones though. 6th has taken some hits which thankfully their tougher cruisers have been able to shrug off but they'll need some minor patch jobs for their aft armor.

Everyone else managed to get out with just shield hits. If not the the short length of the attack things could have been much worse.

Kavos has been in contact with some of the other NCO's and ship XO's in the Wing. Com traffic among some of the pilots in the wing are bordering on insubordinate after the attack on the shipyard and near ambush. There's a chance it could just be frayed nerves combined with your people having been up and fighting for nearly thirty hours straight.

What do you plan to do about it?
>>
>>24713575
>Com traffic among some of the pilots in the wing are bordering on insubordinate after the attack on the shipyard and near ambush. There's a chance it could just be frayed nerves combined with your people having been up and fighting for nearly thirty hours straight.

More details, please.
>>
>>24713575
Advise our squadron leaders to keep a slightly tighter lid on this kind of thing. Remind them that we've gotten the unit through every engagement with minimal losses, and that we were the last ship to jump out of the hot zone.
>>
Getting up you point Kavos towards the door. "Arron cover my station."

You can hear him whisper "Yess!" as you exit the bridge, headed for your office.

"More details, please."

"Some of the pilots are grumbling about you ordering a diversionary attack launched in the same system as the shipyard we planned to hit. That gave the enemy time to call back the response fleet, though apparently not enough. It's not much but tired people will latch onto anything when they get angry. Snowball effect?"

"Right. I'll advise our squadron leaders to keep a slightly tighter lid on this kind of thing. Remind them that we've gotten the unit through every engagement with minimal losses, and that we were the last ship to jump out of the hot zone."

Kavos nods in agreement. "You want me to have the XO's push the same thing from their side?"
>>
>>24713940
Gently, let's not be too obvious
>>
>>24713940
>"You want me to have the XO's push the same thing from their side?"
That's for them to decide. Either way I feel like we should probably lay low for a bit. We're doing a decent job of cutting the floor out from under them, but we should probably find a secure location and lick our wounds a bit more.

As a further suggestion, unless there are any other objectives anyone else would like to hit, we could probably lay low until a few hours before the main fleet get here, and spend those hours baiting the fleet around. We could probably use the main fleet to lure them into a trap, and smash them between two forces.
>>
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>>24714070
>As a further suggestion, unless there are any other objectives anyone else would like to hit, we could probably lay low until a few hours before the main fleet get here, and spend those hours baiting the fleet around. We could probably use the main fleet to lure them into a trap, and smash them between two forces.

The Yard is out of commission, you have no doubt about that. You fired more than enough SP torps to blow it to pieces. There's a chance the medium cruiser and one of the battleships in dock might have survived but they'll need to cut their way free and then get more repairs.

Do you plan to lay low and get more repairs done, bait the response fleet around or keep hitting targets?
>>
>>24714479
Take a two and a half hour break and lay low
>>
>>24714479
How many squads could we form with the undamaged ships?
>>
>>24714771
4th and 5th are still fully operational.
Really 3rd squadron could be patched up and ready to go in another 4 hours, until then it's just understrength.
6th squadron needs maybe 3 hours for its patch jobs. Even with the damage they're all capable of combat speeds. 1 of them can't use afterburners until repairs are completed though.

2nd squadron remains the slower unit of the Wing but can still fight.
>>
How much time until the fleet arrives? If they are nearby we should avoid any targets that don't have anything to do with mounting a defence. Infrastructure can be captured later.
>>
>>24714922
Focus on getting everyone repaired and once we are done with that I say we attack the threat 4/hour 1 Logistics base, but only after we have done repairs.
>>
>>24715265
The fleets will begin to arrive approximately when your time in this oversector expires.

So, Timeskip, 3 hours? or 4 hours to get 3rd squadron back to full strength?
There's a still a pair of threat 1/time 1 sectors remaining.
>>
>>24715624
Ask for volunteers to hit the chump sectors while the rest of the wing repairs
>>
I say our mobile forces should knock over the chump sectors, everyone else repair up. Then at the end we can make a pass at something important and draw out the response fleet so our fleet can knock it over.
>>
>>24715848
To their credit pretty much every one of your veterans volunteer, damaged ships or no. That won't do though.
"Volunteers who dont have busted up ships and don't think they're going to fall asleep at the controls despite taking stims."

That cuts down the numbers. Two Escort Carriers are ready for action along with enough of the lesser damaged ships from different units for just under two squadrons.

>>24715919
>>24715848
Provided these aren't the same people, roll 2d20 for unit efficiency.
>>
Rolled 8, 16 = 24

>>24716026
>>
Rolled 5

>>24716026
>1
>>
Rolled 6

>>24716107
>2
>>
Rolled 7, 16 = 23

>>24716026
>>
Rolled 90

The unit reports back after attacking the smuggler base. Even with the extra forces it still took them an hour. You're glad the locals don't seem to care much about worlds smugglers are holding onto, less chance of the response fleet finding them.

They head out to attack the torpedo production facility next...
>>
>>24716509
Rocks fall, everybody dies.
GG
>>
The strike unit returns on time but from another direction entirely. They must have jumped around quite a bit to lose pursuers.

Alex contacts you.
"What happened?" you ask.

"There must have been a scout ship at the edge of the system when we arrived. Hafnar picked up a faint FTL trace leaving the system after we began jamming the coms. I made the call to attack the planet anyways. The planetary shield was just a bit too tough to take down with orbital bombardment so I sent two starfighter squadrons down while we waited at the edge of the gravity well and fired mass drivers.
The enemy response fleet jumped in after our fighters began their ground level runs. There was no way for them to reach orbit in time so I ordered them to go to ground after striking the munitions factory. The rest of us jumped out as soon as we could. It took us a couple of jumps to make sure we'd lost them."

Alex seems prepared to accept any disciplinary action you see fit for leaving the fighters behind.

>What do?

I will see you guys in the morning for a bit, take your time to decide.
>>
>>24717057
My first question is how much does two full starfighter squadrons cost?
>>
>>24717878
If it weren't for the micro fusion reactors in the engines starfighter would be really cheap. I'd have to go through my economic notes to work it all out. Might be about 1 million... pretty sure its less than that.
The cost of FTL drive systems on starships always throws off my calculations.


There's also the issue of a potential rescue op to recover the pilots at some point, though again that might have to wait until later.
>>
>>24718301
Well we are definatly going to have to try a rescue op at some point though I'm sure this hasn't helped all our pilots moods at all.

Not sure what disciplinary action we should take ,but I'm guessing losing a little less than 1 million in star fighters might merit something.
Though we should use the same treatment as we did Mike aka keep any punishments till later and focus on what is happening now.
>>
Well that sucks, hopefully our pilots will be okay for a couple hours.
>>
>>24718492
Second this.

He made a sound tactical decision at the time, saving his entire fleet at the potential cost of the two squadrons. Even more, since the two squadrons aren't lost but merely left behind, I say no disciplinary action at all.

Let's wait an hour and blitz the system with the functional parts of the Wing to recover them. We haven't returned to a system we've already hit, so they won't be expecting it.
>>
>>24722082
>Let's wait an hour and blitz the system with the functional parts of the Wing to recover them. We haven't returned to a system we've already hit, so they won't be expecting it.

Did you guys want to do this, or keep striking targets once more ships are repaired?
>>
>>24723592
I'd prefer to stay away from that system for now.
>>
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>>24723613
So plans to timeskip 2 hours until the rest of the repairs to 3rd and 6th are finished or attack targets with your now 2 squadrons at full strength + Escort Carriers?
>>
>>24722082
>>24723592
>>24723613

blitzing the system is just going to end badly.

If we want to mount a rescue Op, we need to draw the majority or entirety of the response fleet from that system. That means we need a silent hunter in that system to monitor.

We'd need to strike another system, let it get a distress call out. When our eyes confirm that the response fleet has jumped, we have a ticking clock. A recovery force would move in and hopefully jam/SP torp any lingering ships into oblivion and recover our fighters. This could be difficult if they've had to hide and abandon their fighters...

The system we hit as a distraction would be vacated except for a silent hunter before the response fleet got there, and we'd make another distraction attack elsewhere, hopefully so that they receive the new one as they revert or shortly after. If they jump back toward the rescue Op, that now has a ticking clock. Otherwise it is good to continue.

we might be able to keep eyes on the fleet constantly by leapfrogging the silent hunters to where we expect the enemy fleet to jump next, if the speeds work out and they go where we want them.
>>
There's not a lot of time to get things planned out here before I have to leave for work so I'll just go ahead and put a survey up. I'll be posting the full link on the wiki again as before.

http://www.surveymonkey.com/s/NNHQMBR
>>
Bump.
>>
.pmuB
>>
bump
>>
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Thread is still here? Wow, must have been a slow day.

After two more hours spent on field repairs you get ready to stage a rescue mission. One of the Rovinar ships will be on station in the system the torpedo production line was located in, the rest of you will cause trouble elsewhere long enough for them to rescue the pilots and maybe even their fighters.

The previous map here >>24723953
is unchanged except for being reduced to 5 hours.

Which sector(s) will you be attacking?
Will you be conducting quick raids without jamming local coms so they can signal for help? Or will you perform more serious attacks then end jamming a few minutes before departing?
>>
I'm looking at the map and I see 5 1threat 1h bases in our local area. I think we should take our remaining forces and and do a little poking around. Use the Rovinar to scout ahead and if it looks like we can do significant damage with a hit and run then do so without jamming. If the system is a little harder we can do a flyby and dump some SPs on whatever looks most important.
>>
>>24734079
The green ones have already been dealt with.
>>
Oh right I wasn't paying attention to the icons. In that case I suggest attaching the rare element 1h and mining op 1h in that order.
>>
>>24734079
>I'm looking at the map and I see 5 1threat 1h bases in our local area.
You've already attacked all of the threat 1/ time 1 sectors.
There are three sectors that are time 1.
A Threat 2 Mining
Threat 3 Rare
Threat 4 Logistics

There's also that Threat 1-2 colony where your people detected a rescue beacon but there's little in the way of infrastructure vital to the war effort.
>>
>>24734200
Quick raid? (With or without SP weapons?)
Or full on attack to make sure the targets are destroyed before cutting your jamming?
>>
>>24734256
I'd favour a full attack.
>>
Lack of dissent permitting? You head for the Threat 3 Rare, activating jamming as soon as you enter the system.
Most of the processing sites on the planet lack planetary shields except for near the main spaceport. It should only take 30 minutes to batter them down.

"Yep the locals have detected us, that or they noticed the lack of coms. Seeing a few ground based mass drivers used to toss cargo into orbit. The limited atmosphere means there's not much friction above a couple km. They've begun firing containers with unrefined ore at us."

[ ] Use beam weapons to knock down shields, mass drivers for bombardment
[ ] Phase cannon bombardment of all targets
[ ] Fire SP's at shielded sites
[ ] Launch fighters
[ ] Other

>This planet lacks an atmosphere dense enough to be habitable. You are not bound by the Factions treaty to hold off on nuclear scale bombardment.
>>
Hmm are the mass drivers shielded? An are there any other defences?

Seems like we can just hammer all the unshielded sites into dust and then drop a few SPs on the central hub before legging it.
>>
>>24734684
>[X] Other
Offer them the chance to surrender. They're shooting ore at us, it's not like they stand a chance. They have 10 minutes to vacate the mining infrasturcture and drop the shields. They can either survive this, or get nuked from orbit.
Their choice.
>>
>>24734873
Actually come to think of it the main fleet is going to roll in here in the next couple days and point even more guns at them. So wrecking everything would not only be a dick move but also make it harder to reopen this place under new management. There must be some way we can disable it.
>>
>>24734684
[x] Phase Cannon
[x] single ship drops SP volley into shielded area

Let's not play with the planet until that response fleet shows up again. In, crush the target. If we can be hitting a new target with a quick raid while they're still jumping to the first site, all the better.
>>
>>24734971
Okay so how about.

1. Threaten the mass drivers with annihilation if they don't stop firing.
2. Smash up the shields with our beam weapons and drop a few SPs targetting the emitters.

Once the shields are down we can take pot shots at any further defences and then get out. All we need to do here is make it vulnerable to the main fleet. We can then move on to the next distraction.
>>
>>24734798
>Hmm are the mass drivers shielded?
Yes, they're near the spaceport, both of which are under the shield.

>An are there any other defences?
There are some mobile AA vehicles and starfighters patrolling beneath the shield as well.

>They're shooting ore at us, it's not like they stand a chance.
"There is enough ore in the containers that it might cause heavy damage to our shields." Speculates Kavos. "Their fire is easy to predict though."

>>24734957
>There must be some way we can disable it.
If you knocked down their shields and struck targets with some of your mass drivers the damage would be far easier to repair than nuke spam.

>>24734971
>>24735024
>Smash up the shields with our beam weapons and drop a few SPs targeting the emitters.
If you fire SP's at the shield emitters there won't be a spaceport anymore.


So, threaten the colony to surrender or face destruction?
>>
>>24735024

If they don't surrender immediately, they get blown to hell. They have 45 seconds to surrender, 4 minutes to clear out shit we're going to blow up.

It hasn't been suggested we'll get these systems or even a bounty on stuff taken intact. Preservation of our forces trumps -all- other concern. There is a response fleet on it's way to kill us.
>>
>>24735098
Okay so our demands would be.

1. Stop firing ore at us
2. Lower your shields and evacuate key industry

In return we will only use precision beam strikes against specific targets to disable this place for some time. Otherwise we torpedo this place into a crater.
>>
>>24735237
>>24735098

[x] 45 seconds to surrender or you -die-
[x] Our ship drops SP torps on the spaceports
>>
With four squadrons of ships in orbit it doesn't take much convincing on your part. Once you mention arming SP torpedoes for use against the spaceport you don't have to wait much longer for a response.

A sunburnt human male with a deep voice appears on screen. "Alright, the guns are offline. We're not firing anything else into orbit and we surrender. This isn't the first time, just most people would consider it a waste to use SP's on a mining operation. How do you want to do this? We can have our defense force abandon their fighters and vehicles at the edge of town like the other times. I can't promise anyone will hand over their small arms though."

"Don't bother. You have four minutes to get your people into deep shelters before we bombard the spaceport and any industry on the planet."

"Whoa, hold on. We're going to need at least ten minutes to get everyone out of the spaceport. Fifteen or twenty would be better but we can work with ten."

>What do?
>>
>>24735651
Give them twelve, but keep an eye open for incoming ships.
>>
Can we start with the industry first and do the spaceport at the 10 minute mark? Everything else gets 5 minutes.
>>
>>24735781
If you're doing a mass driver bombardment sure. If you use torpedoes or phase cannon beams the time between the industry and the spaceport being hit will be measured in seconds or milliseconds.
>>
Would definitely prefer beams for this, I just mean we would delay firing until those times.
>>
>>24735651
12 minutes, mass driver bombardment
>>
>>24735851
>Would definitely prefer beams for this, I just mean we would delay firing until those times.
Give them the drivers, mass,
>>
>>24735851
I think mass drivers would probably be the better idea in this case.
>>
Okay then, mass drivers it is. Since they don't have a maximum range we can even start to leave while we fire them. I don't think they will be dumb enough to bring the shield back up.
>>
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"You have twelve minutes until the spaceport is hit. Industrial areas won't be as lucky."

"Wait how long do th-"
You close the channel. "Gotta be the villan some days."

"If you were you'd fire torpedoes once they emerged from the spaceport." Says Kavos.

Everyone watches the long range sensors with the occasional glace to the state of evacuation efforts on the surface. No sign of the enemy.

Your ships begin firing their massdrivers, the metal slugs timed to strike the surface at the twelve minute mark. Once started it doesn't take long for the processing centers to be pulverized and the spaceport is just as easy to destroy.

"All relavant surface targets eliminated."

Do you stop long range com jamming and hope someone sends a distress signal despite them having surrendered, or prompt some of the locals to do so?
>>
>>24736417
Drop jamming, leave a silent hunter lingers to detect when the response fleet leaves, in the event they double back to the recovery team.

rest of us get out of dodge
>>
Drop jamming, no point now.
>>
>>24736555
>>24736573
Agreed.
>>
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"Cease jamming. Plot jumps out of the system."

With the second hunter remaining behind to watch the system for the arrival of the response fleet you head back out into deep space.

Do you still plan to attack the nearby Mining operation?

[ ] Quick raid without jamming
[ ] Attack targets first then end jamming
>>
>>24736751
>[+] Attack targets first then end jamming
>>
>>24736751
>[X] Quick raid without jamming
We want to draw that response fleet out after all.
>>
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Is Wing Commander Academy the show with the line
>That's why they call them missiles, because they always miss!
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>>24736751
[x] Attack targets first then end Jamming

-our- guys can still get coded messages through our own jamming, right? Has the rescue Op started or can send a status report?
>>
Roll 1d20 for unit efficiency

>>24736997
Yes at set times unless you're operating with jamming turned off.

There is still a scout ship in the system but it looks like the response fleet isn't in the area. They're moving in closer to the planet and making preparations for a controlled descent into the atmosphere under cloak. It could take some time.
>>
Rolled 13

>>24737108
Rollin
>>
Rolled 11

>>24737108
Rolling.
>>
Rolled 4

>>24737108
Time to roll
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>>24736979
I-I never actually watched it.. And I only played one of the Wing Commander games! The shame!
>>
The mining operation is poorly defended, especially against four squadrons. You didn't really need the edge in ship numbers, most of the mining operations have been shut down and are in the process of evacuating to secure locations when the Wing arrives. The only real defenses around the main mining sites are a trio of fortified asteroid bases.
All of them look far more ferocious than they actually are, an attempt by the locals to help scare off would be raiders. The only mining barge in the area is crippled in dock.

You're just getting ready to leave when area picks up a new contact.
"One scout ship in the outer system."

You could cease jamming now to help give away your position, but did you want to loiter in the area for a few more minutes or jump out right away?
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>>24738005
Just stay for a minute or two
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>>24738005
Stay for a few minutes.
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>>24738005
Cease jamming and stay for a few minutes.

Make it look like the Wing is just re-organizing squadrons before a jump or something along those lines.
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Rolled 8

You wait a few minutes with the jamming down, spending some time pretending top shuffle ships around before jumping out. It should have been enough to get the response fleet headed for your position if they still feel like trying to engage you.
The outbound trajectory point off towards an empty area of space so they won't know what sector you're headed for next if any.

The Rovinar report that they've landed in a remote location and are trying to find some of the missing starfighters...
>>
It seems eight of your starfighters managed to evade the locals and other fighters launched by the response fleet. They're still looking for other pilots who might have ejected and escaped on foot but given the limited amount of time they would have had so far it's unlikely they would be outside of enemy strongholds.

Roll 1d16 to see how many others made it.
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Rolled 13

>>24738820
>Roll 1d16 to see how many others made it.
Hopefully, all of them.
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And i have to stop here for the night. I'll run things a little while longer in the morning tomorrow but that's probably going to be it for this week.

Please decide on any remaining sectors you'd like to hit.
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>>24738925
The threat 2 / time 3 rare element world to the south, and if we have time left after that, the threat 2 / time 4 military base planet to the east,
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>>24738925
No worries, it's already awesome you decided to extend the quest from 1-2 days to almost an entire week per thread.
>>
Bump
>>
After relocating to the threat 2 Rare element to the south you hold for a few minutes to conduct scans.
"Any sign of more scout ships?"

"None at the moment sir."

This system is unusual. Most planets where drive core elements is located at set distances from larger stars. In this case the planet in question is a moon in orbit of a gas giant at approximately the right distance. The giant planet's magnetic field is too strong for the moon to normally be useful, meaning it's probable a small planet had been captured by the larger ones gravity well.

All mining and processing sites on the planet are protected by planetary shields, likely as protection against the radiation being spat out by the larger planet.

Mike contacts you. "We could shave off quite a bit of time if we sent in afterburner equipped ships only and used SP's against the ground targets."

Do you send in 6th squadron, possibly accompanying them yourself, send some starfighter backup, or take all your squadrons into the gravity well?

If you do plan to use SP torps will you give any kind of warning to the locals?
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You get another update from the Rovinar ship. A good number of the pilots that were forced to abandon their fighters for one reason or another have been located. They're being picked up by a shuttle. The locals have begun broadcasting calls for their surrender over most com frequencies while they conduct sweeps. Apparently they've captured a couple of the missing ones already.

Leaving for work shorty. You still have a few minutes if you want clarification for anything about the Rare before I go.
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>>24745787
I'm probably too late to ask anything, but thanks for the thread TSTG.
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Rolled 14, 18 = 32

>>24745787
Yup. Awesome thread. Sorry I could not be on it but since Wednesday I had 10 hour workdays.

How many over sectors do we have to clear? or is this the last one? They cant actually expect us to run more than two days in constant ops without some kind of rotation, we are going to burn out.

Plus the increasing amount of targets and resistance indicates our low numbers for the task.

The only way we can take another oversector like this on our own is by doing blitz raids with SP torps(depleting the stocks) to bomb the assets on the ground and ignore the fleets or viceversa. - which i think was the obvious intent of our SP torp benediction.
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>>24749330
Blitzing the civilian infrastructure is a little pointless if the main fleet is right on the doorstep. So we might as well go for the military bases and raze those so that they can't put up a defence.
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Thread still here? Hello and goodbye! See you next week.
Here's a survey link for the road.
http://www.surveymonkey.com/s/VGTN87D

>>24749330
>How many over sectors do we have to clear? or is this the last one?
3 total. You'll have a longer downtime before the next one and support options.
>They cant actually expect us to run more than two days in constant ops without some kind of rotation, we are going to burn out.
See above.

>- which i think was the obvious intent of our SP torp benediction.
This.



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