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For House & Dominion: Civil War Quest

http://houseanddominion.wikia.com/wiki/House_%26_Dominion_Complete_Archive
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

https://twitter.com/ThatSlowTypingG

You are Sonia Reynard, Baron of Rioja. One small world among many in the House of Jerik-Dremine. From it you control the fates of a dozen others in the so called Smuggler's Run. With your new position you have the opportunity to become one of the most influential people in your House.

It is from this world that you draw your fleets and armies from. Both have seen their share of action with anti-piracy actions, the battle of Magdalena, and a follow up planetary assault. Elements are deployed elsewhere helping to strengthen your allies while others have been recalled to the capital.

As the Dominion slips deeper into civil war you and those under your command have been fighting to protect your little corner of known space. The war has returned to the DRH1 Relay as you and your allies attempt to take advantage of temporary weakness shown by House Bonrah. You don't know if this will accelerate plans of theirs and House Nasidum to invade and retake the area early in the next year. At the very least it will deny them an existing supply base for their fleet when it arrives.

Knight Captain Katherine Drake is your fleet's Wing Commander.

Uyi Rna is the General of your Army and is overseeing upgrades to your army.

Wiremu Tama is the admiral of your Fleet. His efforts are now focused on preparing your forces to repel the upcoming invasion.

Fadila Saqqaf is your leading diplomatic adviser. It's been with her help that you've been able to delegate responsibilities in the newly annexed territories.

Chide Dlam'ard, the Governor of Rioja is working with other Governors to help fortify your worlds in your absence.
>>
Better late than never edition.

With the declaration of war against House Bonrah, Jerik-Dremine and its allies in the relay have begin an invasion of Bonrah space. Currently your forces are sweeping through the territory of Minor Houses which are finding themselves completely outmatched. For now your numerical superiority in the region is helping to ensure swift local victories against locations that are resisting.

Knights Drake and Kim are leading fleets to secure logistics bases to assist in the push into Bonrah space, meanwhile your own has pursued a fleeing enemy fleet across the border.

Unable to shake your pursuit the fleet performed a slingshot around a gas giant while their least heavily crewed ships attempted a delaying action. A wing of attack corvettes and several battlecruisers escaped but you were able to cripple a carrier, its escort, and a Medium cruiser. The crew of the Medium cruiser has surrendered but not before jettisoning their fuel stores which will add several hours to salvage efforts.

One of your assault corvette squadron leaders report in.
"Sir, a few of the remaining enemy assault corvettes are trying to reach the edge of the gravity well but we have them boxed in."

You try to think of a convincing message to sway the remaining enemy crews. Once this House is "liberated" from Bonrah's sphere of influence they're going to need as many ships and crews as possible to rebuild. You attempt to appeal to their patriotism. You can't simply annex every House you go to war with after all, as tempting as that might be.

(Along with that you try to point out that self-preservation and logic should be considered as well.)

By the time your Medium cruisers have finished stabilising the orbit of the crippled Pico class ship your squadrons report in that the remaining enemy ships have ceased fire.
>>
>>46883731
FOR HOUSE AND DOMINION
>>
"Signal coming in sir."

You point to your terminal to have it directed there.

"This is Captain Mevc Laudium. You seem sincere so I offer to discuss terms. We are in no position to make demands but I do have another offer. Permit the immediate relatives of my remaining pilots to retain their holdings and I can convince them to surrender our worlds more quickly."

With the true invasion of Bonrah territory yet to commence anything you could do to minimise losses to the armies of you or your allies would be helpful in the long run. On the other hand just getting their surrender here and now might provide more options for loot later on. Ransom alone could earn you some money.

[ ] Agree (with conditions)
[ ] Agree (Lie)
[ ] Promise to negotiate after their surrender
[ ] Their surrender is enough
>>
>>46884020
>Permit the immediate relatives of my remaining pilots to retain their holdings
Maybe up to a certain limit? It's hard to estimate what's sensible.

50 million guaranteed per family?
>>
>>46884020
>[ ] Agree (with conditions)
>>
>>46884020
>[X] Promise to negotiate after their surrender
We can't really make any decisions unilaterally here, this is a coalition invasion after all. They'll be able to keep their status surely, but we still have to hash out policy with Ber'helum and the RH.
>>
>>46884020
>[x] Promise to negotiate after their surrender

>>46884165
I like this as well.
>>
>>46884165
Hence the "with conditions"
>>
>>46884318
Okay.

>>46884285
I think that's sensible. While I would like to make a deal with them right here, we also have to consider the rest of our alliance.
>>
>>46884020
>[X] Agree (with conditions)
>>
"While inclined to accept your offer at face value I'm afraid I have allies that would need to be included in any discussions."

You give your word that negotiations will take place after they've surrendered.

Reluctantly they agree to your terms, though one of the other pilots decides to take their chances with the emergency teleporter. Your attack cruisers move in to board and secure the ships with their Marines.

By the time they're finished and the rest of the salvageable ships are moved into more stable orbits Drake and Kim have reported in that they've secured their targets, or at least forced their surrender.

Do you want your fleet to hold position until salvage ships have arrived, move on to another target, or focus on getting the surrendered captain to the nearest Ruling House fleet so that negotiations can be carried out more quickly?
>>
>>46885465
>Do you want your fleet to hold position until salvage ships have arrived,
Yes. If I remember a few of the corvettes escaped and it would be bad if they double back to hit our salvage crews.
>>
>>46885465
>Do you want your fleet to hold position until salvage ships have arrived
Yes.

Do we have a ship that can make a direct jump to the RH house fleet to deliver the captain?
>>
>>46885465
For house and dominion! I caught up at reasonably early time for once!

Remain on site for now. We should not try to overreach just yet with the rest of the fleet on this front being away to deal with other stuff. Once Kim and Drake can link up with us again we can move deeper into hostile territory.
>>
>>46885465
Yes.
>>
>>46885465
I am inclined to go with>>46885754 and have the Captain transported as quickly as possible so negotiations can get underway.
>>
>>46885944
>and have the Captain transported as quickly as possible so negotiations can get underway.
Want to send them off with one of your Excalibur Battlecruisers? Y/N?

Remaining on station you wait for the salvage teams to catch up. Most of the smaller ships will be easy enough to move but the Medium cruiser is predictably going to be a pain. Combined with the need to ship so many prisoners out of the system you're looking at a few hours at the earliest.

The Royal Logistics Corps is helping to get the bases your subordinates captured fully operational as quickly as possible.

With these sites your fleet has attacked and potential future ones you may be facing serious problems with protecting sites you and your allies have captured. You could ask the Ruling House with their superior numbers to provide ships to temporarily guard bases but even they might be reluctant to do it all on their own.

You could also bring in more of the ships that had been left behind to guard the Run.
With its offensive capability your fleet could simply try to stay on the attack as much as possible, making it difficult for Bonrah or its allies to counterattack or retake bases.

How would you like to handle captured territory and bases while the offensive is ongoing?
>>
>>46886345
We focus on blitzing the enemy as hard as they can. Force them back and back while not leaving them enough time to organize a proper counter attack. We want to force their fleets into a corner where we can trap them and finish them.

As the RH to help guard strategic locations in combination with overwhelming attack.
>>
>>46886345
>Want to send them off with one of your Excalibur Battlecruisers? Y/N?
Better send 2 BCs, just in case.

>Bases
How many ships would be required to protect them adequately?
>>
>>46886345
>How would you like to handle captured territory and bases while the offensive is ongoing?

JD forces would be wasted playing garrison duty. We remain as the spear of the invasion. Let the Ruling House and send some ships to help run protection on captured territory while we focus on wiping out enemy forces, one corvette wing at a time.
>>
>>46886444
>How many ships would be required to protect them adequately?
It depends on how large a counterattack were to be launched. Ordinarily a pair of attack corvette squadrons might be enough, but Bonrah could easily throw pairs of mixed wings around.

That is if they've finished upgrading as much of their fleet as intel is worried may be the case.
>>
>>46886585
Ask the RH how many ships they would be willing to send if we provide 1 squad of assault corvettes per base as help.
>>
>>46886893
I think that the more ships you assign to base defense the less they would probably assign to the same base.

Looking at their numbers they can spare 8 corvettes wings and 2 light cruiser wings for the defense of captured holdings.
The rest of the Run alliance will probably be using 5 mixed wings for similar duties, keeping most of their fleet on the offensive.
While quite a bit these are going to be somewhat spread out.
Ber'helum lacks the numbers locally to leave much of anything in reserve.

Current JD reserves:
1 Medium Cruiser

3 assault corvette Wing
2 attack corvette Wing
2 Mixed Wing

1 battlecruiser squadron
1 light cruiser squadron
2 attack cruiser squadron

Are we pulling anything from the reserve or leaving it to the forces our allies are leaving to defense?
>>
>>46887353
Can we drag a few of the defence platforms we're building in?
>>
>>46887353
Pull a mixed wing and a Assault Wing. We'll make up for it by racking up a nice kill count.

>>46887428
I am against this. Those are for securing our current holdings.
>>
>>46887505
Well, if people are opposed to dragging a few platforms over that number of ships seems sensible.
>>
>>46887428
It would be difficult to do so quickly since most of them are being brought in sections into assembly sites where engineering crews are already in place.

Map with latest intel.

Status update. Fleets belonging to Bonrah's allies in the region have retreated back into Bonrah's main territory. These allies are estimated to have lost upwards of half their force strength due to the speed and strength of the offensive.

Most of their allies are massing near Bonrah's two main colonies in the region.

RH Intel warns of the presence of several long range sensor arrays, most of which your own cloaked ships have figured out the locations of previously. You've provided data on a few bases the RH wasn't fully aware of.
There would seem to be a gap in the sensor coverage in your general area. That or nobody has been able to locate an installation in the region.

The Ruling House is currently looking at asking you to target one of three areas.
1) The central region including shipyards and bases in the hopes of you taking advantage in this gap in their network. Once you start hitting them it's probably going to draw some enemy attention. Hopefully this will split the enemy fleets and deprive them of production and upgrades.
2) The pair of minor House territories outside Bonrah space look to be evacuating. Secure or disable before they can move important equipment to harder to find locations. This will also provide a shorter link between one of the RH logistics bases and Bonrah space.
3) A trade lane in the western sections of Bonrah space. There are sensor arrays here that could hamper RH fleets along with mining bases that feed the main shipyards.
>>
>>46888066
Option 2 seems like something that should work well for our forces.
>>
>>46888066
On one hand I want to vote 1 so we can be in the thick of it. On the other I want to secure our back so we have one front in our approach. Also securing those areas should mean we can sneak ships around the enemy colonies and cut off their possible escape through the NAV TAC relay.

So I vote Option 2.
>>
>>46888066
>2) The pair of minor House territories outside Bonrah space look to be evacuating. Secure or disable before they can move important equipment to harder to find locations. This will also provide a shorter link between one of the RH logistics bases and Bonrah space.
>>
>>46888066
Option 2

Secure our flank. To add to that could we have Mike use the Dragoons to target enemy sensor units and Jammers. He did so in the Maelstrom campaign with great success after all.
>>
>>46888268
Mike's not there, Alex isn't there either. Sonia's so ronery.
>>
>>46888291
Husband to spoil when?

Also who else has gotten Battlefleet Gothic?
>>
Option 2 it is. Still typing up some of the target info.

>>46888506
I'd played about an hours worth earlier in the beta but didn't actually buy it for myself until the day before launch.
I'm not that great at it. Haven't won an assassination mission yet.
Also as of last night it looks like I got leveled down and two of my cruisers are now missing? Maybe it's a bug with cloud.
>>
>>46888801
The campaign is kind of a let-down after how much fun the skirmish/mp mode is because the devs got really lazy with the missions.
>>
>From west to east

Graveyard
A large scale salvage operation. Most of it is based around a decrepit station platform partially built into an asteroid.

Yard/Base Colony
The main population center in the area for this House, this planet may be a potential candidate for terraforming in the distant future. The base and shipyard are built into the side of an extensive plateau, keeping it above the thick and currently poisonous atmosphere of the lower elevations. In many respects its similar to the Mons Abyla base on Rioja. This one just happens to have a population of ten million.
Much of the colony is underground, topped by a sealed arcology. Under normal circumstances it would not be easy to take but at the moment there are riots and civil disturbances taking place.

Most of the defending fleet has fled.

Moon Base
Built into a small moon orbiting a gas giant ideal for He3 extraction, it looks like the civilian stations are currently offline due to damage from pirate raids.
The base is defended by Republic light plasma cannon turret and missile batteries salvaged from faction wars wrecks.

Planetary Base
A colony before the rise of the warlords, this planet's surface and atmosphere were damaged by a severe solar flare cycle after the pirates destroyed or looted the planetary shields. Subsequent civilian colonization efforts have been banned, though it's pleasant enough when not in a flare cycle.
The remaining base is used by several Houses as a hostile environment training facility. An extensive ground base features tank production facilities.

Mining Colony
Main population center in the area for this House, this asteroid colony is the base for mining operations scouring most of the system. Similar in respects to the asteroid forts in the Avoubic system, though nowhere near as heavily armed.
>>
>>46889599
I think we should hit whatever has the best defenses first.
>>
Current force strength

1x Neeran Fast Medium [Outer Heaven] (+Athena escorts)
2x Shukhant (New Model, no upgrades)
1x Kilo (Torpedo battery upgrades)
1x Helios AM Torpedo launcher

4x Battlecruiser / Fast Battleship
1x Bombard class plasma Frigate Wing

1x Attack Cruiser Wing(72)
1x Attack Cruiser Squadron (12)

3x Mixed squadron (Afterburner)
5x Assault Corvettes Wings

2x Carrier Group

Army:
8x Assault transports (Attack cruiser speeds)
1x House Carrier

~800,000 troops

Special forces:
1x Recon Team
2x Commando team
>>
>>46889691
I think we should hit whatever has the best defenses first.

The Yard/Base Colony is probably the most heavily defended and the most difficult. It's not especially clear cut whether it would be fine to bombard the base planetary shields as far as the factions treaty is concerned. You can always claim that the atmosphere isn't habitable so it's all clear.

Did you want to perform an orbital bombardment until their shields fail so you can land troops.
Suppression bombardment as a distraction while your troops land a safe distance away to get under the shield.
Sneak in special forces to aid rebels and disable the base shields.
>>
>>46890601
>Sneak in special forces to aid rebels and disable the base shields.
Ask the opinon of our general.
>>
>>46890601
>Sneak in special forces to aid rebels and disable the base shields.
>>
>>46890666
"It would be about balancing team size with capability. The smaller the team the less target's they'll be able to disable quickly. Especially if they're also helping the rebels.
If too large a team is sent in the enemy will have a more tangible force to resist against. Plus the difficulty in sneaking in more people.

In my opinion it would be far safer for us to risk damage to infrastructure, and potentially even civilian casualties, by using an orbital bombardment."

Not exactly what you wanted to hear.

Drake has an idea. "You remember that moon base we captured back in South Reach equipped with the big mass drivers?"

Which one was that?

"I crashed a captured Vengeance type into the base letting us get troops inside. We could do that with a more recently captured ship."

That's wasteful in terms of salvage but might get a big team inside. With a base this size there could be lots of casualties even before they bring the shield down. Ideally going that route you'd try to sneak in as many troops as possible like with the Forbearance.

What do you want to send?
[ ] Recon team
[ ] Recon team + Commando team
[ ] Recon, Commando, 450 Power cell marines
[ ] The above with captured warship
[ ] Captured warship insertion, large force, Army special forces
[ ] Flashy captured warship distraction, main team enters elsewhere
[ ] Other
>>
>>46891205
>[ ] Captured warship insertion, large force, Army special forces
>>
>>46891205
>[ ] Captured warship insertion, large force, Army special forces
>>
>>46891205
> [ ] Captured warship insertion, large force, Army special forces

This makes up for me wanting to crash the medium last thread.

> Strip useful turrets from one side. Use that as the "bottom". Bam we also have a firebase now.
>>
>>46891418
They could also use one of the docking bays built into the side of the plateau if the idea was to not immediately draw attention to themselves.
>>
>>46891284
>>46891313
>>46891418
btw the Medium cruiser is not going to be crashed into this base because it wouldn't survive the landing.

With prep work underway for the infiltration attempt on the base you find that it's going to take a few hours at minimum to get everything ready.

Did you want the restof the fleet to hit another target in order to keep up the momentum of the offensive?
If so which one? >>46889599
>>
>>46892010
Planetary base. Maybe acquire some more tanks for our general.
>>
>>46892109
How much of your fleet and ground forces did you want to set aside for this?

Or would you prefer to assign one of your subordinates to taking care of this operation?
>>
>>46892293
Send Drake
>>
>>46892010
I would rather hit the salvage yard. We know all too well how those can suddenly pop out harassment fleets.

Shit on the ground < Shit in space.
>>
>>46893047
Also we could probably use their equipment to salvage stuff quicker.
>>
>>46892781
Drake requests small fleet of-

>>46893047
>>46893062
Or nevermind.

How much of your fleet are you prepared to part with to make this attack go swiftly? Or will you just give her the same force she had when attacking the logistics base?
>>
I'm off tomorrow so I'll be running the whole day (barring incidents) and tuesday I'll be running until 4PM.
>>
>>46893149
So we're attacking the yard and the base at the same time?

I suggest we send our AM medium cruiser along with a couple attack cruiser wings and a mixed unit wing. We'll need the Carriers here to get fighters under the planetary shields.

Send some troops along as well.

Ideally, since they will probably not have any significant capital ships there, we'll be able to bully them into running away. We can also load prisoners into reclaimed, unarmed ships and send them away or lock them up.

Once we secure the yard/base we will have the Graveyard cut off anyways, so we can use that as well to intimidate them.

But yeah I don't see AM weapons being terribly useful for bombardment.

I'm also terrible at this part, if this seems like a retarded idea then go with the same forces for the logistics base.
>>
>>46893149
>Or will you just give her the same force she had when attacking the logistics base?
ask her how many she wants
>>
File: keepstar citadel.png (1.96 MB, 1920x1027)
1.96 MB
1.96 MB PNG
We need one of these to make Rioja truly special.
>>
So Kari Darrow for Husbando?
>>
>>46896259
Salvage is our only love.
>>
>>46896259
Remember when we hugged Linda?

Anyways, I think we should hook up with the Mecha Baron.
>>
bump
>>
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>>46897823
>Remember when we hugged Linda?
Yes.
>>
>>46893788
Wow, it's almost as if that's what people were asking for since the moment that POS became available. Why did it take them, what, 7-8 years to come up with them?

>>46893625
>So we're attacking the yard and the base at the same time?
Looks like it.

>I suggest we send our AM medium cruiser along with a couple attack cruiser wings (Squadrons?) and a mixed unit wing (Squadron?). We'll need the Carriers here to get fighters under the planetary shields.

>ask her how many she wants
"That's not a bad force, but a Shukhant would be a good idea to support that Helios. That and a few squadrons of assault corvettes as backup."

1x Shukhant
1x Helios AM Torpedo launcher

2x Attack Cruiser Squadron
1x Mixed squadron (Afterburner)
3-6x Assault Corvettes Squadrons

Objections?
>>
>>46899921
Maybe an additional half BCR cruiser squad as escorts for the mediums?
>>
>>46899921
>Objections?
None from me.
>>
>>46899999
Some battlecruisers are added as an extra escort.

Drake heads off with her fleet to quickly take care of the Graveyard. You don't want them fielding more salvaged ships, even if they may be badly outdated. This also gives a good opportunity for a plausible reason for a ship to be retreating to the shipyard.

A Republic Battlecruiser is brought in to act as the insertion ship for the infiltration of the shipyard. It's an older model, built out of a bow section module from a Heron Medium with some upgrades doubtlessly thrown on over the years. A dorsal mounted Light Plasma cannon is torn open from the battle where it was captured. Engines are patched just enough to allow it to limp into port.

Roll 3d100
>>
Rolled 45, 73, 18 = 136 (3d100)

>>46900400
>>
Rolled 90 (1d100)

>>46900400
>Roll 3d100
1
>>
Rolled 94 (1d100)

>>46900522
2
>>
Rolled 97, 76, 85 = 258 (3d100)

>>46900400
>>
Rolled 42, 9, 75 = 126 (3d100)

>>46900400
>>
Rolled 83 (1d100)

>>46900539
3
>>
>>46900544
>>46900522
>>46900539
97, 94, 85 ain't bad.
>>
Approaching the planet the crew of the captured ship are able to give the correct codes and convince the base commander to allow them through the planetary shield. On final approach tractor beams help bring the wounded vessel into an open berth built into the side of the plateau.

Your Recon team doesn't waste time. As soon as the docking clamps are in place they head off in search of security terminals and controls for the bay's sensor arrays. Once all the data in on a loop to show little activity aside from some minor repairs happening the commando team begins to quietly secure the bay.

It takes a few minutes longer than your commanders would like but they still lock down the area without incident and plenty of time to spare.

Now able to move without being see the marine troops disembark. Equipped with Power cell armor, a few Medium Jump Jet and heavy power armor, its going to be hard to slow them down once they get rolling.

Do you want Recon and Commandos to focus on bringing down the shields, acting as pathfinders for the army or linking up with the Rebels? You could also split assignments between them.
>>
>>46900844
How strong are the rebel forces? What do the rebels actually demand from the current government?
>>
>>46900844
Focus on bringing down the shield. Once they are down we can land army forces and by then they enemy will be unable to dig us out again.
>>
>>46900844
Destroy those shields. Then we can bring down Fighters and the Assault Transports. If only we had a battle barge ;..;
>>
>>46900882
>How strong are the rebel forces?
Actual strength is unknown. They're not causing as much trouble as in other Houses but there have been workers strikes and disruption of the security forces.
A few protests have turned into riots so there are definitely agitators present.

Fadila and Intel indicate that they're hoping increased civilian unrest will cause desertion among the PDF.

>What do the rebels actually demand from the current government?
They're unhappy with the treaty made with Bonrah under false pretenses as was played up by Fadila's people.

>>46900902
>>46900962
Roll 2d100 for stealthy shield gen assault
or
Roll 4d100 for a full offensive to secure docking bays and shields at the same time.
>>
Rolled 90 (1d100)

>>46901220
>Roll 2d100 for stealthy shield gen assault
Let's try to use the fact that our troops haven't been detected for as long as possible.
>>
Rolled 31 (1d100)

>>46901350
2
>>
Rolled 18, 9 = 27 (2d100)

>>46901220
>Roll 2d100 for stealthy shield gen assault
They will never see us coming.
>>
Rolled 80, 70 = 150 (2d100)

>>46901220
>>
>>46901395
>They will never see us coming.
>Rolled 18, 9 = 27 (2d100)
They never saw anybody coming because the first team somehow managed to get indefinitely stuck in a ventilation shaft, while the other team fell down an open elevator shaft and died.
>>
Predictably your Recon team are able to reach their targets without much difficulty.

The same can't be said for the Commando team. They're forced to kill several people along the way that discover their presence and clean up any mess they might have made. Despite this most of the mean reaches their targets on time and plant charges to sabotage the generators.

Coms reports receiving a short com burst signalling that they're ready and the fleet jumps in system, dropping back to real space in orbit of the colony.

"Surface base is increasing power to shields... and half the shield grid just failed."

"Mass drivers, fire." you order.

Kinetic impactors slam down into weapon emplacements and missile silos near the docks. A few hit near the shield generators to ensure that they stay down. Meanwhile the first wave of starfighters begin their descent, followed closely by a few HAGs and LSTs.

Assault Transports are doing some quick final checks before they begin their landing.

Do you want to expand the bombardment to possible garrison facilities closer to the population centers or not risk it?
>>
>>46902107
Don't risk civilians. We want this world to cooperate with us afterwards.
>>
>>46902107
>Do you want to expand the bombardment to possible garrison facilities closer to the population centers or not risk it?
Let's not risk it. Gunship tiem?
>>
>>46902107
>don't risk it
It'll look better for our public image if we at least ask a surrender first. If they refuse then we'll do it
>>
>>46902266
>It'll look better for our public image if we at least ask a surrender first.
Which brings us to our next question:

Do you have a speech in mind to convince to defenders to surrender and the populace to support their impending liberation?

Neither rolls nor broad generalizations will be accepted for this.
>>
>>46902330
What do we know about the House owning this planet?
>>
>>46899921
>Why did it take them, what, 7-8 years
Primarily because it's CCP but to be fair, they've had to change so much of the base programming to get citadels to work right. Grid sizes increased to 8000km, a new camera system because the old one didn't handle well when dealing with large objects, etc etc.
>>
>>46902384
House Sari'eb.
Minor.

Their House agreed to siding with Bonrah relatively early. Local population on this planet was prepared to wait out a siege as they had suffered from attacks by "real" pirates before and survived. Their House disagreed and didn't want to spend excessive amounts of resources holding off the pirates by themselves.
Locals are kind of pissed with Bonrah and their House. This doesn't mean they want to jump ship to another House yet but I'm sure some small percentage wouldn't be opposed to it.
>>
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>>46902330
We have arrived and it is now that we perform our charge.

"Surrender now and be treated fairly. There is no reason to keep fighting when your defeat is unavoidable. You can choose to end any further bloodshed with just two words."
>>
>>46902810
Anyone else?
>>
>>46902330
People of House Sari'eb, I ask that you surrender now to spare your house any further bloodshed. You will in turn receive favourable treatment directly and in the future for doing so. I seek to unify the Run into a solid, coherent alliance of Houses operating not under a single ruler or house but to make each other a stronger entity.
>>
>>46902633
"Inhabitants of planet_name,

due to its alliance with house bonrah, the territory of house sari'eb in this relay is currently under attack by the combined forces of the ruling house, house ber'helum, and their allies.

The majority of spacecraft protecting house sari'eb's holdings have either surrendered, fled, or been destroyed by now.

Most of this planet's shield grid has already been disabled and troops are already landing as I speak. With complete space superiority, and the amount of ground forces available to our fleet, defeat of the local garrison is only a matter of time.

We understand your house decided to ally with bonrah to save resources that would have been required to fortify your world against pirate attacks, despite your impressive history resisting numerous attempts by pirate forces to take your livelihood.

Our actions here are solely directed against bonrah's powerbase in this relay. House sari'eb's territory has become a target for that reason and nothing else.

We are here to make sure this world won't continue to support bonrah's or their allies' war effort.

If any defenders think bonrah's war isn't worth giving their life or health for, we can assure you p.o.w.s will be treated fairly and humanely by or forces."
>>
>>46902633
All I'm reading is "finally a decent location for a free port in this relay".
>>
>>46902810
>>46903385
>>46903502
Tried to stitch these together as best I could.

Starfighters begin to launch from the surface and clash with your own plus the LSTs and gunships approaching the base. Assault transports are beginning a rapid atmospheric entry, holding formation a safe distance away from each other.

You order coms to open a channel on all civilian frequencies and military ones the other House is likely to use.
"People of House Sari'eb, I ask that you surrender now to spare your house any further bloodshed.

Your House decided to ally with Bonrah to save resources that would have been required to fortify your world against pirate attacks, despite your impressive history resisting pirate attempts to take your livelihood.

Our actions here are solely directed against Bonrah's power base in this relay. House Sari'eb's territory has become a target for that reason and nothing else.

Surrender now and be treated fairly. If any defenders think Bonrah's war isn't worth giving their life or health for, we can assure you p.o.w.s will be treated fairly and humanely by our forces.

The majority of spacecraft protecting house sari'eb's holdings have either surrendered, fled, or been destroyed by now. Troops are already landing.
There is no reason to keep fighting when your defeat is unavoidable."

By now the Assault Transports have bled off enough speed and are on their final approach to the docks. Their point defense opens up to help keep enemy fighters at bay.

Two land in cargo bays with access doors large enough for their vehicles to enter the city, while the other two land on top of the plateau. Troops from the infiltrated ship have spread out through the surrounding docking bays and shortly after the landings teams have linked up with one of the transports.
>>
>>46904621
> Shit, niggas, you lost. Now you gotta decide how much damage it's going to take to convince yourselves. We would rather not waste time dicing about blowing shit up, but hey if that helps you come to terms with things.

> Just point out any specific civic works you don't like. Otherwise we'll stick to transport hubs and dams and mines and shit.
>>
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Over the next half hour your troops begin to enter the city while others continue their assault through the base.

General Rna sends you a status update an hour later.
"I'm not sure how much of it was due to your speech, but we're looking at marked desertions in some sections of the base and city garrisons. In others large numbers of troops have surrendered before we engaged them."

"What numbers are we looking at?"

"For one of the garrisons we're looking at as much as 66% of their troops deserting. In most other cases it's well below 50%.

"What about the civilians?"

"Only a few minor skirmishes with them. We've convinced most to return to their homes, but there are crowds of demonstrators around the administration offices that are making it difficult for our people to advance."

You'd suggest flying over them but that's less of an option in an enclosed city.

[ ] Slow your advance if necessary, and hour won't kill us
[ ] Force your way through, we need this place captured now
>>
>>46905070
>[X] Slow your advance if necessary, and hour won't kill us

We seem to have the civilians on our side, or at least not against us. We shouldn't squander that advantage.
>>
>>46905070
>>46905149
Agreed.

>[ ] Slow your advance if necessary, and hour won't kill us

There is no way off this planet in either case so we can take our time. Not that we should stay here for to long. Keep the civilians somewhat content.
>>
>>46905070
[X] Slow your advance if necessary, and hour won't kill us

No accidentally having tanks roll over a packed square of civilians. Plus it will probably mean they will cooperate more with us if we don't needlessly kill some of them.
>>
>>46905070
>I'm not sure how much of it was due to your speech
"ReynardDiplomaticSolutions (RDS)!
They'll surrender to make us stop talking."

Somebody call mr london.
>>
>>46905070
>[x] Slow your advance if necessary, and hour won't kill us
>>
Your troops take their time reaching the administration offices, making sure not to agitate the demonstrators. Armored vehicles that are brought in are flanked by troops just in case the crowds suddenly turn on them.

NCO's and officers keep their men in line and soon they've entering the government buildings. Only a few hardliners put up resistance and soon the Governor is announcing that they've surrendered.

Much of the populace is uncertain about what's going to happen but you make eveyr effort to show that you're good to your word.

The General is confident that only 100,000 troops are needed to hold the base and city for the time being while everything is sorted out. The transports and the rest of the troops should be free for other operations.

Update:
Bonrah has yet to launch a counter attack but their fleets have been sighted on the move.

Ruling House forces have now entered Bonrah space but a full fleet has remained behind dealing with a colony that has not yet fully fallen.
Mevc Laudium has conducted some quick negotiations with representatives of your alliance. Fighting for key areas of his world has tapered off as a result with certain nobles now advising surrender rather than trying to hold out for a Bonrah fleet to break the siege.

Drake has secured the Graveyard. The entire facility is in very rough shape. It's going to take time for them to determine what ships and equipment could be of use to your fleet.

What's your next target?

>>46889599
>Moon Base
>Planetary Base
>Mining Colony
Or you could send part of your forces into Bonrah space.
>>
>>46906300
Strike all 3 at the same time with approximately the same sized forces? I mean they don't really have much in the way of defense so why bother waiting.

After that we got our backs free and can commit to a full on raid and harassment of Bonrah forces. Something we need to even the numbers further and ensure that we come out on top without to many loses.
>>
>>46906300
Let's secure the moon base. Maybe the deal with Mevc will allow us to get it without a fight.

Do we have any intel on the remaining bonrah ally?
>>
>>46905070
>Just gently bump them.
Oh, how long it's been. What a good chuckle.

>>46906300
[x] Planetary Base
>>
>>46906463
>Maybe the deal with Mevc will allow us to get it without a fight.
Different House. Might have worked for those logistics bases Drake and Kim captured earlier.

>Do we have any intel on the remaining bonrah ally?
Not much. They're a true vassal House of Bonrah's so they'll try to hold out until relieved but even they have their limits.

Planetary Base, Moon base, or go after all 3 at once?
>>
>>46906970
All 3. We aint got the luxury to take it slow with them.
>>
>>46906970
>Not much. They're a true vassal House of Bonrah's so they'll try to hold out until relieved but even they have their limits.
Wouldn't it make sense to simply destroy their ships, take their orbital ship yards, and deal with bonrah first?

>wat do
Moon base.
>>
>>46906970
Moon base. Wreak it like a tiny Fighter trying to chicken race a Cruiser.
>>
>>46906970
>>46907168
>>46907231
Well then. Moon base seems to be gaining traction so I'll throw my vote behind it as well.
>>
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>>46906970
All three all out assault.

Got to hit everything we can as quickly as we can before Bonrah can counter attack.
>>
>>46906300
I agree with >>46907153 about hitting all three and once we have them on lockdown we can go after their sensor network so we can then cause havoc behind enemy lines.
>>
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>>46907168
>Wouldn't it make sense to simply destroy their ships, take their orbital ship yards, and deal with bonrah first?
Up to you, but ground bases could still be used to supply ships that make it here.

Okay I'm going to save what I've already written about the moon base.

How do you want to split up your forces / who goes after which target?
>>
>>46907626
Sonia takes the mining base. Kim takes the Moon Base and Drake takes the planetary base.
>>
>>46907626
Sonia - moon
Drake - planetary
Kim - mining
>>
Rolled 1 (1d2)

>>46907643
>>46907699
>>
>>46907643
>Moon Base -Kim
>Planetary Base -Drake
>Mining Colony -Sonia

Going with this unless there are any other votes or suggestions?

Did you want to move any ships around between the fleets? Sonia currently has her command ship plus the Kilo for Mediums.
>>
>>46907998
Nah, that one seems good. The fleets are balanced as they are right now. Should be very little need for them to change right now. Mostly due to lack of hostile enemy forces to bother us in the area.
>>
>>46907998
Shift BCR units and minor squads around so Kim gets the ones with the most PD weapons. Give a crescent to Kim as well, we probably want to send mid sized ships or modern designs against missile batteries and light republic plasma.
>>
>>46907998
No. The formations are good as is.
>>
You fleet drops out of FTL well outside the system to take readings.

A ringed gas giant splits the system into the inner and outer asteroid belts. While neither are very dense there are still made up of quite a few smaller rocks. The Mining colony is built into one of the largest in the inner system. Mirrors dot the side of the planetoid facing the system's binary stars.

While sensors don't detect much in the way of warships in system there are still quite a few civilian ships. Smaller tugs, mining drones and prospecting ships can be seen all over the belts. If there are any of the bigger Mining Barges present they're either in dock or have fled the system.

You ask for a report on the station defenses and are informed that it mainly consists of heavy phase cannon turrets and older fusion cannons. Not terribly damaging compared to certain plasma cannons but still capable of overwhelming your ships if you're not careful.

Docking bays dot parts of both the day and night side of the larger rock.

>Your orders?
>>
>>46908744

Contact the administration? If they're anything like Avoubic, a diplomatic solution should be possible.

Can we contact Avoubic to see if they know anybody here?
>>
>>46908744
>Your orders?
Open talks with them. Offer them the chance to keep all their stuff and for pretty much all things to be left as is in exchange for switching sides away from Bonrah.

If they do not agree on this then begin long range bombardment with our Frigates and our command ship. Rest form a blockade and keep stray ships from escaping.

But first and foremost we should diplomance them
>>
>>46908744
Convince them to abandon Bonrah. There is naught for them in this Relay except standing with Bonrah and being destroyed or leaving them for us and grow ever stronger for it.
>>
>>46908839
>>46908820
>Can we contact Avoubic to see if they know anybody here?
They don't, or didn't really know anyone outside their system, just traders and smugglers. Avoubic repeatedly found itself isolated over a period of 50 odd years.

There could be smugglers from the Run that do have relations with them.

>diplomance
While the station administrator is not inclined towards combat they're understandably reluctant to just hand over control of their station to another House.
"My subordinates and political enemies that are House Bonrah loyalists would have my head. Especially when you haven't even shown the strength of your fleet and other forces. I can't just surrender because there may be a fleet in the outer system."

>>46909174
"And what happens whey they return, but in greater numbers?

For now though you're right and it may be possible to change sides. If you could make it worth our while that is."

With a suitable bribe or a show of force it may be possible to bring him over.
What do you plan to offer?
>>
>>46909430
>My subordinates and political enemies that are House Bonrah loyalists would have my head
>What do you plan to offer?
Neutral status until we've dealt with Bonrah? We buy resources through "civilian" intermediaries, and then we'll come up wiht a more permament solution once Bonrah has been evacuated from DRH1. It doesn't really seem worth the effort to board this station.
>>
>>46909430
They have two choices then. They can join us now and receive preferable terms of surrender. Perhaps even be rewarded with land on other planets or good contracts. I mean there is a nearby graveyard that could use someone to help manage it.

Or they could refuse in which case we will return with Anti Matter torpedoes, slag their holdings and annex them outright.
>>
we'll need a house in this area to keep the others in line without having to keep too large a force behind us. who should we use like this, to both of our house's prosperity?
>>
>>46909430
Well there are probably some ships from one of our graveyards that they can have. I mean it's not like we use those for ourselves.

Access to certain techs as well. Like our rifle our some nice light weight armor for ships.

And if that does not suit them then perhaps they would enjoy a face full of plasma from about a hundred ships turning them into slag followed by a AB torpedo.
>>
>>46909987
>>46909579
>Neutral status until we've dealt with Bonrah?
They could be encouraged to jump ship to one of the nearby Helios allies.
>We buy resources through "civilian" intermediaries
Could work.

>>46909671
If surrendering the current administrator may not live long enough to enjoy, it hence his reluctance.

>>46910088
>Ships
>Weapons
>Armor
Certainly options, and valuable ones. With Bonrah and their allies being cut off from certain trade routes things like newer plasma cannons would be harder to come by.

"We could evacuate the colony administrator with a civilian ship and use his codes to take control of the city."
Tama suggests.

"Or offer to deal with his political enemies." adds Maybourne.
https://www.youtube.com/watch?v=uHH6YVHGh90
>>
>>46910221
>jump ship to one of the nearby Helios allies
Or Helios directly, they need a bigger presence in this relay anyway.
>>
>>46910221
>They could be encouraged to jump ship to one of the nearby Helios allies.

Then we would loose out on the territory or lose out on a vassal house. And that's stuff Helios has done jack shit for. No thank you very much.

>"Or offer to deal with his political enemies."
This seem like an nice inexpensive way to secure this area and to secure his loyalty.

>things like newer plasma cannons would be harder to come by.
And by all right they should be. I don't really want to sell those to anyone outside of JD or our direct allies. Perhaps they would enjoy some of the new warheads instead?

He can have trade or he can have his enemies dealt with but not both. And if that does not suit him we lay siege to him.
>>
>>46910221
Is there an especially large asteroid his miners would like to see cracked? We could try out one of our AM torps on it. We would help the local economy, and give the kind of military demonstration he was asking for.
>>
>>46910600
Or we could crack open their base with said asteroid.
>>
>>46910702
Definitely seems like what we should do to the major civilian center in the area.
>>
>>46910221
>"Or offer to deal with his political enemies."
Clear out potential dissidents. Secure this guys rule. Gain control of the mining colony. I see no flaws with this plan.
>>
>>46910855
What if the guy's shit at his job, hated by everybody, and the only thing that keeps him in power is kissing bonrah's ass?
>>
>>46910896
Then he can be removed at a later date and be replaced. Right now we should focus on what brings immediate control of the area to us so that we can focus on the bigger picture. namely all those Bonrah forces in their territory that we need to raid six ways to hell.

>[ ] The New Deal: Disappearing political opponents
>>
>>46910600
>>46910896

[ ] Help them jump ship to Helios / other
[ ] Convince them to go neutral (Bribery)
[ ] Show of force (Current fleet)
[ ] Show of force (Antimatter weapons)
[ ] Evac admin. Use codes to seize station
[ ] The New Deal: Disappearing political opponents
[ ] New Blood: Find a more skilled political opponent to replace current admin
>>
>>46910985
>[x] Help them jump ship to Helios / other
>>
>>46910985
[ ] Evac admin. Use codes to seize station
Just take it from them and we can worry about stuff later.

>>46911008
Also that's a bad idea if only for throwing away a sizable ore production facility to someone who so far has not helped out in this campaign nor have we secured a deal to get something in return.
>>
>>46910985
>[X] Show of force (Antimatter weapons)
It'll also allow us to help Kim first.
>>
>>46910985
>[ ] Show of force (Antimatter weapons)
Eh, fuck it. I want to see what this thing can do.
>>
>>46910985
[ ] Convince them to go neutral (Bribery)

We can't go and show our fleet strength OR our strongest weapon this early in the campaign. Might as well throw some credits at them that we can seize back at a later time.

[ ] Help admin jump ship
If my former choice doesn't get any votes.
>>
Show of force it is.

You'll be linking up with Kim first, then returning once done there.
>>
>>46910985
I have come and I demand fire.

>[X] Show of force (Antimatter weapons)
>>
After delivering a warning that you'll return and expect a more positive answer your fleet jumps out for Kim's position.

By the time you arrive you see that the Knight has been hard at work. The side of the moon opposite that which the base is on now features a crater still glowing a dark red. Starfighters are in the middle of attacking the surface installations, knocking out weapons and any shield generators they can get at while below the main shield.

"Finished already Baron?"

"Not quite, but by all means please continue."

In a few more minutes the starfighters finish with their targets and return after having expended their torpedoes and missiles. There's still a shield up over the base entrance. Not as strong as before but enough to keep out a few squadrons.

Once the starfighters are clear the Torpedo cruiser launches one more shot, a lower yield than what they must have been using previously. It's enough to knock down the shield then Kim's battleships move in and break through the doors.

The follow up assault is short lived but fierce. The base is secured and transports brought in to evacuate POW's and the wounded.

Kim reports back that Bonrah had garrisoned a small number of troops to encourage those from the local House to maintain their loyalty.

"Political officers. Great, just what we needed." you mutter.

Rushing back to the mining colony you get ready for a show of force.

Roll 1d100
>>
Rolled 33 (1d100)

>>46912448
small bomb make big boom.
>>
Rolled 81 (1d100)

>>46912448
>Roll 1d100
Dice!
>>
Rolled 95 (1d100)

>>46912448
ROLLIN BONES
>>
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Jumping back in system it doesn't take long to restablish communications with the station administrator.

"Your detractors wanted a show of force? We'll give you and them one to remember. Is there an especially large asteroid the miners would like to see cracked? Because I would advise they get as far away from it as possible."

The worried politician wastes no time sending the data and you own people check it to be sure you're not going to accidentally light up a space orphanage or something.

The fleet micros in at a safe distance and the Torpedo cruiser begins antimatter loading for a high yeld shot.

You contact Kim who has been reading up on the ship and other similar weapons his people will have to deploy at a later date.
"How much antimatter could one of those torpedoes hold?"

"In theory? Too much."

"How much is too much?"

"We shouldn't be using them anywhere near habitable planets."

It takes a bit longer than normal to ready the torpedo for launch as crews refit the casing with an armor piercing tip. When they finally let fly with the large warhead it penetrates the outer surface of the asteroid easily enough that you're momentarily worried you've shot at a rubble pile and that it will punch right through.

Fortunately that's not the case and a moment later great fissures begin to rip open the surface before the blast hurls multi-kilometer sections of asteroid in every direction.

A number of minor collision warnings are issued indicating that the fleet will eventually need to relocate.

Maybourne breaks the silence the follows.
"Does anyone else think we might have overdone it?"
>>
>>46913284
"Any bets on how long it will take to have these things banned by the factions treaty?"
>>
>>46913284
>"Does anyone else think we might have overdone it?"

"... Can we make it bigger?"
>>
>>46913353
"They sort of were. Or by the Factions themselves, maybe not directly by the Factions Treaty?"
Kaz explains that it was more of an informal agreement that was largely put into place as the result of the Terrans threatening to develop additional Veckron based weaponry.

Such weapons had prevented advanced Kavarian Antimatter reactors and sublight drives from being adopted by other powers during and after the Faction Wars. Indeed those very same systems made it easier for veckron torpedoes to destroy super heavy cruisers, so everyone just went along with the agreement.

>>46913468
"... Can we make it bigger?"
"Not safely. For the people launching it that is."

You open a channel to the mining station, broadcasting in the open. In a few minutes the light from the explosion will have been visible to everyone in the system, just in case their long range sensors had missed it.

"This has been a demonstration of the firepower we can bring to bear. For the sake of your civilians I suggest you surrender immediately. House Bonrah does not have ships here to protect you, nor will they for the foreseeable future.

If you wish to negotiate for an occupation force from another House you are free to do so after you have turned over control of your defenses."

The Administrator, now flanked by several other people including some wearing obvious Bonrah insignia, immediately capitulates. While the others don't seem happy about it none of them look prepared in the slightest to speak out against this action.

By the time your troops have boarded the station and report that they're secure, Drake has finished with her target.

"Kind of nasty fighting but the extra Gunships and new tanks helped quite a bit. Did you want me to see about getting a salvage team together to remove the tank factories? I think there are a few wrecks in that graveyard we could repurpose for it."

It seems Drake want's at least one of the factories for herself as part of a salvage claim.

Allow it?
>>
>>46914011
Do so, and yeah Drake gets one. Also what type of tanks are the factories making?
>>
>>46914011
>Allow it?
Depends on how much other stuff she got damaged during that battle. If she qualifies to get one, I'd also suggest the same rules apply to the tank factories as they do to our level 4 DA/CRV yard. She can make money off the product but it'll never leave house space.
>>
>>46914011
Allowed. Although caution Drake that the campaign is far from over and it might be unwise to stake salvage claims early, especially if something better comes up later.
>>
>>46910471
>Then we would loose out on the territory or lose out on a vassal house
It might be good; could bring political favours to JD and/or Sonia. Maybe past allies of Bonrah will join whatever house we throw in with at the end.

It can also be dangerous for JD to grow that fast, to have a couple of vassals and grown 3x the size previous, we'd become a target for larger houses.
>>
>>46914267
Our house will probably kill us if we drag in another planet.

We should just grab some space along the main trade lanes, maybe some resource operations, and definitely real estate close to the nav station to terran space.
>>
>>46914011
>Allow
>>
>>46914011
>Allow it?
No.
>>
>>46914159
>Also what type of tanks are the factories making?
Mostly main battle tanks, though there is a line for one of the more common heavy tanks.

>>46914178
>I'd also suggest the same rules apply to the tank factories as they do to our level 4 DA/CRV yard. She can make money off the product but it'll never leave house space.
The product or the money? Some of your corvette sales do go to allied Houses btw.

>>46914196
"I'm fine with that. My subordinates will want to make claims against ships along the way I'm sure. I want factories that I can ship back to planets in the Run that can only be touched by a planetary assault."

>>46914293
>Our house will probably kill us if we drag in another planet.
This is true. Or they'd quietly ask Fadila to try and convince you otherwise. The Earl could also just veto it but this is not a thing one likes to do to their Barons on a regular basis.
>>
>>46914502
>The product or the money?
I meant the factory. Sorry, it's getting late.
>>
>>46914011
>Allow it?
Yes, but only under the restriction that 3/4 of all heavies are sold only to the House until we have supplied our armies sufficiently.
>>
With the main bases in this area captured you make contact with the nearby Royal Logistics Corps base. They'll get to work and should have a new supply line to the forward bases established soon.

House Phobos reports that they'll be able to send ships to the region in a few more hours once they've finished some additional sweeps of their zone.

Your allies are still on the advance and it's estimated that Bonrah won't be able to get reinforcements here for at least another week. Your advisers suggest making a quick stop at one of the captured logistics bases before pressing on to additional targets.

The trade lane along the western regions of Bonrah space seems like it would be a prime target for your next foray.

Will you continue with the larger unit deployments, or would you like to split up your attack and assault wings into raiding units like you would when fighting behind Neeran lines?


Stopping here for the night. See you in the morning.
>>
>>46914502
I'm fine, her salvage claim is reasonable. Besides, it would be rather hypocritical of us to be against it.

Really we should be offering to help with transportation costs if she relocates to Rioja.
>>
bump
>>
>>46914896
Continue the larger actions for a short time, at least until we wipe the other major local targets. Afterwards, split into raid groups and probe/patrol border space between us and Bonrah.

With any luck, we'll catch stragglers trying to smuggle materials/people out of the acquired territory and smoke out any raiders before they've gone to deep cover.
>>
>>46914896
Anything we can do about the two enemy fleet elements about to link up by the colony/yard/military base trifecta?

I don't want that to turn into an enemy stronghold between our two main forces.
>>
bump
>>
>>46914896
>Will you continue with the larger unit deployments, or would you like to split up

Remain as a large force for now and move up to the front lines. We first take out the two sensor stations bordering our freshly captured territory then we beline it for the colony and try to inflict some heavy damage on that fleet with the Anti-Matter torpedoes and constant harassment. With any luck we should be able to pincer them between our fleet and that one allied fleet that is fairly close to the colony.

Also is that a Bonrah fleet in Helios territory?

All that aside. This territory seems like a treasure trow of resources and wealth just waiting to be tapped.
>>
>>46914896
For the most part I agree with >>46920418 's plan. Hitting the sensors in that area and trying to take out that fleet with our allies. If it all works out it leaves this entire sector open for raiding/ capturing.
>>
Why is there snow outside? That time of the year is supposed to be over.

>>46918594
>Anything we can do about the two enemy fleet elements about to link up by the colony/yard/military base trifecta?
Not before the reach the colony. You could move to support the RH Fleet that is nearby to assist should the enemy counterattack. Hoiwever there is another RH fleet close by so they should be safe enough for now.

>>46920418
>Also is that a Bonrah fleet in Helios territory?
Accidental copy paste. Didn't notice it until it was too late to take down.
So let's just say that their neighbors have mobilised should the fighting suddenly spill over into their territory.
>>
>>46914896
>>46920868
I think going for the BX close to the territory we've occupied is a good idea.

It's probably the most fortified sensor station with no fleet nearby, so we should try to disable or capture it while most of our fleet isn't damaged.
>>
Staying as a larger group looks like.

>take out the two sensor stations bordering our freshly captured territory
>For the most part I agree with >>46920418 's plan.
>I think going for the BX close to the territory we've occupied is a good idea.

Sensor equipped base first, or the lone sensor array and then the base?

Are you planning to capture the sensors or just destroy / put them out of commission?
>>
>>46921336
Capture them I would say.
>>
>>46921336
Attack base with Kims fleet and Sonias fleet while Drake takes the Lone sensor array. Capture and repurpose them for our own use. They will give us plenty of visibility right in the middle of hostile territory. Which we will need seeing as we're about to go further into enemy territory.
>>
>>46921336
Depends on the defenses.
>>
>>46921386
You said in your previous post to stay in a large group. Others have agreed with that point.

Looks like you're moving to capture. Hitting the less defended one first or the base?
>>
>>46921453
What's the range on these platforms? Could we stay undetected for a while if we sneek up along the nav hazard zone?
>>
>>46921453
Hit the base first, it will be more intimidating when we go to the less defended one.
>>
>>46921453
Oh I considered the fleet deployments we had now to be large groups and the suggested single wing units to be small groups.

None the less. Hit the base first. It's the tougher nut to crack and we don't want the forces there to pull back if we hit the smaller one first.
>>
>>46921503
Roughly? About this.

>Could we stay undetected for a while if we sneek up along the nav hazard zone?
If you approach at low FTL speeds the proximity to the hazard zone might make it harder to detect your fleet until you get closer. There's a chance it won't do anything for you.
>>
>>46921642
Thanks. Let's just go directly after the BX site.
>>
>>46921559
>>46921603
>>46921662
>base

[ ] Stealthy approach
[ ] Rapid approach

Roll 1d100
>>
Rolled 48 (1d100)

>>46921698
>[ ] Rapid approach
Speed is key if we are to link up with the allied fleet approaching the colony in a timely manner.
>>
Rolled 36 (1d100)

>>46921698
>[X] Rapid approach
Maximum bully
>>
Rolled 2 (1d100)

>>46921698
> [ ] Rapid approach
>>
Rolled 30 (1d100)

>>46921698
[X] Rapid approach
>>
>>46921698
Well.

Had to roll bad some time.

At least we are going in hard which will mitigate it.
>>
>>46921767
A 48 isn't exactly horrible, just not up to the usual standard.
>>
>>46921820
It's definitely not a good roll, it's less than half.
>>
The fleet sets course for a base known to support long range sensor arrays that keeps watch on the nearby trade lane as well as the border regions. Skirting through the captured territory to get as close as possible you jump off towards your target heading in at the highest FTL speeds your navigators can manage.

The fleet drops out of FTL within weapons range and immediately opens fire on the station. It's an older style permanent facility, similar in construction to the Alliance training base your served at. The handfull of ships still here mostly include older frigates, firing from beneath the station shield.

It also seems they had some time to prepare for your arrival. Missiles and torpedoes that must have been launched before you jumped in light off and streak in towards your fleet. Apparently other people enjoy using that trick too.

You could back away, buying time for point defense to thin the incoming barrage. Or you could have the Assault Corvettes charge in closer to the station while covering them with supporting missile fire. It should result in some of those enemy warheads turning back in the direction of the station.

[ ] Back off
[ ] Assault corvette charge
[ ] Other
>>
>>46922280
>[ ] Other
Jump out, jump in again on the opposite side of the station.
>>
>>46922280
Don't suppose we could just scatter? Letting the volley pass through where the fleet used to be and then we come back together again once their volley has missed us.
>>
>>46922280
Would detonating a Anti-Matter torpedo in the middle of the enemies torpedo swarm help deal with them? Either by distorting them, frying them or outright destroying them.
>>
>>46922280
> Anti-matter anti-torpedo defence.

We are mad with power.
>>
>>46913284
>It takes a bit longer than normal to ready the torpedo for launch as crews refit the casing with an armor piercing tip.
Could we get these guys in touch with the plasma cannon crew on the devourer? I think they'd get along pretty well.
>>
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>>46922470
>Could we get these guys in touch with the plasma cannon crew on the devourer? I think they'd get along pretty well.
And run the risk of being associated with plebeian beam weapon crews? I think not.

>>46922331
Be aware that it will take a bit for the larger ships to reverse engines.

>>46922396
>Don't suppose we could just scatter?
The smaller more mobile ships like the assault corvettes could dodge a few warheads each, though there's always the chance they'll be unable to evade all of them.

>>46922425
The ones that are in the blast radius perhaps.
>>
>>46922280
>[ ] Back off
Fire off a Anti-Matter torpedo into the middle of the enemy volley as well. Could serve to both diminish the number of torpedoes and help to intimidate them into surrendering
>>
>>46922625
Back off, ships with the best armor to the front.
>>
>>46922625
Arc to the side to draw the torpedoes in tight along the curve and THEN shoot the anti-matter torp. Maybe cold fire some torpedoes to launch at any targets of opportunity from a different angle as we deflect? Depends how far off we could get.
>>
"Reverse engines. Ships with toughest armor to the front, concentrate fire on the larger warheads. Launch antimatter torpedoes into the missile swarms. See if we can disable some."

The assault corvettes quickly pull back, putting as much fire down range as possible while the rest of the fleet reorganises itself.

Roll 3d100 for AM Torpedo effectiveness
>>
Rolled 97 (1d100)

>>46922885
>Roll 3d100 for AM Torpedo effectiveness
1
>>
Rolled 51, 36, 61 = 148 (3d100)

>>46922885
Time to make them shit themselves in that station.
>>
Rolled 33 (1d100)

>>46922896
2
>>
Rolled 90 (1d100)

>>46922914
3
>>
Rolled 78, 56, 27 = 161 (3d100)

>>46922885
>>
Not long after you give the order the Helios medium opens fire, the bright light of an antimatter torpedo exploding amidst the oncoming wave. Dozens if not hundreds of warheads are knocked out, though it's difficult to be sure.

Every ship with missile launchers continue to put out fire towards the incoming barrage. Most of those with simple missile racks meanwhile try to keep some in reserve.

A second torpedo fired too quickly isn't nearly as effective, the crews not having allowed enough time for a large enough yield.

Point defense is picking away at the torpedoes but some are getting through. The weaker missiles especially are largely being ignored, hammering the larger warships with multiple smaller detonations.

There's only time for one more AM Torp to be launched so they'd better make it a good one.
"Wait as long as you can to fire that last torpedo."
"Aye sir!"

The last Torp launches and detonates far too close to the fleet for your liking, lighting up the displays. It's enough to take down the majority of the cloud, the remainder being handled by shields and mass drivers.

The threat destroyed the fleet switches back to the offense, bringing fire against the station once again. A combined fleet bombardment -minus the Helios- soon wears down the shields. Your command ship and Shukhants move up, disabling weapons arrays and batteries before sending over Marines.

Initial demands for their surrender seem to fall on deaf ears.

"We're detecting an overload in the support reactors for the sensor arrays."

[ ] Have Marines try to save the sensors
[ ] Pull marines back from those areas
>>
>>46923583
Can we snipe the generators?
>>
>>46923583
> [ ] Pull marines back from those areas

Eh, it's really irritating but not worth lives.

Too bad we can't use the power absorber thingy here?
>>
>>46923583
>[ ] Pull marines back from those areas
>>
>>46923622
> We'll blow them up before they can explode!
>>
>>46923583
>[ ] Have Marines try to save the sensors

Threaten to execute any survivors on the base if they damage the sensor array. Obviously we wont go through with it but they might listen.
>>
>>46923652
>>46923622
>Can we snipe the generators?
There is a chance that doing so could reduce the amount of damage yes. If done incorrectly it will make things worse and damage the station itself.

Have one of your ace pilots try? If so I'll need 7d20
>>
>>46923738
>have one of your ace pilots try?
Nah, let the marines pull out. Didn't we have a sensor station left over after our shopping spree to secure the run? Would it be possible to bring it to the front?
>>
Rolled 16, 15, 1, 5, 6, 4, 11 = 58 (7d20)

>>46923738
Fucking do it.
>>
Rolled 14, 14, 7, 6, 4, 18, 14 = 77 (7d20)

>>46923738
>>
Rolled 8, 14, 7, 14, 11, 4, 15 = 73 (7d20)

>>46923738
Rollin Thunder
>>
>>46923799
>>46923878
>>46923909

I think we got it gentlemen.
>>
https://www.youtube.com/watch?v=jz64SL8Ccw8

"Get the marines out, and someone disable those reactors!" you hurriedly order.

"Diez! Particle beams!" Drake snaps in response.

One of the assault corvettes lights off its engines, flying in as fast as possible then flips end for end to decelerate more quickly. High maneuver drives burning hard it comes to a stop above the sensor arrays.
A point defense turret that seems to be locked in place facing forward fires off a burst at each reactor, the pilot manually bringing the weapon to bear.

Most of the reactors struck by the beams find their all important containment casings compromised, venting streams of fusion plasma into space. It fails to do the trick with the third and fifth reactors which explode as though little had been done to them, taking out their attached sensor array.

Fortunately none of them suffer a cataclysmic explosion that might have damaged the station core and the other nearby sensor arrays with it.

With that out of the way the Marines continue their attempts to capture the station. There isn't much resistance after the incident with the sensors. The rest of the base surrenders in quick order.

You've salvaged about a dozen older Frigates better suited to cargo hauling, but they'll need time to be repaired. Once operational they could be of use for logistics or as added support for the army.
>>
>>46924438
The next array is a much smaller installation, relying more on being out of the way for its defense. Your cloaked ships only managed to triangulate its location based on movements from response fleets when they operated in the area.

Do you want to make a straight flight for the other sensor array, skirt back into friendly territory first, or raid some of the mining operations between here and there?

Also will you take a slow or quick approach?
>>
>>46924517
Have any of our allies engaged the bonrah fleet at the colony world?
>>
>>46924517
Engage the Sensor array directly. Notify the nearby allied fleets that we will begin attacking the enemy fleet at the colony afterwards so we can begin a planetary assault eventually. Or at the very lest soften them up for a proper all out attack
>>
>>46924646
I think we should take the logistics base before launching an attack on the colony world.
>>
>>46924616
Not yet. They've sent out skirmishing and recon elements to harass the surrounding systems and determine when to bring the fleets in to attack.

The eastern most colony won't be attacked until the Run and Ber'helum forces from the east flank can take part in the attack as well.

The south west colony is being watched to see if they'll move to engage your fleet if or when you start raiding the mining bases. Should that happen you'll be warned.
>>
>>46924685
You may have a point there. Just that I don't want to give that fleet a chance to escape if we get bogged down taking other objectives and spook them. We don't want Bonrah to blob their fleets just yet. Not when we can still pick them apart one by one.
>>
>>46924781
How are the other fleets doing so far?
>>
>>46924930
Sensor range on the map cleaned up a bit.

No serious resistance so far but there is a major battle shaping up on the east flank.
For the most part the enemy is trying to avoid major battles due to their inferior numbers. They've been trying to disable facilities like sensor arrays before they withdraw or they fall to your forces. Probably trying to reduce what you can turn against them.

Bonrah's assault corvettes units have not made an appearance, though those belonging to their allies are among those seeing combat.

>>46924646
>>46924685
>>46924822

[ ] Go for the next sensor array
[ ] Logistics base first
[ ] Raid mining bases
[ ] Split up (into more than 1 group) to hit multiple targets
>>
>>46925107
>[ ] Split up (into more than 1 group) to hit multiple targets
Drake goes after the sensor station, Kim and Sonia take the logistics base.
>>
>>46925142
Supporting.
>>
>>46925142
Sounds good to me.
>>
>>46925142
This. Then we ready for dat colony.
>>
>>46925142
X

We also seem to get really good rolls whenever we use the AM torpedo.
>>
Drake is to take a small force and head for the other sensor array at best spead. Meanwhile your fleet heads for the logistics base.

It's within range of the enemy sensors while they're still up but it's worth the risk. If a Bonrah fleet large enough to pose a threat to you moves to intercept the RH fleets will have time to come to your aid.

When the fleet reverts to real space it seems you've arrived just in time. Sensors show signs that Bonrah is preparing to abandon the base.

Tama looks over the scans.
"If they've decided to start using scorched earth tactics they'll be preparing to destroy their Helium and Deuterium reserves."

Maybourne calls your attention to an intel report. "This base also has stockpiles of Tritium which can be a bit messy to clean up.”

So far there are no signs of an enemy fleet in the area.
Get in fast before they can demolition the base? Or would you prefer a more cautious approach?

Headed out for work. See you after 9PM EST!
>>
>>46925410
It's a sign that the dice gods wants us to use it as often as possible can. We should get another one so we can run around with a pair of them.

>>46925811
Move in fast and deadly, but on high alert. Check for stealthed things. Ships, mines, cold launched torpedoes. Prepare to use the AM on anything that want to put up a fight.

I am now in shadow runner mode
>>
>>46925811
Let's be cautious. Capturing the base would be great but I don't think we should risk any of our forces unnecessarily to do so.
>>
>>46925811
>Or would you prefer a more cautious approach?

Careful now. Don't want to have half the fleet explode in a large fireball of burning promethium.
>>
>>46925811
>When the fleet reverts to real space it seems you've arrived just in time. Sensors show signs that Bonrah is preparing to abandon the base
>If they've decided to start using scorched earth tactics

I think we should split up after this. None of minor bases seem to have a decent amount of forces protecting them, and contesting them before bonrah can sabotage them should be our main objective.

We can easily afford to ignore the planets because we won't get through the shields before bonrah has dismantled whatever they wish to destroy while space installations should be comparatively quick to capture.

It would also give the lower commanders a chance to prove themselves.

Focus on everything that's not a planetary colony.
>>
>>46927725
The planet is not the important thing. The fleet around it is. That is the only reason we are going there. to Destroy the fleet there so that our allies can lay siege to it instead of us so we can run around and wreak shit elsewhere.

>>46925811
Also caution
>>
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> Behind the Scenes / Meta
>Appearance

>Sonia's general appearance has always been intentionally left up to the reader. Things like height were only fixed to a particular range for mechanical purposes of gameplay.
>This approach to character appearance was influenced by Zeonquest and things like Mass Effect's character customization.

Am I the only one who thinks its the hight of fashion in the terran alliance to shave most of your head and style the remaining hair into something that looks like novelty plastic poop?
>>
>>46930767
I've actually been imagining Sonia with one side of her head shaved and the rest tied into a braid along the side of her head.
>>
>>46930914
That sounds pretty cool actually. Though I do like the random pic that was getting posted a lot.
>>
>>46930914
Well there was that incident at the Lat'tham Ball where a near miss from a phase rifle burned off a section of her hair. So that’s more or less the look you had the first time you did your torpedo sales.
Maybe minus much of a braid.

>>46926128
>We should get another one so we can run around with a pair of them.
[Terran Veckron R&D intensifies]

>Prepare to use the AM on anything that want to put up a fight.
I think the requests for caution would prevent the use of heavy weapons near the fuel depot.

>Move in fast and deadly

>Let's be cautious.
>Careful now.
>Also caution

There are plenty of ways to be cautions. Some mean taking their time, while others involve finding alternative ways of doing things.

What are your ideas? More Recon team shenanigans?
>>
>>46931622
>What are your ideas? More Recon team shenanigans?
Have the professionals look into the situation before we commit the bulk of our boarding teams.

We could lock down the station and promise whoever gets the idea to blow anything up will share that fate.

>>46930914
That sounds like something from a tumblr tier we have to fill our diversity quota tier bbc show about vikins, or maybe the ancient mid-east.
>>
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>>46931687
Oh don't be silly. They do not have a monopoly on hairstyles. Also I was thinknig pic but with a braid and perhaps a wee bit shorter. But that's just me.

>>46931622
>What are your ideas?
Scan EVERYTHING. Small boarding parties at first with specialists to check for rigged explosives and such. Quick insertions into spots that is the likeliest source of a major explosion. Such as generators, fuel stores etc.
>>
>>46931622
>incident at the Lat'tham Ball where a near miss from a phase rifle burned off a section of her hair
Before I forget it again: We should train more bodyguards. Have each of our current bodyguards pick one or two trainees, Sonia has easily enough money to afford 4-6 instead of our current 2.

>>46931782
They've completely ruined it at the moment. Just like problem glasses.
>>
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>>46930767
>>
>>46931875
You have 2 others (whose names I'm certain I've given but still cant locate in the archives!) that at one point used older power armor RSS salvaged. Later they were both given suits of Medium Jump Jet armor. They've deployed with Sonia just about any time she's used her jump jet suit.

They were off duty at the time of the attack on the capital and were cut off from reaching Sonia or their armor by the fighting.
But you're right, you should have more.

>>46931782
>Scan EVERYTHING.
Even from the long range scans you can tell that they're rigging nuclear or fusion demo charges, but that's the limit until you actually jump in system. That's in parts of the external cargo wings of the station that are open to space. Anything that they're doing inside the station itself you won't know until you're close enough to launch boarding shuttles.
>>46931687
>Have the professionals look into the situation before we commit the bulk of our boarding teams.
"The longer we wait the more time they have to rig additional explosives." is the opinion of your Marine Demolitions experts.

"How many people would you need to disable them?"
"160 to 200 to make sure it's done both fast and right. Half that if you're especially worried they'll blow it early."

>We could lock down the station and promise whoever gets the idea to blow anything up will share that fate.
Couldn't hurt.
>>
>>46932327
I say send the promise like >>46931687 suggested and give the Demo Expert his 200 men.
>>
Jump fleet in, threaten while sending in the marines to disarm.

Send a small fleet in to cover marine teams. Maybe a couple squadrons.

Or did you want to try and sneak in the teams?
>>
>>46932997
Nah, sounds like a good plan to me!
>>
>>46932997
That seems to be the jist of it. Now I am going to crash cause I am tired.

Don't get killed!
>>
>>46932997
Do we have any stealth ships available?
>>
>>46933253
You can request one from the Ruling House with a short delay but you won't have use of it for very long.

Your pair of silent hunters are on their way here from the homeworlds. They were able to trade data to Helios while they were still deployed, increasing relations slightly.

>>46933130
I'm starting to regret staying awake as late as I did last night playing Armada.

[ ] Bring the fleet in, threaten while disarming. Roll 2d100
[ ] Wait for a cloaked ship. Roll 1d100 for delay. (Best of 2)
>>
Rolled 90, 64 = 154 (2d100)

>>46933503
>[x] Bring the fleet in, threaten while disarming. Roll 2d100
VIOLENCE OF ACTION
>>
Rolled 94, 82 = 176 (2d100)

>>46933503
>[x] Bring the fleet in, threaten while disarming. Roll 2d100
ROLLIN BONES
>>
>>46933712
goddammit anon, I had a fine roll and you had to kick my ass.
>>
Rolled 31, 86 = 117 (2d100)

>>46933503
>Bring in fleet...
Completing rolls
>>
Despite having captured quite a bit since this invasion began you’re starting to get annoyed with the enemy attempts to sabotage equipment. You let a little bit of that bleed into your threats against the station after the fleet micro jumps in a safe distance away.

Promises to massacre those trying to destroy the station in place your people get to work.

Attack cruisers move in carrying LSTs, deploying troops to disable demolition charges as quickly as possible. There are a few minor firefights with enemy troops that don’t quite seem to get the message. Marines put them down hard, not trying to take prisoners.

Most of the teams begin to report that they’ve detached detonators from the active warheads. The remainder are for stockpiled weapons that haven't been placed or armed yet. It seems you got in before they could place more than your people could deal with.

“Keep an eye on long range sensors. I don’t want a Bonrah fleet sneaking up on us.”
Occupation of the station goes quickly and smoothly, most of those aboard deciding to take your advice not to seek an early grave.

Tes’us opens a channel to you command ship.
“With all the POW’s we’ve been taking it may be a good idea to send a few transports with Bonrah personnel back to the homeworlds at some point.”

“Wouldn’t that run the risk of interception?”

“Possibly. But it would be better than having a large camp in the Run somewhere that our enemies want to raid.”

>Cont.
>>
Drake takes out the other sensor array as planned but reports that sections of the array had already been removed and transported elsewhere before their arrival. She doesn’t know where.

The large fleet battle taking place on the eastern flank has ended when the Run Alliance brought in their Heavy Cruiser. Providing long range support it allowed units breathing room to recharge shields as well as a place for damaged ships to seek repairs.
Casualties are still being determined.

Elsewhere allied forces are reporting what could be a potential complication for the invasion.

“What is it?”
“Most of Bonrah’s ships better suited to hit and run tactics are disappearing. The remainder are landing.”

“Landing? Where?”
“At their two colony worlds. Even the Medium cruisers that aren’t supposed to be capable of atmospheric entry are being landed.”

Most ships are pretty tough. It’s more a question of how much damage they do to the planet when landing than to the ship itself. If they're being supported by powerful tractor beams it should be possible to set larger ships down. With starships to boost the strength of planetary shields it will be next to impossible to get them out of there.

Kim is the first to react to this news. "As someone that hasn't given serious thought to it before remind me; how important is adhering to the factions treaty?"

See you in the morning!
>>
Page 9 bump.

Also are we allowed to use AM torps against planets?
>>
>>46932327
I WANT A HANDMAID/BODYGUARD/AIDE-DE-CAMP! AND I'M WILLING TO YELL UNTIL I GET ONE.

I wonder if we can make it be Becka's SF friend.
>>
>>46934838
>“Possibly. But it would be better than having a large camp in the Run somewhere that our enemies want to raid.”

OR, could we use that as a trap of sorts? Namely, ship the prisoners back but set up a fake camp with the more recognizable prisoners that we would have trouble emulating but aren't quite high value (we can pretend to be keeping those in a locked off zone) but the rest are actually marines. And in the Brick where we're supposedly keeping the prisoners we have TANKS.

Honestly probably not worth the forces, maybe for keeping people who can't join the fighting for some reason or other.

Also, I would like to think that we've been pretty fair about how we treat POWs.
>>
>>46935189
> Most ships are pretty tough. It’s more a question of how much damage they do to the planet when landing than to the ship itself. If they're being supported by powerful tractor beams it should be possible to set larger ships down. With starships to boost the strength of planetary shields it will be next to impossible to get them out of there.

> Kim is the first to react to this news. "As someone that hasn't given serious thought to it before remind me; how important is adhering to the factions treaty?"

Pfft. This is fine. We'll just hit and run their production capabilities while maintaining a slow advance. Unless they have some sort of knock-out blow planned, we can use this as evidence to their allies that they know they've already lost and are just trying to preserve their own forces for the eventual renegotiation.

But that means they've abandoned their vassals, failing in their lords duty of providing governance AND protection.

While we can clearly appreciate loyalty as a virtue, we also firmly believe that it has to run both up and down the chain. Nobles rule because they are best suited to it and are the most capable rulers, but once they stop being capable then they forfeit that right.

Looks like Bonrah simply seized more than they were able, or just willing, to defend and were relying on the good-will of others to cover for their shortcomings.
>>
>>46935189
It's not illegal if you don't get caught, Kim.
There should be an asteroid belt in those systems, send a few big ones hurtling down to the planets when they ignore our offer of clemency.
>>
>>46936586
Well let's see, it's illegal to nuclear scale weaponry within a habitable planetary atmosphere. What do you think?

I'm getting called into work for most of the day and won't have a lot of time later so the game will have to stop here for this week.

See you Sunday.
>>
>>46939550
AM torpedoes intensifying

Well asteroids is fair game. See you next week!
>>
Also thread is now archived.
>>
>>46939550
See you then.

Thanks for the thread, and take care!
>>
>>46939550
Thanks for the thread. Let's hope for some major fleet action next time?
>>
>>46936971
I mean, technically it's not US doing that if we use shield piercing torpedo barrages on those no longer moving Mediums.

I would imagine we could scale some serious ToT barrage now that they aren't moving.

And that exploding spaceships probably aren't great for the property values.
>>
>>46935189
I'd suggest to simply blockade the colonies. If any of the major houses feel like throwing away soldiers to conquer them they're more than welcome to try but I don't see much use throwing J-D lives at these worlds.

I would like to suggest we try to get control of the space around the nav station to terran space asap.

>"As someone that hasn't given serious thought to it before remind me; how important is adhering to the factions treaty?"
Considering things are really shitty in Shallan space against an enemy who doesn't give a fuck about the treaty, I'd say we should try to stick to it.

>>46936857
>AND I'M WILLING TO YELL UNTIL I GET ONE.
It worked for drive plate plasma. Anyway, getting Bekka's friend sounds like it has potential to be hilarious, and only a little stupid. I'm totally willing to support this.

>>46939550
Thanks for the thread.



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