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Humanity has spread out into a massive sprawling empire throughout the galaxy. The edges of the sprawl remain poorly guarded and sparsely settled after all humanity throughout a thousand stars has always been alone save for their own creations which once waged war against them. This is no longer true now an unknown force has begun to attack sector 63 and other sectors and it is up to poorly supplied and desperate sailors to hold them back.


You are the Admiral of the naval fleet of sector 63 one of nearly a 100 rimward sectors on the edge of settled human space. The war has finally turned in humanity's favor the once unending horde of bird ships, who you now know are called the Argono have finally ebbed away. The war is not yet over for yourself; a large enemy fleet has formed and seems intent on finally ending your harassing attacks by striking your home port of Carth. In the last few weeks you've been striking the main body of the enemy fleet in an attempt to weaken the blow that will fall on your home.


Your fleet soon arrives at Cartha having finished your last ambush you should have at the current rate of enemy advance roughly a week before they arrive here. A significant minefield greets you at the jump point exit hundreds of the dangerous weapons scattered in a circle around the point. A signal from the fort which is visible from the jump point is the next thing to greet you, a friendly greeting from Colonel Roose who is legally in command while your gone. It also includes a request for a meeting at some point.

The defense of Cartha can be broken up into three distinct types: static defenses like the fort and mines, naval in the form of ships and torpedo boats operating out of the fort and finally the army which currently mans the fort and holds several positions on the planet. Which to visit first?

>The fleet
>The army
>Static defenses


Past Threads:https://suptg.thisisnotatrueending.com/qstarchive.html?tags=BrinkQM
>>
>>6352438
>Static defenses
>>
>>6352438
Just a bit of OOC note to start this thread, I had a insane amount of trouble trying to make this thread the new captcha really does suck
>>
>>6352438
>Static defenses

Most urgent.
The two heavy cruisers of ours must be seen to emergency repairs right away though.
>>
>>6352438

Seconding this:
>>6352178
>Turn off all the lights on the planet and place light sources somewhere else to create a fake target (it's dumb, but the birbs have been dumb as well)
It's hilarious and it might actually work.
>>
>>6352438
>>Static defenses
>>6352616
Oh and yeah I agree with this.
We should go to the fort and then contact the others on a call. The Fleet can visit us there if they need to, and the Army should more or less have its shit together without our getting too deeply involved; if they need to be anything other than Spectators we already lost. It seems like the Birds don't really do ground invasions until they've suppressed the defenses, I'm guessing if we need to fight on the ground, our forces need to button up under the surface and ambush them, with only local militias and a QRF topside to deal with the birds if they try to rush our perimeter without a preparatory bombardment (which they don't seem inclined to do)
>>
>>6352438
>>Static defenses
>>
>>6352438
>The fleet
Get the damaged ships into drydock!
>>6352290
I was thinking more along the lines of tripwire activated weapons, like say claymore mines.

Say a enemy ship passes a sensor infront of a weapon platform. That weapon platform then starts firing on predetermined positions and expected flightpaths. We can use guided missies instead of gun turrets. So perhaps like a rocket pod.
>>
>Static defenses

You send the damaged cruisers off to the shipyard which should hopefully be able to replace the turret on Commodore Jenkins flagship and replace the damaged armor plating on the other cruiser. As those ships peel off the rest of the fleet heads for Cartha itself to resupply from the snowy world's stockpile of naval supplies. You take a shuttle over to the fort so your flagship can do the same. The fort looks far better than it did when the war started, now home to nearly 20 strike craft and a dozen torpedo boats along with its massive railgun turrets; it is probably one of the most powerful combatants in the system. Your greeted in the hangar by Colonel Roose himself who quickly ushers you to a meeting room where he goes over the assets under his command for static defense.

Static Defenses:

Fort Carthago 6 heavy rail guns in 3 turrets
20 strike craft
12 torpedo boats
300ish mines in orbit around the jump point

There are a couple of basic options for the fort when it comes time to fight you can order the fort to focus on just the jump point destroying as much enemy tonnage as you can as it comes through, or you can order the fort to focus on anything that escapes past the fleet keeping Cartha safe.

>protect the planet
>protect the jump point
>write in
>>
>>6352772
>protect the jump point
>>
>>6352772
Conflicted here.
The mines are protecting the jump point to some extent, but if the aliens can be reinforced by an ultra high range weapon, then we're fucked.

https://suptg.thisisnotatrueending.com/qstarchive/2025/6156388/
>The AI were eventually contained and worlds like Cartha did not need to be turned into the last ditch shipyards of humanity. The colony still had some of its industrial roots factories pumping out whatever industrial or consumer products your average rim citizen would want, mostly guns and mining equipment mind you. The two things that saw your predecessors set up their command here and why you kept it were the shipyard, the only one of its kind in orbit of the planet and the now mostly mothballed fortress station that protected the system's only jump point.
Luckily checking the archives shows there is only one jump point
>protect the jump point
>>
>>6352772
>protect the planet
>>
>>6352772
>>protect the planet
So basically, my idea is to have the fleet engage the enemy at the jump point after the mines exhaust themselves, using our usual street-brawl tactics of getting in the enemy's face to negate their ranged advantage.
The static battery can't do that, it can only take potshots. Having it focus on enemies that escape our kill zone frees up the fleet for a role we're better suited for (close combat) and reduces the likelihood of the fort's potshots accidentally hitting a friendly. I anticipate that the kill zone is going to be a complete clusterfuck where target identification from a distance is difficult at best; by the time the actual data/ light makes it back to the fort the entire situation is going to be totally different at the jump point. If the fort can track us accurately, then the enemy can as well.
>>
>>6352772
>protect the jump point
>more mines
>more debris
>>
>>6352844
The fort is right in front of the jump point. To get to the planet they'd have to steamroll through it. We cant let that happen. We need to front load the kill zone to the max.
>>
>>6352923
>>6352803
>>6352773
what if they send in a sacrifice to detonate the mines and station? It would nullify our defense in one blow.
>>
>>6352983
If they make it past the station then I'd consider us boned anyway.
>>
The fort will do its best to stop any leakers that manage to slip past your fleet and the mines. It only has 6 guns and despite their massive size they can only add so much firepower to the defense of the jump point so its for the best those guns are put to better use stopping the birds from getting behind you and hitting Cartha. You and the colonel hash out some of the finer details for a time until he finally broaches the subject of the army there is nearly two whole regiments of infantry and a mech lance on Cartha and normally they would just hunker down on the planet but he does make a suggestion. He had in the last few months been training a full battalion of soldiers on boarding actions and has even outfitted some shuttles as boarding craft; he suggests this battalion could be used to confirm kills on disabled enemy ships during the battle so precious torpedoes and railgun rounds aren't wasted on them. Its a risky thing to do but he makes the suggestion anyway.


>approve the boarding actions
>have them remain on the planet
>>
>>6353125
>approve the boarding actions
>>
>>6353125
>approve the boarding actions
>>
>>6353125
>have them remain on the planet
>>
>>6352772
>write in
Skirmish and defend the jump point until it is no longer favorable. Even staying for a first or second strike would be extremely helpful before skedaddling.

Defenses are almost useless if you don't have a force protecting and providing overwatch on them as the enemy can more easily bypass or even dismantle the defenses and mines.
>>
>>6353125
>>approve the boarding actions
yeah why not
>>
>>6353125
>>approve the boarding actions
>>
No post tonight feel free to keep discussing and voting
>>
>>6353125
>approve the boarding actions
last ditch effort, we need to have every means ready to defend our capital.
>>
>>6353125
>approve the boarding actions
If they want. should probably give them some chaff flares or cluster munitions filled with metal chaff to defract the point defense lasers.

How I think the battle should play off is first we strike at the arriving ships at the jump point delivering early damage to only a portion of the forces and not having to battle the whole fleet.
Then we can turn it into a skirmish to work in conjunction with the minefield. Make use of the minefield so that our attacks drive them into the mines to get the most of the minefield while limiting retaliation by staying out of range and picking the battles and attacks that force them into more mines until either the minefield becomes depleted or the return on efficiency drops below sustainment for continuing attacks or the damage or potential damage we receive is no longer worth continuing the battle.

At this point we pull back to the next defensive line around the space fort for the next battle. Rearm refuel etc, and force a pitched battle with the enemy. If they split up forces then great, divide and conquer, smaller force for us to deal with, and there are defense forces at the planet. If them bypass us, then we can hit them from behind or from the flanks when they start to engage planetary defenses. So they will probably fight us at the fort in order to clear up the way to the planet.

When we lose the station or the station no longer has any tactical value and its offensive armaments are destroyed, then we pull back to the planet for the final battle.

This is with the assumption that we've places mines and debris, clutter and dead ships all over the place. With most of it concentrated at the jump point and perhaps some around the planet. Smaller junk around the planet, larger junk around the jump point and mine fields.
>>
The boarding actions may just turn the tide if things get truly bad so you approve this bit of army playing marines. You excuse the Colonel and begin planning your part in this whole mess. Checking your tablet for updates it seems the shipyard can finish the work on the heavy cruisers before the week is out which means you should have your fleet up to full strength when it comes time to fight.

2 CVL (36 carrier strike craft 24 on the essex 12 on the vegas)
4 Heavy Cruisers
2 Guided Missile Cruiser
5 Light cruisers
20 Destroyers
9 Corvettes

Your fleet actually looks like a somewhat respectable force these days although your corvette force is dreadfully depleted after a year and some change worth of combat. With the way you've set up the other forces under your command your fleet with be engaging in its usual brawling tactic the main question is do you want to split up your command so the essex and vegas can hit the enemy from both the rear and front of the jump point or just concentrate everything in the front so the enemy has the option to run.

>Split the fleet
>Keep the fleet intact
>write in
>>
>>6353801
>Keep the fleet intact
With the enemy's numerical advantage it can defend on two fronts easily. Better we keep our forces together for mutual support
>>
>>6353801
>Keep the fleet intact
>just concentrate everything in the front so the enemy has the option to run.
Given the objective of this particular engagement (Survive!), the enemy retreating isn't actually a bad thing. Sure it would be great to wipe them out, but the primary goal is to keep our kith and kin on Cartha safe. Allowing the birds to retreat accomplishes that, albiet temporarily, and gives us the ability to engage them later in a location and circumstance that is more advantageous to us. The real challenge to this operation is that, for the first time since our initial string of contacts, we aren't the ones who get to decide the time and place of engagement, and that means we have to be much more careful about fighting them.
>>
>>6353801
>Keep the fleet intact
>>
>>6353801
>>Keep the fleet intact
>>
How do you guys feel about keeping the fleet intact, but allowing it range freely instead of meeting the enemy head-on?
>>
Your inner aggressive officer tendencies make you want to not allow the enemy any chance of escape once they enter your home port but you must do whats best for not only your fleet but the planet as well. It also occurs to you the birds would fight much harder if you didnt allow them an avenue of escape and if your lucky you might only need to destroy a section of the enemy fleet and not the entire thing in this case. With that in mind you decide the fleet will form itself between the jump point and Cartha. You also wonder what kind of actual formation you want to take when they come through the classic jump point ambush with the heavy cruisers come to mind but there's also the tactic of getting as close to the minefield as you can and raining down torpedoes at close range both being risky plans.

>Classic jump point ambush
>Torpedo ambush
>write in
>>
>>6354215
>Torpedo ambush
>>
>>6354215
>>Torpedo ambush
>>
>>6354215
>>Torpedo ambush
Both. Rather, we should use the heavy cruisers to facilitate our torpedo ship's withdrawal and cover them as they regroup and rearm for a second wave. Our main limitation, after all, is the cooldown on the torpedoes and that is the time when we are most vulnerable, and we absolutely need to successfully execute several torpedo waves for this operation to succeed.
>>
No post tonight keep discussing/voting
>>
>>6354215
>>6354458
Support this
>>
>>6354215
>Classic jump point ambush

our greatest strength has been our long range attacks against the enemy and being able to stay out of the range of the enemy guns.

Much like how battleships lost relevance due to their limited range and where replaced by carriers with longer range and striking distance, long range and distance will be our greatest strength and getting up close would nullify that strength and favor the enemy birds poor fire control and accuracy.

The Torpedo ambush at closer range can work if the plan to fill the jump point with debris and space junk, space rocks, landmines etc, where done to such an extent that entire ships could take covers and be concealed. But I am not sure if we did that or not, and how "thick" the space clutter would be or if there exists large enough objects to hide our larger ships let alone our picket line ships.
>>
>>6354985
uh, that's not how we've been fighting at all, except for the last few sorties. for most of the campaign we've been doing the naval equivalent of jumping out of the bushes and headbutting them in the teeth because they have great long range capacity relative to ours (lasers!) and relatively poor fire control. We only got serious coilgun capacity relatively recently, and while it's potent, it's still unproven especially when you consider the occasions where we encountered/learned of the remains of human fleets who apparently tried to engage the birds at longer ranges.

like, our entire strategy has been to counter greater numbers and firepower with extreme aggression and to force them into situations where we are so physically close to them that their greater numbers and firepower can't be brought to bear without accidentally hitting their own ships, which they have done on several occasions.

they have added secondary armaments, and that is a problem, but it is still at this point less of a problem than the possibility of engaging them at ranges where they can bring their fleets' full firepower to bear without risking friendly fire.
>>
>>6354985
and yes now that I map out most of our previous engagements, we are Crossing the Birds' T as our normal tactic of engaging with them, for many of the same reasons navies usually try to cross their opponent's T
>>
>Torpedo ambush

While the classic jump point ambush would be what your fleet had practiced the most, it also is simply more designed for a fleet with far more big guns to its name than your own. The minefield should make it easier for your fleet to get in close for a torpedo attack but your also going to have the heavy cruisers come in closer than normal to allow for them to give covering fire to the picket line after they make their torpedo attacks. With that decided the only real thing of importance left to look at is whatever the spooks have learned in the last few weeks since you last checked in on them.


The report you find waiting for you on your tablet is pretty short as many of the birds you have as POWs are lower officers and whatever passes for enlisted in the bird navy. It does have some very interesting comments made by what the intel weenies call the bird equivalent of a chief gunner's mate. This one has only been in your care for a few months and has spoken at length at what he calls foolish work on a close-in weapons system which corresponds with the appearance of the birds using their new smaller laser turrets to shoot down your missiles during the last patrol. The last comment made by this bird makes it clear the system fails quickly once one enters within a certain distance from the ship in question meaning theirs a bubble around every single modified ship where they can do nothing to your missiles, torpedoes or even strike craft.

Is there anything you wish to do with the final week or just rest up?

>Write in
>Just rest up
>>
>>6355056

Set up probes behind the jump point with RF noise emitters to wreck the enemy's IFF detection of our own ships.
>>
>>6355056
>Mines and more Mines
>Tow space debris into the jump point.
>>
>>6355056
Chief Gunner's Mate is a songbird
>>
>>6355056
Setup decoys, run battle drills, have subspace radio blast psyops and misinformation, pack some derelict hulks with explosives to use as fire-ships, particularly small ones. Make sure pilots and navigation officers are comfortable weaving through every obstacle in the system. Make sure the fleet and orbital defenses work together as a cohesive whole -- the shore gunners have never seen action; friendly fire is bad. Setup mines not to destroy ships by themselves, but to setup killzones for the torpedo runs.
>>
The week is spent not only laying down mines as fast as they come off the assembly line on Cartha but also on battle drills having the strike craft and some of the corvettes run through the minefield acting like they're sailing in between wrecks of enemy ships. Your heavy cruisers run gunnery drills doing a heck of a job blasting several hundred asteroids into small chunks
A series of propaganda recordings in the birds language are even slapped together by the intelligence arm although according to them the synthesized bird voice is kind of stilted. It is with all these preparations you await on the day you assume the enemy fleet will arrive already with your own fleet in place to perform their individual jobs.


could I get a 1d100 best of three please
>>
Rolled 1 (1d100)

>>6355411
>>
>>6355413
dude your first post in the thread
>>
>>6355414
I have posted here a lot, actually. But never rolled this bad(
>>
File: Spoiler Image (39 KB, 720x405)
39 KB
39 KB JPG
Rolled 56 (1d100)

>>6355411


>>6355413
mother of god.
>>
>>6355413
meant more as in first post of this particular thread but holy shit one hell of a way to start this
>>
Rolled 27 (1d100)

>>6355411
>>
>>6355413
Why
>>
>>6355417
He's probably on mobile so his IP changes every so often. So does mine unless I'm on my home wifi
sorry Brink, half the posters with 1-3 posts are me, not new readers
not to demoralize you or anything, this thread is literally one of the first things I check when I pick up my phone each day
>>
>>6355413
wtf man now we got a civil war going on
>>
You wait for what feels like forever but the clock on the Essex's bridge tells you it has only been 12 hours. The crew of course are structured in shifts of 3 hours during “daylight” hours so there isn't a ton of eye strain from staring at the heavy old school monitors. During one of the shift changes the jump point finally activates with its swirling green energy. There's a bit of chaos as the new watch shoves their eye-strained compatriots from their seats but it finally settles down as the first of the enemy begin to appear.


You're confused at first normally the enemy would throw everything through a jump point at once to try and overwhelm you; however instead nearly 200 enemy light cruisers appear from the jump point with several clearly just holding the point open. The enemy have brought no capital ships or lighter ships, just the light cruisers; there are arguments breaking out amongst the strike craft, destroyer and corvette captains on whether or not to attack this force even as it cautiously moves toward the minefield.

>Hold fire for now
>open fire on the light cruisers
>>
>>6355753
>Hold fire for now
The birbs are learning. This is a screening force.
If we can hide from it, it's better to let it go and wait for the main force
>>
>>6355753
>>Hold fire for now
>>
>>6355753
As we're ambushing.. lets keep the surprise.
>Hold fire for now
>>
>>6355753
>>Hold fire for now
>>6355754
yes.
this is what we get for rolling a 1
>>
The enemy light cruisers shake out into two distinct groups, one huddled around the ships holding the jump point open while the second smaller group slowly inches forward toward you. It seems at first the enemy is trying to draw your fire or something until you watch in confusion as several shuttles from each of the crawling forward ships are launched and head toward the mines. It takes several minutes for anyone to figure out what exactly they are doing but finally one of the sensor team exclaims in panic “They're disabling the mines!” This is confirmed when several of the mines suddenly stop broadcasting their simple IFF tags

could I get a 1d100 WORST of three please for bird demining
>>
Rolled 49 (1d100)

>>6356126
nat 100
>>
>>6356126
>>
Rolled 8 (1d100)

>>6356140
>>6356126
it ate my roll
probably a good thing
>>
Rolled 80 (1d100)

>>6356126
>>
Ok, now we definitely have to attack
>>
>>6355008
Hmm, I guess its just my perspective, I see strike aircraft as an extension of our attack range, with our picketline being the battleline with our bigger ships further back at a middle range. I guess I perceive longer range more in our favor because we are more accurate in our shots, and not necessary that our weapons have "longer" range inherently.

>>6355015
Crossing the T isn't really needed if you have guided or somewhat omni directional missiles/torpedos.
I thought we more simply swarmed the enemy at a concentrated point and had local numerical superiority in our most of our tactical battles, with most of our ships facing forward towards the enemy.

>>6356126
If we had automated or remote controlled turrets and weapons ,this would wreck the shuttles doing demining.

>>6356151
We don't have to go all out.
>>
You begin to wonder as the birds slowly disarm several mines if maybe they had managed to figure out the disarm frequency used to make the mines inert when friendly ships pass through them. A quick search of your own combat records only shows you using the frequency once in a system with living birds ships could that have been enough to figure it out? The panic that had begun to take hold quickly dies at about the same time one of the minesweeper light cruisers makes a poorly picked maneuver and explodes in a fiery flash; the mines are still very much active but they are still trying to disarm a path through the field. You should probably have the heavy cruisers a tleast fire on the minesweepers or you could feasibly let them demine a path and then destroy them as they try to funnel through it creating one hell of a killzone.

>Open fire
>let them disarm a path
>>
>>6356479
>let them disarm a path
>>
>>6356479
>Open fire
It's still only light cruisers. Meanwhile it was their heavies that gave our heavies a hard time.
>>
>>6356479
>>6356495
>let them disarm a path
It's still only light cruisers. Meanwhile it was their heavies that gave our heavies a hard time.

Fixed and sorry, complete brain death here.
>>
>>6356393
>Crossing the T isn't really needed if you have guided or somewhat omni directional missiles/torpedos.
we have those things, the birds have lasers that go in a straight line until they hit something. we're basing our tactics on their weapons, not ours.
>>
>>6356479
>>let them disarm a path
yeah
>>
>>6356479
>shoot them demining under fire sucks
>>
>>6356479
>>let them disarm a path
>>
>>6356479
>Open fire
Just with railguns.
Save torps for bigger ships, coilguns don't have the range needed, limited amount of missiles.
>>
>>6356479
Can we remote activate them or have them change frequency?
>>
>>6356479
Agree with >>6356688
>>
>let them disarm a path

alright could I get a 1d100 best of three please

>>6356723
no unfortunately these are simple devices with no real complex computers onboard
>>
Rolled 90 (1d100)

>>6356754
>>
Rolled 36 (1d100)

>>6356754
>>
Rolled 33 (1d100)

>>6356754
>>
>>6352438
QM, have you been archiving these?
>>
>>6357015
Yes? why did I miss one?
>>
>>6357027
Just making sure, because I plan to binge at some point. I caught the first 4 threads and fell off due to life.
>>
Rolled 64 (1d100)

You remain passive letting the minesweepers start demining a straight path through the minefield. It seems the birds have very little experience with mines as if you were in their situation you would have made several different safe paths and would have probably taken a much more destructive method of removing the mines. The birds for some time until they seem to think they have a clear route through the field but you do note several mines the shuttle crews had missed in the path. It is after the minesweepers pull back one of the light cruisers guarding the jump point disappears into it and a few seconds later the first of the enemy battle ships and heavy cruisers spill out. They waste no time forming into a column of line astern ships and start to funnel into the semi mine free corridor. Your strike group and heavy cruisers dont even ask to fly at the enemy force and open fire respectively.

Enemy fleet
300 light cruisers
120 heavy cruisers
80 battleships
20 battlecruiser

could I get 2d100 best of three please
>>
Rolled 55 (1d100)

>>6357196
Please not another 1
>>
Rolled 33 (1d100)

>>6357198
Missed that it's 2d100
>>
Rolled 53, 30 = 83 (2d100)

>>6357196
>>
Rolled 21, 14 = 35 (2d100)

>>6357196
>>
Rolled 69, 13 = 82 (2d100)

>>6357196
>>
Rolled 24, 9 = 33 (2d100)

>>6357196
>>
Rolled 8 (1d100)

The 36 strike craft from the Essex and Vegas speed through the minefield dodging between mines in 6 flights of 6 their recent practice at doing exactly this making what honestly a subpar attack run just a little better. A flurry of lasers comes from the enemy point defense turrets but the tightly packed nature of their formation leaves little room to maneuver. It seems meanwhile Commodore Jenkins battle line of heavy cruisers are having a bad day as they begin trading fire with the lead enemy battleships neither side scoring any hits as they both fire away. The strike group burst from the minefield right in the optimal range of the first of the enemy battleships torpedoes being launched as they did so.

1d100 best of three for damage
>>
Rolled 21 (1d100)

>>6357554
>>
Rolled 99 (1d100)

>>6357554
>>
>>6357554
>>6357576
Damn nice, I don't want to roll now.
>>
Rolled 35 (1d100)

>>6357554
>>
Forgot to mention when I posted but no post for tonight as I will not be home until late
>>
The strike was good, really good. The strike craft had picked out battleships for each of the flights to hit and they stuck to those targets well. Your hit rate for a usual strike is around a 3rd of all fish fired but today it seems this isnt a usual strike every single torpedo strikes the side armor of the enemy capital ships ripping massive holes in them killing them outright with massive despressurization and secondary explosions in total 6 of the enemy ships die in this one strike alone. You do note with some satisfaction that another battleship slams head first into a leftover mine which causes its large spinal mounted laser turret to detonate sending rays of unfocused laser light in every direction in a spectacular fashion. Your leader of the picketline Captain Tobias asks if he should take the line into the the cleared lane to dump his own first batch of fish or wait for them to reach the exit of the minefield to start hitting them

>Attack now
>Wait for them to reach the exit
>>
>>6358376
>Attack now
Push advantage
>>
>>6358376
>Wait for them to reach the exit
Is he intending to enter the path through the minefield to attack? There his maneuver space will be constricted and we're liable to lose ships
>>
>>6358376
>>Attack now
That way we can hopefully reload before they clear the minefield
>>6358467
It's fine we have iff
>>
>>6358376
>Attack now
>>
Rolled 70 (1d100)

>Attack now

alright could I get a 1d100 best of three please
>>
Rolled 35 (1d100)

>>6358786
rollan bones
>>
Rolled 20 (1d100)

>>6358786
>>
Rolled 70 (1d100)

>>6358786
>>
Rolled 36 (1d100)

You give the nod to the comms officer who relays the permission for the picketline to start hitting the front of the enemy formation while it's still trapped in the cleared lane. They make good time in forming up in a slightly more compact formation than usual and push into the lane even as the enemy opens fire on them, switching away from firing at the heavy cruisers. It is as they do that the first of the strike craft begin to land onboard the Essex and the Vegas quickly starting the dangerous routine of reloading the craft in the carrier's atmosphereless hangar bay. The enemy fire somewhat spoils the first good attack run on the enemy but they still loose a good spread of torpedoes.

Could I get a 1d100 best of three for damage
>>
Rolled 93 (1d100)

>>6359132
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Rolled 42 (1d100)

>>6359132
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Rolled 22 (1d100)

>>6359132
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>>6359137
nice
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The tight confines make maneuvering away from the wide spread of torpedoes your picketline have put into the cleared lane impossible and they proceed to impact the front rank of the the enemy column as it continues to move toward the exit. A familiar sight of secondary explosions and spreading debris is what greets your eyes as your look at the view screen that dominates the Essexs CIC in total 12 more enemy battleships and 3 heavy cruisers join the fate of those destroyed by the strike craft. The picketline meanwhile pulls back from the close range required to launch their fish and begin to reload Captain Tobias cheering them on from his aged Corvette which can't actually reload its tubes mid combat. Your strike group should be ready to launch in a few more minutes however it seems the damage done was not enough to discourage the enemy fleet Commodore Jenkins asks to take his Heavy cruiser squadron into the cleared lane to deny the enemy an easy time while the torpedoes are reloaded.
Enemy fleet
300 light cruisers
117 heavy cruisers
68 battleships
20 battlecruiser

>Allow the Heavy cruisers to move in
>Hold them back for now
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>>6359513
>Allow the Heavy cruisers to move in
But very carefully and only against the head of the column
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>>6359513
>>Allow the Heavy cruisers to move in
>>6359523
Seconding. They can cover our torpedo ships
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>>6359513
I'm wondering if this is still the full commitment from their fleet.
In any case

>Allow the Heavy cruisers to move in
Rough 'em up lads
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Rolled 100 (1d100)

>Allow the Heavy cruisers to move in

alright 1d100 best of three please
>>6359779
Its for sure the largest single force youve seen personally
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>>6359911
Shit we're cooked
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Rolled 47 (1d100)

>>6359911
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Rolled 72 (1d100)

>>6359911
>100
my comment earlier:
>I'm wondering if this is still the full commitment from their fleet.
whyyyyyy
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Rolled 40 (1d100)

>>6359911
>>
Commodore Jenkins keeps his command in good order as he brings it into the cleared lane. They waste no time bringing the lead enemy battleships under fire from their heavy railguns giving the falling back picketline much needed cover. The gun battle the ensues is a spirted affair commodore jenkins sailing his command in a zig zag pattern as he fires the guns as fast as the capacitors can be charged by the ships fusion reactors. It very quickly takes a sudden turn as one of the enemy battleships fires its spinal mounted main laser and the bolt of energy hits commodore jenkins flagship around 1/3rd of the way to the front of the vessel just as it starts to make a turn. The bolt quickly burns through the ship's armor through the decks and out the other side. A dark silence falls over the bridge of the Essex, everyone sure the ship has been destroyed, her crew cooked by the sheer energy of the laser. The silence is then broken by the crackle of the radio and the voice of Commodore Jenkins ordering another of his ships to take the lead of the heavy cruiser formation even as the guns of his flagship begin firing again. It seems his ship crippled the Commodore intends to keep firing as long as his ship can, her engines barely able to push the ship along at a snails pace.

>Order Jenkins to abandon ship
>Try to protect him with the picketline and heavy cruisers
>write in
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>>6360308
Order Jenkins to reverse up. If the guns are still firing then this can be another part of the new fixed emplacements around the fort.
Order all non-essential staff to evacuate the ship.
>>
>>6360308
>Order Jenkins to abandon ship
>>
>>6360308
>>Try to protect him with the picketline and heavy cruisers
>>
>>6360308
>>6360320
Seconding
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>>6360565
Also maybe we can have someone tow him.
Point is, this is the big one. No retreat. No remorse. Victory or Death. We can't deal with him abandoning ship until the birds break or die.

If we can tow him out of the line of fire, thats preferable, but he has to keep that ship working even if it is slow. And I am not sure the sailors are gonna wanna evacuate into an active minefield anyway, let alone the fact that we still don't know if any of us are going to be around to pick them up when this is done.
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Rolled 72 (1d100)

>Order Jenkins to reverse up. If the guns are still firing then this can be another part of the new fixed emplacements around the fort.
Order all non-essential staff to evacuate the ship.
along with towing it seems

could I get a 1d100 best of three please
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Rolled 56 (1d100)

>>6360747
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Rolled 34 (1d100)

>>6360747
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Rolled 72 (1d100)

>>6360747
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>>6360906
Well at least we're even
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Rolled 100 (1d100)

Thinking fast you order the commodore to drop the heroics and to burn back toward the fort his cruisers guns are far more valuable than some heroic last stand would be. You also order the picketline and the other heavy cruisers to do their best to protect him while one of the heavy cruisers hooks up a tow. The ensuing action is quite hectic as a significant amount of metal is sent down the cleared lane with bolts of energy coming up the lane back toward your fleet. A tow line is eventually hooked up and the mass of ships slowly start to back up to the exit of the cleared lane even as your strike craft finish rearming and launch from the hangar of the Essex and Vegas.

alright could I get a 1d100 best of three for the next phase of strikes
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Rolled 83 (1d100)

>>6361085
>100
picrel
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Rolled 22 (1d100)

>>6361085
wtf bro stop rolling hundreds
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Rolled 32 (1d100)

>>6361085
Bros. We're the antagonists in the birbs' story bros. This is the part where their plucky protagonist unlocks his true potential and snatches victory through the power of friendship. He's literally having a flashback to his training with a wise mentor right now.
>>
I wont be home till late tonight so no post but uh rough turn it looks like


>>6361173
Yall are going to encounter some group of a horribly traumatized bird youth that are going to stop your shit in and they are going to cry about it
>>
The strike group pushed off once again split into 6 flights of 6 this time however they split into two groups both of which dive into the minefield intent on striking the enemy from both sides of the cleared lane. They make their way through the field with good time dodging mines as they go but the timing of the strike is off the 2 flights from the Vegas have gone faster than the other flights bursting out into the clear lane not far from the enemy lead ships ready to loose their fish but instead they are met by an intense round of small laser fire. Your cringe as 3 out of the 6 strike craft of those two flights suddenly explode as the small but still incredibly powerful lasers turn them to slag. The 9 remaining strike craft from the vegas loose their fish with the ones from the Essex do the same. In just mere moments 3 experienced pilots were gone but hopefully the strike should hit true.

Could I get a 1d100 best of three for damage please
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Rolled 62 (1d100)

>>6361861
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Rolled 91 (1d100)

>>6361861
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>>6361905
hells yeah
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Rolled 44 (1d100)

>>6361861
hold my beer
>>
The damage done by this strike is almost worth the loss of 3 strike craft the two groups meeting in the middle hitting a full 16 enemy battleships this time although not all are fully destroyed all of the hit enemy are in some state of killed either by lost mobility or lost use of their weapons. During the strike your picketline along with the heavy cruisers finally make it out of the cleared lane of the minefield. Commodore Jenkins heavy cruiser being towed into a stable orbit near the fort which has already begun shuttling nonessential personnel from the damaged ship onto the fort itself with its shuttles. The enemy themselves, despite their losses, are nearing the end of the cleared channel. You need to decide if you're going to try and block them for a little longer or take this lull in the battle to set up for the next phase outside the minefield.

>Keep blocking
>spend the time setting up outside the minefield

Enemy fleet
300 light cruisers
117 heavy cruisers
52 battleships
20 battlecruiser
>>
>>6362210
>>Keep blocking
>>
>>6362210
>Keep blocking
>>
>>6362210
>>Keep blocking
Yeah
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>>6362210
>spend the time setting up outside the minefield
These are smart birds; they could catch on to our tactics if we keep attacking the same way.
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Rolled 32 (1d100)

>>Keep blocking

alright could I get a 1d100 best of three please
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Rolled 93 (1d100)

>>6362697
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Rolled 20 (1d100)

>>6362697
>>
No post tonight but good looking rolls
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Rolled 78 (1d100)

>>6362697
nat oneeeee
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Rolled 38 (1d100)

The damaged cruise is finally towed to safety, an order is sent out to your fleet back to a blocking position at the exit of the cleared lane intending to make the enemy pay for it. A silence seems to settle on the bridge of the Essex for a time only being broken by the quiet murmurs of the bridge crew and the occasional thump as the strike craft start to return. The picketline are the first to get into position and ready to launch their deadly torpedoes down the lane even as the enemy charges up it. They wait until the enemy enter the optimal distance and fires their fish in a fantastic spread but they dont pull back like they usually would; instead they hold position to protect the heavy cruisers as they come into position behind them.

could I get a 1d100 best of three for damage
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Rolled 86 (1d100)

>>6363477
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Rolled 55 (1d100)

>>6363477
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Rolled 86 (1d100)

>>6363477
Go Humans!
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Rolled 15 (1d100)

The enemy once again cant avoid the sheer number of torpedoes that come barreling down the cleared channel. A flurry of fire comes from the leading enemy battleships in an attempt to shoot the dangerous simple weapons down before they strike home, they fail. You flex you fingers on the armrest of your captain's chair in the heart of the Essex’s CIC as the first torpedoes reach the enemy lead ships detonate. The resulting flashes signify the death of another 8 enemy battleships and 20 heavy cruisers, the lighter vessels having finally taken the front of the mob of the ships to save some of their battleships numbers. A flurry of railgun rounds from the heavy cruisers begin to follow up this destruction

alright could I get a 1d100 best of three for the heavy cruisers attack
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Rolled 51 (1d100)

>>6363888
ere we go ere we go
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Rolled 16 (1d100)

>>6363477
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Rolled 12 (1d100)

>>6363888
Go Railguns!



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