A Massacre
- Location
- Peterborough, NH, USA
[X] Send the whole fleet to intercept the Ork fleet well before it reaches Therog, and have them engage in a running skirmish battle with the enemy, trying to whittle them down over time while using superior agility to maintain the distance as you please. If your Dreadnoughts are too slow to pull this off, leave them around Therog.
[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
[X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[X] At Therog. Put them around Therog.
Seeing as you plan to uplift Therog to the same average technology level as the rest of the worlds in your domain after this, you decide to keep your forces concentrated for the major fleet engagement. While this increases the risk of Ork spores contaminating the planet, with modern technology, it shouldn't be too much of a problem. Of course, that doesn't mean your forces will engage them in a straight-up brawl. That's what Orks excel at.
No, your plan is to have your Escorts and Cruisers skirmish with them, avoiding a protracted battle in favor of hit-and-run attacks. About long enough for a single bombing run, before they retreat towards Therog. You'll keep the Dreadnoughts back, partially because their sheer mass makes them slower, and partially to give the Orks a simple goal: Reach 'Da big honkin' ships da humies have around da planet!' so they don't get fed up and leave the system in search of a real fight. You don't consider it likely, but you'd rather not have to hunt them down.
First, however, you have your miners start extracting resources from the asteroid belts, around the gas giant's moon as you approach Therog, and then from the asteroid belt as you wait there for the Orks to arrive. The mines, which you modify to have magnets so they don't require actual contact with their targets since you'll be cleaning them up afterward, and orbital platforms, which are outfitted with a full complement of missiles and laser batteries. With 20 Mining Ships on the job, along with your personal intervention, a grand total of 21600 light orbital platforms are constructed, with 216000 mines providing light coverage for the planet itself. (Gained +216 to fleet rolls around Therog, and +21 to interception of transports, due to light coverage of planet)
Ork Waagh Roll: 69+10(FBTW)+20(Level Perks)=99. Near-crit. All space-capable Orks within sector drawn in. AN: This is rare roll where a crit doesn't explode if you get one. This was for how many nearby Orks came for the Waagh. You aren't well-known on the galactic level, so not many were going to come on a galactic scale. This is also a roll where a higher result isn't necessarily good.
The Ork fleet appears on the edge of the system, and you can't help but note that the fleet was larger than you expected. This could be very troublesome.
Ork Fleet Composition: 6 Space Hulks, including Command ship: Fleet Krumpa'. 150 Roks. 50 Cruisers. 250 Escorts.
Considering the number of Space Hulks and Roks, you suspect they've been hanging out around asteroid belts, or they've been gathering a large number of recruits from worlds across the sector, possibly both. This was probably every space-capable Ork in the sector. On the bright side, you should be able to get some more Dreadnought hulls if you don't completely slag the Space Hulks. You had your fleet's Cruisers and Escorts ready to hit them when they emerged. Thanks to your ability to teleport, you were able to personally command the battle.
Combined Check: Psyker: Manipulation+Sorcery: 225+Combat: Ranged: 70+ Education: General+Advanced: 240+ 5860(Psyker bonuses)+ 17495(Combat bonuses)+ 2085(Education bonuses)= 25975. 5000 Required to influence battle. Passed. 10000 Required to influence battle somewhat. Passed. 15000 Required to influence battle significantly. Passed. 20000 Required to influence battle more. Passed. 25000 Required to influence battle greatly. Passed.
1420/6200 to Level 53.
It goes very, very well. The Orks losing a dozen ships for each one you lose. You personally teleported aboard 2 of the Space Hulks and killed their leaders. By which you mean you blew up the bridge. Even the jury-rigged systems the Orks use can't compensate for no one to give any orders, or anyone whose authority all the Orks recognize. Before they could possibly continue the battle, they have to figure out who's in charge, during which time you disable their engines and major weapons. Taking out the heads of each of the Hulks (and the relevant emplacements) was the work of 10 minutes for each Hulk. The remaining 5 minutes was mostly spent thinning the massive numbers of Roks and Escorts, to prevent being swarmed under later. (AN: When your Combat Score is over 10000, most enemies give you little trouble.)
After you retreat, you send a message to the Orks. "What's the matter? I thought Orks were supposed to be tough!" While Orks loved a good fight, goading them on never hurt. You wouldn't want the Warboss to actually come up with a plan more complex than 'Smash 'em!' and do something tricky. While you acknowledge that Orks can be smarter than they are usually thought of, most people haven't really internalized it. They tend to assume every Ork is going to be an idiot, which makes tricks from them much more likely to cause severe damage.
Sure enough, the Orks head straight for your ships.
At this rate, you might not have needed to worry. While the lack of the surprise advantage drastically reduces the kill ratio, you're still losing ships very slowly compared to the Orks. The Cruisers have been all but wiped out, and most of the other types are at half their previous number or fewer. While you only predict 2 more such rounds of combat before they reach Therog, you suspect less than a third of their original force will make it there, at which point your weapons platforms and the support of your Dreadnoughts should let you make quick work of them. You've actually had to deal with some deserting Ork ships, which you resolved by killing them first. Nothing like fleeing being certain death to motivate someone to fight.
Uh, well, it seemed like you really, really didn't need to worry. Fleet Krumpa' was the only Space Hulk left, with some kind of teleportation-jamming field preventing you from simply teleporting onboard being the main reason why, and the Roks were barely hanging on. The Cruisers and Escorts were all too badly damaged to keep fighting, or outright ripped apart in a few cases. You hadn't expected them to be so fragile. Maybe your ridiculous stroke of luck in finding the Coalition had thrown off your predictive powers?
With numerical superiority and quality on your side, your forces annihilated the remaining Ork forces. You focus on destroying Fleet Krumpa's Force Shields, allowing you to disable the ship's engines and main weapons from the outside, before turning your attention to the lesser ships. With all of the Orkish ships disable or destroyed, you mull over whether or not to simply destroy Fleet Krumpa' from the outside, or board it yourself, slaughter the Ork Warboss and other major leaders, and then lead your forces to take out the rest of the Orks.
[ ] Enter Ship. While you'd be at some minor risk, you doubt this Warboss was strong enough to really give you much trouble when you had your new suit of armor. Bonus Loot Roll if successful. Full Dreadnought Hull from intact Hulk if successful.
[ ] Slag It. Eh, it's probably not worth the risk. Really, what could there be on that Hulk? Partial Dreadnought Hulk.
You believe you can take care of the Roks yourself once this is finished, while the other ships board the Cruisers and Escorts and start clearing them out. While they would likely cease functioning properly as soon as the Orks were gone, like most of their technology, you should be able to get quite a few ships out of them, which you could use to establish a garrison here and fulfill your promise to the Eldar, so that was the main decision remaining before you moved on to uplifting Therog and replacing the natives.
AN: Either I need to redo the combat system, or those extra ships saved you a lot of losses among your ships. I had this whole extra segment planned, but it was completely unnecessary. I think 6 PM should be plenty of time.
[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
[X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[X] At Therog. Put them around Therog.
Seeing as you plan to uplift Therog to the same average technology level as the rest of the worlds in your domain after this, you decide to keep your forces concentrated for the major fleet engagement. While this increases the risk of Ork spores contaminating the planet, with modern technology, it shouldn't be too much of a problem. Of course, that doesn't mean your forces will engage them in a straight-up brawl. That's what Orks excel at.
No, your plan is to have your Escorts and Cruisers skirmish with them, avoiding a protracted battle in favor of hit-and-run attacks. About long enough for a single bombing run, before they retreat towards Therog. You'll keep the Dreadnoughts back, partially because their sheer mass makes them slower, and partially to give the Orks a simple goal: Reach 'Da big honkin' ships da humies have around da planet!' so they don't get fed up and leave the system in search of a real fight. You don't consider it likely, but you'd rather not have to hunt them down.
First, however, you have your miners start extracting resources from the asteroid belts, around the gas giant's moon as you approach Therog, and then from the asteroid belt as you wait there for the Orks to arrive. The mines, which you modify to have magnets so they don't require actual contact with their targets since you'll be cleaning them up afterward, and orbital platforms, which are outfitted with a full complement of missiles and laser batteries. With 20 Mining Ships on the job, along with your personal intervention, a grand total of 21600 light orbital platforms are constructed, with 216000 mines providing light coverage for the planet itself. (Gained +216 to fleet rolls around Therog, and +21 to interception of transports, due to light coverage of planet)
Ork Waagh Roll: 69+10(FBTW)+20(Level Perks)=99. Near-crit. All space-capable Orks within sector drawn in. AN: This is rare roll where a crit doesn't explode if you get one. This was for how many nearby Orks came for the Waagh. You aren't well-known on the galactic level, so not many were going to come on a galactic scale. This is also a roll where a higher result isn't necessarily good.
The Ork fleet appears on the edge of the system, and you can't help but note that the fleet was larger than you expected. This could be very troublesome.
Ork Fleet Composition: 6 Space Hulks, including Command ship: Fleet Krumpa'. 150 Roks. 50 Cruisers. 250 Escorts.
Considering the number of Space Hulks and Roks, you suspect they've been hanging out around asteroid belts, or they've been gathering a large number of recruits from worlds across the sector, possibly both. This was probably every space-capable Ork in the sector. On the bright side, you should be able to get some more Dreadnought hulls if you don't completely slag the Space Hulks. You had your fleet's Cruisers and Escorts ready to hit them when they emerged. Thanks to your ability to teleport, you were able to personally command the battle.
Combined Check: Psyker: Manipulation+Sorcery: 225+Combat: Ranged: 70+ Education: General+Advanced: 240+ 5860(Psyker bonuses)+ 17495(Combat bonuses)+ 2085(Education bonuses)= 25975. 5000 Required to influence battle. Passed. 10000 Required to influence battle somewhat. Passed. 15000 Required to influence battle significantly. Passed. 20000 Required to influence battle more. Passed. 25000 Required to influence battle greatly. Passed.
1420/6200 to Level 53.
Bastion Fleet Roll: 38+100(Total Surprise)+242(Fleet bonuses)+100(Leadership: Primarch)+100(Psyker powers)-50(No Dreadnoughts, halved by Skirmishing.)=530
Vs.
Ork Fleet Roll: 50+25(Warboss)+50(Skill)+50(Waagh)+50(Sheer Numbers)=225.
Greater Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 8 by 300+ in your favor. Reverse for allied forces.
Allied Casualties: 0 Dreadnoughts, 1 Cruiser, 2 Escorts. 4 Dreadnoughts, 54 Cruisers, 146 Escorts remaining.
Ork Casualties: 2 Space Hulks, 50 Roks, 30 Cruisers, 100 Escorts. 4 Space Hulks, 100 Roks, 20 Cruisers, 150 Escorts remaining.
Vs.
Ork Fleet Roll: 50+25(Warboss)+50(Skill)+50(Waagh)+50(Sheer Numbers)=225.
Greater Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 8 by 300+ in your favor. Reverse for allied forces.
Allied Casualties: 0 Dreadnoughts, 1 Cruiser, 2 Escorts. 4 Dreadnoughts, 54 Cruisers, 146 Escorts remaining.
Ork Casualties: 2 Space Hulks, 50 Roks, 30 Cruisers, 100 Escorts. 4 Space Hulks, 100 Roks, 20 Cruisers, 150 Escorts remaining.
It goes very, very well. The Orks losing a dozen ships for each one you lose. You personally teleported aboard 2 of the Space Hulks and killed their leaders. By which you mean you blew up the bridge. Even the jury-rigged systems the Orks use can't compensate for no one to give any orders, or anyone whose authority all the Orks recognize. Before they could possibly continue the battle, they have to figure out who's in charge, during which time you disable their engines and major weapons. Taking out the heads of each of the Hulks (and the relevant emplacements) was the work of 10 minutes for each Hulk. The remaining 5 minutes was mostly spent thinning the massive numbers of Roks and Escorts, to prevent being swarmed under later. (AN: When your Combat Score is over 10000, most enemies give you little trouble.)
After you retreat, you send a message to the Orks. "What's the matter? I thought Orks were supposed to be tough!" While Orks loved a good fight, goading them on never hurt. You wouldn't want the Warboss to actually come up with a plan more complex than 'Smash 'em!' and do something tricky. While you acknowledge that Orks can be smarter than they are usually thought of, most people haven't really internalized it. They tend to assume every Ork is going to be an idiot, which makes tricks from them much more likely to cause severe damage.
Sure enough, the Orks head straight for your ships.
Bastion Fleet Roll: 86+242(Fleet bonuses)+100(Leadership: Primarch)+100(Psyker powers)-50(No Dreadnoughts, halved by Skirmishing.)= 478.
Vs.
Ork Fleet Roll: 99+25(Warboss)+50(Skill)+50(Waagh)+25(Superior Numbers)=249.
Large Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 4 by 200+ in your favor. Reverse for allied forces.
Allied Casualties: 0 Dreadnoughts, 2 Cruiser, 4 Escorts. 4 Dreadnoughts, 52 Cruisers, 142 Escorts remaining.
Ork Casualties: 1 Space Hulks, 25 Roks, 15 Cruisers, 50 Escorts. 3 Space Hulks, 75 Roks, 5 Cruisers, 100 Escorts remaining.
Ork Morale Roll: 58+50(A Great Fight)-70(Casualties)-16(Intimidation)=22. Barely Avoids Mass Desertion.
Vs.
Ork Fleet Roll: 99+25(Warboss)+50(Skill)+50(Waagh)+25(Superior Numbers)=249.
Large Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 4 by 200+ in your favor. Reverse for allied forces.
Allied Casualties: 0 Dreadnoughts, 2 Cruiser, 4 Escorts. 4 Dreadnoughts, 52 Cruisers, 142 Escorts remaining.
Ork Casualties: 1 Space Hulks, 25 Roks, 15 Cruisers, 50 Escorts. 3 Space Hulks, 75 Roks, 5 Cruisers, 100 Escorts remaining.
Ork Morale Roll: 58+50(A Great Fight)-70(Casualties)-16(Intimidation)=22. Barely Avoids Mass Desertion.
At this rate, you might not have needed to worry. While the lack of the surprise advantage drastically reduces the kill ratio, you're still losing ships very slowly compared to the Orks. The Cruisers have been all but wiped out, and most of the other types are at half their previous number or fewer. While you only predict 2 more such rounds of combat before they reach Therog, you suspect less than a third of their original force will make it there, at which point your weapons platforms and the support of your Dreadnoughts should let you make quick work of them. You've actually had to deal with some deserting Ork ships, which you resolved by killing them first. Nothing like fleeing being certain death to motivate someone to fight.
Bastion Fleet Roll: 83+242(Fleet bonuses)+100(Leadership: Primarch)+100(Psyker powers)-50(No Dreadnoughts, halved by Skirmishing.)= 475.
Vs.
Ork Fleet Roll: 31+25(Warboss)+50(Skill)+50(Waagh)=156.
Greater Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 8 by 300+ in your favor. Reverse for allied forces.
Allied Casualties: 0 Dreadnoughts, 1 Cruiser, 2 Escorts. 4 Dreadnoughts, 51 Cruisers, 140 Escorts remaining.
Ork Casualties: 2 Space Hulks, 50 Roks, 5 Cruisers, 100 Escorts. 1 Space Hulk, 25 Roks, 0 Cruisers, 0 Escorts remaining.
Ork Morale Roll: 81+50(A Great Fight)-90(Casualties)-16(Intimidation)=25. Barely Avoids Mass Desertion.
Vs.
Ork Fleet Roll: 31+25(Warboss)+50(Skill)+50(Waagh)=156.
Greater Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 8 by 300+ in your favor. Reverse for allied forces.
Allied Casualties: 0 Dreadnoughts, 1 Cruiser, 2 Escorts. 4 Dreadnoughts, 51 Cruisers, 140 Escorts remaining.
Ork Casualties: 2 Space Hulks, 50 Roks, 5 Cruisers, 100 Escorts. 1 Space Hulk, 25 Roks, 0 Cruisers, 0 Escorts remaining.
Ork Morale Roll: 81+50(A Great Fight)-90(Casualties)-16(Intimidation)=25. Barely Avoids Mass Desertion.
Uh, well, it seemed like you really, really didn't need to worry. Fleet Krumpa' was the only Space Hulk left, with some kind of teleportation-jamming field preventing you from simply teleporting onboard being the main reason why, and the Roks were barely hanging on. The Cruisers and Escorts were all too badly damaged to keep fighting, or outright ripped apart in a few cases. You hadn't expected them to be so fragile. Maybe your ridiculous stroke of luck in finding the Coalition had thrown off your predictive powers?
Bastion Fleet Roll: 67+242(Fleet bonuses)+100(Leadership: Primarch)+100(Psyker powers)-50(No Dreadnoughts, halved by Skirmishing.)+50(Superior Numbers)= 509.
Vs.
Ork Fleet Roll: 75+25(Warboss)+50(Skill)+50(Waagh)=200.
Greater Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 8 by 300+ in your favor. Reverse for allied forces.
Allied Casualties: 0 Dreadnoughts, 1 Cruiser, 2 Escorts. 4 Dreadnoughts, 51 Cruisers, 140 Escorts remaining.
Ork Casualties: 1 Space Hulks, 25 Roks, 0 Cruisers, 0 Escorts. 0 Ships remaining.
Orks wiped out!
Vs.
Ork Fleet Roll: 75+25(Warboss)+50(Skill)+50(Waagh)=200.
Greater Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 8 by 300+ in your favor. Reverse for allied forces.
Allied Casualties: 0 Dreadnoughts, 1 Cruiser, 2 Escorts. 4 Dreadnoughts, 51 Cruisers, 140 Escorts remaining.
Ork Casualties: 1 Space Hulks, 25 Roks, 0 Cruisers, 0 Escorts. 0 Ships remaining.
Orks wiped out!
With numerical superiority and quality on your side, your forces annihilated the remaining Ork forces. You focus on destroying Fleet Krumpa's Force Shields, allowing you to disable the ship's engines and main weapons from the outside, before turning your attention to the lesser ships. With all of the Orkish ships disable or destroyed, you mull over whether or not to simply destroy Fleet Krumpa' from the outside, or board it yourself, slaughter the Ork Warboss and other major leaders, and then lead your forces to take out the rest of the Orks.
[ ] Enter Ship. While you'd be at some minor risk, you doubt this Warboss was strong enough to really give you much trouble when you had your new suit of armor. Bonus Loot Roll if successful. Full Dreadnought Hull from intact Hulk if successful.
[ ] Slag It. Eh, it's probably not worth the risk. Really, what could there be on that Hulk? Partial Dreadnought Hulk.
You believe you can take care of the Roks yourself once this is finished, while the other ships board the Cruisers and Escorts and start clearing them out. While they would likely cease functioning properly as soon as the Orks were gone, like most of their technology, you should be able to get quite a few ships out of them, which you could use to establish a garrison here and fulfill your promise to the Eldar, so that was the main decision remaining before you moved on to uplifting Therog and replacing the natives.
AN: Either I need to redo the combat system, or those extra ships saved you a lot of losses among your ships. I had this whole extra segment planned, but it was completely unnecessary. I think 6 PM should be plenty of time.