The Second Raid
Standing in the port's control centre, you have to think long and hard on the fleet rapidly closing in on the colony, as the situation, to perhaps understate it, does not look good. The fleet handily outnumbers your own forces, both in terms of hulls and likely in the number of troops carried in their support vessels. So far, you've gotten nothing from them but a demand for surrender and a promise of mercy if you did when you asked them to identify themselves, they just accelerated at full burn towards you otherwise silently.
This gives you an hour before they reach firing range of your long-range guns, but after that… then what?
You've got a lot of targets that a pirate fleet would find very attractive, especially one of this magnitude, but you don't know if you can defend everything from them. There are too many targets they could hit.
The targets are as follows: the trade port, filled with packed and ready materials ready to ship out; the storage facilities, which contain larger amounts of materials and element zero, but are harder to move; Nal'vatanis' facilities for their advanced industrial equipment; your shipyards for similar reasons; the civilian ships currently hiding on the far side of the planet; and... well, the ruins. If that's what those bastards are here for then you shouldn't be in for too harsh a time, but it seems unlikely that they'd know about them already.
Still, you may be up against a massive force, but you're not toothless. The Ns are integrating with the boys you're sending up nicely, and while the rear admiral is outnumbered significantly he's far from useless, and when combined with your defences his forces should do a lot of damage. The Blackwatch has also sent back confirmation that they're deploying teams to help out, but due to the current "situation" there's not as many as there would normally be. Of course, neither of those two are actually under your command, but you can at least work with them.
You've also had far swifter response from the other colonies and the Alliance than last time, with the Asari fleet at Olmantsi having already weighed anchor, and the 8
th and 9
th Patrol Fleets are already moving to reinforce you.
Force Composition
Space Based
Five Constantinople-class Defence Stations, cruiser level armour and weapons and fighters, but lack mobility.
Four Harmony-class Defence Stations, above cruiser level armour and weapons, long range cannons destroyer levels of damage, allows for sniping.
Two Corvettes, One Frigate, all significantly outdated.
Ground Based
7,500 skilled and well-equipped PDF troopers
500 asari volunteers
2,000 militia
Allied Forces
Systems Alliance 4
th Patrol Fleet adopting a screening stance trying to divert enemy away from the colony.
-4 Cruisers
-16 Destroyers
-40 Escorts (Corvettes, Frigates, etc)
Twenty teams of N-grade Soldiers
Unknown number of Black Watch teams standing by.
Reinforcements
Olmantsi Roll = 78 + 10 (good neighbours) = 88
Asari fleet will arrive in system in two days.
SAM Roll = 62 + 20 (strong and developing/good relationship) = 82
8
th and 9
th Patrol Fleet en-route.
What do you do?
Harmony Targets: With their long range guns, your Harmonies can inflict quite a lot of chip damage, but they're only really worthwhile if they focus fire.
[] Cruisers: Tough, and the cornerstones of the fleet, unlikely to kill one but should soften them up for the fleet. You might even hit and weaken the flagship.
[] Destroyers: Guarding the transport ships, will let your ships target the transports easier and make them less effective if they intervene in the fleet battle.
[] Escorts: Screening for the Cruisers. Destroying some will let the fleet focus fire and take less damage from hostile wolf-packs targeting ships with shields down.
[] Transports: Stopping them reduces the fighting you'll have to do within your facilities.
Your Fleet: Your fleet is basically chaff in this fight, but it does exist, although though raiding in this scenario is a terrible idea.
[] Fight with the 4
th: Place your tiny fleet under the command of the 4
th Fleet and hope it survives, or at least contributes.
[] Hold back: Fight at the defences, potentially make it a tiny bit trickier to siege them down at long range.
[] Flee: Pull them back, no point in wasting their lives on this fight.
Priority Targets: You've a lot of valuable infrastructure the enemy might be gunning for. Select one for priority defence.
[] Trade Port: The obvious target, and has you on it.
[] Storage Facilities: The other obvious target, and probably the least fortified.
[] Refinery: Harder to strip, but an enterprising pirate could make a lot from the machinery.
[] Shipyards: Likewise, but it's a good target if they're after your military capacity.
Praise
@EternalStruggle