Pro Patria (Valkyria Chronicles)

3.4
The arrival of more Federation ships caused a temporary lull as the Imperial destroyers try to flee. They manage to succeed in this quite well. Even the damaged ones get away as they leave a smokescreen behind them. The splashes of missed shells appear around them as they retreat but all miss. Energised by the success, the numerically superior federation flotilla gives chase. Their smokestacks spit out exhaust has they increase speed trying to catch up. The Feds know they have a good chance as their counterparts are deliberately running their ragnite engines imperfectly to create the smokescreen. They want blood and payback for the earlier loss and know there's an opportunity to take one or two down.

However, it is a trap.

The smokescreen of the retreating destroyers had been covering a surprise.

Imperial reinforcements
1 Heavy Cruiser
3 Light Cruisers
2 Destroyers

A cruiser squadron and a couple of escorts had sortied out as the engagement neared its conclusion. The smoke had obscured their movement from spotters perfectly, and their arrival catches the federation forces by complete surprise. It is the type of luck hard to create through training. But despite this horrid misfortune, the federation crews don't falter. The arriving ships were more experienced and had good training, in addition to being first line ships. The sounds of gunfire ring out as the artillery crews on both sides desperately attempt to zero in on their targets.

Imperial order of battle
1 Heavy Cruiser
3 Light Cruisers
6 Destroyers

Federation order of battle
1 Light Cruiser
5 Destroyers
4 Destroyer Escorts

Imperial Navy
Roll 1d100 = 99
Luck 1d20 = 2
Total = 101
Federation Navy
Roll 1d100 = 45
Luck 1d20 = 10
Modifiers: +5 superior equipment, +5 superior training
Total = 65
But it does not matter.

A salvo from the Novan cruisers bracket a destroyer completely leaving it a floating wreck. Another takes a hit from a torpedo causing it to keel over. Ships from both sides attempt to dodge torpedoes unleashed by escorts. A destroyer escort takes goes up in a huge explosion as a shell from the heavy cruiser plunges down its smokestack. It is pure carnage.


It is just short of a slaughter, it isn't as the federation ships take down an imperial destroyer and seriously damage another. They dish out moderate damage to the other ships, including a light cruiser. A federation destroyer takes a hit directly on the bridge as it attempted to line up a torpedo spread against a cruiser. Another destroyer escort goes down from concentrated fire as it attempted to flank the cruisers.

Imperial losses
1 Destroyer

Federation losses
2 Destroyers
2 Destroyer Escorts

The federation ships scatter as the entrance of the cruiser squadron proves too much for them. Ships fend for themselves as they try to escape and the retreat is chaotic. Many ships are damaged and it seems likely that they will be caught as well. Calls are sent for any allied ships ready to sortie to undock immediately and engage the small imperial fleet as they seem to uncharacteristically want a fight. All the federation warships that can sail in the gulf will soon be tied down by the battle.
 
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3.5
The undamaged imperial destroyers manage to pick off another of their opposing number in the pursuit while the cruisers stay in formation to prepare themselves for the next engagement. The air is filled with relief and a sense of jubilation at the rare imperial naval triumph. However soon the federation ships form up into another fleet and come back for the next round.

Federation reinforcements
1 Heavy cruiser
2 Light cruisers
5 Destroyers
4 Destroyer escorts

The approaching federation ships represented everything the feds had in the Gulf of Liguria. Not only that, they were joined by a pair of federal escorts entering the gulf through the straits from the south. A continual trickle of ships would come from there as word spread about the battle.

Imperial order of battle
1 Heavy Cruiser
3 Light Cruisers
5 Destroyers

Federation order of battle
1 Heavy Cruiser
3 Light cruisers
8 Destroyers
6 Destroyer escorts

The air is filled with the cacophony of naval gunfire as both sides tear into each other. Soon the Federation superiority begins to show now that they have achieved parity of numbers. The wounded Imperial light cruiser takes a sustained barrage from the Federal cruiser squadron and begins to list from the damage. The figures of men can be seen as they jump into the sea. A Federation and Imperial destroyer take each other both out in a furious duel. Two Federation destroyer escorts perish as they attempt to ambush a distracted light cruiser, caught in a crossfire between a destroyer and their prospective prey.


The Novan Heavy Cruiser takes a shell that penetrates its armour. It swerves wildly to avoid a torpedo fired from a destroyer. As it dodges one it is hit by another from the same spread in the bow. The damage, while severe is not life threatening and the ship continues a now increasingly desperate fight against its opposing counterpart as well as a light cruiser. An Imperial destroyer gets into a doomed clash between a light cruiser and two destroyers, sensing its impending demise it tries to ram the heavier ship. However, the nimble light cruiser veers to side to escape most of the damage. The doomed escort scrapes the paint off side of the cruiser and a little more, leaving it with moderate damage. Smoke fills the heavens from all the artillery discharges as men keep on dying.

Imperial Losses
1 Light Cruiser
2 Destroyers

Federation Losses
2 Destroyers
2 Destroyer escorts

It becomes apparent the the Novans are coming off worse from the engagement. Despite the Federation losing more ships (half of which were easily replaceable destroyer escorts), the tonnage of their losses is far less than that of the Imperial flotilla. Federal fire is more accurate, their manoeuvres more on point. Pretty much all the remaining Imperial ships have taken some form of damage, but they can't flee without taking further losses. No signal for retreat is given and the battle continues, much to the confusion of their opponents.

A glance to the west reveals another squadron of Imperial escorts as they sally out to reinforce their beleaguered comrades. They race towards the battle heedless of any formation, their smokestacks obscuring the sky behind them in their haste. Still, the Federal commanders breath a sigh of relief as a squadron of escorts wouldn't be enough to turn the battle. All the cruisers had taken some form of damage. They had to be attempting to buy some slack for the rest of the hard-pressed force to withdraw, so the Federal commanders thought.

The battle continues as the Federation forces tries and succeeds in keeping the imperial force from disengaging. Though that was mainly from lack of effort on the Novan's part. The smoke above the oncoming escorts break as they move apart for better firing positions.

To reveal...

The entirety of the Novan 2nd Fleet sortieing out from its home anchorage of Scarpa Flow.

Imperial reinforcements
1 Battleship
2 Battlecruisers
5 Heavy Cruisers
5 Light Cruisers
8 Destroyers
13 Destroyer escorts

To appearance of a whole Imperial Fleet gunning for them shocks the Federation flotilla. The sight of so many ships rushing forward is a momentous sight. It takes several moments for it to register for the Federation commanders. When it does a ripple seems to flow among the ships as some attempt to a turn. A sinking realisation overcomes them, they have been failed by their intelligence services. None of the Federation spy agencies had appeared to notice that the Novans had refuelled their capital ships and were preparing to sortie. A grim attitude takes hold as the Federation sailors realise that there will be hell to pay.
Imperial Navy
Roll 1d100 = 93
Luck 1d20 = 4
Admiral Spoor 3d6 = 10
Total = 107
Federation Navy
Roll 1d100 = 58
Luck 1d20 = 11
Modifiers: +5 superior equipment, +5 superior training
Total = 79

The mauling the Federation Fleet suffers is one that will be remembered for a long time. The Federal ships attempt to disengage upon sighting the enormously superior force approaching it, knowing that they are massively outgunned. But it is unsuccessful, as the imperial force engaging them doesn't let them withdraw, knowing salvation is at hand. An upstart destroyer pays the price for this arrogance, as the Heavy Cruiser and a pair of destroyers savage it. But the Federation ships have a hard choice; get in range of the imperial capital ships, or open their rears to easy damage from the lighter ships when they turn to run.

The Novan Battleship draws first blood. Known officially as 'The Wrath of Elodie XIV', or more simply as 'Elodie's Wrath', it scores a direct hit in one of its initial salvoes from extreme long range, vaporising an unlucky destroyer. It plays little further part in the running battle that follows, its bulk and slow speed inhibiting it.

The Federation ships, unable to pull out completely, give ground as they attempt to put distance between themselves and the Imperial capital ships. They succeed partially, but the battlecruisers quickly enter into range and continue to rain down relentless fire on the hapless Federal warships.

A destroyer escort goes down, followed soon by a damaged light cruiser. Order among the Federation forces break as morale collapses. Ships flee in every direction to escape to escape the retribution of the vengeful imperial ships. A destroyer escort is gutted by concentrated fire from three destroyers and a light cruiser. A fleeing Federation light cruiser cripples an enemy destroyer escort speeding towards it but is disabled in turn by devastating shellfire from a destroyer crossing its' T. The dying light cruiser is finished off by the other imperial cruisers. The sinking ship is given a salute by a heavy cruiser that passes alongside it.

A hopelessly encircled destroyer escort strikes the colours, surrendering promptly. Knowing it is doomed and there is no escape at hand. The Federation Heavy Cruiser takes several hits from the two Imperial Battlecruisers but it survives though excellent damage control, good manoeuvring in its damaged state, and a friendly destroyer sacrificing itself by shielding it. The lucky ship manages to break out, achieving another day of life. However, many of its comrades do not accomplish the same feat.

Imperial Losses
2 Destroyers
3 Destroyer escorts

Federation Losses
2 Light Cruisers
3 Destroyers
2 Destroyer escorts

As the Federation ships scatter in all directions, the victorious Imperial fleet prepares to block the strait and screen the landing force that is to come.

***​

You are in the signals cabin as the message arrives, the all clear is given. A historic victory achieved. The troop transports begin to launch, you give a quick prayer and go out, putting on your peaked officers cap. It is time. The horizon is filled with smoke and you can hear the thunder of naval gunnery out in the distance. You make a reassuring sight to the many troops crammed onboard.


Beside are the ships that carry the rest of your brigade and Baumann's brigade. You see nearly a dozen transports sailing along with you.

Soon, you are joined by more transports from the northern coast of the Ligurian Gulf. From the port of Odessa come transports carrying the somewhat dubious Seaguard. Along with them come a more thankful sight, a squadron of escorts stationed at Odessa to shield you from any opportunistic predators. Another group of transports come from the Army Group fighting in Caucasia, though it is only one brigade so as to not weaken them too much.

You feel that today will be a momentous, for yourself and the war.


AN: Whew, that update was bigger than expected. I might even be up for another update today if I can manage it.
 
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3.6
The trip was turning out to be uneventful. There were some incidents as soldiers in cramped conditions got into fights with each other. But you managed to sort them out along with the junior officers and NCO's. Some of whom are much older than you.
Funny how the Imperial officer corp works, isn't it?
The midday sun is bright as you sweat in your clothes. The heat is getting notable and you fear there will soon be a shortage of water.

You are halfway across the gulf when you hear more naval gunfire. It was a common occurrence as the Imperial Navy warded stragglers off your planned route. So you take little note of it while ordering a lieutenant to see to the distribution of lunch rations. Then the sounds of gunfire intensify and you realise something might be up.

You take out your field binocs and look south, towards the strait. You see the multitude of imperial ships on the sea, you look past them. It is then that you realise that the situation is much, much worse than you anticipated.

You see a sight that makes your stomach drop, a sight makes all your hopes and ambitions feel small, a sight that puts paid to any notion that today will go anywhere near according to plan.


You notice the colours on the ensign at the bow of the very, very big ship. White, red and blue... Federation colours.

You zoom your binocs out to get a better view.


Federation Reinforcements
5 Battleships
1 Battlecruiser
1 Heavy Cruiser
2 Light Cruisers
16 Destroyers
2 Destroyer Escorts


How... just how??? How did the Feds pull a squadron of battleships out of their arses??? It makes no sense. T-the intelligence... was horrifically wrong. You feel like screaming at the unfairness of it all, but you stay silent to avoid panicking the men.

You cease your own panic somewhat, and lay out the simple facts to try and calm yourself.

The full might of the Federation's Combined Fleet is coming down to hit your protectors head on.

Once they defeat the Imperial fleet they will end any notion of an amphibious landing.

That is if they even bother sticking around to fight.

You were totally and utterly screwed.

You should have followed your initial instincts and never taken bloody Hall up on his damn offer! You... you...

You realise that your fate is out of your hands.



AN: It ain't over yet...
 
Last edited:
3.7
You and your ships have completed two-thirds of the journey. You are the most furthest out of the transport convoys.

You realise that the smart thing would be for the imperial fleet to withdraw. Retreat to its fortified anchorage and live to fight another day. Flee from the oncoming onslaught and leave you and your men to your fate.

It was the logical thing. It was the rational thing. Not much of a fleet-in-being if it was in the bottom of the sea.

It doesn't.

It doesn't turn around and sail back to Scarpa Flow at full speed like it should.

Instead it turns arounds, the many ships form up for a set piece fleet engagement.

Imperial order of battle
1 Battleship
2 Battlecruisers
6 Heavy Cruisers
7 Light Cruisers
9 Destroyers
10 Destroyer escorts

Federation order of battle
5 Battleships
1 Battlecruiser
1 Heavy Cruiser
3 Light Cruisers
17 Destroyers
3 Destroyer Escorts


Hope fills your heart for a moment. Knowing that they're selling their lives to give you a chance. Not writing off you and the thousands of men with you and running.

Filled with resolve the crews prepare to take on the Federation juggernaut.

Imperial Navy
Roll 1d100 = 17
Luck 1d20 = 15
Admiral Spoor 3d6 = 3
Modifiers: -30 Extreme Long Range
Total = 5
Federation Navy
Roll 1d100 = 97
Luck 1d20 = 15
Admiral Greenhill 5d6 = 22
Modifiers: +5 superior equipment, +5 superior training -30 Extreme Long Range -30 Very Dispersed Fleet
Total = 84

That resolve evaporates as the Pride of Nova takes a direct hit from the initial salvo from a range many would consider impossible. It was well over twenty kilometres and quite likely beat many of the previous Federation records. The battlecruiser lists and smoke bellows out from its side but it still tries to line its guns.

The imperial capital ships prepare to respond, lining their main guns south. Crewmen pray and prepare to open fire... but they are interrupted.

A suicidal charge by an unimaginably brave Federation destroyer on Imperial battleline interrupts all preparation. Part of the previous battle, the escort ship had less distance to travel than the oncoming fleet. Filled with only essential crew, it chose to sacrifice itself in a bid to avenge its comrades. With a launcher filled with torpedoes, it weaves through a gap in the imperial escort screen. Shellfire from destroyers and cruisers slowly rip it to shreds. Getting within range of the big ships, the destroyer senses its time is running out and fires its torpedoes without extensive deliberation.

The charge and resulting torpedo spread disrupts the imperial gunline as capital ships scramble to get out of the way. Elodie's Wrath, a very bulky lady, veers out of the way at a stately pace. Fortunately for the Imperials, all the torpedoes miss but the dead destroyer's main objective was achieved. Invaluable time had been wasted in the manoeuvring and crews have to spend more getting the turrets lined up again. Indeed, had the Federation battleships opened fire later when they were at a more optimum range the destroyer would have timed its run better and caused even greater damage.

The responding fire from the Imperial capital ships is desultory and misses pretty much entirely. The crews did not have much practice in extreme long range, record breaking gunnery given the confines of the Gulf. Still, their saving grace is that many of the Federation light ships are extremely spaced out, most are completely out of range. The lighter ships had been dribbling in, now they move to towards the distant battleships to try and support them. Even then, some of the Federal ships from earlier engagement do not join the budding Federal armada, either too damaged or unnerved and remain docked at the ports lining the southern shore.

More salvoes come from the Federation battleships. Nearly all of them miss given the extremely long range. But ominous coloured splashes of water appear around the targeted ships, as tall as multi-storey buildings. There are five different colours; red, blue, green, orange, and black that come from the dye contained in the shells.

Another black coloured salvo nails a heavy cruiser, the fifteen inch shell almost splits the ship in two. Some would say that the bow and stern were physically lifted out of the water by the pure force of the blow.

A green coloured salvo straddles a light cruiser. The sheer power of the near miss's splash almost causes the ship to capsize, causing it to wobble erratically for several moments before it rights itself.

Pure panic has spread among the Imperial Navy ships. Many fire at a much slower rate than they normally would. Chaos reins as some lighter ships break formation and try to flee. The crewmen did not expect such accuracy at such an extreme range. What would happen when the behemoths came closer? Pure and utter carnage.

And then one of the Federation battleships explodes massively amidship.

For a moment the whole battlefield is looking on in pure shock. Its almost silent as most ships stop firing. What happened? Did one of the Imperial capital ships get lucky?

In less than a minute the mighty capital ship keels over and capsizes. Thirteen hundred crewmen go down with her.


After a short period everyone concludes it was a lucky hit on a magazine and the fighting continues.

The battleships and battlecruisers fire their massive multi-tonne shells at each other.

All the shots are misses-

Another explosion rings out at the bow of one of the Federal battleships.

The blast heavily damages the ship and it spins out of formation as it begins to list.


A destroyer and destroyer escort are quickly detached to pick up the crew.

The panic among the Imperials slowly begins to abate. Maybe they could do this? The retreating ships hastily move back into formation.

The naval gunfire continues at a steady pace as the ships try to get a bead on each other. However soon the Imperial capitals cease firing in order to conserve ammunition. Apparently the Imperial Admiral thought there was no point in wasting more shells in a pointless pissing match or in keeping up appearances.

And then, paradoxically, another Federation battleship suffers an explosion amidships. This time it is less serious than the first disastrous time as the explosion strikes one of its main armour belts, mitigating much damage. Still the ship lists in an unsafe manner and soon lifeboats full of crew are abandoning ship.

Some on the battlefield may have heard a high pitched bout of laughter.


What was causing those explosions? The Imperial crews wondered, they weren't that good!

Wait a moment, the Imperials realised, none of their capital ships had been firing for the last few minutes!

Soon the answer comes.

Mines.

Someone, some objectively beautiful person had ordered the laying down of new mines.

The Federal escort ships both earlier and now hadn't detected them. They were in a rush to enter the battle. Many of them were still joining the field of battle far behind the battleships. Besides, they know where all the minefields are.

Were.

In the night, a few enterprising Novan minelayers had set up several new fields of mines under cover of darkness. The minefields were placed at the entrance of the strait where it would be very narrow, increasing chances of a hit.

But they weren't any naval mines. They were anti-capital ship mines. The lighter ships had passed over them unmolested as they lay in wait.
Spoor's surprise
Minefield Alpha 1d100 : 13
Minefield Beta 1d100: 25
Minefield Gamma 1d100: 61
Minefield Sigma 1d100: 60
Minefield Epsilon 1d100: 81
Their haste and negligence had cost them dearly as the anti-capital mines took a terrible toll. Hitting half the Federation's deployed capital ships.

The Federation Admiral realises he has made a terrible mistake and ceases his advance, waiting for a group of destroyers to catch up. He had been deceived by the imperial capital ships shellfire. Had they not been firing in their appallingly bad manner earlier he would have realised he was in a minefield immediately and withdrew from the battle entirely. Now it is too late, they are too far in to fall back and must see this through. The Federal fleet still heavily out-masses the Imperial one.

Soon, the Federation fleet moves at a more cautious rate, screening the sea in front of them for mines with escorts. One gets unlucky as it is hit by Elodie's Wrath, pulverising the destroyer. Still, the federal escorts keep their discipline as the battleships continue firing.

Imperial Losses
1 Heavy Cruiser

Federation Losses
3 Battleships
3 Destroyers
1 Destroyer escorts

The Federation fleet moves further into the gulf and gets closer, into a somewhat more favourable firing range.

Imperial Navy
Roll 1d100 = 59
Luck 1d20 = 8
Admiral Spoor 3d6 = 9
Modifiers: -20 Long Range
Total = 56
Federation Navy
Roll 1d100 = 49
Luck 1d20 = 9
Admiral Greenhill 5d6 = 19
Modifiers: +5 superior equipment, +5 superior training -20 Long Range -15 Somewhat Dispersed Fleet
Total = 52

The scattered Federation ships begin to concentrate together and support their battleships, increasing the volume of fire coming down on the Imperial ships. They respond in kind.

The Pride of Nova scores a direct hit on a Federation destroyer, the plunging capital shell smashing straight through the weakly armoured hull of the smaller ship. Leaving a several metre wide hole in its wake.

A battleship with the black shells hits a destroyer that was in the way of a heavy cruiser. The Federation battlecruiser manages a moderate straddle on a light cruiser. The battleship with green shells zeros in on the 2nd Novan Battlecruiser, the Serenitatis, but is foiled by a clever destroyer that deploys its smokescreen to throw the bigger ship off.

Apart from that, neither side inflicts much casualties on each other. The range is still long and pretty much all the shots miss. The Imperial capital ships cease their burst their fire, now apparently running low on ammunition.

Imperial Losses
1 Destroyer

Federation Losses
1 Destroyer

To the surprise of some, more Novan ships exit from Scarpa Flow. Many of them barely have any armour, some aren't even warships at all… It appears someone seriously planned for some contingencies. The welcome reinforcements join the screening escorts though many move in an ungainly manner. As if they are untrained or barely crewed at all.

Imperial Reinforcements
6 Destroyer Escorts
13 Armed Merchantmen

The battle hangs on a knife edge. For the Federation Navy, there is no retreat. The Federal's escort screen is dangerously weak after the heavy losses it took in the early phases of the battle. Had they been present, the battle would be much more in their favour. Still, the Imperials are heavily outmassed and moderately outgunned. The battle soon enters its next phase as both fleets advance further towards each other.

***
"Can we turn around?" is the first thing that comes out of your very dry mouth to the captain, some Pruebian, as the two angry fleets rage at each other in the distance.

"No, it would take too long to u-turn, the ship is cumbersome animal. The radius would be too big and risk us."

"Can we divert to friendly territory to the north?"

"Some of us, but not our convoy," he says reluctantly.

Damn, damn, damn.

Looks like you'll have to try and keep moving forward with your full force.

"Send messages to all ships to keep moving forward to the planned destination. Don't split off."

A couple of the more closer inland ships disobey your orders and make a break for land. There isn't much you can do about them.

You are frustrated by the powerlessness of it all.

You begin to contemplate your life choices.

And stop.

You might have some small measure of control here.

You could still land at the planned sites, which were pre-scouted by spies and confirmed to lack fortifications or any serious military presence. But doing that would take you uncomfortably close to the raging battle that looks to get even fiercer, with only a squadron of escorts protecting you. Or you can divert away from the battle, but doing so would take you closer towards the half million strong Federation army. You'd be taking your chances on encountering any enemy formations and bases. It is a tough choice.

[] Change course

You order the ships turn marginally away from the ongoing battle. It will offer more protection from stragglers but take you away from the planned landing sites which should be pretty much empty.

[] Stick to the same path

You'll risk it. You really don't want to encounter some Federation fortifications by pure chance. The worst case scenario of being attacked while landing is a recipe for disaster.


AN: You were very lucky in the first phase. Had you not been at extreme long range where only the capital ships could fire, you would have been slaughtered.
 
Last edited:
3.8
[X] Stick to the same path

You don't order a course change. Your going to hope that your - until now unreliable - intelligence sticks true and the Feds don't have a division or two waiting for you as soon as you get to shore.

[75% journey completion]

***
The naval battle continues at a brisk pace. With both sides now manoeuvring towards each other. The Federation fleet has almost put itself together, in contrast to its earlier dispersed state. The Imperials are boosted by more ships, but time will tell if they can stand the test.

Imperial order of battle
1 Battleship
2 Battlecruisers
5 Heavy Cruisers
7 Light Cruisers
8 Destroyers
16 Destroyer escorts
13 Armed Merchantmen

Federation order of battle
2 Battleships
1 Battlecruiser
1 Heavy Cruiser
3 Light Cruisers
13 Destroyers
2 Destroyer Escorts


The two fleets prepare for the next round. The battleships and battlecruisers, almost present in equal numbers on both sides, square off against each other. Lining up their secondary weapons now as well.

The cruisers begin firing with their smaller guns now being able to hit with some degree of accuracy.

Imperial Navy
Roll 1d100 = 31
Luck 1d20 = 16
Admiral Spoor 3d6 = 9
Modifiers: -10 Medium-Long Range
Total = 46
Federation Navy
Roll 1d100 = 34
Luck 1d20 = 13
Admiral Greenhill 5d6 = 14
Modifiers: +5 superior equipment, +5 superior training -10 Medium-Long Range -5 Slightly Dispersed Fleet
Total = 56

The capital ships on both sides manoeuvre against each other, sniping at each other with 12-15 inch rifles. Neither side scores any serious hits on each other though both sides take minor damage from secondary guns. Though the battleship with black shells lands a near miss on the Serenitatis with its main gun, rocking it slightly.

The Imperial cruiser line opens fire with a roar as a dozen black hulled ships obscure themselves with the gunsmoke.


The fewer Federation cruisers answer back, putting up a good performance despite being outnumbered three to one. Their guns fire at a smooth rate and their shells land with accuracy.


They were helped by the fact that many of the imperial cruisers were already damaged in some form from earlier engagements. The whole squadron focus their fire on a wounded heavy cruiser leaving it a floating wreck. A Federation light cruiser suffers a critical hit to its magazine from a lucky heavy cruiser and is engulfed by the huge explosion. It is unlikely anyone aboard survived. Unperturbed by the loss, the remaining cruisers down an imperial light cruiser that had strayed to far forward. In the end, the Federal cruisers take down two of their opposing number, for the price of one of their own and tie up the whole imperial cruiser screen. Preventing them from assisting the heavy capital ships in their currently indecisive duel.

Meanwhile the light ships probe each other in small skirmishes as the bigger ships get closer. The unarmoured nature of the destroyer escorts does not speak well for them as the Federal ships extract an uneven toll on them. It does not all go the Federation's way however, as an unlucky Federation destroyer is hit by a stray cruiser shell. The wounded ship is pounced upon by a group of escorts and finished off. An armed civilian ship takes moderate damage from a destroyer and immediately flees the battle.

Imperial Losses
1 Heavy Cruiser
1 Light Cruiser
2 Destroyer escorts
2 Armed Merchantmen

Federation Losses
1 Light Cruiser
2 Destroyers

The two fleets proceed to move closer into each others range. It will be a uncertain contest. Whether the Empire's numbers will prevail or if the Federation's quality will triumph.



AN: Don't worry religion sub-voters, it might be time for me to dust off the several pages of notes made for religion in this quest.

Edit: Aw crud, I forgot to update the Story Only thread.
 
Last edited:
3.9
The battle at sea is nearing its climax, as both fleets can easily spot the other with only little difficulty.

Imperial order of battle
1 Battleship
2 Battlecruisers
4 Heavy Cruisers
6 Light Cruisers
8 Destroyers
14 Destroyer escorts
11 Armed Merchantmen

Federation order of battle
2 Battleships
1 Battlecruiser
1 Heavy Cruiser
2 Light Cruisers
11 Destroyers
2 Destroyer Escorts


The Novans were throwing everything and the kitchen sink at the Federation fleet. Sensing that victory could be close, they manoeuvre aggressively. They are matched by their Federal opponents.
Imperial Navy
Roll 1d100 = 50
Luck 1d20 = 15
Admiral Spoor 3d6 = 16
Modifiers: -5 Medium-Short Range
Total = 76

Federation Navy
Roll 1d100 = 14
Luck 1d20 = 3
Admiral Greenhill 5d6 = 25
Modifiers: +5 superior equipment, +5 superior training -5 Medium-Short Range
Total = 47

The two remaining Federal battleships and battlecruiser speak with the fury of their guns.


Losing a light cruiser to the black shells battleship's main guns, the rest of the imperial cruisers rain down fire on their remaining counterparts. The sole Federation Heavy Cruiser goes down from the combined fire of five cruisers, but not before crippling one of its opposite number. A light cruiser is distracted by two imperial destroyer escorts trying to flank it, gutting one. It pays for its inattention when the mass of cruisers turn their attention to it. It goes down in short order. With the Federation cruiser line effectively destroyed, the rest of the imperial cruisers direct many of their shots on the Federation capital ships. Landing hits, and creating weak spots in the armour.

As a result of this, Elodie's Wrath scores a critical hit on the battleship with green shells, the leviathan keeps fighting for several moments, seeming only somewhat hindered. Just as some think it was saved thanks to its armour, they are proven wrong as the mighty ship suffers an explosion. Soon followed by another and another as a chain of detonations rock the ship. In short time the ship is floating charnel house, participating in the battle no more.

The death of their behemoth seems to spread panic among the federation ships, increasingly aware of their lower numbers. Order is shaky and this deeply affects their crews. But soon they are rallied by their commanders and keep fighting.

In response to this development, the federation fleet changes tactics. In a complex manoeuvre designed to thin out enemy numbers they intermix their escorts and heavy ships. The escorts start launching torpedoes, not to precisely harm, but to control their opponents' movements. Using the predicted motion the larger ships would create kill zones for their guns. It has an immediate impact as a destroyer and its lighter comrade are sunk.

The Imperial escorts answer by closing into melee range of the federal forward screen. The Federals prepare to let their better materiel and training talk - as well as capital grade secondary guns - in order extract a hefty price for Imperial arrogance.

But too many of the Federation's light ships went down during the early phases of the battle. There simply aren't enough escorts to screen the big ships properly, and keep the enemy at a distance. The escorts insufficient coverage of the federation capital ships lead to disastrous results.

A daring imperial destroyer pretends to engage another destroyer before it suddenly swerves and unleashes a full spread of torpedoes on the Federation Battlecruiser which was busy trying to engage the wounded Pride of Nova. The spread is almost perfect, running at almost a right angle to the Federal ship. The battlecruiser tries to dodge, it partially succeeds but ends up taking two torpedoes. The capital ship limps on, badly wounded.

The fight between the escorts leads to relatively even casualties on both sides.

During this, many of the Armed Merchantmen hang back and do not participate in the fighting as much as they should.

Imperial Losses
1 Heavy Cruiser
2 Light Cruisers
2 Destroyers
3 Destroyer escorts
1 Armed Merchantmen

Federation Losses
1 Battleship
1 Heavy Cruiser
1 Light Cruiser
1 Destroyer
2 Destroyer escorts

The Imperial lose more ships, but they can sustain it, the Federals can not. It seems like the tide may be swinging in the Novan's favour and the operation can be salvaged.


But then an unexpected event occurs. Much to the joy of the Federation crewmen and the despair of the Imperials. Two ships are sighted coming up from the strait. Two very large ships.

Their damage control teams had done incredible work, the ships were relatively patched together and no longer taking on water. Seeing the perilous nature of the battle, their captains made a fateful decision, deciding not to withdraw. Loaded with only essential crew, the two wounded behemoths enter back into the fray.

Federation reinforcements
2 Battleships

***​

The afternoon sun is bearing down on everyone on deck. It is a nerve-wracking time as you await the outcome of the naval battle in the distance.

You can hear the men around you utter prayers. Some of them are monolatrous like you, others pray to their gods. Some are Yggdists who call on Valkyria to save them. That one might actually have some substance given what you've been hearing from other fronts. Some from the Corelands pray to past emperors, you were always leery of the imperial cult given its relative newness. Damn commoners consuming whatever tales get shoved down their throats. Though you suppose it isn't much different to ancestor worship.

It was annoying to you watching the Preubians meddling in religion and coopting almost everything into their cult. You always thought that the reasoning was a bit off. There is no way your faith in God was the same thing as some eastern tribal shaman doing rituals to satisfy his spirits or idiots worshipping some pantheon, just "representing itself differently". That we'll actually all worshipping the same thing differently. So annoying. The things we do for politics these days, silly political correctness.

On second thought, you don't need this distraction. Religion and theology are not among your favourite topics. Though you suspect a certain little smartmouth would be happy to educate you.

You hope your Mother is well and can bear your passing. She never really approved of your career path.

You silently pray to your god, you hope to survive this day. You promise to be a better person.

You haven't done this in a while but the situation is dire.

It seems your prayers were not answered.

For you see, not through your binocs, but through your own two eyes. A group of ships. That are not your own.

You see a Heavy Cruiser.

It was the same ship that escaped the earlier battle. The rents and tears in its sides show the battle damage it sustained. The Federal ship managed to repair itself to some degree of functionality is being escorted by a pair of destroyers back to a naval base. One of them is damaged while the other is not, indicating certain inclinations.

There seems to be a moment of shock as both sides register the appearance of the other. After a period of surprise, as if they can't believe their luck, the Federation warships shift course and move in your vector. In response, your escort squadron races to meet them.

Minor Engagement

Imperial order of battle
1 Destroyer
3 Destroyer escorts

Federation order of battle
1 Heavy Cruiser
2 Destroyers

Damn it, you promised to be a better person! Ugh... the divine had strange machinations. Well what exactly do you do now?

[] Order the transports to scatter

With their limited numbers, they can only get a few of you, not all. But not only will this increase travel time, your ships will arrive scattered all over the coast in the general location of the landing sites.

[Next update will be at 80% Journey Completion]

[] Stick to the course

Trust in your protectors, staying on the same course will shorten the journey time and make your forces arrive at the same time instead of being strung out. But... it has its risks.

[Next update will be at 85% Journey Completion]


AN: And the Fed Admiral saves them from disaster. Fun fact, he's also an anime expy. Have fun guessing where he is from.
 
Last edited:
3.10
[X] Stick to the course

Its a difficult decision, but theres no point to this mission if you get ruined just before you arrive. In that case you might as well surrender now.

Since praying didn't work out very well you do something else to work out your helplessness.

You contemplate your life choices up to this moment.

You first conclude that you probably should have tormented your half-sister more, regardless of the retaliation from your two step-sisters. Annoying brat, you hear her cheerful laughter in your head at your predicament.

You should have doted on your cat and pet her more often. She was the best.

You should have reconciled more with your father, you were often mad at him.

You shouldn't have grown more distant to your friends in the last year. You hope Maziar and Kell are doing well somewhere.

As the first few long range shells fall in the midst of the transports, you conclude that you've lived a reasonably decent, if short, life.

[85% Journey Completion]

***​

The two fleets prepare for a final showdown at knife fighting range. While the capital ships stick behind the escorts and cruisers toprovide fire they can easily find the enemy, in some cases spotting figures on opposing ships.

Imperial order of battle
1 Battleship
2 Battlecruisers
3 Heavy Cruisers
4 Light Cruisers
6 Destroyers
11 Destroyer escorts
10 Armed Merchantmen

Federation order of battle
3 Battleships
1 Battlecruiser
1 Light Cruiser
10 Destroyers

It turns into an unholy slugfest as a mess of ships lay into each other. The crews on both sides know that this could be the deciding moment of the battle and fight with ferocity.

The smoke is thick and almost blots out the sun. Shells land in the water constantly, creating geysers of water.
Imperial Navy
Roll 1d100 = 3
Luck 1d20 = 11
Admiral Spoor 3d6 = 11
Total = 25
Federation Navy
Roll 1d100 = 17
Luck 1d20 = 10
Admiral Greenhill 5d6 = 18
Modifiers: +5 superior equipment, +5 superior training
Total = 55

In such a target rich environment the Federal capital ships switch to free fire as their remaining destroyers desperately try to cover them.

Their training proves its worth as they extract a heavy toll, the light ships seem to pop one after another as they are struck by capital grade guns. But not everything goes their way.

A light cruiser and the Serenitatis smash a Federal destroyer attempting a torpedo run on the battlecruiser. The smaller imperial cruiser soon suffers a magazine explosion from another destroyers' shellfire. Crippled and disarmed, it participates no more and attempts to either save itself or abandon ship.

Elodie's Wrath finishes off the sole Federation battlecruiser in one devastating salvo before steering in to get in close with the battleship with black shells. Hoping to vanquish it before the two damaged Federation battleships arrive. Those two are currently continuing to fire from medium range as they approach.

The two battleships conduct a close range duel but neither manages to breach the others heavy armour. They continue to circle each other.

After taking repeated hits, the Pride of Nova goes finally succumbs to its many wounds. The great ship keels over on its side and slowly starts to sink.


One of the turrets on the battlecruiser continues firing even as the ship slowly slips underneath the waves forever.

Imperial Losses
1 Battlecruiser
1 Light Cruiser
2 Destroyers
3 Destroyer escorts
2 Armed Merchantmen

Federation Losses
1 Battlecruiser
3 Destroyers

To the surprise of many, the last Novan battlecruiser does not follow to aid the flagship. It does not even fire its main guns.

The battle has raged on for over 11 hours. Thousands of shells have been expended, countless lives and proud ships have been lost. It is now a proposition of who will break first. It is the Imperials.

The ship known as the Serenitatis begins to withdraw from the engagement.

It is completely out of ammunition.

As it does, it calls for a general retreat for the entire fleet. Seeing the situation as beyond recovery.

This is soon contradicted by a counter-order from the flagship. The imperial ships are confused by this, but many, close to being out of ammunition themselves from the long battle as well as being bone tired, follow the first order.

Most of the Novan fleet breaks off from the exhausted Federal warships and trails the Serenitatis as the battlecruiser withdraws from the battlefield and towards the safety of Nova. Nearly all the armed civilian ships retreat, followed by most of the lightly armoured destroyer escorts who stand little chance against the battleships.

Only a small flotilla is left to defend the Novan flagship. The battleship continues the engagement, too close and too slow to retreat.

Imperial Losses
1 Battlecruiser
2 Heavy Cruisers
2 Light Cruisers
1 Destroyer
5 Destroyer escorts
7 Armed Merchantmen

***
The wounded Heavy Cruiser approaches, along with its two escorts. The two lighter ships make fast speed, while the cruiser trails behind them.

Minor Engagement

Imperial order of battle
1 Destroyer
3 Destroyer escorts

Federation order of battle
1 Heavy Cruiser
2 Destroyers

The Heavy Cruiser begins firing with its eight inch guns from a range of eighteen thousand yards, bracketing the closest transport. The misses create panic on board but otherwise cause no damage. The convoy continues to flee.

In response, the imperial destroyer begins laying down a protective smokescreen to cover the transports and starts zigzagging.


Imperial Navy
Roll 1d100 = 15
Federation Navy
Roll 1d100 = 48
Modifiers = -10 Severe damage -5 Understrength Crew
Total = 33
The Federal destroyers are not fooled however, as they anticipate the waiting ambush of the destroyer escorts. The undamaged Federation destroyer approaches ahead of its wounded counterpart and rattles a destroyer escort with quick gunfire. The imperial ships flee back into the smokescreen, attempting to buy more time.
 
Last edited:
3.11
It seems that the battle has finally swung in the Federation's favour. Not only do they have more ships in the field, they also outmass their foes. But they do not hold all the cards. Many of their ships are damaged, and the remaining Imperial ships fight with a desperation they have rarely shown before. The Elodies Wrath still carries half full magazines as it was too slow to participate in the early phases of the battle and has sustained only moderate damage. The ships that stayed with her are most undamaged and brave vessels still flying the imperial colours.

Imperial order of battle
1 Battleship
1 Heavy Cruiser
1 Light Cruiser
3 Destroyers
3 Destroyer escorts
1 Armed Merchantmen

Federation order of battle
3 Battleships
1 Light Cruiser
7 Destroyers

The Federation battleship with black shells, indeed the Federation flagship, breaks off from its Imperial counterpart as it seeks to regroup with the rest of the battleships. The Imperial flagship allows this to avoid plucky escorts. It regroups with its fleet-mates, consolidating its remaining force and planning ahead. The Federal ships are in fairly bad shape, the battleships are understrength with two only having bare essential crews. There is little redundancy and much training is forgotten in the heat of the moment.
Imperial Navy
Roll 1d100 = 12
Luck 1d20 = 17
Admiral Spoor 3d6 = 10
Total = 39
Federation Navy
Roll 1d100 = 43
Luck 1d20 = 10
Admiral Greenhill 5d6 = 12
Modifiers: +5 superior equipment, +5 superior training
Total = 70
It proves to be an unwise move as the three Federation battleships group together and try to focus their fire on Elodie's Wrath. After sustaining some serious damage the Imperial flagship is concealed by a smokescreen by a pair of destroyers. Bereft of a target, two battleships attack the closest target, a light cruiser trying to finish off a wounded destroyer. It finds itself prey in turn as red and orange shells bracket it, eventually a hit lands and the cruiser is put out of commission. But it is not enough to save the damaged Federal destroyer as it is ravaged by a pair of destroyer escorts while the Imperial Heavy Cruiser hold off the rest of the Federal escorts. As if in anger, the black shells of the Federation flagship gut one of the smokescreen destroyers.

Imperial Losses
1 Light Cruiser
1 Destroyer

Federation Losses
1 Destroyer

***​

The imperial escort squadron readies its next strike as the Heavy Cruiser advances in the general direction of the transports. The destroyer presses the attack as it follows an evasive course through moderate swells. It gets within maximum torpedo range before unleashing its payload.

Minor Engagement

Imperial order of battle
1 Destroyer
3 Destroyer escorts

Federation order of battle
1 Heavy Cruiser
2 Destroyers

Imperial Navy
Roll 1d100 = 74
Federation Navy
Roll 1d100 = 99
Modifiers = -10 Severe damage -5 Understrength Crew
Total = 84
The cruiser anticipates this clumsily changes course beforehand, all the torpedoes miss. In reply, the surviving operational guns spit out shells. One lands amidship and takes out a boiler. The damaged escort limps away at a slower pace but not before its own shellfire opens some old wounds on the cruiser.

Meanwhile the fight between the Federal destroyers and three destroyer escorts are going poorly for the latter. The undamaged destroyer is constantly sticking with the damaged one as the imperials try to pick it off. One destroyer escort gets unlucky, as it moves out of the smoke a shell from a destroyer hits the bridge causing critical damage. The ship veers off on a random course.

Imperial losses
1 Destroyer Escort

[95% Journey Complete]

You can see land clear ahead of you in the light of the late afternoon sun. The coast grows bigger and bigger with each passing minute as the transport travels at full speed. If only it was sun had set.

You need to decide to do when this ship lands, how do you handle the disembarkation. Rushing it could could panic and unnecessary injuries, you also won't have much chance to take the heavier equipment. Taking a steady pace could still be damaging and cause the panic your trying to avoid. Or you could just pretend nothing is wrong, the navy has it handled, and proceed at an orderly, calm pace. You'd have a good chance of pulling it off as well.

Pace of landing?
[] Rush the disembarkation
[] Do it at a steady pace
[] Pretend nothing is wrong, proceed calmly

Do you try to take the materiel with you?
[] Only get the troops out first, wait for darkness to pick up the gear
[] Take as much gear as you can, you might need it

AN: wow the dice hate you now. This will be the last update for today.

Edit: choose carefully as some options could have debuffs for the next few days.
 
Last edited:
3.12
The twilight phases of the battle continue in the afternoon sun. Both sides fight with grim determination, trying to overcome the other. The sea if filled with the hulks of dead or dying ships. The plans have all been set, there is nothing more left for the admirals to do.

Imperial order of battle
1 Battleship
1 Heavy Cruiser
2 Destroyers
3 Destroyer escorts
1 Armed Merchantmen

Federation order of battle
3 Battleships
1 Light Cruiser
6 Destroyers

There are few ships left actively fighting, but the imperial fleet looks increasingly outnumbered and outgunned.
Imperial Navy
Roll 3d100 = 146
Luck 1d20 = 8
Total = 154
Federation Navy
Roll 3d100 = 177
Luck 1d20 = 13
Total: 190
The fighting continues and it soon becomes apparent who has the upper hand.

A destroyer escort tries to torpedo the Federation flagship but gets shredded by its now dominant escort screen. Two more destroyers tie down the rest of imperial escorts, despite being outnumbered two to one.

Using that slack, a pair of Federal destroyers ambush the Heavy Cruiser with a torpedo run. It manages to dodge most but is struck by two. It begins to leak fuel.

Elodie's Wrath tries to gut a wounded battleship but its main gun suffers a technical fault. It draws away as crews attempt to fix the issue, a destroyer dropping depth charges behind it in a desperate attempt to block the sight of enemy gun crews.

The damaged imperial Heavy Cruiser knows its time is running out as two battleships get a bead on it. It meets its impending death with aplomb, turning to face the nearest battleship. It soon speeds forward, its engines redlining. It voluntarily crosses its own T and opens itself to massive damage by shells running along its entire length, but it presents a smaller profile for the enemy to hit.

The capital ship realises what it's trying to do and attempts to punish it for its arrogance. But too many of the secondary guns on that side have been knocked out by the mine. The heavy cruiser's armour holds firm though its bow is broken by a shell.

Then the battleship's main guns speak with a loud boom. The massive shells bracket the cruiser, landing on either side. Rocking the ship but not stopping it.

Both sides pause to watch the confrontation. The Federation battleship attempts to veer out of the intercept path, but the cruiser has enough control to correct course. The escorts try to intervene but are tied down fighting their counterparts.

The heavy cruiser, its front side a scarred wreck from minor hits, plows into the battleship as fast as its damaged state can go. Metal screams as the two ships collide. The cruiser is lodged in the middle for several moments, creating large fracture and multiple breaches. One of its rear guns fires at point blank range causing great damage. Eventually it dislodges, a hulk dead in the water.

With its superstructure having taken a beating from the mine and cruiser, and with most of its guns non-operational, the battleship decides to withdraw. Slowly retreating west for the nearest dockyard and playing no more part in the battle. The ship, barely holding together is a write off.

The Federals are not unnerved by the loss of a capital ship. The Federation fleet can almost sense it, that the Imperials are almost done. That the will of the remaining ships is fading with loss of their last cruiser. That all it will take is a little more...

Imperial losses
1 Heavy Cruiser
1 Destroyer Escort

Federation losses
1 Battleship

***​

The clash occurring for the mismatched imperial escorts continue, they are holding up fairly well for a force that is severely outclassed.

Minor Engagement

Imperial order of battle
1 Destroyer
2 Destroyer escorts

Federation order of battle
1 Heavy Cruiser
2 Destroyers
Imperial Navy
Roll 1d100 = 77
Federation Navy
Roll 1d100 = 87
Modifiers = -10 Severe damage -5 Understrength Crew
Total = 72
The duel between the Heavy Cruiser and destroyer carry on. The smaller imperial ship uses evasive manoeuvres to dart back and forth through the smoke, making itself a hard target. The cruiser dodges another round of torpedoes and continues racking up minor damage. The destroyer's 5 inch guns score some hits, but do not penetrate its remaining armour or find weakspots.

The destroyer escorts continue their struggle against the Federation destroyers. Both sides have a hard time finding the other. A destroyer fires almost randomly into the smoke. It scores a hit on one of its foes and dodges a small torpedo salvo through luck and training.

It soon becomes apparent through the smokescreen that the two destroyer escorts are only fighting one Federal destroyer.​

The lightly damaged destroyer has slipped through thin cordon and is pursuing a group of slower transports at the back of the convoy. Sensing an opportunity for glory, the destroyer is traveling at a fast as it can go. Its smokestacks are bellowing smoke as it redlines the engines.

An imperial destroyer escort pursues, leaving its more wounded comrade to fight the similarly wounded Federal destroyer. It desperately tries to catch up.
***​

Your transport ship, one of the first to launch, is the first one aground. Deciding to write the transport off, the big ship's hull rocks as it scraps the bottom. Eventually it comes to the stop.

There is no sound of gunfire coming from beach or artillery. The whole landing site appears unoccupied. One piece of good news.

Quickly, troops move. Scaling ladders made of rope run down the side of the ship. Scores climb down and wade ashore, there is a long queue behind them. You promised a reward of some kind for the the first squads ashore.

In the hull, hatches are being opened and restraints are being removed from gear. Impromptu ramps are being made that go into the water, soon the first armour can move out. Ahead of them, dozens of soldiers come out to test the depth and evenness of the ground, and then to move ashore.

You watch all this up from the bridge. Clearly visible and cutting an authoritative figure.

You are not leaving this ship until nearly everyone else is off. You make this clear despite protestations.

[It is 90 minutes until sunset]

Orders for the first squads ashore?
[] Scout out as far ahead as possible and exercise independent judgement
[] Create a perimeter a mile inland and wait for more reinforcements before pushing out
[] Just secure the beach and wait for more reinforcements to disembark first
 
Last edited:
3.13
The late afternoon sun beats down at the combatants, the Imperials are coming off worse and need something to turn the engagement around.

Imperial order of battle
1 Battleship
2 Destroyers
2 Destroyer escorts
1 Armed Merchantmen

Federation order of battle
2 Battleships
1 Light Cruiser
6 Destroyers

Imperial Navy
Roll 3d100 = 157
Luck 1d20 = 2
Total = 159
Federation Navy
Roll 3d100 = 199
Luck 1d20 = 2
Total: 201

The Federation fleet holds firm despite massive losses. They know the tide has turned. Their shells land closer and closer to Elodie's Wrath which is looking increasingly vulnerable.

The Federal destroyers form back up into one mass from their individual engagements. A feat which their imperial counterparts clumsily try to repeat. The escorts approach the battleship from an angle. They seem to intend one mass torpedo run at the flagship while the Federation light cruiser keeps the small ships distracted.

To counter this, the Imperial commander plays their last plan. The flagship illogically starts to slowly turn all its guns away from the Federation battleships and moves unpredictably.

While this happens the escorts swiftly cross paths ahead of the battleship one after another in an intricate pattern that is more crude than it looks. As each ship goes by, a large spray of water shoots up behind it. The detonations of the depth charges attempt to shield the flagship from the ranged gunnery of its counterparts. Elodie's Wrath opens fire on the mass of Federation escorts in an attempt to whittle it down while their battleships are blinded. Switching to high explosive rounds instead of armour piercing ones.

The shots cause havoc among the cluster of Federation escorts, unprepared to face such attention. They try to scatter in all directions and perform evasive manoeuvres. A multi-tonne main gun shell grazes the bow of a destroyer as it plunges down, ripping the front five metres of the ship completely off. It does everything possible to stop submerging forever but it seems a losing battle. A destroyer shielding a more damaged comrade pays the ultimate price as it is hit by multiple secondary guns. It slowly starts to sink from multiple breaches until an out of control fire causes a catastrophic explosion, finishing it off.

But it is not enough. There are not enough imperial escorts left to pull off the plan. Soon the light ships run out of depth charges and are left virtually helpless in the face of the remaining battleships. Who had used the lull to advance forwards.

To make matters worse the last armed merchantmen appears to suffer a serious engine malfunction, the cargo ship appears dead in the water. Just another hulk in a sea of them.

The sole federal light cruiser starts laying into the last imperial destroyer it sees on the field, after two hits the escort has had enough and starts pulling back.

The appears to be the straw that breaks the Imperial fleet's back. Realising the situation is beyond hope the rest of the imperial escorts follow the example and proceed to quit the field, abandoning the flagship to its fate. Weaving their way through the wrecks and hulks. Sometimes leaving a smokescreen behind them to conceal themselves. One tries to slow down to pick up some survivors waving from a wreck but is quickly chased off.

Certain of impending victory, a pair of destroyers is ordered to follow the fleeing imperial escorts to ensure they do not return.

Federation losses
4 Destroyers

Imperial losses
1 Destroyer
2 Destroyer escorts
1 Armed Merchantmen

***​

Meanwhile the imperial escort squadron protecting the transport convoy fights on desperately against a superior foe.
Minor Engagement

Imperial order of battle
1 Destroyer
2 Destroyer escorts

Federation order of battle
1 Heavy Cruiser
2 Destroyers

Imperial Navy
Roll 1d100 = 43
Federation Navy
Roll 1d100 = 17
Modifiers = -10 Severe damage -5 Understrength Crew
Total = 2

The imperial destroyer weaves around the heavy cruiser looking for the moment to strike. The larger ship's guns attempt to track it thought the swells and smoke trailing it but cannot land a hit. The destroyer's guns finally find a weakspot that was created by the Imperial battlecruiser 'Pride of Nova' earlier in the battle. The damage rocks the cruiser and causes a fire. As it is attempting to put it out the destroyers closes in for another torpedo run. This time the spread tracks the cruisers movement ahead perfectly. It tries to dodge all of them, but takes a torpedo amidship. The detonation worsens the heavy cruiser's condition.

The Heavy Crusier realises that it has suffered critical damage and its deteriorating state makes it unable to continue fighting. In a move that surprises the destroyer, it strikes its colours and signals that it surrenders. The imperial escort is left with the conundrum of what to do with the much larger ship it holds prisoner.

The damaged destroyer pauses in it battle with the destroyer escort. It realises that the situation has turned and that its alone. The ship proceeds to flee west back to its home port, deciding discretion is the better part of valour. It will have some explaining to do.

Meanwhile, the situation further ahead has also changed. The pursuing destroyer had redlined its engines, in an effort to gain as much speed as possible to catch the tranports.

It pays for this hubris when it suffers an engine malfunction, much to its regret. This allows the imperial destroyer escort chasing it to catch up faster. Realising it will soon be harassed, the federation destroyer makes a decision.

Torpedo run?
Roll 1d100 = 93

In a fit of frustration, the destroyer launches torpedoes from beyond the maximum range at the closest troop transport.

The destroyer escort seems to sputter as it moves, realising that it has failed its mission.

They slowly travel the long distance between the two ships.

Amazingly, the torpedoes keep course as if guided by some divine providence.

As the torpedoes get further out, the spread fans out making it harder for the ungainly transport to avoid all of them.

Two torpedoes zoom towards the side of the transport. The cargo ship is loaded with several hundred soldiers. When it hits, it could break the record as one of the longest recorded torpedo strikes in Europan history.

The torpedoes strike the unarmoured hull of the troop transport with a dull thud.

And bounce off.

Their fuses being long burnt out as they had been fired well beyond their maximum effective range.

The transport ship voyages on, those on board collectively growing somewhat more religious.

The imperial destroyer escort decides its arrived within optimal range. It lines up at a right angle and opens up with all it has. The shellfire strikes the destroyers' exposed rear, causing massive damage. In its haste the destroyer had opened its T to being crossed. The rounds shear through the entire length of the ship. The Federation destroyer switches course, letting the transports go. It tries to engage the smaller ship but it has taken too much damage. It is unable to withstand the withering fire and is soon a lifeless hulk.

Imperial losses
None

Federation losses
1 Heavy Cruiser
1 Destroyer

***​

The big transport is one third empty. Soldiers are still clambering off at a good pace, though with somewhat less urgency given the lack of fiery death from above.

The squad you sent along the coast make contact with another transport in the next cove over. It is the ship carrying Surena's battalion. Apparently she wanted to follow your ship to support you. Joy.

They recently arrived and won't be done unloading completely until tomorrow at the earliest, after which they'll join up with you.

Reports from further inland report no hostile contact so far. Which is good news. The bad news is that there isn't much infrastructure, but that can't be helped and was honestly expected.

You're now in charge of this whole mess for the foreseeable future. Most of the plans will have to be scrapped as there is no army coming in behind you and no naval support. The first thing will have to be getting off this beach.

You currently have Giraud's battalion with you, part of which is on the beach at this moment. You also have a company of Mueller's tanks, though not the man himself. Those won't be ready to go for a few more hours yet.

Forward squads report a hill about half a mile inland - in accordance with the maps - that could be a commanding position looking over the beach. That is if there were any Federation forces here to hold it. There is no indication of them being present anywhere nearby. Beyond that, scouts sight two gentle ridges a few more miles inland, they haven't gone past that yet. This was known before, another piece of good news is that there are paths that make traversing through it possible for tanks and wagons. The maps you memorised before inform you that its all plains after that.

There is also a series of small hillocks on your left, running sideways parallel to the shore. They look over the main path Surena's troops will have to take to get to you. They will have to be taken to ensure to chance of trouble. But you are not sure you can delay the action, just because there's nothing in front of you, doesn't mean the same holds for her.

You have about one companies worth of troops and light armour ready to move at this moment. More will soon be available but you only have enough for one job.

[It is 60 minutes until sunset]​

How do you use your available forces?

[] Send them forward to take the hill and stop, digging in there.
[] Send them as far as the distant ridges, forwards scouts will warn of any movements
[] Send them sidewards to secure a route to Surena, this will ensure nothing surprises her forces
[] Keep them here, wait until you have a bigger force before moving.
 
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