Only one imperial ship is left on the field.
The only one still fighting that is.
The Federation ships cease firing for a little while.
Surrender is offered for a valiantly fought battle.
It is declined.
Imperial order of battle
1 Battleship
Federation order of battle
2 Battleships
1 Light Cruiser
2 Destroyers
The small Federation force waits several more moments before moving.
The two battleships approach Elodie's Wrath from the left hand side, so as to present both forward and rear main guns. Spotters have noticed some hits on that side and hope to breach armour.
The light cruiser sulks behind them, acting as a reserve.
On the other side of the imperial battleship, two federal destroyers circle around. They attempt to lurk outside the range of secondary guns, waiting for an opportunity. In practice, they play no significant role in the duel that follows yet.
Last Stand
Highest 2d100 = 40, 74
Total = 74
The two Federation battleships open up with their main guns. The black shells of the flagship land closer than its counterpart, forty yards behind Elodie's Wrath. Water falls on the mighty ship's stern from the splash in the scopes of gunnery crews as they start readjusting their aim. The answering salvo brackets the mine damaged battleship. The close call leads to the federation flagship shifting its heading to present a bigger target. All three battleships move erratically in an attempt to spoil their opponents aim. The following few salvos on both sides miss.
The secondary guns on both sides disgorge shells at each other. The armour on Elodie's Wrath holds, so does the armour on the Federal battleships for the most part. When it doesn't, it is handled by the overworked damage control teams.
Then Elodie's Wrath lands a hit on the Federation flagship. It causes serious but non-critical damage near the conning tower. This seems to rattle them as both capital ships pull back slightly. The cornered animal still has teeth it seems.
The light cruiser attempts to provide harassment with its guns. The ship then fires its limited torpedo launcher from maximum range. Both miss and it suffers a hull breach from a secondary gun for its trouble. The cruiser backs off for now to lick it wounds.
***
The transport you are standing on is half empty. It is longer very crowded on the ship. The sun is also no longer as bright, as it is close to dusk.
You haven't heard back yet from the force that you sent to secure the ridges. That's expected as its only been a short period time. There's is no sounds of fighting so nothing has gone wrong yet.
You are looking over the construction of a temporary camp when you hear scattered rifle fire. It is not from the front like you expect, but instead from your right flank. You feel a bit uneasy as most of the transports should have landed to your left.
The first report you get from a messenger is that a platoon encountered an isolated group of gunmen while reconnoitring through a group of hedgerows. They are unsupported, but the on hand lieutenant and NCO says they have the situation well in hand as they appear to be barely trained armed locals. Your first instinct is to trust the officer on the ground but this could be something else. Do you divert your small, slowly growing reserve to their aid?
However taking those ridges will be important while they are unoccupied. You don't want to waste precious time and irreplaceable resources trying to take it back when they are simply there for the taking. If a sizeable enemy got dug in there you'd be in deep trouble.
[40 minutes until sunset]
[] Reinforce the force securing the vital ridges ahead of you
[] Reinforce the right and deal with any surprises
[] Wait for more forces to disembark first.
[] Write-in
- [] Split your forces between the two objectives.