First Battle Of Hehlva
In reply to T'risa K'mahda (msg # 4):
"significant reduction in losses to both civilian ships and M'n'Kuhl pods." Serana replied with a slightly less dire tone."As it stands we are in a position to survive this encounter in three of five simulations..roughly."
."325,567 out of 500,000." I only ran 100,00 but the odds were about the same. Poppy announced the correct number of successful simulations....but Hey, we survived worse. We lost every simulation when we went for the dreadnought...Ummm sorry if I may have forgotten to mention that back then.It sort of isn't my style to go with calculated survival predictions...They have all been wrong until now..mostly I mean if you don't count total body replacement as mission failure.
Reporting M'n'Kuhl Pod now in close support positions, The cavalry has arrived.....literally. Pod designated Iuou one. Leader Sgt IooOoo'NackhAa...fighter detachment in position Alex and Kendrick are in lead flight Designated Angel Flight. Mister Soleil designated as internal communications director. He'll be handling Elspeth and Balkii's deployments. Elspeth Designated as Marine one, Balkii designated as Marine two.
Serana interrupted Poppy with a report.
Main Group indicates they have engaged the enemy. First contact at 2323 Hours standard, Heavy fire exchanged. Anticipated direct contact with secondary group at 0120 hours standard. maximum firing range for long range missiles will occur at 2359 ours. fighters will engage initial swarmer screen at 0040 hours. Current time is 2350 hours"
OOC:
Current distance to targets
Heavies DISTANT 50,000Km and beyond. Missile flight times to Kraken heavies 12 rounds ( 70 minutes>.
Swarmers: Extreme less than 50,000km
Possible option
A) fire long-range missiles at Kraken heavies.
B) Fire missiles at swarmer screen
Orders available
Assume close escort positions allowing ships to fire ins support of one another
Fighter screen into close escort allowing fighters to fire in support of heavy ships
Maneuver for maximum effectiveness allows ships to assist gunners but loses defensive fire between ships.
Maximum burn to reduce Rangereduce range and allow long range energy weapons to fire on swarmers as next action
Notes: at the current range the Audacious rose can fire missiles 12 times before direct engagement with the Kraken heavies. this would require one gunner to be designated for long-range fire only, with other gunners firing their turret and bay weapons.
currently, Swarmers will require a roll of 12 on (2d6+ gunnery skills)to hit...adjusting for range at this range only missiles can be fired. the attack roll is to achieve a lock on for better results when the missiles make their attack rolls later.
Bonuses +2 for ships fire control, +2 for Serana being active