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A CONTEST: Mercenary Unit Ticket

What are the rules for Phase Three; if possible in a format similar to what was posted for the first two phases? How is this phase going to be broken down? It looks to me like there will be up to six sections with each potential month of the ticket consisting of a preliminary plan and execution/followup. Is this correct?

Casey
 
Originally posted by Casey:
Also, if possible, what are the judging criteria et al for this phase?

Thanks in advance,
Casey
Final phase involves testing the units in combat against the pre-listed foes (namely Julian and his lackies) using the MACS system posted several pages ago. At this point all units have been rated for efficiency and are ready to go, the two remaining contestants have submitted their battle plans, and the judges just need to roll the dice to see what happens.

There has been some discussion as to the actual format the battles will take (turn by turn, or all one shot) for the sake of this contest. All of this was supposed to have been completed this week, but as usual, real life has gotten in the way.

The judges look to have this phase completed and posted soon. My personal hope is within the week, but since one judge has quit, another is on deployment, and the remaining two are having trouble synching schedules, I can't promise anything.
 
Sorry for the delay on this, but real life got WAY in the way. All I can say is Mea Culpa.

The MACS evaluation of the combat sections occured in an IRC chatroom with two observers. Gerorge Atkins rolled the dice. MACS itself was posted to this thread earlier. Please see it for reference. We did not post the steps used, only the results to save time.

The remaining contestant, Veltyen, will be handled momentarilly. That will be posted as well when complete. Unit analysis was conducted in advance to produce the unit modifiers shown.

+++++++++++++

<John> Contest evaluation...
* bonni looks at my behind
<bonni> uh huh.
<John> we will do the contestants in two stages. Casey first, then Veltyen
* bonni goes back to reading 2320 so not to interupt
<John> Casey's marching orders to his troops are as follows...
<John> Casey has two squads placed on planet in advance... The first squad is to take the starport by commando raid, the second to take the nearby commo nexus at the same time.
<John> Stage two follows the landing of his troops.
<John> Which consists of engaging both the Feldamaine army and Jullian's troops
<John> Stage three involves mop up and engagement of residual forces.
<John> Stage four involves holding the country for sufficient time to resolve the conflict.
<Bryan> OK
<John> Casey has made efforts to gain the popular support of the country prior to his operaitons, resolution has been that there will be no popular uprising against him, other than by residual army forces
<John> MACS scores....
<John> Crofts Freee Company has three sub units which can operate indepantly. They are one company of infantry (equiv), one company of combat capable vehicles (equiv), and one company of artillery supprt
<John> Those scores are... 23, 27, and 27 respectively
<John> Jullian's personal guard rates 18 for the entire unit
<John> Feldamaine army rates 18 for the entire unit
<John> Militia units, which are noncombattants for this unless molested rate a 16
<John> Each of Casey's pre-inserted squads rate 14 by themselves
<John> Surprise has been predetermined, and his squads DO have the drop on the starport.
<John> Mission types are...
<John> Casey... coordinated attack +2
<John> All others... ambushed... -6
<John> Roll resolution
<John> Casey total = 16
<John> starport guards total = 2 (down several unit sizes - 6)
<John> George, can I please get you to roll a d20 as an independant party please?
<George> 3
<John> Target number for retaining command and control is 20. Casey is jamming from orbit and maintains control of the commo nexus. Roll is 3, +2 for skills results in a total of 5. Command and control is bad, and casey may attack each unit in turn
<John> both units therefore fight a hasty defense, where Casey executes a movement to contact. Artillery fires first
<John> Feldamaine army first
<John> Casey's modifiers are +27 for artillery, +0 for movement to contact
<John> Feldamaine +18 unit, +1 hasty defense for a total of 18
<John> George, 2d20 please
<George> 4,9
<George> (hey, I'm a dicebot!)
<John> artillery prep is 4+9+27-18 = 22% casualties
<John> morale is fair, but drops by 2 due to casualties
<John> roll 1d6 please
<George> 4
<John> morale degrades by 1 to poor. They do not rout
<John> Unit to unit... Casey has two ground units (one armor and one infantry). They engage at 23 and 27 respectively. Feldamine army engages at 19
<John> armor first... George, 2d20 twice please
<George> 16,11
<George> 14,5
<John> casey inflicts 31% casualties, bringing the total to 53%
<John> feldamaine inflicts 15% on casey. His armor unit suffers a morale check
<John> roll 1d6 please
<George> 6
<John> no effect on morale.
<John> Casey's infantry have not yet engaged. The feldamaine army has suffered casualties greater than 40% total and must withdraw. However the infantry gets to engage first
<John> 2d20 twice again please
<George> 12,12
<George> 17,11
<John> casey inflicts 28% casualties from infantry fire... bring feldamaine army to 81% casualties. The feldamaine army is effectively destroyed
<John> casey himself takes 14% casualties (-10 for second unit engaged) to his infantry unit
<John> Post combat consolidation
<John> George... roll 2d20 again please
<George> 8,18
<John> 50% of casey's casualties are injuries and not fatalities. His repair units will restore the vehicles to operation in 1d6 days. And the injured troops to combat readiness in 1d6 weeks
<John> benefit of medical staff and an extensive allotment of mechanics
<John> Casey's combat effectiveness drops by 2 for each unit, bringing each unit to 21, 25, and 27 respectivelyt
<John> Consolidation of forces brings the two squads of scouts into the infantry, reinforcing the infantry to 22
<John> Jullian's Guard
<John> Jullian's guard rates a 16. They gain +1 for hasty defense
<John> Casey's artillery prep goes first
<John> George, roll 2d20 please
<George> 8,11
<John> artillery prep inflicts 29% casualties. Jullian's forces have high morale and therefore do not need to check for rout
<John> Armor... roll 2d20 twice please
<George> 19,17
<George> 15,2
<George> (oops, didn't see the 'twice' at first
<John> casey's armor inflicts 41% casualties on Jullian's forces. Their total runs to 70% and they are effectively destroyed
<John> casey receives and additional 12% casualties from the exchange. His infantry never get to fire
<John> roll 2d20 for post combat consolidation please
<George> 8,17
<John> again, 50% of those casualties are fatal, the other 50% are repairable
<John> and again please
<George> 4,15
<John> 36% of the feldamaine and jullian force casualties survive to be taken prisoner. The rest escape or die
<John> Recalculating for the mopup
<Bryan> John, I will interject a moment...
<John> sure
<Bryan> there should be a roll for capture of Julian, given the success of Caseys units
<John> correct. MACS doesn't take that directly into account. How do you wish to handle it?
<Bryan> granted it does not, but it seems inappropriate to ignore it....
<John> again, correct
<Bryan> I would imagine a roll based on the scouts unit...that was one of their taskings if the opportunity arose, and this would be it, is my thinking
<John> ok. Casey's scouts are tasked at the moment, but they can be detachted as the infantry was never engaged. He has effectively his whole infantry company to secure the city
<Bryan> that follows...go on that model
<John> his infantry company currently rates 22
<John> 20, scuse
<John> the feldamaine army currently rates a 4. Jullian's forces rate a 4
<John> both are under rout and cannot assist
<George> d%?
<John> Casey did specify that there were orders in place to capture Jullian. So since his unit is available...
<John> OK. Capture of Jullian
<John> Julian is routing so he receives a -10
<John> he has no unit assistance
<John> Crofts has a unit strength of 20 and are conducting a coordinated attack at +2. Base ruling is that if casey can achieve a 30 or better, he succeeds in taking julian
<John> George, roll 2d20 please
<George> 3,7
<John> casey achieves a 40 and succeeds
<John> 3+7+20-(-10)
<John> there is no mop up to be had
<John> rise of partisans from remaining loyal forces occurs in 1d6 weeks
<John> george, roll 1d6 please
<George> 3
<John> casey has his vehicles and personnel back online in 3 weeks
<John> reduction by casualty results in units of 22, 22, and 27
<John> roll again please
<George> d6=4
<John> uprising occurs in 4 weeks
<John> enemy forces are rank 4 each, and use commando tactics
<John> commando raid rates +2
<John> casey conducts a coordinated defense, having planned for this, and rates +4
<John> totals are 6 for commandoes, and 26 for casey.
<John> unit engaged is... roll 1d6 please
<George> 1
<John> the commandoes are skilled and manage to attack a small contingent of casey's forces... unit size drops by 4
<John> efficiency drops by 8 to 18
<John> hmmm... bad news for the commandoes
<John> george 2d20 twice please
<George> 8,8
<John> casey takes 4% casualties
<John> no morale check
<John> second roll please
<George> 5,3
<John> casey inflicts 20% in return
<John> he holds and completes the mission
<John> That completes Casey's portion.
<John> +++++++++++++++++++++++++
 
This is part two of the contest. Veltyen's unit: "Sword of Negotiable Justice"

This one faired less well than the previous entry. Final analysis and evaluations will be posted soon. It appears from this point that Casey is the unofficial winner of the contest, with Veltyen as runner up.

Final results soon.

<John> ++++++++++++++++++++++++++++++
<John> George, will you please continue to serve as die roller?
<Simon> if you can give me a 2 minute drink break, yes
<John> sure. 2 minutes for the man with the thirst
<John> The second contestant is Veltyen. His unit differs greatly from Casey's. Here are the differences
<John> Firstly, Although Veltyen paid for more experienced troops, elite level, to be specific... He lacks Casey's infrastructure. He has no repair units, limited medical, and no medivac to speak of
<John> Also, his artillery consists of mortars only and those are intermixed with his units
<John> Thirdly, Veltyen's unit makes use of battledress and an AI command and control system. The AI computer was outside the bounds of MACS, so I applied a net +2 for additional C&C.
<John> Veltyen's unit has three sub divisions
<John> Armored infantry, battledress, and armed vehicles
<John> Their combined MACS scores are 19, 25, and 17 respectively
<John> Julian and Feldamaine remain as before, ranked at 18 and 18
<Simon> (back)
<John> Unlike Casey's units, Veltyen does not have a separate arty unit which can fire without being engaged itself
<Bryan> ok...predicated assault plan places armor amd mortar support in place in the starport assalt via vehicle insertion pre- H hour. Thus...
<John> ok, so he has to land his units... THEN he will attack?
<Bryan> Squad assaults the enemy, with mortar bombardment in place and armor moves in if required. Obviously, if the enemy is put down, this is moot, as the mortars are reserved...assume they come in play if there is any substantive resistance.
<John> ok. That effectively destroys the surprise factor
<John> in fact, there is some chance of intervention by the feldamaine army IMO
<John> was there any jamming?
<Bryan> Armor and mortar teams are placed covertly...the ships are still enroute, the attack commences 30 minutes prior to their landing
<John> ok, so they drop the grav stuff from orbit.
<John> ok... if he drops them far enough away, it might work... otherwise the starport will spot them
<Bryan> organic vehicle ECM is a possible, but no bradbase jamming is mentioned
<John> ok. This ruling is arbitrary. I am ruling that there is a flat 20% chance that a neighboring starport or the starport proper will spot the insertion and blow the surprise. Otherwise they retain surprise
<John> George, please roll D%
<George> light or dark?
<John> light
<George> 09
<John> well, there goes that story. Surprise is blown
<Bryan> blown, yes...response?
<John> thats a leadership roll.
<Bryan> recall...Feldemaine is engaged on the western border, affecting response times
<Bryan> also, note: from detection, less than one hour to landing
<John> ok. We apply a net DC 20 on the leadership role to get stuff into place in time
<John> george, 1d20 please
<George> 13
<John> which nets 15 total. leadership is poor
<John> so, no response from the army
<John> so... we roll the armor insetion first... which works to 17 base. The mission is no longer a surprise
<John> starport crews are now hasty defense +1, so they have rate 9
<John> veltyen is conducting a coordinated assault +2. or Rate 19
<John> George, 2d20 twice please
<George> 8,6
<George> 20,14
<John> Veltyen inflicts 24% casualties, and recieves the same rate
<John> Veltyen has no medivac or repair, so the casualties stick
<John> george, 1d6 please
<George> 2
<John> the starport crew takes a -2 hit to morale and they rout
<John> Veltyen's post combat consolidation results as follows
<John> Infantry is reduced in strength from 17 to 15, and is reduced from company to platoon strength
<John> george, 1d6 please
<George> 3
<John> Unit morale drops by 1 pt. This further reduces the infantry to 14
<John> 2d20 please
<George> 10,11 and 13,15
<John> just the one
<John> 36% of veltyen's casualties survive
<George> (sorry)
<John> without repair or adequate medical care, they will not be ready for service again this campaign
<John> next phase please?
<John> I have to stipulate that as of now, the Feldamaine army and Julian's guards are aware of the presence, AND that the assaults were timed so that there were no starships in port at the time... Jullian will be attempting to run for the boarder in the hopes of escaping by means of a neighboring starport
<Bryan> immediately upon landing Velteyns forces laager up and fprtify, and use the Renko Starport as a Base of Operation, similar toa beachhead. Presume defenses in place with 6 hours.
<John> OK then. Do they instruct to march on the capitol at all?
<John> even to send scouts?
<Bryan> not immediately, no
<John> OK. I have to rule that Jullian will get out of country. Maybe not off planet, but he does at least initially escape
<Bryan> loose in the country, no doubt...lets make a roll for over the border
<John> OK. Given that he is unengaged, I will apply a flat 60% chance that there is a helo available.
<John> George, roll D% please
<George> 32
<John> There is a helicopter handy. Veltyen has a chance to detect and maybe intercept
<John> George, D% again. And note, this is arbitrary. The AI system confers a benefit... 75% chance
<George> 21
<John> hooookay then
<John> Bryan, how will the helo be escorted?
<Bryan> well...there ~are~ only two.....
<John> oh
<John> well then
<John> How will Veltyen pursue?
<Bryan> by any standard, thats about it
*** Akira has left #praesidium
<Bryan> realistically? any of his vehicles outperforms the helos in any fashion you care to name: weapons, preformance, etc....the question for the helos?
<Bryan> head start= they live
<Bryan> Velteyn catches them, theyre basically toast
<John> well, this is a small country. Its not LOS, but the helos have a max speed of 150kph or so. The grav tanks or g-carriers can do 400 or so depending on model. The helo's have 19 squares to go (as his only route of escape is West), where the g-tanks have but 20 squares to go to the straight line boarder crossing
<John> so, interception is not only possible, but likely
<Bryan> concur...lets see a roll on that one.
<George> d% = 44
<Bryan> Capture, if possible, but I suspect a provable death would prove acceptable
<John> ok... Same as last time. Jullian has a -10 modifier due to hasty retreat...
<John> but this time he has vehicles
<John> size 4 unit... -10 yields a net -6. Not good for our bad guy. How many vehicles does veltyen send?
<Bryan> I'd say two tanks
<John> ok then.
<Bryan> recall: they are intergrated with the AI...hence, thats has to be an asset in intercept
<John> that is also size 4, which nets veltyen a 13. He is conducting a hasty attack at -2, for a total of 11
<John> George, 2d20 twice please
<George> 13,3 and 11,11
<John> a 40 total is needed to achieve capture, otherwise, casualties may tell the tale
<John> 33% casualties inflicted. Since there are 2 helos, one may be the one the fleeing leader is on
<John> veltyen receives 5% casualties... which equates to minor damage to one of his vehicles
<John> George, 50/50. Low indicates that the downed helo is the one jullian is on
<John> D% please
<George> even or odd?
<George> d%64
<John> Jullian gets away
<John> ok then. on to the nasty business of taking the country
<Bryan> well, engagement on the move, over terrain. Veltyns forces are grav capable and not restricted by terrain, Feldemaine forces will be
<John> thats covered in the unit efficiencies
<John> in the abstract, do both units attack each other?
<Bryan> right...the the sitrep here is identical to caseys at this juncture...its all a menuver engagement
<John> ok. Since the other side knows what has occured... it appears to me that both sides execute a movement to contact
<Bryan> right. loss of surprise makes it inevitable
<John> that equates to a mission modifier of +0 for both sides. So, we have the following unit efficiencies....
*** Akira (~trillian@CPE-65-31-121-33.wi.rr.com) has joined channel #praesidium
<John> Veltyen has three units... infantry-17 (reduced to 14 from the previous fight), Battledress-25, and armor-17
<John> Feldamaine has army-18
<John> Jullian has -18
<John> OK, so we will conduct all damages simultaniously
<John> George, three rolls of 2d20 each for Veltyen.... 2 rolls of 2d20 each for the bad guys
<John> in order please
<Bryan> one sec
<Bryan> remeber...mitia is activated, and thius in support of Feldemaine forces
<George> 18,19 - 9,12 - 6,11
<John> ok. They remained neutral last time... OK... Militia comes in on feldamaine's side.. their unit descriptor is 16
<George> 11,8 - 4,16
<John> so a 3rd roll for the badguys george, if you please
<Bryan> correct, loss of surprise allowed a mobilization, however
<John> OK. does veltyen's doctrine allow for differention in targets by unit? Casey's assault had no need for it.
<George> 8,6
<John> what I need to know is which unit Veltyen has engaging which native unit. The feldamaine army is the second largest unit, and mid tech. Jullians guard is high tech but small.... the militia are poorly equipped but huge
<Bryan> not as I see it, no...however, we may assume a resonable response given the units flexibility, but only to a degree
<John> ok.
<Bryan> assuming the AIO is in play to handle probabilty? its all spearhead ops
<John> we'll take them randomly then. Please note since this will be posted on COTI that at this point direct player handling of his unit would probably bear out the results differently
<John> Assume a possible player appeal later
<Bryan> concur
<John> So, for now... battledress in spearhead, armor in support, and infantry taking the flankers. I will therefore send the grunts against the militia... battledress against the feldamaine army, and vehicles against jullian's guard
<John> casualties as rolled....
<John> battledress vs feldamaine army... casualties inflicted = 33%. Taken = 12%
<John> infantry vs militia... casualties inflicted = 15% taken = 16%.
<John> vehicles vs guards = 20% inflicted, taken = 22%
<John> George, roll 3d6 in sequence please
<George> 2
<George> 4
<George> 5
<John> as of now, Veltyen has taken 40% casualties to his infantry, and they are rendered combat ineffective at this point. Their morale also drops by 2 to poor
<John> Battledress is still effective at 12% casualties. Their morale is unaffected
<John> vehicles have sustained 27% casualties thus far. Their morale is unaffected however
<John> Roll 3d6 in sequence again please
<George> 3
<George> 5
<George> 5
<John> Feldamaine army morale down 2, but they hold at poor
<John> all others unaffecteed
<John> Feldamaine forces will hold their ground, Veltyen is forced to withdraw
<John> contingency?
<John> as I see it, at this point... Jullian has escaped, Veltayn's infantry is combat ineffective, and he has been forced to withdraw. This mission appears to be bust unless Veltyen has some contingency. Since the feldamaine forces are free to pursue, the options are limited
<Bryan> yes, but there is a very real possibility:playing the Jelitta card. Velteyns stated objective was to take a major TV stationa nd present Jelitta as the de facto head of tyhe country, effectuatiing the coup. Julian is out of the picture, and this suddenly makes the potential reality more than possible: with this card played he may still win this war handliy. The popular support alone would bring Feldemaine foprces to a screeching halt..
<Bryan> he MUST SUCCEED in taking that station, and at this point its all or nothing, with the BD troops his only effective force.
<John> OK. that option COULD still win this... but if Veltyen's forces fail, his unit is gone. Did he have a pull-out criteria? At what point did he specify that his forces would call it a day and just leave
<Bryan> impressions?
<Bryan> from Veltyns Plan of Operation:
<John> I think based on Veltyen's comment in his orders that he would "preserve the unit at all costs" indicates that he would pull out at this stage
<Bryan> Near the end of the month, if feasible, this operation would be to take over the secondary transmitter for the largest TV station in Feldmaine and disable the primary transmitter (again by sabotage by preference, by destruction if necessary). Preferably this would be with the full assistance of the local resistance, and optimally the unit would only be in support of this action, with operations undertaken solely by the resistance. Jerr
<Bryan> "My countrymen, my brother has gone too far, I come to realease you from his grip, and I ask him from the bottom of my heart to step aside and allow someone more in line with the peoples interests to step forth, yadda yadda yadda, ps. Please don't shoot the mercenaries."
<Bryan>
<Bryan> of course, loss of surprise affects this...
<Bryan> . Jerrita would be called upon to make an appropriate tape something along the lines of:
<Bryan> "My countrymen, my brother has gone too far, I come to realease you from his grip, and I ask him from the bottom of my heart to step aside and allow someone more in line with the peoples interests to step forth, yadda yadda yadda, ps. Please don't shoot the mercenaries."
<Bryan> Survival
<Bryan> The command team will be doing the final feasibility study of the ticket. The survival of the unit comes before any and everything else.
<Bryan> assuming the last, the question remains: does he make the gamble? Gamble is exactly what it is.
<John> OK then. From what I see... Veltyen's forces CAN still pull this off, but at a larger casualty rate. His statement to my mind implies a lack of wilingness to gamble
<Bryan> well enough.
<Bryan> at this point: withdraw, and hold pending retreat? the unit IS still combat effective, tho reduced
<John> so, he has his battledress dropped to 22. Vehicles dropped to 13. Infantry are combat ineffective. IF he pulls out and abandons his infantry to a ground withdrawal (likely hounded by the militia all the way to the starport), he would only have to deal with the feldamaine army and the jullian guards
<John> The opposing forces now rate....
<John> Feldamaine army - 14, Jullian guards - 16
<John> I will say that if they can deliver Jurrita to the radio station, they have a flat 30% of getting the army to withdraw... jullian's guard will not do so
<Bryan> assuming they made their morale check, agreed
<John> ok then.
<John> Jullian has fled the country however... so maybe the 30% is a bit light
<John> comments?
<Bryan> recall also/
<Bryan> ...while the feldemaine army has popular support, Julians Guard do not
<John> granted. What are the odds they would withdraw should the army withdraw?
<Bryan> at least even...they have no NEED to stand...but if cornered, they can't surrender...if Jerrita is in power, they have lifespans measured in seconds, and they have to know it.
<John> ok then. based on that cost/benefit analysis... what would veltyen's forces do?
<Bryan> my gues is this: success morale check = orderly withdrawal
<George> WWVFD?
<John> LOL
<Bryan> well...if it wereME...I'd take the gamble
<John> OK then... gamble
<John> Next fight setup is two battles... infantry withdrawal to the starport while hounded by the militia.... and the other four units at the radio station
<Bryan> cost/benefit is actually an issue of how hard he wants to win...if he pulls out NOW, unit is intact, but takes a massive money and gear loss
<John> well, we're here so lets roll it out
<Bryan> agreed...commit vehicles enough to carry Jerrita and her team as well
<John> George, warm up the dice... there are grunts whose lives depend on you

<John> FIRST UP
<Bryan> however, I have to assume the AI and its support is at the starport, so enough troops would remain to secure
<Bryan> ready
<John> the AI is still factored into the unit efficiencies already
<Bryan> ok
<George> should I break out teh 'killer' D20?
<John> First battle.... Infantry vs militia
<John> nah, keep a fair die
<George> kk

<John> roll 2d20 twice
<George> 1,11
<George> 15,16
<John> Infantry CE drops to 10, and is in hasty retrograde at -5.
<John> militia CE drops to 15 and is in pursuit so movement to contact at +0
<John> so, Infantry inflict 2% casualties on the pursuing force... they take an additional 41% on the way to the starport.
<John> the casualty total is 81%. The infantry unit is effectively destroyed with only stragglers making it to the safety of the starport
<John> They have insufficient strength to hold the starport, and there are no forces covering the starport, so I must rule that the starport falls
<John> Second battle....
<John> Battledress vs Army, vehicles vs guards
<John> George, 2d20, 4 sets please
<George> 11,11
<George> 12,2
<George> 12,18
<George> 19,17
<John> Battledress inflicts 30% casualties on the army, and takes 6% themselves
<George> (somebody's about to get hurt here...)
<John> Vehicles inflict 27% on the guards, and suffer 38% losses themselves
<John> Roll d% please
<George> light or dark?
<John> low is good
<John> light
<George> 79
<John> not good. The army rejects Jurrita's pleas
<John> ok. At this point... totals run as follows
<John> Infantry is toast
<John> battledress has taken 18% casualties
<John> vehicles have taken 65% total casualties and is now combat ineffective
<Bryan> well....if the army took leadership causalities, I shpuld think them MORE inclined to Jeritta, myself
*** Signoff: Akira (Read error: Connection reset by peer)
<John> ok, do you wish to appeal the percentage?
<Bryan> I would...any loyalists to Julian would be in the officer corp, naturally, hence the question
<John> ok. what percentage would you allot?
<Bryan> by definition, if they are gone, Jerrita has much more appeal to the troops
<John> ok.
<Bryan> what lead casalties were there?
<George> defection?
<John> well, they tood 30% casualties.... so you could add that to the base 50 we agreed on and arrive at 80%. In which case the army surrenders and the guards flee for the hills
<Bryan> I would think apply the leadership losses as a direct boinus to Jerrita
<Bryan> yep
<John> ok. Its arbitrary, but at this point I'll go with it.
<John> post combat analysis
<John> The vehicles carried the AI system, and they took 65% casualties. There is a chance the AI was lost
<Bryan> umm...yes, a definate factor
<John> simple. Roll D%. if its above 65%, the AI is safe
<John> george, the dice please
<George> 61
<John> oooooh. Safe but fearing for her cortana based circuits
<John> ok then. Mission over
<Bryan> debreif, sir!
<John> final analysis... mucho dollero gone
<Bryan> at the outset- payout and so on may even that
<John> veltyen's unit has lost better than half its combat efficiency, and his infantry unit is reduced to singletons
+++++++++++++++++++++++++++++++++++++++++++++
 
Congratulations to both contestants for a well done job.

Casey wins First Place, Velteyn second.

Casey, contact me via email at your convienace for your art. I will email Hunter asap for the prizes to be awarded.

Very sorry for the delays, but appreciate your participation.


Thanx all!
 
Originally posted by veltyen:
Casey, you want to swap unit dossiers?
I posted descriptors a few pages back fwiw. PM me on this when you can. Your unit sounds pretty interesting.

Kudos to the judges and other contestants for their time and work.

- Casey
 
Hmmm. I have been rather secretive about what my unit had.

It did have a couple of oddities.

First off was a central computer system, based on the miniframe entry in the errata, but several times larger. This housed all information for the unit, as well as acting as a central communication hub. Distributed soft failure mode with two sub-nodes. Dedicated computer staff.

200 man company. A nice round number, split into:

Cavalry arm: 2 light tanks, 4 gravApc's, 20 wheeled fighting vehicles
Heavy infantry arm: 24 battledress equiped. Only 2 pgmp's though. Each GAPC is able to carry 8 at a time.
Light Infantry: 64 combat armor troops, split into a 4*4*4 formation. Including a sprinkling of Battledress troops to carry medium mortars.
Support arm: Repair/Medical/Supply/Information/Legal groups.

Vehicle and support were only armed with flak jackets, disposable launchers and smg's. Everyone else had gauss rifles, including advanced HUD's. Every person in the unit had a standardised sidearm, as well as a combination long range communicator/hand computer permanently in contact with Mother (the units artificial intelligence).

The role of the WFV's was mainly as a vacuum capable, armored, armed mobile habitats. Several had been converted for specialist roles (computer habitats, tankers and so on).
 
Originally posted by hunter:
Casey: check your email
Just a note that the T20 Ref Screen from QLI arrived in the mail earlier this week. A well done product. Thank you for your quick response to my inquiry regarding the status of the prizes.
 
Would it be possible for the judges to post their scoring of each of the phases*? Since the judging criteria were posted for at least two of the phases I was interested in how that turned out and it might be of interest to others.

Thanks in advance,
Casey

* Third phase looks to have been posted above

(edit: removed unnecessary phrase at the beginning of post)
 
Just a note that I received the contest artwork today.

Originally posted by Casey:
Would it be possible for the judges to post their scoring of each of the phases? Since the judging criteria were posted for at least two of the phases I was interested in how that turned out and it might be of interest to others.
Guess not. :(
 
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