For House & Dominion: Civil War [spoiler]Quest[/spoiler]

For House & Dominion: Civil War Quest

houseanddominion.wikia.com/wiki/House_&_Dominion_Complete_Archive
suptg.thisisnotatrueending.com/archive.html?tags=House and Dominion

twitter.com/ThatSlowTypingG


You are Sonia Reynard, Viscount of Rioja and its surrounding trade lanes, and protector of the Smuggler's Run. You control the fates of a dozen worlds in the so called Smuggler's Run. With your new position you are quickly becoming one of the most influential people in your House.

Your power isn't without limits. Barons Winifred and Archivald still command the South Reach and Home fleets respectively. While you doubt they could match the firepower your fleets can now bring to bear, there is a substantial population gap.
For now you still answer to Count Gernot Sigurd Jerik, and the more senior Barons when operating in their theaters.

From Rioja and the other House worlds in the Run you've built up your fleets and armies this past year. Both have seen their share of action with anti-piracy work, an invasion of Bonrah's local territory and raids into the next Nav Relay.

It is 4033 and as the Dominion slips deeper into civil war you and those under your command are fighting hard to keep control of the DRH 1 Navigation Relay. You've won a decisive victory and all but driven enemy forces from their original beach head, disabling all three of the Mega class Supers they brought with them.

You were unable to stop the Nasidum mobile fortress from invading the Smuggler's Run. Enemy troops have landed on several key worlds in the Run in an attempt to gain control of assets evacuated to the surface.

Baron Khyor Binil along with one of your Wing commanders and one of the more experienced Merc commanders are there to cause trouble for them.

Other urls found in this thread:

youtube.com/watch?v=Q_-ieSzwOK4
twitter.com/NSFWRedditVideo

Knight Captain Katherine Drake is your fleet's Wing Commander. She has been busy commanding your more mobile assets. Trying to combat enemy raiding units and harass their few positions outside the Run.

Knight Captain Kim Yu Chung and his cloaked fast battleships can be ready for either direct attack or minelaying at a moment's notice. While their stockpiles were exhausted in recent battles they've had time to rebuild some of them.

Uyi Rna is the General of your Army.

Wiremu Tama is the Admiral of your Fleet.

Fadila Saqqaf is your leading diplomatic adviser.

C.F. Vanderwal is a former House Erid noble now serving with your intelligence division as part of his parole.

Chide Dlam'ard, the Governor of Rioja has been working to help defend your planet. The PDF seems to be putting up a good fight with relatively low desertion rates. Desertion is still taking place however and may increase over time.
A recent message has warned that the Mons Abyla base has come under attack by enemy special forces but so far they've been able to hold them off.

A recent large scale raid into the Run did not quite go according to plan. You hoped to catch some enemy heavy cruisers off guard with your two Super Heavies then attack from behind with Kim's cloaked Battleships. By the time you arrived enemy fleet assets had already relocated in an effort to find you.
While you destroyed one of the converted Heavy Carriers and caught a few hundred damaged ships in dock, you were forced to withdraw before Kim could take advantage of the situation.

Large scale skirmishing near either entrance of the Run is now occupying greater numbers of ships on both sides.

In an apparent attempt to make up for their recent losses fast enemy fleet elements have been detected making for the blockaded Bonrah worlds in the relay. Freeing the Medium cruisers and other ships trapped there would be a serious windfall for the enemy fleet.

You've sent fleet elements to help intercept, including your command ship.

As for the attack squadrons are you sending the regulars or your elite units?

[ ] Regulars. Save the elites for decisive battles.
[ ] Elites. We need to do as much damage as possible.

>[ ] Elites. We need to do as much damage as possible.

>[x] Regulars. Save the elites for decisive battles.
We need to get these guys some experience in less lethal battles. Maybe keep a few elite squads in the area as emergency reinforcements.

>Dominion Fast Battleship
>Looking for alternate class name suggestions.
The other race in the dominion is supposed to be yellow/orange, right?

Wolfsbane class.

>The other race in the dominion is supposed to be yellow/orange, right?
Yes Dro'all base skin colour is yellow, tending towards bright orange when male.

>Wolfsbane class.
Immediately reminds me of aft section of the Pegasus.

[ ] Regulars. Save the elites for decisive battles.

One of the minor Houses in the region allied with Helios has grown impatient with their superior's delays. They're prepared to throw their support behind the Run Alliance, Ruling House or Ber'helum and can have some of their ships help to intercept the enemy attack force.

According to Fadila the Helios ambassador is aware of this and desperately wants to prevent their allies in the region from attacking before the rest of their fleets are ready.

Attempts could be made to make it clear they've severed their relations with Helios but the enemy may still harbour suspicions.


Do you want to encourage them to join the Run Alliance, ally with one of the other major Houses, or try to convince them to hold until the time is right?

[ ] Join Run Alliance
[ ] Ally with Ruling House
[ ] Ally with Ber'helum
[ ] Wait for the right moment

>[x] Wait for the right moment
Helios is going to make a break our campaign, might as well try to make their plan work as well as possible.

>[ ] Wait for the right moment
Annoyed as I am with Helios inability to join the fighting until now I do not believe that them joining right now is the best decision that could be made. Them joining the Run Alliance or the either of the other twos will only lead to strife further down the road.

Sorry, had some windows update bullshit happening.

>Wait

Writing.

For house and dominion

Good, because

[ ] Wait for the right moment

Was my vote too. Make sure Helios knows we're supporting them here.

Fucking windows update! Why do you always make things worse!

"I don't like waiting for Helios either but they have their reasons. I do not believe that you joining right now is the best decision that could be made."

Fadila makes sure your message gets through and reports that they didn't seem to be especially happy.
"They've had little chance to contribute to the civil war so far despite their local elements having suffered under the Bonrah backed raids."

"They've waited this long. They can wait two or three more days."

Your attack units close in on the enemy and attempt to engage them before they can reach their destination, but just as often it seems like hostile squadrons are trying to intercept your own.

Of the dozen or so units assigned to assist two of them are nearly wiped out by forces micro jumping into better positions before their arrival.

"Enemy ace teams confirmed. We are inflicting losses on them but they're giving it back to us almost as well."

Your command squad takes its fair share of fire too. The Outer Heaven shrugs off plasma cannon fire from a group of modified Centurions, but one of your escorts isn't so fortunate. A Norune Battlecruiser is almost completely destroyed and your Aries fast battleship is holed crippling half her weapons.

The enemy team that managed the hit are quick to run for it before your heavier ships can inflict more damage.

"One of the allied units have lost a medium cruiser." Maybourne reports.

"What? How did they manage that?"

"An Aries prototype battleship ship took it out with an AM Torpedo. Our allies are having trouble tracking it. They may have ECM support."

By the time they're within striking range of the colonies your side has lost 386 ships to the enemy's 350. With luck it will be harder for them to recover their more experienced crews this far behind your lines.

>cont.

>spoiler
we tried to warn you man.

>combat
wow, we're not exactly doing well here

Elites vs. Elites yo.

>we tried to warn you man.

Windows update is like an unwanted teen pregnancy

That's what happens when you send regulars to fight Elite units.

Oops. Looks like it was regulars vs. Elites.

Not what I would have voted for, given my assumption that it was elites vs. Elites. But there you are.

On a scale of 0 to War Crimes, how terrible would it be to develop an emergency teleporter jammer?

They're already in development.
They should be available in a few years.

afk a bit. Work related issues, but won't be stopping the game.

Dark energy/matter weapons when?

>Sonia's stuff
>Other people's stuff
>Emptiness full of salvage

How much overlap is there between "other people's stuff" and "salvage"?

"This is Baron Laudium. Bonrah forces have launched from the surface of the colonies. They're using planet based missiles and starfighters to disrupt the orbital minefields. It's enough of a hole for them to escape if we let them."

Garn Erid opens a channel to you. "The Ruling House fleet units assigned to guard duty will be completely outmatched on their own. They've already pulled back far enough to jump out if needed."

You could have the RH ships get out of there, let the enemy fleets escape then harass them on their way back to the Run.
Another option is to combine all of the nearby mobile forces to focus on one of the planets.
The RH units could try to hold the enemy while you rush to assist both.
Retreat to combine with heavier forces on the main trade lane could also hinder them.

[ ] Harass
[ ] Focus on one planet
[ ] Rush to assist, try to hold both
[ ] Retreat & combine with Heavy fleet

>Another option is to combine all of the nearby mobile forces to focus on one of the planets.
Well, how are the forces split between the two planets?

Wipe out one force and harass the other?

>[x] Retreat & combine with Heavy fleet

There are (or were) roughly 1000 ships split more or less equally between guarding the two colonies. Mostly attack corvettes, though some Light and Attack Cruiser squadrons as well.
Carriers are acting as command ships for both fleets.

As far as the estimated Bonrah forces on the planets one had newer model Shukhant Mediums, while the other had more forces from one of their allied Houses. Their allies may be more likely to surrender, but there is a chance Bonrah may have troops posted on their ships to prevent this.

Thanks. Let's go after the planet with the Bonrah forces in that case.

Crush one, harass the other with our elites.

Let's crush their Shukhants.

Elites are currently in reserve. It will take time for them to reach the area. They could be sent to link up with the heavy fleet to slow the later part of the enemy retreat.

1)
1a) Focus on one planet. All mobile assets close at hand will attempt to wipe out the Bonrah forces and enemy relief force trying to escape from one of the planets.
1b) Rush to assist, try to hold/engage both. All mobile assets close at hand will attempt to engage both enemy forces in the region as they try to escape.

2) In the event of 1A winning:
2a) Target the planet with newer Bonrah Mediums
2b) Target the planet with more Bonrah allied ships

3) Do you want elite reserve forces called up to help the heavy fleet elements on the main lane in slowing the enemy retreat? (This will require skirmishing forces at either end of the Run to cut back on their sorties due to logistics problems.)

Y/N?

1a
2a
3n

1A
2B
3Y

1a

2a

Y

Does bringing our elites in help us with hunting that AM ship?

Debatable.

"Let's focus all of our forces on the planet that has the newer model Shukhant class ships. They're a threat we need to take out."
Both Barons agree and set course, warning RH forces to abandon the other position.

You arrive just as the escaping Bonrah forces begin to get clear the minefield. A pair of their new Shukhant have been refit with older planetary shield generators and are using them to protect the rest of their fleet from the remaining mines. Fusion warheads and older Nukes launched from the surface continue to fill low orbit with spherical explosions as they try to shoot down mines being brought in from the other side of the planet.

The newly arriving enemy fleets are coming in from two directions and are moving to link up with the Bonrah fleet once they leave botht he gravity well and the minefield. Some mines are just outside the edge of the well so it would be unwise to immediately jump.

Your forces are divided into 5 groups not counting the Ruling House Garrison fleet that is currently in system.

"Sensors are detecting additional enemy contacts. Looks like one of the old Bonrah raiding groups that we didn't catch."

They could be a problem if they were to jump in on your flank at a bad moment.

"How do you want to do this Viscount?" Asks Laudium. "Long range bombardment to let us control the flow of things or get in close and mix them up so its harder to jump as a unit?"

>What say?

If we have the array, then Long range bombardment.

Otherwise it's knife fighting time.

You do not have the array with you. It would fit the description of a heavy fleet asset, not a fast raider.

I am thinking Knife edge fighting with a small reserve units standing by to provide long range fire and provide assistance should the enemy raiding unit arrive in a untimely manner.

> get in close and mix them up so its harder to jump as a unit?"

All or nothing, it's why we focused on only one planet here.

Close combat it is then.

>with a small reserve units standing by to provide long range fire and provide assistance should the enemy raiding unit arrive in a untimely manner.
Did you want the Outer Heaven to help with long range fire support or close combat?

Roll 7d20

Rolled 15, 20, 12, 6, 6, 2, 14 = 75 (7d20)

Rolled 1, 8, 20, 20, 15, 20, 1 = 85 (7d20)

Rolled 6, 56, 19, 61, 81, 84, 69 = 376 (7d100)

!!

Rolled 12, 11, 20, 11, 15, 17, 19 = 105 (7d20)

Wrong dice

15 20 20 20 15 20 19

Rolled 2 (1d2)

>Those first two rolls
Not much difference between the regulars and the elites this time.

Haven't seen a single vote for where Sonia's command ship is going so:
1= Close Combat
2= Long Range

I mean. That is what I would have voted for anyways and it seems to tie in with Just in case you were feeling discouraged by people not voting on it. But those were some very exciting rolls you see!

It looks like the people from House Pantaq and House Laudium have gained more experience this past week than their unit ratings indicate. The Barons jump their ships in as close as they dare with the minefield so close, tearing into the enemy formations.

You and your battleships micro jump in at range and provide fire support with plasma weapons and torpedoes.

Despite the disruption the fleets manage to link up as they must have planned. The Mediums with the extra shield generators shift their coverage to effectively nullify your groups incoming fire. It doesn't do much to prevent one entire formation from being caught in the cross fire of the close combat units.

The fighting is so intense its hard to get a good reading on what's going on. Your allies are determined to put the enemy down here and now but the Bonrah units, trapped on the surface for so long, are obviously just as eager to make a difference.

"They must have had a lot of time for flight sims while they were down there." Maybourne comments.

You keep an eye on the raider unit that had appeared at the edges of the system. With the way things are going and your own team providing support from high orbit it seems they're reluctant to join in. Instead they jump back out towards wherever they came from. Probably to mess with your logistics and repair bases.

Back with the battle elements of the larger groups eventually sort themselves out enough to jump. They head straight out towards the nearest deep space realighnment point rather than trying to form up in the outer reaches of the system.

Your people are ready to pursue in short order. There were few losses but there is also a surprising lack of crippled enemy ships. Far less than you would have expected given the ferocity of the fighting. A Medium Cruiser was downed at least so that's something.

"Tally-ho!" shouts one of the wing leaders over an open com just before you all jump.

Roll 3d100 for keeping up.

Rolled 41, 96, 96 = 233 (3d100)

Whaaaaaaat. How did our long range support work?

Higgildy piggildy those are two pretty good rolls hahaha ha. It is up to you now fellow players to make that first one work!

. . . Do you want me to roll again?

Rolled 65 (1d100)

Rolled 83 (1d100)

2

Rolled 26 (1d100)

3

Rolled 85, 56, 49 = 190 (3d100)

85, 96, 96

The dice gods really don't like Bonrahs grounded fleet tonight.

My guess is that going in for the head to head would of been much worse for us. Judging by the rolls and the results.

I think the long range supports were mostly nullified in effect by the planetary shields the Mediums were using, but their position kept the raiding party out of it.

>How did our long range support work?
>The Mediums with the extra shield generators shift their coverage to effectively nullify your groups incoming fire.

Enemy got some very good rolls overall.

That close to midnight there isn't much point.

The fleet easily overtakes the retreating forces, hammering them every time they revert to real space. Pursuit is so close that there are collisions while at FTL. Nothing long enough to match drive field frequency but enough to scare the hell out of anyone sane aboard the involved ships.

They're still making it difficult for you. Cold launching torpedoes and missiles, overlapping shields, unexpected course changes. Anyone that isn't the best of the best are quickly weeded out over the course of the pursuit.

A tenth of the enemy fleet has been knocked out by the time you reach the trade lane, but only just.

"We'll be getting close to the Run's defense platforms soon sir. Did you want to break off or get a few more shots in."

[ ] Break off
[ ] Continue pursuit until the last minute
[ ] Attempt FTL intercept on a Medium Cruiser

See you in the morning!

>[ ] Attempt FTL intercept on a Medium Cruiser
but if not then
[ ] Continue pursuit until the last minute

> [ ] Attempt FTL intercept on a Medium Cruiser

Goddamn they must be rolling as well as we are.

Bastards.

I will have that medium dead however!

>[x] Break off

Rolled 47, 95, 53 = 195 (3d100)

Rolling for high numbers!

Break off.

> [ ] Attempt FTL intercept on a Medium Cruiser

Night yo.

>85, 78, 87, 98, 74, 93, 96, 78, 100, 84, 83, 40 (12d100)
>15 20 20 20 15 20 19 (7d20)
>85, 96, 96 (3d100)

I'm honestly surprised we're performing so poorly despite these rolls.

>[x] Break off
We don't have Linda here for this.

>A pair of their new Shukhant have been refit with older planetary shield generators and are using them to protect the rest of their fleet from the remaining mines.

Maybe we should do the same in the upcoming battle?

We're tied between Breaking off or Attempting FTL intercept.

Should I just roll a d2 for it?

Note: While much of it was removed to allow for the installation of forward torpedo launchers, the Outer Heaven still has a Neeran ramming prow.

No. I'll do it.

[ ] Attempt FTL intercept on a Medium Cruiser

here, I'm okay with switching my vote to ftl intercept.

Got a little side tracked.

Roll 2d20

Rolled 15 (1d20)

>Roll 2d20
1

Rolled 17 (1d20)

2

Rolled 18, 15 = 33 (2d20)

Rolled 5, 8 = 13 (2d20)

youtube.com/watch?v=Q_-ieSzwOK4

"Helm, attempt an FTL intercept on the closes Medium. Marines stand by to conduct boarding assault. You may not have much time to pull it off."

Your subordinates acknowledge and get to work. The Marines you're not worried about but your helm and navigator haven't done much of this before, and certainly not with this ship. Your navigator is good, not Linda but still good.

The navigator of the nearest Medium also seems to have some skill about them. During one of the longer jumps they shift their course, putting several smaller ships between you. A corvette is struck hard enough by your larger ship's drive field that their own simply fails outright dropping them to real space.

A different ship closes in on you from behind and matches fields, probably trying to disable your engines. It doesn't do them much good as the moment they match up with yours they're struck by tendrils of lightning from your topside turret, ripping open their bow.

"Pursuing ship has dropped back."

"Sir, target medium is reducing speed."

Checking displays it looks like they're covering for the rest of their fleet now that they've seen you're determined to catch them. The enemy navigator is conducting some seriously dangerous FTL course changes to keep you off them. They're probably risking a drive failure in the process.

"Time to the defense platforms?" you ask.

"Thirty seconds. We're going to be cutting this one close sir."

You kind of wish you'd developed those FTL interceptor warheads now.

"Can we reach them or not?!"
Your navigator is quick to respond. "Yes, but we're going to take damage."

[ ] Do it!
[ ] Break off ("I'll get you next time!")
[ ] Break off (Send a message praising their skill)

>A different ship closes in on you from behind and matches fields, probably trying to disable your engines. It doesn't do them much good as the moment they match up with yours they're struck by tendrils of lightning from your topside turret, ripping open their bow.
Pilot's face when.

Can we secure the medium we just damaged instead?

The one back near the colony? Sure.

Ooops, for some reason I thought the ship we just shocked was a medium.

Does a drive failure on a medium cruiser take longer to fix than 3 days?

Generally no. Worst case is swapping out the drive core.

Is their current course still going to drop them out of ftl in hostile territory?

The Medium you're chasing?

Despite their course changes they should still drop out of FTL at the defense platforms at this end of the Run. Unless they're interrupted during a course correction.

Closing vote in 5 minutes.

Okay, let's just go with
>[ ] Break off (Send a message praising their skill)
and have the entire bridge crew shot because they're bad@ships.

"Break off. No point in wrecking our ship when we still have plenty of fighting left to see."

You drop back to real space and the helmsman brings the ship about, heading back towards friendly territory.

"Coms I want a message sent to the crew of that ship we just let get away."

You make sure to praise the skill and tenacity of the enemy Medium and that you hope to meet them again on the battlefield.

>and have the entire bridge crew shot because they're bad@ships.
Enemy rolled 19 for evasion but 1 to resist boarding. Navigator could have done it but you would have taken damage.

While you've been busy dealing with this fleet the Mobile Fortress has been off playing wrecking ball. They've just attacked and destroyed one of the bases in the Spit.

The Array and the heavy cruisers guarding it are off in House Phobos space as they're still trying to keep it away from easy enemy access for a couple more days.

Did you want to send some forces to help defend the remaining station? Or would you rather abandon and cripple it to deny use to the enemy?

Don't know what happened to my name field there.

A) Bring in Supers and shield platforms from Magdalena. Try to convince them it's not worth it.
This may endanger forces you're trying to save for a later battle.

B) Abandon station. Evacuate equipment and cripple whatever is left behind.
This will reduce your ability to maintain your fleet, but will make it easier to set up other repair facilities later.

B)

B)

Forces based out of the station have begun to evacuate. Skirmishing units nearby and those that have nearly completed repairs will help to cover the evacuation transports.

With your mobile units from the recent fighting being pulled back for minor repairs there should be enough fuel reserves to send out some of the elite units to assist.

Do you want some of the elites to help cover the evacuation, rely on the ships already there, or rush the last damaged of your group to the station to help?

[ ] Send some elites (Roll 6d100) (Best of 3)
[ ] Forces already there (Roll 5d100)
[ ] Least damaged from your group (Roll 6d100)
[ ] Pull additional skirmishers off the line to help (Roll 6d100)

Rolled 70, 48, 40, 63, 46, 75 = 342 (6d100)

[ ] Send some elites (Roll 6d100) (Best of 3)

Anyone else around?

Rolled 64, 60, 13, 28, 7, 67 = 239 (6d100)

Rolled 64, 33, 20, 61, 53, 14 = 245 (6d100)

Send the elites, we need that equipment.

Rolled 66, 26, 94, 100, 86 = 372 (5d100)

>[x] Forces already there (Roll 5d100)

These are some mediocre rolls.

Some of the Elites that are being held in reserve near the base head in to help cover the evacuation.

Watching the readouts of the battle it looks like the transports will be away before the mobile fortress can do any serious damage to station.
The same can't be said for the first wave of attack corvettes which immediately open up with strafing runs on cargo ships with their twin linked weapons. Your allies are able to engage most of them but some get through early on and damage the engines of several Moli's.

As more of the Elite arrive in systems they're able to help fill the gap and cut off additional attack waves. Rescuing stranded ships and their cargo will still take time. The better pilots manage to rack up some kills but seem disappointed they won't be able to salvage them. Salvage craft already have their hands full.

Mike's squad jumps in covering the RSS Kilo which takes aboard the damaged ships and their station modules. Just in time it seems as the Fortress jumps into range and opens fire on the station.

"Baron Usela to all units, jump out immediately. My team will stay behind until the last possible moment to keep the shields up and then scuttle the generators."

By the time everyone is clear the station is taking heavy fire.The Baron's team escapes with a fast Frigate just after sabotaging the shields and setting the fusion reactors to melt down. Their Frigate doesn't quite make it out of the system, managing a micro jump several AU before they're forced to abandon ship.