The Azura have many strengths, but hat they evidently have absolutely no answer for is to the strategic mobility presented by the Aotrs Gate spell. They react with confusion every time it is demonstrated and have evidently no theoretical understanding of its range or limitations. Their formation constantly moves as though they expect an entire Aotrs fleet to teleport in behind them every second and it is ultimately that nervousness that signals the end to the engagement. Finally the signal banners go up and the entire Azura force begins a fighting withdrawal - this time to Tanshin II. While the Azura seemed generally uncertain with how to engage a fleet that was not interested in committing to open battle, their actions here proceed with vastly more confidence and efficiency. While their previous offensive was motivated by personal glory and internal politics their activities in orbit here have the smooth coherence of doctrine. Huge quantities of material and vast flows of transportation shuttles are issued down to the surface. Work begins on multiple large orbital structures. Some warships are disassembled entirely to be converted into immobile structures or defensive satellites. These ships were packed far more densely with cargo and population than required for warships leading to the curious thought that many of them were, in fact, armed civilian ships. Only the dedicated battleship-class warspheres, the plasma vent cruisers and the fighter craft piloted by the Knights represent dedicated military vessels so far. The Azura are working on the following projects at this point: - A massive extension to the temple complex that was being worked on originally. As it expands its role as a magical focus becomes more clear. It has some interaction with the Azura magic system, but Aotrs thaumaturges will note that it seems to have a curious resemblance to elements of necromancy. - A full restock and resupply of ammunition expended during the engagement. Some of the reactor cruises are taken offline to focus entirely on the generation of plasma torpedo munitions, whereas solid projectile weaponry is distributed from logistics ships. - The construction of an orbital defense grid. This involves an elaboration of the earlier crystal satellite grid, the reconstruction and reconfiguration of some ships into a monitor role, and the distribution of swarms of fighters to ground or upper-atmosphere bases. - The establishment of a large gravitational ring gate network aimed at Tanshin I which would allow the fleet to rapidly redeploy to that planet. Some ships even outright leave the zone of operations at this point. Their cargo and crews reassigned, they form up into columns, activate their inertialess drives, and launch back to the distant home systems. All the while they are taking some damage from continued long range Aotrs skirmishers but with the fleet concentrated in a gravity well this engagement continues to lightly favour the Azura or be indecisive. The long range weaponry on the Azura's fleet core makes it hard for the Aotrs ships to close into weapons range without suffering dedicated volleys from the gravitational weaponry. It does slow down the Azura construction projects, though, and forces a continued state of high readiness. All of this activity is well trained and rehearsed in a way that the Azura really haven't demonstrated so far. That is revealing: Azura doctrine assumes expansion, colonization and annexation of new territory - and in particular, the territory of military or technological inferiors. Their best systems are designed to efficiently take over a world and turn it into a fortified outpost. Acting in an orbital environment with a planet to supply directly from their disadvantages melt away. Pursuing a peer enemy in deep void was a new experience for them and while they did not [i]entirely [/i]fumble it, it clearly showed the limitations of their technology and training.