Above Mendham, space boiled, as it did at other systems in the sector. A host of transports arrived with a flash, and began seperatring their cargo.
"Peoples of Mendham! We have come to free you from the yoke of Federated Suns oppression! They make war over a simple matter of our reclamation of worlds rightfully ours! We shall teach them of their folly.
All who surrender will be dealt with peacefully, as citizens of the Capellan Confederation."
All forces arrive on Op round 2:
1st MaCarron's Armored Cavalry Transport Division
-1st MAC, Nightriders Regiment
-1st MAC Aerospace Regiment
Fed Suns Initiative Roll
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Capellan Confederation initiative:
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
(What is the second Transport vessel?)
((There isn't one, a single Transport Division can carry both a ground and ASF top-level))
Militia Only - Medium
Medium
Mechs
2 Bottom Level
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Vehicles
2 Bottom Level
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Conv. Fighters
2 Bottom Level
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
Infantry
2 Bottom Level
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Jump Point: 1st MAC Transport Division/1st MAC Regiment- Landing, 1st MAC Aerospace Regiment- Aerospace Support
Aerospace Support roll:
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Turn 3 - Conv. Fighters - Atmosphere - Intercept
Conv Fighter group I - 8 FP
Conv Fighter group II - 9 FP
Conv Fighter groups I & II - 17 FP
Remaining militia - 45 FP
The CC/M forces use Turn 3 to move to Orbit (I would use your ASF to engage the other Air prior to landing, but the Militia Air is actually stronger, better to use it for Air Support then lose it)
1st MaCarron's Armored Cavalry Transport Division - 59
1st MAC, Nightriders Regiment - 216
1st MAC Aerospace Regiment 16
OP 4 - Initiative
CC
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
FS
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
FS Militia Air engaged the CC Dropships in Atmo to prevent a landing Move order.
CC call on their Air Support to help defend them.
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
FS: 17 FP
CC: 59 + (17 * .05) = 60 FP
OP 4 Combat Rolls
CC
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
FS
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
CC Crit Chance
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
FS Crit Chance
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
CC Crit
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
FS Crit
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
CC
Military VIP, if present, gains a level. If no Military VIP is present, instead check for unit skill
improvement using the training rules
[blockquote]Rolled 1d6 : 2, total 2[/blockquote]
FS
Command & Control breakdown: enemy suffers -1 on operational initiative for the rest of the
Strategic Turn.
1st MAC Transport Division is now Veteran (+1 to Pirate Insertion Rolls)
Skill bonus takes place before Combat Damage
CC: (59 * 1.38) = 81 + (17 * .05) = 82 FP
OP 4 Wrap Up
CC: 82 * .6 = 49
FS: 17 * .65 = 11
CC: 82 - 11 + 1 = 80
FS Militia Aero is destoyed
CC Earns a Marginal Victory
CC: 2
FS: 0
Salvage Roll
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
OP 5 Init
CC
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
FS
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
Remaining FS units move to oppose landing
CC call on their Aero for support again.
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
CC: 80 + (45 * .05) = 82
FS: 45
OP 5 Combat Rolls
CC
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
FS
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
CC Crit Chance
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
FS Crit Chance
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
CC Crit
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Enemy suffers major damage and loses a random unit improvement
OP 5 results.
CC: 82 * .5 = 41
FS: 45 * .5 = 23
CC: 80 - 23 + 2 = 61
FS: 45 - 41 + 4 = 8
CC wins Marginal Victory over the Militia as they successfully land, having been nearly decimated and with the Premier MAC unit ready to rock and roll, the remaining Militia heads for the hills and disbands.
CC takes control of Mendham and the Hex gaining 1 PS.
Salvage Roll
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
28 * .05 = 1
64 * .4 = 26
CC Claims 26 RP in Salvage
1st MaCarron's Armored Cavalry Transport Division - 61 and is now Veteran
1st MAC, Nightriders Regiment - 216 -11 - 23 = 182
1st MAC Aerospace Regiment 16
Please mark this thread [Completed - CC/M Win]