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General Category => Flashpoint 3090 => Administrative Resources => Flashpoint Archive: 3090 => Topic started by: Mekorig on April 11, 2010, 11:05:04 PM

Title: [Combat Ops][Complete] Turn 3, 3241 Regis`Roost
Post by: Mekorig on April 11, 2010, 11:05:04 PM
A jumpship appears in a pirate point near Regis` Roost, and a Union Dropship detach.

QuoteAttackers appear in operational round 1

Units present: Elements of The Concordat Commandos (nationality: Taurian concordat)

Engagement Intensity: Raid
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Mekorig on April 26, 2010, 11:31:03 PM
Taurian Concordat Initiative
[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 04, 2010, 01:18:56 AM
FS Raid Defense roll
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 04, 2010, 01:20:12 AM
FS may use up to one bottom-level air unit. May use up to 100% of the enemy's FP. No initiative modifier.

FS initiative
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 04, 2010, 01:24:22 AM
TC wins initiative (Meko, feel free to post your orders, then I will respond with the FS orders).

disregard prior references to the FS, misread the map.

Local forces call up militia.

Quality, 'Mech Weight, Vee Weight, 'Mech Tech - in that order
[blockquote]Rolled 2d6 : 6, 3, total 9
Rolled 2d6 : 2, 4, total 6
Rolled 2d6 : 2, 5, total 7
Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Mekorig on May 05, 2010, 11:30:28 PM
So, if the Raiders began in Jump Point theater, i have to advance or get out of the system, right?

OR 1 TC Orders

    * Jump Point - move - Elements of The Concordat Commandos
    * Atmo/Orbit - no units
    * Surface - no units

Is this right?
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 06, 2010, 12:47:38 AM
RR fighter isolated unit rolls:

[blockquote]Rolled 2d6 : 6, 3, total 9
Rolled 2d6 : 4, 5, total 9[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 06, 2010, 12:49:21 AM
Both lances are Defenders.



RR Orders


RR simple res[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
TC simple res[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 06, 2010, 12:51:49 AM
RR inflicts no damage

TC inflicts 4 FP

TC decisive victory

Destroyed Units
RR 1st Fighter Lance - 0/0 FP

Surviving Units
TC elements of 211st Transport Fleet - 14/14 FP


Victory Points:
Atmo/Orbit - TC 3, RR 0

Salvage Pool: 0 FP


Initiative for round 2:
RR[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
TC[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 06, 2010, 12:52:57 AM
RR wins initiative.


Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Mekorig on May 06, 2010, 02:26:46 PM
So, things would continue like this?




Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:41:16 AM
Baldur, please accept my apologies for losing track of this. I will simple rez these threads to conclusion now.


Turn 3 Simple Rez

RR[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
TC[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:41:33 AM
RR crit checks
[blockquote]Rolled 2d6 : 5, 3, total 8
Rolled 2d6 : 2, 3, total 5[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:41:49 AM
RR gains 1 crit

[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:42:41 AM
4 Enemy force is encircled: roll on Failed Withdrawal table for fate

[blockquote]Rolled 1d6 : 3, total 3[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:45:27 AM
TH Transports must use Guerilla Warfare during the next op round.

RR inflicts 0 FP
TC inflicts 1 FP

RR 2nd Fighter Lance DESTROYED
TC elements of 211th Transport Fleet SURVIVE (14/14 FP)

TC Decisive Victory

TC ground forces land successfully.


Salvage pool currently empty.


Turn 4 initiative
RR[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
TC[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:45:48 AM
Init tiebreaker

RR[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
TC[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:47:37 AM
RR Wins Inititiatve

Isolated Unit rolls for RR (M/M/V/V)

[blockquote]Rolled 2d6 : 1, 1, total 2
Rolled 2d6 : 4, 5, total 9
Rolled 2d6 : 6, 3, total 9
Rolled 2d6 : 3, 6, total 9[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:53:03 AM
A/C/C/C


RR Turn 4 Orders

TC Turn 4 Orders

Simple Rez
RR[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
TC[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:53:49 AM
RR crit check
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]

TC guerilla warfare damage check [blockquote]Rolled 2d6-2 : 4, 1 - 2, total 3[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:56:42 AM
TC transports take no damage.
RR does not earn a critical event.

RR inflicts 2 FP
TC inflicts 1 FP

RR decisive victory (no VP due to skirmish orders)

TC elements of Concordat Commandos 7/9 FP survive
RR 1st 'Mech Coy 12/13 FP survive


Initiative for turn 5
RR on top, TC on bottom
[blockquote]Rolled 2d6 : 5, 4, total 9
Rolled 2d6 : 4, 4, total 8[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:59:27 AM
RR wins initiative

Orders for turn 5

RR

TC
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 12:59:44 AM
Simple Rez (RR top TC bottom)
[blockquote]Rolled 2d6 : 4, 1, total 5
Rolled 2d6 : 1, 4, total 5[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 01:01:58 AM
Each side inflicts 2 FP on the other.

The battle is a draw, each side gains 1 VP.

TC movement is blocked.


RR 1st 'Mech Coy 10/13 FP survive
TC elements of Concordat Commandos 5/9 FP survive

Initiative for round 6 RR, TC
[blockquote]Rolled 2d6 : 3, 3, total 6
Rolled 2d6 : 3, 4, total 7[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 01:03:38 AM
TC wins initiative

TC orders for turn 6

RR orders for turn 6
Title: Re: [Combat Ops] Turn 3, 3241 Regis`Roost
Post by: Dave Baughman on May 17, 2010, 01:03:51 AM
Battle spills over into turn 4