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
Taurian Concordat Initiative
[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
FS Raid Defense roll
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
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]
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]
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?
RR fighter isolated unit rolls:
[blockquote]Rolled 2d6 : 6, 3, total 9
Rolled 2d6 : 4, 5, total 9[/blockquote]
Both lances are Defenders.
RR Orders
- Jump Point: no orders
- Atmo/Orbit: Interception - 1st fighter lance (2x Defender CF), 0 FP R/R. No orders - 2nd fighter lance
- Surface: No orders - 1st and 2nd 'Mech coy, 1st and 2nd Tank coy, 1st and 2nd Infantry BN
RR simple res[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
TC simple res[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
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]
RR wins initiative.
- Jump Point: no units
- Atmo/Orbit: Skirmish - 2nd fighter lance (2x Defender CF) 0 FP R/R
- Surface: no orders - 1st & 2nd 'Mech coys, 1st & 2nd Tank coys, 1st & 2nd Infantry BN
So, things would continue like this?
- Jump Point: No Units
- Atmo/Orbit:Breaktrough: Elements of 211st Transport Fleet, Landing: Elements of The Concordat Commandos
- Surface: No units¨
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]
RR crit checks
[blockquote]Rolled 2d6 : 5, 3, total 8
Rolled 2d6 : 2, 3, total 5[/blockquote]
RR gains 1 crit
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
4 Enemy force is encircled: roll on Failed Withdrawal table for fate
[blockquote]Rolled 1d6 : 3, total 3[/blockquote]
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]
Init tiebreaker
RR[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
TC[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
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]
A/C/C/C
RR Turn 4 Orders
- JP - No Units
- A/O - No Units
- S - Skirmish: Elements of 1st 'Mech Coy (Antagonist "F" Medium 'Mech Coy A) 9 FP R/R. No orders - 2nd 'Mech Coy, 1st-2nd Armor Coys, 1st-2nd Infantry BN.
TC Turn 4 Orders
- JP - No Units
- A/O - Guerilla Warfare: Elements of 211st Transport Fleet (Transport Division A, MLU B) 14 FP R/R.
- S - Defend: Elements of Concordat Commandos ("A" Light 'Mech Coy B) 9 FP R/R
Simple Rez
RR[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
TC[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
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]
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]
RR wins initiative
Orders for turn 5
RR
- JP - no units
- A/O - no units
- S - Skirmish: Elements of 1st 'Mech Coy (Antagonist "F" Medium 'Mech Coy A) 7 FP R/R. No orders - 2nd 'Mech Coy, 1st-2nd Tank Coy, 1st-2nd Infantry BN.
TC
- JP - no units
- A/O - no orders: elements of 211th Transport Fleet.
- S - Breakthrough -> Withdraw to Atmo/Orbit - Elements of Concordat Commandos ("A" Light 'Mech Coy B) 7 FP R/R
Simple Rez (RR top TC bottom)
[blockquote]Rolled 2d6 : 4, 1, total 5
Rolled 2d6 : 1, 4, total 5[/blockquote]
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]
TC wins initiative
TC orders for turn 6
- JP - no units
- A/O - no orders: elements of 211th Transport Fleet
- S - Withdraw to Atmo/Orbit: elements of Concordat Commandos
RR orders for turn 6
- JP - no units
- A/O - no units
- S - no orders: 1st-2nd 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN
Battle spills over into turn 4