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General Category => Flashpoint 3090 => Administrative Resources => Flashpoint Archive: 3090 => Topic started by: Mekorig on April 11, 2010, 11:09:13 PM

Title: [Combat Ops][Complete] Turn 3, 3338 Carmichael
Post by: Mekorig on April 11, 2010, 11:09:13 PM
A jumpship appears in a pirate point near Carmichael, and dropships detach.

QuoteAttackers appear in operational round 1

Units present: Elements of The Red Chasseurs (nationality: Taurian concordat)

Engagement Intensity: Raid
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Mekorig on April 26, 2010, 11:32:20 PM
Taurian Concordat Initiative
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 04, 2010, 01:29:22 AM
Raid defense roll
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 04, 2010, 01:30:18 AM

Since TC initiative is already rolled, we'll make their +1 a -1 on FS init instead for this round.

FS initiative
[blockquote]Rolled 2d6-1 : 3, 4 - 1, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 04, 2010, 01:30:50 AM
TC wins initiative and may declare orders first.

FS governor calls up the militia:

Q/MW/VW/MT
[blockquote]Rolled 2d6 : 5, 1, total 6
Rolled 2d6 : 2, 3, total 5
Rolled 2d6 : 2, 4, total 6
Rolled 2d6 : 1, 3, total 4[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Mekorig on May 05, 2010, 11:28:32 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 Red Chasseurs
    * Atmo/Orbit - no units
    * Surface - no units

Is this right?
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 06, 2010, 12:28:00 AM
Looks good, see Diefenbacker for some minor details.


FS turn 1 orders:



Due to raid roll, FS cannot intercept the TC transports. No combat occurs this turn.


Turn 2 initiative
FS[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
TC[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 06, 2010, 12:28:20 AM
TC wins initiative and can post orders first.
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Mekorig on May 06, 2010, 02:31:07 PM
So, things would continue like this?




Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 17, 2010, 01:45:50 AM
FS isolated unit rolls:

[blockquote]Rolled 2d6 : 6, 5, total 11
Rolled 2d6 : 3, 6, total 9
Rolled 2d6 : 5, 1, total 6
Rolled 2d6 : 2, 5, total 7[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 17, 2010, 01:47:40 AM
FS cannot oppose the TC landings, so no orders all around

Turn 2 initiative FS/TC
[blockquote]Rolled 2d6 : 4, 1, total 5
Rolled 2d6 : 2, 2, total 4[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 17, 2010, 01:51:04 AM
Er, Turn 3 that is.


FS Turn 3 orders:

FS orders:

JP - no units
A/O - no orders: 1st-2nd Fighter Lance
S - Skirmish: elements of 1st 'Mech Coy (FS "F" Medium 'Mech Coy C) 12 FP R/R. No orders: 2nd 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN


TC orders
JP - no units
A/O - no orders: elements of 231st Transport Fleet
S - Defend: elements of Red Chasseurs (TC "B" Medium 'Mech Coy A) 13 FP R/R.


Simple Res
[blockquote]Rolled 2d6 : 6, 3, total 9
Rolled 2d6 : 3, 6, total 9[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 17, 2010, 01:51:24 AM
Each side gets a crit check

FS[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
TC[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 17, 2010, 01:52:41 AM
Neither side scores a crit.

FS inflicts 7 FP
TC inflicts 7 FP

The Battle is a draw. No VP due to skirmish orders.

Initiative for turn 4
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
[blockquote]Rolled 2d6+1 : 1, 6 + 1, total 8[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 17, 2010, 01:54:47 AM
FS wins initiative.

FS orders
JP - no units
A/O - 1st-2nd Fighter Lance
S - Battle: Elements of 2nd 'Mech Coy ("F" FS Medium 'Mech Coy C) - G/R 5 FP. No orders: 1st 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN.

TC orders
JP - no units
A/O - 1st-2nd Fighter Lance
S - Breakthrough -> Withdraw to Orbit: Elements of Red Chasseurs (TC "B" Medium 'Mech Coy A) - R/R 6 FP

Simple Res rolls
[blockquote]Rolled 2d6 : 1, 6, total 7
Rolled 2d6 : 1, 6, total 7[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 17, 2010, 01:57:09 AM
FS inflicts 2 FP
TC inflicts 2 FP

The battle is a draw - TC move is blocked.

FS 2nd 'Mech Coy 12/14 FP SURVIVES
TC elements of Red Chasseurs 4/13 FP SURVIVES

Salvage Pool stands at 18 FP

Initiative for Turn 5
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
[blockquote]Rolled 2d6+1 : 2, 5 + 1, total 8[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 17, 2010, 01:57:25 AM
Tiebreaker
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
[blockquote]Rolled 2d6+1 : 3, 6 + 1, total 10[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Carmichael
Post by: Dave Baughman on May 17, 2010, 01:57:50 AM
TC wins initiative and withdraws to orbit.

Operation spills into turn 4

Salvage stands at 18 FP.