TH space forces escorting transports appear at the jump point and begin accelerating towards the surface. Any aerospace response?
Init Roll Required:
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
[DC Raiders moving through this hex using hostile movement, so need a roll]
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
TH Initiative
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
With the tie CSA ASF forces would arrive simultaneously with the TH invaders. Did the rules change on us this cycle that the invader doesn't need to post up their units at least if not FP?
[Because of the time and Daves..... "vacation", the DC will take no action in this hex.]
TH aerospace escorts attack the freshly-arrived Adder aerospace units.
Fighter Squadron 3-13CB E/F 1.5 FP
Simple res roll
[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
4th Anti-Pirate Patrol (3 FP R/R) will attempt to enforce it's defensive interdiction.
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
R1 Simple Resolution Results:
TH commits 1.5 FP.
CSA commits 3 FP.
TH inflicts 50% (7 on 1:2 table) doing 0.75 FP of damage.
CSA inflicts % (5 on 2:1 table) doing 1.5 FP of damage.
TH Fighter Squadron 3-13CB - Destroyed
CSA APP 4 -2.25 FP
Since APP 4 took only 25% damage, the interdiction would be broken leading into R2.
Unknown to the TH defenders, reinforcements are being called in from a nearby nodal force in R1 (arrival if any make the roll in R3).
Unexpected reinforcement rolls:
11th Armored Cavalry [blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
191st Adder Guards [blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
5th Assault Cluster [blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
85th Adder Cavaliers [blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
87th Dragoon Cluster [blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
8th Assault Cluster [blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
APP 9 [blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
88th Dragoon [blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
884th Gatekeeper [blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
509th Gatekeeper [blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
97th Adder Sentinels [blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Xi Armored [blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Xi Bombard [blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Xi Grenadier [blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Unaware that enemy reinforcements are on the way, the TH ground forces push through the broken interdiction line to attack the planet.
13th Cavalry Brigade E/R 54.5 FP
The ASF have been ordered to reform an offensive interdiction, and the Militia to scatter / hide.
If the TH chases the militia as their right:
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
When the local militia disperse, TH doesn't force an engagement.
The following forces arrive in round 3:
11th Armored Cavalry
191st Adder Guards
87th Dragoon Cluster
88th Dragoon
Xi Bombard
Xi Grenadier
TH forces dig in and prepare to defend.
simple res roll
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
The smaller clusters showed up :'(
11th Armored Cavalry V/Q 12
191st Adder Guards E/F 16.25
87th Dragoon Cluster E/R 15.5
88th Dragoon R/R 10.25
Xi Bombard R/R 7.25
Xi Grenadier R/R 2
CSA APP 4 R/R 2.25
Total: 65.5 FP
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
CSA possible crit:
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
TH possible crit: (feel free to roll separately if you wish Dave or Josh, just trying to save time)
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
TH crits:
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
CSA Crits:
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Crazy paired dice rolls through that crit process, with both sides earning the same crits:
5 Opponent receives -1 on all future rolls this combat (CO killed).
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
Both sides inflict -5% damage and have their CO killed.
Even Chart:
8 Deal 65% of FP to Opponent
11 Deal 80% of FP to Opponent
Preliminary Results:
CSA Commits: 65.5
TH Commits: 54.5
CSA Inflicts: 75% (80-5%)= 49.125
TH Inflicts: 60% (65-5%) = 32.7 FP
CSA Remaining: 32.8
TH Remaining: 5.375
I'm waiting on the end of the fights to do repair and then rounding.
CSA intends to send 16.25 FP into round 2 while the 1 FP or so of ASF goes back on Interdiction orders. (planning on even distribution of damage)
The remaining TH forces (5.5 FP after rounding + 3.25 10% damage control = 8.75 FP) will attempt to withdraw, using Break Interdiction orders. Since Break Interdiction is a "high = bad" table, the -1 for dead CO will be treated as a +1 instead.
Break Interdiction
[blockquote]Rolled 2d6+3 : 1, 4 + 3, total 8[/blockquote]
Interdiction roll:
[blockquote]Rolled 2d6+1 : 2, 4 + 1, total 7[/blockquote]
(assuming "1 FP or so" as 1.00 FP - let me know if more or less was actually present so we can adjust the numbers).
-2 modifier for attacking transports makes the final CSA roll a 5.
CSA inflicts 30% of their FP on the fleeing Terrans (0.25 FP after rounding)
TH inflicts 15% of their FP on the CSA interceptors (1.25 FP after rounding)
TH destroys the CSA interdiction force and flees the system.
Dis and/or Grae, please feel free to roll for salvage.
not sure how many rolls need to be made, so will do two -one for each side
and sice Im not sure if there are any modifiers, please add to my results:
CSA - [blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
TH - [blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Salvage would strictly be CSA as you had control of the field at the end of the engagement. Add a +15% modifier for this being an Invasion type order.
So... 25% of the potential salvage is recovered.
covering my bases as it were...was my first "salvage" roll
and I have no clue as to how much was actually salvaged
Basically, you total up all the damage done in this operation, excluding any damage that was "overkill" (i.e. beyond the capacity of whatever took the hit). So, we'd have...
First round - 2.25 FP
Second round - N/A (militia dispersed and didn't engage)
Third round - 82.00 FP (after rounding)
Fourth round - 1.50 FP
Total damage for the operation: 85.75 FP
x0.25 = 21.50 RP after rounding
This RP can be used two ways:
- It can be converted directly into FP for field repairs of no more than 30% of any one unit's total FP. (example: 100 FP unit takes 50 FP of damage. 50 RP is salvaged; up to 30 RP of salvage (100 * 0.30) can be immediately converted into field repair FP)
- Any salvage RP not used for field repair is added to your faction's income for the next turn.
thanks Dave
making a copy of that for future personal reference...now I just have to remember where I saved the Rules
will leave what is actually done with the salvage to Dis