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Fan Council '91 => Turn 48 => Game Turns => Combat Threads - IS Hexes => Topic started by: Marlin on July 15, 2011, 02:47:26 PM

Title: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion [retreat]
Post by: Marlin on July 15, 2011, 02:47:26 PM
Time had come for Akko to become part of the Spirit Cats.
Akko would be claimed.

Edit: there is no Blockade. Sorry.
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Blockade/Invasion
Post by: GI Journalist on July 16, 2011, 04:32:27 PM
Akko militia refuses illegal orders and prepares its defenses. (How exactly are militia different from regular troop?)
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion
Post by: Marlin on July 16, 2011, 07:34:38 PM
OOC: I am sorry, but Militia cannot do Guerilla Ops (although that should be written down) and more importantly, this cannot happen without a fight first.

IC: the 8th Nova Cat Cavalry literally hastened to be the first on planet and kill any defender. They were first to hunt and kill and perhaps regain any credibility within the Clan, if that was even possible against Pirates.

7 FP move in.

[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion
Post by: GI Journalist on July 17, 2011, 08:24:29 AM
The militia of Akko natives, many of whom had never had an opportunity to leave the planet, braced themselves for the Clan assault.

10 FP (Green, effectively 8 FP)

[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion
Post by: GI Journalist on July 17, 2011, 02:10:44 PM
Rolling for crit: [blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion
Post by: Marlin on July 17, 2011, 02:57:21 PM
I think we have a misunderstanding here. With Militia I mean the units (1 FP of low level stuff) that are there if no unit from your roster is onplanet.

Obviously, you have invested in the units here so my first point does not apply. If they are on your sheet, then they are line troops even if you call them Militia. Sorry.

Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion
Post by: GI Journalist on July 17, 2011, 06:53:29 PM
Gah! Now you have my troops disobeying my orders!

Well, Caesar's dead, hail, Caesar! We finish the fight and see if I have any survivors.
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion
Post by: Marlin on July 18, 2011, 06:06:10 PM
You indeed have, as only 7 FP attacked you.

If you want, do the numbers.
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion
Post by: Marlin on July 22, 2011, 04:39:20 PM
40 % of 7 equals to: 2.75 FP damage to your force. .25 damage control

2.5 damage final.

55 % of 8 FP equal to: 4,5 FP damage to mine. .5 damage control

4 FP damage final.

Salvage pool: 6.5 FP.

What is your choice then?
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion
Post by: chaosxtreme on July 23, 2011, 12:43:49 PM
OOC: Doesn't matter unless rules have changed Guerilla Op's orders can not be given on the first round of combat.
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion
Post by: Marlin on August 06, 2011, 07:10:12 AM
Bump?

5.5 Marian FP remaining,

Cat forces in system:
7th Nova Cat Cavalry                     11
8th Nova Cat Cavalry                     14,25

What happens here next?
Title: Re: [RP-MM] Turn 2 CSC vs MH – 1036 Akko Invasion [retreat]
Post by: Marlin on August 06, 2011, 05:44:18 PM
I will tell you, the Cats break off and move off planet.