The 4th battle for VSW began with the arrival of 4 Adder warships and an even larger CHH flotilla. As the Moonsoon battleship moved to cover the orbitals (blockade), the rest of the massive task force prepared to deal with the unwelcome guests.
TH is attempting blockade running. Are you offensively interdicting?
CHHS Sleipner
Flagship, The Red Pegasus Fleet
Vong Strang's World
"Have all units reported in Star Captain?" spoke Star Admiral Chester Dwelley as he moved into the bridge area.
"Aff, Star Admiral. The blockade is set."
"Very well. Inform the Adder flag. "
(ooc: 5x Horses warships plus jumpship assets, all on Blockade orders)
Bump... for the Adder players, have we got anything on offensive interdiction (as per Dave's comment)?
I'm going to assume the Adders are offensively interdicting with everything that's eligible to do so.
CSAN-ASF 13th Citizen's ASF Cluster Regular Reliable 10
CSAN-ASF 14th Citizen's ASF Cluster Regular Reliable 13
CSAN Kappa 2 Regular Reliable 4
CSAN Kappa 3 Regular Reliable 5.5
CSAN Kappa 5 Regular Reliable 5.5
38 FP total
vs.
III Corps 12th Assault Brigade Transported Regular Fanatical 55.25
Break Interdiction roll
TH [blockquote]Rolled 2d6+2 : 5, 3 + 2, total 10[/blockquote]
CSA [blockquote]Rolled 2d6-2 : 3, 1 - 2, total 2[/blockquote]
TH inflicts 2.75 FP
CSA inflicts 30.50 FP
TH fails to break the interdiction.
TH tries again...
24.75 FP TH vs. 35.25 FP CSA
[blockquote]Rolled 2d6+2 : 2, 3 + 2, total 7[/blockquote]
[blockquote]Rolled 2d6-2 : 4, 5 - 2, total 7[/blockquote]
TH inflicts 5.00 FP
CSA inflicts 7.00 FP
7.75/9.25 needed to break interdiction inflicted so far.
TH tries again.
17.75 FP vs. 30.25 FP
[blockquote]Rolled 2d6+2 : 5, 4 + 2, total 11[/blockquote]
[blockquote]Rolled 2d6-2 : 4, 2 - 2, total 4[/blockquote]
TH inflicts no damage
CSA inflicts 9 FP
TH survivors (8.75 FP) will go to ground and attempt Guerilla Warfare
GW losses roll
[blockquote]Rolled 1d6 : 6, total 6[/blockquote]
2.75 FP of TH troops manage to go into hiding.
CSA players, please roll for WarShip survival and then for salvage.
Quote from: Dave Baughman on June 02, 2010, 12:42:31 AM
CSA players, please roll for WarShip survival and then for salvage.
crosses fingersSurvival: [blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Salvage: [blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Kappa 2 looks to be safe. Could you give me two more rolls, one each for Kappa 3 and Kappa 5?
Quote from: Dave Baughman on June 02, 2010, 01:25:06 AM
Kappa 2 looks to be safe. Could you give me two more rolls, one each for Kappa 3 and Kappa 5?
Kappa 3 Survival: [blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Kappa 5 Survival: [blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Quote from: Dave Baughman on June 02, 2010, 12:41:30 AM
2.75 FP of TH troops manage to go into hiding.
The 22nd Mechanised Assault from Clan Hell's Horses lands following the naval engagement. Sizing up the situation, and learning that the surviving TH troops have gone to ground, the cluster commander finds out if any Star Adder ground troops are also landing, before proceeding.
(Adder players, please let me know soonest)
Quote from: Parmenion on June 02, 2010, 12:46:04 PM
Quote from: Dave Baughman on June 02, 2010, 12:41:30 AM
2.75 FP of TH troops manage to go into hiding.
The 22nd Mechanised Assault from Clan Hell's Horses lands following the naval engagement. Sizing up the situation, and learning that the surviving TH troops have gone to ground, the cluster commander finds out if any Star Adder ground troops are also landing, before proceeding.
(Adder players, please let me know soonest)
[ooc: unless Im outvoted by Dis and IM, some Adder troops will remain and comment hunting those wascally weasels, the Tewwans....hoping at least double of what is suspected of surviving and hiding. horses are more than welcome to participate.]
Which then begs the question... does hunting the insurgents constitute a 2d6 roll per unit, or per turn?
On a 10+, I believe the insurgents are destroyed.
And are roll(s) able to be conducted this turn?
cheers
Quote from: GraeGor on June 02, 2010, 05:09:32 PM
Quote from: Parmenion on June 02, 2010, 12:46:04 PM
Quote from: Dave Baughman on June 02, 2010, 12:41:30 AM
2.75 FP of TH troops manage to go into hiding.
The 22nd Mechanised Assault from Clan Hell's Horses lands following the naval engagement. Sizing up the situation, and learning that the surviving TH troops have gone to ground, the cluster commander finds out if any Star Adder ground troops are also landing, before proceeding.
(Adder players, please let me know soonest)
[ooc: unless Im outvoted by Dis and IM, some Adder troops will remain and comment hunting those wascally weasels, the Tewwans....hoping at least double of what is suspected of surviving and hiding. horses are more than welcome to participate.]
I will take the liberty as to do a roll in regards being able to destroy these insurgents in C39 with the ground forces that have landed:
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
Quote from: Parmenion on June 03, 2010, 12:13:33 AM
Which then begs the question... does hunting the insurgents constitute a 2d6 roll per unit, or per turn?
On a 10+, I believe the insurgents are destroyed.
And are roll(s) able to be conducted this turn?
cheers
Quote from: GraeGor on June 02, 2010, 05:09:32 PM
Quote from: Parmenion on June 02, 2010, 12:46:04 PM
Quote from: Dave Baughman on June 02, 2010, 12:41:30 AM
2.75 FP of TH troops manage to go into hiding.
The 22nd Mechanised Assault from Clan Hell's Horses lands following the naval engagement. Sizing up the situation, and learning that the surviving TH troops have gone to ground, the cluster commander finds out if any Star Adder ground troops are also landing, before proceeding.
(Adder players, please let me know soonest)
[ooc: unless Im outvoted by Dis and IM, some Adder troops will remain and comment hunting those wascally weasels, the Tewwans....hoping at least double of what is suspected of surviving and hiding. horses are more than welcome to participate.]