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Fan Council '91 => Turn 50 => Game Turns => Combat Threads - IS Hexes => Topic started by: chaosxtreme on September 07, 2011, 04:11:25 PM

Title: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus [Contested]
Post by: chaosxtreme on September 07, 2011, 04:11:25 PM
Huge occupation capable army and navy in this hex.

Since the Regulan's are leading the rabble rousing I am assuming there will be something for me to fight here correct?
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 07, 2011, 08:48:31 PM
I'll handle this tonight from the hotel. In one of my 'inspired' writing moods.

Start us off Chaos: your navy encounters zero resistance, not even system defense ships. There arnt even armed merchants. Your CO orders extreme caution on the drop but there is no militant presence. It's too quiet(tm).
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 08, 2011, 01:13:32 AM
OOC: For me that would mean alcohol but whatever.


"Have the Regulan Defense Fleet move into position. Then the mercenaries are go for drop on the capital. If the Countess of Harmony want's to have another go then by the most high we shall give it to her! We have been waiting to put an end to this for two months and the crazy bint goes and assassinates the Captain-General!"


This is Militia Actual, we are going in the first wave as well.

Copy Militia actual that is unnecc---

This is the Free Worlds League Admiral not the Terran Hegemony we may use merc's but we don't let them fight our war's for us."

This is Perceival Actual. We are going in with Militia Actual.





1st Marik Militia Mech Regiment   Transported   Veteran   Fanatical   57.75
San Anshelm Air Wing Transported   Veteran   Fanatical   1.25   

2nd Knights of the Inner Sphere   Mechs, Vehicles, Power Armor   Transported   Elite   Fanatical   30
23rd Independent Aerospace   Aerospace   Transported   Elite   Fanatical   1.5


   Gray Death Legion Regiment   Gray Death Infantry Brigade   Infantry   Transported   Elite   Reliable   3.75   
   Gray Death Legion Regiment   Death Eagles AeroSpace Brigade   Aerospace   Transported   Elite   Reliable   3
   Gray Death Legion Regiment   Invader-class JumpShip   Jumpship   Mobile   Elite   Reliable   11.75   
   Gray Death Legion Regiment   Invader-class JumpShip   Jumpship   Mobile   Elite   Reliable   1.5
   Gray Death Legion Regiment   3rd GDL Transport   Jumpship   Mobile   Elite   Reliable   1.5   
   Gray Death Legion Regiment   Gray Death Legion Regiment   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   3.75   
   Gray Death Legion Regiment   Gray Death Command BattleMech Company   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   3
   Gray Death Legion Regiment   Gray Deah Legion BattleMech Brigade   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   15
   Gray Death Legion Regiment   Death's Cats Armour Brigade   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   8   

   Rubinsky's Renegades Regiment   Breskin's Pegasii AeroSpace Brigade   Aerospace   Transported   Elite   Reliable   19

Orbit Prepared to provide orbital naval support fire to the landing force:
9th FWLN Fleet   Continuation of Politics   Luxor   LFB Mobile   Veteran   Reliable      25
Regulan Home Fleet   Tabar   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75
Regulan Home Fleet   Talwar   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75
Regulan Home Fleet   Rajli   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75
Regulan Home Fleet   Shalki   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75
Regulan Home Fleet   Chakra   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75

Offenseive Interdiction:
9th FWLN Fleet   Santorini Battle Group   Thera   LFB Mobile   Elite   Reliable      79.5
9th FWLN Fleet   Lancelot Battle Group   Eagle   LFB Mobile   Veteran   Reliable      14
9th FWLN Fleet   Menelaus Battle Group   Agamemnon   LFB Mobile   Elite   Reliable      26.25
9th FWLN Fleet   Delphi Battle Group   Thera   LFB Mobile   Elite   Reliable      79.5
9th FWLN Fleet   Adder's Folly   Liberator   LFB Mobile   Elite   Reliable      31.25



Held Back
9th FWLN Fleet   Hospice   Newgrange   LFB Mobile   Regular   Reliable      1.75   
9th FWLN Fleet   Galahad Battle Group   Eagle   LFB Mobile   Veteran   Reliable      14
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 08, 2011, 03:13:17 AM
Hospice and Galahad, aswell as the 9th Fleet are getting intermitent radar and magnetic contacts on their ultra-long range sensors(ie 1 AU+ beyond the planet Regulus). Your fleet elements closer to the planet do not have any signals contacts(either these are sensor shadows, or the proximity of the planet is rendering their sensors blind, the captains and sensor techs are leaning towards the former, but not ruling anything out).

So that I am clear, is the entire ground forces contingent heading down to the surface? It doesn't impact what they find, i just want to be sure.



Your ground forces encounter almost none of the populace. Despite it being a nominal workday, there is almost zero foot traffic, and the vehicular traffic looks normal at first but a closer looks yields that traffick is indeed reduced, but the fact was being hidden from cursory veiw. No delegations, customs officers or military forces greet any of your troops as they touch down. Infact, except for the starport staff who are refueling your dropships, and cargo teamsters, there is little in the way of humanity within eyesight.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 08, 2011, 08:03:01 PM
The indig's want to what?

I don't care what the Knight's think any indig approach's one of our grounded dropship's you shoot him and the poor sonofabitch next to him.

Since the Knights are so damn set on making sure the indig's get treated fair their third Battalion can take over responsibility for the Space Port and can guard the "Teamster's, and dropport personnel while the S.A.F.E. Team handles 'debrief'(interrogation).

GDL Infantry Brigade is a battle armor formation. I want them to secure the Regulan Capital secured, buildings the palace, the whole deal. Begin at the palace and the main Hussar's barracks whatever is left of both after our bombardment. They can have the Tabar's Fighter Squadron for overflight and scouting to make sure no Regulan Force sneaks up on them.

Any Dropship's not touched by the "refuler's I want their compliment from the 1st Marik and 1st and 2nd Bat of the Knights Sub Orbital ASAP. The Regulan's ain't in the capital, which mean's their making their stand elsewhere on planet and a sub-orbital drop is the best move once we locate them."

"I want the rest of the  1st Marik, 1st and 2nd Bat up as soon as possible, along with the rest of the GDL as soon as we vet the Dropship's that some idiot let the indig's touch the Infantry brigade can handle capital occupation and sifting through the wreckage of the Palace and Barracks"

Rubinskys Aero Brigade, 23rd Independent Air Wing, and San Ashelm you are on reconnaissance refueling off the Chakra and Shakli. Flying in Squadron level grouping's I want every population center, military depot, and industry on Regulus overflown, scanned and photographed. The Regulan Hussar's and their bitch Countess are somewhere and I want them. The families of those who died on Atreus want them, and most importantly the new Captain-General want's them.

"Commodore Belhaven I want you to take the Lancelot and investigate those signal's. Jump in active scan and jump back. Any issue's and I expect an HPG transmission."

"Ready Fighter's and Bar Cap's out people, the Regulan's  are presenting us some form of elaborate trap and I aim to make sure it close's on them instead.

"Hospice I want you ready to jump away at the first sign of danger. Your built for recovery not war."

"Alright people everyone has a job. Move like you have a purpose.
Capital Occupation:
Gray Death Legion Regiment   Gray Death Infantry Brigade   Infantry   Transported   Elite   Reliable   3.75   

Drop Port
2nd Knights of the Inner Sphere 3rd Batt   Mechs, Vehicles, Power Armor   Transported   Elite   Fanatical   10

Planetary Reconnaissance Scouting:
San Anshelm Air Wing Transported   Veteran   Fanatical   1.25   
23rd Independent Aerospace   Aerospace   Transported   Elite   Fanatical   1.5
Rubinsky's Renegades Regiment   Breskin's Pegasii AeroSpace Brigade   Aerospace   Transported   Elite   Reliable   19


Orbit :
1st Marik Militia Mech Regiment   Transported   Veteran   Fanatical   57.75
2nd Knights of the Inner Sphere 1st and 2nd Batt   Mechs, Vehicles, Power Armor   Transported   Elite   Fanatical   20
   Gray Death Legion Regiment   Death Eagles AeroSpace Brigade   Aerospace   Transported   Elite   Reliable   3
   Gray Death Legion Regiment   Invader-class JumpShip   Jumpship   Mobile   Elite   Reliable   11.75   
   Gray Death Legion Regiment   Invader-class JumpShip   Jumpship   Mobile   Elite   Reliable   1.5
   Gray Death Legion Regiment   3rd GDL Transport   Jumpship   Mobile   Elite   Reliable   1.5   
   Gray Death Legion Regiment   Gray Death Legion Regiment   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   3.75   
   Gray Death Legion Regiment   Gray Death Command BattleMech Company   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   3
   Gray Death Legion Regiment   Gray Deah Legion BattleMech Brigade   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   15
   Gray Death Legion Regiment   Death's Cats Armour Brigade   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   8   

Orbit Prepared to provide orbital naval support and acting as staging basis for the reconnasiance:
9th FWLN Fleet   Continuation of Politics   Luxor   LFB Mobile   Veteran   Reliable      25
Regulan Home Fleet   Tabar   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75
Regulan Home Fleet   Talwar   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75
Regulan Home Fleet   Rajli   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75
Regulan Home Fleet   Shalki   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75
Regulan Home Fleet   Chakra   Vincent (Mk. 39)   Mobile   Veteran   Reliable      1.75

Offenseive Interdiction:
9th FWLN Fleet   Santorini Battle Group   Thera   LFB Mobile   Elite   Reliable      79.5
9th FWLN Fleet   Menelaus Battle Group   Agamemnon   LFB Mobile   Elite   Reliable      26.25
9th FWLN Fleet   Delphi Battle Group   Thera   LFB Mobile   Elite   Reliable      79.5
9th FWLN Fleet   Adder's Folly   Liberator   LFB Mobile   Elite   Reliable      31.25

Held Back (closing with Interdiction group)
9th FWLN Fleet   Hospice   Newgrange   LFB Mobile   Regular   Reliable      1.75   
9th FWLN Fleet   Galahad Battle Group   Eagle   LFB Mobile   Veteran   Reliable      14

Investigating signals 1 AU out.
9th FWLN Fleet   Lancelot Battle Group   Eagle   LFB Mobile   Veteran   Reliable      14
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 09, 2011, 07:02:41 PM
Sonja Cameron-Jones was very calmly looking at the sensor readouts in her command bunker. This complex had taken the better part 2 decades to build, in absolute secrecy even from her husband, and most definitely from anyone loyal to the Captain-General. She had hopped for more of the Knights to be present, but if all she had was a single battalion plus the GDL infantry, so be it.

"Colonel, launch the intercept group, no need to make their warship gunner's lives any easier." And officer nodded with a smirk and walked over to a radio to inform launch command. "General Iyengar, prepare the batteries for firing. Those warships of theirs will doubtless be coming down on us as soon as they detect our aerospace fighters and the guns. I presume our 'present' for those ground forces is prepared?"

"Yes m'lady. All is in readiness." Sonja smiled.

"Excellent General. Fire when ready."
****************************
**For the purposes of this scenario, while the rules techniclly don't allow for advanced positioning of forces, we're going to be playing along. If naval units are moving around in-system, we will be respecting that.**

The sensors on the orbital fleet group suddenly start blaring as 4 massive heat blooms are detected on the surface in a mountainous regions 30km from the capital. Moments latter, the NBC alarms start bleeping with the detection of nuclear warheads, immediately identified as Peacekeepers, matching the profile of anti-orbital missiles. Your fighters are unable to intercept the missiles as they streak to your orbiting fleet. They do however, catch a glimpse of what seems to be artillery fire from a nearby peak, however there are only a handful of muzzle flashes. They try to get closer, but their sensors detect fighters being launched from a hidden launch pad, also nearby in the mountains.

4 Nuclear tokens are used vs the warships in orbit
4 Chemical Weapons tokens are used vs the ground forces at the drop port and capital

15 FP of aerospace fighters rise to intercept your recon birds
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 09, 2011, 07:06:23 PM
****NUCLEAR MISSILES INBOUND****

Missile #1: Targets FWLS Continuation of Politics(Luxor)
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
Survival Roll: [blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]

Missile #2: Targets FWLS Shalki(Vincent Mk39)
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Survival Roll: [blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]

Missile #3: Targets FWLS Chakra(Vincent Mk39)
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Survival Roll: [blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]

Missile #4: Targets FWLS Talwar(Vincent Mk39)
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Survival Roll: [blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 09, 2011, 07:08:19 PM
****CHEMICAL WEAPONS INBOUND****

Chemical Attacks vs FWL Ground Forces:
[blockquote]Rolled 1d6 : 3, total 3
Rolled 1d6 : 6, total 6
Rolled 1d6 : 1, total 1
Rolled 1d6 : 2, total 2[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 09, 2011, 07:08:54 PM
1 Chem token explodes in the launch tube, inflicting 1d6 on Regulan forces
[blockquote]Rolled 1d6 : 3, total 3[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 09, 2011, 07:09:44 PM
11 FP inflicted on FWL ground forces(Scatter can be used to lessen damage, but those forces will be unable to take any other actions this turn)
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 09, 2011, 07:10:45 PM
****AEROSPACE FIGHTERS INBOUND****

SimRes for speed.

Reguluan ASF Squadron combat roll:
[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 09, 2011, 07:11:15 PM
Regulans deal 3FP of damage to FWL Recon flight
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 09, 2011, 07:59:46 PM
FWL Recon Force Reconnaissance roll

21.75 FP Combat roll

[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 09, 2011, 08:02:36 PM
Potential Crit
[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 09, 2011, 08:05:09 PM
11.96 damage. rounds to 12 FP in damage.

Regulan Fighter force is at 3 FP.

FWL Fighter Force is at 18.75 FP


3rd Batt Knights of the Inner Sphere 2.75 FP

GDL Infantry Brigade wiped out.

Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 09, 2011, 08:18:21 PM

- Fighter's focus on the aerial batter.

- 3rd Battalion of the Knights move's out into the open to better protect the civillian's from the chemical attack's being directed at them and begin hunting for the battery..

Continuation of Poltics Target's tube chemical artillery launch's and nuke launchers for orbital fire.

Orbital Support Fire
[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 09, 2011, 08:26:11 PM
the Luxor reduces the launch silos to scrap, but it is assumed that was the whole battery, as no secondary explosions are seen, though it does glow a nice white color on the IR sensors for a few hours. Without having precise coordinates for the tube arty, they launch a few salvos around, but again, little effect is seen.

Regulan Initiative:
[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 09, 2011, 08:26:51 PM
FWL Init
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 09, 2011, 08:27:48 PM
Regulan ASF forces break away from the FWL, drop to the deck and kick in their afterburners. They are heading south and away from the mountain range.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 10, 2011, 09:58:44 PM
The Lancelot and it's battlegroup are getting clearer signal returns now. It seems there is indeed something out beyond Regulus' orbit, though you are still having trouble pinning it down. Whatever it is, it's hiding in a cloud of dense ferrous asteroids, making magnetics and radar of limited value. If the Lancelot wanted to actually see what was there, it would be out of range for the rest of your fleet elements for 2-3 combat rounds(2 for anything in Regulus Orbit, 3 for anything on Interdiction/Blockade).


Your warships in orbit are still reeling from the nuclear attack, even while the Luxor's captains empties a few more salvos into the now dead launch silos for good measure. SAR operations are ongoing, but the flight path of the retreating Regulan fighters means they'll have trouble tracking them effectively(ie you'll lose them if your recon birds don't give chase. Win another initiative check and you can either engage & destroy, or follow them and find their base).

The KotIS battalion survivors begin moving out of habitable areas, their chasis seals holding despite the persistent clouds of lethal nerve agents. If they are going sniffing around the mountain range for the base, they'll need 2 initiative checks: 10km and 3km(obviously, they don't know those distances, or the reference points).
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 10, 2011, 10:43:18 PM
Lancelot is ordered to detach it's Assault Dropship's to form a continuous chain for communication. If significant enemy force is encountered it will jump back to the Regulan Pirate point immediately abandoning its assault Dropship's which will burn for the Nadir Jump Point.



3rd Battalion Knights of the Inner Sphere will undertake Reconnaisance sticking to foliage as much as possible, passive sensor's on the approach to ascertain the source of the signal's. Once enemy is sighted and confirmed the GDL and bulk of the Knight's will reinforce them via combat drop. Closing to within 3KM distance.

Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 10, 2011, 10:47:30 PM
10 Klick Init
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]

3 Klick Init
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 10, 2011, 11:07:11 PM
At 10km, the 3rd Battalion gets a very brief visual of a light tank + BA column running in the foothills. Cleverly using terrain, and deciding to get further before engaging enemy forces, the battallion goes hull down and avoids the patrol. They are confident they were not spotted, but do not risk broadcasting a report to their support fleet.

At 3km, they are entering the mountain range proper, atleast the outlyers. They catch a glimpse of another patrol, but this one is almost entirely battle armor. They have also seen a number of entrenchments that are essentially invisible from the air, thanks to extensive overhead protection. Its unlikely even aerospace fighters flying nape of the earth could've spotted them.

Luck was not with them however, as when they turned a corner, they came within 250m of a lance of medium Regulan mechs. Despite quickly slaughtering the rebels, the battalion is positive they've sounded an alarm, and request immediate support from the fleet.

Reguluan Initiative(if the FWL wins, they can try to drop their ground forces, or OrBomb the location. Proximity says that if they launch the OrBomb, they'll hit their own troops aswell as the entrenchments)

[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 10, 2011, 11:08:42 PM
FWL Init
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 10, 2011, 11:10:16 PM
You have go for orbital drop. Crush them fast and hard but bring me some officer's that can talk!

"But civillian..."

THe next person that talks to me about civillian's in a wooded non built up area I will have shot!"
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 10, 2011, 11:15:12 PM
1st Marik Militia Mech Regiment   Transported   Veteran   Fanatical   57.75
San Anshelm Air Wing Transported   Veteran   Fanatical   1.25  

2nd Knights of the Inner Sphere   Mechs, Vehicles, Power Armor   Transported   Elite   Fanatical   20
23rd Independent Aerospace   Aerospace   Transported   Elite   Fanatical   1.5


  Gray Death Legion Regiment   Gray Death Infantry Brigade   Infantry   Transported   Elite   Reliable   3.75  
  Gray Death Legion Regiment   Death Eagles AeroSpace Brigade   Aerospace   Transported   Elite   Reliable   3
  Gray Death Legion Regiment   Gray Death Legion Regiment   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   3.75  
  Gray Death Legion Regiment   Gray Death Command BattleMech Company   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   3
  Gray Death Legion Regiment   Gray Deah Legion BattleMech Brigade   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   15
  Gray Death Legion Regiment   Death's Cats Armour Brigade   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   8  
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 10, 2011, 11:22:22 PM

   Rubinsky's Renegades Regiment   Breskin's Pegasii AeroSpace Brigade   Aerospace   Transported   Elite   Reliable   16

Continue to chase down Regulan Aerospace Fighter's and scout for enemy force's.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 10, 2011, 11:27:52 PM
FWL forces land unmolested.

FWL recon forces attempt to follow the Regulan ASF that've been running(deal with them later).
***OP Round 1 Ends***


FWLS Lancelot nears the asteroid cluster. Before it can get too close, it's sensors pick up solid radar contacts finally. A cloud of fighters and dropships comes streaking out from the asteroid cluster. Initiative check
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 10, 2011, 11:29:12 PM
FWL Init
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 11, 2011, 08:45:44 PM
FWL can engage or retreat. There is a host of small contacts coming for the Lancelot, aswell as one bigger contact that cannot yet be identified. It is almost surely a warship.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 11, 2011, 08:48:43 PM
Lancelot will go in. HPG transmission toward's the rest of the fleet made before engagement."

Would prefer to Mega Aero the Lancelot's battle.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 11, 2011, 08:56:14 PM
"Commdore reading a large contact with the fighter and dropship contact's should we return to the fleet?"

"... No we are going in 9th Fleet needs to know what the Regulan's are up to out here. The Eagle Class is a dedicated dropship killer and our own assault dropship's can handle the fighters. We need to know what that large contact is. If it is a corvette we will handle it ourselve's. If it's bigger we will draw it toward's the rest of the 9th and let them finish it off."
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 11, 2011, 09:01:27 PM
Regulan force consists of the following:

Cameron(Clan) Elite/Fanatical - 11.5 FP
Independant Wing Elite/Fanatical - 23.25 FP

Your computers cannot identify the Cameron, meaning it is likely a fresh hull. There are no serial numbers or other distinguishing marks to try and place it's location of manufacture, or even guess at it's nation of origin. The fighters coming at you are almost entirely Spectral-series, with a healthy(or unhealthy, depending on your positon) dose of heavy Clantech designs. There are a number of Interdictor PWS, aswell as several fighter carriers, including 2 Vengeance-class.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 11, 2011, 09:16:46 PM
Chaos indicated he wanted MA, so here is the itemized list of what the 'Regulans' are packing:

Cameron(Clan) - Elite

3x Interdictor PWS
Interdictor SC
Mule Q-Ship
2x Vengeance(Upgrade)
Leopard CV(Upgrade)
Elephant Model 96

5 Heavy Fighter Groups(6 fighters/group)
3 Medium Fighter Groups
1 Light Fighter Group

There are also 2 Battle Taxis in the formation, and 3 FP of Marines with the formation.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 11, 2011, 09:18:04 PM
Also note, that the force of fighters/droppers coming your way, is only about half the their total strength. The other half is hanging back near the asteroid cloud.


And everything is covered in grey paint
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 14, 2011, 07:44:45 AM
While that gets handled via MA, let's get to the ground game, shall we?

Please post FWL forces that're engaging the fortifications.

Regulan Rebel Battlemech Regiment Alpha - R/F 35 FP
Regulan Rebel Auxiliary Brigade Alpha - R/F 15 FP

Regulan Rebel Battlemech Regiment Beta - R/F 35 FP
Regulan Rebel Auxiliary Brigade Beta - R/F 15 FP

Regulan Fortress Complex, 1st Line - 15 FP
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 18, 2011, 01:44:19 AM
**bump**
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 18, 2011, 03:22:41 AM
As previously posted (Note this will be played out)

1st Marik Militia Mech Regiment   Transported   Veteran   Fanatical   57.75
San Anshelm Air Wing Transported   Veteran   Fanatical   1.25 

2nd Knights of the Inner Sphere   Mechs, Vehicles, Power Armor   Transported   Elite   Fanatical   23.5
23rd Independent Aerospace   Aerospace   Transported   Elite   Fanatical   1.5


   Gray Death Legion Regiment   Gray Death Infantry Brigade   Infantry   Transported   Elite   Reliable   3.75 
   Gray Death Legion Regiment   Death Eagles AeroSpace Brigade   Aerospace   Transported   Elite   Reliable   3
   Gray Death Legion Regiment   Gray Death Legion Regiment   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   3.75 
   Gray Death Legion Regiment   Gray Death Command BattleMech Company   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   3
   Gray Death Legion Regiment   Gray Deah Legion BattleMech Brigade   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   15
   Gray Death Legion Regiment   Death's Cats Armour Brigade   Mechs, Vehicles, Power Armor   Transported   Elite   Reliable   8   
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 24, 2011, 03:37:57 PM
Victory!
-------------------

Winner is: TEAM #1

Fatebringer: 283239 BV remaining (from 326329 initially) 0 BV fled
FLWN: 0 BV remaining (from 282698 initially) 248649 BV fled

Survivors are:
Cameron Battlecruiser (Clan) (Fatebringer)
Driver : Pirate Bob [2/3]
Kills : 2

Interdictor Pocket Warship #2 (Fatebringer)
Driver : Jeff Llovet [4/5]
Kills : 0

Interdictor Pocket Warship #3 (Fatebringer)
Driver : Ursula Ngigi [4/5]
Kills : 0

Mule Q-Ship (Fatebringer)
Driver : Serge Nájera [4/5]
Kills : 0

Vengeance (3056) (Fatebringer)
Driver : Fadith Sinan [4/5]
Kills : 0

Vengeance (3056) #2 (Fatebringer)
Driver : Nelson Adjeng [4/5]
Kills : 0

Model 96 'Elephant' (Fatebringer)
Driver : Harriet Sakata [4/5]
Kills : 0


The following units are in retreat:
Eagle Frigate (FLWN)
Driver : Lancelot Battle Group [2/3]
Kills : 2

Overlord A3 (FLWN)
Driver : Pursuit [2/3]
Kills : 0

Merlin (FLWN)
Driver : Paladin [2/3]
Kills : 0

Kraken-T Missile (FLWN)
Driver : Unnamed [4/5]
Kills : 0


Graveyard contains:
Achilles (3055) (FLWN)
Driver : Aeris [2/3]
Kills : 0
Destroyed by Cameron Battlecruiser (Clan) (Fatebringer)

Interdictor Pocket Warship (SubCapital) (Fatebringer)
Driver : Nichelle Kola [4/5]
Kills : 0
Destroyed by Eagle Frigate (FLWN)

Kraken-T Missile (FLWN)
Driver : Unnamed [4/5]
Kills : 0
Destroyed by Interdictor Pocket Warship (Fatebringer)

Interdictor Pocket Warship (Fatebringer)
Driver : Paddy Perkins [4/5]
Kills : 1
Destroyed by Eagle Frigate (FLWN)

Merlin #2 (FLWN)
Driver : Knight Errant [2/3]
Kills : 0
Destroyed by Cameron Battlecruiser (Clan) (Fatebringer)


Detailed unit status saved to entitystatus.txt
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 24, 2011, 09:46:33 PM
Naval init
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Dave Baughman on September 24, 2011, 10:19:30 PM
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 24, 2011, 10:46:16 PM
FWL act's first. ;-) 9th Fleet can engage the Cameron and surviving escorts. :-)
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 25, 2011, 08:29:19 PM
Op Round 2 must be completed before you may continue with your naval activities. Also, this will bring all naval forces into the 'high orbit' section
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 25, 2011, 10:02:09 PM
OOC: That was a post of Joy not an orders declaration.

Cannon and I are working on the ground combat.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 26, 2011, 12:22:56 AM
Well use those int rolls for the combat at hand, instead of combat from the next op rounds, if you please. So for the ground combat, FWL rolls the 11, Regulans have an 8.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Dave Baughman on September 26, 2011, 12:28:42 AM
Quote from: Daemonknight on September 26, 2011, 12:22:56 AM
Well use those int rolls for the combat at hand, instead of combat from the next op rounds, if you please. So for the ground combat, FWL rolls the 11, Regulans have an 8.

Ground combat is in progress in megamek already.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 26, 2011, 12:38:49 AM
Victory!
-------------------

Winner is: TEAM #1

FWLN: 9837 BV remaining (from 17660 initially) 0 BV fled
Cannonshop: 7315 BV remaining (from 15323 initially) 0 BV fled
Worst GM Ever: 0 BV remaining (from 0 initially) 0 BV fled

Survivors are:
Hunchback IIC 3 (FWLN)
Pilot : Ravesa Grazdani [2/3] ( 4 hit(s)   )
Kills : 0

Gray Death Standard [MG] (Cannonshop)
Gunnery Skill : Anuva  Swetha [4]
Kills : 0

IS Standard Battle Armor [MG] #2 (Cannonshop)
Gunnery Skill : Amy Holmes [4]
Kills : 0

Scimitar Medium Hover Tank #2 (Cannonshop)
Driver : Mia Neuvel [4/5]
Kills : 0

Heavy Support Infantry Irian Technologies SWAT Team (Cannonshop)
Gunnery Skill : Caine Haare [4]
Kills : 0

Ontos Heavy Tank (3053 Upgrade) (Cannonshop)
Driver : Dale Wang [4/5]
Kills : 0

Heavy LRM Carrier #2 (Cannonshop)
Driver : Omar Baronia [4/5]
Kills : 0

AC Turret (Dual) UAC5 #2 (Cannonshop)
Driver : Jean-Noël Henry [4/5]
Kills : 0

UrbanMech UM-AIV (Cannonshop)
Pilot : Uthman Hamal [4/5]
Kills : 0

Harasser Missile Platform (FWLN)
Driver : Baghel Savvides [3/4]
Kills : 0

Savannah Master Hovercraft #2 (FWLN)
Driver : Dave Tran-Nhu [3/4]
Kills : 0

Hawk Moth Gunship (Armor) (FWLN)
Driver : Kathleen Sol [3/4]
Kills : 0

Hawk Moth Gunship (Armor) #2 (FWLN)
Driver : Griff Habyarimana [3/4]
Kills : 0

Yellow Jacket Gunship (Arrow IV) (FWLN)
Driver : Tosya Holya [3/4]
Kills : 0

Shootist ST-8C (Cannonshop)
Pilot : Mannix Stewart [3/4] ( 3 hit(s) )
Kills : 1

Orion ON2-M (FWLN)
Pilot : Courtney Morley [3/4] ( 1 hit(s) )
Kills : 1

Ryoken (Stormcrow) H (FWLN)
Pilot : Marius Djokovic [3/4] ( 2 hit(s) )
Kills : 2

Wraith TR2-X "Alexander" (Cannonshop)
Pilot : Kago Nakagawa [4/5] ( 2 hit(s) )
Kills : 0


Graveyard contains:
Striker Light Tank (Cannonshop)
Driver : Ghalyela Mwinyimadi [4/5]
Kills : 0
Destroyed by Ryoken (Stormcrow) H (FWLN)

Scimitar Medium Hover Tank (Cannonshop)
Driver : Malte Orre [4/5]
Kills : 0
Destroyed by Orion ON2-M (FWLN)

Savannah Master Hovercraft (FWLN)
Driver : Frank Chekandino [3/4]
Kills : 0
Destroyed by Shootist ST-8C (Cannonshop)

Cicada CDA-3M (Cannonshop)
Pilot : Frank Kalogiannis [4/5] ( 1 hit(s) )
Kills : 0
Destroyed by Vulture (Mad Dog) D (FWLN)

Vulture (Mad Dog) D (FWLN)
Pilot : Tai Nuri [3/4] ( 3 hit(s) )
Kills : 1
Destroyed by pilot error.

Wraith TR1 (Cannonshop)
Pilot : Larena Henderson [4/5]
Kills : 0
Destroyed by pilot error.

Longinus Battle Armor [MG] (Cannonshop)
Gunnery Skill : Fida Matanga [4] ( 6 hit(s)   )
Kills : 0
Destroyed by pilot error.

IS Standard Battle Armor [MG] (Cannonshop)
Gunnery Skill : Gwendolyn Butler [4] ( 6 hit(s)   )
Kills : 0
Destroyed by pilot error.

Mechanized Wheeled Squad (SRM) (Cannonshop)
Gunnery Skill : Kanvar Saandeep [4] ( 6 hit(s)   )
Kills : 0
Destroyed by pilot error.

Motorized Platoon (Gauss) (Cannonshop)
Gunnery Skill : Muneera Wairimu [4] ( 6 hit(s)   )
Kills : 0
Destroyed by pilot error.


The following utterly destroyed units are not available for salvage:
Pegasus Scout Hover Tank (Cannonshop)
Driver : Alyssandra Lecoeur [4/5]
Kills : 0
Destroyed by pilot error.

Mechanized Wheeled Squad (LRM) (Cannonshop)
Gunnery Skill : Ipuza Kaufman [4] ( 6 hit(s)   )
Kills : 0
Destroyed by pilot error.

AC Turret (Dual) AC10 (Cannonshop)
Driver : Roland Crump [4/5] ( 6 hit(s)   )
Kills : 0
Destroyed by pilot error.

AC Turret (Dual) UAC5 (Cannonshop)
Driver : Debra Aylmer [4/5] ( 6 hit(s)   )
Kills : 0
Destroyed by pilot error.

LRM Turret LRM20 (Cannonshop)
Driver : Bernard Dubus [4/5] ( 6 hit(s)   )
Kills : 0
Destroyed by pilot error.

LRM Turret LRM20 #2 (Cannonshop)
Driver : Lisa Beno [4/5] ( 6 hit(s)   )
Kills : 0
Destroyed by pilot error.

Harasser Missile Platform #2 (FWLN)
Driver : Amanda Bridges [3/4]
Kills : 0
Destroyed by pilot error.

Cavalry Attack Helicopter (SRM) (FWLN)
Driver : Masia Paderewski [3/4]
Kills : 0
Destroyed by pilot error.

Cavalry Attack Helicopter (SRM) #2 (FWLN)
Driver : Travis Mukul [3/4]
Kills : 0
Destroyed by pilot error.

Heavy LRM Carrier (Cannonshop)
Driver : John El Guerroui [4/5] ( 6 hit(s)   )
Kills : 0
Destroyed by Ryoken (Stormcrow) H (FWLN)


Detailed unit status saved to entitystatus.txt
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 26, 2011, 12:44:21 AM
Orbitally bombarding Regulan Nuke Fortress
9th FWLN Fleet   Menelaus Battle Group   Agamemnon   LFB Mobile   Elite   Reliable      26.25
9th FWLN Fleet   Adder's Folly   Liberator   LFB Mobile   Elite   Reliable      31.25
9th FWLN Fleet   Continuation of Politics   Luxor   LFB Mobile   Veteran   Reliable      25


Moving to engage Cameron
9th FWLN Fleet   Santorini Battle Group   Thera   LFB Mobile   Elite   Reliable      79.5
9th FWLN Fleet   Delphi Battle Group   Thera   LFB Mobile   Elite   Reliable      79.5
9th FWLN Fleet   Hospice   Newgrange   LFB Mobile   Regular   Reliable      1.75   
9th FWLN Fleet   Galahad Battle Group   Eagle   LFB Mobile   Veteran   Reliable      14
9th FWLN Fleet   Lancelot Battle Group   Eagle   LFB Mobile   Veteran   Reliable      14
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 26, 2011, 12:52:26 AM
Warship FP is 49 and change.

so 5 Orbital Bombardments.

Surving Marik Ground forces withdraw from the planet.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 26, 2011, 12:52:57 AM
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 26, 2011, 01:13:57 AM
**note that you have no information on the 'Regulan Nuke Fortress'. The 1st line, was above ground defenses; Calliope Turrets, SAM batteries, artillery redoubts that sort of thing. You mostly destroyed these defenses in the ground  battle. Leaving leaves you unable to pin down the primary facility.**
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 26, 2011, 02:10:13 AM
OOC: I just got nuked.

How do I have no information when I just got nuked, in the mega mek game.

Dave gave Cannon special secret instructions which seemed to include nuke's. I know this because I was hit with them. ;-)
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Dave Baughman on September 26, 2011, 02:25:27 AM
I think what DK is trying to say is that while your orbital strikes are eradicating the surface fortresses, there may still be (and in fact are) additional forces dug in deeper that orbital strikes alone won't be sufficient to root out unless you decide to go all War of Reaving and crack the mantle or something.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 26, 2011, 02:29:16 AM
OOC: Oh ok. So can I cancel the leaving or should I wait until next turn.

To be honest they weren't on site to be at risk for the Orbital bombardment gone wrong so I think I should have to wait for the new OP round. (Bad for me but fair in general).


But I am willing to be talked out of it.

:-)
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Daemonknight on September 26, 2011, 03:34:23 AM
Well since I wasn't present for the game, nor aware that nuke had been utilized, you'll have to excuse my original post.

My original idea for the scenario was simply the FWLM had walked into a heavily fortified FOB. Dave added nukes, so I will run with it.

The nukes that hit you were launched via tube arty, in a fortified firebase deeper into the mountain range.

As to your issued orders, if you wish to cancel the withdraw orders, your forces will be at risk of friendly fire in the event you OrBomb the Regulan firebase
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 26, 2011, 12:07:58 PM
Risking Orbital bombardment and Regulan retaliation is the nature of the beast.

Withdraw orders rescinded lets do this YEAH.
;D
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 26, 2011, 07:14:23 PM
So do the Rebel's scatter?
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 28, 2011, 04:15:07 AM
Remaining Naval Battle in this thread being played out right now.

Awaiting response on Rebel scatter for ground combat. *Orbital bombardment rolls are up thread*
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 28, 2011, 04:56:17 AM
FWLN Win against Cameron
Victory!
-------------------

Winner is: TEAM #2

Fatebringer: 0 BV remaining (from 208030 initially) 0 BV fled
FWLN: 1063229 BV remaining (from 1070376 initially) 0 BV fled

Survivors are:
Thera Carrier (FWLN)
Driver : Lien-ying Hsi [2/3]
Kills : 1

Thera Carrier #2 (FWLN)
Driver : Gunnar Kreissig [2/3]
Kills : 0

Eagle Frigate (FWLN)
Driver : Duda Kani [2/3]
Kills : 0

Eagle Frigate #2 (FWLN)
Driver : Rick Bilh [2/3]
Kills : 0


Graveyard contains:
Cameron Battlecruiser (Clan) (Fatebringer)
Driver : Stalking Menace [2/3]
Kills : 0
Destroyed by Thera Carrier (FWLN)


Detailed unit status saved to entitystatus.txt
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 28, 2011, 04:56:43 AM
Cameron Battlecruiser Salvage Roll
[blockquote]Rolled 2d6+2 : 5, 1 + 2, total 8[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Dave Baughman on September 28, 2011, 05:09:44 AM
Quote from: chaosxtreme on September 28, 2011, 04:56:43 AM


The explosion that destroyed the Cameron was particularly intense. You suspect the ship's crew may have scuttled her...
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Dave Baughman on September 28, 2011, 06:52:47 AM
By my count, we are at the end of Op Round 3. Chaos, can you please PM me your general plan for the rest of the turn? Am I correct in assuming that you will be trying to root out the rebels using ground patrols and then pull back and slagging any strongpoints from orbit as you discover them?
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: chaosxtreme on September 28, 2011, 03:26:38 PM
Yep. Using Aero wing's as needed. for over flight's after slagging occurs.
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Dave Baughman on September 30, 2011, 06:36:41 AM
(for reference, I'm using the Castle Brian rules from the pre-timejump Hesperus invasion. They will be formally added to the rules next turn and can be found in the Turn 5 patch thread).

FWL will attempt to penetrate into the deep fortifications three times (once in each of the remaining rounds).


[blockquote]Rolled 2d6 : 4, 1, total 5
Rolled 2d6 : 1, 2, total 3
Rolled 2d6 : 6, 3, total 9[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Dave Baughman on September 30, 2011, 06:37:18 AM
FWL does not penetrate into the deep interior of the fortress.

Rebels take low-intensity warfare damage [blockquote]Rolled 2d6 : 5, 3, total 8
Rolled 2d6 : 1, 6, total 7
Rolled 2d6 : 3, 5, total 8[/blockquote]


FWL takes static defenses damage [blockquote]Rolled 2d6 : 4, 4, total 8
Rolled 2d6 : 5, 4, total 9
Rolled 2d6 : 4, 3, total 7[/blockquote]
Title: Re: [RP/MM] Turn 4: FWL vs Rebels Hex 1932 Regulus
Post by: Dave Baughman on September 30, 2011, 06:43:02 AM
Rebels take 5% losses in Op Round 4, 10% in Op Round 5, and 5% in Op Round 6. The total remaining number is unknown.

The FWL ground forces, after damage control, started op round 4 with 72.25 FP

FWL ground forces take 5% damage in Op Round 4, reducing them to 68.50 FP. They regained 0.50 FP from damage control, taking them up to 69.00 FP
FWL ground forces take 5% damage in Op Round 5, reducing them to 65.50 FP. They regain 0.25 FP from damage control, ending the round with 65.75
FWL ground forces take 10% damage in Op Round 6, reducing them to 59.25 FP. They get back 0.75 FP from damage control and end the turn with 60.00 FP


At the end of Turn 4, Regulus remains contested.