Hathee Brigade, 2nd Capellan Legion - supported by the Darzee Aerospace Fleet - moves to invade Kasdach.
[These assaults originated from 2536, which contains ASF making the assaulting forces beat them before moving. and we need Init.]
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
SS Init:
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
[What do we do here? Hex 2536 where these troops originated from has ASF moving out, in and stationed in the hex, you winning init means that these troops try to jump out before the SS can execute their orders. Can they be engaged as they try to leave hex 2536?]
Yeah, in fact you can prevent them from invading this turn since effectively they're now forced to make a hostile movement orders move.
Darzee ASF Fleet has 45 FP and will contest any attempt to prevent the 2nd Legion from breaking out of 2536.
[OCC
Because the rebels won init they execute movement orders before the SS, the following units move to keep the 2nd from leaving:
77th Spectral Air Assault Cluster Transported Aero Transported Regular Reliable 24
78th Spectral Air Assault Cluster Transported Aero Transported Regular Reliable 24
79th Spectral Air Assault Cluster Transported Aero Transported Regular Reliable 24
80th Spectral Air Assault Cluster Transported Aero Transported Regular Reliable 24
83rd Spectral Air Assault Cluster Transported Aero Transported Regular Reliable 25
121FP
OCC]
SS Damage roll:
[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
[Holy crap my rolls suck bad.]
Damage is 24.25 before mods.
Darzee simple rez
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
pathetic. ::)
OOC: Holt, are the Sharks on blockade or interdiction orders?
[Interdiction.]
Init:
[blockquote]Rolled 2d6 : 4, 4, total 8[/blockquote]
Darzee only inflicted 9 FP - not enough to break interdiction.
Rebel initiative [blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
tiebreaker [blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Tie Breaker Init:
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
LOL tie breaker again.
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Hmmm... no good solution. If the 2nd is to escape, Darzee needs to inflict another 3 FP. Lets hope for a 30% or better result on the simple res...
9 FP of Darzeen launch their hopeless, sacrificial attack.
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Sigh. Epic fail.
[Some supremacy forces enter the hex via their movement, (having lost starting init) some of them create an defending interdiction:
3rd Snapping Jaws Air Assault Cluster Monolith Mobile Regular Reliable 22.5
3rd Snapping Jaws Air Assault Cluster Monolith Mobile Regular Reliable 22.75
3rd Snapping Jaws Air Assault Cluster Comitatus Mobile Regular Reliable 8.25
3rd Snapping Jaws Air Assault Cluster Odyssey Mobile Regular Reliable 8.5
3rd Snapping Jaws Air Assault Cluster Monolith Mobile Regular Reliable 22.5
4th Snapping Jaws Air Assault Cluster Monolith Mobile Regular Reliable 22.5
4th Snapping Jaws Air Assault Cluster Monolith Mobile Regular Reliable 22.75
4th Snapping Jaws Air Assault Cluster Comitatus Mobile Regular Reliable 8.25
4th Snapping Jaws Air Assault Cluster Odyssey Mobile Regular Reliable 8.5
4th Snapping Jaws Air Assault Cluster Monolith Mobile Regular Reliable 22.5
The same forces minus damage are on offensive interdiction.
121 - 9 = 112FP
Damage roll:
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Rebel ASF is dead.
Offensive Interdiction stands at
Starting 121Fp - 9FP (R1) - 2.25FP (R2)= 109.75FP
Defensive Interdiction at 169FP
Salvage pool stands at 45FP + 9FP + 2.25FP = 56.25FP
Round 3 Init:
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Rebel init [blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
Rebel fanaticism check (target: 10+)
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Rebel ground forces surrender.
What is the FP value that surrenders?
Quote from: Dave Baughman on October 31, 2011, 02:23:59 AM
Rebel ground forces surrender.
Why, might I ask?
60 FP- 15 FP of Mechs, 15 FP of Infantry, 30 FP of Armor
I ask because I need to add those values to the thread as salvage since they surrendered.
Quote from: Daemonknight on October 31, 2011, 03:17:37 PM
Why, might I ask?
60 FP- 15 FP of Mechs, 15 FP of Infantry, 30 FP of Armor
Don't forget that you don't get the full 60 FP, you only get 48 in this case. You get the FP of the unit, minus the value of the personnel(in this case, 12 FP is the value of the mechwarriors, infantrymen and tank crews).
All that info would be good, units their FP and rating are all helpful for me to finish my orders.
? what else do you need?
Salvage:
56.25 /and/ 48FP surrendered
Salvage roll:
[blockquote]Rolled 2d6+10 : 4, 4 + 10, total 18[/blockquote]
SS:
109.75 + 1.25 (battlefield salvage) + 10 Salvage = Supremacy forces are repaired to full.
38 Surrendered FP is turned into RP.