As reinforcement's continue to arrive and the wear weary Knights, 1st Militia and GDL refit and prepare for the final assault.
Op round 1 Init Re-Roll
[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
Quote from: chaosxtreme on October 19, 2011, 05:41:57 PM
Forces that arrived Round 1
Ground only
Free Worlds League Stewart Dragoons Juggernaut Mechs, Vehicles, Power Armor Transported Regular Reliable 28.75
Free Worlds League BattleMagic (Mercenaries) BattleMagic Mechs, Vehicles, Power Armor Transported Elite Fanatical 7.5
Free Worlds League Stewart Dragoons Home Guard Mechs, Vehicles, Power Armor Transported Veteran Reliable 36.75
Free Worlds League Marik Militia 13th Marik Militia Mechs, Vehicles, Power Armor Transported Regular Reliable 22.5
Free Worlds League Atrean Dragoons 1st Atrean Dragoons Mechs, Vehicles, Power Armor Transported Regular Fanatical 30.75
Free Worlds League Fusiliers of Oriente Ducal Guard Mechs, Vehicles, Power Armor Transported Elite Fanatical 62.25
Free Worlds League Free Worlds Guards 2nd Free Worlds Guards Mechs, Vehicles, Power Armor Transported Veteran Fanatical 35
Aero
Free Worlds League Stewart Dragoons Yamada's Sharks Aerospace Transported Veteran Reliable 1.25
Free Worlds League BattleMagic (Mercenaries) BattleMagic Air Support Aerospace Transported Elite Fanatical 6.25
Free Worlds League Stewart Dragoons The Stewart Shield Aerospace Transported Veteran Reliable 2.5
Free Worlds League Free Worlds Guards 2nd Free Worlds Guards Aerospace Aerospace Transported Veteran Fanatical 1.25
Free Worlds League Fusiliers of Oriente Ducal Guard Air Wing Aerospace Transported Elite Fanatical 1.5
Free Worlds League Atrean Dragoons 1st Atrean Dragoons Air Wing Aerospace Transported Veteran Fanatical 2.5
Free Worlds League Marik Militia 13th Militia Aerospace Aerospace Transported Regular Reliable 1
((OOC: This is all that you posted previously in this turn. However, the BattleMagic Mercenary unit is not able to arrive at Regulus this turn, as it is 11 hexes away. Following the shortest flight path, they would stop at hex 1334(Karachi).
Please post the forces that are still present from last turn, in their current condition))
I've tidied up the thread a bit. In the process I accidentally wiped out the Regulans initiative roll for op 1.
For the record, it was an "8." The thread is archived in Admin Resources for verification if neccessary.
Sequence of events this turn:
Op Round 1: A strong force of Regulan 'Mechs and armor sally from the Castle Brian, inflicting serious damage on the 2nd Knights of the Inner Sphere before withdrawing behind their fortifications.
Op Round 2: FWL reinforcements arrive and deploy to the surface. Efforts to breach the Castle Brian's defenses fail.
Op Rounds 3-5: FWL continues to attempt to breach the fortress without success.
Op Round 6: The Admiral commanding FWL naval forces in the system issues an ultimatum - if the Regulus Castle Brian does not surrender, he will destroy one major population center with orbital bombardment every day until either the garrison surrenders or the planet is rendered lifeless.
...to be continued next turn.