Pirate point, Sargasso: Will those bold people make it unmolested to the ground?
(http://intelser.org/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 1, 3, total 4
Any reaction by fighters or other, worse?
I have troops here, but they're leaving. Even if you show up first, they're still going to try to run for it. . . so is it even worth rolling initiative?
I wont hold them up right now, although the Init thing for Raids is always problematic to me. Better wait what the raid brings, cuz.. there could be more.. And THEN could be the time to roll init. Its a call for GMs, really.
The Adders are planning on joining in the party here, but with no blockade, it's not necessary from our side if you're just planning on leaving. In cause the IHs are looking to invade though:
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
OP: I appreciate your eagerness, but it seems last turn the Raid preceeded any normal movement. Thus, I would refrain from Inits unless a GM says otherwise, of course. :) First the raid, then the Invasion and Init.
Thats my perspective on it. But good to know we have other peeps here that can party hard. :D
Just to clarify:
There is nothing in the rules that exempt raids from initiative. It is possible for raiders to arrive after some of the initial movement/etc orders have been executed. (one of the hazards of uncoordinated operations)
Quote
1. Initiative: all involved factions roll 2d6 to determine the order they will declare orders in.
2. Declare Orders: each faction announces its actions.
3. Special Scenarios: any unique rules or conditions should be disclosed at this point (if they have not already).
4. Resolution: play MegaMek or roll for simple resolution.
5. Damage Control: any force that took damage but survived the combat regains 10% of the lost FP (round to the nearest 0.25).
6. Conclusion: in Raid and Battle type scenarios, the attacker withdraws to an adjacent friendly hex (if applicable). In Invasions, repeat steps 1-5 as neccessary until the Invasion has been completed.
In which case, RWR initiative roll:
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Since the RWR looks to be gone, whenever it comes around to my initiative:
Along the Lyran Front the war continues with the Arrival of an Adder TF at it's newest battlefront.
2 Warships and various fighters lead the way in system ~15 FP.
Not even going to bother writing an RP post on this one. More militia. Whee.
Before the Attack at least there must be a Recon raid...
care to roll on your chart?
I mean.. I now know whats here, so perhaps we can call this one off completely, as the raid force is bigger than your militia anyway. :P
It is your call, though. Raid, and dead Militia, Raid without Militia involved, or no Raid and just invasion?
Raid Defense roll:
(http://intelser.org/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 3, 2, total 5
Raid Defense Force Table
5 90% of Attacker
(Apparently, modifying the post with the result set off that flag - sorry. No cheating involved - I promise - if I did I might have given myself more than a five)
I guess the Militia is going down then. It is an MM opportunity, however.
2 vs 1 odds, though. Able to schedule with me? August?
I was in error - it pays to check the order sheet. The Royal New Capetown Militia is here, 3.5 FP.
Its 1.5 FP vs 90 % of it.
Should be doable for the Hellions, however, it wont matter anyway. Although, August, its a chance for MM. How is the weekend for you? Or Friday?
Ok. the BV makes it clear that there was a huge gap involved. Not sure what now. August conceded when his Manticore was immobile, his Carrier was dead and his hopper ko for one round.
On the other hand, only the Moth had 6 points damage and a Foot and leg actuator damaged. (Masc on 3).
I attached the logs for what its worth.
Victory!
-------------------
Winner is: TEAM #1
Marlin: 12132 BV remaining (from 12904 initially) 0 BV fled
august: 6573 BV remaining (from 7851 initially) 0 BV fled
Survivors are:
Griffin GRF-1N (august)
Pilot : Unnamed [5/6]
Kills : 0
Demolisher Heavy Tank (august)
Driver : Unnamed [5/6]
Kills : 0
Warhammer WHM-6R (august)
Pilot : Unnamed [5/6]
Kills : 0
Grasshopper GHR-5N (august)
Pilot : Unnamed [5/6] ( 1 hit(s) )
Kills : 0
Lineholder KW1-LH2 (august)
Pilot : Unnamed [5/6]
Kills : 0
Ontos Heavy Tank (august)
Driver : Unnamed [5/6]
Kills : 0
Manticore Heavy Tank (august)
Driver : Unnamed [5/6]
Kills : 0
Fire Falcon B (Marlin)
Pilot : Nova Commander Danielle [2/3]
Kills : 1
Fire Moth D (Marlin)
Pilot : Unnamed [2/3]
Kills : 0
Corona (Marlin)
Gunnery Skill : Unnamed [2]
Kills : 0
Gnome (Marlin)
Gunnery Skill : Unnamed [2]
Kills : 0
Elemental (Pulse Laser) (Marlin)
Gunnery Skill : Unnamed [2]
Kills : 0
Cougar B (Marlin)
Pilot : Unnamed [2/3]
Kills : 0
The following utterly destroyed units are not available for salvage:
LRM Carrier (august)
Driver : Unnamed [5/6]
Kills : 0
Destroyed by Fire Falcon B (Marlin)
Detailed unit status saved to entitystatus.txt
I am inclined to gobble up all possible salvage from here, though august wanted to let them fight to the death. I had better range, its not unlikely they were pounded from a distance. Those Arc Royals are certainly not bright, but their bravery is undisputed. :-*
If my force took no real damage, the Salvage stands at 1.75 FP
Raid Salvage: [blockquote]Rolled 2d6+2 : 4, 3 + 2, total 9[/blockquote]
Rolling what is salvageable: [blockquote]Rolled 2d6+5 : 5, 3 + 5, total 13[/blockquote]
Hm.. Salvage should be .25 FP (rounded up)
and if the CIH grabs 80 % thereof, again, rounded up, that should be that?
OK?
IP: As soon as the Raiding force had left the system successfully, another force of jumpships, also Ice Hellions, entered the system.
Init: [blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
And they saw that the Star Adders were already there. Regardless, the Dropships boosted to the Planet, no real resistance was expected and perhaps the bigger numbers could scare away the Star Adders?
OOC: Its now between Adders and AR remains.
Adders and AR, please finish the Invasion.
Assuming we don't need to fight out a 3.1:1 fight as per the other threads.
3.25 (or 2.x since the Militia will be damaged from the IH raid) form a regular cluster to be named in the salvage summary.
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
I've written and then deleted two unkind responses; suffice it to say that I consider this unsporting on the part of the Adder players. At every turn exploiting rules that exist only in the FGC rulebook and wouldn't be at all apparent IC to get the bare minimum ensuring 3+:1 odds.
Defense roll:
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
OOC: Could you pm me what you find is exploiting the rules here? Marlin won his recon raid and as CIH and CSA are on good terms, and share intel ,why wouldn't we know there's only militia here? Would you prefer 80-100 to 1 odds?
This hasn't been a very nice war for a while now unfortunately, and I'd like to do what we can to keep any hard feelings IC and not OOC.
Will that be finished soon? Hellions might want to have a say in this too. (Ownership I mean)
The militia was destroyed above. If you want to trial v. CSA that's your prerogative of course.