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[Combat Ops] Hex 3138 Mendham CC vs FS Invasion

Started by Pink_Knight, October 10, 2010, 06:56:48 AM

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Pink_Knight

Above Mendham, space boiled, as it did at other systems in the sector. A host of transports arrived with a flash, and began seperatring their cargo.

"Peoples of Mendham! We have come to free you from the yoke of Federated Suns oppression! They make war over a simple matter of our reclamation of worlds rightfully ours! We shall teach them of their folly.

All who surrender will be dealt with peacefully, as citizens of the Capellan Confederation."

All forces arrive on Op round 2:
1st MaCarron's Armored Cavalry Transport Division
-1st MAC, Nightriders Regiment
-1st MAC Aerospace Regiment

Fatebringer

Fed Suns Initiative Roll

[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]

Pink_Knight

Capellan Confederation initiative:
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]

Fatebringer


Pink_Knight

((There isn't one, a single Transport Division can carry both a ground and ASF top-level))

Fatebringer

Militia Only - Medium

Medium

Mechs
2 Bottom Level

[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]

Vehicles
2 Bottom Level

[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]

Conv. Fighters
2 Bottom Level

[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]

Infantry
2 Bottom Level

[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]

Daemonknight

Jump Point: 1st MAC Transport Division/1st MAC Regiment- Landing, 1st MAC Aerospace Regiment- Aerospace Support

Aerospace Support roll:
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Fatebringer

Turn 3 - Conv. Fighters - Atmosphere - Intercept

Conv Fighter group I - 8 FP
Conv Fighter group II - 9 FP

Fatebringer

Conv Fighter groups I & II - 17 FP
Remaining militia - 45 FP

Fatebringer

The CC/M forces use Turn 3 to move to Orbit (I would use your ASF to engage the other Air prior to landing, but the Militia Air is actually stronger, better to use it for Air Support then lose it)

1st MaCarron's Armored Cavalry Transport Division - 59
1st MAC, Nightriders Regiment - 216
1st MAC Aerospace Regiment 16

Fatebringer

OP 4 - Initiative

CC

[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]

FS

[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]

Fatebringer

FS Militia Air engaged the CC Dropships in Atmo to prevent a landing Move order.

CC call on their Air Support to help defend them.

[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]

Fatebringer


Fatebringer

OP 4 Combat Rolls

CC

[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]

FS

[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]

Fatebringer

CC Crit Chance

[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]

FS Crit Chance

[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]