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[Combat Ops] Turn 8 - 3224 Klanthandu IV [Complete - FS Win]

Started by Fatebringer, October 12, 2010, 07:14:59 AM

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Fatebringer

The Deneb Light Cav look out for interdicting forces

The following units arrive Operational Turn 1 on Invasion Orders.

CM - TD - Alfa - Transport Division
Deneb Light Cavalry BCT - Light Armor Regiment


Daemonknight

No interdicting forces detected, although military-band signals can bear heard from the ground.

*Klanthandu IV militia mobilizes*

Militia Size: Medium(hex adjacent to foreign hexes, but no captial or hex improvements)
Militia Composition: 2 Mech companies, 2 Armor companies, 2 conventional fighter lances, 2 infantry companies

Militia Quality/Skill Roll:
[blockquote]Rolled 2d6 : 5, 6, total 11[/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

Daemonknight

Initiative roll

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

FS Initiative

[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]

Daemonknight

2 Bottom Level

[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]

Vehicles
2 Bottom Level

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

Conv. Fighters
2 Bottom Level

[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]

Infantry
2 Bottom Level

[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
[blockquote]Rolled 2d6 : 1, 5, 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

DC militia
Conv Fighter groups I & II - 18 FP
Remaining militia - 40 FP

Fatebringer

FS unit actually arrived Turn 2

Turn 3, they move to Orbit

Fatebringer

OP Turn 4

DC Air engaged units in Atmo to prevent move orders.

DC: 18
FS: 99

Fatebringer

OP 4 - Combat Rolls

DC

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

FS

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

Fatebringer

DC Crit Chance

[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]

Fatebringer

DC Crit 1

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

DC Crit 2

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

Fatebringer

Enemy force is encircled: roll on Failed Withdrawal table for fate.

[blockquote]Rolled 1d6 : 2, total 2[/blockquote]

Capture a high-value prisoner – automatically win operational initiative for the next Operational
Round.

Fatebringer

DC: 18 * .55 = 10
FS: 99 * .2 = 20

DC militia air attempt to encircle the FS forces but are destroyed in the process
In addition Guerilla Warefare is impossible in space.
However, the DC aero do secure initiative for the next round.

Salvage Roll

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

Despite having the better roll, the Aero engagement is a decisive FS victory
FS: 3
DC: 0

Fatebringer

OP Turn 5 Initiative

DC

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

FS

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


Fatebringer

OP 4 Wrap Up - Skipped the Damage portion

DC forces are whiped out
FS: 99 - 10 + 1 = 90