Intelser Forums

General Category => Flashpoint 3090 => Administrative Resources => Flashpoint Archive: 3090 => Topic started by: Dave Baughman on March 12, 2010, 01:31:04 AM

Title: [Combat Ops][Complete] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 12, 2010, 01:31:04 AM
Nadir Jump Point
Verthandi Star System
Hell's Horses Territory
22 March 3090


Detaching from an unidentified JumpShip that had appeared only moments earlier, several DropShips raced towards the planet's surface. The ships were unmarked, but their types - a Mule and a Hamilcar escorting a pair of Dictators - left little question as to their nationality.

Quote
Forces arrive in operational round 2

Units present: Elements of White Reapers (nationality: Word of Blake), Elements of Destined Communication (nationality: Word of Blake)

Engagement Intensity: Incursion
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Parmenion on March 16, 2010, 01:27:05 PM
Planetary Headquarters, Verthandi
22 March 3090


"... and send a message to both New Caledonia and Csesztreg.  Inform them that sensors are showing at least two battalions of 'Mechs are headed towarded Verthandi.  The stravag Blakists have a Mule along for the ride and one of those odd looking Hamilcar dropships."

"Aff, Star Captain."

As his aide left his side to begin the HPG communique, Star Captain Hanson, former Crusader Elemental, and now commander of the planetary militia on Verthandi, began plotting the defense of the world entrusted to him.

(ooc:   Planetary militia only present)



Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 16, 2010, 03:54:45 PM
(OOC - feel free to roll for the composition of your militia. One of the nice things about this forum is that it has the [ roll ] command on it, allowing everyone to roll their own dice on demand  :))
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 16, 2010, 03:55:38 PM
Also...

WOB Initiative
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Parmenion on March 18, 2010, 12:01:50 PM
Hell's Horses Initiative:

[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]

Planetary Militia:  Medium

Quality, weight class and tech level: 

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


Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Parmenion on March 18, 2010, 12:08:06 PM
Initiative took a tumble, but everythng else comes up smelling of roses:

Mechs:  2x bottom level Elite, 2nd Line Heavies

Armour: 2x bottom level Elite, 2nd Line Heavies

Conventional Fighters:  2x bottom level Elite

Infantry:  2x bottom level Elite

Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 22, 2010, 11:35:46 PM
(OOC - whoops, I didn't see the HH initiative roll)

Since WOB won initiative, they will post orders first.


OOC2 - let me know if you will try to intercept with your conventional fighters when the WOB dropships hit your atmosphere. Otherwise, we can probably go straight to op round 2 initiative.
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Parmenion on March 23, 2010, 12:30:52 PM
Dave,

In looking at some of the other threads, it looks as though you differentiated Unit Quality, Weight and Tech Level through the use of separate rolls.   Whereas I just took at as the 2D6 roll being that particular line across from the number.

Do you want me to roll the extra requirements?

(ps... the conventional fighters will attempt to intercept.  cheers)

Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 23, 2010, 01:11:04 PM
Quote from: Parmenion on March 23, 2010, 12:30:52 PM
Dave,

In looking at some of the other threads, it looks as though you differentiated Unit Quality, Weight and Tech Level through the use of separate rolls.   Whereas I just took at as the 2D6 roll being that particular line across from the number.

Do you want me to roll the extra requirements?

(ps... the conventional fighters will attempt to intercept.  cheers)



The issue with the roll was my fault in not being more clear in the rules. I posted an eratta, but your roll is grandfathered.
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 10:58:46 PM
CF composition:
1st point[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]

2nd point[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:02:25 PM
HH Simple Rez orders

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

WOB Transports
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:03:14 PM
HH Interceptors inflict 0 FP after rounding
WOB Transports inflict 11 FP and earn a possible critical event

[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:04:11 PM
No crit.

Destined Communications - 20 FP survives
HH 2nd CF Point DESTROYED

Damage inflicted to date: 1 FP




OR2 Initiative

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

HH
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:05:36 PM
HH Isolated Unit rolls

Mek Bin 1
[blockquote]Rolled 2d6 : 2, 1, total 3
Rolled 2d6 : 3, 1, total 4[/blockquote]

Mek Bin 2
[blockquote]Rolled 2d6 : 2, 5, total 7
Rolled 2d6 : 4, 4, total 8[/blockquote]

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

Tank Star 2
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:12:15 PM
Mek Bin 1
Rolled 2d6 : 2, 1, total 3 -- A High
Rolled 2d6 : 3, 1, total 4 -- B High

Mek Bin 2
Rolled 2d6 : 2, 5, total 7 -- B Low
Rolled 2d6 : 4, 4, total 8 -- C Low


Tank Star 1
Rolled 2d6 : 6, 1, total 7 -- B

Tank Star 2
Rolled 2d6 : 3, 6, total 9 -- C




WOB Orders
HH Orders
WOB SR Roll
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]

HH SR Roll
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:13:31 PM
WOB inflicts 7 FP and earns the enemy a crit check.

HH inflicts 17 FP and earns a possible crit.


HH Crit checks
[blockquote]Rolled 2d6 : 3, 1, total 4
Rolled 2d6 : 4, 5, total 9[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:13:44 PM
HH Earns 1 critical event

[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:14:59 PM
8 - Military VIP, if present, gains a level. If no Military VIP is present, instead check for unit skill
improvement using the training rules.

Skill check (elite to legendary - target is a 6)
[blockquote]Rolled 1d6 : 6, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:18:41 PM
(*Note - due to a calculation error earlier, the HH Mech Binary should have been 40 FP rather than 33; consequently they dealt 20 damage)

HH 1st 'Mech Binary becomes Legendary.

HH 1st 'Mech Binary 33 FP survives, 1 FP is recovered through damage control for a total of 34. FP increases from 34 to 42 due to skill increase.

WOB Elements of White Reapers 25 FP survives

Damage so far: 27 FP


Initiative for OR3

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

WOB[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:23:00 PM
(scoring notes - OR1 was a decisive WOB victory. OR2 was a decisive HH victory. Current VP score is 2 VP WOB, 3 VP HH)


HH Orders


WOB Orders

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

WOB SR
[blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:27:00 PM
(note - WOB force was actually 27 FP as they regained 2 FP from damage control... I keep forgetting the details LOL)

HH inflicts 13 FP
WOB inflicts 5 FP

Breakthrough fails

WOB scores 12 points, HH scores 48 points - decisive HH victory.

HH: 6 VP
WOB: 1 VP

HH 1st Mek Binary 37 FP survives -> 1 FP from damage control increases this to 38.
WOB Elements of White Reapers 14 FP survive -> 1 FP from damage control increases this to 15.

Damage to date: 46 FP




OR4 intiative

HH
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]

WOB
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:30:02 PM
WOB Orders
HH Orders
WOB SR Roll
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]

HH SR Roll
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:30:53 PM
WOB inflicts 8 FP and earns a possible critical event.
HH inflicts 11 FP.

WOB crit check
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:31:08 PM
WOB scores 2 critical events.

[blockquote]Rolled 2d6 : 5, 2, total 7
Rolled 2d6 : 6, 2, total 8[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:33:45 PM
7 Repair bay heroics double the amount of after-action battlefield repair.
8 Military VIP, if present, gains a level. If no Military VIP is present, instead check for unit skill
improvement using the training rules.

Training check R->V (2+)
[blockquote]Rolled 1d6 : 4, total 4[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:36:39 PM
Elements of White Reapers 4 FP survives -> 1 x 2 = 2 FP gained through damage control -> 6 FP total
White Reapers becomes a Veteran unit. FP increases to 8 FP.

2nd Mech Binary 30 FP survives

WOB scores 21 points, HH scores 73 points - decisive HH victory

HH: 9 VP
WOB: 0 VP


OR5 initiative
WOB
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]

HH
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]

Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:42:20 PM
WOB Orders

HH Orders
SR rolls (Atmo/Orbit first, Surface second)

HH
[blockquote]Rolled 2d6 : 3, 3, total 6
Rolled 2d6 : 1, 1, total 2[/blockquote]

WOB
[blockquote]Rolled 2d6 : 1, 6, total 7
Rolled 2d6 : 3, 4, total 7[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:45:43 PM
Atmo/Orbit Theater*

HH inflicts 0 FP
WOB inflicts 8 FP

*Why did the HH make this seemingly meaningless attack you might ask? Even though they couldn't inflict FP, they might have still rolled a critical event or disrupted the transports, so they sacrificed themselves to make the attempt.

Surface Theater

HH inflicts 4 FP and earns the enemy a critical opportunity
WOB inflicts 3 FP

WOB Crit Check
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:48:48 PM
No Crit.

Interception fails.

Incidentally, I was doing victory points wrong earlier. That's what I get for rushing. The VP totals for Atmo/Orbit and Surface should have been tracked separately. It did not impact the outcome of the battle, but its a good thing to remember.

Decisive WOB Victory in the Atmo/Orbit Theater - Score is WOB 6 VP, HH 0 VP.
Decisive HH Victory in the Surface threater - Score is WOB 0, HH 9 VP.

WOB forces are required to withdraw but do not have access to transport
Failed withdrawal roll
[blockquote]Rolled 1d6 : 3, total 3[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:51:41 PM
WOB must use Guerilla Warfare orders (if able) for the rest of the turn.

WOB Elements of Destined Communication 20 FP survive
HH CF Point 1 DESTROYED

WOB Elements of White Reapers 4 FP survives. Noe enough damage sustained for damage control.
HH Mek Binary 1 35 FP survives. Not enough damage sustained for damage control.

OR6 Initiative

WOB [blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]

HH [blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:56:21 PM
OR6 HH Orders
WOB Orders
HH SR Roll
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]

WOB SR Roll
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on March 31, 2010, 11:59:04 PM
WOB inflicts 5 FP and earns a possible critical event and disrupts the enemy formation.
HH inflicts 12 FP and earns a possible critical event.

Disruption cancelled by the destruction of the WOB force.

WOB crit check [blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
HH crit check [blockquote]Rolled 2d6 : 1, 3, total 4[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on April 01, 2010, 12:03:15 AM
no crits.

Actually, WOB only did 3 FP.

Elements of White Reapers DESTROYED
Armor Star 1 21 FP Survives. Not enough damage sustained to benefit from damage control.


Total Damage for the battle: 79 FP

Salvage check:
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
Title: Re: [Combat Ops] Turn 2, 2311 Verthandi
Post by: Dave Baughman on April 01, 2010, 12:03:36 AM
Salvage is 5% -- HH recovers 4 RP of salvage.
Title: Re: [Combat Ops][Complete] Turn 2, 2311 Verthandi
Post by: Parmenion on April 02, 2010, 10:42:38 PM
How... interesting.

Now I presume that as Militia, they disappear back into the ether until required again.  Yes?

What happens with the salvage?  Does the FP amount go into our generic budget?

Thanks.
Title: Re: [Combat Ops][Complete] Turn 2, 2311 Verthandi
Post by: Dave Baughman on April 02, 2010, 11:28:14 PM
Quote from: Parmenion on April 02, 2010, 10:42:38 PM
How... interesting.

Now I presume that as Militia, they disappear back into the ether until required again.  Yes?

What happens with the salvage?  Does the FP amount go into our generic budget?

Thanks.


Correct on both counts. The militia disperse back into off-camera-land once the combat is ended. If they get called up again, they get rolled fresh.

The RP gained from salvage gets added to the revenue side of your economics tab for turn 3.