Above Glentworth , 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 Glentworth! 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."
Following forces arrive on Op round 2:
Warrior House Kamata Transport Division
-Warrior House Kamata
-Warrior House Kamata Aerospace Regiment
Fed Suns Initiative Roll
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Capellan Confederation initiative:
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
(What is the second Transport vessel?)
((There isn't one, a single Transport Division can carry both a ground and ASF top-level))
Militia Only - Medium
Medium
Mechs
2 Bottom Level
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Vehicles
2 Bottom Level
[blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
Conv. Fighters
2 Bottom Level
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Infantry
2 Bottom Level
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Jump Point: House Kamata Transport Division/House Kamata Regiment: Landing, House Kamata Aerospace Regiment- Aerospace Support
Aerospace Support:
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
Conv Fighter groups I & II - 19 FP
Remaining militia - 45 FP
The unit spends Turn 3 entering Atmo/Orbit and because they won initiative, are on Landing orders Turn 4
Unable to delay the landing, the milita forces engage them at the landing spot.
CC = 59
FS = 64
Turn 4 - Combat Roll
CC
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
FS
[blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
CC Crit Chance
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
CC Crit
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Military VIP, if present, gains a level. If no Military VIP is present, instead check for unit skill
improvement using the training rules.
[blockquote]Rolled 1d6 : 3, total 3[/blockquote]
Before damage is dealt the unit is CC Patrol Group is upgraded to Veteran Status.
CC = 59 * 1.38 = 81
CC = 81 * .3 = 24
FS = 64 * .15 = 10
CC = 81 - 10 +1 = 71
FS = 64 -24 + 2 = 42
CC wins a Decisive Victory
Hex is Contested
CC: 3
FS: 0
Salvage Roll
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
OP 4 Results
Warrior House Kamata TD = 71
Warrior House Kamata Aero = 16
Warrior House Kamata = 178-10+1=169
Seeing the full weight of a Warrior House bearing down on them, the remaining Militia members haul for the hills and disband.
CC/M gains control of Glentworth
CC/M claims 5 RP in Salvage.
Please mark this thread [Completed - CC/M Win]
Company C escorts the 2nd BN of Grenediers.
Raid Defense Roll
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
Mistype this belongs in the Ubidi thread.