A jumpship appears in a pirate point near Flaum, and a Union Dropship detach.
QuoteAttackers appear in operational round 1
Units present: Elements of The Taurian Legion (nationality: Taurian concordat)
Engagement Intensity: Raid
Taurian Concordat Initiative
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
Raid Defense roll
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
- 1 Bottom-level unit of air support allowed
- May use up to 100% of the raider's FP
- No initiative modifiers
Local forces initiative
[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
TC wins initiative and may post orders first.
Local governor activates militia
Q/MW/VW/MT
[blockquote]Rolled 2d6 : 5, 3, total 8
Rolled 2d6 : 2, 3, total 5
Rolled 2d6 : 1, 2, total 3
Rolled 2d6 : 6, 1, total 7[/blockquote]
So, if the Raiders began in Jump Point theater, i have to advance or get out of the system, right?
OR 1 TC Orders
* Jump Point - move - Elements of The Taurian Legion
* Atmo/Orbit - no units
* Surface - no units
Is this right?
Isolated unit roll for fighters:
[blockquote]Rolled 2d6 : 1, 4, total 5
Rolled 2d6 : 1, 2, total 3[/blockquote]
1st lance is Defenders
2nd lance is Bat Hawks
Flaum orders
- Jump Point: no units
- Atmo/Orbit: Interception - 1st fighter lance (2x Defender), 0 FP R/R. No orders - 2nd fighter lance
- Surface: no orders - 1st and 2nd 'Mech coy, 1st and 2nd Tank coy, 1st and 2nd Infantry BN.
Flaum simple res[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
TC simple res[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
Flaum crit check
[blockquote]Rolled 2d6 : 1, 6, total 7[/blockquote]
no Crit.
Flaum inflicts no damage
TC inflicts 4 FP
Destroyed UnitsFlaum 1st Fighter Lance 0/0 FP
Surviving UnitsElements of 221st Transport Fleet 12/12 FP
Salvage pool currently contains no FP
Victory Points:
- Jump Point: none
- Atmo/Orbit: TC 3, Flaum 0
- Surface: none
Turn 2 initiative
Flaum [blockquote]Rolled 2d6 : 2, 1, total 3[/blockquote]
TC [blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
TC wins initiative.
So, things would continue like this?
- Jump Point: No Units
- Atmo/Orbit: No orders: Elements of 221st Transport Fleet, Landing: Elements of The Taurian Legion
- Surface: No units¨
*Can i order the ground troops to land from here, or i must wait to OR 3?
Flaum Government orders for Turn 2
- JP - no units
- A/O - Intercept: 2nd Fighter Lance (2x Bat Hawks) 1 FP R/R.
- S - no orders: 1st-2nd 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN
Simple Rez Rolls FG/TC
[blockquote]Rolled 2d6 : 1, 6, total 7
Rolled 2d6 : 5, 5, total 10[/blockquote]
TC crit check
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
TC crit
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
9 Enemy supply columns are overrun and looted – add WS unit improvement for the rest of the
Strategic Turn.
TC inflicts 7 FP
FG inflicts 0 FP
FG 2nd Fighter Lance DESTROYED
TC elements of 221st Transport Fleet SURVIVE 12/12 FP
TC ground forces successfully land.
Initiative for turn 3 FG/TC
[blockquote]Rolled 2d6 : 5, 2, total 7
Rolled 2d6 : 2, 2, total 4[/blockquote]
Flaum Goverment isolated unit rolls
[blockquote]Rolled 2d6 : 4, 2, total 6
Rolled 2d6 : 1, 5, total 6
Rolled 2d6 : 4, 5, total 9
Rolled 2d6 : 3, 6, total 9[/blockquote]
FG Orders for Turn 3
- JP - no units
- A/O - no units
- S - Skirmish: elements of 1st 'Mech Coy (Antagonist "F" Medium 'Mech Coy A) R/R 10 FP. No orders: 2nd 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN.
TC orders
- JP - no units
- A/O - no orders: elements of 221st Transport Fleet.
- S - Defend: elements of Taurian Legion ("C" Medium 'Mech Coy A) G/Q 10 FP.
Simple Res rolls FG/TC
[blockquote]Rolled 2d6 : 3, 4, total 7
Rolled 2d6 : 4, 3, total 7[/blockquote]
Each side inflicts 4 FP on the other.
The battle is a draw (no VP as it was a skirmish)
FG 1st 'Mech Coy 9/13 FP SURVIVES
TC elements of Taurian Legion 6/10 FP SURVIVES
Salvage Pool stands at 9 FP
Initiative for round 4
[blockquote]Rolled 2d6 : 4, 4, total 8
Rolled 2d6 : 5, 3, total 8[/blockquote]
Tiebreaker FG/TC
[blockquote]Rolled 2d6 : 4, 2, total 6
Rolled 2d6 : 5, 1, total 6[/blockquote]
And again...
[blockquote]Rolled 2d6 : 2, 1, total 3
Rolled 2d6 : 5, 3, total 8[/blockquote]
TC wins initiative
TC Turn 4 orders
- JP - no units
- A/O - no orders: elements of 221st Transport Fleet
- S - Withdraw to Orbit: elements of Taurian Legion
FG Turn 4 orders
- JP - no units
- A/O - no units
- S - no orders: 1st-2nd 'Mech Coy, 1st-2nd Tank Coy, 1st-2nd Infantry BN
(Turns 5-6 TC Withdraws to Jump Point, then Transits)
Salvage roll (9 FP pool)
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
No salvage for Flaum government.