A jumpship appears in a pirate point near Flintoft, and dropships detach.
QuoteAttackers appear in operational round 1
Units present: Elements of The Red Chasseurs (nationality: Taurian concordat)
Engagement Intensity: Raid
Taurian Concordat Initiative
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
Raid defense roll
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
- No air defense
- Defender may use 90% of raider's FP
- Raider gains +1 initiative bonus
FS initiative
[blockquote]Rolled 2d6-1 : 2, 1 - 1, total 2[/blockquote]
TC wins initiative.
FS calls up militia
Q/MW/VW/MT
[blockquote]Rolled 2d6 : 2, 6, total 8
Rolled 2d6 : 2, 4, total 6
Rolled 2d6 : 2, 2, total 4
Rolled 2d6 : 5, 2, 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 Red Chasseurs
* Atmo/Orbit - no units
* Surface - no units
Is this right?
Looks good - see my notes in Diefenbacker for some minor feedback though
FS orders for turn 1
- Jump Point: no units
- Atmo/Orbit: no orders - 1st and 2nd fighter lance
- Surface: no orders - 1st and 2nd 'Mech coy, 1st and 2nd Tank coy, 1st and 2nd Infantry BN.
Due to raid defense roll, FS fighters can't intercept so no combat occurs.
Initiative for round 2
FS [blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
TC [blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
FS 'mech and tank isolated unit rolls:
[blockquote]Rolled 2d6 : 6, 5, total 11
Rolled 2d6 : 5, 5, total 10
Rolled 2d6 : 4, 2, total 6
Rolled 2d6 : 4, 6, total 10[/blockquote]
FS 'Mech Coy #1: "F" Medium 'Mech Coy C
FS 'Mech Coy #2: "F" Medium 'Mech Coy B
FS Tank Coy #1: Light Tank Coy A
FS Tank Coy #2: Light Tank Coy B
FS orders for turn 2
- Jump Point: no units
- Atmo/Orbit: no orders - 1st and 2nd fighter lance
- Surface: defend - 1st 'Mech coy ("F" medium 'Mech coy C), R/R 16 FP. No orders - 2nd 'Mech coy, 1st & 2nd Tank Coy, 1st & 2nd Infantry BN
So, things would continue like this?
- Jump Point: No Units
- Atmo/Orbit: No orders: Elements of 231st Transport Fleet, Landing: Elements of The Red Chasseurs
- Surface: No units¨
No FS air defense to prevent TC landings...
Turn 3 initiative
[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
[blockquote]Rolled 2d6+1 : 2, 6 + 1, total 9[/blockquote]
TC wins initiative
JP - no units
A/O - Air Support: elements of 21st Corps. Air Division (Medium ASF Squadron B) 7 FP R/R. No orders: elements of 231st Transport Fleet.
S - Recon Raid: elements of Red Chasseurs ("B" Medium 'Mech Coy B) 13 FP R/R.
Air Support check
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
TC air support will equal up to 15% of FS defenders (i.e. 2 FP).
FS orders
JP - no units
A/O - no orders: 1st-2nd fighter lance
S - Defend: elements of 1st 'Mech Coy ("F" Medium 'Mech Coy C) 12 FP R/R. No orders: 2nd 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN.
Final total is 15 FP TC vs. 12 FP FS.
Simple Res rolls FS/TC
[blockquote]Rolled 2d6 : 1, 1, total 2
Rolled 2d6 : 4, 6, total 10[/blockquote]
TC crit checks
[blockquote]Rolled 2d6 : 3, 2, total 5
Rolled 2d6 : 1, 4, total 5[/blockquote]
No Crits.
TC inflicts 9 FP and disrupts the enemy formation (FS 1st 'Mech Coy may not be given orders next round)
FS inflicts 1 FP
FS 1st 'Mech Coy 7/16 FP SURVIVES
TC elements of Red Chasseurs 12/13 FP SURVIVES
TC elements of 21st Corps. Air Division 7/7 FP SURVIVES
Salvage Pool is 10 FP.
Turn 4 initiative
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
[blockquote]Rolled 2d6+1 : 1, 4 + 1, total 6[/blockquote]
FS wins initiative
FS orders for turn 4
JP - no units
A/O - no orders: 1st-2nd fighter lance
S - Battle: elements of 2nd 'Mech Coy ("F" Medium 'Mech Coy B) 11 FP R/R.
TC orders
JP - no units
A/O - Air Support: elements of 21st Corps. Air Division (Medium Fighter Squadron B) 7 FP R/R. No orders: elements of 231st Transport Fleet.
S - Breakthrough -> Withdraw to Orbit: elements of Red Chasseurs (TC "B" Medium 'Mech Coy B) 12 FP R/R.
TC Air Support check
[blockquote]Rolled 2d6 : 5, 1, total 6[/blockquote]
TC gains 1 FP of air support.
Simple Res checks (11 FS vs. 13 TC)
[blockquote]Rolled 2d6 : 2, 6, total 8
Rolled 2d6 : 6, 3, total 9[/blockquote]
Crit Checks
FS[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
TC[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
No crits.
FS inflicts 6 FP
TC inflicts 7 FP
The battle is a draw. TC movement is blocked.
FS 2nd 'Mech Coy 9/16 FP SURVIVES
TC elements of Red Chasseurs 7/13 FP SURVIVES
TC elements of 21st Corps. Air Division 6/7 FP SURVIVES
Salvage pool stands at 23 FP.
Initiative for round 5
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
[blockquote]Rolled 2d6+1 : 1, 1 + 1, total 3[/blockquote]
FS wins initiative
FS orders for turn 5
JP - no units
A/O - no units
S - Battle: elements of 1st 'Mech Company (FS "F" Medium 'Mech Coy C), 6 FP R/R. No orders: 2nd 'Mech Coy, 1st-2nd Armor Coy, 1st-2nd Infantry BN.
TC orders
JP - no units
A/O - Air Support: elements of 21st Corps. Air Division (Medium Fighter Squadron B) 6 FP R/R
S - Breakthrough -> Withdraw to Orbit: elements of Red Chasseurs ("B" Medium 'Mech Company B) 7 FP.
TC Air Support roll
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
TC gains 1 FP of air support, for 6 FP FS vs. 8 FP TC.
[blockquote]Rolled 2d6 : 4, 2, total 6
Rolled 2d6 : 2, 5, total 7[/blockquote]
FS inflicts 2 FP
TC inflicts 3 FP
TC decisive victory
TC withdraws to orbit
FS 1st 'Mech Coy 5/16 FP SURVIVES
TC elements of Red Chassuers 5/13 FP SURVIVES
TC elements of 21st Corps. Air Division 5/7 FP SURVIVES
Salvage pool stands at 28 FP.
Round 6, TC withdraws to Jump Point.
Battle spills into turn 4.