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General Category => Flashpoint 3090 => Administrative Resources => Flashpoint Archive: 3090 => Topic started by: Mekorig on April 11, 2010, 11:09:46 PM

Title: [Combat Ops][Complete] Turn 3, 3338 Flintoft
Post by: Mekorig on April 11, 2010, 11:09:46 PM
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
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Mekorig on April 26, 2010, 11:32:29 PM
Taurian Concordat Initiative
[blockquote]Rolled 2d6 : 3, 5, total 8[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 04, 2010, 01:31:26 AM
Raid defense roll
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 04, 2010, 01:32:06 AM

FS initiative
[blockquote]Rolled 2d6-1 : 2, 1 - 1, total 2[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 04, 2010, 01:32:26 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Mekorig on May 05, 2010, 11:28:11 PM
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?
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 06, 2010, 12:20:20 AM
Looks good - see my notes in Diefenbacker for some minor feedback though


FS orders for turn 1

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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 06, 2010, 12:21:33 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 06, 2010, 12:26:21 AM
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


Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Mekorig on May 06, 2010, 02:31:32 PM
So, things would continue like this?




Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:00:12 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:03:41 AM
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]

Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:05:29 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:05:43 AM
TC crit checks
[blockquote]Rolled 2d6 : 3, 2, total 5
Rolled 2d6 : 1, 4, total 5[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:07:35 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:10:03 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:10:33 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:10:49 AM
Crit Checks
FS[blockquote]Rolled 2d6 : 3, 4, total 7[/blockquote]
TC[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:13:24 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:15:44 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:16:21 AM
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]
Title: Re: [Combat Ops] Turn 3, 3338 Flintoft
Post by: Dave Baughman on May 17, 2010, 02:18:04 AM
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.