A jumpship appears in a pirate point near Deifenbaker, 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 : 6, 2, total 8[/blockquote]
Raid defense roll
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
- One bottom-level unit allowed for air defense
- Defender may field 100% of raider's FP
- No initiative modifier
FS initiative[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
TC wins initiative and may declare orders first.
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?
Quote from: Mekorig on May 05, 2010, 11:27:36 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?
The orders you posted above are perfect, though you can also use "Landing" orders to deposit your troops on the planet at the same time your transports move in. That notwithstanding, your orders are 100% correct.
FS orders for turn 1
- Jump Point - no units
- Atmo/Orbit - Interception - elements of Capellan Dragoons BCT Aerospace (2 STU-D6 Stukas from Wing #1, Squadron A) R/R 5 FP, HO. No orders - Capellan Dragoons BCT Aerospace
- Surface - no orders - Capellan Dragoons BCT, Capellan Dragoons BCT Infantry
5 FP FS vs. 12 FP TC
FS[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
TC[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
FS inflicts 1 FP to the TC transport group. TC ground forces also sustain 1 FP.
TC inflicts 3 FP to the FS interceptors.
TC scores 60 points
FS scores 8 points
Decisive TC victory
TC successfully completes move order.
Surviving UnitsElements of Capellan Dragoons Aerospace - 2/5 FP
Elements of 221st Transport Fleet - 11/12 FP
Victory Points:
- Jump Point: none
- Atmo/Orbit: TC 3, FS 0
- Surface: none
Initiative for op round 2
FS[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
TC[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
TC wins initiative again, so you can declare your turn 2 orders first.
Oh, one minor feedback: technically last turn your orders should have read:
Quote
- Jump Point: Advance to Atmo/Orbit: Elements of 221st Transport Fleet, No orders: Elements of Red Chasseurs*
- Atmo/Orbit: No units
- Surface: No units
*The reason the Chasseurs are on "no orders" is because they are passively riding on the Transport Fleet this turn.
Salvage pool currently stands at 4 FP.
So, things would continue like this?
- Jump Point: No Units
- Atmo/Orbit: No orders: Elements of 221st Transport Fleet, Landing: Elements of Red Chasseurs
- Surface: No units¨
Quote from: Mekorig on May 06, 2010, 02:25:37 PM
So, things would continue like this?
- Jump Point: No Units
- Atmo/Orbit: Advance to Atmo/Orbit: Elements of 221st Transport Fleet, No orders(?): Elements of Red Chasseurs
- Surface: No units¨
*Can i order the ground troops to land from here, or i must wait to OR 3?
At this point, your transports are already in the atmo/orbit threater so they don't need to advance there any more. They can, however, use landing orders to deposit your troops if you are so inclined.
Its worth noting also that "landing" does not require you to be in the atmo/orbit theater - you can initiate a landing op from the jump point theater if you want (the order automatically moves your transports to orbit as part of its execution).
Ok, then i will modify my orders.
FS orders for turn 2
JP - no units
A/O - Interception: elements of Capellan Dragoons ASF (2 STU-D6 Stukas from wing #1, squadron B) 5 FP R/R (HO).
S - no orders - Capellan Dragoons BCT, Capellan Dragoons BCT Infantry
Simple Res TC/FS
[blockquote]Rolled 2d6 : 6, 4, total 10
Rolled 2d6 : 3, 4, total 7[/blockquote]
TC crit check
[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
no crits.
TC inflicts 7 FP and disrupts the enemy unit
FS inflicts 2 FP
FS Capellan Dragoons ASF 56/64 FP SURVIVES
TC elements of 221st Transport Fleet 9/12 FP SURVIVES
TC decisive victory, TC ground forces successfully land.
Iniative for turn 3 TC/FS
[blockquote]Rolled 2d6 : 1, 3, total 4
Rolled 2d6 : 2, 4, total 6[/blockquote]
FS wins initiative
JP - no units
A/O - no orders: Capellan Dragoons ASF
S - Battle: Elements of Capellan Dragoons BCT ("C" Heavy 'Mech Coy A) 9 FP R/R (CA). No orders: Capellan Dragoons BCT Infantry.
TC orders for turn 3
JP - no units
A/O - Air Support: elements of 21st Corps. Air Division (Medium Fighter Squadron C) 7 FP R/R. No orders: elements of 221st Transport Fleet.
S - Defend: elements of Red Chasseurs ("C" Medium 'Mech Coy C) 9 FP R/R.
Air Support roll
[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]
TC gains 5 FP of air support.
14 FP TC vs. 9 FP FS
[blockquote]Rolled 2d6 : 2, 3, total 5
Rolled 2d6 : 6, 5, total 11[/blockquote]
FS crit check
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
2 FS crits
[blockquote]Rolled 2d6 : 4, 6, total 10
Rolled 2d6 : 2, 5, total 7[/blockquote]
7 Repair bay heroics double the amount of after-action battlefield repair.
10 Enemy VIP killed (1-4) or captured (5-6) if present. If no enemy VIP is present, treat as result #4.
(4 Enemy force is encircled: roll on Failed Withdrawal table for fate)
TC inflicts 4 FP
FS inflicts 5 FP and disrupts the enemy
FS regains 1 FP from damage control
TC regains 1 FP from damage control
FS Capellan Dragoons BCT 172/175 FP SURVIVES
TC elements of Red Chasseurs 7/12 FP SURVIVES
TC elements of 21st Corps. Air Division 5/7 FP SURVIVES
TC encirclement check
[blockquote]Rolled 1d6 : 5, total 5[/blockquote]
TC elements of Red Chassuers 7 FP SURRENDER
FS ransoms the captured MechWarriors back to the TC for 14 RP; if TC chooses not to pay the FS gains 7 RP of salvage RP and keeps the MechWarriors as prisoners.
In turn 4, the TC's remaining units withdraw to the Jump Point
In turn 5, the TC leaves the system via Transit orders
Salvage pool is 20 FP
[blockquote]Rolled 2d6 : 6, 3, total 9[/blockquote]
FS gains 6 RP of battlefield salvage.