2nd Battalion 2nd Brigade Fusiliers of Oriente
Intensity: Invasion
" This is Force Commander Ludwilla Hara, your government has been shown to be in collusion with the elements which prolonged the detoxification of Kwamashu and thus deliberately contributed to the deaths and horrid living conditions of millions of league citizens, surrender and accept the Captain-Generals mercy, or you can fight and I can show you what those of us who were born on worlds like Kwamashu think of scum like you.
OOC: Im open to doing MM if someone wants to play the opposing militia.
[OOC] I'll proxy the militia in MM if you want bro, and if the GMs are cool with it. The milita are a neutral non-faction force, right?
Yep. Go ahead and roll them on the militia table.
Got time for a game tonight?
No objection to Tan proxying the planetary militia. Tan, I will send you a PM in a sec with some additional info.
Quote from: chaosxtreme on May 13, 2010, 01:13:06 AM
Yep. Go ahead and roll them on the militia table.
Got time for a game tonight?
Gimme a day or two to get to grips with the campaign rules and I should be good to go. :)
Quote from: Dave Baughman on May 13, 2010, 01:58:53 AM
No objection to Tan proxying the planetary militia. Tan, I will send you a PM in a sec with some additional info.
Got it, thanks!
OK, I guess I'm ready to roll up the militia. Do I do that on this thread or PM it to a GM?
Quote from: Tan on May 13, 2010, 11:06:30 PM
OK, I guess I'm ready to roll up the militia. Do I do that on this thread or PM it to a GM?
You can use the die roller function right here to generate the results :)
Right - so they're a Medium Militia because of one foreign hex.
Militia composition roll:
[blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
And my initiative roll:
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
init roll
[blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
You win init.
So the militia is 2 Companies of Mechs Medium Regular Qualifty F level equipment.
You have additional forces coming into the hex?
Also if your still here I can play this now. I can also host for Mega Mek
My AIM and MSN is next to my name.
(OOC - looking good so far, though one minor note... militia should have four rolls: 1 for quality, 1 for 'mech weight class, one for tank weight class, and one for 'mech tech level. The manual is ambiguous about this, but we posted an eratta to clarify this last turn. Looking forward to seeing how the first round of combat goes :))
OK, remaining three militia rolls:
Mech weight - [blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Tank weight - [blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
Tech Level - [blockquote]Rolled 2d6 : 3, 2, total 5[/blockquote]
(Better check this)
The militia are rolled as:
2 Companies of Light Mechs, Regular/Reliable, Tech Level F
2 Companies of Medium Vehicles, Regular/Reliable
2 Lances of Conventional Fighters, Regular/Reliable
2 Companies of Conventional Infantry, Regular/Reliable
I don't have a table for conventional fighters btw
Edit - Oh, and no orders this Operational Round. Until your unit hits dirt, all my guys can do is mill around on the planet surface.
Awesome do you have a contact for megamek?
I can play tonight and I can host if you can play now.
Sorry for delay, busy weekend. All my evenings this week are free though, so how does setting a time for Mon 17th 9.00 pm EST sound?
Also, my init roll for this round:
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Not a problem 9 pm est on Monday is great.
Unfortunately I'm not sure I can host while on vacation but we will find out worst case scenario we can connect to one of the megamek servers I saw on CBT.
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
Atmo Orders
Land and unload Dropships.
Ground Init
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
No orders from militia for last Op Round.
My init roll for this next round: [blockquote]Rolled 2d6 : 6, 4, total 10[/blockquote]
Ground Init take 2
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Tie! Rolling again:
Militia initiative, OR 3
[blockquote]Rolled 2d6 : 4, 6, total 10[/blockquote]
Militia Orders OR3, Ground Theatre:
McMillan's Light Horse (mercenaries) - Battle
Guangzhou 3rd Infantry Battalion - Infantry Support
Other Militia Units: Defend
2nd Bat 2nd Brigade of Oriente Fusillers OR3, Ground Theatre:
- Breakthrough
looks like its not pertinent in op round 3, but for future reference here's the link to the CF tables. Guangzhou should use the Oriente/Andurien table
http://intelser.org/forums/index.php?topic=49.msg860#msg860
If you call in air support, determine the composition of each lance by rolling once on the chart, they'll be pairs of the same type.
Good luck in your upcoming battle!
Thanks, I'll need it. 8)
For anyone who's following this thread, we're playing "Best of X" in megamek to resolve this battle (we agreed to switch to Mixed and do SR for the rest if we can't play all the games, get burn-out, or whatever).
We scaled down the Battalion combat to 3 lots of Company vs Company. I tossed in a single squad of BA alongside each of my Companies to represent the Inf support. We're playing on standard mapsheets, 2x2.
Sounds like an excellent way to approach the fight.
Technically though you are entitled to use a lot more BA if you want, but I can also understand the value of conserving your forces for now. Either way, I'm looking forward to hearing how things turned out.
Quote from: Dave Baughman on May 18, 2010, 01:15:21 PM
Technically though you are entitled to use a lot more BA if you want, but I can also understand the value of conserving your forces for now.
Oh yeah, looks like I miscalculated. I could have taken 4 squads in each. Ah well, I'll know for next time.
3rd 'set' of the battle is simple res, by agreement:
10 (Light Mech company) + 2 (4 squads of IS Standard BA) = 12 FP total.
SR roll
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
19.55 FP Heavy Mech Company with ST Unit enhancement
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
50% of my FP done as damage = 9.78 FP
Potential Critical Event
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
1 Crit Earned.
Rolling for crit
[blockquote]Rolled 2d6 : 5, 2, total 7[/blockquote]
7 Repair bay heroics double the amount of after-action battlefield repair.
So I will auto recover 20% of forces lost in the fighting as opposed to 10%
Quote from: Tan on May 22, 2010, 12:03:44 AM
3rd 'set' of the battle is simple res, by agreement:
10 (Light Mech company) + 2 (4 squads of IS Standard BA) = 12 FP total.
SR roll
(http://intelser.org/forums/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 2, 4, total 6
so 30% of 12 FP = 3.6 FP
so 3.6 FP *.2 = .72 rounded to the nearest whole number is 1.
so 3.6 fp -1 FP My damaged FP is 2.6 FP
19.55 FP - 2.6 FP = 16.99 FP of the Heavy Company remains. (2nd Battalion 3rd Company)
Enemy forces now stand at 2.2FP
Second Battle from MM or 2nd Battalion 2nd Company
Victory!
-------------------
Winner is: TEAM #2
Tan: 1811 BV remaining (from 5179 initially) 0 BV fled
HHH: 8004 BV remaining (from 10006 initially) 0 BV fled
Survivors are:
Tarantula ZPH-1A (Tan)
Pilot : Unnamed [4/5]
Kills : 0
Scarabus SCB-9A (Tan)
Pilot : Unnamed [4/5]
Kills : 0
IS Standard (Laser) (Tan)
Gunnery Skill : Unnamed [4]
Kills : 0
IS Standard (Laser) #2 (Tan)
Gunnery Skill : Unnamed [4]
Kills : 0
Anvil ANV-3M (HHH)
Pilot : Unnamed [4/5]
Kills : 0
Anvil ANV-3M #2 (HHH)
Pilot : Unnamed [4/5]
Kills : 0
Tempest TMP-3M (HHH)
Pilot : Unnamed [4/5]
Kills : 1
Tempest TMP-3M #2 (HHH)
Pilot : Unnamed [4/5]
Kills : 0
Perseus P1B (HHH)
Pilot : Unnamed [4/5]
Kills : 1
MechWarrior Unnamed (HHH)
Gunnery Skill : Unnamed [4]
Kills : 0
Graveyard contains:
Tarantula ZPH-1A #2 (Tan)
Pilot : Unnamed [4/5]
Kills : 0
Destroyed by Perseus P1B #2 (HHH)
Night Hawk NTK-2Q (Tan)
Pilot : Unnamed [4/5] ( 1 hit(s) )
Kills : 0
Destroyed by pilot error.
Battle Hawk BH-K305 (Tan)
Pilot : Unnamed [4/5] ( 1 hit(s) )
Kills : 0
Destroyed by Tempest TMP-3M (HHH)
Battle Hawk BH-K305 #2 (Tan)
Pilot : Unnamed [4/5] ( 1 hit(s) )
Kills : 1
Destroyed by Perseus P1B (HHH)
Perseus P1B #2 (HHH)
Pilot : Unnamed [4/5]
Kills : 1
Destroyed by Battle Hawk BH-K305 #2 (Tan)
Alright so starting with my side.
My Force: 19.55FP starting Lost 1/6th of my force beaten on the field (Mechwarrior alive not that that matters).
so damage to my force 3.25FP.
3.25FP *10% =0.325 FP rounded to the nearest whole number = 1FP recovered.
3.25 FP -1 FP = 2.25 FP as unrecovered damage.
So 2nd Battalion 2nd Company is at 17.2 FP before calculating salvage.
The first round we didn't save in the right way.
This is 2nd Bat 1st Company for the O-A Side
Initiative Phase for Round #12
-------------------
Tan rolls a 6[6+0].
HHH rolls a 9[9+0].
The turn order for movement is:
Tan, HHH, Tan, HHH, Tan, HHH, Tan, HHH, Tan, HHH, Tan, HHH, HHH, Tan, HHH, HHH, Tan, HHH, HHH
Wind direction is Southeast. Wind strength is Calm. The weather is Clear. Visibility is Daylight.
Tan: 5756 BV remaining (from 9676 initially) 0 BV fled
HHH: 17267 BV remaining (from 20345 initially) 0 BV fled
LittleH13: 0 BV remaining (from 0 initially) 0 BV fled
BV damage is 15% of the FP
so 15% of 19.6FP = 2.94 FP
10% of 2.94 = .294 FP rounded to nearest whole number - 1FP
19.6 FP - 1.94 FP = 17.66 FP
A Company (Battle 1) = 5.4 FP left
B Company (Battle 2) = 3.5 FP left
C Company (Battle 3) = 2.78 FP left
+10% repairs
McMillan's Light Horse remaining force: 12.9 FP of original 29 FP
How do I work out the damage to the 3rd Guangzhou Infantry Btn. who provided Infantry Support?
2nd Battalion Brigade of the Fusillers of Oriente
51.85 FP
Simp Res again or Does McMillan's Light Horse surrender?
They're not automatically fighting, it depends on the orders given next Operational Round. I still haven't resolved the damage to the infantry btn though because I can't find rules for doing it. I could just do it the easy way and knock off 8 squads, that's about the average ratio of the damage the mech btn took.
Thats fine by me.
OK, that puts the Guangzhou 3rd Inf Btn at 8.56 FP.
Initiative roll for Operational Round 4: [blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Init
[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
Man we keep rolling the same amount of init! lol
Operational Round 4(Second attempt at Init)
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
roll2
[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
I win init.
Insert Quote
2nd Battalion Brigade of the Fusillers of Oriente
51.85 FP
on Breakthrough Orders
Breakthrough is a defensive order, you can only make it if you are the target of an attack. :)
Your right Im going for Battle Orders then.
Rolls to determine my aerospace composition: (should have done this bit earlier)
Rolling on the Marik-Tamarind table, it's the most generic FWL equip stuff I can see
Lance 1
[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Lance 2
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
So that's four Defender IIs, making the aero worth 1 FP
Orders:
Militia Mechs (13 FP) - Defend
Guangzhou 3rd Inf. Btn. (8.56 FP) - Infantry Support (support with 12 squads equalling 2 FP, nearest whole number)
Militia Aerospace (1FP) - Aerospace support
Militia conventional infantry - No orders
Militia Tanks - No orders
Simple Resolution Roll:
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Possible Crit
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Force does 50% of its FP in damage. 25.92FP in damage done.
Rolling for critical event
[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Militia does 10.4 FP damage
Militia combatants wiped out as a fighting force!
The planetary government capitulates, releasing McMillan's Light Horse from their contract and ordering all militia forces to stand down.
10.4 * 20%= 2.8 rounded to nears whole is 3.
so 10.4-3= 7.4
51.8 - 7.4= 44.4 FP
Oriente-Andurien Force Commander offer's McMillan's Light Horse a contract (To prevent them finding new employment with another nearby system)
Salvage pool stands at 53.75FP
Not that it matters but we lost no pilots in any MegaMek games. :-) And they always managed to survive getting smooshed to the end. :-) A rather Chivalric fight on all sides as I think of it.
Hey, I'd have killed them if I got the chance, the little initiative-sinking suckers. :P ;) I should probably have disabled them in the server really. And YOU should turn off your auto-eject option so your guys don't bail the instant their Gauss rifle goes pop. ;)
*Shrugs* I can get more mechs especially as most of my units have ST (Skilled Technicians). Skilled pilots are a bit harder to comeby. :-)