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General Category => Flashpoint 3090 => Administrative Resources => Flashpoint Archive: 3090 => Topic started by: chaosxtreme on May 12, 2010, 11:33:33 PM

Title: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 12, 2010, 11:33:33 PM
"Traitor government of Hudeiba who I am is...something your not cleared to know. What you do need to know is that we are S.A.F.E's Dark Shadows Regiment, that the Captain-General has sent us to restore peace and law to Hudeiba. If you do not comply with our surrender request we will put it forth one more time in precisely one standard week...to your successors in government, that is all."

FP:176
Intensity:invasion
S.A.F.E.'s Dark Shadows Regiment
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 26, 2010, 12:01:56 AM
Militia Rolls

Experience
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Weight
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Tech
[blockquote]Rolled 2d6 : 6, 5, total 11[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 26, 2010, 12:04:45 AM
Militia is
Experience/Weight/Tech
Very Green/Medium/D

2 Companies of Mechs

2 mid level of Infantry

2 Companies of Vehicles

2 Lances of Conventional Fighter

40.32 FP
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 01:57:00 AM
Playing the militia again, Simple Res only.

Conv. fighter type rolls:

[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]

[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]

Initiative Roll Op Round 1

[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 01:57:37 AM
O-A Init [blockquote]Rolled 2d6 : 1, 5, total 6[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 01:59:13 AM


Ground theatre:

All Militia units: Defend
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:00:01 AM
Orders Round 1 Space

Dark Shadows Regiment
Orders:Move to Orbit Theatre
FP:176
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:07:33 AM
Militia Initiative OR 2

[blockquote]Rolled 2d6 : 4, 3, total 7[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:08:11 AM
O-A Init OR2
[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:08:55 AM
Orders Round 2 Orbit/Atmo
331st FWLN Transport Command
Dark Shadows Regiment
Orders:Land and Unload Dropships
FP:40FP (Only transport Groups FP)
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:09:29 AM
Ground Theatre:

Militia ground units: Defend


Atmosphere theatre:

Militia fighters: intercept
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:16:57 AM

Militia fighters are 2 Angels and 2 Defender IIs, totalling 1 FP rounded up

Intercept simple res roll:

[blockquote]Rolled 2d6 : 5, 6, total 11[/blockquote]

Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:19:30 AM
Checking for critical:

[blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:19:53 AM
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:20:54 AM
Militia fighters results:

No critical, damage dealt = .65 FP to both the transports and the troops. Transports disrupted.
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:23:12 AM
40*40%=16FP of damage done.
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:24:39 AM
Orders Round 3 Atmo

Dark Shadows Regiment
Orders:disrupted no orders
FP:176
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:26:04 AM
Ground theatre:

Militia infantry: Infantry support
Militia Mechs: Skirmish
Militia Tanks: Skirmish
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:30:06 AM
Tank weight roll:
[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:31:44 AM
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]

Roll for damage.
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:33:03 AM

Militia Mechs (13 FP) + infantry (1FP) simple res roll:

[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]


Militia Tanks (7 FP) simple res roll:

[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:33:40 AM
critical event
[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:33:52 AM
rolling for critical chances:

Mechs: [blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]


Tanks: [blockquote]Rolled 2d6 : 6, 1, total 7[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:34:22 AM
Mechs get a critical, rolling for it:

[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:35:29 AM
No Crits

Alpha Company Battle 1
Damage:
20*70%=14 FP in damage.

Enemy force must Withdraw
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Dave Baughman on May 28, 2010, 02:36:46 AM
Quote from: chaosxtreme on May 28, 2010, 02:35:29 AM
No Crits

Damage:
176*70%=123.20 FP in damage.

Enemy force must Withdraw

OOC note - since the militia don't have any transport, they instead are going to need to roll 1d6on the "failed withdrawal" table to determine if they surrender or if they use guerilla warfare.
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:38:07 AM
Mechs do 6.5 FP damage and inflict a -1 Initiative penalty for the rest of the Strategic Turn

Tanks do 4.6 FP damage
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:40:29 AM
Bravo Company

20 FP

Roll for damage
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:41:10 AM
chance for crit
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:41:38 AM
Bravo Comapny
No Crit
Damage 20FP * 50%= 10 FP
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:44:36 AM
The militia Mechs are down to 13 FP (they lost half their number, the half that fought, and the damage doesn't carry over to the half that didn't fight, right? If it does, they are at 12 FP).

Mechs must make a Failed Withdrawal roll (below)

[blockquote]Rolled 1d6 : 6, total 6[/blockquote]


The miltia Tank company is destroyed (as above; leaves them with 7 FP left, or 4 if damage carries over)
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:45:34 AM
Militia Mech Force with infantry force wiped out.

Militia Vehicle Force wiped out


Alpha Company = 20 FP - 6.5 FP = 13.5 FP

Bravo Company = 20 FP - 4.6 FP = 15.4 FP

Salvage pool = 13 FP + 7 FP + 6.5 FP + 4.6 FP = 31,1 FP under Oriente-Andurien Control.
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:46:40 AM
I agree it doesnt make sense for it to carry over. Other force is not present so my guys just overkilled the opposition.
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:47:13 AM
Oh right, forgot about salvage. That puts the tanks at 8 FP.

Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 02:48:05 AM
Oh, and is the Unconditional Surrender just for the mech unit or the entire militia?
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:50:58 AM
Roll for ST Alpha
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]



Roll for ST Bravo
[blockquote]Rolled 2d6 : 1, 4, total 5[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 02:54:49 AM
Alpha Recovers 82% of its Damage.

Beta Recovers 40% of its Damage.



Alpha Company = 20 FP - 6.5 +(6.5*82%) FP = 18.83 FP

Bravo Company = 20 FP - 4.6 FP (4.6*40%) = 17.24 FP

Salvage pool = 13 FP + 7 FP + 5.33 FP + 2.76 FP = 28.09 FP under Oriente-Andurien Control.
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Dave Baughman on May 28, 2010, 03:12:51 AM
Quote from: Tan on May 28, 2010, 02:48:05 AM
Oh, and is the Unconditional Surrender just for the mech unit or the entire militia?

It would be for whatever unit was on the receiving end of the attack roll that forced withdrawal; technically, only one of the Militia BLUs should have fought in that round and it would have been that unit that was forced to withdraw (there isn't any provision for mixing multiple independent BLUs to form higher-level units - a downside to militias).

Having said that though, I'm fine with just handwaving the fight as a particularly well-organized Militia that was able to field all of its forces against the FWL.

Howeeeeeeeever, that means that since both the 'Mechs and the Tanks participated in the fight, they are also both subject to the withdrawal result.

Quote from: chaosxtreme on May 28, 2010, 02:54:49 AM
Alpha Recovers 82% of its Damage.

Beta Recovers 40% of its Damage.



Alpha Company = 20 FP - 6.5 +(6.5*82%) FP = 18.83 FP

Bravo Company = 20 FP - 4.6 FP (4.6*40%) = 17.24 FP

Salvage pool = 13 FP + 7 FP + 5.33 FP + 2.76 FP = 28.09 FP under Oriente-Andurien Control.

Not to pick nits, but battlefield repair is always 10% base (plus the 2d6 for ST). The salvage roll is for what percentage of the salvage pool can be recovered.

So... Alpha Company should be recovering 22% of their battle damage, Bravo Company should recover 15%, and we need a third 2d6 roll (on the curved results table) to determine what percentage of the salvage pool is gained.

Or am I misreading?
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 03:17:45 AM
Quote from: Dave Baughman on May 28, 2010, 03:12:51 AM
Quote from: Tan on May 28, 2010, 02:48:05 AM
Oh, and is the Unconditional Surrender just for the mech unit or the entire militia?

It would be for whatever unit was on the receiving end of the attack roll that forced withdrawal; technically, only one of the Militia BLUs should have fought in that round and it would have been that unit that was forced to withdraw (there isn't any provision for mixing multiple independent BLUs to form higher-level units - a downside to militias).

Having said that though, I'm fine with just handwaving the fight as a particularly well-organized Militia that was able to field all of its forces against the FWL.

Howeeeeeeeever, that means that since both the 'Mechs and the Tanks participated in the fight, they are also both subject to the withdrawal result.

Quote from: chaosxtreme on May 28, 2010, 02:54:49 AM
Alpha Recovers 82% of its Damage.

Beta Recovers 40% of its Damage.



Alpha Company = 20 FP - 6.5 +(6.5*82%) FP = 18.83 FP

Bravo Company = 20 FP - 4.6 FP (4.6*40%) = 17.24 FP

Salvage pool = 13 FP + 7 FP + 5.33 FP + 2.76 FP = 28.09 FP under Oriente-Andurien Control.

Not to pick nits, but battlefield repair is always 10% base (plus the 2d6 for ST). The salvage roll is for what percentage of the salvage pool can be recovered.

So... Alpha Company should be recovering 22% of their battle damage, Bravo Company should recover 15%, and we need a third 2d6 roll (on the curved results table) to determine what percentage of the salvage pool is gained.

Or am I misreading?

Hi Dave, All my starting units begin with the Skilled Technician ability.

QuoteThis unit is particularly good at bouncing back from battle damage, and recovers an additional 2d6% of
FP lost during after-action cleanup (this is in addition to the 10% battlefield repair all units receive).

Am I applying this in the wrong place?

Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Tan on May 28, 2010, 03:20:14 AM
The Conventional Infantry surrender too. >.>
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on May 28, 2010, 03:22:33 AM
Though 2d6 does make sense. 2d6% seemed a little broken I wonder if I have an older version of the file. lol
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: Dave Baughman on May 28, 2010, 03:24:16 AM
Quote from: chaosxtreme on May 28, 2010, 03:17:45 AM
Quote from: Dave Baughman on May 28, 2010, 03:12:51 AM
Quote from: Tan on May 28, 2010, 02:48:05 AM
Oh, and is the Unconditional Surrender just for the mech unit or the entire militia?

It would be for whatever unit was on the receiving end of the attack roll that forced withdrawal; technically, only one of the Militia BLUs should have fought in that round and it would have been that unit that was forced to withdraw (there isn't any provision for mixing multiple independent BLUs to form higher-level units - a downside to militias).

Having said that though, I'm fine with just handwaving the fight as a particularly well-organized Militia that was able to field all of its forces against the FWL.

Howeeeeeeeever, that means that since both the 'Mechs and the Tanks participated in the fight, they are also both subject to the withdrawal result.

Quote from: chaosxtreme on May 28, 2010, 02:54:49 AM
Alpha Recovers 82% of its Damage.

Beta Recovers 40% of its Damage.



Alpha Company = 20 FP - 6.5 +(6.5*82%) FP = 18.83 FP

Bravo Company = 20 FP - 4.6 FP (4.6*40%) = 17.24 FP

Salvage pool = 13 FP + 7 FP + 5.33 FP + 2.76 FP = 28.09 FP under Oriente-Andurien Control.

Not to pick nits, but battlefield repair is always 10% base (plus the 2d6 for ST). The salvage roll is for what percentage of the salvage pool can be recovered.

So... Alpha Company should be recovering 22% of their battle damage, Bravo Company should recover 15%, and we need a third 2d6 roll (on the curved results table) to determine what percentage of the salvage pool is gained.

Or am I misreading?

Hi Dave, All my starting units begin with the Skilled Technician ability.

QuoteThis unit is particularly good at bouncing back from battle damage, and recovers an additional 2d6% of
FP lost during after-action cleanup (this is in addition to the 10% battlefield repair all units receive).

Am I applying this in the wrong place?



This is probably partially my fault, and is something that I need to change the terminology to be more explicitly differentiated in the next edition of the rules.

There are two cleanup phases in the combat workflow. The first is After-Action Cleanup, which occurs at the end of each Operational Round; it contains the following steps:

Quote
After-action Cleanup
Once battle results have been determined, the winner should post a battle damage assessment listing
the following:
 Number of FP committed by each side
 Number of FP lost by each side
 Identity of any destroyed units
 Identity and remaining FP of any surviving units
 Total FP damage for the turn (not counting excess damage dealt to destroyed units)
 Battle results report (MegaMek) if applicable.
Units that took damage but survived recover 10% of their losses, rounded to the nearest whole number,
through battlefield repair.
Calculate victory scores for both sides based on the specific mission criteria.

This is where the ST unit improvement increases the amount of FP recovered. The base amount is always 10%, plus your 2d6 ST roll.


The other cleanup phase is After-Operation Cleanup

Quote
Post-operation cleanup
When the entire operation has been completed, the faction with control of the battlefield rolls on the
Salvage table to determine how much RP is gained through salvage recovery and posts a salvage report.

This is the part where Salvage gets rolled for on the curved results table; ST does not influence this outcome.



Quote from: chaosxtreme on May 28, 2010, 03:22:33 AM
Though 2d6 does make sense. 2d6% seemed a little broken I wonder if I have an older version of the file. lol

OH, I see now. Yeah, it would probably be more clear to phrase it as "Instead of recovering 10% of their lost FP during after-action cleanup, units with the ST unit improvement recover (2d6+10)% of the damage they sustained."
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on June 03, 2010, 06:16:39 PM
After-action Cleanup
Once battle results have been determined, the winner should post a battle damage assessment listing
the following:
 Number of FP committed by each side
- Oriente Andurien 176 FP
- Militia Forces 40.32 FP
 Number of FP lost by each side
- Oriente Andurien 7.5 FP
- Militia 32.32 FP
 Identity of any destroyed units
- Militia
 Identity and remaining FP of any surviving units
Safe's Dark Shadows Regiment 168.5 FP
Militia Tanks/Infantry Captured due to surrender order. 8 FP
 Total FP damage for the turn (not counting excess damage dealt to destroyed units)
 Battle results report (MegaMek) if applicable.
Units that took damage but survived recover 10% of their losses, rounded to the nearest whole number,
through battlefield repair.
Calculate victory scores for both sides based on the specific mission criteria.


-----------

Roll For Salvage 39.82 FP possible.
[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Title: Re: [Combat ops] [Invasion] Turn 4,Hudeiba Sector 2136
Post by: chaosxtreme on June 03, 2010, 06:19:43 PM
0% of Salvage recovered.