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General Category => Flashpoint 3090 => Administrative Resources => Flashpoint Archive: 3090 => Topic started by: Mekorig on June 14, 2010, 09:30:02 PM

Title: [Combat ops] [Complete] Turn 5 - Hex 3341 - Flaum
Post by: Mekorig on June 14, 2010, 09:30:02 PM
A quiet system since it was colonized, the space near Flaum began to show a surge of traders traffick since the planets declared its independency from the Taurian concordat during the Jihad, especially since the Flaum central goverment enacted some new mesures to attrack more commerce. But today things got "busy" when several jump signatures began to appear in Flaum`s Sun`s Zenith Point. Several Jumpships, prudly carrying the Taurian concordat crest appeared in the jump point, fully loaded with dropship, and almost inmediatly after jump, began to deploy fighters.

"People of Flaum, i am Comptroller Ivan Plowsky of the Taurian Guard. Today we have come to Flaum to despose a criminal goverment that supports terrorist that have hurt the Taurian people, your people, and bring Taurian peace and stability to this system"

After this brief message, the Taurian dropship began to deattach and burn into the system.

QuoteUnits: Taurian Guard, 1st Cluster Battlesuit, elements of the 4th Taurian Air Division, 131th Cluster Patrol Fleet, 311th and  321th Transport Fleets.
Orders: Invasion
Title: Re: [Combat ops] [Invasion] Turn 5 - Hex 3341 - Flaum
Post by: Dave Baughman on July 17, 2010, 03:14:56 AM
1st turn initiative (TC, then Flaum)

Rolled 2d6 : 1, 6, total 7
Rolled 2d6 : 6, 3, total 9

Flaum wins initiative for round 1.




Flaum orders:
JP: no units
A/O: no orders - Flaum Air Guard
S: no orders - Flaum National Guard, Flaum NG Auxilliaries




TC orders:
JP: Landing - 311th Transport Fleet. Advance to A/O - 321st Transport Fleet, 131st Cluster Patrol Fleet, elements of 4th Taurian Air Division. No orders - Taurian Guards, 1st Cluster Battlesuits.
A/O: no units
S: no units




No combat during Op Round 1. 311st Transport Fleet lands Taurian Guards.

Flaum government calls up militia.
Title: Re: [Combat ops] [Invasion] Turn 5 - Hex 3341 - Flaum
Post by: Dave Baughman on July 17, 2010, 03:32:53 AM
Op Round 2

Flaum Militia rolls:

Rolled 2d6 : 2, 4, total 6 -- Green
Rolled 2d6 : 4, 3, total 7 -- Medium 'Mechs
Rolled 2d6 : 1, 1, total 2 -- Tech F
Rolled 2d6 : 1, 6, total 7 -- Medium Tanks



Initiative (TC, F)

Rolled 2d6 : 2, 1, total 3
Rolled 2d6 : 1, 5, total 6





Flaum Orders

JP: no units
A/O: Ground Support - Flaum Air Guards (2x Medium Fighter Squadron), 14 FP R/R. No orders - Flaum Militia CF Squadrons.
S: Recon Raid - Elements of Flaum National Guard (1x Medium "B" 'Mech Company A), 13 FP R/R. No orders - Flaum National Guard, Flaum NG Auxilliaries, Flaum Militia 'Mech, Armor, and Infantry Coys.




TC orders

JP: no units
A/O: Ground Support - Elements of 4th Taurian Air Division (1x Heavy Fighter Wing), 42 FP V/R. No orders - 311th, 321st Transport Fleets; 131st Cluster Patrol Fleet, 1st Cluster Battlesuits.
S: Defend - elements of Taurian Guards (1x Assault "A" 'Mech Company A), 30 FP V/R. No orders - Taurian Guards.




Ground Support Rolls (TC, then Flaum).

Rolled 2d6 : 3, 6, total 9
Rolled 2d6 : 5, 4, total 9

Flaum can deploy  9 FP of aerospace
TC can deploy 4 FP of aerospace




Combat resolution - 34 FP vs. 21 FP

simple resolution rolls; TC then Flaum.

Rolled 2d6 : 3, 2, total 5
Rolled 2d6 : 3, 4, total 7


TC inflicts 9 FP
Flaum inflicts 8 FP


TC scores 43 points
Flaum scores 24 points
TC decisive victory




After-action report
Taurian Guards 230/236 FP survives --> 231/236 after allocation of damage control.
Elements of 4th Taurian Air Division 40/42 FP survives

Flaum Air Guard 11/14 FP survives --> 12/14 FP after allocation of damage control.
Flaum National Guard 125/131 FP survives



Potential Salvage: 17 FP
Surface Theater VP totals: TC 3, Flaum 0
Title: Re: [Combat ops] [Invasion] Turn 5 - Hex 3341 - Flaum
Post by: Dave Baughman on July 17, 2010, 03:48:41 AM
Op Round 3

Initiative (TC, then Flaum)

Rolled 2d6 : 5, 6, total 11
Rolled 2d6 : 3, 4, total 7




TC orders

JP: no units
A/O: Battle - 131st Cluster Patrol Fleet (Patrol Division C) 56 FP R/R, CA. No orders - Elements of 4th Taurian Air Guards, 311th & 321st Transport Fleets, 1st Cluster Battlesuits.
S: Battle - Taurian Guards ("A" Heavy 'Mech Regiment), 231 FP V/R, HW.




Flaum orders

JP: no units
A/O: Defend - Flaum Air Guards (2x Medium Fighter Squadron), 12 FP R/R. No orders - Militia CF lances
S: Defend - Militia 'Mech Coy A ("F" Medium 'Mech Coy), 10 FP G/R. No orders - Flaum National Guard, Flaum NG Auxiliaries, Militia 'Mech Coy B, Armor Coys, Inf Coys.




Combat #1: Atmo/Orbit -- 56 FP vs. 12 FP

simple res rolls (TC/Flaum)

Rolled 2d6 : 3, 3, total 6
Rolled 2d6 : 6, 2, total 8

TC inflicts 17 FP
Flaum inflicts 6 FP and earns a possible critical event

Rolled 2d6 : 5, 3, total 8 -- 1 crit

Rolled 2d6 : 4, 5, total 9 -- Enemy supply columns are overrun and looted – add WS unit improvement for the rest of the Strategic Turn. (unfortunately, this unit is destroyed).

TC scores 100 points
Flaum scores 10 points

TC decisive victory




Combat #2: Surface -- 231 FP vs. 10 FP

simple res (TC, then Flaum)

Rolled 2d6 : 2, 3, total 5
Rolled 2d6 : 1, 2, total 3

TC inflicts more than enough to wipe out the Flaum militia
Flaum inflicts 2 FP and earns the enemy a possible crit.

Rolled 2d6 : 3, 6, total 9 -- 1 crit

Rolled 2d6 : 6, 5, total 11 -- Lucky shots result in far more salvage than usual – double this battle's contribution to the salvage pool.

TC scores 100 points
Flaum scores 1 points

TC decisive victory




After-Action Report
Flaum Air Guard DESTROYED
Flaum Militia 'Mech Coy A DESTROYED


131st Cluster Patrol Fleet 50/56 FP survives --> 51/56 FP after allocation of damage control.
Taurian Guards 229/236 FP survives.

Potential Salvage: 59 FP
Victory Points (Surface): 6 TC, 0 Flaum
Victory Points (Atmo/Orbit): 3 TC, 0 Flaum
Title: Re: [Combat ops] [Invasion] Turn 5 - Hex 3341 - Flaum
Post by: Dave Baughman on July 17, 2010, 04:01:20 AM
Op Round 4

Initiative (TC, then Flaum)

Rolled 2d6 : 2, 5, total 7
Rolled 2d6 : 1, 6, total 7

tie, rerolling

Rolled 2d6 : 5, 4, total 9
Rolled 2d6 : 1, 3, total 4




TC orders

JP: no units
A/O: Landing - 321st Transport Fleet. No orders - 311th Transport Fleet, 131st Cluster Patrol, 1st Cluster Battlesuits, Elements of 4th Taurian Air Division.
S: Final Assault - Taurian Guards ("A" Heavy 'Mech Regiment), 229 FP V/R, HW.




Flaum orders

JP: no units
A/O: no orders - CF lances
S: Defend - Flaum National Guard ("B" Medium 'Mech Regiment) 125 FP. No orders - Militia Coys.




Combat Resolution -- 229 FP vs. 125 FP

Simple res, (TC then Flaum)

Rolled 2d6 : 5, 3, total 8
Rolled 2d6 : 5, 1, total 6

TC inflicts 115 FP and earns a possible critical event
Flaum inflicts 38 FP

Rolled 2d6 : 5, 1, total 6 -- no crit

TC scores 10 points
Flaum scores 1 points
(note -- since MM was not used, the percentage of Flaum forces killed is being treated as the percentage of mission targets eliminated)

TC decisive victory




After-Action Report

Flaum National Guard 10/131 FP survives --> 23/131 after allocation of damage control.

Taurian Guards 191/236 FP survives --> 195/236 after allocation of damage control.

Potential Salvage: 212 FP
Victory Points (Surface): TC 9, Flaum 0
Victory Points (Atmo/Orbit): TC 3, Flaum 0

1st Cluster Battlesuits land.
Title: Re: [Combat ops] [Invasion] Turn 5 - Hex 3341 - Flaum
Post by: Dave Baughman on July 17, 2010, 04:18:34 AM
Op Round 5

Flaum forces in Surface theater must attempt to flee, but lack transportation.

Failed Withdrawal roll:

Rolled 1d6 : 2 -- Use Guerilla Warfare

Militia disperses.

Initiative (TC, then Flaum)

Rolled 2d6 : 3, 5, total 8
Rolled 2d6 : 4, 2, total 6



TC orders

JP: no units
A/O: Ground Support - Elements of 4th Taurian Air Division (Heavy Fighter Wing), 40 FP V/R. No orders - transport and patrol units.
S: Pursuit - Taurian Guards ("A" Heavy 'Mech Regiment), 195 FP V/R, HW. Infantry Support - Elements of 1st Cluster Battlesuit (Battle Armor Battalion), 8 FP R/R. No orders - 1st Cluster Battlesuit.



Flaum orders

JP: no units
A/O: no units
S: Guerilla Warfare - Flaum National Guard. Defend - Flaum NG Auxiliaries (Heavy Armor Regiment), 95 FP R/R, AB.



Ground Support Roll

Rolled 2d6 : 3, 3, total 6 -- 10 FP of air support is available.



Combat Resolution -- 213 FP vs. 95 FP

simple res (TC, then Flaum)

Rolled 2d6 : 4, 4, total 8
Rolled 2d6 : 6, 2, total 8

TC inflicts 107 FP
Flaum inflicts 48 FP

both sides earn a possible critical event (TC, then flaum)

Rolled 2d6 : 5, 1, total 6 -- no crits
Rolled 2d6 : 1, 6, total 7 -- no crits

TC scores 100 points
Flaum scores 23 points

TC decisive victory

Flaum National Guard sustains 70% damage from TC pursuit forces.




After-Action Report
Guerilla Warfare results:

Rolled 2d6 : 6, 1, total 7 -2 = 5 --- Flaum National Guard takes losses equal to 5% of its total force.

Flaum NG Auxiliaries DESTROYED
Flaum National Guard DESTROYED


Taurian Guards 155/236 FP survives --> 160/236 FP after damage control.
1st Cluster Battlesuits 21/25 FP survives.
Elements of 4th Taurian Air Division 36/42 FP survives.

Potential Salvage: 355 FP
Title: Re: [Combat ops] [Invasion] Turn 5 - Hex 3341 - Flaum
Post by: Dave Baughman on July 17, 2010, 04:22:02 AM
Post-Operation Wrap-up

Taurian Guards -- 160/236 FP survives
1st Cluster Battlesuits -- 21/25 FP survives

Elements of 4th Taurian Air Division -- 36/42 FP survives (Total unit FP unknown)
131st Cluster Patrol Fleet -- 51/56 FP survives

311th Transport Fleet -- Unknown FP survives
321st Transport Fleet -- Unknown FP survives

(units listed as "unknown" never executed an order that revealed their FP or took damage)




Salvage roll

Rolled 2d6 : 2, 1, total 3 -- 0% recovered

Title: Re: [Combat ops] [Complete] Turn 5 - Hex 3341 - Flaum
Post by: Dave Baughman on July 17, 2010, 04:24:53 AM
After a month and a half of grueling fighting, the last Flaum Regime partisans are flushed out of the hiding places and exterminated by Taurian 'Mechs and Battle Armor, backed up by fighters sortieing from the orbiting carriers. A few days later, the ragged remnants of Flaum's breakaway government "come down from the mountains" to offer unconditional surrender to the Taurian Guards.