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Friday, 31 January 2014

Solo Traveller - Episode 14, part 2: Dulce et decorum (9Qs #5, continued)

Dimmul/Foreven (2936 C587A7A-C) / Date: 268-1106

• roll a d6 twice for an encounter featuring: (1) betrayal, (5) combat.

Here is the combat.

The Map:

Since the large scale conflict system is a bit abstract, the map really only serves to indicate relative positions of the units. It is divided into three deployment zones for each side: Support, Reserve, and Front Line (since the friendly forces never retreated into their support zone, I have truncated the map on their side in the pictures).

Setup:

Republic of Erhai forces
Command platoon
Strength 10
Rating 3 (Skill 1)
Morale 7
TL 12
Artillery company
Strength 4
Rating 4 (Skill 2)
Morale 9
TL 12
Infantry platoon
Strength 40
Rating 3 (Skill 1)
Morale 7
TL 12
Vehicle platoon A
Strength 4
Rating 3 (Skill 1)
Morale 7
TL 12
Infantry company
Strength 100
Rating 2 (Skill 0)
Morale 7
TL 12
Vehicle platoon B
Strength 4
Rating 2 (Skill 0)
Morale 6
TL 12


Ilparan forces
command squad
Strength 8
Rating 3 (Skill 1)
Morale 6
TL 12
vehicle platoon (green)
Strength 4
Rating 4(Skill 2)
Morale 8
TL 12
infantry platoon (red)
Strength 40
Rating 4 (Skill 2)
Morale 8
TL 12
vehicle platoon (yellow)
Strength 4
Rating 3 (Skill 1)
Morale 7
TL 12
infantry platoon (blue)
Strength 40
Rating 3 (Skill 1)
Morale 7
TL 12


Imperial marines
command fire team
Strength 5
Rating 5 (Skill 4)
Morale 9
TL 15
heavy infantry fire team
Strength 5
Rating 5 (Skill 3)
Morale 9
TL 15
infantry squad
Strength 20
Rating 4 (Skill 2)
Morale 9
TL 15


At the start of the scenerio, most of the friendly forces (the Ilparan army troops and their advisors from the Imperial Marines 329th Engineering Corps) are in a frontier base, which is the Reserve section of the map. Only the Ilparan Blue infantry platoon is away from the base, patrolling the area which will become their Front Line in this skirmish.

The enemy (units from the Republic of Erhai's army) have been slowly advancing into the disputed zone. The bulk of their forces therefore start far to the rear (in their support zone). The artillery company, proteced by some tanks (Vehicle platoon B) have taken up an advance position in the Reserve zone.

The Erhaian command unit has a Leadership skill of 1, so will get at least one command action per turn. The Ilparan commanders also have Leadership 1, but the Imperial command is designated as a secondary command unit, and will always provide one bonus command action (which will obviously be used to move Imperial troops).

Note:

It will probably become obvious that I'm not a war gamer. I've also never used this system before, so this was as much a learning exersize as anything else. Looking back, I notice it was a definite tactical mistake for the enemy artillery to be anywhere other than in their Support zone. I totally just guessed on the composition of the two sides, but that seemed to come out about right. The Imperial troops 3 tech level (TL 15 vs. 12) advantage was even scarier than I imagined.



Surprise round

command phase

A traitor in the Ilparan camp has transmitted targetting information to the enemy artillery. They initiate the battle by shelling the Ilparan base with chemical rounds.

action phase
For artillery to attack infantry, they need 7+. They roll 12 +2 skill +2 range = 16; hit with effect 9.
Damage is 9 (effect) +4 (unit size) +15 (modifier vs. infantry) = 28 damage

The red platoon reduced to str 12.

morale phase

The red platoon loses 2 points of morale (-1 for being attacked, -1 for being reduced to half strength), reducing it to 6.

withdrawal phase (optional)
No one is withdrawing. I'm not going to record this phase for the rest of the battle unless it is used.





round 1

The battle now begins in earnest.

command phase

The enemy rolls a Leadership check 10+1=11; Effect 3 + Tactics 1 = 4 actions this round. They issue the following orders:
-vehicle platoon B to attack blue infantry platoon
-infantry platoon to advance to Reserve Zone
-forward observers to spot for the artillery (an artillery unit requires 2 actions in order to attack)
-artillery to continue shelling the red infantry platoon

The friendly commanders roll a 6 +1 (skill) +1 (bonus for being in Reserve zone) for their Leadership check. Zero effect results in 1 action + 1 bonus action for the secondary command unit. Orders:
-Imperial heavy infantry to attack vehicle platoon B
-yellow vehicle platoon to advance to Front Line

action phase

The actions alternate, starting with the side with the most actions. A unit may only take 2 actions per round, and any unit taking a second action must wait until all first actions have been taken. So--

Vehicle platoon B attacks Blue infantry platoon
rolls 10 +0 (skill) +2 (range) = 12. They need 8+, so hit with effect 4.
Damage is 4 (effect) +3 (unit size) +5 (modifier for vehicle vs. infantry)=12. Blue Infantry platoon is reduced to strength 28.

Imperial Heavy Infantry attack Vehicle Platoon B
roll 10 +3 skill +0 range (need 9+): hits, with effect 4
4 effect +3 difference in TL +1 size -1 hvy. infantry vs. vehicles =7. Platoon B is destroyed by FGMPs.

Enenmy infantry platoon advances to their Reserve Zone.

Yellow vehicle platoon advances to the Front Line.

Artillery continue shelling the Red Infantry Platoon with chemical rounds.
attack roll is 6 +1 skill +2 range=9
damage 2 effect +4 size +15 artillery vs. infantry =21. Red Infantry platoon destroyed.


morale phase
(I found it was definitely best to keep track of morale changes as they occurred rather than in one fell bookkeeping phase. But, to summarise:)
Blue Infantry platoon was attacked, so -1 morale.
The Artillery and the Heavy Infantry both destroyed enemy units, so +2 each.
Being in the same zone as a destroyed allied unit is worth -1 morale. This was applied to the enemy's Artillery company, and the friendly Green Vehicle platoon, Command, and all three Imperial units.




round 2

command phase

The enemy rolls a 3 for their Leader check. Only 1 action this round.
-Infantry company to advance to Reserve zone

The friendly command rolls a 5: 1 action +1 bonus action for secondary command unit.
-Imperial Heavy Infantry to advance to Front Line, then
-attack Artillery

action phase

Both sides advance.

Heavy Infantry attacks Artillery
roll 3 +3 skill +2 range=8. need 8+, so hit with Effect 0.
Damage: 0 +3 TL +1 size +0 vs.artillery =4. Destroyed!


morale phase

The enemy Infantry Platoon and Infantry Company both suffer -1 morale for shaing a deployment zone with the allied Artillery unit when it was destroyed.
The Heavy Infantry fire team gains +2 morale for destroying it.





round 3

command phase

The enemy rolls Leadership, 8+1 = 2 actions.
-Infantry company to attack Heavy Infantry
-Infantry platoon to attack Blue Infantry platoon

The friendly command rolls a 5 again: 1 action +1 bonus action for secondary command unit.
-Heavy Infantry to attack Infantry company
-Yellow Vehicle platoon to attack Infantry company

action phase

Infantry company attacks Heavy Infantry
roll 12 +0 skill -1 range =11. Hits, Effect 2
damage: 2 effect +4 size -3 inferior TL -2 mod = only 1 damage. Heavy Infantry is reduced to 4 Strength.

Heavy Infantry counterattacks Infantry company
roll 6 +3 skill +2 range =11. Hits, Effect 4
damage 4 effect +1 size +3 TL +4 mod =12. Infantry company reduced to Strength 88.

Infantry platoon attacks Blue Infantry platoon
roll 4 +1skil -1 range =4. No damage is inflicted (but morale penalty for being attacked will still apply.)

Yellow Vehicle platoon attacks Infantry company
roll 7 +1skill +2 range =9. Hits, Effect 2
damage 2 effect +3 size +5 mod =10. Infantry company further reduced to 78 strength.

morale phase

Heavy Infantry, Infantry company, and Blue Infantry platoon all suffer -1morale for being attacked this round.




round 4

command phase

enemy roll 11+1 for Leadership check:  4 actions
-Infantry company to advance to Front Line
-Infantry company to attack Heavy Infantry
-vehicle platoon A to advance to Reserve zone
-vehicle platoon A to attack Yellow vehicle platoon

friendly roll 5+1+1: 1 action +1 bonus action
-Green vehicle platoon to advance to Front Line
-Green vehicle platoon to attack Infantry company


action phase

Infantry company and Green vehicle platoon advance.

Infantry company attacks Heavy Infantry
roll 3 +0 skill +1 range =4: miss

Green vehicle platoon attacks Infantry company
roll 7 +2 skill +0 range =9. Hits, Effect 1
damage 1 +3size +5 mod =8. Infantry company reduced to Str 70.

vehicle platoon A advances to Reserve zone.

vehicle platoon A attacks Yellow vehicle platoon
roll 9 +1skill +2 range = hit, 3 effect
damage 3 +3size -1 mod = 5 damage. Destroyed!

morale phase

The Heavy Infantry and the Infantry Company both take -1 to morale for being attacked.
The Heavy Infantry, blue Infantry platoon, and Green Vehicle platoon shared a deployment zone with the Yellow Vehicle Platoon when it was destroyed, so suffer -1 for that.






round 5

command phase

enemy rolls 11+1, getting 4 actions
-Vehicle Platoon A to attack Blue Infantry platoon
-Vehicle Platoon A to attack Heavy Infantry
-Infantry Company to attack Heavy Infantry
-Infantry Company to attack Command

friendly Leadership roll is also 11+1, getting 4 actions +1 bonus
-Heavy Infantry to attack Command
-Heavy Infantry to attack Infantry Company
-Green Vehicle Platoon to attack Infantry Company
-Blue Infantry platoon to attack vehicle platoon A
-Imperial Infantry squad to advance to Front Line

action phase

Heavy Infantry attack enemy Command
roll 8 +3 skill +0 range= hit, Effect 2
damage 2 +3 TL +1 size +2 mod =8 Command is reduced to 2 Strength.

Vehicle Platoon A attacks Blue Infantry platoon
roll 9 +1 skill +2 range = hit, Effect 4
damage 4 +4 size +5 mod =13. Reduced to 15 strength

Heavy Infantry attack Infantry Company
roll 10 +3 skill +1 range =14. hits, Effect 7
damage 7 +1 size +3 TL +4 mod =15. Infantry Company reduced to 55 strength.

Vehicle Platoon A attacks Heavy Infantry
roll 5 +1 skill +2 range. just hits, 0 Effect
damage 0 +4size +2 mod -3 TL =3dmg. Heavy Infantry reduced to a single soldier (Str 1)

Green Vehicle Platoon attacks Infantry Company
roll 6 +2 skill +0 range = just hits, 0 Effect
damage 0 +4siz +5 mod = 9. reduced to 46 str

Infantry Company just make their morale roll, and attack the Heavy Infantry
roll 11 +0skill +1 range= hit, 3 Effect
damage 3 +4 size -3 TL -2 mod =2. The last of the Heavy Infantry falls.

Blue Infantry platoon fail their morale (so do not attack vehicle platoon A)

Infantry Company, despite having defeated the Imperial Marines in artillery battle dress, fail their morale check and do not attack the Ilparan Command as ordered.


morale phase

This round the enemy Command, Infantry Company, and the Blue Infantry platoon were all attacked (-1) and reduced to less than half strength (additional -1).
The Infantry Company earned back all of it with a +2 for destroying an enemy unit.
The Blue Infantry platoon suffered an additional -1 for sharing a zone with the Heavy Infantry when they were destroyed.
The Green Vehicle platoon also suffered -1 for being in that zone.




round 6

command phase

enemy Leadership check is 12+1: 5 actions
-Vehicle Platoon A to attack Blue Infantry platoon
-Vehicle Platoon A to attack Green Vehicle platoon
-Infantry Company to attack Command
-Infantry Company to attack Imperial Infantry squad
-Infantry Platoon to attack Green Vehicle platoon

friendly roll 7+1: 1 action +1 bonus
-Imperial Infantry squad to attack Infantry Company
-Green Vehicle platoon to attack Vehicle Platoon A

action phase

Vehicle Platoon A attacks Blue Infantry platoon
attack roll of 4 does no damage, but will inflict enough of a morale loss to rout the unit in the morale phase

Imperial Infantry squad attacks Infantry Company
roll 9 +2 skill +1 range = hit, 4 Effect
damage 4 +3 TL +0 mod +2 size = 9dmg, reduced to 37

Vehicle Platoon A attacks Green Vehicle platoon
roll 10 +1skill +0 range = hit, 2 Effect
damage 2 +3 size -1 mod = 4dmg. Destroyed!

Green Vehicle platoon would have gone next, but is no longer.

Infantry Company attacks Ilparan Command
roll 9 +0 skill -1 range = miss (needed 9+)

Infantry Company attack the Imperial Infantry squad
roll 9 +0 skill +1 range = hit, 2 Effect
damage 2 +4 size +0 mod -3 TL = 3 damage, reding them to Str 17.

The Infantry Platoon was to attack the Green Vehicle platoon, but lose their action as their target has already been destroyed.



morale phase

Ilparan Command lose -1 for being attacked, even though no damage was taken. The Infantry Company also take -1 for being attacked.
The Blue Infantry platoon take -1 for being attacked, which routs the unit.
For being in the same zone when their ally routs, the Imperial Infantry squad suffers -1 morale. They suffer -1 for having been attacked as well.
Vehicle Platoon A receives +1 for routing an enemy unit, +2 more for destroying one.
Being inthe same zone as a destroyed ally causes the Imperial Infantry to take another -1.



withdrawal phase

Neither side is in particularly good shape. The Ilparan army has been all but eliminated. Force Commander Hinniter was instructed not to draw the Imperium into a war on Dimmul, so she orders her troops not to press the attack. The Republic of Erhai similarly does not want to antagonise the Imperium, and there's a chance that their forces remaining on this battlefield are just too technologically inferior to defeat the Imperial marines.

Both sides withdraw.

all withdraw


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