So, an important thing about how AtB campaigns work. When you have 2 missions on the same day, you can deploy a unit into BOTH missions. The following is a completely legal thing:
Deploy Dancer as a reinforcement lance in Mission 1
Dancer gets shot up
Dancer gets to make full reloads/repairs that day @ 480 minutes per Dancer Tech
Dancer deploys into Mission 2
It doesn't detail down to "hours of the clock", where Mission 1 starts at 1pm and Mission 2 starts at 4pm, so you can't possibly have more than 3 hours repair time between them. It's not *that* detailed.
Also, your CO can deploy up to 4 different lances per mission. I know the original plan was to hold several lances back just in case another mission comes up pretty soon...but it may be worth revisiting that idea. Deploy the maximum number of lances into each mission, even if a lance is somewhat understrength. Throwing Skaraborg into this mission, for example, would be helpful, given the clear lines of fire for an Awesome. Or a fast Reinforcement Lance who can get in on a flank and go carrier-hunting. And, frankly, spreading the damage over a larger number of units (as long as people are smart about
pulling back when their armor gets thin instead of staying in tight for the kill is a good way to minimize
overall casualties.
Rob, is there identification which unit the opfpr force belongs?
Not according to AtB, no. It doesn't note what units are on what planet at what time. The FWL contract was easy because there was explicit data in a sourcebook on that, but I don't have anything on Pella II; the closest thing is that, *were* this the year 3050, you'd be facing Warrior House Ijori.
With that said, as far as AtB is concerned, you could be facing anyone from a Confederation Reserve Cavalry regiment, to the Citizen's Honored, to the Red Lancers. As it affects your character personally, don't sweat. That particular group has not arrived on this world yet.