CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on February 16, 2024, 07:34:56 PM

Title: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on February 16, 2024, 07:34:56 PM
(https://i.imgur.com/haqUoNL.png)

Airdrop mission.  1 reinforcement lance, comes on via ground, not drop, and therefore any reinforcement Mechs must be 4/6 or faster.

EAST
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WEST
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: deadlyfire2345 on February 16, 2024, 09:46:10 PM
Salvage sheet, IF it comes up.


Also, send me SPAs so I can have them written up before game.
Sheets printed
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on February 17, 2024, 06:33:43 PM
IMPORTANT:  In testing the scenario, the +2 PSR modifier to aerospace units FROM THE SLEET CONDITION was also applied to airdropping Battlemechs.  I checked into it, and evidently control roll modifiers which apply to aerospace units in an atmosphere have always been supposed to apply to airdropping units.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: agustaaquila on February 18, 2024, 11:04:21 PM
Wait, did I draw the short straw of command for this drop?
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Hat on February 18, 2024, 11:33:17 PM
Wait, did I draw the short straw of command for this drop?

Nope, that would be Jazz.  You're safe.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Black Omega on February 21, 2024, 09:15:41 PM
Please re-roll weather.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on February 23, 2024, 04:49:43 AM
Please re-roll weather.

Weather: Clear
Wind: Light Gale
Fog: None
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on February 23, 2024, 07:13:49 AM
Reminder: you will be able to take salvage if you table** the primary OPFOR group.

**Or effectively table. A Wasp sitting in the corner of the map as the only remaining primary OPFOR unit will not stop you from salvage
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Black Omega on February 26, 2024, 04:59:32 PM
Please re-roll terrain and generate.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on February 27, 2024, 08:09:24 AM
Please re-roll terrain and generate.

(https://i.imgur.com/0IH0yqB.png)


NORTH
(https://i.imgur.com/9WThkmr.png)
SOUTH


Maps
Military Base 1...........Streams...............City Downtown
City Skyscraper...........Grasslands 2 ........City Skyscraper
City Skyscraper............Woodland New......Forward base



Deployment
Primary OPFOR: All OPFOR Units deploy first.  Divide the Primary OPFOR into lances of 4 Mechs each, in order down the TO&E above.  Up to 3 lances may deploy in zones X1, X3, X5, and X7.  No more than 2 lances may deploy in zones X2, X4, X6, and X8.  No more than one lance may deploy into any zone.  No more than 2 Lances may deploy into zones X1-4 (inclusive), and no more than 2 Lances may deploy into zones X5-8 (inclusive).

OPFOR Local Forces:
-Turrets must deploy onto any Level 3+ Heavy or Hardened Building hex fully in the red center zone, OR on any hex marked with a Red Star.  No more than 2 turrets may deploy onto a single mapsheet.
-Infantry units may deploy anywhere in the red center zone.  Field Gunners must deploy on the center 3 mapsheets (north-to-south), within the red center zone.  Field Gunners may deploy as a Hidden Unit in any Heavy Woods hex within their legal deployment zone.

OPFOR Reinforcements 1: Enters the board on their initiative anywhere desired through Zone R1 on Turn 3.

OPFOR Reinforcements 2: Enters the board on their initiative anywhere desired through Zone R2 on Turn 5.

Ranger Forces: Prior to any deployment, choose a Drop Zone, either DZ1 or DZ2.  Each dropping Ranger Lance airdrops per standard StratOps rules into this zone.  No more than 1 Lance may deploy into any single board quarter, but scatter may take them wherever necessary.  Ranger units hit the ground on Turn 1 on their initiative, and therefore count as jumping units, and have a +3 TMM on Turn 1.

Ranger Reinforcements:  The Rangers receive 1 reinforcement lance.  Reinforcements enter the board anywhere desired on their initiative on the Western Board of on Turn 2 of the game, regardless of their reinforcement timer or Strategy score.

Civilian Units: Divide the civilian units into pairs, in any allocation desired.  Each pair secretly deploys within 4 hexes of the eastern board edge after OPFOR deployment is complete, and each pair must deploy alongside the purple lines marked C1-C6.  At the end of deployment, only TWO zones which contain Civilian Units must be disclosed to the OPFOR, but otherwise all Civilian Units may opt begin the game as Hidden Units (ie, two general zones are revealed but no specific hexes need be disclosed), and remain so until their cover is broken or they move, as per normal rules.


Environmental Conditions:
Light Gale: Conventional infantry may either move or fire during the same turn.  Conventional infantry lose 1 MP per turn, to a minimum of 1.  Aerospace units - including airdropping Mechs - suffer a +1 penalty to control/piloting skill rolls, including landing (thank you Mike, or I would have forgotten).

Benefits of Occupation: Half-hexes which border half-hexes which are clearly pavement, are considered full pavement hexes.  Additionally, any road hexes which are not marked as such also count as pavement hexes.  However, the Comstar semi-occupation of FRR space has its benefits; pavement hexes which are *fully* on any CITY Mapsheet have been treated with Star League anti-skid coating.  Do not make skid checks on these maps.  You do count the hexes moved on city maps towards your total skidding modifier if you must make a skidding check on a different mapsheet, or along a mapsheet border, however.

Battlefield Support:
Rangers: At the orders of your liaison, you may not deploy BSP in this scenario, as the risk of mass civilian casualties is too high.  If you decide to take a Minor Contract Breach (-1 to Contract Score, Employer Award chance severely reduced), you may choose to fire up to 3 shots from each of your tube artillery platforms.  These rounds must be fired in consecutive turns (ie, Turns 4, 5, 6), as the liaison will shut the rogue units down quickly.

OPFOR forces: May not deploy BSP in this scenario, as the risk of mass civilian casualties in their own city is too high.


Victory Conditions
Rangers
1) Move as many Civilian units within 3 hexes of the western map edge and on a non-building hex, counting only full hexes, and have no active OPFOR units within 6 hexes.  A Civilian Unit can exit the board after spending 1 full turn in any scoring hex, while remaining capable of spending MP.  At least 2 Civilian units are required to exit the board in order for the Rangers to have a victory at all.
1)  Destroy, cripple, or render incapable of spending MP, all of the following: 8 Primary OPFOR units.
2) Destroy, cripple, or render incapable of spending MP via combat damage, all of the following: 4 Local Force units.
3) Suffer no more than 3 Ranger units destroyed, crippled, or rendered incapable of spending MP by the end of the game in any combination between the following forces: Jazz Lance** (all units), Liaison

OPFOR
1) Suffer fewer than 16 total casualties - including turrets - by the end of the game.
2) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units prior to Turn 12.
3) Destroy, cripple, or render incapable of spending MP, some combination of 3+ units between the following forces: Jazz Lance** (all units), Liaison

**GM Note: While the mission writeup says Foil, that is because I somehow had designated Foil in command of Baker, probably when I was dragging and dropping lances during the last TO&E re-org.  Since Jazz is in command of Baker, all that stuff applies to Jazz Lance instead.  Sorry.  It's fixed now.


MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn.  Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it). 

2) OPFOR MechWarriors will attempt to capture any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case.

3) OPFOR units will not fire on Civilian Units if there is a Ranger unit which is a) closer, and b) in between the firing unit and the Civilian Unit.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on February 27, 2024, 08:27:18 AM
Reminder this game is the 16th, NOT the 3rd. I don't know how that rumor got started.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: deadlyfire2345 on February 27, 2024, 08:32:49 AM
I have all the sheets printed for this, can write down the SPAs if needed.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Hat on February 27, 2024, 08:45:41 AM
Rob, given the reason for the concern would the liaison officer be ok with smoke rounds as they are non-damaging?
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Hat on February 27, 2024, 08:56:36 AM
All, for clarity, civilians enter along the eastern map edge as confirmed by the C1 - C6 map markings.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on February 27, 2024, 03:56:34 PM
All, for clarity, civilians enter along the eastern map edge as confirmed by the C1 - C6 map markings.

Civilian deployment is corrected.  Doing this after work is rough, but unless people want to wait for the weekend it's when I have time.

Each civilian unit pair deploys within 4 hexes of the map edge; they do NOT enter from the board edge.


Rob, given the reason for the concern would the liaison officer be ok with smoke rounds as they are non-damaging?

No.  Mostly because the reason I'm limiting out BSP in this one is that the BSP phase has taken a shockingly long time to resolve the last few games, and I'm trying to keep this one moving quickly so the civvies have a fair chance to make it across the board.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: deadlyfire2345 on February 27, 2024, 04:01:03 PM
Are we to assume the dropship is a valid target this scenario?
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: serrate on February 27, 2024, 04:25:24 PM
I can't help but notice that the OpFor doesn't have a mission goal to destroy the extraction targets, but the Rangers absolutely need two to get off-board in order to claim a victory.

There also isn't a cover rule, where those units aren't valid targets if a Ranger is either within x hexes, or in LoS.

So, is the OpFor allowed to shoot those units? Or should they be trying to prevent their departure in other ways?
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on February 27, 2024, 06:17:24 PM
Are we to assume the dropship is a valid target this scenario?

It is not.

There also isn't a cover rule, where those units aren't valid targets if a Ranger is either within x hexes, or in LoS.

Straight-up omission on my part.  That rule should be a part of every Extraction Mission, ever.  Fixed, thank you.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Hat on February 27, 2024, 07:49:24 PM
Civilian deployment is corrected.  Doing this after work is rough, but unless people want to wait for the weekend it's when I have time.

Your assessment is correct, just trying to help.  Next time would you rather I simply update the mission?  I figured you'd prefer to handle that.

Rob, given the reason for the concern would the liaison officer be ok with smoke rounds as they are non-damaging?

No.  Mostly because the reason I'm limiting out BSP in this one is that the BSP phase has taken a shockingly long time to resolve the last few games, and I'm trying to keep this one moving quickly so the civvies have a fair chance to make it across the board.

Fair enough.

One other thing I noticed, both sets of reinforcements are slotted to enter through zone R1.  Should Reinforcement 2 be slotted to come in through R2?
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on February 27, 2024, 09:44:45 PM
One other thing I noticed, both sets of reinforcements are slotted to enter through zone R1.  Should Reinforcement 2 be slotted to come in through R2?

FFS. Fixed.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: deadlyfire2345 on February 28, 2024, 10:28:34 AM
To Major D. Wolf:
Given that the Liason has asked us not to use, I suggest we accept the terms of this matter. That said, if you do decide to ask them to fire upon the field, please try to limit the shots outside the city or living areas. Lets keep the buildings relatively undamaged as best as you can. I will also impose a restriction to all active units on the field to not actively damage buildings to deal with turrets if at all possible, lets keep it limited to enemy units (and nothing else) please.
Just do what you can to get as many of the civilians out as possible. That is all on the matter of the mission.

I will try and speak with ComStar command to try and lift the interdiction against our unit at this time. Or at least try and give us some leeway for the time being. We may have to tolerate this for the remainder of the contract, but I will do what I can to help ease the burden on all lances.

That is all.

Col. W. Mayer


Out of RP:
We currently have:
1 Thumper (Regular)
2 Long Toms (Regular)

Truth be told, I want this contract over with ASAP, every contract breach will make this drag on the full 6 games (Which is fine given the salvage potential, not the fact that things are highly expensive and harder to get.)
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Black Omega on March 02, 2024, 09:05:04 PM
To: Col. Mayer [Ranger II actual]
From: Maj D.Wolf [Jazz CO]
Re: Hammer 2

Understood.  Rain ordered to stand down.  If sit changes, advise asap.  Clouds would be welcome.  Be advised, Marigold requested for reinforcement.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: serrate on March 07, 2024, 06:57:44 PM
Minis list (jumping in early because I had the mechanized squads and field gunners freshly done):

Allied:

Enforcer - Rob

FRR:
Gallowglas - Rob
Hunchback- Rob
Phoenix Hawk- Rob
Guillotine - Dan
Vixen (Incubus)- Rob
Wasp- Rob
Phoenix Hawk- Rob
Hunchback IIC - Bryan (camo)
Marauder- Rob
Ostsol - Rob
Thug - Rob
Berserker - Steve
Plainsman Hover- Rob (Pegasus Proxy)
Galleon Light Tank  - Rob
Galleon Light Tank - Rob
Plainsman Hover- Rob (Pegasus Proxy)

Civilians:
Iveco Burro II - Bryan (J-27 Ordnance Transport or Flatbed Truck proxy)
Griffin - Rob
Marco - Bryan (Quasit proxy)(camo)
Marco- Rob (Quasit proxy)(camo)
Powerman XI Loadermech - Rob (Cattlemaster Proxy)
Brunel Dump Truck - Bryan (assuming it arrives on schedule)
Armored Personnel Carrier (Wheeled SRM) - Steve
Armored Personnel Carrier (Wheeled SRM) - Steve

FRR Local Forces:
ER PPC Turret (Single)
ER PPC Turret (Single)
ER PPC Turret (Single)
Rocket Launcher/20 Turret (Quad)
Rocket Launcher/20 Turret (Quad)
Rocket Launcher/20 Turret (Quad)
Rocket Launcher/20 Turret (Quad)
Mechanized Wheeled Platoon (SRM) - Bryan
Mechanized Wheeled Platoon (SRM) - Bryan
Mechanized Wheeled Platoon (SRM) - Bryan
Mechanized Wheeled Platoon (SRM) - Bryan
Field Gunners (AC20) - Bryan

FRR Reinforcements #1:
Locust- Rob
Cicada - Rob
Jenner -  Dan
Lineholder - Rob
Yellow Jacket Gunship - Rob
Yellow Jacket Gunship- Rob
J. Edgar Hover - Steve
J. Edgar Hover - Steve

FRR Reinforcements #2:
Warhammer -  Dan
Starslayer - Steve
Wolf Trap- Rob
Falcon Hawk- Rob
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Black Omega on March 09, 2024, 10:22:01 AM
I can provide the following minis:

Phoenix Hawk
Wasp
Marauder
Berserker
2 hovercraft to sub for 2 Plainsman Hover
2 wheeled APC [dark age]
Locust
2 Warrior VTOL to sub for 2 Yellowjacket VTOLs
2 J. Edgar Hover
Starslayer
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on March 10, 2024, 04:42:30 PM
OK, minis call is probably finished.  I'm still looking for the bag of turrets Dan brought; Eli ran off with it in the intervening weeks and I don't know where it is.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: serrate on March 10, 2024, 06:59:34 PM
OK, minis call is probably finished.  I'm still looking for the bag of turrets Dan brought; Eli ran off with it in the intervening weeks and I don't know where it is.

I've got a couple small turrets with launchers that will work just fine as quad RL/20 turrets, so I'll bring those. And I'll glue the turrets to the base as well, because the magnets I originally installed are pointless and a pain.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on March 14, 2024, 06:33:07 PM
All maps are accounted for and packed, so unless you guys need a Turret sheet for some reason, we should be good to go. 
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: deadlyfire2345 on March 14, 2024, 06:45:38 PM
Everything is printed, including turrets.
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: agustaaquila on March 15, 2024, 09:06:07 PM
Willpower check

Rolled 2d6 : 4, 1, total 5
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: ItsTehPope on March 15, 2024, 11:42:07 PM
I'm going to drop minis off in the morning then have to head out.  I'll be back around noon or so if that's acceptable
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: deadlyfire2345 on March 16, 2024, 06:52:03 PM
Salvage allocation:
Jazz: Berserker
Foil: Marauder
Marigold: Hunchback IIC
Blitzkrieg: Phoenix Hawk 3K
Ehreschuld: Phoenix Hawk 3M
Total C-bills post M2: -13,991,658
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Black Omega on March 17, 2024, 07:00:45 PM
Hammer Mission 2 AAR

Intelligence reported that a group of civilians in nearby city required evac.  As time was of the essence, Jazz, Foil, Blitzkrieg and Ereschuld lances saddled up in Capt. Harkness’ Dictator dropship while Marigold lance tracked overland to meet them in the city.  Due to political considerations with the FRR, Lyran liaison McQuhae, denied Ranger requests for artillery support siting damage to civilian infrastructure and casualties.  This even included smoke rounds, which upset Jazz CO Wolf, who wanted to cover the drop and hide the civilians and would not cause any damage. 

The target area was a large park flanked east and west by skyscrapers and small military bases that reminded everyone of Terra’s old New York City Central Park.  The four lances dropped amidst a group of skyscrapers and a military base just to the west of the park.  Opposing forces were spread out through the park and reinforcements were coming in fast from the north and south.  Jazz and Ehreschuld dropped in the middle close to 2 heavy lances of opfor while Foil and Blitzkrieg dropped North.  Jazz and Ehreschuld immediately moved SE to seal off the heavy forces from the planned Northern escape corridor formed by Foil and Blitzkrieg with Marigold coming in fast from the northwest.  Northern opfor was a medium lance with 2 more lighter lances on sensors approaching fast which had other ideas about how this battle would turn out.

A light vehicle lance broke away from the park searching for the civilians who were hiding out in the eastern areas of the city.  The defenders held up the Rangers attempts to join up with the civilians.  Half of the reinforcements entered the eastern half of the city and found several of the civies.  The Griffin wouldn’t make it out as it took 5 head hits and never woke up.  Ranger northern group was joined by Marigold but couldn’t break through fast enough to prevent all but 2 civilians [Brunel Dump Truck and MR-8D Marco] from being intercepted and destroyed.

In mid-town, Jazz and Ehreschuld found themselves in a knock down, drag out fight with the 2 opfor heavy lances and the medium reinforcements from the south.  Ehreshuld’s Avatar lost its left arm and torso, shutting down and pilot evacuating the mech.  Jazz’s Sgt Luttazi rescued him before opfor could close on the undefended Ranger MW.  Jazz and Ehreschuld took moderate to heavy damage as opfor concentrated on Jazz CO D.Wolf in her Gunslinger.  Maj. Wolf was lucky from her point of view as the Gunslinger remained operational despite armor breaches in 5 different locations and losing only the left arm without the gauss rifle exploding.  Sgt Reese continued an unwelcome Jazz tradition by getting hit in the head early in the battle and running the rest of the fight as a “convertible”.

Eventually, weight of Ranger fire took over.  Blitzkrieg was able to move south to provide relief to Jazz and Ereschuld.  Opfor’s only surviving units, a Yellowjacket VTOL and Warhammer fled the field allowing the Rangers to recover their own and several nice opfor mechs for salvage.


Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: Darrian Wolffe on March 18, 2024, 04:33:50 AM
Random Bonuses

1) Recruit - can be assigned wherever desired
(https://i.imgur.com/tUCqgMo.png)

2) Spare Parts - can be assigned to any unit member
x8 tons Clan F/F armor, x2 Clan Small Pulse Lasers, x7 BattleMech Harjel Systems (1 Mech's worth)
Title: Re: HAMMER Mission 2 - 05/06/3060
Post by: deadlyfire2345 on March 18, 2024, 05:15:03 AM
For the time being 1 should definitely go to Paladin, given only lance without elite tech.

Package 2 will go to Ehreschuld, given his initiative to getting parts for a cauldron born.