CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on April 26, 2024, 06:24:15 AM

Title: Hammer Solo - Fire Lance - 6/15/3060
Post by: Darrian Wolffe on April 26, 2024, 06:24:15 AM
(https://i.imgur.com/DxcxPO0.png)
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Ice on April 26, 2024, 07:42:48 AM
Go sleep Rob lol

I will have to look up weather and map stuff. Not sure how intimidated I am yet by dust bowl and moonless night...

I will look them up today and post.
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Ice on April 26, 2024, 11:06:07 AM
Reroll map size if its 2x2


Not sure what maps dust bowl might entail. I assume its probably like box canyon whatever the flatlands map table has and maybe the desert maps from New set. Then there is probably a random chance of some other random thing that fits an image.
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: deadlyfire2345 on April 26, 2024, 03:22:52 PM
Salvage Sheet
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Darrian Wolffe on May 02, 2024, 06:17:09 PM
Reroll map size if its 2x2


Not sure what maps dust bowl might entail. I assume its probably like box canyon whatever the flatlands map table has and maybe the desert maps from New set. Then there is probably a random chance of some other random thing that fits an image.

Mostly flat terrain or low hills, very few trees.  Good odds of sublevels.  I wouldn't expect Box Canyon.
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Ice on May 02, 2024, 06:38:09 PM
If the map at 40x30 is 3x2 then the map size is fine

if not reroll terrain and map size

Reroll terrain either way
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Darrian Wolffe on May 03, 2024, 05:46:58 AM
If the map at 40x30 is 3x2 then the map size is fine

if not reroll terrain and map size

Reroll terrain either way

Map size is currently

EAST
[][]
[][]
WEST

Terrain reroll:
Wooded
Map: Wooded-Lake

2 rerolls remaining.
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Ice on May 03, 2024, 06:58:51 AM
Reroll map size
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Darrian Wolffe on May 04, 2024, 04:39:02 AM
Reroll map size

30x35

NORTH
[][]
[][]
SOUTH

1 reroll left
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Ice on May 04, 2024, 06:16:07 AM
Reroll size again
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Darrian Wolffe on May 04, 2024, 11:59:50 PM
Reroll size again

15x20

[ ]
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Ice on May 05, 2024, 12:48:01 AM
well didnt think that was even possible lol guess we will see what that even entails

send spa to deadly after gen
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Darrian Wolffe on May 06, 2024, 02:12:55 AM
NORTH
(https://cfw.sarna.net/wiki/images/5/56/Badlands_-1_%28Prefinal%29.jpg?timestamp=20210912012403)
SOUTH

Maps
Badlands 1

Deployment
Primary OPFOR: Deploys prior to Turn 1.  Any 3 units must deploy into hexes 0117, 0217, 0317.  Any 3 units must deploy into hexes 1217, 1317, 1417.  The other 2 units must deploy anywhere within 3 hexes of 0815.

Ranger Forces:  Enters the board anywhere desired along the north board edge during their initiative on Turn 1.

OPFOR Reinforcements: Enter the board on their initiative anywhere along the south edge, on Turn 9.

Environmental Conditions
Moonless Night:  +2 MP to enter any hex using Walking/Running Movement.  +3 penalty to all weapon attack rolls.  +1 penalty to all physical attack rolls.  +1 penalty to PSRs to remain standing or avoid skidding.  Units which choose not to use Careful Movement (TacOps pg 63) eliminate the increased MP costs to enter a new hex.  Units equipped with an active searchlight eliminate the +3 to-hit modifier within the arc and range of their searchlight (physical attacks within the arc of the searchlight eliminate the +1 modifier); any weapon or physical attacks against units equipped with an active searchlight eliminate this modifier as well.  OPFOR Units equipped with Searchlights are: Marauder II, Warhammer, Thunderbolt.  At the option of the OPFOR player, the Apollo may carry a hand-held searchlight (8 points of armor), and should reference Special Case Rules: Searchlights #3 (page 53 of the HM,WT ruleset); to determine how this affects the carrying unit's ability to take actions and make attacks.
 
Battlefield Support
none

Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 5 units from the Primary OPFOR.
2) Suffer no more than 3 total Mechs - including the liaison - incapable of spending MP at the conclusion of the scenario.

OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 2 Ranger units *and* the liaison unit.
2) Suffer no more than 5 total units incapable of spending MP at the conclusion of the scenario.

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. 
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Darrian Wolffe on May 06, 2024, 02:20:56 AM
send spa to deadly after gen

SPAs sent.
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Ice on May 06, 2024, 07:22:38 AM
Lol this is not a heavy wooded lake well done rng

I figured scenario would lock to min 2x2 as it wasn't a duel or I would've left it but my fault for not asking we will see how well this goes

Might end up with a lance rebuild here 🤔 

Once more into the breach
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Ice on May 06, 2024, 02:10:53 PM
Rangers took the day

Salvage ku and Nova (11 total armor on it and 9 of it is the head)

Chalk this up to terrain screen utilization, c3 with isolated firing lanes and some dumb luck. Map was more useful than I originally expected due to the lvl 2+ spires.

Neither side had lights left by end of game

Captured 2/2 Nova pilot with energy spec speed demon edge 2
Title: Re: Hammer Solo - Fire Lance - 6/15/3060
Post by: Ice on May 06, 2024, 08:36:24 PM
Fire Lance tasked with disrupting stability in the upcoming AO were ordered to conduct reconnaissance by fire sorties forward of the staging area. Having been provided a target package they opted to use the provided Intel maps to force an engagement. Arriving at the planned point expecting a large lake some 120m deep a surprise it would turn out to be. The lake fully drained due to drought and water diversion for some time now it would offer really only large rock spires and now settled tree trunks foliage and all as cover. Guess adapt it is the only option now. An enemy patrol now in view little can be done about it.

----

AAR

Rangers hastily set up engagement lanes seeing just how limited space had just became. Opting to deploy the assault units to the north west and the mobile fighters due north and north east.

FRR elements appeared in the south a dispersed echelon wedge. Mood of the day apparently being aggression for both sides based on early battle movement. They would send a mixed role group center and attempt to establish an overwatch. The remainder would attempt to take the open gap and center trees to favor the ranged weapons.

Ranger forces would for the first opening salvos opt for position and telemetry data. This would be used to terrifying impact for most of the battle. By the end of volley two the overwatching Warhammer would crumble headless via gauss slug. Ranged fire from both sides would lean more in favor if the Rangers but quickly became a slugfest both ways.

The brawlers closed drawing a ton of fire and causing havoc. The moto being displace, disperse, and antagonize.
In some cases they would take on well outside the expected and by luck or positioning damage was not enough to bring them down. The Nova would have a fully removed arm or what was once a Nova arm via kick. The brawlers would account for only a single kill but added damage in high bursts to rip away armor or components.

Eventually cat and mouse would be the theme of the battle Multiple positional trades would take place nigh optimal for either side in uncomfortably close quarters in the north. Tending to be more favorable to the Rangers. Fire members would find themselves out gunned 3 to 1 in some cases. Damage from the FRR side would push units to the CLG expected line. Heavy exchanges forced many  Seeing the balances starting to tip Fire would make one final push dropping the sixth FRR mech forcing favorable terms. The liason would attempt to contribute but the result was eventually being run down like a dog and a gyro destruction for the trouble.

Positioning, C3, jumpjets, combat initiative and just well placed shots at the right time were enough to get through the battle. Luck was the final factor and it swung both ways at first but ended with the Rangers. Only the Thunderbolt and Cestus survived from the main force but heavily damaged. The reinforcements were simply not in time to turn the battle and would certainly have also been wiped out.

Fire actual would tally four kills on the day. Two headcaps, severing a leg from an armless Nova, and dropping the gauss on the enemy CO. This would certify him as double mech ace and one of few in the Rangers.

----