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Author Topic: HAMMER Mission 2 - 05/06/3060  (Read 918 times)

Darrian Wolffe

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HAMMER Mission 2 - 05/06/3060
« on: February 16, 2024, 07:34:56 PM »



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
« Last Edit: February 16, 2024, 08:19:53 PM by Darrian Wolffe »
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deadlyfire2345

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #1 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
« Last Edit: March 18, 2024, 05:39:39 AM by Hat »
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Darrian Wolffe

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #2 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.
« Last Edit: February 21, 2024, 04:56:14 AM by Darrian Wolffe »
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agustaaquila

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #3 on: February 18, 2024, 11:04:21 PM »

Wait, did I draw the short straw of command for this drop?
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Hat

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #4 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.
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Black Omega

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #5 on: February 21, 2024, 09:15:41 PM »

Please re-roll weather.
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Darrian Wolffe

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #6 on: February 23, 2024, 04:49:43 AM »

Please re-roll weather.

Weather: Clear
Wind: Light Gale
Fog: None
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Darrian Wolffe

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #7 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
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Black Omega

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #8 on: February 26, 2024, 04:59:32 PM »

Please re-roll terrain and generate.
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Darrian Wolffe

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #9 on: February 27, 2024, 08:09:24 AM »

Please re-roll terrain and generate.




NORTH

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.
« Last Edit: February 27, 2024, 09:44:18 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #10 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.
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deadlyfire2345

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #11 on: February 27, 2024, 08:32:49 AM »

I have all the sheets printed for this, can write down the SPAs if needed.
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Hat

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #12 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?
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Hat

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #13 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.
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Darrian Wolffe

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Re: HAMMER Mission 2 - 05/06/3060
« Reply #14 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.
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