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Messages - Darrian Wolffe

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1
Mission canceled due to IRL time

3
NORTH

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. 

4
Maps are checked and packed.  I need a copy of Desert Mountain #1.  I have 3 copies of Desert Mountain #2, and I'll use an extra if I have to (and it should be impossible to have 3 copies of 1 and 0 copies of the other), but I'll check with you guys first. Anyone have a copy?

5
Blackjack - Rob

ML Turret - Rob
ML Turret - Rob
ML Turret - Rob
SRM Turret - Rob
SRM Turret - Rob
AC Turret - Rob

Marauder - Rob
Gallowglas - Rob
Archer - Rob
Crusader - Rob
Mad Cat - Rob
Loki - Steve TAN/GREY
Banshee - Rob
Goliath
Dasher - Rob
Locust - Rob
Locust - Steve DESERT
Locust - Steve DESERT
Wolfhound - Steve DESERT
Hankyu - Rob
Stinger - Rob
Stinger - Rob

LRM Carrier - Rob
LRM Carrier - Rob
Ontos - Steve
Demolisher - Rob
IS Standard BA - Rob PROXY - Numbered base Purifier PA
IS Standard BA - Rob PROXY - Numbered base Purifier PA
IS Standard BA - Rob PROXY - Numbered base Purifier PA
IS Standard BA - Rob PROXY - Numbered base Purifier PA
Infantry Platoon Motorized Laser - Rob
Infantry Platoon Motorized Laser - Rob
Infantry Platoon Motorized Laser - Rob
Infantry Platoon Jump SRM - Rob
Infantry Platoon Jump SRM - Rob
Infantry Platoon Foot SRM - Rob
Infantry Platoon Foot SRM - Rob
Infantry Platoon Foot SRM - Rob

Shadow Hawk - Rob
Koshi - Steve GREEN
Griffin - Rob
Locust - Rob
Phoenix Hawk - Rob
Panther - Steve GREY
Panther - Rob
Panther - Rob

7
Reroll map size

30x35

NORTH
[][]
[][]
SOUTH

1 reroll left

9
It happened.  Norbotten won on turn..6 I believe via /victory.  Aar has been pending,  I know I need to get it done

DAN!!

10
NORTH

SOUTH

Maps
Scattered Woods........River Delta 1
River Delta 2.............River Delta 2


Deployment
Primary OPFOR: Enters the board along the East map edge on their initiative on Turn 1.

OPFOR Reinforcements: Enters the board anywhere along the East map edge on their initiative on Turn 6. 

Ranger Forces:  Enters the board along the West map edge on their initiative on Turn 1. 


Environmental Conditions
Poor Quality Control: Each of the two half-hexes containing water at the border of the southeast and southwest maps are considered to be Depth 1 Water Hexes, and to be a contiguous path of water from east to west, even though the art doesn't match up.

Battlefield Support
none

Victory Conditions
Rangers
1) Destroy, cripple, or render incapable of spending MP, at least 5 Primary OPFOR units.
2) Do not suffer more than 2 Ereschuld Lance units destroyed or rendered incapable of spending MP, and the liaison must not be destroyed, rendered incapable of spending MP.

OPFOR
1) Destroy or render incapable of spending MP at least 3 units from the Ranger forces, including the liaison.
2) Move at least 2 units west, ending your movement beyond the midpoint (denoted by the fold) of the western mapsheets, spend 1 full turn there while spending only Walking/Cruising MP, and evacuate the units who have done so off the eastern board edge


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.

11
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.

12
Regarding Misc point 3:

Does Improved Senors have its normal +1range impact to the probes as well as their separate impact?

Beagle Probe is normally 5 hexes, right?  If so, then yes.

13
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.

14
Rob, looking for a 2x2 map or potentially smaller.  Willing to use 2 rerolls to get there.

It took 2 rerolls. You're on 35x30

EAST
[][]
[][]
WEST

15
Please reroll to get this map config and generate.

Apologies for making you scroll, but the map is at full scale so you can read the building information.  Again, people bringing building counters will be helpful.

NORTH

SOUTH


Maps
Desert Washout 1........Hill Fortress (Jon)........Mines 1
Oasis.........................Barren Lands 1...........City Ruins
Large Mountain 2........Desert Mountain 1.......Desert Mountain 2



Deployment
Base Turrets Deploys first.  Each standard weapon turret must deploy onto a purple star hex, and is considered to be on top of any structure in that hex.  Note that not all star hexes are on top of structures.

Tank Garrison Deploys alongside Base Turrets.  Tank units may deploy anywhere desired inside the Purple Zone, but not inside of or on top of buildings.  At least 4, but no more than 6, Conventional infantry units must deploy on the City Ruins map, and may not deploy into or on top of buildings.  Battle Armor must deploy onto the City Ruins Map, and may not deploy into buildings.

Primary OPFOR: Deploys after Ranger Forces have chosen deployment zones.  Prior to game, divides their force into lances (lances are in order; 1st 4 units constitute 1 lance, etc).   Units of the 2nd Lance must deploy onto a Red Star Hex.  Other Lances may deploy anywhere desired in the Red Zone, but may not deploy into adjacent map quarters (including diagonally) alongside any other lance; the 2nd Lance on Red Star Hexes doesn't count toward this restriction.

OPFOR Reinforcements: On Turn 5, each Lance enters the board through one of Zones Red 1, Red 2, or Red 3.  Only 1 lance may enter through any Red Zone.

Ranger Forces: Deployment choices occur after OPFOR Turret and Tank Garrison choices are made.  Each lance deploys into a single far western map quarter, no more than 4 hexes from the board edge.  Each lance must choose a deployment zone, which is private information, but specific hex choices are not made until after all OPFOR deployment is made.

Ranger Reinforcements: Up to 1 Ranger BattleMech lance may be deployed as reinforcements. Enters on its initiative on its designated turn anywhere desired along the Western board edge.


Environmental Conditions
None


Battlefield Support
The Numenorean Rangers Receive 40 BSP to spend as they wish.

OPFOR gain 12 BSP to spend on defensive air support only. They also receive 2 Sniper Artillery HE shells for free each turn.  This artillery fire will begin on Turn 2 (landing on Turn 3), and may not target the City Ruins map whatsoever.  Each artillery piece may be targeted by counterbattery fire by Ranger artillery; a TN 10 hit automatically knocks out 1 Sniper piece, and the TN drops by 1 for each consecutive turn the same piece is fired at by the same Ranger gun.  Ranger ASFs may target this artillery, a successful attack automatically destroys 1 Sniper piece.  However, the artillery is protected by AA batteries, and ASFs must survive x8 AC/5 attacks (Gunnery 3, stationary attacker, Nose angle, AA targeting quirk) in order to prosecute an air-to-ground attack.


Victory Conditions
Rangers
1)* Identify and destroy both of the target structures.
2) Destroy, force the withdrawal of, or render incapable of spending MP, 9 units from Primary OPFOR.
3) Ensure the Liaison unit and 2 Jazz Lance units survive and are capable of spending MP at the end of the scenario
*Condition 1 must be achieved in order to claim victory in this mission

OPFOR
1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 6 Ranger BattleMechs, including at least 2 Jazz Lance Mechs.
2) Prevent the identification and destruction of the 2 target structures
3) Destroy, force the Withdrawal of, or render incapable of spending MP, the Steiner Liaison


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) IDing target buildings. 
a) A Mech unit which has spent Walking MP may attempt to ID a target building during the End Phase of the turn, assuming the pilot is conscious.  Make TN 7 check, modified by -1 for each applicable quirk or SPA (ie, Eagle Eyes) which apply.  All buildings adjacent to the Mech are checked on a single roll.  If successful, the target building is revealed. 
b) The Improved Sensors quirk will automatically ID the target building, which must be adjacent to the Mech at the end of movement, and the Mech may have spent Running MP. 
c) A Mech with a Beagle Probe will automatically ID the target building, which must be within 5 hexes of the Mech at the end of movement and in a valid line of sight, and the Mech may have spent Running MP.  A Mech with a Beagle Probe can also automatically ID the target building and spend Jumping MP, but may only check buildings adjacent to itself.  Any sensor hit critical effect will disallow a Mech from attempting to ID the building.  Vehicle, infantry, and aerospace units may not attempt to ID the building.
d) A Mech with a Bloodhound Probe can spend MP freely, and will automatically ID the target building in a 5-hex radius, as long as there it a valid line of sight between the Mech and the building.

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