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Author Topic: August 22nd Game: Rolling Thunder  (Read 2507 times)

Darrian Wolffe

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August 22nd Game: Rolling Thunder
« on: August 06, 2015, 12:35:14 PM »

All right everybody, I ripped my hand open on my lawnmower, so this is via speech to text software.  Please excuse any typos.

Our scenario for August will be a short selection from the Rolling Thunder scenario pack.  Specifically we will be playing THREE games on that day.  A pair of smaller engagements, and then a larger hit-and-run mission.  All scenarios will be under a real world and an in universe time limit. 

Finally I will be tracking which players played the Rolling Thunder company and which played the OPFOR during this game.  The next scenario pack I run will switch players as evenly as possible, so everyone will be getting to play OPFOR at some point. 

SCENARIO 1 AND 2 ARE PLAYED SIMULTANEOUSLY (11:00 to 1:00)

Encirclement
Scenario 1 will consist of approximately two lances of Rolling Thunder Mechs opposed by two short lances of OPFOR.  This game will have a 2-hour time limit, and a 12-turn time limit.

Reconnaissance in Force
Scenario 2 will consist of approximately one lance of Rolling Thunder Mechs opposed by one lance of Rolling Thunder Mechs opposed by one reinforced lance of OPFOR.  This game will have a 2-hour time limit, and a 12-turn time limit.

LUNCH BREAK
(Repair and Refit units.  Margins of victory during scenarios 1 and 2 determine degree of repair available.)

SCENARIO 3 (2:00 to 6:00)

Hit and Run
The entire remaining Rolling Thunder company is opposed by a reinforced company of OPFOR.  This game will have a 4-hour time limit, and a 20-turn time limit.  Damage from Scenarios 1 and 2 will carry over to scenario 3 unless repaired during lunch.

Finally, do note, that for those of you sufficiently motivated to go track down a copy of Rolling Thunder and look at the scenarios so you can figure out the most efficient way to game the VP systems - I will be changing some things about some of the scenarios.  Including but not limited to the specific makeup of the OPFOR, composition and size of the playing area, VP award conditions, and presence or absence of Mech quirks and pilot SPAs as the fluff makes clear. 

For your clarification, the Rolling Thunder TO&E is as follows:
Command Lance
Gerald Cameron Jones: BLR 1G Battlemaster.  Perfect condition.  2/2 Leadership +4 (CO)
Alexandra Cherenkov: VTR-9B Victor.  Perfect condition.  3/3 Leadership +3 (XO)
Paul Devries: HBK-4G Hunchback.  Perfect condition.  4/5
Peter Jansen: HER-2S Hermes II.  Head supports 8 points of armor.  Left Leg supports 10 points of armor.  3/3

Fire Lance
Katherine Garrick: AWS-8Q Awesome.  Perfect condition.  4/4 Leadership +3 (LT)
Lucas Mccain: ARC-2K Archer.  Perfect condition.  4/5  Leadership +1 (SGT)
Michael Cherenkov: WHM-6L Warhammer.  Right arm supports 15 points of armor.  4/5
Robert Blackwell: FS9-H Firestarter.  Perfect condition.  4/5

Attack Lance
Francis Canny: OTL-4D Ostsol.  Right armor supports 3 points of armor.  4/5  Leadership: +0 (LT)
Esteban Rodriguez: OSR-2C Ostroc.  SRM four nonfunctional.  4/5
Jacob Bianco: SHD-2H Shadow Hawk.  Perfect condition.  3/4
Anton Karlevski: WVR-6M Wolverine M.  Custom Mech, perfect condition.  Replace autocannon and ammunition with large laser, medium laser, two heat sinks, and one ton of armor.  3/4  Leadership: +2 (SGT)

I will add quirks and special pilot abilities later tonight.
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phlop

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Re: August 22nd Game: Rolling Thunder
« Reply #1 on: August 10, 2015, 01:18:59 PM »

Rob, in scenario "Recon in Force" did you mean one lance of Rolling Thunder opposed by a reinforces OPFOR lance. Doesn't quite read like that. Just wondering.
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Darrian Wolffe

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Re: August 22nd Game: Rolling Thunder
« Reply #2 on: August 11, 2015, 07:11:55 AM »

Sorry about that.  Copy/paste error.

One lance of RT Mechs opposed by a reinforced OPFOR lance.

Figuring the SPAs has proven a little more difficult than expected.  They'll be up before the game, I swear.
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Darrian Wolffe

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Re: August 22nd Game: Rolling Thunder
« Reply #3 on: August 17, 2015, 08:09:28 PM »

OK, now that we have a forum again..

ROLLING THUNDER

Command Lance
Gerald Cameron Jones: BLR 1G Battlemaster.  Perfect condition.  2/2 Leadership +4 (CO)
-EDGE: 3
-Tactical Genius

Alexandra Cherenkov: VTR-9B Victor.  Perfect condition.  3/3 Leadership +3 (XO)
-EDGE: 2
-Jumping Jack
-Weapon Specialist AC/20

Paul Devries: HBK-4G Hunchback.  Perfect condition.  4/5
-Melee Specialist

Peter Jansen: HER-2S Hermes II.  Head supports 8 points of armor.  Left Leg supports 10 points of armor.  3/3
-EDGE: 3
-Eagle Eyes ("free" 2-hex radius Beagle Probe; may dodge surprise attacks from Hidden Units)


Fire Lance
Katherine Garrick: AWS-8Q Awesome.  Perfect condition.  4/4 Leadership +3 (LT)
-EDGE: 2

Lucas Mccain: ARC-2K Archer.  Perfect condition.  4/5  Leadership +1 (SGT)

Michael Cherenkov: WHM-6L Warhammer.  Right arm supports 15 points of armor.  4/5
-Energy Specialist: -1 to hit with PPCs, lasers, and flamers
-Incredibly Jealous of Sister (+1 penalty to G/P when within 4 hexes of Lexi; +1 penalty to G if targeting the same unit Lexi targets)

Robert Blackwell: FS9-H Firestarter.  Perfect condition.  4/5
-Hot Dog
-Flamer Specialist (Ignite woods on a 3+; -1 bonus to light buildings on fire; double flame damage to buildings 1st turn of the burn; flamers deal 4 heat damage instead of 3)


Attack Lance
Francis Canny: OTL-4D Ostsol.  Right armor supports 3 points of armor.  4/5  Leadership: +0 (LT)
-Dodge

Esteban Rodriguez: OSR-2C Ostroc.  SRM four nonfunctional.  4/5
-Blood Stalker

Jacob Bianco: SHD-2H Shadow Hawk.  Perfect condition.  3/4


Anton Karlevski: WVR-6M Wolverine M.  Custom Mech, perfect condition.  Replace autocannon and ammunition with large laser, medium laser, two heat sinks, and one ton of armor.  3/4  Leadership: +2 (SGT)
-EDGE: 4
-Consummate NCO (may spend 1 EDG to give any other NON-officer Rolling Thunder pilot an immediate point of EDG)
-Tactical Genius (may only use if no officer-ranked, mounted, Rolling Thunder pilots are active on the field)


OPFOR

ELEMENT 1, 2nd LYRAN ARMORED BRIDGAE

Orion ON1-K  (3/4)
-EDGE: 3
-Speed Demon
-Weapon Specialist LRM-15

Shadow Hawk SHD-2K (4/5)
-EDGE: 1

Phoenix Hawk PXH-1 (5/6)

Dragon DRG-1Na (3/5)
-6th Sense
-EDGE: 1

Whitworth WTH-1 (4/5)
-Hopping Jack (+2 AMM when jumping, instead of +3)

Quickdraw QKD-4G (3/4)
-Multitasker
-Sniper

ELEMENT 2, 2nd LYRAN ARMORED BRIGADE
Dervish DV-6M (3/4)
-EDGE: 2
-Weapon Specialist LRM-10

Griffin GRF-1S (4/5)
-EDGE: 2
-Melee Specialist

Assassin ASN-101 (3/4)
-EDGE: 1

Jenner JR7-D
(3/4)


ELEMENT 3, 2nd LYRAN ARMORED BRIGADE

Thunderbolt -5SS (3/4)
-EDGE: 1
-Speed Demon
-Weapon Specialist: PPC

Warhammer -6K (4/5)

Hunchback -4G (3/5)
-EDGE: 1
-Ballistic Weapon Specialist (-1 bonus to hit with ballistic weapons)

Clint -3T-MOD (3/3)
-EDGE: 2
-Hopping Jack (+2 AMM when jumping, instead of +3)

Vedette Platoon (5/6)

Hetzer Platoon (4/5)

x3 LRM Carrier (4/5)
x1 SRM Carrier (4/5)

« Last Edit: August 18, 2015, 05:00:13 PM by Darrian Wolffe »
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Ad Hoc

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Re: August 22nd Game: Rolling Thunder
« Reply #4 on: August 18, 2015, 05:37:45 PM »

Sounds exciting.  Logan and I will be there.
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Ice

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Re: August 22nd Game: Rolling Thunder
« Reply #5 on: August 18, 2015, 08:39:07 PM »

I should be there
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phlop

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Re: August 22nd Game: Rolling Thunder
« Reply #6 on: August 18, 2015, 09:17:53 PM »

I will be there.
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Darrian Wolffe

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Re: August 22nd Game: Rolling Thunder
« Reply #7 on: August 19, 2015, 05:21:18 PM »

House Marik ushered in the year 3028 with a series of large raids along the Lyran border, aimed at disrupting any upcoming offensive by House Steiner.  One such raid involved the Lyran planet of Poulsbo, the site of the Bangor Military Base and a major staging area for attacks into the Free Worlds League.
   The First Regulan Hussars and three soft regiments hit the planet at dawn on January 6th, 3028.  

THE FOLLOWING RULES APPLY TO ALL SCENARIOS
1) All units are capable of starting Intentional Fires (see pgs 43-47, TacOps).  No scenario has Wind, so fires will spread to adjacent Building or Woods hexes on an 11+. Smoke is generated by Fires, filling the Fire Hex and each adjacent Hex, but will not drift.  Accidental Fires are not in play.  Fires are considered to be automatically extinguished on the last turn of a game, or if successfully extinguished by a reduction of the Terrain Factor to 0, or via a Fire-fighting Infantry unit (TacOps p45).
2) Hidden Units, Minefields, Floating Critical Hits, Card Initiative, Box O Death, Skidding, Basements, Special Pilot Abilities, and Edge may in play during any given scenario.


SCENARIO 1: Encirclement

The defending Lyran forces made a strong counterattack against the lead battalion of the Hussars, pushing them back towards their landing zones.  The situation appeared grim for the Hussars, but their aggressive advance strung them out over several kilometers.  The Eastern Star Strike Battalion, including the Rolling Thunder Company, struck against the Lyran's exposed flanks, breaking the attack into fragmented and separated units to be defeated in detail.  The Lyran commander ordered a hasty attack on the Hussars while they regrouped from their assault, attempting to break through the encirclement and escape.

Game Setup
S....[][]....N....BattleTech Map/BattleTech Map
..... [][]...........Scattered Woods/Rolling Hills 2

The Defender consists of the Fire and Attack Lances of Rolling Thunder

The Attacker consists of the remnants of Johnson's Jaguars, 2nd Lyran Armored Brigade (Element 1)

Deployment
The Defender must deploy 4 units first, within 8 hexes of the southern map edge.  The Attacker enters on the Northern Edge of the Northern Mapboards on Turn 1.  The final four units of the Defender enter on the Southern Edge of the Southern Mapboards on Turn 1.

Victory Conditions
The Jaguars must escape off the southern edge of the southern mapboards by the end of Turn 12.  
VICTORY TABLE (all are cumulative)
Each Jaguar Mech escaped: +3 VPs
Each Rolling Thunder Mech crippled: +1 VP
Each Rolling Thunder Mech destroyed: +2 VPs
Each Jaguar Mech destroyed or crippled and on-board by the end of Turn 12: -1 VPs.

-10+: Jaguars Substantial Victory
-7-9: Jaguars Marginal Victory
-5-6: Draw
-3-4: Rolling Thunder Marginal Victory
-0-2: Rolling Thudner Substantial Victory


SCENARIO 2: Recon in Force

Irregular and broken forces left over from the shattered Lyran 2nd Armored banded together to harry and harass Regulan Hussar units.  Ambush tactics formed a major part of their repitoire, and they used the terrain to good effect.  One such ambush involved the Command Lance of Rolling Thunder; while on a standard search and destroy mission, the MechWarriors' patrol route took them through a Xinhuai River Valley.  The Lyrans followed the lance's movements in the area and laid a skillful ambush.
   Once the Command Lance was deep within the lush vegetation of the river valled, the ambushers struck from all sides.  Using several light, jump-capable Mechs and well-trained infantry, the ambushers enjoyed early and numerous successes.  Eventually, however, the Command Lance's weight and firepower asserted itself, and the Lyrans were forced to disengage.  They faced back into the jungle and the ambush faded, leaving a thoroughly irritated enemy.

Game Setup
......N
......[]...........Wide River
..... []...........River Valley
......S
The Defender consists of the Command Lance of Rolling Thunder

The Attacker consists of the remnants of the 2nd Lyran Armored Brigade (Element 2)

Deployment
The Attacker deploys first, anywhere on the Wide River Map or on the northern half of the River Valley Map.  See GM for additional instructions.
The Defender deploys second, on the River Valley Map, within 3 hexes of the central river and within 5 hexes of Hex 0808.

Victory Conditions (all VPs are cumulative; add them up once time has expired, the turn limit is reached, or one side no longer has active units on the board)
-Each Lyran unit crippled: +1 VP
-Each Lyran unit destroyed: +2 VPs
-Each Rolling Thunder unit crippled: -1 VP
-Each Rolling Thunder unit destroyed: -3 VPs
-Attacking units may withdraw off the eastern or western edges of the map once half+1 of their starting units have been destroyed.

12+: Rolling Thunder Substantial Victory
9-11: Rolling Thunder Marginal Victory
5-8: Draw
3-4: Lyran Marginal Victory
0 (or less)-2: Lyan Substantial Victory
« Last Edit: August 21, 2015, 11:27:24 AM by Darrian Wolffe »
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Black Omega

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Re: August 22nd Game: Rolling Thunder
« Reply #8 on: August 19, 2015, 07:43:36 PM »

I'll be there.
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Darrian Wolffe

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Re: August 22nd Game: Rolling Thunder
« Reply #9 on: August 19, 2015, 11:35:32 PM »

SCENARIO 3: Hit & Run

Entire campaigns often hinge on the ability of a force to refit and resupply.  The campaign on Poulsbo proved a perfect example.  A damaged Regulan areospace fighter was forced to take a circuitous route back to friendly lines through a severe windstorm, and coincidentally overflew the 2nd Lyran Armored's primary operating base in the region.  A hasty assault was conceived.
   Rolling thunder conducted a low-level drop under cover of darkness and moved quickly toward the objective.  The Lyrans, meanwhile, were drawn away with fighter attacks and other diversionary tactics.  The Mech company gained sight of its goal by dawn.
   Striking hard and fast, Rolling Thunder shot everything in sight, blazing a path of death and destruction through the base.  The diverted Lyran units belatedly dashed to interdict the Rolling Thunder assault, and it was only their intervention that prevented the Marik unit from completely leveling the facility.  The attack was deemed an unqualified success, and with the loss of their primary resupply station, the Lyrans withdraw to the other side of the continent and allowed the Marik assault forces to pillage in peace for a solid week.

Game Set-up
N
[][]....CityTech/CityTech
S

East Map   Hex NumbersBuilding Types
Parts Depots (Buildings M1, M1)   0102, 0402Medium; CF 40 (20 to Damage)
Vehicle Garages (H3, H3)   0115, 0314   Heavy; CF 60 (30 to Damage)
Transmission Tower (M3)1302   Medium; CF 30 (15 to Damage)
Control Center (M4)0407-0408   Medium; CF 40 per hex (40 total to Damage)
West Map      Hex Numbers   Building Types
Parts Depot (M1)   0215   Medium; CF 40 (20 to Damage)
Vehicle Garages (H3, H3)   0202, 0402   Heavy; CF 60 (30 to Damage)
Control Center (M4)0407-0408   Medium; CF 40 per hex (40 total to Damage)

All buildings are Level 2 terrain, save for the Tower, which is Level 4.  The Tower does not count as Immobile (due to the skeletal structure).

The Attacker consists of the entire Rolling Thunder company.
The Defender consists of garrison units of the Lyran 2nd Armored (Element 3)

Deployment
The Defender deploys first anywhere on the two mapboards.  See GM.
The Attacker enters from the West Edge of the Western Mapboard on Turn 1.


Victory Conditions
   Victory is determined through a points system.  Add up all applicable results from each of the Attacker and Defender Victory Point Tables, and subtract the Defenders total VPs from the Attackers total VPs.  Then, consult the Outcome Table to determine the winner.

The game lasts until one of the following conditions are met:
-Turn 20 is completed
-All attacking units have withdrawn from their Home Edge
-No active attacking units remain on the game board
***Even if all defending units are destroyed or rendered inactive prior to the arrival of Reinforcements, the game continues until Turn 20 is reached or attacking units have withdrawn; this allows for destruction of target buildings***

Attacker Victory Points Table (a building can only be damaged *or* destroyed, not both)
Enemy unit crippled or destroyed: +2 VPs
Each Parts Depot Damaged: +2 VPs
Each Parts Depot Destroyed: +3 VPs
Each Control Center Damaged: +4 VPs
Each Control Center Destroyed: +15 VPs
Each Vehicle Garage Damaged: +2 VPs
Each Vehicle Garage Destroyed: +5 VPs
Transmission Tower Damaged: +3 VPs
Transmission Tower Destroyed: +10 VPs

Defender Victory Points Table
Each Enemy Mech Crippled or Destroyed: +5 VPs
Each friendly unit which retreats off the Eastern edge of the Eastern Map: +3 VPs
Every Turn after Turn 15 that both sides have active units on the map: +2 VPs
Reinforcements arrive before attacker leaves map: +25 VPs

OUTCOME TABLE
Attacker Points      Outcome
16+         Attacker Substantial Victory
6-15         Attacker Marginal Victory
0-5         Draw
-5 - -1         Defender Marginal Victory
-6 or less      Defender Substantial Victory

REINFORCEMENTS
During the End Phase on Turn 11, and every future End Phase that the combat continues, the defender rolls 2d6 for the arrival of reinforcements the following Turn.  Reinforcements arrive on a 11+ on Turn 12, an 10+ on Turn 13, a 9+ on Turn 14, an 8+ on Turn 15, and so forth - automatically arriving during the Movement Phase on Turn 20.   Reinforcements move onto the board during their initiative; up to three units may move onto the board anywhere on the North Edge, up to three along the South Edge, and up to three along the East Edge, at the Defender's discretion.  Reinforcements are as follows:

Archer 2R (4/5) Edge: 2
Archer 2R (4/5) Edge: 2
Cyclops 10-Z (4/5)
Battlemaster -1S (4/5) Edge: 1

Warhammer 6K (4/5)
Warhammer 6K (4/5)
Marauder MOD (3/3) Edge: 3; Sniper; Hot Dog
Orion ON1-K (3/4)
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Darrian Wolffe

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Re: August 22nd Game: Rolling Thunder
« Reply #10 on: August 21, 2015, 10:50:42 AM »

Does anyone have Citytech building counters they can bring?  I cannot find my bag of them anywhere.
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Riegien

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Re: August 22nd Game: Rolling Thunder
« Reply #11 on: August 21, 2015, 11:13:28 AM »

Are the victory points counts for battles 1 and 2 reversed?  Looks like the defenders win by dying as completely as possible.
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Darrian Wolffe

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Re: August 22nd Game: Rolling Thunder
« Reply #12 on: August 21, 2015, 11:28:13 AM »

Are the victory points counts for battles 1 and 2 reversed?  Looks like the defenders win by dying as completely as possible.

FASA editing.  The tables were copied directly from the Rolling Thunder Book; they've been corrected (and Scenario 2 was reversed to make sense).
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Black Omega

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Re: August 22nd Game: Rolling Thunder
« Reply #13 on: August 21, 2015, 06:20:23 PM »

Rob,
Do you need any mini's?
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Darrian Wolffe

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Re: August 22nd Game: Rolling Thunder
« Reply #14 on: August 21, 2015, 06:47:54 PM »

Rob,
Do you need any mini's?


Nope.  Just the CityTech building counters (M1, H3, etc) and a bunch of smoke counters.  I have three copies of CityTech, and I'm extraordinarily miffed that I can't find any.
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