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Messages - Darrian Wolffe

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1
Do the reinforcements count towards the 50% threshold that need to reach the North edge?

No.  And do remember that Elementals can airdrop on their own accord - they don't necessarily need a ride.

Rob what's your thoughts on the terrain?

If you want drifting units to land on and then collapse buildings, you want Light Urban, not heavy Urban.  Heavy Urban will involve more Hardened and Heavy buildings with enough CF to stay upright.

Initial thoughts are that this looks about right for a B-rated formation, even if there's more Star League Mechs and fewer IICs than I would have expected.  IMO we should be looking to delete as many light units as possible on Turns 1-3, before they can land and group up.  A) That hurts their ability to move towards the north edge, and B) Clan Lights pack a lot of firepower on a fragile chassis, so deleting them out front maximally limits their outgoing firepower most efficiently.  But we'll actually have to do shot-calling and not be lazy the way we normally do.

Big downside is that we aren't going to be able to use Artillery in a city, while we could if we were away from Urban terrain.  Defensive mission, remember.  These are, for the duration of the contract, OUR people we're defending, so we can't drop Long Toms on their houses.

Reinforcements would be limited to Jazz and Lancer, because everyone else is in Training, and Jazz has a Solo the day before, so if we have a reinforcement, it's likely Lancer Lance.


2
How Cadre Missions Work And You: A Short Guide to Getting Angry At Someone Else Besides Your GM

Cadre Missions simulate a group of experienced and competent mercenaries (theoretically, you) providing on-the-job training and protection for the young and tender state troops just coming out of some academy or training program somewhere.  As such, in a similar fashion to Garrison Duty or Guerilla Warfare contracts, your skills out of the cockpit are just as important as the skills within it.

First, the primary Lance Role in a Cadre Mission is not scouting or fighting or defense.  It's Training.  A certain number of lances are required to be assigned to the Training role during the contract.  These Lances, which are assigned at the beginning of the month, are not available for scenarios or reinforcements.  They are working a full-time job training the students.  The only way a Lance which is in Training can participate in any scenario during that month, is if they're involved in a Solo Mission involving...well...them.  And probably a bunch of raw recruits they have to also care for during the Solo.  And because it's a Training role, it means that you're almost certainly going to start the fight with powered-down weapons and/or training ammo loaded. On the bright side, at the end of the month (or portion thereof, for the first and last months of the contract), you and all your lance members get +5 XP, even if you didn't actually have a Solo Mission that month. 

Second, everyone ELSE who isn't training actually has to go fight.  The usual caveats apply, but there's also generally going to be an escort of trainees in every mission, which you have to keep alive - and who have to actually score hits on the enemy during the fight.  You can't bury them prone in a heavy woods on the corner of the map in the basement of a septuple-hardened building.  These trainees also require skill checks, usually Leadership, during the scenario, to keep them from panicking and running away under fire.  Other skills do sometimes apply, Bureaucracy or Administration rolls are possible at the end of a scenario, or else it hits you with a small VP penalty.  These seem to always appear in the scenario briefing, so if you don't see an Admin roll required after a scenario, you don't have to worry about it.

Third and finally, everyone who is doing Training ALSO gets to do skill checks.  EVERY CO doing training is required to succeed on at least 1 Skill check at the end of the month, indicating that hopefully you have taught them something worthwhile, valuable, and have done so correctly.  This can be ANY skill, except for Piloting and Gunnery.  To complete your Contract successfully, in addition to VP, you need to accumulate a certain number of successful Skill Checks.  I'm not sure how many you need, and won't know until we've advanced to the last month of the contract; I think it's a percentage of however many rolls you need to make.  A unit with 3 lances doing training for 6 months would generate a different total number of Skill Checks (~18 checks) than a 10 lance unit who puts 5 lances on Training role and stays for 5 months.(~25 checks); this is what makes me think it's a percentage.  So, go about your business, make your Skill Checks when prompted (unless something says otherwise, TNs all seem to be an 8, or pass/fail based on your skill rating.  So a 5+ Mech Tech skill needs a 5 or better on 2d6, while a Strategy +3 rating would need to roll a 5 or better on 2d6 in order to pass the TN8 requirement.), and we'll all see about figuring out whether we've screwed up or not at the end of the contract.

And before you ask, no.  Like all non-combat die rolls, you cannot spend Edge on these.

3


Map layout is
[] []
[] []   NORTH

4

(Now edited with the correct image - preview is for plebs)
 
Map Layout
NORTH
[] [] []
[] [] []
[] [] []

Enemy is AIRDROPPING onto the center of the board.

5


Timeline
11 August, 3060
Contract Accepted
All lances gain $1,056,995 from advance pay
Unit gains $5,284,990 from advance pay
Unit spends $700,000 on travel expenses
Unit Liftoffs from Grumium to Blue Diamond

15 August, 3060
Alarion Military Academy opens
(3060-08-15)
Alarion [DBC] -
Today, the Lyran Alliance Armed Forces (LAAF) held the opening ceremony for their newest military academy. The new military academy will focus on training crews, technicians and pilots of the LAAF's expanding WarShip, JumpShip, DropShip and aerospace fighter fleet. The Alarion Military Academy has attracted some exceptionally skilled and experienced staff to ensure that our next generations of naval officers and enlisted have the best training available to keep the Alliance safe from any enemy.

16 August, 3060
Coventry Military Academy reopens
(3060-08-16)
Coventry [DBC] -
We have more good news to report regarding the Lyran Alliance's military academies. A ceremony was just held to christen the reopening of the Coventry Military Academy. As all of our viewers recall, the Coventry Military Academy was damaged during the Jade Falcons' destructive invasion in 3058, which saw the Jade Falcons conquer several worlds before converging on Coventry with several Galaxies of 'Mechs. The Falcons were intent on capturing the planet's vital 'Mech factories and there was fierce fighting by the defending 10th Skye Rangers, Coventry Militia and the Coventry Military Academy Training Cadre. The Academy's buildings and grounds were caught in the middle of one particularly violent battle and the Academy has been rebuilding ever since the Falcons were forced off the planet.


13 September, 3060
The 2nd Rangers make landfall on Blue Diamind.
Contract begins.

---------------------------------------------------------------

Ranger Lance Assignments
Defend- Admin
Fire
Marigold

Fight - Admin
Fury
Blitzkrieg

Scout - Admin
Lancer
Jazz

Training - 5 lances required on Training ( you will still get the 5XP after a full month here so do not worry.) - Admin
Ehreschuld
Spectre
Paladin
Foil
Norbotten

Reserve
Osiris
Ironside
---------------------------------------------------------------

Ranger Support Unit Assignments
Bravo Company, Lancer Lance
Maxim (BA Field Refit)
Demolisher Heavy Tank (Gauss)
Zephyr (STD) x2
IS Battle Armor (Laser)
Achileus Light BA (MG)

Charlie Company, Ereschuld Lance
Condor Heavy Hover Tanks (Fusion) x2
Partisan Air Defense Tank (STD)
Maxim Heavy Hover Transport (BA Factory Upgrade)
Raiden battle Armor (Tsunami)
IS Battle Armor (SRM)
Raiden Battle Armor (Flamer)

Delta Company, Fire Lance
Manticore Heavy Tanks (STD) x2
Maxim (BA Field Refit)
Ontos (3053)
Kanazuchi Battle Armor (Battle Claw)
Kage Light Battle Armor (Laser)

Repair Vehicles - all count as Field Workshop Conditions (HM,WT p. 27)
Savior Repair Vehicle:
Paramour Repair Vehicle:
Jifty Repair Vehicle:
---------------------------------------------------------------

Ranger Admin Assignments

Logistics Admins (Veteran): -1 on Introtech and TW tech acquisition TNs (6 total)
Paladin
Marigold
Jazz
Fire
Norbotten
Ehreschuld

Logistics Admins (Elite): -1 on Introtech and TW tech acquisition TNs, -1 on ClanTech acquisition TNs (2 total)
Foil
Spectre

HR Admins: Techs get 510 minutes per day instead of 480 (7 total)
Lancer
Fury
Blitzkrieg
Ehreschuld
Fire
Marigold
Jazz
---------------------------------------------------------------

Contract Adjustments:
IntroTech Acquisition TNs are at a -1 bonus, to a minimum of 3 (2 always fails)
-Will require use of non-MechWarrior skill to pass contract objectives
-Will likely require mercs to adhere to rules of engagement to minimize damage to friendly territory (no flame weapons
or AE weapons in urban centers, etc)
-Will almost always result in multiple allied Mechs (usually Green) attached to your combat formations


---------------------------------------------------------------

Monthly Financial Data
Gross Monthly payment: $12,683,951
Payment to Lances: $792,746
Payment to Unit: $3,963,745

6
Unit Market


7
Personnel Market


9
Unit:
Denny Pheiffer, 38, Elite Vehicle Driver


Leopolo Ganilau, 26, Veteran Vehicle Gunner


Pirjo Jyrkainen, 27, Veteran Vehicle Gunner



Fury:
Daisy Taylor, 23, Elite MW Medium


10
I am not sure exactly how the skill checks will work. Are they a combination of being at the table in mission or are these going to go heavily into forum die roller?

I'm not entirely sure. I've never done a Cadre mission in any version past 0.36, and we're using 0.48.  The way they USED to work is that it tested a die roll against people who had specific assignments every month.  "Defense COs roll admin, TN X", or "X lance has been chosen to do small arms training, X Lance CO rolls small arms TN Y".  And then during missions you'd get things like "X number of allied units must survive; allied units will run away (counting as destroyed) unless the Local CO passes Leadership TN X after the first allied unit casualty."

Essentially, because it called for checks both during and between missions and not only from company-level officers, there's no way to game the system to ensure that a specific Local CO is attempting a specific roll.  The upside is that it tracked the number of rolls over the course of the contract and, VP aside, you only had to pass a certain percentage of those checks, so unless a roll screws up a mission, having SOME failed rolls is ok.  60% success rate, IIRC.

But again, that's all very old stuff, and it may well have changed significantly.

11
SAPPHIRE: Cadre means we're going to have a large contingent of green troops in missions, as well as mandatory skill checks for LOCAL COs, (bureaucracy, admin, leadership, and small arms mostly) to generate VP while we "train" the kids.  It's effectively a defensive campaign type, and while basic supplies are easier to acquire, our BSP support is going to be limited.  Probably either a cakewalk (even with Clan OPFOR), or it totally blows up in our face as we fail all the skill checks.  Not much in between.  But it's close, and it's short, even if it doesn't pay well.

XIPHOS: If we don't want to fight the Clans, this is my preference.  Long trip, but A-rated MOC opposition means that we're getting CapCon and FWL stuff, and we get to keep a fair amount of it.  Honestly, give our Mech lineup, this is probably an automatic win, but it's a LOT of time sink due to travel time.

IRONSIDE: B rated Clans means mostly frontline Omnis, and veteran Clan means 2/3 pilots on average.  This gives us good allies, at least, and it's House Command, which means that we're likely to have a full lance on most missions.  Salvage is reasonable for a Clan contract, and BLC isn't great, but of the Clan offensive contracts I think it's the best BLC being offered.  And, again, it's short, and it's close.  Base pay is poor.

BALDUR: This is basically a frontline Clan Steel Viper force, it's got crappy BLC, poorly-equipped house troops helping us, and CSV go out of their way to *kill* mercs.  I don't think the base pay helps if we aren't alive to spend it.  Personally, pass.

SABER: This is actually kind of interesting.  A D-rated Clan force is a 2nd line force with some Star League refits, which honestly puts them at probably about equal to our firepower.  Salvage is, again, about all we can ask for on a Clan contract, and the BLC is lousy, but the base pay is reasonable.  I also look at who's hiring us.  This is the sort of "go capture Clan look and bootstrap a Periphery industrial program" mission that can actually have interesting objectives.  The travel time isn't terrible, and it's not a long contract term.  Of the Clan contract, this is by far the most interesting.

BOXER: Heavy defenses, and high-end Capellan troops with top-end gear. Salvage is the best available, and BLC is bordering on good, 13 weeks travel is right on the edge of what we're probably considering acceptable. The question is whether we're valuing Capellan salvage pre-Stealth Armor as all that great. The planet is functionally an industrial wasteland; it used to be the BattleTech equivalent of a 40k Forge World, so we'd have a lot of urban fighting, I think.  Don't really know if we want to deal with that.  IMO the cons kinda of outweigh the pros here.  It's a doable contract, but I'm not thrilled about it.

Conclusion:
I think my preference would be for SABER, then IRONSIDE, the XIPHOS, in that order.  SAPPHIRE if we really don't want to do more raiding contracts which, in fairness, I know that people were wanting something different this time around, but SAPPHRE is just as dependent on your abilities to pass skill checks as it is your ability to play tabletop BattleTech.

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