CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on March 18, 2024, 02:27:40 AM

Title: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on March 18, 2024, 02:27:40 AM
(https://i.imgur.com/QdtUgBD.png)

This is NOT an airdrop mission.  The Dictator is on the ground.  At your option, it can either stay powered up and shoot and be a viable target, or it can shut down as the attack begins and may not be deliberately attacked...but if you lose the scenario you lose the DropShip.  Drift-capable attacks can also drift into the DropShip, regardless of its status.

The OPFOR *will* have heavy airpower in this scenario.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on March 18, 2024, 08:11:52 AM
For those about to die we salute you.

Preferences on terrain people? Do we want more firing lanes or less? I'm thinking roll for heavy urban to limit firing lanes and force pavement rolls.

Also I'm assuming I get at min 1 reinforcement but is there chance of 2?

That is a scary ass opfor. 10 gauss 2 heavy larges plus ac20/uac20 heavy lasers

Also is it possible to start this game earlier than usual with how big this will end up as and the definitive nature?

Also hoping we somehow get hidden units lol



Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on March 18, 2024, 09:55:49 AM
Rerolling terrain won't impact map size right?

If not reroll for heavy urban
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: deadlyfire2345 on March 18, 2024, 10:16:15 AM
Salvage sheet
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Hat on March 18, 2024, 10:48:09 AM
Questions:

1. for the Lyran Alliance destroyed mechs, is it 1 point contract hit per mech or if the entire lance is lost it's 1 point?  The Gallowglas is clear.
2. can the dropship be powered down after mission start and have it's status changed?
3. can the dropship be powered up after mission start?  I'm guessing that powering up a dropship takes a lot longer than the 1 turn it would take to power up a mech, but that's just a guess.
4. if powered down (or up), can one or more of the loading bay doors for the dropship be open to allow civilians to move on board?  If allowed I would think that for the dropship to retain the benefit of it's powered down status as non-combatant, any unit that enters the dropship effectively needs to remove itself as a combatant and arguably considered salvage along with the dropship if the battle is lost.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Hat on March 18, 2024, 11:01:12 AM
Preferences on terrain people? Do we want more firing lanes or less? I'm thinking roll for heavy urban to limit firing lanes and force pavement rolls.

<snip>

Also is it possible to start this game earlier than usual with how big this will end up as and the definitive nature?

Urban maps may not force the pavement rolls you're hoping for given last missions city maps weren't subject to them.  There are certainly other reasons to use those maps, but if skid checks are your driving motivator, you may be disappointed.

We're certainly open to starting the game sooner.  Ryan and I usually arrive about 9.  Mike I expect would be most impacted with a time change.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on March 18, 2024, 12:13:36 PM
Preferences on terrain people? Do we want more firing lanes or less? I'm thinking roll for heavy urban to limit firing lanes and force pavement rolls.

<snip>

Also is it possible to start this game earlier than usual with how big this will end up as and the definitive nature?

Urban maps may not force the pavement rolls you're hoping for given last missions city maps weren't subject to them.  There are certainly other reasons to use those maps, but if skid checks are your driving motivator, you may be disappointed.

We're certainly open to starting the game sooner.  Ryan and I usually arrive about 9.  Mike I expect would be most impacted with a time change.

Was a bonus vs deciding choice. I'd prefer limited movement and firing lanes on units that can't jump. Longer to target and later to the fight in most cases. Yes there are factors as jj or indirect fire or craziness of walking through terrain. I'd opt to force those vs let them bring the reinforced company into a fun firing line all at once. As a co we have to tip what we can in favor as much as we can.  Due to nature of the fight and obj we see forced to take light or heavy urban and well light urban might still get those benefits its not going to be as likely.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Hat on March 18, 2024, 01:23:45 PM
Not a commentary on your choice. Just wanted to make sure you had the right information.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on March 18, 2024, 01:43:09 PM
Not a commentary on your choice. Just wanted to make sure you had the right information.

I know was more clarification vs surface. In honesty in the face of adversity and fear a draw can be a win.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on March 18, 2024, 03:26:42 PM
I would dearly love to start games sooner.  People have to be able to get there on time, though.  Can they?

Also I'm assuming I get at min 1 reinforcement but is there chance of 2?

I'm kind of holding on this until I get a firmer idea of how many people can make it, due to the large numbers of units already on the board.

Questions:
1. for the Lyran Alliance destroyed mechs, is it 1 point contract hit per mech or if the entire lance is lost it's 1 point?  The Gallowglas is clear.
2. can the dropship be powered down after mission start and have it's status changed?
3. can the dropship be powered up after mission start?  I'm guessing that powering up a dropship takes a lot longer than the 1 turn it would take to power up a mech, but that's just a guess.
4. if powered down (or up), can one or more of the loading bay doors for the dropship be open to allow civilians to move on board?  If allowed I would think that for the dropship to retain the benefit of it's powered down status as non-combatant, any unit that enters the dropship effectively needs to remove itself as a combatant and arguably considered salvage along with the dropship if the battle is lost.

1) 1 point contract hit if more than 50% of the Lyran Alliance units are lost NOT INCLUDING the Gallowglas
2) You can.  It requires 30 seconds (3 Turns) to power down a DropShip. It remains a viable target until powered down completely.
3) You can. It requires 1 minute (6 Turns) to power up a DropShip.  Once it begins powering up it becomes a viable target.
4) As one of the mission objectives for the OPFOR in all Base Defense missions is explicitly to destroy civilian units, if you move civvies into the DropShip, then the DropShip becomes a viable target regardless of its powered status.

Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: ItsTehPope on March 18, 2024, 04:42:46 PM
....

Can we fight inside the dropship?  I kind of want to use the rules I was responsible for creating
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on March 18, 2024, 04:46:13 PM
....

Can we fight inside the dropship?  I kind of want to use the rules I was responsible for creating

As local co and delta co ... NO
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: ItsTehPope on March 18, 2024, 08:39:55 PM
....

Can we fight inside the dropship?  I kind of want to use the rules I was responsible for creating

As local co and delta co ... NO

You're no fun.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on March 19, 2024, 08:49:06 AM
Notice I left it open to unit co to decide lol

I don't think we get a better map size tbh but it will be an issue on base placement. Thats out of my control since atb places the maps though.

Reroll terrain if missed to heavy urban. I figured this all won't be resolved until end of week regardless.

Also what is the map size 4.5x3.5, 4x4, 4x3, 5x3 something else lol? Trying to get an idea of the map size is going to screw us but the above statement still applies.

Also can we get a head count for GM to speed things up?

Faster we figure out head count the faster we can find out reinforcement situation.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Hat on March 19, 2024, 04:08:42 PM
Ryan and I will be there.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Black Omega on March 19, 2024, 04:34:41 PM
I will be there.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: serrate on March 20, 2024, 03:11:38 PM
I will be there, and happy to start early
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: agustaaquila on March 21, 2024, 12:10:53 PM
I am Sparticus  ;D

I support an early start, as I have a hard 6p stop as the next day I leave for Charlotte and need to finish packing.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ad Hoc on March 23, 2024, 10:56:15 AM
I will be there. I can not commit to arriving any earlier than 9:30 am or staying later than 5 pm.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Hat on March 24, 2024, 10:10:11 AM
Roll call summary to date:
Bryan, Ryan, Hat, Steve, Taelor, Brandon, Rob, Seth, Paul all early.
Mike - early (9:30)

Assuming make it Dan as he's deployed.

No response yet from: IIC?
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: ADHDtv on March 24, 2024, 12:46:25 PM
I should be there with no problems, early as i can
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on March 27, 2024, 04:51:27 PM
We are looking at only 10-11 people in total.  With the size of the OPFOR and the extant Allied Lance, the Rangers may deploy only a single reinforcement lance to this mission.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Hat on March 27, 2024, 08:51:33 PM
We are looking at only 10-11 people in total.  With the size of the OPFOR and the extant Allied Lance, the Rangers may deploy only a single reinforcement lance to this mission.

It's 11 if Dan makes it (he's deployed) and 12 with IIC unless I miscounted in case it matters.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: ItsTehPope on March 27, 2024, 09:08:25 PM
I'll be there

Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on March 27, 2024, 09:55:53 PM
We are looking at only 10-11 people in total.  With the size of the OPFOR and the extant Allied Lance, the Rangers may deploy only a single reinforcement lance to this mission.

It's 11 if Dan makes it (he's deployed) and 12 with IIC unless I miscounted in case it matters.

I want over 12 minimum for 2 reinforcements, and ideally ~13.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Black Omega on March 28, 2024, 04:04:20 PM
Jordan told me he can make it.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on March 29, 2024, 11:58:37 AM
I was urged to bump reminder for reroll terrain.

(I know you are probably still catching up from convention.)
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 04, 2024, 06:38:17 PM
I was urged to bump reminder for reroll terrain.

(I know you are probably still catching up from convention.)

I was, yes.  Blaugh.

Terrain: Light Urban
Map: Town-mining.

2 rerolls remaining.  Reminder that Base Defense Missions will ALWAYS be in either Heavy or Light Urban terrain.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 04, 2024, 08:59:20 PM
lets try for heavy urban
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 05, 2024, 05:49:43 AM
lets try for heavy urban


Terrain: Heavy Urban
Map: Fortress-airfield  (hey, new map type!)

OK, guys, I'm kind of begging you.  Please use this map.  It looks AMAZING. 

(https://i.imgur.com/5xOUUk2.jpeg)

...it's also deploying some of your ASFs into the scenario. I'm not sure what that's about.  I'll do a test run when I wake up.



Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 05, 2024, 07:16:28 AM
So team does our current map look awesome or what? Fitting terrain for the mission. I'm assuming as its an airfield we will have x fighters on runway to start....also expect dropship on one of the actual drop spaces would be my guess. Also enemy from the east with 4 starting means probably 1 per map. As far as if not then my guess is unlimited sorties wood.


Ok seriously what do ppl think of the map I can see killzones etc but there isn't a ton of useful cover and they have well ranged firepower....

I'm leaning keep for the trueness of the mission pending the asf issue but ppl better chime in otherwise lol
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 06, 2024, 01:55:37 AM
OK, I figured out what's going on with the ASFs.

From what I can gather, on defense missions involving an airfield, some of your ASFs will deploy on the runways, and can take off using standard TW takeoff rules, before being added to your BSP allotment.  Which means that they can be shot at until they've taken off.  The relevant rules are on TW, pg 88.  The short version is that your ASF has to taxi (at 1/2 safe thrust) to the runway, counting as a wheeled vehicle, and there needs to be 10+ empty hexes of runway in a straight line, because ASFs are VSTOL-compliant units.  Takeoff requires no PSR.  Only 1 ASF can take off from a runway in a turn.  That's it.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 06, 2024, 08:50:08 AM
Well that kills that map kind of. Even our fastest fighter has safe thrust of only 3. Placement zones could change that since its 3+ runways but if it's moving more than 1 space and a turn those fighters die pretty much. Not sure how they deploy on runway but have to taxi still though. If they started in the middle concrete area between all 3 and had free placement within and could take off from any part of the runway it touches it can work. Not willing to lose the fighters if thats not the case and would force reroll. Like if they deployed from south there's time not from east.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 06, 2024, 09:32:41 AM
If its too outside of the mission knowledge to figure out where we want them parked on the tarmac then reroll
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: deadlyfire2345 on April 06, 2024, 12:09:18 PM
For reference, I am going to print out everything on the unit side (given I have half printed already) so if someone who will be on Opfor wants to print the Opfor units, please do so. I can print them as needed as well, since I do have a laserjet on hand.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 06, 2024, 12:44:34 PM
Well that kills that map kind of. Even our fastest fighter has safe thrust of only 3. Placement zones could change that since its 3+ runways but if it's moving more than 1 space and a turn those fighters die pretty much. Not sure how they deploy on runway but have to taxi still though. If they started in the middle concrete area between all 3 and had free placement within and could take off from any part of the runway it touches it can work. Not willing to lose the fighters if thats not the case and would force reroll. Like if they deployed from south there's time not from east.

ASF and DropShip deployment would look very similar to this.  Red hex is the DropShip, stars are ASFs deployment hexes.  But remember, you guys are deploying pretty much centralized on the map as well; if they're in range to shoot your ASFs, they're in range of your Mechs as well.

This is one time I'm irritated that we don't have more tables.  Strictly speaking, there should be a 4th east-west map.  But we simply can't fit the thing.

(https://i.imgur.com/x6YQWN8.jpeg)
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 06, 2024, 12:59:04 PM
Looks like only 2 ASFs would start on the sheet.  Randomized.  I've started the mission 4 times and it's only ever 2 ASFs.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 06, 2024, 02:13:10 PM
Reroll map

Many concerns, unit co concerns, pc forces also showing concern. Let's go ahead and take the bad gut feeling and say no thanks lol

I really was liking this until that deployment and I agree had it been turned to attack from south not east or an extra map longer to east. Potentially if it needed to be done a half shorter toward the west side. That would've given a semi more feasible yes.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 07, 2024, 12:48:57 AM
Reroll map

(https://i.imgur.com/8oJoppN.png)

This is your last reroll, so generating.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 07, 2024, 02:05:27 AM
NORTH
(https://i.imgur.com/nwCwZOb.jpeg)
SOUTH

Maps
City Skyscraper..............Military Base 2........Military Base 1
Airport (Jon Custom).....DropPort 2...............CityTech
Forward Base...............DropPort 1...............CityTech
Seaport......................DropPort 1...............City Downtown


Player Assignments:
Fire + support units
Norbotten
Spectre
Marigold
Reinforcement + Turrets  - assume Blitz
Steiner Allied Lance + Liaison
Reinforcement 2 + Civilians
7 PCs

OPFOR
x6 Lances
6 NPCs

13 Players
Mike
Brandon
Taelor
Rob
Steve
Paul
Bryan
Dan
Hat
Ryan
Seth
Ryan IIC
Jordan

Deployment
Base Turrets Deploys first, before OPFOR deployment choices are made.  Each standard weapon turret must deploy onto a blue star hex, and is considered to be on top of any structure in that hex.  The artillery turret must deploy onto any hollow blue star hex, with identical elevation rules.


OPFOR Force 1: Prior to game, divides their force into lances (lances are in order; 1st 4 units constitute 1 lance, etc).  Each lance enters through one of Zones Red 1, 2, 3, and 4, but only two lances may use adjacent zones (if Lance 1 enters through Red 1, and Lance 2 enters through Red 2, Lance 3 MUST enter through Red *4*).  The specific zone need not be chosen until you enter the board.

OPFOR Force 2: Prior to game, divides their force into a 2-lance section, and a 1-lance section (lances are in order; 1st 4 units constitute 1 lance, etc).  They must note which subsection is entering via Deployment Red A and Red B.  They move onto the board through these hexes on Turn 1.


Ranger Forces: Deploy after OPFOR deployment choices are made.  Each lance, including the Allied Lance, deploys into a numbered Blue zone (1-8).  A total of 3 lances may deploy into zones Blue 1-4.  A total of 3 Lances may deploy into zones 5-8.  Allies and Liaison units deploy during this step, and deploy exactly as a Ranger force (the liaison must deploy either in the same zone as the Local CO, or the same zone as the remainder of the Steiner forces).

Civilian Units:  Deploys alongside Ranger units.  Each civilian unit deploys into one of Purple Zones (1-8).  The 9th unit may deploy into any desired purple zone.  Only infantry platoons may enter or deploy inside buildings during this mission.

Ranger Reinforcements: Up to 2 Ranger BattleMech lances may be deployed as reinforcements.  Prior to deployment, each lance must be assigned 1 mapsheet which contains Blue R hexes.  On their designated turn, 1 Mech deploys adjacent to a Blue R hex on that mapsheet.  Only a single Mech may deploy adjacent to each Blue R hex.

OPFOR Reinforcements: 1 Lance of reinforcements may enter through Red A or Red 1, 1 Lance of reinforcements may enter through Red 4 or Red B.  These units move onto the board during their designated turn.


Environmental Conditions
Pavement: All full hexes - or partial paved hexes up against another partial paved hex - which clearly resemble pavement, or are clearly roads (in the case of the Forward Base and Airport), are standard pavement.

DropShip Neutrality: The Dictator-class DropShip Celebrimbor begins the game on the ground.  At the local CO's option, it can either stay powered up and shoot and be a viable target, or it can shut down as the attack begins (prior to game) and may not be deliberately attacked...but if you lose the scenario you lose the DropShip.  Drift-capable attacks can also drift into the DropShip, regardless of its status.  It requires 30 seconds (3 Turns) to power down a DropShip. It remains a viable target until powered down completely.  It requires 1 minute (6 Turns) to power up a DropShip.  Once it begins powering up it becomes a viable target.  It may not fire until Turn 4 of its power-up sequence.  If powered, the DropShip may take off during the scenario, using standard VTOL rules (TW pg ~88), but not prior to the movement phase of Turn 10 in any case.  Units may not enter or exit or especially fight inside the DropShip.  Dan.


Battlefield Support
The Numenorean Rangers must allocate 4 ASFs to be defensive sorties only (@ x2 sorties per fighter).  The other 2 ASFs may be deployed as or if you wish.  Rangers do not have access to minefields or off-board artillery in this scenario.

OPFOR gain 36 BSP to spend on offensive air support only. Air attacks may not directly target a civilian unit or a powered-down DropShip, unless that unit is in the path of a strafe attack which includes at least 2 other opposed units. 


Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 6 units from FRR Force 1.
2) Destroy, force the withdrawal of, or render incapable of spending MP, 6 units from FRR Force 2.
3) At the end of the scenario, ensure that you have at least 2 Fire Lance BattleMechs capable of spending MP.
4) Ensure the Liaison unit survives and is capable of spending MP at the end of the scenario

OPFOR
1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 10 Ranger BattleMechs, including at least 2 Fire Lance Mechs.
2) Destroy all of the base defense turrets, and the artillery turret.
3) Destroy, force the Withdrawal of, or render incapable of spending MP, the Steiner Liaison and at least 2 Allied Lance Mechs.
4) Destroy or disable (render incapable of takeoff) the Dictator DropShip.  If the DropShip is powered down, this objective is changed to: Destroy, force the Withdrawal of, or render incapable of spending MP, at least 5 civilian units.

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 Mission 3 - 05/23/3060
Post by: ItsTehPope on April 07, 2024, 02:21:15 AM
You Duke Boys your way up one Mule, screw up and pin an Orion to the wall and no one let's you forget it.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 07, 2024, 08:07:50 AM
Rob and Mike you've drawn the lucky straws

Mike can confirm
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 07, 2024, 03:24:33 PM
Rob and Mike you've drawn the lucky straws

Mike can confirm

Wait what? Is this payback for the no fun thing?
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 07, 2024, 04:25:31 PM
Rob and Mike you've drawn the lucky straws

Mike can confirm

Wait what? Is this payback for the no fun thing?

Already had you both in mind due to lance comp but oh boy that's an added bonus
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: deadlyfire2345 on April 08, 2024, 10:00:31 AM
Since Ryan starts on thr board, he has access to his tanks and infantry right?
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: deadlyfire2345 on April 08, 2024, 02:04:32 PM
I will also print everything out then.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 08, 2024, 02:23:50 PM
Since Ryan starts on thr board, he has access to his tanks and infantry right?

No. That's local CO only.  When we wrote the rules the idea was that we'd be deploying only in complete companies, so having 2 company COs on the table couldn't happen. Unfortunately that plan didn't survive contact with people's schedules, so the limit is only the local CO gets to bring their conventional units. Yes, I'm aware we didn't do that once we allowed multiple company COs to bring conventional forces.  That was wrong. Thank the people who immediately asked if everyone could run their own 1-lance "company" so that conventional forces could be attached to EVERY lance for every scenario.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Hat on April 08, 2024, 05:24:45 PM
Since Ryan starts on thr board, he has access to his tanks and infantry right?

No. That's local CO only.  When we wrote the rules the idea was that we'd be deploying only in complete companies, so having 2 company COs on the table couldn't happen. Unfortunately that plan didn't survive contact with people's schedules, so the limit is only the local CO gets to bring their conventional units. Yes, I'm aware we didn't do that once we allowed multiple company COs to bring conventional forces.  That was wrong. Thank the people who immediately asked if everyone could run their own 1-lance "company" so that conventional forces could be attached to EVERY lance for every scenario.

Honestly, I'm not sure why you'd want to.  Vehicles are easy to destroy, BA/infantry similarly and of limited usefulness.  Replacement/repair costs and time hardly seem worth it.  Once lance when you've got an entire company of mechs on the board and you're using them for a specific role?  Sure.  An additional 4 units per lance?  We'd be lucky to hit turn 7 on any given Saturday.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: deadlyfire2345 on April 14, 2024, 09:51:30 AM
All sheets printed, will get the names and such written down this week.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Black Omega on April 14, 2024, 07:21:11 PM
Mini's......?

I can provide the following:
Zeus
Warhammer
Nightstar
Grand Titan
Longbow
Victor
Avatar
Battlemaster
Highlander
Daishi
Rifleman
Hunchback
Shadow Hawk
Griffin
Phoenix Hawk
Stinger
2 Panthers
Wolfhound
Jenner
Uller
Black Hawk [Nova]
2 Saladins
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 16, 2024, 08:08:14 AM
Minis Call

(I have to go through my stuff this afternoon, but I have the minis I've marked for myself already pulled out.  Steve, I'll check through your list when I do it this afternoon.)

Gallowglas - Rob
Devastator - Rob
Zeus - Rob
Warhammer - Rob
Nightstar - Rob

Rangers Jump infantry - Rob
Paramour
Jifty JI-50
Savior
Coolant Truck - Rob
Tracked APC
CON-9 ConstructionMech  - Rob PROXY CATTLEMASTER
Powerman - Rob
Foot Platoon SRM - Rob

Long Tom Turret - Rob
PPC Turret - Rob
PPC Turret - Rob
PPC Turret - Rob
UAC/20 Turret - Rob

Grand Titan - STEVE
Longbow - Rob
Victor - Rob
Avatar - Rob
Battlemaster - Rob
Highlander - Rob
Dire Wolf - Rob
War Dog - Rob BAD PAINT SCHEME
Rifleman - Rob
Cestus - Rob
Cestus - Rob
Hunchback - Rob

Shadow Hawk - Rob
Griffin - Rob
Blitzkrieg  - Rob BAD PAINT SCHEME
Blitzkrieg  - Rob BAD PAINT SCHEME
Phoenix Hawk - Rob
Stinger - Rob
Panther - Rob
Panther - Rob
Dragon - Rob
Wolfhound  - Rob BAD PAINT SCHEME  - STEVE
Jenner - Rob
Kit Fox - Rob

Shadow Hawk - Rob
Lineholder - Rob
Phoenix Hawk - Rob
Nova - Rob
Condor - Rob PROXY Saracen Hovetank
Condor - Rob PROXY Saracen Hovetank
Saladin - Rob
Saladin - Rob

Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 16, 2024, 09:15:57 AM
What color are the opfor to be if able?

What color are the allies and civs?

Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 16, 2024, 05:55:40 PM
OK, so I have some Mechs marked as "bad paint scheme".  Those are Mechs that I do technically have, but they have a paint scheme which will be confusing on the table. For example, I have all of your allies in Lyran Guard colors.  However, my Blitzkriegs are also in Lyran Guard blue/white.  This is confusing. So while I do have and will bring those minis, if anyone else brings anything in bold text, it will be appreciated.

So, your allies are all in blue/white, and you have a few civvie units in OPFOR camo or Olive Drab.  As a general guideline, if you're bringing something, try and avoid things that are primarily in blue or white.  IIRC, Steve's Grand Titan is all-white, which we can live with, because it's practically the only Grand Titan anyone has.  Steve, if you have a Wolfhound in red or black (which you should, because it's you), please bring that one instead of something which conflicts.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 16, 2024, 06:24:02 PM
Maps appear to be accounted for; if someone could bring a spare Forward Base and City Downtown map just in case, I'd appreciate it.  I OUGHT to have them in the portfolio, but I can't access that right this moment.

Also, anyone who can bring building counters, we need them. MANY of my building counters have gone missing over the years, and I'm not sure I have enough to actually do this.  I have a fair amount of rubble, so we should be ok there.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Black Omega on April 16, 2024, 08:10:10 PM
Steve, if you have a Wolfhound in red or black (which you should, because it's you), please bring that one instead of something which conflicts.

Actually, I have 3 WLF's.  One is green, one is desert camo and the third is of course red and black.  Your choice.
I think I can come up with a tracked APC if you don't mind WWII Russian. [It is a little big scale wise] We could also proxy the bottom half of a Hunter tank if we had to...[I have not yet glued the missile launchers to the bodies (and its been 30 years).]
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 17, 2024, 06:57:40 AM
OK, so general reminder that we are trying to start early.  Please arrive NO LATER THAN 9:30.  I plan on ordering Larosas pizza, drinks, & wings for the group so we don't have another 90 minute lunch break (donations are accepted but not required), and we have a HARD STOP at 5:30, with a soft stop time of 5pm.

Also, be advised that due to an unfortunate scheduling issue, and because I am a masochist, I am ALSO running my AD&D session that night, with arrivals starting at ~6:15pm.  Bright side: you people don't have to take down the tables.  Down side: it's going to be a bit of a parking/access zoo during the crossover.

Who has printed the record sheets?  ALL the record sheets, including DropShip and civvie units?  If possible, I want to transmit SPAs early so the sheets are pre-filled.  I think I remember Deadly saying he was printing civvie/ally/turret sheets only, so I can send stuff his way, but who has the OPFOR?
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: deadlyfire2345 on April 17, 2024, 07:08:46 AM
All sheets printed, will get the names and such written down this week.

Still done
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 17, 2024, 10:13:04 AM
Rob did you want to post the clarification on elevated terrain modifiers regarding woods for attacker and defender? This game will probably have it come into play.

Also can we add on the context in which line calls are made so we have these both set? This should end up speeding things up is the hope and reduce agitation with these two subjects. I assume the easiest way to put this one is if one person doesn't want LOS there is none.

We can address the post later if errata is made as needed.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 19, 2024, 01:13:05 AM
All sheets printed, will get the names and such written down this week.

Still done

Sorry, missed it.

SPAs sent.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: deadlyfire2345 on April 19, 2024, 09:55:30 AM
Fire will bring in:
Manticore Heavy Tanks (STD) x2
Maxim (BA Field Refit)
Ontos (3053)

Infantry:
Kanazuchi Battle Armor (Battle Claw)
Kage Light Battle Armor (Laser)
SGT Erika George (Mechanized Tracked Platoon (Rifle))
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 19, 2024, 10:25:49 AM
Fire will bring in:
Manticore Heavy Tanks (STD) x2
Maxim (BA Field Refit)
Ontos (3053)

Infantry:
Kanazuchi Battle Armor (Battle Claw)
Kage Light Battle Armor (Laser)
SGT Erika George (Mechanized Tracked Platoon (Rifle))

Can someone bring the maxim and if anyone has the kage and mechanized inf?  I might be able to 3d mechanized but I've got 0 idea how mechanized and kage work
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: serrate on April 19, 2024, 04:50:32 PM
Fire will bring in:
Manticore Heavy Tanks (STD) x2
Maxim (BA Field Refit)
Ontos (3053)

Infantry:
Kanazuchi Battle Armor (Battle Claw)
Kage Light Battle Armor (Laser)
SGT Erika George (Mechanized Tracked Platoon (Rifle))

Can someone bring the maxim and if anyone has the kage and mechanized inf?  I might be able to 3d mechanized but I've got 0 idea how mechanized and kage work

I've got a mechanized platoon (tracked) I can bring
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: serrate on April 19, 2024, 05:35:19 PM
CON-9 ConstructionMech  - Rob PROXY CATTLEMASTER - I've got a CON-9 Carbine ContructionMech

Blitzkrieg  - Rob BAD PAINT SCHEME - Got one in blue-gray of Donegal Guards

Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 19, 2024, 06:15:42 PM
Printer is currently down and won't gave enough time so I will run the maxim unpainted if someone doesn't have a Ranger colors one. Inf will have to be proxy
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Black Omega on April 19, 2024, 06:41:39 PM
Jordan is bringing a tan Blitzkrieg.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 20, 2024, 06:58:49 AM
Fire will bring in:
Manticore Heavy Tanks (STD) x2
Maxim (BA Field Refit)
Ontos (3053)

Infantry:
Kanazuchi Battle Armor (Battle Claw)
Kage Light Battle Armor (Laser)
SGT Erika George (Mechanized Tracked Platoon (Rifle))

Can someone bring the maxim and if anyone has the kage and mechanized inf?  I might be able to 3d mechanized but I've got 0 idea how mechanized and kage work

I have Ranger colors Battle Armor which can be used for the Kage so we're covered.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Darrian Wolffe on April 20, 2024, 07:15:58 AM
Order is placed, lunch break will be sometime around 12:30.

(https://i.imgur.com/MtIaSEz.png)
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Hat on April 20, 2024, 08:27:44 AM
Fire will bring in:
Manticore Heavy Tanks (STD) x2
Maxim (BA Field Refit)
Ontos (3053)

Infantry:
Kanazuchi Battle Armor (Battle Claw)
Kage Light Battle Armor (Laser)
SGT Erika George (Mechanized Tracked Platoon (Rifle))

Can someone bring the maxim and if anyone has the kage and mechanized inf?  I might be able to 3d mechanized but I've got 0 idea how mechanized and kage work

Ours is coming.  Will match Ryan's paint scheme.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: deadlyfire2345 on April 20, 2024, 05:26:19 PM
Salvage:
Marigold: Longbow
Blitzkrieg: Avatar
Fire: Daishi
Fury: Cestus
Norbotten: Highlander
Spectre: War Dog
Slavage remain: -2,640,552 (Total values reflected in Contract thread, we are still positive, just for accounting purposes)
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 21, 2024, 11:11:09 AM
Ranger forces somewhat rough following the second AO opted for rotation and refit. Requiring many moving parts exposed supplies and it did not go without notice. FRR and Comstar elements still smarting from earlier losses opted for a two bird, one stone approach. Their scouts seeing what appeared as an opening to cripple the Ramgers and refit prompted an immediate raid. Unfortunately for them rotations finalized before forces could get into place and they grossly misread the defensive strength...

0900

Delta, support units, and additional lances found themselves hearing alarms following a routine breakfast. Scouts had located a massive incoming force and radioed in stating checkpoint statics are down with an ETA under 10 minutes. They jumped into action.

--------AAR


Fire, Delta assets and Norbotten opting for optimal brawling positions vacated the northern fort, occupied grounds just west of the final perimeter and waited. Spectre would be instructed to hold the southern port to allow Fury time to complete start up. Marigold fresh off the dropship moved to secure its flank. The allies would opt to secure their HQ and utilize the defensive turrets. Most if which were intact, untouched and unmoved.

Opfor would come in with two full reinforced companies using some of the strongest forces they could muster. Utilizing not only upgraded units but also omnis both clan and Inner sphere. Two near full assault lances would play cat and mouse early on in the park and north eastern city. Initial exchanges resulted in heavy damage to Ranger units.This would turn quickly as Fire, Norbotten pushed in brawlers all started playing what those long lost could only recount as hill billy chase music. A quick armor rotation, wide band com simply saying "NOW!!" and brawlers jumped in full force. Norbottens brawlers especially hootin and hollerin in ecstacy. Tanks would join the fray and it simply was a massacre if the northern force. In the first roughly 60 seconds alone in combat FRR would lose a Dire Wolf, Highlander, Wardog, Victor, Battlemaster, and Longbow. Most of which could be near solely tallied up for Fire and Norbotten. Although the Dire fell it made sure to impact the battle by nearly killing Norbotten actual. Severely wounded and mech inoperable he was assumed lost but pulled from the wreckage barely alive. Seeing this the remaining units tried to regroup south.

Remaining northern elements chose to harass and flank but would later be removed by Blitzkrieg with 0 effort. Marigold continued to fight in the center efficiently. Norbotten and Fire would continue to pursue or split north to hammer the additional units coming in. Downing several more in the process securing the northern flank.

The southern city would see a full company pushing through the local park and city proper. A major battle would take place with Spectre outgunned and tonned until reinforcement units could power up. It would take heavy damage but remain intact holding itself fairly well. Fury would join the fight while reinforcements now free on the northeast pushed south. This would roll the FRR lines and result in a perfect firing concave from north to south. Many lances downed two plus mechs and when all was done a handful of FRR mechs left the field total of roughly 30 mechs.

Artillery fire from both sides and ASF attack runs would be frequent throughout the battle. Ranger ASF would perform admirably downing several fighters for no losses. The battle would leave all scratching their heads in dismay or elation and bewilderment. Rangers easily taking the day but taking moderate to heavy damage in the process.
Title: Re: HAMMER Mission 3 - 05/23/3060
Post by: Ice on April 21, 2024, 07:46:25 PM
Following mission donate orion 1m to unit

LBX 10 CLUSTER AMMO 3, SRM4 NARC AMMO 1, LRM20 NARC AMMO 3

All that is wrong with it now

Also to clarify the scene

Dueling banjos, good ole boys from the hills of wv and the sunder 20x as a shotgun blast to further the.ambience