CincyBattletech
Campaigns (all) => "Have `Mech, Will Travel." => Topic started by: Darrian Wolffe on November 11, 2018, 05:59:38 PM
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(https://i.imgur.com/UQ1ErYC.png)
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Some upgraded units like the Battlemaster, Grand Dragon and Phoenix Hawk and some good pilots on their side. Weather though... Nope, I can deal with ash on this world.
They can indirect fire with the LRM turrets and Saracens, so we'll need to crush that.
Map wise this is roughly 3x3 or 3x2.5, right?
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reroll terrain
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Reroll weather (I didn't catch the Tornado...)
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focus focus focus is important
this one seems brutal
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Guys? Recognize some of those names?
Also, who is our reinforcement lance? I'll be back online in time for the operation and then some.
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this one seems brutal
Yes and no. Freya and Dunedain lances are well configured for close assault (Mechs and pilots) and Ice looks good for fire support.
Several of their mechs are heat limited. The Daboku and the Rifleman (As well as the Phoenix Hawk and Victor to a lesser extent when jumping) can be effectively shut down by infernos. Also, Dunedain and Freya have melee master pilots. If we coordinate on taking down mechs, we can trash these guys pretty hard. I can detach my Firestarter to hunt infantry, or inferno them as convenient. With your Warhammer, the LRM turrets won't last long either.
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which config do you want me to bring
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which config do you want me to bring
I think hard hitting fire support would be nice. Start with turret elimination and set up for vehicle skeet shooting when the reinforcements arrive. Maybe something like Warhammer, Griffin, Griffin, Javelin (infernos?).
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do we even have a chance of rerolling the tornado XD
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do we even have a chance of rerolling the tornado XD
I am sure we can roll another one...
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Dragon would be ready, my lance comp is a mix of support and brawl.
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well what kind of negatives do we get with a tornado LOL - is it really that bad especially with the lrm units they have - plus the hovers cant operate - not sure how the tornado is applied though
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Reroll weather (I didn't catch the Tornado...)
Weather: Clear
Wind: Calm
Fog: None.
2 rerolls remaining.
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Weather thats actually good and not a side mission? Tickle me shocked.
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Weather thats actually good and not a side mission? Tickle me shocked.
Don't worry, there's a secret weather condition, meteor strike...
Rob, with the turrets, is this one limited to urban type terrains? If it is, finish the scenario. If we can get non-urban terrains, let's reroll terrain. I would prefer light urban over anything heavier.
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Rob, with the turrets, is this one limited to urban type terrains? If it is, finish the scenario. If we can get non-urban terrains, let's reroll terrain. I would prefer light urban over anything heavier.
The turrents are there whether the terrain is urban or not. Do you want terrain rerolls?
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reroll terrain
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Salvage sheet is up.
Forgot a mech.
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reroll terrain
Same thing. Light Urban. Town - Generic.
1 Reroll remaining.
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reroll terrain
Same thing. Light Urban. Town - Generic.
1 Reroll remaining.
Eh, go ahead and generate the scenario.
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Eh, go ahead and generate the scenario.
Will do.
Also, apropos of "getting paid"...do note that with the loss, our contract score is reduced to a 5.
Mission 1: +2 (Victory)
Mission 2: +3 (Victory plus clean sweep)
Mission 3: +2 (Victory; ignored contract breach due to Allied Traitors)
Mission 4: -2 (loss)
Mission 5: +2 (if we win); +3 (if we win with a Clean Sweep)
Total: 7 or 8 points, depending on Mission 5 result.
If we win Mission 5, AND there's another Mission (6), and we lose Mission 6, we will lose the contract. We will only have 7 Contract Points by then, and the minimum required for a 6-mission Successful Contract is 8 Contract Points (7.5 rounded up). Therefore, my strong suggestion is that we push - hard - for a clean sweep victory on this battle, to give us space to screw up the last fight. While this is a difficult fight, it's a known quantity. We don't know what a hypothetical 6th Mission would be, and so the long-term safe play would be to push to get enough points to guarantee a Contract Victory now while we know what we're facing.
Remember, if we blow a contract, we're blacklisted from that employer for 5 years. I think it's a safe bet that nobody wants to get blacklisted by the FedCom in the 3047-3052 time block.
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Remember, if we blow a contract, we're blacklisted from that employer for 5 years. I think it's a safe bet that nobody wants to get blacklisted by the FedCom in the 3047-3052 time block.
I think we can safely say that none of us want to let Hanse down right now. ;)
This game will be the 15th of December. Before I pick reinforcements, will anyone not be available? I will be favoring a faster medium lance for this fight. That way reinforcements will arrive earlier and a more mobile lance will help nuke the hovercraft reinforcements quicker. If you want to be picked, reply below.
Also, now is a good time to look at the new year's game dates if you have not already done so.
http://forums.cincybattletech.com/index.php?topic=869.msg16117#msg16117
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Logan, Lucas, and will not be at this game :(.
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Attending
Dunedain
Freya
Ice
Skaraborg
Dragon
Crusher
Not Attending
Reaper
Bright
Wolverine
Not checked in yet
Dancer
Midnight +1
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Of course I will be there.
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Final Scenario
(https://i.imgur.com/NLgIILg.png)
NORTH
(https://i.imgur.com/xpzKjqJ.jpg)
SOUTH
Maps
Coast 1................Battletech.............Coast 1
City Ruins.............Citytech..............Grasslands 2
Open Terrain 2.....Open Terrain 1.....Wide River
Added Water hexes are Depth 1.
Deployment
OPFOR Deploy: Deploy all Local Forces on the central Mapsheet. 3 LRM turrets must deploy on the "corners" of the central triangular building. Non-engineer Infantry Platoons may not deploy within a building or within 2 hexes of one. Behemoth Tank must deploy on the center mapsheet. Divide Mech forces into 3, 4-Mech lances. Each Lance deploys on a separate mapsheet. The lances on the east and west mapsheets must deploy within 3 hexes of Hex 0909. The lance on the center mapsheet must deploy on or adjacent to a pavement hex, outside of buildings.
PC Deployment: Deploy on the southern half of the southern three mapsheets (up to the fold). You may not deploy more than 5 Mechs into an 8-hex contiguous area.
PC Reinforcement Deploy: Enters from the Southern map edge as per initiative order (units may choose to use Jump MP to enter map). Reinforcements may delay their entry; each turn they delay their entry, they may enter up to 1/2 of a mapsheet's "height" from either East or West board edge. May delay a maximum of 4 turns. All reinforcement units must enter within 5 hexes of each other, with no unit passing beyond the "height" limitation.
OPFOR Reinforcement Deploy: Enter from the North board edge on your initiative count.
Environmental Effects:
Light Urban: Each building scales down its "type" one level (a Hardened Building becomes Heavy; a Medium becomes Light, etc). Buildings may not be reduced below Light. Skidding, Bulding Damage, and Basement rolls are all in play.
Engineering Platoons: Each engineering platoon allows its player to select one of the following 3 options:
1) If deployed in the same hex or adjacent to a Draconis Mech unit, the Engineers can construct breastworks for that mech. As long as that Mech stays stationary (not immobile), it receives a Partial Cover modifier and reduces damage as though it is in a Medium (CF 40) Building. Once the breastworks have taken 30 damage, it will no longer absorb damage or provide the partial cover modifier.
2) Engineers can deploy up to 3, 10-point minefields* (TN 8; no BSP cost) within 3 hexes of the engineers starting location. Hexes must be written down. Once the attack is made the minefield is revealed.
3) Engineers can deploy up to 1 Hidden Pit Trap* within 4 hexes of the engineers starting location. An enemy Mech which enters this hex is "hit" by this attack on a TN 7. Roll on the Basement Table, rerolling until you get a basement effect, add 1 level to the depth** of the "basement" (PCs cannot Edge the Basement table roll), and resolve the fall damage into the "basement" as normal. Hexes must be written down. Once the attack is made the Trap is revealed.
*this item is detectable with Beagle Probes and the Eagle Eyes SPA.
**Yes, this means it's possible to fall into a basement you can't get out of
Battlefield Support
Rangers may choose up to any amount of BSP.
Draconis forces receive an allowance of 50% of the Ranger choices (there is a BSP floor they will not go below). Draconis Forces have received reinforcements as a result of recent successes, and will receive 2 randomized air attack choices and 2 artillery support options for no cost.
-Note that OPFOR air support can target PC Battlefield artillery support. This can be countered by Air Cover as per normal. The specific artillery vehicle targeted will be randomized.
PCs Victory Conditions:
1) Destroy at least 7 Enemy Units (not counting Local Forces)
2) Destroy or cripple all enemy Mech units
3) Destroy 5 or more of the Local Forces Units
OPFOR Victory Conditions:
1) Destroy or cripple least 4 PC units
2) Destroy at least one Lance Leader's Mech
3) Prevent more than 4 PC Mechs from ending the game within 5 hexes of Hex 0909 on the northern central map.
***EXTING THE BATTLEFIELD***
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 environments MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
***Draconis Combine MechWarriors will fire on ejected MechWarriors whenever possible. Note this does not apply to vehicle crews.***
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For PC reinforcement deployment, does the entire lance need to enter on the same side of the map? Can 2 enter east and 2 enter west, and must the whole lance enter on the same turn, or can 2 enter on turn X and 2 more enter up the map on turn X+2?
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For PC reinforcement deployment, does the entire lance need to enter on the same side of the map? Can 2 enter east and 2 enter west, and must the whole lance enter on the same turn, or can 2 enter on turn X and 2 more enter up the map on turn X+2?
Edited scenario to clarity. (It's basically just Battleforce 2-style "off-board movement").
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For PC reinforcement deployment, does the entire lance need to enter on the same side of the map? Can 2 enter east and 2 enter west, and must the whole lance enter on the same turn, or can 2 enter on turn X and 2 more enter up the map on turn X+2?
Edited scenario to clarity. (It's basically just Battleforce 2-style "off-board movement").
Roger
Also, since the unit reserve is depleted, I will likely be assigning the first couple of medium/heavy mechs to the unit reserve.
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Minis
Allied Phoenix Hawk -
Victor - Rob
Battlemaster - Rob
Warhammer - Rob
Daboku - Rob
Tbolt - Rob
Rifleman - Rob
Griffin - Rob
Grand Dragon - Rob
Locust - Rob
Locust - Rob
HUnchback - Rob
Pixie - Rob
Behemoth - Rob
Cicada - Rob
Saracen - Rob
Saracen - Rob
Saracen - Steve
Saladin - Rob
Saladin - Rob
Harrasser - Brian
Harrasser - Brian
Harrasser - Steve
LRM Turret - Dan
LRM Turret - Dan
LRM Turret - Dan
LRM Turret - Dan
Infantry Platoon - Rob
Infantry Platoon - Rob
Infantry Platoon - Rob
Infantry Platoon - Rob
Sheets - Jon
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I got turrets
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Questions:
1. Are pit traps revealed/destroyed by artillery/bombing/strafing attacks?
2. Do breastworks take double damage from AoE attacks?
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Questions:
1. Are pit traps revealed/destroyed by artillery/bombing/strafing attacks?
2. Do breastworks take double damage from AoE attacks?
No to both.
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I have nothing currently that can deal with infantry if thats is what is needed, I do have two good fire support units and two brawlers still that can be beneficial. Turn 4 is when I can come on at earliest however.
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I have nothing currently that can deal with infantry if thats is what is needed, I do have two good fire support units and two brawlers still that can be beneficial. Turn 4 is when I can come on at earliest however.
I am not overly worried about killing the infantry. My entire lance has infernos or flamers, and there are other potential inferno carriers in the rest of the listed force. Quick arrival and higher maneuverability are more my concerns. My lance is quick and jumpy, and half of the other lances are quick or jump. The concern is being able to react and move quickly enough to kill the hovers quickly. They represent a significant number of units and could easily play cat and mouse for multiple turns if we let them.
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Would give the reinforcement lance a min of 5 turns to set up before they come in and have their way with us.
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Steve, what is the condition of your lance?
Reinforcement will likely be either Dancer or Dragon.
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I'm available as well, and planning to be there.
Also, got 2 harassers.
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So the reinforcement lance's deploy turn 1?
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So the reinforcement lance's deploy turn 1?
Opfor reinforcements arrive on turn 9. PC reinforcements arrive whenever they arrive.
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So the reinforcement lance's deploy turn 1?
Opfor reinforcements arrive on turn 9. PC reinforcements arrive whenever they arrive.
Ok that was what I thought but wasnt sure on the wording for reinforcement deployment under the section vs next to opfor reinforcement deploy
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So the reinforcement lance's deploy turn 1?
Opfor reinforcements arrive on turn 9. PC reinforcements arrive whenever they arrive.
Ok that was what I thought but wasnt sure on the wording for reinforcement deployment
Could be a copy/paste error, or just wording. We'll keep him honest. ;D
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I will be there. Dancer can field 3 PHawks and Enforcer (has gauss rifle).
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What turn will you arrive?
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3
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Rob, if we bring the Marksman, does that count as our 1 lance of reinforcements?
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Not checked in yet
Midnight +1
Still waiting on Timothy's basketball schedule. Ryan's got a game at noon. Will let you know hopefully later this week.
Btw, I noticed that the heading on the fully generated scenario was "final". Is this the last mission of the contract then, win or lose?
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I think that just means that Rob has finalized the scenario, objectives stated, no rerolls, map defined, etc.
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I'm available as well, and planning to be there.
Also, got 2 harassers.
What turn would you arrive and how well can you hunt hovercraft?
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I will be there. Dancer can field 3 PHawks and Enforcer (has gauss rifle).
I did some checking on my ongoing repairs. The Blackjack will be complete on Jan 3 and is therefore available for mission 5. What that does is brings Dancer 2's PPC spec. back into the equation. I would generally field Blackjack [twin PPC's and weap spec] over the Enforcer [Gauss Rifle] with the 3 PHawks and still arrive on turn 3. Given the upcoming battle, an option would be to field Blackjack and Enforcer with 2 PHawks. This would slow arrival time to turn 4 but increase long range firepower. Jon, if you want Dancer to be reinforcement, these are the options available.
I also have Saracens, Saladins and Harrassers available for the battle if required.
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Assuming I choose Dancer, quicker arrival trumps the firepower difference. This fight will be a real slugfest with real chances for losses. I expect that we will lose 2-4 mechs with perfect play on our part. So, the follow on question is are you ready for losses?
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I would be down for some losses, not like I have been sliding from them pretty often lately.
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Freya Lance will drop:
Freya 1: LT Hartmann - Grasshopper (1734)
Freya 2: SGT Sharpe - Rifleman (1407)
Freya 3: SGT Callahan - Grasshopper (1427)
Freya 4: SGT Montgomery - Javelin (594)
Total BV2: 5159
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Dunedain 1: Saltier - "Crusader" (1670)
Dunedain 2: Ramierez - "Crusader" (1670)
Dunedain 3: Smith - Shadow Hawk (1417)
Dunedain 4: Lemoine - Firestarter (1013)
Total BV2: 5770
Also, Freya 1 is designated XO.
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I would be down for some losses, not like I have been sliding from them pretty often lately.
Cannon Fodder Lance?
The issue really is one of speed. Dancer Lance can arrive one turn faster and is much quicker on the ground. His Blackjack with PPC spec will contribute to fire support and his P. Hawks are fast enough to keep the hovercraft in check while carrying enough firepower to kill them quickly. Keeping up and killing quickly is an important consideration since we need to sweep this fight. Dancer's Lance is also heavy enough to threaten anything on the board (especially when the assaults have been killed or damaged in earlier fighting).
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So, the follow on question is are you ready for losses?
Are you ready for some football?! (^_^)b. (yes)
Dancer looks like this:
PXH-1x (1257)
BJ-3 (1271)
PXH-3Mx (1386)
PXH-1b (1512) total bv2 (5426)
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Okay, Dancer Lance is the official reinforcement. Now let's see if we can pull this off without leaving the field littered with our mechs.
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ICE 1: Drake Sharpe - "Warhammer" (1661)
ICE 2: Lynn Richmond - "Cataphract" (1856)
ICE 3: Faith Carlyle - "Griffin" (1381)
ICE 4: Kelly Ross - "Javelin" (662)
Total BV2: 5560
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Just something I noticed...
Isnt the 3D phawk a davion design XD..guess the davion units elsewhere are not doing so hot since they lost a brand new variant
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Just something I noticed...
Isnt the 3D phawk a davion design XD..guess the davion units elsewhere are not doing so hot since they lost a brand new variant
Now I know where the 4th mech of the traitor lance ended up.
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Same with the whammy and Battlemaster from a couple missions
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Same with the whammy and Battlemaster from a couple missions
Those are upgraded variants, but the BattleMaster is a star league variant and the Warhammer is a Kurita specific variant. Ice is calling out the brand new upgraded Davion variant Phoenix Hawk in a Kurita unit.
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I'm well aware of what they are. We have seen them plus the daboku from a previous mission that ended due to it being a massacre prior to their arrival.
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I'm well aware of what they are. We have seen them plus the daboku from a previous mission that ended due to it being a massacre prior to their arrival.
I have no memory of what you speak.
Just thinking about it gives me a headache.
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Rob, speaking of those previously encountered mechs, how much do we officially know about the pilots?
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Rob, speaking of those previously encountered mechs, how much do we officially know about the pilots?
Will the spa be the same ?
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Rob, speaking of those previously encountered mechs, how much do we officially know about the pilots?
Probably almost certainly nothing for the heavy stuff since we broke contact before engagement. Also, you don't know they existed. You just have Blood Stalker/Urbanmech now.
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Rob, speaking of those previously encountered mechs, how much do we officially know about the pilots?
Probably almost certainly nothing for the heavy stuff since we broke contact before engagement. Also, you don't know they existed. You just have Blood Stalker/Urbanmech now.
That or Phobia(UrbanMech)
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Rob, speaking of those previously encountered mechs, how much do we officially know about the pilots?
Probably almost certainly nothing for the heavy stuff since we broke contact before engagement. Also, you don't know they existed. You just have Blood Stalker/Urbanmech now.
That or Phobia(UrbanMech)
Blood stalker is more approriate. Its like when you get the crap scared out of you by a moth.
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25 days until the great Athenry Memorial BBQ. Remember to bring a friend.
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Blood stalker is more approriate. Its like when you get the crap scared out of you by a moth.
I catch it and feed it to my lizards?
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Just a heads up for this game deadly I will need your cataphract. Also does anyone have a unit color painted javelin and Griffin not being used in the game I can use for this scenario.
If not I need to prime and paint both the javelin and Griffin.
I can paint them it's just having a hard time with space etc to paint where its not going to bug my other half.
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Rangers will bring 22 BSP worth of support.
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So if Maria married Captain von Trapp, should not her mech be named "Hellsinger"?
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So if Maria married Captain von Trapp, should not her mech be named "Hellsinger"?
(https://i.imgur.com/FTES01U.jpg)
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My work here is done.
(https://i.imgflip.com/1bah84.jpg)
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So, how long did it take you to figure out the reference?
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So, how long did it take you to figure out the reference?
https://www.theonion.com/environmental-study-finds-air-in-chicago-now-75-bullet-1819576663
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So, how long did it take you to figure out the reference?
https://www.theonion.com/environmental-study-finds-air-in-chicago-now-75-bullet-1819576663
By mass this may be far closer to the truth than is even remotely funny.
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Minis
Allied Phoenix Hawk - Jon[/b]
Victor - Rob
Battlemaster - Rob
Warhammer - Rob
Daboku - Rob
Tbolt - Rob
Rifleman - Rob
Griffin - Rob
Grand Dragon - Rob
Locust - Rob
Locust - Rob
HUnchback - Rob
Pixie - Rob
Behemoth - Rob
Cicada - Rob
Saracen - Rob
Saracen - Rob
Saracen - Steve
Saladin - Rob
Saladin - Rob
Harrasser - Brian
Harrasser - Brian
Harrasser - Steve
LRM Turret - Dan Jon
LRM Turret - Dan Jon
LRM Turret - Dan Jon
LRM Turret - Dan Jon
Infantry Platoon - Rob
Infantry Platoon - Rob
Infantry Platoon - Rob
Infantry Platoon - Rob
Sheets - Jon
Since we are less than a week out, let's confirm everyone can still bring their assigned units. Also, it looks like we never got the allied Phoenix Hawk assigned. Worst case scenario I have a crappy painted blue Phoenix Hawk (Think Cobra Commander...).
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I have a pixie in black not doing anything.
Someone needs to get the turrets as well anyway.
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I have a pixie in black not doing anything.
Someone needs to get the turrets as well anyway.
I have turrets we can use.
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I have a pixie in black not doing anything.
Someone needs to get the turrets as well anyway.
I have turrets we can use.
As do I
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Since we are less than a week out, let's confirm everyone can still bring their assigned units.
Confirming that all the minis I'm bringing are packed.
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Since we are less than a week out, let's confirm everyone can still bring their assigned units.
Confirming that all the minis I'm bringing are packed.
Please also pack the unit's Marksman for [eventual] on board use. The Long Tom will not be brought on board.
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Please also pack the unit's Marksman for [eventual] on board use. The Long Tom will not be brought on board.
I just have a permanently-packed tray of all unit assets that comes to every game. So, no problem.
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Please also pack the unit's Marksman for [eventual] on board use. The Long Tom will not be brought on board.
I just have a permanently-packed tray of all unit assets that comes to every game. So, no problem.
I thought you did, but figured I should bring it up redundantly rather than risk forgetting it.
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Game starts at 0930, whether or not all players are there. Be there when the library opens at 0900.
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Mason Public Library, Parkhill Meeting Room, 200 Reading Rd, downtown Mason Ohio
Just in case anyone hasn't been keeping up on the other threads.
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Mission 5 Victory
4 Mechs salvaged:
Daboku
Hunchback
Grand Dragon
Phoenix Hawk
Contract is closed
The plan is to keep the Grand Dragon in the unit and sell the other mechs.