CincyBattletech
Campaigns (all) => "Have `Mech, Will Travel." => Topic started by: Darrian Wolffe on December 20, 2018, 11:05:35 PM
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Hang on to your butts. This is NOT the only mission on 12/22.
(https://i.imgur.com/vMXESO6.png)
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What is the map size of 60x50?
(4x3 or 3x3 if space is limited)
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The Triumph DropShip is on board... Don't lose 50% of our DropShip assets...
Also, they are bringing aStar League Thunderbolt.
Enemy Force #2 enters via airdrop. It might be worth rerolling weather and hoping to channel Athenry to spoil that air drop.
Triple AC/5 and Quad RL/20 turrets are decent additions to defense.
Also, the allied Devastator is an upgraded model.
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Ice and Reaper are the only valid reinforcements.
Dragon is local commander.
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Ice and Reaper are the only valid reinforcements.
Dragon is local commander.
What about our aircraft and artillery. And the guns of our grounded ship
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IMPORTANT: An additional year has passed since we accepted the contract.
You have new retirement rolls to make for May 1st, 3048
You have annual experience rolls to make for your mechwarriors and annual XP gains for your doctors (Note doctor XP changed in rules 3-1 to a flat yearly increase)
Every lance has rotated through at least one round of training, check the contract thread and ensure youhave all of your training XP accounted for.
Check your hires and fires from the intervening months.
Also note that as of September 1st, 3047 the planet was placed under ComStar interdiction raising our acquisition TNs by +2. The garrison contract reduces IntroTech acquisitions by -1. So the net change is +1 TN for IntroTech and +2 TN for Advanced equipment.
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Ice and Reaper are the only valid reinforcements.
Dragon is local commander.
What about our aircraft and artillery. And the guns of our grounded ship
Grounded Aerodyne DropShips can't shoot.
Aircraft and artillery are addressed under observations. Although there is friendly artillery on the board - that can definitely shoot.
Basically, surprise attacks kinda suck when you aren't on the attacking end of them.
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Ice and Reaper are the only valid reinforcements.
Dragon is local commander.
What about our aircraft and artillery. And the guns of our grounded ship
Grounded Aerodyne DropShips can't shoot.
Aircraft and artillery are addressed under observations. Although there is friendly artillery on the board - that can definitely shoot.
Basically, surprise attacks kinda suck when you aren't on the attacking end of them.
Can we deploy minefields as BSP or with the Engineering Vehicles? All other BSP is clearly off the table by the rules.
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What unit composition are Ice and Reaper? Also the question is, should we reroll anything?
Does nighttime conditions affect hot drops?
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What unit composition are Ice and Reaper? Also the question is, should we reroll anything?
Does nighttime conditions affect hot drops?
IIRC winds are the real killer. High winds would also screw the Warriors and maybe the Saladins as well.
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What book is hot dropping in?
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What book is hot dropping in?
Strat ops
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Thank you. I'll read it tomorrow.
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Cannot sleep at the moment. Salvage sheet is up.
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The relevant SO rules for hot drop
Planetary Conditions
Any planetary condition modifiers (such as weather; see the Weather portion of the Expanded Movement Costs and Planetary Conditions tables, p. 36, TO) that apply to Piloting Skill Rolls are applied to the Piloting Skill Roll above. If a unit cannot be displaced (for example, all the adjacent hexes are prohibited terrain), the unit is destroyed.
Failed Landing Damage
A unit that fails its landing roll takes damage as though it had fallen a number of levels equal to the number of points by which the roll failed (see Falling, p. 68, TW, for ’Mechs or Unit Displacement, p. 151, TW, for non-’Mech units). For example, if a ’Mech with a modified Piloting Skill target number of 6 or higher rolled a 3, the unit would suffer damage as from a fall of 3 levels. A Piloting Skill Roll for landing that fails by more than 7 means the unit is automatically destroyed.
Regardless of whether a unit violates Stacking rules for entering a hex, a failed landing roll automatically is treated as an accidental fall from above (see p. 152, TW).
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Took me a bit since I was looking up the wrong words to find the right page.
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Rob, out of curiosity, why is our Mobile HQ listed as 4/8? It has a regular driver and regular gunners, shouldn't it be 4/5? Or is there somepenalty for MHQs?
Also, in Freya's mission thread, I posted some statistics for landing PSRs if weather and light come into play. I don't think we can make things quite so bad for them here, but wind could sure mess with these guys.
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Rob, out of curiosity, why is our Mobile HQ listed as 4/8? It has a regular driver and regular gunners, shouldn't it be 4/5? Or is there somepenalty for MHQs?
Um....because somehow only Judite Di was assigned to it in AtB, defaulting to the Driver position. Double-checked the TO&E and it's fixed now.
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A Piloting Skill Roll for landing that fails by more than 7 means the unit is automatically destroyed.
Does this mean the mech would be unsalvageable? Or does this mean it's "destroyed" as a mission kill, but we would apply the damage and it would possibly be available for salvage if not cored?
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lets reroll weather and see what pops up.
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A Piloting Skill Roll for landing that fails by more than 7 means the unit is automatically destroyed.
Does this mean the mech would be unsalvageable? Or does this mean it's "destroyed" as a mission kill, but we would apply the damage and it would possibly be available for salvage if not cored?
this is a good question as the great turtle debate continues
"It cant possibly survive a kick out of a dropship from space...can it?"..... "hold, my beer"
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Is there even a way to have a pilot fail by 7 or more if jumping is just a straight PSR plus weather/light conditions?
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Is there even a way to have a pilot fail by 7 or more if jumping is just a straight PSR plus weather/light conditions?
Their jumping force has 2 7 pilots and a 6. If light and weather adds at least a +2, then the 7s can crater on snake eyes. Even if they don't crater, they take a fall of MoF levels. It's an accidental fall, so it could be really painful if the orientation is bad.
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So the landing roll occurs at the end phase, would damage also factor in?
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A Piloting Skill Roll for landing that fails by more than 7 means the unit is automatically destroyed.
Does this mean the mech would be unsalvageable? Or does this mean it's "destroyed" as a mission kill, but we would apply the damage and it would possibly be available for salvage if not cored?
this is a good question as the great turtle debate continues
"It cant possibly survive a kick out of a dropship from space...can it?"..... "hold, my beer"
It can depending on how you abuse the rules
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So the landing roll occurs at the end phase, would damage also factor in?
I believe so. It would be a PSR modifier and they would have an opportunity for falling from damage.
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That's true.
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So the landing roll occurs at the end phase, would damage also factor in?
Not unless you damage in the End Phase. Damage doesn't transfer from phase to phase.
Does this mean the mech would be unsalvageable? Or does this mean it's "destroyed" as a mission kill, but we would apply the damage and it would possibly be available for salvage if not cored?
Yes, it's unsalvageable.
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Reroll weather please.
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Reroll weather please.
When I get home.
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Minis list
Allies (FedCom)
Devastator - Dan
Vulcan - Steve
Griffin
Trebuchet - Dan
Rangers Support
Marksman - Rob
Engineering Vehicle
Engineering Vehicle
Mobile Headquarters - Rob
Infantry - Rob
Triumph
Turrets
Triple AC/5 - Dan
Triple AC/5 - Dan
Triple AC/5 - Dan
Triple AC/5 - Dan
Quad Rocket - Dan
Pirates "Can we parlay?"
Firestarter - Dan
Wolverine - Dan
Wolverine - Steve
Centurion - Steve
Banshee
Battlemaster - Steve
Highlander - Steve
Blackjack
Thunderbolt - Bryan
Vulcan - Bryan
Shadow Hawk - Steve
Thunderbolt
Crusader
Thunderbolt
Rifleman - Dan
Quickdraw - Bryan
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Warrior - Steve
Warrior - Steve
Warrior
Warrior
Saladin - Steve
Saladin - Steve
Sheets - Paul
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I'll provide the Devastator, trebuchet, firestarter, rifleman and wolverine. Turrets as well.
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I can provide:
Wolverine--red
Centurion--[yen lo wang]
Battlemaster--white
Highlander--red
Vulcan--white
Shadowhawk--red
Warrior--gray
Warrior--white
Saladin--red
Saladin--black
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If someone can provide a PDF of sheets I'll print them all out
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If that is the case, I can print them here. I just do not know where to get the aero stuff from.
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I will print the VTOL's. They are in Solaris Armor works.
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I see the option now lol. I forgot I looked into it. I can print those as well now. Thanks. Only ones I do not see are the Triumph and infantry.
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Where does the armaments on the 5Sd go on the that Thunderbolt. Sarna says it replaces the LRM-15 plus the MG and ammo for a UAC5 and 2 tons of ammo with LPL in place of LL and 12 DHS.
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UAC should go in the left torso where the LRM-15 was (IIRC).
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All sheets are done sans the Triumph, turrets, and infantry.
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Got a Thunderbolt, Vulcan, and Quickdraw.
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Reroll weather please.
Dawn/Dusk.
1 reroll remaining.
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Said weather, not light, but this should be fine too. Alright roll weather and lets roll with it.
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Said weather, not light, but this should be fine too. Alright roll weather and lets roll with it.
Fuck, I'm sorry. Reloaded the old save and will roll again. Not fair to you otherwise.
Weather: Clear
Wind: Calm
Fog: Light Fog.
You still have 1 reroll remaining.
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Alright reroll again.
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Final Scenario
(https://i.imgur.com/XI3SKId.png)
NORTH
(https://i.imgur.com/MYLl7XN.jpg)
SOUTH
Maps
MilBase 2.....DropPort 2.......DropPort 2
Seaport.......DropPort 1........MilBase 1
MilBase 1.....DropPort 2.......DropPort 1
THERE ARE NO WALLS ON THE SOUTHWEST MILITARY BASE MAP; THE ELEVATIONS ARE THERE - THE WALLS ARE NOT
Deployment
Base Unit Deployment: Find the map fold lines. There is a 2x2 map area denoted in the center of the board via these fold lines. Non-DropShip Base Units must deploy anywhere within this area, on a building hex or not. DropShips must deploy, as centered as possible, on any crater hex on the center three maps.
Base Turret Deployment: Find the map fold lines. There is a 2x2 map area denoted in the center of the board via these fold lines. Turrets must deploy anywhere within this area, on a building hex or not.
Allied Deployment: Begin on the board anywhere within 10 hexes of the Western Board Edge
PC Deployment: Find the map fold lines. There is a 2x2 map area denoted in the center of the board via these fold lines. PC Lances must deploy anywhere within this area AFTER OPFOR Airdrop Mapsheets have been nominated. Each PC Lance must deploy within 6 hexes of ALL other members of that lance, and no lance may deploy within 10 hexes of another PC Lance.
PC Reinforcement Deployment: Enter along any map edge.
OPFOR Force 1 Deploy:: Enter on the West board edge on their initiative during Turn 1. Roll 1d6-2; that many units from this lance have each taken 1d6-1 groups of 5 damage from their airdrop. No member of this lance may enter more than 5 hexes away from where the first member of this lance to move onto the board entered.
OPFOR Force 2 Deploy: Divide the OPFOR Force 2 into lances of 4 Mechs each. After all PC base unit/turret deployment has completed, each lance must nominate a mapsheet it will airdrop onto. No more than 1 lance may drop onto any one mapsheet. OPFOR lances may airdrop onto any game board. On their initiative counts, each OPFOR unit will airdrop onto the mapsheet it selected, nominating its landing hex before it rolls for landing/scatter. Airdropped units do not become valid targets for weapons fire until Turn 1 of the game.
OPFOR Reinforcement Deploy: Divide the OPFOR Reinforcements into 4-unit platoons. Each platoon must enter the board within 3 hexes of all other members of its platoon. OPFOR Reinforcements enter the board anywhere along the western board edge on their initiative count.
Environmental Effects:
Light Snow Flurries*: Includes the following environmental conditions:
1) -10 degrees C: no game effect
2) Moderate Snowfall: +1 modifier to all weapon attacks. Non-hover Ground Vehicles reduce their Cruising MP by 2. Apply Thin Snow beginning on Turn 10, Deep Snow beginning on Turn 20. Apply Ice to all Water Hexes beginning on Turn 20.
3) Light Gale: +1 to all Aerospace Control Rolls, including AirDrop Landing Rolls. Conventional Foot Infantry outside of a building suffer -1 to all ground MP (units reduced to 0 can either move or attack in a turn, not both).
This isn't in TacOps; only "Snow Flurries" are, so I'm extrapolating.
Battlefield Support
BSP are not used.
Each PC ASF may be assigned to either attack or air defense.
1) if Air defense, it may make up to 2 Light or Heavy Air Defense attempts, as per normal rules.
2) If air Attack, each fighter must be assigned to it's attack "type" (bombing, strafing, etc), and may make up to 2 attacks during the game.
Non-ASF support forces not already assigned to this scenario may not participate.
Pirate forces do have an unknown number of air units available, but no artillery.
PCs Victory Conditions:
1) Destroy or Cripple at least 9 Pirate Mechs
2) Destroy or Cripple at least 6 Reinforcement units
3) Preserve at least 2 Allied Mechs and at least 1 Base Turret
OPFOR Victory Conditions:
1) Destroy or cripple at least 3 Allied Mechs
2) Destroy at least 7 PC Mechs
3) Destroy all base Turrets and at least 4 Base Units
***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).
***Captured Pirate MechWarriors recieve a -2 TN bonus to recruit. Until they are recruited, Pirate MechWarriors have a small chance of attempting a breakout each month, which may result in injury or death to Lance Wingmen. Pirate MechWarriors cannot be ransomed.***
***Pirates will attempt to capture ejected MechWarriors for ransom instead of shooting them..***
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I know that Ice and Reaper Lances are the only available for reinforcement, but can both be called in or only 1?
Reaper would deploy the following if called into action:
2 Gladiators GLD-4RDx3 5,8,5 PPC, 3 med lasers, and SRM 4
Griffin GRF-1NDx1 5,8,5 PPC, 2 med lasers, and LRM 10
Either Griffin GRF-1SDx1 5,8,5 Lg laser, 3 med lasers, and LRM 10 or Shadow Hawk 2HD-2HDx 5,8,5 PPC, 2 med lasers, and LRM 10
Arrival turn 3.
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So the landing roll occurs at the end phase, would damage also factor in?
Not unless you damage in the End Phase. Damage doesn't transfer from phase to phase.
But if you fall from damage prior to making the landing roll, what happens?
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How does the Triumph factor in on this?
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How does the Triumph factor in on this?
Basically as a destructable terrain piece. Grounded aerodynes can't fire their weapons.
Incidentally, depending on how many of the aerospace rules we play with on the ground, anything that can do more than 12-15 damage in a single group, like the AC/20s on the Saladins and the Highlander, is a real problem. They can do enough damage to get critical rolls because of damage thresholds. Not good.
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Gotcha. Try and keep them from drop ship would be ideal. How many ASF do we have exactly? Since BSP is not in play this time around.
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How does the Triumph factor in on this?
Basically as a destructable terrain piece. Grounded aerodynes can't fire their weapons.
Incidentally, depending on how many of the aerospace rules we play with on the ground, anything that can do more than 12-15 damage in a single group, like the AC/20s on the Saladins and the Highlander, is a real problem. They can do enough damage to get critical rolls because of damage thresholds. Not good.
why would they attack a dropship knowing it cant fire?
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why would they attack a dropship knowing it cant fire?
OPFOR Victory Conditions:
1) Destroy or cripple at least 3 Allied Mechs
2) Destroy at least 7 PC Mechs
3) Destroy all base Turrets and at least 4 Base Units
Note that the Triumph is a base unit and due to its height and immobility it is very easy to hit....
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Okay. I will go with Reaper lance as reinforcements. We will need the reinforcements to come in on same side as FS units to prevent casualties. Turn 3 pref.
Talked with Brandon about it. Executive decision.
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Okay. I will go with Reaper lance as reinforcements. We will need the reinforcements to come in on same side as FS units to prevent casualties. Turn 3 pref.
Talked with Brandon about it. Executive decision.
My thoughts were for better consistent mobility considering the warhammer doesnt jump, javelin has unbalanced with skidding in play, and the cataphract is only marginally better speed wise because of.masc and jj the ostsol or the griffins wouldn't be so bad though
The medium lance can stay mobile while staying in the fight most turns if the unit co decides otherwise then it can be brought up I felt it a better option though.
Also it is only a LTSG advising his company CO unit CO and unit XO per tactical
Theirs not to make reply, Theirs not to reason why, Theirs but to do and die.
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Theirs not to make reply, Theirs not to reason why, Theirs but to do and die.
No, no, no. You make the other poor dumb bastard die for his employer. I don't pay you to die.
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Theirs not to make reply, Theirs not to reason why, Theirs but to do and die.
No, no, no. You make the other poor dumb bastard die for his employer. I don't pay you to die.
so its just do or do not there is no try?
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(https://i.pinimg.com/474x/ef/13/c5/ef13c5402cab0d4265f426c89ce77578--pets-storms.jpg)
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(https://i.pinimg.com/474x/ef/13/c5/ef13c5402cab0d4265f426c89ce77578--pets-storms.jpg)
So, the Vatican on Halloween
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I also have a Blackjack (silver) and Griffin (black).
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Minis list
Allies (FedCom)
Devastator - Dan
Vulcan - Steve
Griffin - Steve
Trebuchet - Dan
Rangers Support
Marksman - Rob
Engineering Vehicle
Engineering Vehicle
Mobile Headquarters - Rob
Infantry - Rob
Triumph - Jon
Turrets
Triple AC/5 - Dan
Triple AC/5 - Dan
Triple AC/5 - Dan
Triple AC/5 - Dan
Quad Rocket - Dan
Pirates "Can we parlay?"
Firestarter - Dan
Wolverine - Dan
Wolverine - Steve
Centurion - Steve
Banshee - Deadly
Battlemaster - Steve
Highlander - Steve
Blackjack - Steve
Thunderbolt - Bryan
Vulcan - Bryan
Shadow Hawk - Steve
Thunderbolt - Jon
Crusader - Brandon
Thunderbolt - Jon
Rifleman - Dan
Quickdraw - Bryan
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Warrior - Steve
Warrior - Steve
Warrior - Jon (Donar proxies)
Warrior - Jon (Donar proxies)
Saladin - Steve
Saladin - Steve
Sheets - Paul
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So, the Vatican on Halloween
Guardians of the Galaxy with Drax the rest of the year? Also, I'd laugh my backside off to see Drax in an Imperial Walker costume. ;D ;D
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So, the Vatican on Halloween
Guardians of the Galaxy with Drax the rest of the year? Also, I'd laugh my backside off to see Drax in an Imperial Walker costume. ;D ;D
He's got the right build for it. Don't tempt me
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So, the Vatican on Halloween
Guardians of the Galaxy with Drax the rest of the year? Also, I'd laugh my backside off to see Drax in an Imperial Walker costume. ;D ;D
He's got the right build for it. Don't tempt me
Just do it (insert Nike logo here)
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All I have mechwise that nobody else has mentioned is a banshee. I do not have a randomly painted thud or crusader.
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All that's left mini wise is for someone to volunteer a pair of engineering vehicles and a Crusader.
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I have a black crusader no engineer vehicles though
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I've got a couple unpainted fuel trucks that could sub in
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I've got a couple unpainted fuel trucks that could sub in
I'll bring some spare green MOC non-combat vees.
OK, is there anything else which needs dealt with? I don't suppose anyone has one of the resin mapscale Leopard DropShips from IWM they could bring...
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Oh, right.
LOCAL CO: you need to determine how you're using your ASFs.
LTJG Clark – Transit (light; bonus damage group)
CPO Beverly Yule – Transit (light; bonus damage group)
MCPO Sterling - Stingray (heavy)
CPO Waters – Stingray (heavy)
MCPO Mays – Corsair (light)
CPO Sakai – Shilone (heavy)
EDIT: OPFOR Air Units are now determined
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For heavies: 2 attack, 1 defend. Stingrays attack with shilone on defense
For light: 2 attack, 1 defend. The corsair will be defense with other two attack.
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For heavies: 2 attack, 1 defend. Stingrays attack with shilone on defense
For light: 2 attack, 1 defend. The corsair will be defense with other two attack.
Who is doing what? Stuff matters for purposes of XP and SPAs.
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Oh, also, I now have all of the unit's ASF sheets, and all of the support vee sheets printed out. Evidently MML can do that.
It can't do DropShips, though. We need a Triumph sheet done. Never mind. Forgot I generated the Triumph as an image file to reflect your variant.
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All sheets are done sans the Triumph, turrets, and infantry.
I have the Triumph, turrets, and infantry sheets printed.
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Oh, right.
LOCAL CO: you need to determine how you're using your ASFs.
LTJG Clark – Transit (light; bonus damage group)
CPO Beverly Yule – Transit (light; bonus damage group)
MCPO Sterling - Stingray (heavy)
CPO Waters – Stingray (heavy)
MCPO Mays – Corsair (light)
CPO Sakai – Shilone (heavy)
EDIT: OPFOR Air Units are now determined
Clark: Light Bombing
Yule: Light Strike
Sterling: Heavy Bombing
Waters: Strafing.
Mays: Light Air Cover
Sakai: Heavy Air Cover
I found the SPAs, but do any of the ballistic specs actually affect these sort of things? What about Cluster Hitter as well?
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OK, is there anything else which needs dealt with? I don't suppose anyone has one of the resin mapscale Leopard DropShips from IWM they could bring...
I am working on something close.
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Clark: Light Bombing
Yule: Light Strike
Sterling: Heavy Bombing
Waters: Heavy Strike
Mays: Light Air Cover
Sakai: Heavy Air Cover
I found the SPAs, but do any of the ballistic specs actually affect these sort of things? What about Cluster Hitter as well?
I suggest at least one of the attacks should be a strafe. This map, with the various military base maps, encourages lines of mechs to fire over the walls. Lined up mechs make strafes more effective/efficient attacks since more mechs can be hit.
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Done.
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Given the complexity of this mission, I want to get rolling early; 10:30 at the latest. Please be there NO LATER than 10am. That may mean leaving earlier than you think necessary due to weather.
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Given the complexity of this mission, I want to get rolling early; 10:30 at the latest. Please be there NO LATER than 10am. That may mean leaving earlier than you think necessary due to weather.
Plan on it snowing in the morning and sticking. The current forecast has snow starting around 5 AM and going full bore by 6-7 AM.
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What is the parking situation with snow on the roads? I seem to remember something like Cincinnati as a whole not being able to clear anything thats not an A street, but that may just be that I am in Chicago now where snow removal is actually a thing?
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What is the parking situation with snow on the roads? I seem to remember something like Cincinnati as a whole not being able to clear anything thats not an A street, but that may just be that I am in Chicago now where snow removal is actually a thing?
Well, we're in West Chester, so...
Assume Tylersville and Cox north of Tylersville will not be treated, as they never are. Avoid going to the Vatican via Barrett as much as you can. (Fun fact, there's still cchunks of the Niro there..). There's snow on the ground your best bet is to approach via US42 to Cox to Kingsgate.
Parking:
For the love of God use the driveway as much as you can. I'll be out with the snowblower in the morning if necessary.
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May want to consider having some meet at shopping center off Tylersville and car pool in. My car will already have 3 of the ten players, but that still leaves up to 8 cars trying to park in driveway.
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May want to consider having some meet at shopping center off Tylersville and car pool in. My car will already have 3 of the ten players, but that still leaves up to 8 cars trying to park in driveway.
Also may want to consider ordering pizza instead of everyone trying to go out to get food. It worked well when we played at UC and would probably take less time for the lunch break.
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Good luck, tomorrow.
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Carpooling when possible would be preferred to keep cars off the street.
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I would help, but I am expected to be there early. I will have Brandon however.
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I would help, but I am expected to be there early. I will have Brandon however.
that's fair
Depending on accumulation I'll probably let drax out for a bit as he's never seen snow before and Rooney loves the stuff.
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Jon, I have Archipelego 1 for you.
Also, to anybody, I need a 3rd copy of DropPort 2. I have all other maps packed.
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I've got the map.
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FYI if we get the snow they are calling for we won't be coming down. So Ice may want to bring his force just in case.
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does anyone have an ostsol in semi unit colors im at a loss at this point because i cant find mine .... I have an unpainted ostscout which I can proxy if needed
also did I miss something or did it not limit us to only 1 reinforcement?
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FYI if we get the snow they are calling for we won't be coming down. So Ice may want to bring his force just in case.
Yea, I've been seriously looking forward to this game. But if it's as bad as they estimate, I'm not going to risk my car/life either. I'll be up early to take a look at it though. :-\
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Snow is definitely sticking down here in pleasant run farms. Wonder when the roads here get cleared, not that driving in the snow ever really bothered me.
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Snow is definitely sticking down here in pleasant run farms. Wonder when the roads here get cleared, not that driving in the snow ever really bothered me.
There's <1" of accumulation, and COVINGTON of all places has clear roads.
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I know Cincinnati tends to keep their roads clear if they are too bad early mornings. I am assuming this is going to go down still?
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I know Cincinnati tends to keep their roads clear if they are too bad early mornings. I am assuming this is going to go down still?
I'm still planning on being there, yes. These roads are in no way bad enough to call off. We'll keep an eye on things while we're at Dans.
Dan just called and is driving on the highway. Highways are wet but fine, and given how close he is to the highway on surface streets, I see no reason to call off.
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For those that were interested to see how messed up the Longbow got, posted in my warehouse.
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Losses
F-90 Stingray
Combat Engineering Vehicle
Salvage
Scorpion - Reaper
Quadriplegic FS9-H Firestarter - Reaper
TDR-5Sd Thunderbolt - Crusher
TDR-5S Thunderbolt - Dragon
BJ-1 Blackjack - Skaraborg
CN9-A Centurion - Unit
Pics to follow in the morning
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How was the charge calculated to be at 80 damage exactly? Reading through BMM and TW, it shows the damage calculation as attacking mech weight/10 x number of spaces, not including the space the defending mech is in. Based on that information, the end calculation would be (95/10) x 4 +1 (melee spec) would put the final number at 39. Even if we added the spec to each space, it would end up being 42.
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How was the charge calculated to be at 80 damage exactly? Reading through BMM and TW, it shows the damage calculation as attacking mech weight/10 x number of spaces, not including the space the defending mech is in. Based on that information, the end calculation would be (95/10) x 4 +1 (melee spec) would put the final number at 39. Even if we added the spec to each space, it would end up being 42.
It had multiple other SPAs, like Street Fighter. I don't know the whole list though.
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Salvage taken picture
Note that Scorpion was originally allocated to unit salvage before repair difficulty was known. It was reassigned to Reaperafter we looked at the repair rules for DropShips.
(https://i.imgur.com/MnQYcNT.jpg)
Salvage to Crusher
(https://i.imgur.com/UL4j6Sk.jpg)
Salvage to Reaper
(https://i.imgur.com/hcaCCme.jpg)
(https://i.imgur.com/n14Cu4V.jpg)
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Mission 1 Salvage Values
Destroyed or Captured enemy assets valued at 80,005,303
Salvage percentage is 70%
Allowed salvage value 56,003,712
Selected salvage value 21,310,678
Remaining salvage value 34,693,034