CincyBattletech
Campaigns (all) => "Have `Mech, Will Travel." => Topic started by: Darrian Wolffe on December 20, 2018, 11:35:22 PM
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(https://i.imgur.com/hoq2iEo.png)
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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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NOTE: All acquisition rolls, personnel rolls etc. completed.
Not as brutal as the last time I got ambushed though still dealing with a company. I need to start noticing the enemy before they notice me.
Reroll Light please - going for darkness, will spend up to 3 rolls to get it.
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Only six mechs this time, 3 lights, medium that may as well be light and an assault to rival any of mine
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Only six mechs this time, 3 lights, medium that may as well be light and an assault to rival any of mine
I believe my unit is the only one that can call an UrbanMech an assault mech. I had to call the cops on the last one ...
I would also suggest trying for wind conditions with your other rolls. They will screw up the hovers and VTOLs, which are the most threatening in terms of completing the recon.
Also, for your sanity, if Rob doesn't reply today, don't expect a reply until a couple of days before the new year.
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Agreed on both wind and Rob’s timing. Not trying to rush him, just make sure he’s not waiting on me. I’m a bit envious of Dancer. His lighting is Pitch Black.
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Reroll Light please - going for darkness, will spend up to 3 rolls to get it.
You've got Dawn/Dusk and 2 rerolls left.
At least they aren't hot-dropping on top of you.
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Reroll wind please.
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If wind = weather, reroll weather please.
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If wind = weather, reroll weather please.
Wind is part of weather, yes.
Weather: Lightning Storm
Wind: Calm
Fog: None
1 reroll left.
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Weather again please.
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Final Scenario
(https://i.imgur.com/7BWNnqo.png)
NORTH
(https://i.imgur.com/jYMHTLo.png)
SOUTH
Maps
Desert Hills.........Desert 2
Desert 2............Desert 3
Desert Mtn 1......Desert 1
Deployment
PC Deployment: Deploy after the OPFOR deployment on the northern half of the map
OPFOR Deploy: Deploy before the PC forces on the southern 3 hexrows. At least 3 units each must be within 3 hexes of each of the southeastern and southwestern board corner.
Environmental Effects:
Dawn/Dusk: All weapons fire is at a +1 penalty to hit until after Turn 8.
Light Gale: +1 penalty to VTOL control rolls (including skidding)
Battlefield Support:
PC forces may place up to 5, 20-point minefields anywhere on the central 2 maps. PC forces may place an additional 2 20-point minefields (no portions); for every additional 2 minefields they place, the OPFOR deployment zone is increased by 2 hexes north. There is a scenario maximum of 15 total minefields. Minefields must be revealed when a ground unit enters the hex and strike the unit which entered the hex on a 7+, dealing 4 groups of 5 damage each to the legs (Mech) or to a randomly-determined direction (ground vehicles).
Pirate forces do not have access to BSP in this scenario.
PCs Victory Conditions:
1) Prevent the north board edge from being scouted
2) Prevent any units which have successfully scouted the north board edge from returning to the southern board edge.
**If 3 or more PC units are destroyed, the OPFOR controls the battlefield at the end of the scenario.
OPFOR Victory Conditions:
1) Scout the North edge of the map (within 3 hexrows) and return at least one of the scouting units to the southernmost board edge (ending the game once this unit exits the board). Scouting a board edge takes 2 full turns of being stationary (ie, no "immobile target" TN modifier) within 3 hexrows of the target board edge.
2) At the end of the scenario, ensure that you have at least 9 units capable of spending MP.
***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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Rob,
Please send Ryan the OpFor information. I PMed you his email address.
Thanks.
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Ryan and I wrapped up the solo mission. Midnight was successful. Rough information with more details later:
Midnight:
Vindicator - destroyed gyro (AC/20 to the CT opened the hole)
OpFor
Shadow Hawk - Salvage
Hunchback - Salvage (badly mangled)
Stinger - Salvage (missing leg)
Urbie - destroyed (ammo explosion)
Locust - withdrew
Hermes II - withdrew
Scorpions (3) - destroyed
Pegasus - destroyed
ferret - destroyed (needed boxcars to hit, rolled boxcars, blew off the rotor at a height of 4)
Harasser - withdrew
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Congrats.
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Initial Setup: Opfor broke into two groups. SW group was fast – Ferret, Hermes II and Harasser. The remainder started in the SE corner as a single brick. Midnight deployed in both center maps East and West.
Turn 1: SW Opfor swung around plateau and hid. SE Opfor advanced at a slow pace. Midnight West split, heading to far west higher ground and more towards center. East shifted slightly but held for approach.
Turn 2: SW Opfor didn’t move, hidden behind hill. SE picked up speed in advancing. Midnight West forces moved more to center to support against SE push, while hedging against SW Opfor making a break for it.
Turn 3: Engaged East side. Minimal fire exchanged, no hits.
Turn 4: Midnight lost initiative and finished shifting to East Central Map. Minimal fire still on east side, the only tag was a PPC against the Hback. Opfor’s fast forces swung back to the west.
Turn 5: Opfor Fast West moving up western edge. Scrum in the east. PHawk pulling back to help deal with fast movers in the west. Both the Phawk and TBolt gang up on the Hunchback, going internal on the left arm and critting both lower arm and hand actuators. The Stinger is shot by the Vindicator, kicked and falls with badly damaged legs.
Turn 6: Midnight won initiative and shifted the Shadow Hawk further to challenge the fast SW group, who in turn pulled back effectively keeping the Shad out of the main engagement. The slower OpFor units continued to advance, while the rest of Midnight regrouped adding a bit of space between them and the others. The Vindicator destroyed the lead Scorpion, while the TBolt put two more PPC blasts into the Hunchback, though unfortunately scattering the damage locations. The PHawk also added fire to the Hunchback. The Vindicator was the designated target and took some limited damage in response.
Turn 7: OpFor won initiative. Midnight’s Shadow Hawk continued to shift to intercept the Fast moving SW group which moved up, but stayed out of range. Mostly the East groups increased range pushing Midnight back towards the North. Minimal fire with the lone tag by the TBolt against a Scorpion.
Turn 8: Battlefield spread out across the Center East map. Shadow Hawk committed to Western flank, SW group cha chaed back out of range. TBolt destroyed previously damaged Scorpion. Darkness ends.
Turn 9: OpFor won initiative again pushing Midnight back. Hunchback hit the Vindicator CT with AC/20 nearly stripping it. The PHawk tacs a ER LL hit to the Hunchback’s RT. Rolled a crit, but he burned an edge to avoid the AC/20 crit.
Turn 10: Midnight won initiative but continued to give ground on the Eastern Flank. OpFor continued slow forward march. Thunderbolt hits the Hback with both PPCs (CT and RT), takes out RT entirely. PHawk poured in more damage with ER LL and 2 ML.
Turn 11: Midnight wins initiative and when OpFor pushes digs in, holding the line and ending at point blank range. Phawk jumps behind Shadow Hawk. Scorpion goes internal on Vindy’s CT, critting the engine. Vindy hits the Pegasus and unloads everything else into the Scorpion critting the turret twice, taking out the weapons. Tbolt blows leg off Stinger. Phawk strips and crits the LL. Kicks the other leg, goes internal, lower leg crit and it falls over. Shad punches back while falling over. Vindy kicks and destroyed the Scorpion.
Turn 12: Vindicator starting pulling back, TBolt pushed into the middle of the engagement, Phawk closed to support. Shadow Hawk tried to stand up twice and fell twice, pilot still conscious after 3 pilot hits. OpFor closed on Tbolt and concentrated fire, stripping a bunch of armor, but nothing internal. Tbolt punched Hunchback in the chest.
Turn 13: Midnight won initiative. Vindy retreated further drawing the Hunchback with him. Tbolt maneuvered onto a hill to try and kick him in the head. The PHawk withdrew to forested cover and got jumped by the Pegasus and the Locust at point blank range. Hunchback took both upper leg crit and when he fell damaged his gyro. PHawk kicked Locust successfully, Locust attempted to kick back, failed, fell and critted his foot actuator. Tbolt kicked Urbie in LT.
Turn 14: Some maneuvering, mostly close quarters, Pegasus disengaged from the PHawk and went after the Vindicator. It hit with a single LL, two crits to the CT and destroyed the gyro. Tbolt unloaded into the Urbie, hit AC ammo and blew it up. Shad shot at the PHawk but missed. Locust missed the TBolt.
Turn 15: Midnight lost initiative. Pegasus disengaged and made a break for the north edge. Locust maneuvered to shoot my TBolt in the back, but missed. Shadow Hawk also shot the Tbolt in the back hitting with 3 missiles in the rear CT. Stinger also hit the TBolt in the front CT.
Turn 16: Midnight lost initiative. Pegasus moved around the back of the center hill and out of sight. Locust ran right up to the back of the TBolt, PHawk shoots and damages the Locust crippling it (internal structure damage).
Turn 17: Pegasus stayed stationary (1st turn), TBolt and PHawk closed. Shadow Hawk shifted towards the Pegasus and the SW group followed. No fire.
Turn 18: Midnight won initiative. PHawk crested top of hill above Pegasus. Thunderbolt closes on Pegasus, but no line of sight. SW group makes a break for it with the Ferret blowing past the Shadow Hawk while the other two speed forward. Shad rolls box cars and blows off the rotors (height 4) destroying the ferret (needed boxcars). PHawk opens up with all weapons and blows away the front of the Pegasus. It retaliated with 2 SRM 6s, both hit. It included one missile hitting the head.
Turn 19: OpFor successfully withdraws the damaged Locust, Hermes II and Harasser.
No captured MechWarriors.
Overall comments / Observations: Ryan's tactics started ok and improved over the course of the game. His fast SW corner unit (Ferret, Harrasser and Hermes II) kept my Royal Shadow Hawk out of the entire fight until nearly the end when he moved to push past. Had it not been for a VERY lucky shot on my part (needed boxcars, rolled boxcars), he might have been able to pull off the scouting between the Pegasus and the Ferret. It was certainly a challenge and we had fun with it.
In terms of Salvage, the Hunchback ended missing its LA, RA, RT and all weapons except the SL and 1 ton of AC ammo. It was down to 48 total points of armor out of 160 and was internal on CT and LL. The Shadow Hawk went internal on both legs and ended up with damaged actuators in each leg. Combined with a bad pilot (base piloting 6) it wasn't getting back up again. The Stinger had it's right leg blown off and remained a pain until I could finally get out of range. I'll need to figure out what to do with the three mechs, but will focus on getting the unit records updated and the unit back in the field first.
I have pictures both for setup and after each turn, but don't have a site to post them on to reference, and attaching them had them roated 90 degrees which was odd.