CincyBattletech
Campaigns (all) => "Have `Mech, Will Travel." => Topic started by: Darrian Wolffe on January 14, 2019, 11:29:26 PM
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(https://i.imgur.com/hrDBkxO.png)
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Shouldn't some of those Karnovs be UR Transport Models? At least if the intent is to drop infantry.
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Shouldn't some of those Karnovs be UR Transport Models? At least if the intent is to drop infantry.
What part of "the attacker must land near the building" was unclear? Karnovs can carry infantry as cargo (ie, must land to disembark).
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Shouldn't some of those Karnovs be UR Transport Models? At least if the intent is to drop infantry.
What part of "the attacker must land near the building" was unclear? Karnovs can carry infantry as cargo (ie, must land to disembark).
Don't the gunship variants replace the cargo capacity with MGs?
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Shouldn't some of those Karnovs be UR Transport Models? At least if the intent is to drop infantry.
What part of "the attacker must land near the building" was unclear? Karnovs can carry infantry as cargo (ie, must land to disembark).
Don't the gunship variants replace the cargo capacity with MGs?
AtB says that the MG variant is "Karnov UR Gunship (MG)".
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The karnovs are carrying the infantry correct?
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The karnovs are carrying the infantry correct?
Correct
From the looks of things, the intent behind the scenario is that a company of infantry is being carried in on the Karnovs. They have to land, disembark the infantry near the target building, and then move in to kill off the target.
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Unless the building is towards the south it seems impossible to get into position in time with 6 of the Karnovs able to move 11,17 and the other 2 moving 8,12. Unless Bright rerolls weather to get something that would affect the VTOL's but not him. He would probably need to reroll light as well.
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Please rerolls light.
Also, who chooses building location? Can the HVT leave the building and/or can 1 of my mechs pick him up?
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Please rerolls light.
Also, who chooses building location? Can the HVT leave the building and/or can 1 of my mechs pick him up?
Currently Daylight, 3 rerolls remaining.
And the building is placed on the map by the scenario. From what I think is going on, this is INTENDED to be a "defend the building" sort of scenario, but one where you can actually defend the building instead of having it sniped (as an immobile target) from all the way across the map. When I boot up the scenario, there's no option for the HVT being an on-board figure, so consider this as a sort of "mission timer". Since the HVT doesn't appear on the board, no, you can't evac him out of the building. Note that since the HVT doesn't appear as an on-board figure, that means you can fire into the building to take out enemy infantry (though I presume that if you collapse the building, he still dies).
Basically, this is a scenario that is prone to being over-thought, and is vulnerable to a lot of "why can't I...?" Take it more or less as presented, because that's a rabbit hole that doesn't have a bottom. ("If I know about the scenario ahead of time, why can't I just evac the HVT the day before and automatically win?", etc)
A word of advice? If you're worried about getting near enough to the building in time to defend it, consider that the map size and terrain are all re-rollable. This is also a good reason to have anti-infantry weapons available on your Mechs; the OPFOR infantry will be exposed between the time they land, disembark, and move to the building to enter it.
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Reroll map please.
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Reroll map please.
Mountain-Medium
2 rerolls remaining.
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Please generate mission and send opfor information to my Dad
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Please generate mission and send opfor information to my Dad
Are you sure?
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Reroll terrain. When I rerolled map I didn't know that VTOl's didn't have to spend additional mp to go over a level change unless it was 2 or more.
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Reroll terrain. When I rerolled map I didn't know that VTOl's didn't have to spend additional mp to go over a level change unless it was 2 or more.
Terrain: Flatlands
Map: Town-Ruin
1 reroll remaining
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Ok. Go ahead and generate mission.
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Ok. Go ahead and generate mission.
Final Scenario
(https://i.imgur.com/NQ2Yezq.png)
NORTH
(https://i.imgur.com/5sekb50.jpg)
SOUTH
Maps
Open Terrain 1.......Battletech
City Ruins.............CityTechg
Deployment
PC Deployment: Enter onto the board during your movement on Turn 1. Deploy turrets into a valid turret hex (orange).
OPFOR Deploy: Enter onto the board during your movement on Turn 1. Make sure that Karnov Elevation levels are clearly marked.
Environmental Effects:
None.
Battlefield Support:
BSP are not used in this scenario.
Special Rules:
Each platoon of infantry will load into one of the Karnov Gunships (using Cargo space). There are more Karnovs than there are infantry. The player doesn't get to know which Karnovs hold infantry until they're unloading on the ground. If a Karnov crashes (or is shot down), roll out the full crash. If the Karnov survives the crash, the infantry platoon will survive on a 4-6 on 1d6.
To land requires the Karnov to descend to Elevation 0 in the target hex. It takes one full round (from the end of the movement phase in which the Karnov lands until the end of the next movement phase) for the infantry to disembark into an adjacent hex (the infantry counts as having walked 1 hex). If the Karnov is destroyed during this turn, the Infantry unit takes 5d6 casualties.
The infantry platoons have 3 MP each. Due to the security systems of the building, it will cost 3 MP to enter the target building.
Once inside the building, they can still be targeted by Bright Lance. Use the "Infantry within buildings" table and rules on TW page 172. Note that the research building is of hardened construction (120 CF), but only reduces damage to the infantry within as a Medium Building, NOT has a Hardened Building (if you need fluff, the interior core of the building where experiments are done is what holds the building upright and gives it its structure, but outside of that core - where the ingress and egress around the building is - it's only a normal office building). Note that burst-fire anti-infantry weapons do their normal BattleTech damage, not groups of d6, against infantry in the building.
If the building collapses as a result of combat damage *caused by Bright Lance*, the HVT is killed. Because the computer can't control for this, and I know people will think of it, no, you cannot shoot the building yourself to bring it down. The point is to confirm, in person, that the HVT is dead. Compare and contrast to the Bin Ladin raid; it was done in person and not with a cruise missile.
After 3 turns INSIDE the building, the infantry has a chance of finding and killing the HVT. For every 7 troopers - or portion thereof - remaining in each platoon inside the building, roll 1d6. The HVT is found on a 6. If he is found, roll 1d6 for each "6" which was rolled; he is killed on a 5+ on this die. Once he has been found, if he survives, he may try to escape the building; roll 2d6 at the END of the next movement phase; on an 8+, he is placed in any adjacent hex to the building. On a 7 or less he must stay within the building and may continue to try and escape in future rounds. Once the HVT is outside the building, he may be picked up by either team, or fired at as per the normal rules by any infantry units (only) which have moved *outside* the building (spending another 3 full MP to do so).
If the HVT is picked up by a friendly unit, that unit may attempt to exit the board with the HVT. If the unit carrying the HVT is destroyed, the HVT dies on a 1-3 on a d6, failing that he is placed in the hex containing the destroyed Mech. If the pilot of that Mech ejects, the HVT is automatically killed.
PCs Victory Conditions:
1) Ensure the HVT is alive by the end of the game
u]OPFOR Victory Conditions:[/u]
1) Kill the HVT, or capture him and exit him from the board
***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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Good luck, Luca.
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We finally was able to to play this. Lucas was on fire. He took out 7 Karnovs and the the Stinger in 4 turns. Sending the remaining units into retreat. After action to follow.
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Good job, it seems that you deserved it.
(^_^)b
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Congrats!
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3-4-3049 After Action Report
There was intel that there was going to be an assassination attempt on a HVT at a secluded location. Bright Lance was the closest asset. We approached the target location from the South. As we got near we got sensor contacts from the North. We advanced to intercept the incoming units. LTSG Brightsword and SGT Spears moved to the NE while LTJG Mills, SGT O’Leary, and our liaison went NW. The approaching force split into 3 groups. 1 group of of 4 karnovs from the NE and another from the NW. The 3rd group consisting of 4 mechs, a Wolverine, Shadow Hawk, Trebeuchet, and a Stinger, approached due South towards the Laboratory. As soon as they got into range of our weapons we let loose on the Karnovs. LTSG Brightsword scored the first kill on a Karnov. The forces continued to advance with Karnovs trying to flank us and the mechs trying to bait us in the middle. Their Stinger pilot made a tactical error and our liaison was able to get behind him and core the mech with an AC/ 10. Almost simultaneously, LTJG Mills and SGT Spears both down a Karnov. They continued to push. As they did 4 more Karnovs were destroyed, one per member of Bright Lance. After that the remaining Karnov and mechs quickly retreated. LTSG Brightsword issued orders to not pursue but to secure the area.