CincyBattletech
Campaigns (all) => "Have `Mech, Will Travel." => Topic started by: Darrian Wolffe on February 18, 2019, 09:36:42 PM
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(https://i.imgur.com/IKXqX60.png)
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This is going to be tough then. Given that both games require those from scout or fight.
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So the question becomes, which scenario requires 4 lances more?
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Our Side
1x Allied Lance
2x Rangers
Tank lance
Crap we have to keep alive that can't really fight back
Their side
Hellbringer
Executioner
Summoner
Hellbringer
Kit Fox
Warhawk (PPCs/LPLs with a 1 gunner...)
Man o War
Timber Wolf D (with a 0 gunner...)
Summoner
Dire Wolf (A jumping Dire Wolf....)
5 points Elementals
Dunedain is well equipped to nuke elementals and engage in close combat. Wolverine will have a tougher time. We will need Freya and Dancer to kill them fast enough to keep the convoy alive.
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Reroll light.
Any input on how heavily wooded "wooded" terrain convoy map is?
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Phoenix is also available. It’s a short lance with 2 L1 Marauders 3Rs.
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Phoenix is also available. It’s a short lance with 2 L1 Marauders 3Rs.
Noted. Phoenix, plan on being called in.
That will bring the allied total to 12 + 6 reinforcement mechs, 5 combat vehicles, and 7 helpless things we will struggle to keep alive that can't fight back.
The clan side is 10 mechs (3A, 6H, 1L) and 5 points of Elementals.
This is going to be closer than I would like.
Assuming we get something other than moonless night for light, the convoy will need to travel roughly 24 hexes to reach the board edge. on perfectly flat terrain this will take 4-6 turns for 4/6 vehicles/mechs or 5-8 for 3/5 units. Add a turn at board edge to get off of the board and we get a minimum game length of ~9 turns.
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4 assaults not 3
Executioner
Man o war
Dire wolf this needs to die fast
Warhawk this needs to die fast
I dont think the darkness is going to help that much most of them are low enough pilots that the move reckless psr wont even be that helpful if anything it hurts the allies as they have worse pilots not to mention worse gunnery
Those schreks probably wont make it off and should post up in firing positions to dump as many ppcs as they can before dying or maybe the rommels.
The issue comes with armor for the schreks and well speed for everything just about
Motive crits will suck
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It’s going to be really ugly, but that was to be expected. Light’s being rerolled. Jon already asked for it.
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The Man O War is effectively a heavy. It'll kick like an assault, but the Timberwolf, Summoner, and Loki's have comparable or greater firepower. Which is terrifying...
Darkness has to go for convoy movement. If it is dark, the convoy won't get off of the board because of the movement reduction.
If the Shreks were better gunners, they probably would. Also, their armor is so light, they are just going to evaporate anyway. They only carry 20-24 armor in each location with 8 internal. So anywhere but the front, 2 ER PPC hits to the same location will kill it. And with vehicles only having 4 hittable locations from any given direction, it is way more likely to hit the same location twice.
The Rommels can do way more standing and fighting. 3 gunners with AC/20s and 38 armor on the hull facings (only 24 on the turret, boo), they will survive past turn 2 (but probably not turn 4).
It would be hilarious to fill the coolant trucks with deep frying oil for the Jade Turkeys and see if their mechs can stand on slippery ground.
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The part that will be tragic is when the elementals pace the tanks and SRM them into pillboxes.
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The elementals will be an issue but would they prioritize objective or fighting mechs?
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So, since everyone is trying to Meta the shit out of this...may as well join in.
You aren't killing those assaults quickly. Stop thinking about it now.
Killing order should be the Hellbringers, Kit Foxen, Summoners, Executioner, Gargoyle, everything else. Toads if you have nothing else better to do.
Also note that the Gargoyle is goddamn scary.
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My thinking is the same, drop things as fast as possible so start with the light stuff and work your way up. At a minimum you need to worry less about positioning and it’s easier to stay out of the line of fire if there are less things shooting you.
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So, since everyone is trying to Meta the shit out of this...may as well join in.
You aren't killing those assaults quickly. Stop thinking about it now.
Killing order should be the Hellbringers, Kit Foxen, Summoners, Executioner, Gargoyle, everything else. Toads if you have nothing else better to do.
Also note that the Gargoyle is goddamn scary.
Its not to meta game is just well hell scary stuff needs to die
Also I'm trying to determine how to run opfor
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So, since everyone is trying to Meta the shit out of this...may as well join in.
You aren't killing those assaults quickly. Stop thinking about it now.
Killing order should be the Hellbringers, Kit Foxen, Summoners, Executioner, Gargoyle, everything else. Toads if you have nothing else better to do.
Also note that the Gargoyle is goddamn scary.
Its not to meta game is just well hell scary stuff needs to die
Also I'm trying to determine how to run opfor
I expect Rob will be clear on what will cause Zell to be broken if it’s even in effect. Once it’s not, concentrated fire where it makes sense will go. I’ll be saving edge to save pilots. The equipment is far more likely to die.
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Yea, we don't even know if the Jade Falcons are offering Zell at this point right?
Also, do we have confirmation that's a Gargoyle/ManO'War and not a Gladiator/Executioner? We've got mismatched nomenclature on that one.
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Yea, we don't even know if the Jade Falcons are offering Zell at this point right?
Nope, and PCs have no concept of Zell in any case.
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Yea, we don't even know if the Jade Falcons are offering Zell at this point right?
Also, do we have confirmation that's a Gargoyle/ManO'War and not a Gladiator/Executioner? We've got mismatched nomenclature on that one.
One of each.
Gargoyle/Man O War A - 5/8 dual ER PPC plus LPL variant
Gladiator/Executioner Prime - 4/6(8 )/4 Gauss rifle plus 2 ER LL
You aren't killing those assaults quickly. Stop thinking about it now.
Killing order should be the Hellbringers, Kit Foxen, Summoners, Executioner, Gargoyle, everything else. Toads if you have nothing else better to do.
I will generally agree with your kill order, Especially Hellbringers, Summoners, and Kit Fox first. After that it gets interesting. The Warhawk has the highest firepower to armor ratio of the remaining mechs, has a targeting computer, and is only a 4/6 so it won't be generating high movement mods. The Man O War is a little more lightly armored than the Timberwolf with the same movement profile and similar armament, making it higher value target. The Gladiator and Dire Wolf will be a pain all around and take a lot of killing.
The really annoying part is that with 18 mechs on our side we will probably need all of them to engage the mechs, leaving the elementals to murder the convoy itself. Which they are more than capable of. The alternative of the Hellbringers and Summoners keeping their elementals as ablative armor could suck pretty hard too.
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Reroll light.
Daylight.
3 rerolls remaining.
Any input on how heavily wooded "wooded" terrain convoy map is?
Not really, no.
I expect Rob will be clear on what will cause Zell to be broken if it’s even in effect.
This is correct.
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reroll terrain
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reroll terrain
Flatlands
2 rerolls remaining
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reroll terrain
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Strike that. Map size.
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Would the elementals count towards salvage?
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They should be kills and have value. Technically, for each X killed elementals we should be able to salvage Y functional battlesuits. (With Y<X)
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Minis List
Allies
Victor
Thunderbolt
Centurion
Enforcer
HaulerMech
HaulerMech
Firebee
Tracked APC
Tracked APC
Coolant Truck
Coolant Truck
Manticore Tank
Rommel Tank
Rommel Tank
Schrek PPC Carrier - Jon (Gold)
Schrek PPC Carrier - Jon (Gold)
Clan
Elemenatals - Jon
Elemenatals - Jon
Elemenatals - Jon
Elemenatals - Jon
Elemenatals - Jon
Hellbringer - Jon
Executioner - Jon
Summoner - Jon
Hellbringer
Kit Fox - Jon
Warhawk - Jon
Man O' War - Jon
Summoner - Jon
Dire Wolf - Jon
Sheets
I think I have all of the Clan stuff except maybe a Hellbringer and the Man O' War. I'll take a look over the weekend.
Paint jobs will be a bit more varied than I'd like. The only potential problems are the Executioner and Hellbringer are both in blue and tan skyline.
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Phoenix is also available. It’s a short lance with 2 L1 Marauders 3Rs.
Noted. Phoenix, plan on being called in.
If I come in my marauders can concentrate fire to take down 1 maybe 2 mechs per turn
NOTE: will not be effective against elementals
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Phoenix is also available. It’s a short lance with 2 L1 Marauders 3Rs.
Noted. Phoenix, plan on being called in.
If I come in my marauders can concentrate fire to take down 1 maybe 2 mechs per turn
NOTE: will not be effective against elementals
You absolutely should come in your Marauders, but don't expect to take down a mech per turn. They have the firepower and pilot edge. And that's before Rob gives them any SPAs. Don't be surprised if you lose mechs.
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Minis:
Tbolt: orangish/brown
Centurion: Numenorean colors
Enforcer: desert camo
Hellbringer: black/teal
Executioner: camo
Summoner: Grey/red
Kit Fox: camo
Warhawk: red/black
Man o'war: JF Delta (green/yellow)
Summoner: black
Dire wolf: camo
I know Jon said he's got most of this, but I'll bring it in case it helps resolve any color issues.
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Minis List
Allies
Victor - Steve
Thunderbolt - Bryan
Centurion - Bryan
Enforcer - Bryan
HaulerMech
HaulerMech
Firebee
Tracked APC
Tracked APC
Coolant Truck
Coolant Truck
Manticore Tank - Steve
Rommel Tank - Steve
Rommel Tank - Steve
Schrek PPC Carrier - Jon (Gold)
Schrek PPC Carrier - Jon (Gold)
Clan
Elemenatals - Jon
Elemenatals - Jon
Elemenatals - Jon
Elemenatals - Jon
Elemenatals - Jon
Hellbringer - Jon
Executioner - Bryan
Summoner - Jon
Hellbringer - Bryan
Kit Fox - Jon
Warhawk - Jon
Man O' War - Jon
Summoner - Jon
Dire Wolf - Jon
Sheets
I think I have all of the Clan stuff except maybe a Hellbringer and the Man O' War. I'll take a look over the weekend.
Paint jobs will be a bit more varied than I'd like. The only potential problems are the Executioner and Hellbringer are both in blue and tan skyline.
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Reroll map size please.
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I can provide the following....
Allied
Victor (desert camo)
Manticore
Rommel
Rommel
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Phoenix is also available. It’s a short lance with 2 L1 Marauders 3Rs.
Noted. Phoenix, plan on being called in.
If I come in my marauders can concentrate fire to take down 1 maybe 2 mechs per turn
NOTE: will not be effective against elementals
You absolutely should come in your Marauders, but don't expect to take down a mech per turn. They have the firepower and pilot edge. And that's before Rob gives them any SPAs. Don't be surprised if you lose mechs.
I already expected to lose a mech, hoping no loss of pilots.
And as for the not taking down a mech :'(
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Tactics are pretty clear, get the convoy off of the board ASAP.
The convoy units are mostly 4/6 (HaulerMechs, Rommels, Manticore, and Coolant Trucks) with some 3/5 Schreks and a couple of faster units (Firebee and APCs). We have two major challenges in getting the convoy off of the field intact, time under fire and the #@!#@! elementals. Time under fire will be a matter of how good of a job we do running defense and how fast they can book it off board. The 4/6 movement profile moving at 6 per turn will basically require 4 turns to reach the edge of the board from the middle and then one additional turn stopped at the board edge to make it off board.That is our minimum clock. Thankfully almost everything is tracked or mech so less of it is likely to get immobilized.
The elementals will require a lot of killing, my units all have SRM-4s with inferno ammo (except the Firestarter) which will be useful since every 3 inferno missile hits on a point kills one elemental. My Shadow Hawk is in full MIRVWarrior mode with 5xSRM-4 and the weapon specialist and sandblaster to make it work. So the Shadow Hawk and Firestarter will focus on Elementals, but they probably won't be fast enough to do the job on their own. Freya's Javelin is another good anti elemental mech. While Freya's Grasshoppers can certainly engage elementals, they are better employed against the mechs. Wolverine and Phoenix Lances aren't well configured for anti-elemental work and should concentrate on mechs.
We saw how well our units can engage clan forces in the previous game. It will be ugly for us, but we have a couple of things going for us. We will have 18 mechs to their 10 (and five elemental points) in addition to the 5 combat vehicles in the convoy. Detailing off three mechs to deal with the Elementals puts us at 15:10 with most of their mechs being heavier. The convoy Rommels and Victor have big can openers and the Schreks can punch some holes as well, which will pose a significant threat to the lower armor mechs like the Hellbringers and Kit Fox. The Executioner's armor is the next most breachable due to the side torsos being anti-optimal.
Melee attacks against the Executioner and Dire Wolf will take a while to work through their leg armor (40+), so shooting them is probably a better idea. The Warhawk and Timber Wolf are not really any easier at 35 and 32. Everything else is 24 or less leg armor, making double kicks able to breach armor. So Phoenix, the Schreks, Rommels and allied lance should concentrate fire on the Hellbringers and Executioner first. Dunedain and Freya should go after the Hellbringers, Summoners, and Gargoyle. Wolverine can gang gank the Kit Fox and then contribute wherever they can.
Note that the Hellbringers, Gargoyle, and Timber Wolf can/will run warm, but they are about the only things that will. The Summoners, Kit Fox, and Executioner have excess heat dissipation. The Warhawk and Dire Wolf have positive heat build up, but volley fire will take care of that problem.
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Rob, rules clarification request on inferno hits versus mounted elementals. The TW inferno-elemental interaction rules basically assume open field fighting. I'm posting the question(s) now so you have some time to correspond with Xotl if necessary.
Since elemental points are allocated to specific locations and 3 inferno missiles kill an elemental, will inferno missile hits against mechs mounting elementals need to be allocated to specific locations (in order to determine how many are blocked by elementals)? Do mounted elementals even count for inferno hits against the carrying mech? If so, does the carry location matter, eg can front inferno hits kill rear elementals?
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Let's append that rules clarification to include using infernos to wash elementals off of friendly mechs.
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OK, catching up:
Strike that. Map size.
Map Size reroll gives 60x40 (4 long, 3 wide)
1 reroll remaining
They should be kills and have value. Technically, for each X killed elementals we should be able to salvage Y functional battlesuits. (With Y<X)
Yes, Elementals are salvageable. IIRC, you roll a d6 for each destroyed suit; on a 6, that suit is repairable (at a massive TN modifier because Hargel makes repairs harder - no I don't remember the specific modifier offhand). Each Elemental Suit has a base cost of $500,000 CB for determining Salvage value.
Minis List
Allies - All in Davion Colors
Victor
Thunderbolt
Centurion
Enforcer
Vehicles - Mix of Olive Drab and Pirate Camo
HaulerMech
HaulerMech
Firebee
Coolant Truck
Coolant Truck
Manticore Tank
Rommel Tank
Rommel Tank
At minimum, I have all of these. If you want, I can also bring my Jade Falcon-painted stuff; you saw what I have available.
Since elemental points are allocated to specific locations and 3 inferno missiles kill an elemental, will inferno missile hits against mechs mounting elementals need to be allocated to specific locations (in order to determine how many are blocked by elementals)?
No need to ask. The answer is yes, you have to figure hit locations with the Infernos, and whether the Mech is hit or the Elemental is hit, just the same as if you're firing any given weapon at an OmniMech carrying Battle Armor. This applies to the answer about clearing Elementals off of friendly Mechs as well - use the standard rules for shooting at Battle Armor in a Swarm Attack, and figure out if your Infernos hit the BA or not.
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Reroll map size
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And since you do have all of the clan mechs in JF colors, go ahead and bring them, we might as well get the right colors for the turkeys.
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Reroll map size
45x30
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They should be kills and have value. Technically, for each X killed elementals we should be able to salvage Y functional battlesuits. (With Y<X)
Yes, Elementals are salvageable. IIRC, you roll a d6 for each destroyed suit; on a 6, that suit is repairable (at a massive TN modifier because Hargel makes repairs harder - no I don't remember the specific modifier offhand). Each Elemental Suit has a base cost of $500,000 CB for determining Salvage value.
Just so it is easy to find. Battle armor suits are salvageable on a TN 10+ 2d6 roll. Troopers survive on a 2d6 roll TN 7+ in general. Clan battle armor receives a -2 TN modifier for survival. Statistically, 2d6 TN 10+ is the same as 1d6 TN6. So it's probably simpler to roll 1d6 per suit.
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Final Scenario
(https://i.imgur.com/FyZOLRZ.png)
NORTH
(https://i.imgur.com/apn2bqu.jpg)
SOUTH
Maps
Desert 2............Scattered Woods
Open Terrain 1....Battletech
Desert 2...........Grasslands 1
Deployment
Clan Deployment: Clan Forces will airdrop (using standard rules) into the purple-bordered area. No more than 2 Points worth of force may deploy into any single map "quarter" (1 Mech = 1 Point, 5 Elementals = 1 Point). Elemental Points will begin the game "riding" the Mech which appears directly above them in the force listing.
Allied Convoy Deployment: All units listed under Allied Convoy must deploy within 2 hexes to either side of the centerline of the map (not counting the centerline hexrow), within the Yellow-bordered area.
2nd Chaussers and Ranger Deployment: These units may deploy anywhere within the Yellow-bordered area. However, at least 3 Mech Units must deploy into each "rear quarter" of the Yellow-bordered area, within 2 hexes north and 3 hexes east/west of the extreme deployment corner (ie, behind and to the sides of the convoy, the way troops are *supposed* to guard a convoy perimeter).
Environmental Effects:
None.
Battlefield Support
Ranger forces may choose up to 24 points of battlefield support, selecting only from air support or artillery support options.
Clan Forces have 2 Light and 1 Heavy Air Cover at no cost. For each 4 points of Battlefield support selected by the Rangers (or portion thereof), Clan forces will receive 2 Light or 1 Heavy Strike attack (each 4-point qualifier is determined randomly; all Heavy Strikes use the "16+ damage grouping" rule). These offensive air assets will become eligible for attacks only after Zellbringen has been breached. As they cannot use most of the available selections, Clan forces DO NOT follow the OPFOR BSP Percentage rules found on page 22 of the campaign ruleset.
PCs Victory Conditions:
1) Ensure that at least 3 convoy units survive the scenario (in any non-immobile condition).
OPFOR Victory Conditions:
1) Destroy all convoy units
Federated Commonwealth Engagement Conditions:
1) Federated Commonwealth vehicle units will go out of their way to combine fire on Clan targets; engaging 3 or 4 on 1 whenever possible. Vehicle units which combine fire on Clan forces DO NOT COUNT towards Zellbringen breaches.
***EXITING 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).
***If the player force wishes to declare /defeat, it must move at least 2/3rds of its current strength off the board before doing so. Non-Clan units may only exit the board via the North map edge.
***Vehicle crews will abandon their unit if it has no weapons capable of dealing 5+ damage (as long as it started the scenario with said weapons), and the APC and Coolant Truck crews will abandon their vehicles if the vees are rendered immobile***
***CLAN SPECIAL RULES***
***All Clan MechWarriors have auto-eject disabled.***
***Clan MechWarriors will prioritize Mech targets over vehicular targets, as long as the Mech target is at an equal or closer distance. Additionally, Clan MechWarriors will not declare duels against LESS THAN 2 vehicle units at one time, unless there are an odd number of vehicles available (no, a single vee on the board isn't safe from being declared a zell target).***
***Clan units may not declare zell targets during the turn in which they land on the board***.
***Clan MechWarriors will not use melee attacks in any circumstances. Clan MechWarriors will not combine fire on a target unless zellbringen has been breached. The following conditions will breach zellbringen sufficiently to qualify:
1) A Clan Unit has been crippled or destroyed using a melee attack
2) The third instance (in this game) of the Inner Sphere units combining fire on a single Clan target
3) The first use of an area-effect attack against Clan forces, whether or not the attack hits (including artillery or aerospace bombing)
Once Zellbringen has been breached, on the following turn, the Clan forces will combine fire to the best of their ability. Additionally, once Zell has been breached, Clan forces without a nearer active target may choose to execute any nearby helpless targets - if a Clan Warrior wishes to kill an Inner Sphere MechWarrior, roll 1d6; on a 1-3 he will perform a called shot against the head of an enemy disabled or shutdown Mech which is within 6 hexes. Resolve the called shot normally (edge may be burnt to survive this attack as per the normal rules); this means that shut down or disabled Mechs must remain on the board. A Clan Warrior may not make repeated attempts; fire once and move on.
***Rules for Enhanced Imaging***
-All PSRs receive a -1 modifier
-Firing through or into heavy woods only suffers a +1 modifier (LOS rules are unaffected).
-Firing through or into any number of light woods suffers only a single +1 modifier (LOS rules are unaffected).
-Darkness modifiers have no effect.
-Unit may aim its direct-fire weapons at a specific location as though it had a TComp; with a +6 modifier instead of a +3.
-The pilot suffers 1 point of damage each time it suffers 1+ points of IS damage, unless the controlling player rolls a 7+ on 2d6
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We will bring 8 points of BSP.
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Did we determine reinforcements?
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Did we determine reinforcements?
Freya and Phoenix will be reinforcements.
Dunedain
Wolverine
Freya
Phoenix
2nd NI
Convoy
18 Escorting mechs plus 3 convoy "mechs", 5 combat vehicles and 4 other vehicles. 30 total units.
Clan side is 10 mechs with 5 elemental points for 15 total units.
Looks like the player count should be a minimum of 6, 4 for the allied side and 2 for the clan side. A third clan player would be good, though.
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Non-Clan units may exit the board via any map edge but North.
This correct?
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Non-Clan units may exit the board via any map edge but North.
This correct?
Presumably. Not that I can see any reason to head north for this one anyway.
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Non-Clan units may exit the board via any map edge but North.
This correct?
No. Exactly the opposite in fact - late night typo.
Non-Clan units may only exit the board via the North map edge. Correcting the post now.
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Non-Clan units may exit the board via any map edge but North.
This correct?
No. Exactly the opposite in fact - late night typo.
Non-Clan units may only exit the board via the North map edge. Correcting the post now.
Ouch...
To break Zell, or not to break Zell... Or better phrased, when to break Zell?
Up our support to 16 BSP.
Our Long Tom gunners are elite, so the arty TNs are reduced by 1, correct?
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To break Zell, or not to break Zell... Or better phrased, when to break Zell?
In character we now know of hegira. I would think Zell's still an unknown concept.
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To break Zell, or not to break Zell... Or better phrased, when to break Zell?
In character we now know of hegira. I would think Zell's still an unknown concept.
Zell as a whole is probably unknown, but we should know that they take dueling even more seriously than Dracs. So, while we don't know everything, we should know enough to get some kind of clue. Melee breaking zell is probably still unknown, since we only really saw that they went free for all after a couple of massed fire incidents.
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Do the PCs even understand the concept of breaking Zell at this point? Have the pcs from the previous battle had time for debriefing?
Non-Clan units may exit the board via any map edge but North.
This correct?
No. Exactly the opposite in fact - late night typo.
Non-Clan units may only exit the board via the North map edge. Correcting the post now.
Makes sense, otherwise this was going to be the easiest, shortest clan mission ever.
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Do the PCs even understand the concept of breaking Zell at this point? Have the pcs from the previous battle had time for debriefing?
I would expect that one of the officers would have radioed in the bare bones thumbnail version. It's not like the clans don't already know how many mechs they downed and such. Given the clans already know which mechs they downed, there would be little additional risk in sending the info in the clear if need be.
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Do the PCs even understand the concept of breaking Zell at this point? Have the pcs from the previous battle had time for debriefing?
I would expect that one of the officers would have radioed in the bare bones thumbnail version. It's not like the clans don't already know how many mechs they downed and such. Given the clans already know which mechs they downed, there would be little additional risk in sending the info in the clear if need be.
They may not have time to radio anything because the attacks could be happening at the same time. They both were originally at night until both missions CO's rerolled light.
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Do the PCs even understand the concept of breaking Zell at this point? Have the pcs from the previous battle had time for debriefing?
I would expect that one of the officers would have radioed in the bare bones thumbnail version. It's not like the clans don't already know how many mechs they downed and such. Given the clans already know which mechs they downed, there would be little additional risk in sending the info in the clear if need be.
They may not have time to radio anything because the attacks could be happening at the same time. They both were originally at night until both missions CO's rerolled light.
"Night" wouldn't be conclusive because one could be early AM while the other is late PM. As far as AtB is concerned you can have a mission, do 8 hours of repairs, and then go into anothermission on the same day. Also day and night don't have as much meaning when a DropShip can take you around the planet relatively quickly.
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So, let the morbid betting begin. Victory or defeat and kills Rangers vs. Clan. Excluding the convoy.
I'll say marginal Ranger victory with 4 lost Ranger mechs to 6 downed clan mechs.
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So, let the morbid betting begin. Victory or defeat and kills Rangers vs. Clan. Excluding the convoy.
I'll say marginal Ranger victory with 4 lost Ranger mechs to 6 downed clan mechs.
I'm actually inclined to agree with marginal victory if not a draw but at slightly higher combat loss grouping for both sides
This would easily swing though in favor of clans with the amount of air power that will be thrown in with that much bsp
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So, let the morbid betting begin. Victory or defeat and kills Rangers vs. Clan. Excluding the convoy.
I'll say marginal Ranger victory with 4 lost Ranger mechs to 6 downed clan mechs.
I'm actually inclined to agree with marginal victory if not a draw but at slightly higher combat loss grouping for both sides
This would easily swing though in favor of clans with the amount of air power that will be thrown in with that much bsp
The air power will hurt, but not "that" much. The light strikes are 2x5 and the heavies are 5x5, so at 16 BSP, they will get between 16x and 20x 5 point groups. To be honest, I almost hope for heavy strikes, since they at least have a chance of missing (+2 to hit vs. +1).
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So, let the morbid betting begin. Victory or defeat and kills Rangers vs. Clan. Excluding the convoy.
I'll say marginal Ranger victory with 4 lost Ranger mechs to 6 downed clan mechs.
I'm actually inclined to agree with marginal victory if not a draw but at slightly higher combat loss grouping for both sides
This would easily swing though in favor of clans with the amount of air power that will be thrown in with that much bsp
The air power will hurt, but not "that" much. The light strikes are 2x5 and the heavies are 5x5, so at 16 BSP, they will get between 16x and 20x 5 point groups. To be honest, I almost hope for heavy strikes, since they at least have a chance of missing (+2 to hit vs. +1).
I'm only pointing out the fact they they get it additionally
By all means those mechs will probably go down from other mechs instead of the aero but they still hurt
I'm saying probably 5 mech loss because pc will have to spend x additional turns on toads instead of the full concentration on mechs
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Possibly, but the elementals will start widely deployed. Since they have to deploy with their carrying mech and each quarter mapsheet has a limit of 2 points, the clan players will need to choose between dropping in the lighter mechs with elementals or two of the heavier mechs. Worst case is dropping the Gladiator with elementals vs. Warhawk and Dire Wolf. I know which two points I'd rather face.
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*checks in after a week of filming*
GOD-DAMMIT I STILL FUCKED UP THE MAP
Advance the center purple line "south" by 1 quarter-map section.
(this part here)
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There's supposed to be a single "quarter-map" section between the center Clan force deployment line, and the northernmost Ranger deployment line. On the current map, there's 2 quarter-map section.
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Hopefully filming went well.
Also, OFF with his head! He screwed up the map AGAIN!!!!!!!!
:D :D :D
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Possibly, but the elementals will start widely deployed. Since they have to deploy with their carrying mech and each quarter mapsheet has a limit of 2 points, the clan players will need to choose between dropping in the lighter mechs with elementals or two of the heavier mechs. Worst case is dropping the Gladiator with elementals vs. Warhawk and Dire Wolf. I know which two points I'd rather face.
The elementals are with the mech that is above them in the force list (see clan deployment). The Executionor is one that will have elementals.
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Note that all of the mechs with Elementals are equal to or lighter than those without, except the Executioner/Gladiator.
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Did we determine reinforcements?
Freya and Phoenix will be reinforcements.
Dunedain
Wolverine
Freya
Phoenix
2nd NI
Convoy
18 Escorting mechs plus 3 convoy "mechs", 5 combat vehicles and 4 other vehicles. 30 total units.
Clan side is 10 mechs with 5 elemental points for 15 total units.
Looks like the player count should be a minimum of 6, 4 for the allied side and 2 for the clan side. A third clan player would be good, though.
I think we will end up with roughly 8
So do we want to figure out who will run what or what side since we have 2 weeks to kill lol that way PC can strategize
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I think we will end up with roughly 8
So do we want to figure out who will run what or what side since we have 2 weeks to kill lol that way PC can strategize
So, by unit count it should end up with ~5 on the PC side and ~3 on the clan side.
PC Side
Dunedain (4 PC Mechs) + ~2 convoy units
Wolverine (4 PC Mechs) + ~2 convoy units
Freya (4 PC Mechs) + ~2 convoy units
Phoenix (2 PC mechs) + ~2 convoy units
Fifth Player (4 Escort Mechs) + ~2 convoy units
The APCs and Coolant Trucks are basically just "run away" as fast as possible units, so they will be the simplest to run. Pardon the pun. So whoever runs them can run an extra unit.
Clan Side
First 4 mechs and 1 point of elementals
Second 3 mechs and 2 points of elementals
Third 3 mechs and 2 points of elementals
A first cut would be:
Executioner/Gladiator with Elementals, Timber Wolf, Summoner, Gladiator/Man O' War
Dire Wolf, Kit Fox with Elementals, Summoner with Elementals
Warhawk, Hellbringer with Elementals, Hellbringer with Elementals
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If everyone except the 2 no votes on the poll show up we would have 10 players.
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If everyone except the 2 no votes on the poll show up we would have 10 players.
In that case split the allied mechs and give more convoy units to players 5 and 6. Or go 5 and 5 with each clan player running one bare mech and one with Elementals.
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14 days to die.
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14 days to die.
Morituri te salutant.
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Do Ranger reinforcement lances deploy on-board at the start, or enter the board on their normal reinforcement turn? If so, from what edge?
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***Clan units may not declare zell targets during the turn in which they land on the board***.
Just to clarify, does this mean the Clan units are unable to fire weapons at all in the opening turn? Or that they are able to fire indiscriminately without such attacks locking them into zell challenges?
No need to ask. The answer is yes, you have to figure hit locations with the Infernos, and whether the Mech is hit or the Elemental is hit, just the same as if you're firing any given weapon at an OmniMech carrying Battle Armor. This applies to the answer about clearing Elementals off of friendly Mechs as well - use the standard rules for shooting at Battle Armor in a Swarm Attack, and figure out if your Infernos hit the BA or not.
This means elementals that are riding or swarming are going to be fairly safe from infernos. Chances are you just end up hitting the carrier anyway.
***Vehicle crews will abandon their unit if it has no weapons capable of dealing 5+ damage (as long as it started the scenario with said weapons), and the APC and Coolant Truck crews will abandon their vehicles if the vees are rendered immobile***
Are vehicle crews considered to disperse and be lost in such circumstances, or will they be tracked on-board?
Additionally, once Zell has been breached, Clan forces without a nearer active target may choose to execute any nearby helpless targets - if a Clan Warrior wishes to kill an Inner Sphere MechWarrior, roll 1d6; on a 1-3 he will perform a called shot against the head of an enemy disabled or shutdown Mech which is within 6 hexes.
Does a roll need to be made to use a-pods vs warm bodies in the same hex?
***Rules for Enhanced Imaging***
Are clan units able to begin the scenario with EI already active? Does BA have EI?
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Elementals wouldn't have EI. IIRC, they had to do extra development work to get the system downized to protomechs.
My Shadow Hawk is very bummed about the infernos vs. mounted Elementals
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Can a unit exit the board with attached BA?
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Can a unit exit the board with attached BA?
I assume you intend that to be swarmed by hostile battle armor?
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I hate this entire year already. It's 11 weeks old and I've been sick, injured, or both, for 7 of them.
Do Ranger reinforcement lances deploy on-board at the start, or enter the board on their normal reinforcement turn? If so, from what edge?
Evidently they deploy on-board at the beginning of the game. I honestly don't know a) how I missed that, or b) how the scenario was up for 2 weeks before somebody asked that.
Just to clarify, does this mean the Clan units are unable to fire weapons at all in the opening turn? Or that they are able to fire indiscriminately without such attacks locking them into zell challenges?
Unable to fire at all. They are still bound by zell unless/until you surats break it.
Are vehicle crews considered to disperse and be lost in such circumstances, or will they be tracked on-board?
Dispersed and lost, as per normal rules. It was intended more as a reminder about vee abandomnent.
Does a roll need to be made to use a-pods vs warm bodies in the same hex?
Nope.
***Rules for Enhanced Imaging***
Are clan units able to begin the scenario with EI already active? Does BA have EI?
[/quote]
Yes, and no, respectively.
Can a unit exit the board with attached BA?
...that is a very good question. I'ma have to put a quick custom game together and find out.
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Is Ryan going to be ok with someone running his mechs when he has to leave?
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Yes, he's fine with it.
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Can a unit exit the board with attached BA?
As a matter of fact, yes, you can. Additionally, the unit in question is considered destroyed for purpose of victory conditions, though they are not considered salvageable.
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Yes, he's fine with it.
Just to be very clear, he is fine with someone else playing his units with the high likelihood that one or more may be lost? It's one thing to say yeah play with my toys while i'm gone. It's a bit different to expect to come back to them lying broken on the floor.
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Yes, he's fine with it.
Just to be very clear, he is fine with someone else playing his units with the high likelihood that one or more may be lost? It's one thing to say yeah play with my toys while i'm gone. It's a bit different to expect to come back to them lying broken on the floor.
He understands that this scenario has a good likelihood of destroying one or both of his marauders. As long as whoever is running them is playing smart, he says he’s ok. I would expect them to be treated with the same attention and smart play as people playing their own. If you want me to help with the PC side rather than running OpFor, I’ll make sure to be back as quick as possible after dropping him off and run them myself.
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Okay, good enough for me. Just being sure since this one is likely to have losses.
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Okay, good enough for me. Just being sure since this one is likely to have losses.
It probably helps that with him going in the second round, several of us have already lost mechs and I expect more people will lose mechs in this one too.
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Okay, good enough for me. Just being sure since this one is likely to have losses.
It probably helps that with him going in the second round, several of us have already lost mechs and I expect more people will lose mechs in this one too.
Yeah, I can see that.
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OK, last check for "who is bringing what".
Paul has the record sheets, right?
Jon, are you bringing maps or am I?
I have currently packed:
Victor - Davion
Thud - Generic
Centurion - Generic
Enforcer - Davion
Powerman x2 - Generic
Coolant Truck x2 - Olive Drab
Schreck x2 - Olive Drab
Manticore - Generic
Rommel x2 - Generic
LRM APCs - Proxy (LRM Carrier; Olive Drab)
Firebee - Proxy (Cattlemaster; Generic)
Elemental Point x5 - Jade Falcon Green (numbered)
Hellbringer - Jade Falcon Green
Executioner - Ghost Bear Gray
Summoner - Jade Falcon Green
Hellbringer - Jon
Kit Fox - Jade Falcon Green
Warhawk - Jade Falcon Green
Man O War - Jon
Timber Wolf - Jade Falcon Green
Summoner - Jade Falcon Green
Dire Wolf - Jade Falcon Green (in progress)
And my lance, because if I didn't say I packed it, somebody would ask.
What else needs to be accounted for?
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Rolled 1d6 : 6, total 6
Rolled 1d6 : 5, total 5
Rolled 1d6 : 2, total 2
Rolled 1d6 : 6, total 6
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I've got maps ready. I'll also pack the appropriate mechs and my lance.
Did you pack your lance?
:P
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Which Paul as I am unsure deadly will be back in time
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Which Paul as I am unsure deadly will be back in time
I had thought Deadly was doing the sheets. If he's not, then who is?
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Which Paul as I am unsure deadly will be back in time
I had thought Deadly was doing the sheets. If he's not, then who is?
I'll print them.
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Nope. Still here in AZ. I printed sheets for last game. I am pretty sure I said I'd be back prior to April game.
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Nope. Still here in AZ. I printed sheets for last game. I am pretty sure I said I'd be back prior to April game.
Yep, no problem.
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Remember to get there early, please. We have the room starting at 0900.
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Mechs, Maps, and Sheets Packed.
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I've got a man o'war in jade falcon green. Bringing the full set of maps as well, just in case. :)
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Ranger Actual has been killed.
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Ranger Actual has been killed.
Ick. Sorry to hear that. What were the other losses?
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I think he was the only pilot loss, but Rob lost his Rifleman.
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Brandon mentioned you lost a crusaders well?
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Brandon mentioned you lost a crusaders well?
The ammo bin took it to 3 int in ct but the fall finished it
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All callsigns flash traffic Ranger actual is down. Repeat Ranger actual KIA.