CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on November 14, 2022, 05:04:26 PM

Title: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on November 14, 2022, 05:04:26 PM
(https://i.imgur.com/i3CA5Mv.png)
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on November 15, 2022, 06:46:18 PM
Thread updated.

And yes.  TWO reinforcement lances.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: deadlyfire2345 on November 15, 2022, 07:34:23 PM
Salvage Sheet
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: deadlyfire2345 on November 15, 2022, 08:45:17 PM
I know its just AtB rolling weather stuff randomly, but here from TOAR (New) p58:
SLEET
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +1 to-hit modifier to all weapon attacks.
Ice: At the start of Turn 15 of a scenario (provided the scenario
lasts long enough), sleet includes all modifiers and effects of Ice
(see p. 48); ice occurs in every water hex across the playing area.
Extreme Temperature: Sleet automatically includes all modifiers and effects of –40 degrees Celsius(see p. 60).
Prohibited Conditions: Cannot be used with Thin, Trace or
Vacuum Atmospheric Pressures, or with Extreme Temperatures of
30 degrees Celsius and above.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Phoenix05 on November 16, 2022, 05:07:14 PM
Let's start the rerolls with one into terrain type.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on November 18, 2022, 07:23:02 PM
Let's start the rerolls with one into terrain type.

Light Urban
Town - Wooded

2 rerolls remaining
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Hat on November 18, 2022, 07:26:40 PM
Ryan says to reroll light for daylight.  If the 1st roll comes up daylight or dusk/dawn stop.  If it comes up some level of darkness such as moonless night, use the 2nd remaining roll.

Once done, generate.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Hat on November 26, 2022, 07:15:24 PM
If there’s anything you need from Ryan before generating, let us know.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on November 28, 2022, 12:44:31 AM
Ryan says to reroll light for daylight.  If the 1st roll comes up daylight or dusk/dawn stop.  If it comes up some level of darkness such as moonless night, use the 2nd remaining roll.

Once done, generate.

Went from Pitch Black to Daylight.  Will generate shortly.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on November 30, 2022, 03:25:41 AM
NORTH

(https://i.imgur.com/8EavaHo.png)
SOUTH

Maps:
[][][]
[][][]
[][][]

Battletech...........Battletech.......Open Terrain 3
Open Terrain 1....City Ruins........Woodland
Woodland...........Seaport...........Costal 2

Deployment
Pirate Primary OPFOR: Enters the board anywhere along the west map edge on their initiative on Turn 1.  No more than 8 units may enter via a single mapsheet, and at least 6 hexes must separate units deploying on different mapsheets (ie, a broad advance).

Pirate Reinforcements: Enters the board from the west map edge, or the northern edge of the northwest-most map, on their initiative on their designated turn.

Ranger Forces:  Deploys First.  1 lance deploys on each of the center 3 mapsheets (north to south).

Ranger Reinforcements: May deploy 2 reinforcement lances.  Up to 1 lance may deploy via DropShip Airdrop using standard StrapOps rules anywhere on the board; the DropShip enters airspace on Turn 2 at Altitude 3; Ranger airdropping units will land on Turn 3.  Either or both reinforcement lances may enter the board from any of: the eastern map edge, or from the northern edge of the north-central mapsheet, or from the southern edge of the Seaport mapsheet, on their initiative on their designated turn.


Environmental Conditions
Thin Atmosphere:  Apply a -2 Cruising MP penalty (redetermining Flank MP) to WiGE, VTOL, and Hovercraft unit types.  WiGE must expend 7 MP to take off.  Apply an additional +1 PSR penalty to airborne unit types to avoid loss of control in atmosphere (applies to lawn dart checks as well, for clarity).

Perilous Pavement: All hexes which LOOK like pavement, are pavement, even if not marked on the mapsheets.  Half-hexes, however, do not count as pavement.

Sleet: Negated by Thin Atmosphere on a 1-3 on a 1d6 roll.
(https://cincybattletech.com/Themes/core/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d6 : 3, total 3

Battlefield Support
Rangers: The Rangers have up to 32 points of battlefield support available to them.  They also must chop AT LEAST two ASFs to fly escort for the DropShip; these ASFs recieve appropriate Air Defense actions (usable against attacks targeting the DropShip only) at no BSP cost, and those ASFs cannot be used for other purposes.  The Rangers may choose to devote additional ASFs to Air Defense applicable to air attacks against the DropShip at normal BSP expense.  The Rangers may designate up to 4 presighted hexes for artillery fire; these may only be on the central or eastern mapsheets.

Pirate Forces: Pirate forces will have 20 points of battlefield support available to them, and may not select Long Tom artillery attacks or non-nuclear minefields with these points.

Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 10 units from the Primary OPFOR
2) Destroy or render incapable of spending MP at least 2 units from the OPFOR reinforcements
3) Shadow Lance must remain at 50% strength or better, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.
**Allied World: If 9+ total building hexes on the Seaport Mapsheet are destroyed (rubble) as a result of Ranger actions (weapon attacks, physical attacks, unintentional physical attacks, drifting artillery/bombs, etc), a minor contract breach will occur (-1 to contract score).


OPFOR
1) Exit at least 6 total units from the eastern board edge.
2) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units.  The liaison counts as 2 units.
3) Suffer no more than 12 total pirate units destroyed or incapable of spending MP.

MISCELLANEOUS
1) 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 environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).

2) OPFOR MechWarriors will attempt to capture any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case.

3) The TN to recruit captured OPFOR MechWarriors is reduced by 1 (to a maximum of -3) for every 100,000 CB they are paid at the end of the contract.

4) If 4+ Pirate MechWarriors are KIA during this mission, inform the GM immediately.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Ad Hoc on December 01, 2022, 12:26:25 PM
I will be at the game but my sons will not.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on December 01, 2022, 05:48:34 PM
Mission map added.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Hat on December 02, 2022, 12:56:35 AM
For those inquiring, Ryan had dress rehearsal and 2 concerts this week and we left the one earlier tonight to drive to  Illinois for a college visit. Realistically it may easily be Sunday before Ryan has a chance to figure this out. As we understand it:

Unavailable: Ironside, Osiris
Arriving late but available: Norbotten

All others available to be called in. If there are any changes to that, please add them to the thread.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on December 02, 2022, 03:10:22 AM
Speaking as a person whose lance is facing down some or all of that x10 AC/20 firing line, I'd err on the side of "get the biggest, nastiest reinforcement lance possible and airdrop it" (in a very safe area of the map), and then grab the fastest available reinforcement lance as the 2nd choice.  Maximize counterforce, even at the expense of some tactical maneuverability.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Black Omega on December 02, 2022, 07:43:39 AM
Rob,
I see small problem in opfor.
Warhammer Pilot Brittaney Luttazi was captured by Jazz in solo mission.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: agustaaquila on December 02, 2022, 09:41:53 AM
Rob,
I see small problem in opfor.
Warhammer Pilot Brittaney Luttazi was captured by Jazz in solo mission.

Foil is willing to be several thousand in game that they are cousins, and the grandmom was named Brittaney. If we are seeking an in game explanation.

Thats a very odd concidence, having the same name from the random generator in back to back missions. RNG like this leads to Comstar nuking Rangers.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on December 02, 2022, 10:02:55 AM
Rob,
I see small problem in opfor.
Warhammer Pilot Brittaney Luttazi was captured by Jazz in solo mission.

I...what?

Holy shit.  It's different pilots with the same name.  God knows there's enough people out there named John Jacob Jingleheimer Schmidt. 
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Hat on December 02, 2022, 10:52:52 AM
Rob,
I see small problem in opfor.
Warhammer Pilot Brittaney Luttazi was captured by Jazz in solo mission.

I...what?

Holy shit.  It's different pilots with the same name.  God knows there's enough people out there named John Jacob Jingleheimer Schmidt.

Wait. His name is my name too. It’s why I go by Hat. ;)
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: deadlyfire2345 on December 02, 2022, 11:04:23 AM
Rob,
I see small problem in opfor.
Warhammer Pilot Brittaney Luttazi was captured by Jazz in solo mission.

I...what?

Holy shit.  It's different pilots with the same name.  God knows there's enough people out there named John Jacob Jingleheimer Schmidt.

Wait. His name is my name too. It’s why I go by Hat. ;)
We don't have the same last name though.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Phoenix05 on December 03, 2022, 12:40:59 PM
Alright, done with most of the business of this last week. Sorry about that. I would like to call on Fire and Marigold as reinforcement lances.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Hat on December 05, 2022, 04:57:29 PM
Ok, so I found out yesterday (Sunday) that one of the guys Ryan and I gamed with on Saturday tested positive yesterday for Covid.  Yay.  We both feel fine (none of you will at least call me normal) and I've scheduled PCR tests for us for Thursday afternoon, so we'll have a negative test in hand or we certainly wouldn't consider showing up.  So questions:

1. Given the exposure is anyone uncomfortable if we come with a negative PCR test?  Ohio guidelines recommend wearing masks for 10 days after exposure and we can certainly do that.  Anyone would certainly include your parents Rob, and neither Ryan nor I will be offended if someone prefers we not show up.  Send me a PM and we will just bow out or post here.  Either is fine.
2. Do we want a backup plan to play in case Ryan and/or I will not be available due to a positive diagnosis?  I could see that being firm (decide now who to swap out with regardless of whether we show up) or flexible (people are on deck and swapped in as needed).  I'm ok either way, it'd just be nice to know.

I would rather not see the game cancelled if we can avoid it.  Just let us know how to proceed.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Ice on December 05, 2022, 05:14:39 PM
If it eases people's minds to have the negative test then bring the tests. Pauls house is open after discussion with him. That option is there if we want/need to leave Robs parents house out of it.

I would say a good indicator will be later in the week with symptoms as it's usually within 3-5 days. That puts you in pcr test range anyway at that point.

As far as swapping lances I could see this being a non factor if its negative. Positive test may change that a bit obviously for all involved.

Who all is comfortable enough to play with a negative test besides Paul and I if negative test shows up?

If positive test comes up and we decide to swap lances in who all would be there besides Paul and I?

Pauls co is down until end of May so he's opfor most likely.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Ad Hoc on December 05, 2022, 06:27:33 PM
For me, as long you are not showing symptoms come and play. If lances need to be switched for the game my force is available if needed.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: deadlyfire2345 on December 05, 2022, 06:30:57 PM
I do not care one way or the other. Never really bothered me to be honest.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Black Omega on December 05, 2022, 08:25:03 PM
I am currently planning to be there.  AFAIK, Seth is planning to be there and is tracking this development.  I am also bringing another nephew who has not played with us before.

On related note, my brother [Seth's father] tested positive with home test yesterday and is very sick.  I have not seen him since Thanksgiving. Prayers requested. thx.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Hat on December 06, 2022, 07:43:03 AM
On related note, my brother [Seth's father] tested positive with home test yesterday and is very sick.  I have not seen him since Thanksgiving. Prayers requested. thx.

Steve, sorry to hear that.  I'll say prayers for your family for both a swift recovery and no one else getting sick.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on December 07, 2022, 03:57:40 PM
Unless proven otherwise, I am moving ahead under the assumption that game will continue as scheduled.


As such, I need someone to bring the following minis:

Cronus
Merlin
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: serrate on December 07, 2022, 05:24:31 PM
Unless proven otherwise, I am moving ahead under the assumption that game will continue as scheduled.


As such, I need someone to bring the following minis:

Cronus
Merlin

I have both. Planning to be there, but definitely interested in knowing health status's considering the previous comments.

@Steve I hope your brother is doing better!
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Darrian Wolffe on December 09, 2022, 04:00:35 PM
Oh, sorry, I forgot about this.

FWIW, if you've been sick, masks are appreciated, yes. People who aren't sick may choose to wear them, but don't have to.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: ItsTehPope on December 09, 2022, 04:40:06 PM
We have multiple illnesses in the family right now so I'm going to be staying back
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Hat on December 09, 2022, 05:10:14 PM
UPDATE: Ryan and I both got negative PCR test results and are feeling fine.  See everyone tomorrow.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Ad Hoc on December 09, 2022, 06:24:48 PM
All opfor and liaison record sheets printed.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: deadlyfire2345 on December 10, 2022, 06:12:47 PM
Salvage breakdown:
Banshee 5S (Vandergriff) - Spectre
Orion MA - Lancer
Rifleman 3N- Marigold
Thunderbolt C - Fire
Merlin 1A - Blitzkreig
Guillotine 4L- Shadow
Unit:
Demolisher MK II
Locust 1V x2
Wasp 1A x2

Unit will sell spare Partisan and replace with Demolisher

Total Salvage remaining: 26,382,248
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: deadlyfire2345 on December 18, 2022, 10:24:16 AM
Mission needs an AAR
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: Hat on January 10, 2023, 07:03:30 PM
Ryan's not interested in doing AARs for missions as they were optional.  I just didn't get a clear answer to that question until recently.
Title: Re: POLAR GULF Mission 2 - 4/16/58
Post by: deadlyfire2345 on January 11, 2023, 02:13:42 PM
AAR:

Trying to prevent the pirates from advancing the line, Charlie deployed a stopping line with Fury in South, Shadow in North, Spectre center. Awaiting the help of Marigold from the South, and Fire dropping in from the ship in the East to help reinforce the line. Fury and Marigold tore through the vehicle and light reinforcement pushing in from the SE as the pirates stumbled to get through the line. Spectre was trying their best to hold the units pushing the center while the Cronus pushed through and lucked out from all the fire it has taken during its travel. Shadow, with 2 of Fire, was struggling to take the units in the North, but was able to force them out by the 11th hour.

During the fight, Shadow ended up taking an ammo explosion and SGT Zhao Lifei ended up being ejected and picked up by enemy pilot. Spectre began to move North to help support Shadow after this event and most of those in the center were routed. Fire was taking out those that made it towards the Eastern front, taking out most units that got near him. Fury began to push up and support form the South, while Marigold began to move North as well. Spectors Marauder pilot, along with the Partisan team, taking pot shots to the head of the Merlin, killing both the pirate pilot and Zhao Lifei.

After a long battle, most lances ended up with minor damage, while the Cronus pulled through without opposition by the end of it. All lances are repaired by end of month, with Spectre down a pilot, looking for a replacement. hopefully the pirate that made it through is dealt with in an expedited manner.