CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on December 11, 2022, 09:08:59 AM

Title: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on December 11, 2022, 09:08:59 AM
(https://i.imgur.com/SqjS3zR.png)
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: deadlyfire2345 on December 11, 2022, 10:08:43 AM
Not seeing the 2k2 archer anywhere in mml, sarna, or even the mech factory app. I'll still make salvage sheet just in case without it for now.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Ice on December 11, 2022, 10:16:24 AM
Um did it copy my 2k2 build LOL
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Hat on December 11, 2022, 10:25:19 AM
Clearly the 2K2 means it's the Archer squared.  So the bad news is we get two Archers, but the good news is each pilot has a pocket protector and glasses.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: deadlyfire2345 on December 11, 2022, 10:27:27 AM
Since everyone will see this thread, do not forget to do random XP rolls and up ages of personnel.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Ice on December 11, 2022, 10:44:12 AM
Heads up defender has the field unless we wipe them all out

Opfor list is deceiving and actually quite dangerous.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on December 11, 2022, 11:42:49 AM
Opfor list is deceiving and actually quite dangerous.

Oh please, it's a bunch of Urbanmechs and tanks. What could go wrong?
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on December 11, 2022, 11:44:08 AM
Um did it copy my 2k2 build LOL

May have.

I'm seeing 4/6/0, SFE, 12 DHS, 11 tons armor, two large lasers, 2 LRM15 with 2 tons of ammo per.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Ice on December 11, 2022, 11:53:10 AM
Um did it copy my 2k2 build LOL

May have.

I'm seeing 4/6/0, SFE, 12 DHS, 11 tons armor, two large lasers, 2 LRM15 with 2 tons of ammo per.

It looks like it may have but if it did its not a complete build.

I have case in RT 13.5 tons armor and the larges are in CT and LT. Also only 11 dhs on mine.

I have a feeling the more I look at this and think it was a simple refit you may have done in your stuff at some point.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Ice on December 11, 2022, 12:01:47 PM
Opfor list is deceiving and actually quite dangerous.

Oh please, it's a bunch of Urbanmechs and tanks. What could go wrong?

More the additional other mechs that make up for the urbies and tanks.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: serrate on December 11, 2022, 07:32:38 PM
Interesting force.

Does the OpFor get to deploy any hidden units, such as infantry?

How many PC reinforcement lances?
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: agustaaquila on December 12, 2022, 09:49:23 AM
Opfor list is deceiving and actually quite dangerous.

Oh please, it's a bunch of Urbanmechs and tanks. What could go wrong?

More the additional other mechs that make up for the urbies and tanks.

How do you make up for the urbie, which almost is the perfect AC10 platform (or 20 in this case)  ;D
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on December 18, 2022, 02:31:43 PM
Any rerolls by the local CO, or do you want me to go ahead and generate?
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: deadlyfire2345 on December 18, 2022, 02:43:29 PM
Salvage sheet up. Just in case.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Battlemaster on December 18, 2022, 03:56:16 PM
Reroll map.


Also will there be two reinforcement lances given there are more opfor units than last mission in which there were two reinforcement lances, and scout company does does not have access to as many viable combat vehicles?
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on December 20, 2022, 12:55:14 AM
Reroll map.

Rerolled.  Still Desert Airbase.

2 rerolls remaining.

Quote
Also will there be two reinforcement lances given there are more opfor units than last mission in which there were two reinforcement lances, and scout company does does not have access to as many viable combat vehicles?

I had planned on only a single reinforcement lance, because while there's a lot of OPFOR, a large number of them are functionally immobile or otherwise inconsequential.  A single person could run a vehicle platoon and every single infantry platoon without a great deal of trouble as long as they knew the rules for them.  However, I get where you're coming from. As a compromise that makes some "fluffy" sense, would you be ok with deploying 2 reinforcement lances, but they must be from a Fight or Scout role, and in return the OPFOR reinforcements will show up a little bit earlier?  That ought to keep the mission from being a total rollover - because what's going to happen right now is that about 10-12 of the base OPFOR units are liable to get blasted off the table by Turn 4 or so, due to light armor and/or low TMMs and/or both.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: deadlyfire2345 on December 20, 2022, 06:07:36 PM
If Dan wishes to join in on this battle and is available, Lancer lance will swap places with him in defend so he can join.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Battlemaster on December 20, 2022, 07:24:33 PM
i appreciate the consideration, while i figure out my reinforcement choices lets reroll map again please.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: ItsTehPope on December 20, 2022, 07:55:50 PM
I'm fine with swapping in.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: agustaaquila on December 21, 2022, 12:39:17 AM
If Dan wishes to join in on this battle and is available, Lancer lance will swap places with him in defend so he can join.

Ouch. This hurts at an emotional level which I was not anticipating. 

The GM presented an interesting choice to get a second reinforcement lance onto the board, and your first reaction is to switch thing around to get one of our more combat effective lances is put onto the field. While Dan's lance can do many things very well, in terms of the primary objective of this mission of running across the board and back again there may not be a less suited lance for that purpose.

Yes, this is a challenging mission for the scout lance to accomplish, but its also a mission for scout medium and light mechs not assaults.  Yet I see attempts to cheese the choice the Field commander was faced with (and has not made yet). This feels like a less interesting game for those who have built towards the scouting role, and turn the games into turret tech.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Hat on December 21, 2022, 07:36:59 AM
On a related topic, I know salvage priority typically goes to those involved in a mission and based on mission objective and limitation (defender controls the field), Bravo Company won't get that benefit.  My suggestion would be to capture preferences somewhere for what they would ideally like (specific mechs, general categories, "expensive things to sell for cash" or whatever) and try and work it in over the next few missions.  It wouldn't surprise me if Paul already has a plan for how to handle these circumstances now and in the future, just wanted to throw out an idea.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: deadlyfire2345 on December 21, 2022, 07:41:27 AM
If Dan wishes to join in on this battle and is available, Lancer lance will swap places with him in defend so he can join.

Ouch. This hurts at an emotional level which I was not anticipating. 

The GM presented an interesting choice to get a second reinforcement lance onto the board, and your first reaction is to switch thing around to get one of our more combat effective lances is put onto the field. While Dan's lance can do many things very well, in terms of the primary objective of this mission of running across the board and back again there may not be a less suited lance for that purpose.

Yes, this is a challenging mission for the scout lance to accomplish, but its also a mission for scout medium and light mechs not assaults.  Yet I see attempts to cheese the choice the Field commander was faced with (and has not made yet). This feels like a less interesting game for those who have built towards the scouting role, and turn the games into turret tech.
2 things.
1. ATM, I refuse to only play with 3 mechs again
2. My CO is still OOC. I am not going to deal with that either at this time.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: serrate on December 21, 2022, 02:37:21 PM
Yea, agreed, it's a good reminder that Lucas has the call on which reinforcement lances to call in.

Based on Rob's proposal, here's the status of eligible lances for reinforcements:

Since Paul is out, it makes sense for him to offer reassignment to another lance, and Norbotten is technically slightly faster. Blitzkrieg is slightly faster yet, as long as he brings the Griffin.

If reassignments are still a thing within the boundaries of the GMs offer, then Lucas can pretty much request any lance he wants and we can make the reassignment to match. But I feel like that's likely trying to game the GM, and if we do that we can expect to get gamed right back. I'd advise against it, unless by some chance the GM weighs back in and says, "Exactly, I wanted to limit the roles used, but by all means, that doesn't actually limit you in any way. Do whatever you want."

Tread carefully  ;)
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: deadlyfire2345 on December 21, 2022, 02:38:06 PM
I only suggested Dan since he has not been in a game this contract yet.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Hat on December 21, 2022, 03:00:23 PM
Based on Rob's proposal, here's the status of eligible lances for reinforcements:
  • Spectre (Ryan) - not ready (not sure actually, no updates posted)

His status is currently to be determined.  I've been snowed under with a work project that had me working long hours, so haven't had time recently to deal with it.  Lucas reached out and asked status for both our lances, I shared back what it was (me out, Ryan undetermined) and he's fine waiting at least a few days to get an update.

Next step is finish getting ready for Christmas and then deal with repairs unless it's strictly needed before then.

With a sweep of his...

Hat
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Ice on December 21, 2022, 05:16:21 PM
The GM offered a solution that was acceptable. Pauls point simply was stating that his lance is downchecked by several Unit CO issues. Mechs are down checked as is the unit CO himself. He countered with an extra option of better firepower in place of him for Dan. This could've been feasible as he could've and probably should have moved himself to defend for repairs. This also is possible because if I remember right a lance can be changed within a weeks time to another role. If not that exact wording it should be fairly close. Only issues comes if it requires a lance to be moved with at least 30 days notice or something goofy there. It's a feasible time allotted option as were advancing large swaths of time at instances. If that's the case tough luck and fight is fight for mission purposes at that point. GM could easily just be like nevermind and 1 lance it is.  My other side yo this is if Dan and I haven't been officially called in for a mission that should say something about what our last mission for contract probably will.end up as. I dont like the thought but im smelling a hint of radioactive wind about. He can as well as I can easily end up in the next mission if not the next 2 if we have that many.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: ItsTehPope on December 21, 2022, 06:15:15 PM
I'm fine either way.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on December 22, 2022, 02:20:14 AM
Have Mech, Will Travel v5 rulebook, page 43, next-to-last sentence.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Ice on December 22, 2022, 07:42:27 AM
Have Mech, Will Travel v5 rulebook, page 43, next-to-last sentence.

TY

Weekly basis it is

Also finally found my hmwt download .....

Cant stand this phone sometimes
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on December 22, 2022, 12:46:08 PM
i appreciate the consideration, while i figure out my reinforcement choices lets reroll map again please.

Terrain: Badlands
Map: Winding Canyons

1 reroll remaining.

Fair warning, this map selection is likely to include mapsheets such as Deep Canyon and Box Canyon that are going to seriously complicate movement.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Battlemaster on December 27, 2022, 07:47:20 PM
let's reroll map one last time
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on December 29, 2022, 07:47:07 AM
let's reroll map one last time

Sorry friend, but back to Desert Airbase.

(https://i.imgur.com/ynlh05U.png)


NORTH
(https://i.imgur.com/pwyRmRi.png)
SOUTH

Maps
Desert Airbase 1.......Desert Airbase 2......Barren Lands 1
Desert Runway.........Desert Mines 1.........Desert 3

Deployment
Pirate Primary OPFOR: Deploys first. 
Lances A, B, and C may each deploy into any of the zones marked "M". Only 1 Lance may deploy into any single M zone.
Lance D must deploy anywhere in the zone marked "D".
Lance E must deploy within 3 hexes of Hex E-star.
Lance F must deploy anywhere in the zone marked "F". Field Gun units must deploy on Level 1 terrain or higher.
Lance G may deploy adjacent to, or on top of, any Building Hexes in ANY of the G-marked zones; G Lance units need not all deploy in the same zone.

Pirate Reinforcements: Enters the board from the east edge of the map.
Lance 1 must enter through the board edge Red 1.
Lance 2 must enter through board edge Red 2.
Units marked as "3" may enter the board ANYWHERE along the eastern edge of the map.

Ranger Forces:  Deploys up to 3 hexes in to the southern edge of the mapsheet.  No more than 2 lances may deploy per map.  Units on adjacent mapsheets may not deploy closer than 6 hexes from one another.

Ranger Reinforcements: May deploy 2 reinforcement lances, both of which must be in the Fight or Scout role.  Enters the board from the south edge, or from the western edge of the Desert Runway map, 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).

Battlefield Support
Rangers: The Rangers have 22 points of battlefield support available to them.

Pirate Forces: Pirate forces will have 18 points of pre-selected battlefield air support available to them, along with 2 belts of 3x2 hex, medium-density, minefields, neither of which may be placed within 4 hexes of a board edge. 

Victory Conditions
Rangers
1) With at least 1 unit, scout the northeast and northwest map corners by moving a unit within 3 hexes of the map corner and spending 1 full turn stationary, and return that unit to the Ranger deployment zone, with no OPFOR units within 6 hexes of that scouting unit, by the end of the game. Both corners must have been scouted and have the scouting unit(s) return to the Ranger deployment zone for mission success.
2) Destroy or render incapable of spending MP at least 8 units from the Primary OPFOR
3) Ironside Lance must remain at 50% strength or better, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.

OPFOR
1) Prevent the board corners from being successfully scouted.
2) Destroy, cripple, or render incapable of spending MP, at least 7 Ranger units, at least 3 of which must be Ironside Lance and/or the liaison.
3) Suffer no more than 10 total pirate units from the Primary OPFOR 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 3 - 5/2/58
Post by: Battlemaster on December 30, 2022, 12:07:37 PM
Map selection is unfortunate but doable (anything is better than box canyon maps).


I'm going to call in Spectre and Osiris lance as reinforcements for this mission.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on January 16, 2023, 12:55:39 PM
Minis call

As usual, I need the minis in red.  You're welcome to bring the correct unit if you have something marked as a proxy.

Grasshopper - Rob

Marauder - Rob
Blackjack - Rob
Cronus
Rifleman - Rob
Kit Fox - Rob
Urbanmech IIC - Rob
Urbanmech - Rob
Urbanmech - Rob
Demolisher - Rob
Demolisher - Rob
Vedette - Rob
Vedette - Rob
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Scorpion - Rob
Manticore - Rob
Manticore
Hunter - Rob - PROXY (SRM carrier)
Hunter - Rob - PROXY (SRM carrier)
Field Guns - Rob
Field Guns - Rob
Infantry x2 - Rob
Infantry x4 - Rob

Drillson - Rob
Drillson - Rob
Lightning - Rob - PROXY - Pegasus
Lightning - Rob - PROXY - Pegasus
Axman
Archer - Rob
Warhammer - Rob
Warhammer - Rob
Stalker - Rob
Stalker - Rob
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on January 16, 2023, 01:07:39 PM
MAP CALL

I need a SECOND copy of the Desert Runway/Mines #1 Map.  Because we need both maps, and they're on the reverse side of one another. 

If the group doesn't have a second copy of the map, I'll have to substitute.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: serrate on January 16, 2023, 01:59:49 PM
I've got the Cronus, Axman, and Manticore.

Also have the Hunters.

Pretty sure I do not have that map though
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Hat on January 16, 2023, 02:23:20 PM
MAP CALL

I need a SECOND copy of the Desert Runway/Mines #1 Map.  Because we need both maps, and they're on the reverse side of one another. 

If the group doesn't have a second copy of the map, I'll have to substitute.

Rob: wasn't aware the map pack existed. Just ordered it and should have it Wednesday, so I'll have the map for you.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Black Omega on January 16, 2023, 02:33:19 PM
I have pair of Lightnings.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Hat on January 19, 2023, 08:57:58 AM
Unless someone has already done it, I will print the OpFor.

Rob: if you send me the SPAs I’ll make sure they’re added.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on January 20, 2023, 02:44:03 AM
Unless someone has already done it, I will print the OpFor.

Rob: if you send me the SPAs I’ll make sure they’re added.

I will send them to you later today.  Please swap the Archer for the 5R model, since it was a bad lookup.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on January 20, 2023, 06:50:42 AM
SPAs are sent to your PM inbox.

@Everybody: I will be out of contact from about 3pm today until the scenario Saturday. If you have any questions, they'd better get put up here ASAP. I'll try to get to them prior to leaving.

@Lucas: If you want artillery, you may have up to four (4) pre-sighted hexes on the board. 

@Paul: don't forget that your hoodie is still at my folks' house.

Sleep now.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Hat on January 20, 2023, 01:20:44 PM
For the Demolisher Heavy Tank (Std. Mark II) it looks like this is just the default Demolisher with fluff for better heat venting on the guns.  If I should print something different, let me know.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Hat on January 20, 2023, 01:50:06 PM
Can someone point me to the rules for Field Gun Infantry?  I'm trying to find either the Record Sheets or rules to fill out on a basic template, and am struggling.  I've looked in Total Warfare, Strat Ops, Campaign Ops and a bunch of the Record Sheets including 3085, and I can't find them.  At a minimum I'll bring a generic infantry form that can be filled out for them.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: deadlyfire2345 on January 20, 2023, 02:12:47 PM
They are in mml. I can print them when I get homr
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Hat on January 20, 2023, 02:17:43 PM
They are in mml. I can print them when I get homr

If they're in MML, I can print them.  Thanks.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Hat on January 20, 2023, 02:47:19 PM
Ok, map and all sheets packed.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: agustaaquila on January 21, 2023, 01:13:00 AM
In keeping with the nature of all types of C3, there is a change to the errata, where shooting units must have LOS but the closest C3 doesen't. Happy C3 change.  >:(
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: deadlyfire2345 on January 21, 2023, 07:11:02 PM
Salvage:
Unit: Warhammer 7M
Lancer: Uller S
Osiris: Rifleman 3N
Foil: Axman 1N
Jazz: Cronus 3M
Ironside: Blackack 3
Total salvage from mission remaining: 33,704,527
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on January 27, 2023, 07:59:50 AM
Holding on AAR, then will de-sticky.
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Black Omega on January 27, 2023, 04:14:52 PM
Rob,
1d6-2 bonus rolls for victory?
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Darrian Wolffe on January 29, 2023, 06:09:01 AM
Rob,
1d6-2 bonus rolls for victory?

Fair point.

Rolled 1d6-2 : 2 - 2, total 0
Title: Re: POLAR GULF Mission 3 - 5/2/58
Post by: Battlemaster on January 29, 2023, 04:33:33 PM
After Action Report (sorry for the delay):

The third mission in our polar gulf contract began as most did, heavy opposition in deeply entrenched and defendable positions. This time, however, we had a plan Jazz's LAM would fly up to the eastern side of the enemy position and quickly capture the information under the cover of smoke. But like every plan, it changed as soon as enemy contact was made. Ironside lance pushed up the center while Foil assisted Jazz's advance, they were met with extreme opposition. through the hailstorm of gunfire, the LAM continued to race to the observation point. But just as the pilot began to scan their surroundings the enemy reinforcements arrived. The LAM was forced to flee the heavy enemy mechs and vehicles . As the enemy's reinforcements entered so did ours, Osiris was the first to arrive, moving up the western side and assisting the central push. During this time the central defense of the pirates began to crumple, but more heavy vehicles moved to bolster their defenses. The pace of the battle fell to an almost standstill as both sides dug in and exchanged volleys of fire. Spectre lance arrived and assisted the eastern advance, but even then they were bogged down by the firepower of the enemy. As the fight dragged on a single mech from Osiris lance snuck behind the enemy defenses and completed the objective. All while the enemy's forces dwindled until the Jazz LAM sped back to the northeastern corner and completed the objective with the covering fire of foil and Spectre. The mission was finished as the final killing blows were dealt to the straggling enemy mechs.