CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on January 29, 2023, 07:27:03 AM
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(https://i.imgur.com/QTiHabD.png)
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Per deadly thin atmosphere drops the fog. Run it
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Salvage sheet up
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Per deadly thin atmosphere drops the fog. Run it
Got your order, will do ASAP.
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As a suggestion for OpFor distribution, I would suggest giving each member 2 of the heavier (70T+) mechs in pairs from the main force, add a turret each and then distribute the infantry, lighter mechs and tanks to round out the forces. That should also help prevent long lines on given individuals. That should make things more fun for people playing OpFor.
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Do we have an up to date reinforcement time for everyone someplace?
If not can I get a quick rundown on peoples reinforcement that doesn't consist of Marigold, Osiris, Lancer, and those currently in m4?
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Do we have an up to date reinforcement time for everyone someplace?
If not can I get a quick rundown on peoples reinforcement that doesn't consist of Marigold, Osiris, Lancer, and those currently in m4?
Ok, I've gone ahead and updated all of the reinforcement times based on lance leaders skill and mechs in the Google Sheet.
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Do we have an up to date reinforcement time for everyone someplace?
If not can I get a quick rundown on peoples reinforcement that doesn't consist of Marigold, Osiris, Lancer, and those currently in m4?
Ok, I've gone ahead and updated all of the reinforcement times based on lance leaders skill and mechs in the Google Sheet.
Appreciated and both reinforcements are basically selected at this point will reserve based on map
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Do we already have a painted goblin and the various BA?
If not do we have painted semi useable proxies?
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NORTH
(https://i.imgur.com/4F3raxv.jpg)
SOUTH
Maps
Large Mountain 1.......Forward Base.......Open Terrain 3
City (Suburbs)...........DropPort 1...........City (Suburbs)
Open Terrain 2..........DropPort 2...........Grasslands 3
Deployment
All non-Ranger, non-Allied units deploy first.
Pirate Primary OPFOR: Each Orange deployment zone must contain 4 Mechs of the primary Pirate OPFOR. One Orange deployment zone will be left empty at the end of deployment.
Base Civilian Units: Half of the base civilian units must deploy onto the central mapsheet, within 6 hexes of Hex 0909. The other half must deploy within 6 hexes of Hex 0909 of either City (Suburb) map. Civilian units may not leave the board, nor may they deploy into, nor move through, buildings.
Base Turrets: Turrets must deploy onto a hex marked by a Red Star. No building (any grouping of uninterrupted contiguous building hexes; the two irregular pentagons on the DropPort map are 2 different buildings) may support more than 1 turret. Artillery turrets may not direct-fire through adjacent hexes containing a building hex at their level, above their level, or 1 level BELOW their level (see artillery rules under Battlefield Support, below).
Pirate OPFOR Force #2 and Pirate (Local Forces): Each group must deploy into and only into the Blue deployment zone, or the Purple deployment zone. All units of a given force must share the deployment zone.
Pirate Reinforcements: Enters the board on their designated turn via a preselected Red Zone (1-4). All units entering must share the deployment zone. At the pirate's option (decided on the turn of entry), up to 4 Mechs may deploy directly into any hex marked with a Green Diamond, automatically expending their first movement point that turn to do so. Any Mech which deploys via this latter action may not expend Jumping MP during that turn.
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. Enters the board from the south edge. Determined prior to the game, up to one lance may deploy onto the eastern board edge of the Grasslands map, through ONLY the Road Hex which exits the board along that edge.
St Ives Compact Allies: Enters the board LAST via the southern map edge during Turn 1. They are considered to have "won initiative" that turn regardless of any card result (ie, they're letting the disposable meat shields go first).
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).
They're only pirates: All building classifications on the Forward Observer Map are reduced by 1 level (heavy buildings become medium, etc). Wall hexes are set to only 50 CF, not 200 CF. Yes, this includes walls with turrets on top of them.
It's a damn parking lot, sir: All hexes which look like pavement, whether labeled as such or not, are considered pavement. Half-hexes are considered pavement only if both halves of the half-hex resemble pavement (ie, the join between the Suburbs and DropPort maps). Additionally, the sublevel hexes on the DropPort maps are treated as level 0, paved, terrain.
Battlefield Support
Rangers: The Rangers have 0 points of battlefield support available to them. They may make artillery or air attacks/defenses at will, to the normal sortie or ammunition limit, but must determine which fighter is chalked to which duty prior to the game (ie, you can't suddenly decide your T-bird is loaded with bombs). There are no pre-plotted hexes for artillery.
Pirate Forces: Pirate forces will have 0 points of battlefield support available to them. They are considered to have access to 2 light fighters, which may be designated for air attack or defense prior to the game (each fighter can make 2 sorties if not shot down). Their on-board artillery may engage in counter-battery fire (May declare beginning the turn after any Ranger artillery has LANDED; target a specific Ranger artillery platform and roll a 10+ to hit, reducing this TN by 1 for each turn it fires successively and without interruption at the same Ranger artillery piece. Each gun fires individually. Each successful hit against a Ranger artillery piece deals 1 group of 5 damage per point of MOS, to a maximum of 4 groups, using the Kick Table to determine attack direction). Pirate artillery has access only to standard HE, and Flak, ammunition. Finally, as a result of previous scenarios, pirates are able to deploy a quantity of booby traps, details of which will be provided to the pirate CO on the day of game.
Pirate artillery turrets may not direct-fire through adjacent hexes containing a building hex at their level, above their level, or 1 level BELOW their level (ie, nobody wants to accidentally splash damage the building which is holding the turret up and would deploy the turret accordingly). Be advised this means that you can create blind spots; a turret mounted on the eastern position in the Forward Base wouldn't be able to direct-fire through the wall hex to the turret's southeast.
Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 8 units from the Primary OPFOR, 3 turrets, 4 civilian units, and 4 units from Pirate Force #2.
2) Both Fire Lance and the St Ives Allies must remain at 50% strength or better, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.
*Infantry units and non-artillery turrets cannot contest the battlefield, and therefore need not be entirely eliminated to determine 'clean sweep' status.
OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 10 Ranger units, at least 3 of which must be Fire Lance and/or the liaison. Destroying (not crippling) a St Ives unit counts as 2 units towards this goal.
2) Suffer no more than 8 total pirate units from the Primary OPFOR, AND no more than 4 total units from Pirate Force #2, 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 - not vehicle crews - will attempt to shoot any ejected Ranger or St Ives 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. Local Forces will attempt to capture ejected Ranger or St Ives MechWarriors under the same conditions.
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.
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Fury and Ironside you get to come along for the excitement.
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Do we already have a painted goblin and the various BA?
If not do we have painted semi useable proxies?
We have proxies, I believe. Really we should do an IWM run to pick up minis for the Ranger armor/infantry corps.
However, I'd very EXTREMELY hesitant about bringing BA and the Goblin on this specific mission. The Delta Manticores, maybe, but the infantry really doesn't serve a purpose in this mission.
(And no, before anyone asks, Lucas cannot bring Bravo Companies conventional assets on this mission. Company COs only get to bring them when they're the local CO, not when they're the reinforcements.)
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Could use to pick up some zephyrs, a maxim, and a demolisher.
Will pay someone back for them.
Also sheets are printed and written down.
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<snip>We have proxies, I believe. Really we should do an IWM run to pick up minis for the Ranger armor/infantry corps.
Charlie Company's armor is purchased, painted and ready. I thought Charlie had BA, then not, then yes, so that's outstanding.
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I have some random clix stuff that I can use to proxy the DC armor like a salamander. I have actual IS BA clix and already painted BA but its in black. Wasnt planning on stripping those but might after all. I have a Maxim I can paint up and I think possibly both Zephyr. I have an Ontos already but will need to check on Demolisher mkII. Will confirm what I have after talking to Deadly.
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Not sure how well the Zephyrs will print in FDM, but the Demolisher and BA shouldn't be too bad.
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I talked to Rob and he's asking for people to shoot to show up at 9 AM on Saturday. He has a hard stop at 5 as the puck drops in his hockey game at 6. If you can't make 9, please at least let Rob know when to expect you.
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Minis List
Trebuchet - Rob
Caesar - Taelor
Blackjack - Taelor
Vindicator - Taelor
Longbow - Taelor
LRM carrier - Rob
LRM carrier - Rob
Demolisher - Rob
Demolisher - Rob
Dump Truck -Dan
Dump Truck -Dan
Dump Truck (AC) - Rob
Jabberwocky EngineerMech - Rob PROXY: Cattlemaster
BM Recovery Vehicle -Dan
BM Recovery Vehicle -Dan
Helepolis -Dan
Buster HaulerMech - Rob PROXY: Powerman
MG Turret -Dan
MG Turret -Dan
LL Turret - Rob
LL Turret - Rob
AC/10 Turret - Rob
Long Tom Turret - Rob
Timber Wolf - Rob
Black Knight - Rob
Stalker - Rob
Cyclops - Rob
Warhammer - Rob
Hunchback - Rob
Archer - Rob
Archer C - Rob
Thunderbolt - Rob
Cataphract - Rob
Crusader - Rob
Banshee - Rob
Zhukov - Steve
Zhukov - Steve
Partisan
Behemoth - Rob
Jenner - Rob
Stinger - Rob
Wasp - Rob
Wasp - Rob
Foot Platoon SRM - Rob
Foot Platoon SRM - Rob
Foot Platoon SRM - Rob
Foot Platoon Rifle - Rob
Foot Platoon Rifle - Rob
Shadow Hawk - Rob
Griffin - Rob
Phoenix Hawk - Rob
Phoenix Hawk - Rob
Locust - Rob
Locust - Rob
Sentinel - Rob
Hatchetman - Rob
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Maps are accounted for, turret record sheet is printed.
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While I don't have any Zhukov's, I do have a pair of Challengers which also mount a pair of main guns in the turret.
I can also bring a Blackjack and a Longbow.
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I can print off the Zhukov's and Partisan.
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I can print off the Zhukov's and Partisan.
Since we have mini sources for those, is there any way you can prioritize finding STLs for the missing civilian units and /or turrets?
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I can print off the Zhukov's and Partisan.
Since we have mini sources for those, is there any way you can prioritize finding STLs for the missing civilian units and /or turrets?
I'm doing that now - I only did the tanks first on the STL hunt because they were easier to spell.
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Printing off some MG turrets now
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I can bring the Longbow, Vindy, Blackjack, and Ceasar proxie (either Helios or Lau Hu) in the same paint scheme for sanity sake. I know you volunteered Black Omega, but same scheme may be helpful for all our sanity.
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No problem here.
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Heliopolis printing now.
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Using a generic dump truck for the Brunels - printing now.
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I can bring the Longbow, Vindy, Blackjack, and Ceasar proxie (either Helios or Lau Hu) in the same paint scheme for sanity sake. I know you volunteered Black Omega, but same scheme may be helpful for all our sanity.
Yes please.
Minis post updated.
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I'll be printing a Partisan overnight, Mech Recovery Trucks starting in about an hour.
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3 dump trucks printed, printing the Partisan now. Hopefully I can start the MFBs overnight.
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Rob Deadly has requested SPA so he can write them on sheets ahead of time
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There's an absolute bastard of a stomach bug going though the house. I'm out for tomorrow. I've been in contact with deadly, hat and they are aware.
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Rob Deadly has requested SPA so he can write them on sheets ahead of time
Just saw and sent them. I understand if you can't get them on the sheets ahead of time, given that it's 0400 right now.
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Salvage divvy:
Blitzkrieg: Thunderbolt 5S
Fire: Warhammer 7M, Locust 1V
Fury: Stalker 5M
Ironside: Helepolis 1H
Jazz: Phoenix Hawk 1
Unit:
Locust 1V to sell
Stinger 3G to sell
Behemoth (Std) to sell
Brunel Dump Truck to sell
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Salvage divvy:
Blitzkrieg: Thunderbolt 5S
Fire: Warhammer 7M, Locust 1V
Fury: Stalker 5M
Ironside: Helepolis 1H
Jazz: Phoenix Hawk 1
Unit:
Locust 1V to sell
Stinger 3G to sell
Behemoth (Std) to sell
Brunel Dump Truck to sell
There is to be a pm to gm regarding Stalker. May end up updated later on.
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AAR
Fire lance and company were tasked with hunting down the pirates in their enclave almost to the man. After some back and forth due to concerns of prisoner treatment the mission parameters were solidified. Conduct a full assault onto the small bastion and remove the foothold of pirate forces in the area.
Fire and Norbotten lances deployed southwest. The liason and local St Ives forces deployed south east "alongside" Blitzkrieg lance. Fury deployed via highway to the east on a delayed prong attack and Ironsides deployed after repositioning through the center.
Pirate forces deployed with clear intent forming a centered concave. Additional units deployed almost haphazardly but were placed with intent that very much so became evident later on. Supplementing the forces were old turrets (found and reassembled), local infantry units that were very clearly experienced city fighters and commandeered mining equipment. Among the turrets lay an abomination reconstructed from parts long forgotten and now clearly remembered....
Pirates forces started their feigned withdrawal in the west as soon as Ranger and St Ives units advanced. Eastern pirate units moved for positioning on the east. Both sides sending artillery continued this for some time exchanging fire when able.
Both lines converged artillery targeting pirate support and pirate haphazardly firing into the wind but still being effective in some regard. Both Ranger and St Ives units began taking sporadic longtom and sniper fire fairly quickly. Significant damage would be dealt to at Ives forces initially and Ranger forces the remainder. Many Rangers would recall the shear terror of the sudden explosion and near fatal and crippling damage. Ranger counter battery was highly effective neutralizing the longtoms. The aging helepolis however was about as terrifyingly effective. Under direction of Fire CO air superiority was heavily tasked with constant hard point breaking and later headhunting. This was not an envied role but necessary as Ranger air assets drew heavy ground fire on CAS runs allowing Ranger units to push in the East. Unfortunately heavy damage on the fighters will make down time necessary. One bird was lost with pilot Jose Cano and was unrecoverable.
The west was just as rough although lighter in force. Pirate forces gave just as much hate. They showed the importance and necessary role of ground troops in urban environments. Although Ranger lance Norbotten attempted to breach the city it became apparent the infantry nor mechs were willing to part and break. As the breach began to widen stray artillery struck Norbotten lance forcing retreat. Light units heavily pursued the lance but were eventually defeated or ran. Fire Lance and Ironside broke through the line and kill zone separating the pirate lines. The East was nothing but close in fighting and could be considered nothing less than a brawl. This became the same across the entire battlefield shortly after.
The combat loss groupings began to take hold and heavy damage filled most of the Ranger units. Some specifically drawing ire across the pirate forces more than others. The Rangers dug deep and didn't break. Mop up duties commenced as more pirate forces fell and wrapped up with Ranger victory.
Sadly the fighting claimed a lance member SGT Tara Rathbone of Blitzkrieg. The last defiant action of a black knight blowing out the cockpit while being offered surrender.
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Thanks for the prompt AAR.
Blitzkrieg lost SGT Tara Rathbone. I also need the name of the pilot who was killed in the crash.
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Thanks for the prompt AAR.
Blitzkrieg lost SGT Tara Rathbone. I also need the name of the pilot who was killed in the crash.
AAR updated
Pilot Jose Cano
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Rob
Few people are concerned that due to Dan not getting enough due to the amount of damage he took during mission 4.
Would it be alright to allocate about a mil from the coffer to him due to him not getting anything, or even the salvaged Wyvern from my solo (post contract and partial repairs by 1Jun3058) that was given to unit as salvage by any chance?