CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on March 02, 2023, 04:21:36 PM

Title: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 02, 2023, 04:21:36 PM
(https://i.imgur.com/y8muFFR.png)
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 02, 2023, 04:46:58 PM
Mini list:
Word Start
Warhammer - Serrate Rob
Awesome - ??   Rob
Bandersnatch - Pope Print
Shootist - Pope
Drillson   Rob
Drillson   Rob
Flashman - Pope
Crab - Deadly via Pope  Rob, because I just finished the damn mech
Exterminator -;Deadly via Pope   Rob, because I just finished the damn mech
Centurion - Pope
Lineholder   Rob
Guillotine - deadly via pope
Ripper - Pope Print
Ripper - Pope Print
Ripper - Pope Print
Longinus - Serrate
Longinus - Serrate
Longinus - Serrate

Civilian Allies
Dragoon   Rob proxy somethign or other
Crosscut   Rob - Proxy Cattlemaster
Harvester - serrate
Powerman - Serrate

Wob Reinforcements
Chevalier - AugistaAquilla / Bola
Chevalier - AugistaAquilla / Bola
Lightning - Steve
Hermes - Ice
wolverine - Pope
Buccaneer - AgustaAquilla
King Crab - deadly via Pope   Rob, because I just finished the damn mech
Title: Re: FLINT Mission 1 - 9/21/58
Post by: deadlyfire2345 on March 02, 2023, 05:13:34 PM
Salvage sheet.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: serrate on March 02, 2023, 06:37:45 PM
I've got the Longinus squads, and a Flashman in white. Also got a painted ConstructionMech Carbine that can be used for a civilian, and a painted Quasit militiamech that can stand in for the Powerman.

Others painted in non-white:
Warhammer - Green

I'm hoping to paint a couple more, but we'll see.

Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 02, 2023, 07:13:09 PM
I'll print the Rippers
Title: Re: FLINT Mission 1 - 9/21/58
Post by: agustaaquila on March 02, 2023, 07:17:41 PM
I can get paint on my Buccaneer, exterminator. If really needed I can try to get crab into Wob colors as well. I can bring 2 Bollas as Chevalier proxies also in Wob Colors.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Ice on March 02, 2023, 07:23:59 PM
I have a white crab
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 02, 2023, 07:28:03 PM
I can get paint on my Buccaneer, exterminator. If really needed I can try to get crab into Wob colors as well. I can bring 2 Bollas as Chevalier proxies also in Wob Colors.

I have a generic crab from a Long Time Ago we can use.

Nope, white Crab it is.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: deadlyfire2345 on March 02, 2023, 08:24:19 PM
I can hand off a King Crab, Crab, Exterminator, Flashman, and Guillotine this weekend to someone if needed. All in CS white.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 02, 2023, 08:59:03 PM
I can hand off a King Crab, Crab, Exterminator, Flashman, and Guillotine this weekend to someone if needed. All in CS white.

I'll put them in my tray of stuff
Title: Re: FLINT Mission 1 - 9/21/58
Post by: deadlyfire2345 on March 02, 2023, 09:14:09 PM
I can hand off a King Crab, Crab, Exterminator, Flashman, and Guillotine this weekend to someone if needed. All in CS white.

I'll put them in my tray of stuff
Gotta drop off some of the unit papers to Brandon anyway so you are good.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Phoenix05 on March 02, 2023, 11:20:25 PM
Let's start rerolls with the coastal terrain.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 04, 2023, 09:29:23 PM
I have no power at home.  I haven't for over 24 hours.  When I can access things again, I'll do the reroll.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 05, 2023, 06:29:19 PM
Let's start rerolls with the coastal terrain.

FINALLY.

Terrain: Hills
Map: Wooded-Hills.

2 rerolls remaining.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Phoenix05 on March 05, 2023, 06:52:16 PM
I'd say generate. The difference between a PC force that mostly jumps and an OpFor force that mainly doesn't fits well for Wooded-Hills. Sorry, Paladin.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Black Omega on March 05, 2023, 07:00:19 PM
I've got the Lightning and one drillson (if I can find it).
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 05, 2023, 07:37:22 PM
NORTH
(https://i.imgur.com/GhvI60Z.jpg)
SOUTH


MAPS
Woodland..................River Valley
Open Terrain 3..........Mountain Lake
Rolling Hills 1 New......Lake Area


Deployment
OPFOR Deployment: Deploys after civilians.  OPFOR units are divided into groups of 6 units, from top to bottom of the list.  The first group of 6 must deploy into Zones Purple 1 or Purple 2.  The second group of 6 must deploy into zones Purple 1 or Purple 2, but may not share the deployment zone with the first group.  The final group (the 3 helicopters) must deploy within 3 hexes of the Purple Star; Battle Armor squads begin the game mounted in the helis.

Ranger Deployment: Deploys after OPFOR.  May deploy anywhere within 3 hexes of the northern map edge.

Civilian Deployment:  Deploys first. Deploys up to 3 hexes from the southern board edge.

OPFOR Reinforcements: Enters the board from the southern board edge on Turn 6.  Prior to the game, the OPFOR reinforcements may elect (in writing) to delay their entry by 1 turn in exchange for entering the board from the northeastern quarter board edge of the Lake Area Mapsheet (hexes 1501-1508).  This decision need not be revealed to the Ranger players until, well, until you don't enter on Turn 6, really.

Ranger Reinforcements: Ranger reinforcements are not deployed in this scenario (due to player absence count).

Environmental Conditions:
None.

Battlefield Support:
Rangers may make up to 8 sorties with ASFs, in any mix of offensive or defensive missions.  They may also make up to 3 total attacks with each piece of tube artillery available to them, but do not receive any presighted hexes.

The WOB receives 30 points of BSP support, no more than 12 of which may be artillery support, and at least 8 of which MUST be air defense.  ASF and artillery attacks may not be deliberately targeted on civilian units, but may drift as the winds of fate allow.  WOB air attacks get a +1 bonus when attacking Ranger tube artillery for each turn after the first the Ranger tube artillery has fired during this battle.

Victory Conditions
Ranger Victory Conditions:
1) Destroy or render incapable of spending MP at least 8 enemy units.  BA platoons must take 75% casualties to count as destroyed to count for victory conditions.
2) Ensure that at least 2 of Spectre Lance units are capable of spending MP at the end of the scenario
3) Ensure that at least 2 of the civilian units are capable of spending MP by the end of Turn 12 of the scenario.  If this condition is met, the Ranger player may /victory at any time, including during the End Phase of Turn 12.  Otherwise, the Ranger player must manually evacuate his own units and the liaison.

OPFOR Victory Conditions
1) Destroy or render incapable of spending MP at least 7 Ranger Units
2) Destroy or render incapable of spending MP 3 Spectre Lance units
3) Destroy or render incapable of spending MP at least 3 Civilian Units before the end of Turn 12


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).  Civilian units may only exit from the Eastern board edge.

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) True Believers: attempts to recruit OPFOR Mechwarriors in this mission suffer a +2 TN penalty (+3 for ComStar-affiliated lance leaders, +0 for WOB-affiliated lance leaders).  Upon taking a prisoner, roll 2d6.  On a ??+, the prisoner detonates a suicide device which deals 1d6 damage to the capturing MechWarrior (edge cannot be used to avoid the bomb entirely, but may be spent to gain a reroll on the 1d6, or may be burnt to survive).  All prisoner ransom values for this contract are *tripled* (ie, a MechWarrior ransomed for 10,000 CB is instead ransomed for 30,000 CB).

4) Following the battle, GM makes a check.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Phoenix05 on March 05, 2023, 11:30:41 PM
Can I assume that OpFor reinforcement preference is selected before deployment?
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 06, 2023, 03:30:34 AM
Can I assume that OpFor reinforcement preference is selected before deployment?

Sort of.  They have to determine their preference prior to the start of the game.  Technically, they can do it after Ranger deployment, but as a practical matter, it doesn't make a difference one way or another.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: serrate on March 06, 2023, 04:50:16 PM
I've got two painted Pegasus that stand-in pretty well for Drillsons, if we don't have them.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 06, 2023, 11:16:27 PM
Turns out I won't have the Awesome done in time - Steve, can you bring one?
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Black Omega on March 07, 2023, 05:18:48 AM
sure
Title: Re: FLINT Mission 1 - 9/21/58
Post by: deadlyfire2345 on March 07, 2023, 08:09:55 AM
Turns out I won't have the Awesome done in time - Steve, can you bring one?
Sadge
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 07, 2023, 11:36:09 AM
I'm going to assume I need to print a Bandersnatch.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: serrate on March 07, 2023, 02:48:30 PM
I'm going to assume I need to print a Bandersnatch.

I actually used to have one, and at some point traded it away thinking I'd never need it...
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 07, 2023, 06:11:42 PM
I've got the centurion
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Ad Hoc on March 07, 2023, 06:52:56 PM
Since Deadly and myself will not be at the game, someone else will need to print OpFor record sheets for this game.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Ice on March 07, 2023, 08:05:13 PM
I have an all green hermes that looks terrible but I have a hermes at least. Cant seem to find the unpainted one to toss white on it.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 07, 2023, 08:48:19 PM
I have an all green hermes that looks terrible but I have a hermes at least. Cant seem to find the unpainted one to toss white on it.

Sounds good.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Hat on March 08, 2023, 06:17:16 AM
I've got a Starslayer in Star League green we can use for the Lineholder if desired as well as a camo Berserker and tan and black Pillager if we need them for the Rampage and the Awesome.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 08, 2023, 08:37:17 AM
Printer just took a dive so the rippers are all I got off this mission
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 08, 2023, 09:35:14 AM
Send me the SPAs
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Ice on March 08, 2023, 10:17:03 AM
The printer has went kaput per Dan. I will bring a hammerhands to replace the bandersnatch.

Hermes
Hammerhands-bandersnatch
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Hat on March 08, 2023, 12:19:16 PM
I’ll print the record sheets.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 08, 2023, 12:36:00 PM
Printer did take a dive overnight - need to tshoot it.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 10, 2023, 01:14:09 AM
Will the Rippers be good, or do I need to bring VTOL minis?
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 10, 2023, 01:34:27 AM
Will the Rippers be good, or do I need to bring VTOL minis?

They're good.  No rotor yet as I'm running a bandersnatch off right now.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 10, 2023, 09:40:32 AM
Ice please bring the proxy you mentioned earlier.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Ice on March 10, 2023, 10:16:56 AM
Ice please bring the proxy you mentioned earlier.

Assuming the bandersnatch file is causing some sort of print issue. Not sure how those work exactly to try and help much there.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 10, 2023, 03:56:45 PM
Ice please bring the proxy you mentioned earlier.

Assuming the bandersnatch file is causing some sort of print issue. Not sure how those work exactly to try and help much there.

I'm not sure *what* is going on right now with the printer - my test Partisan was just fine but subsequent prints are having issues which make me think theres an issue with the gcode encoding BUT at the same time I know the Ender needs a stripping down and overhaul.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Hat on March 10, 2023, 04:20:34 PM
All sheets printed, BSP sheets for both PCs and OpFor are printed and minis packed.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Hat on March 11, 2023, 06:26:24 PM
Salvage after review

Spectre: Bucanneer (no Flashman)
Fury: Guillotine
Paladin: Centurion (Replacement), Crab
Ehreschuld: Warhammer, Bandersnatch

Salvage Max: $61,254,553
Salvage Value: $60,996,311
Remain: $258,242

Title: Re: FLINT Mission 1 - 9/21/58
Post by: agustaaquila on March 11, 2023, 07:13:58 PM
Leaving a note here, I don't think the landing roll for the Asf with damaged landing gear was done.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Hat on March 12, 2023, 05:47:29 PM
Rob, as a second note, the Hermes got away with Spectre pilot SGT Jason Vega (Dervish).  What happens with that?
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 13, 2023, 02:13:44 AM
Leaving a note here, I don't think the landing roll for the Asf with damaged landing gear was done.

Landing Gear hit imposes a +5 on the PSR for landing.

Rolled 2d6 : 6, 5, total 11
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 13, 2023, 03:43:31 AM
Post-Mission GM Check.

(https://cincybattletech.com/Themes/core/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 2, 5, total 7
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 13, 2023, 03:44:00 AM
Rob, as a second note, the Hermes got away with Spectre pilot SGT Jason Vega (Dervish).  What happens with that?

Dependent on next scenario result.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Hat on March 13, 2023, 07:02:50 AM
Bonus roll?
Title: Re: FLINT Mission 1 - 9/21/58
Post by: deadlyfire2345 on March 13, 2023, 08:47:17 AM
Leaving a note here, I don't think the landing roll for the Asf with damaged landing gear was done.

Landing Gear hit imposes a +5 on the PSR for landing.

(https://cincybattletech.com/Themes/core/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 6, 5, total 11

Rolls good for all of them. So thats a plus. Just gotta figure out prices to replace said gear.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Hat on March 13, 2023, 09:44:10 AM
Rob, as a second note, the Hermes got away with Spectre pilot SGT Jason Vega (Dervish).  What happens with that?

Dependent on next scenario result.

Understood.  The pilot had taken 2 hits.  I understand it may not matter, but wanted to track it so it can be accounted for in the future if he gets the pilot back.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 15, 2023, 07:46:37 AM
Bonus roll?

Rolled 1d6 : 4, total 4

Rolled 1d100 : 67, total 67
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 15, 2023, 07:50:58 AM
As there was a single surviving civilian unit, the Rangers get a single bonus roll.  The result is a civilian vehicle added to the Ranger TO&E. 

The Rangers add a (prototype, technically) Savior Repair Vehicle.  This unit counts as a Mobile Field Base, and should be assigned to a specific Lance at the earliest opportunity once it's crewed.

Relevant date is in Record Sheets: 3145 Unabridged, but the unit intro date is 3058.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: ItsTehPope on March 15, 2023, 11:31:44 AM
Good news! I printed one of those already
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 29, 2023, 11:36:09 PM
Hey, where's the AAR?
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Hat on March 30, 2023, 08:41:29 AM
Hey, where's the AAR?

Rob, when the campaign/unit was set up, company commanders were told they could write AAR reports and get 1 command XP, but it was expressed as optional. Ryan so far isn’t interested in doing AARs. This came up in the previous contract and I wrote up an AAR and shared he wasn’t interested. I can write up another I guess, but don’t want to go through this every time  Ryan’s local CO especially as I get nothing for it.

So how do you want to manage for this case and moving forward?

Title: Re: FLINT Mission 1 - 9/21/58
Post by: Darrian Wolffe on March 30, 2023, 11:07:10 PM
This came up in the previous contract and I wrote up an AAR and shared he wasn’t interested.

I was under the impression that was a 1-time issue.  I'm fine with people not doing AARs, I'm just mildly annoyed that nobody chimed into this thread at some point and said something weeks ago while I could still remember what happened during the game. Now, my writing the AAR on Sunday will be even harder, because I'll have Saturday's game in my head instead.
Title: Re: FLINT Mission 1 - 9/21/58
Post by: Hat on March 31, 2023, 08:39:08 AM
Rob: initially I didn't think anything more was needed and then I wasn't sure who was writing it.  With all the crazy schedule stuff going on I just didn't think about it sooner.  My apologies.  Here's at least a rough AAR.  If others want to add details and corrections, just post them in the thread and I'll integrate them.

AAR - initial reporting completed by LT Anders Wolfram Kelswa

The Rangers approached in 4 columns with Spectre anchoring the western line then Fury then Paladin and Ehreschuld anchored the eastern line.  Word of Blake forces were deployed across the line of march, separating us from the civilians we were there to save.  As we made contact, the Exterminator, Centurion and Guillotine advanced on the civilians seeking to destroy them before we could link up.  They in turn broke hard for the western hills seeking cover with the Powerman taking extensive leg damage just as he reached it.  Smoke from the Ranger artillery provided cover for the mostly unarmed civilians as the Rampage fought valiantly to protect its charges making good use of high ground and smoke to encourage the Word of Blake to give them wider berth.  If they'd had more time perhaps they might have succeeded, but the bulk of the Blakist forces prevented the faster Ranger elements from linking up before Blakist reinforcements that had been pursuing the civilians caught up.  Of them the Hermes and Buccaneer were the most aggressive at hunting down and finishing off the unarmed mechs while the Wolverine supported the Exterminator and his team against the Rampage. 

In the north the heaviest elements anchored the center of the field, supported by the Bandersnatch taking the prime sniper point on top of the eastern hill.  While the Rangers would have expected the Awesome to hold it, the choice on the part of the Blakist was a good one.  Paladin advanced into the teeth of fire from the Crab, Drillsons and Warhammer as Ehreschuld maneuvered to flank.  A dogged defense by the Blakists had Paladin reeling when Ehreschuld moved into position to effectively take fire.  The Longinus carrying Rippers stayed out of the initial fray and arced eastward then north to deposit the battle armor into the rear of the Ranger forces.  Fire taken while inbound damaged one of the Rippers and breached the infantry compartment, injuring one of the armored infantry.

In an effort to aid Paladin's position, Ehreschuld exposed itself to draw fire which was perhaps a bit too successful.  Concentrated fire by the Warhammer, Drillson and Bandersnatch breached the Avatar's right torso and connected with the gauss rifle, triggering an explosion that destroyed the engine and had Ehreschuld's C.O. ejected.  Shortly before this, precision shooting by the Awesome and Flashman destroyed the Marauder's left torso and the parts of the XL engine there shutting down the Ranger's field commander.

While the Blakist had success eliminating the Ranger's CO and XO, the combined firepower of the Rangers slowly but steadily dropped units.  The Rangers picked up a few unconscious Blakist pilots and temporarily captured the Blakist CO.  The CO in term, demonstrated his dedication to the cause by triggering an explosives vest, injuring LTJG Damsden.  Fortunately for the Ehreschuld XO, the injuries were not severe and the damage to the mech's cockpit, minimal.  By the end, the Word of Blake yielded the field, limping off with the Wolverine, their battle armor, one Ripper the King Crab and the Hermes.  The Hermes though took an unfortunate souvenir.  The Hermes pilot focused on Spectre's damaged Dervish as it moved to disengage and with most of the Ranger attention on the King Crab and few Ranger units in position to support.  While the Hermes did get some concentrated fire it was not enough to bring it down before successfully punching fire through the back of Dervish and cooking off ammo.  The resulting auto-eject landed an injured SGT Vega in the grasp of the Hermes.  Prize attained it fled the field.

Spectre and the Rangers' command are looking to recover the captured pilot and believe they've identified the convoy transporting him.