CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on August 07, 2023, 06:25:51 PM
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(https://i.imgur.com/yjJQD54.png)
I found a new set of optional modifiers to apply to scenario generation. Environmental conditions can be modified; a "short" condition last half as long, so Dawn comes on Turn 4. "Tainted" means that the condition is hazardous in some way; in this case, the water would be a Hazardous Liquid (TacOps p49) because Imrbos III basically doesn't have standing water. I didn't have time to check, but I'm sure that linking the weather condition to the Light level means that once the Dawn modifier goes away, so does the Fog. Finally, remember that, as per our last contract in low grav, got changed so that we apply modifiers rounding DOWN, not rounding up; you apply mods for every FULL 0.2g difference from 1g, not every PARTIAL 0.2g difference.
And yes, you're airdropping this one, and obviously there's no reinforcements. Since it's not modifiable, I'll do the full scenario writeup in the next day or so as time permits.
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Salvage sheet up
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NORTH
(https://i.imgur.com/8CHav9D.jpg)
SOUTH
Maps
Mines 2.........BattleTech..........River Valley
Coast 2..........Coast 2.............River Valley
Desert 2.........Badlands 1........Lake Area
Deployment
OPFOR Deployment: Deploys after Ranger LZ is chosen.. OPFOR units are divided into groups of 4 units, from top to bottom of the list, discounting the infantry. Each lance/platoon deploys as desired into a single numbered zone, from Red 1 to Red 6. Infantry units start the game either mounted to an OmniMech or inside an APC, as appropriate. C3 nets between lances may be formed prior to the game, but individual units may not be shuffled between lance/platoons in order to create more efficient C3 nets. Legal Arrow IV ammunition types are limited to: Standard, Illumination, Cluster, Inferno-IV. Units carrying an Arrow IV system in this scenario must mount at least 1 ton of Inferno-IV ammunition.
Ranger Deployment: Chooses LZ first. All Ranger and Allied units must deploy into one of the three Landing Zones, A, B, or C. After OPFOR deployment, Ranger units then choose specific landing hexes, and will land as per StratOps rules on Turn 1, counting as Jumping, and will be capable of normal movement on Turn 2. No more than 2 lances (or equivalent organizational unit) may deploy into a single quarter-map area, delineated by the map folds and borders. Units carried upon or inside another unit do not count towards the 2-lance limit.
OPFOR Reinforcements: Enters the board from the North board edge on their designated turn (between Turns 4-7).
Ranger Reinforcements: Rangers do not have access to reinforcements in this scenario.
Environmental Conditions:
Dawn (short): All weapon attacks suffer a +1 to hit penalty until the end of Turn 4. Searchlights do not affect this modifier, but other effects such as the All-weather SPA do.
Light Fog (short): A pre-dawn fog shrouds the battlefield. Units using Walking, Running, Cruising, or Flanking MP must pay +1 MP to enter each hex, until the end of Turn 4. Piloting skill rolls for airdropping units also suffer a +2 penalty, as they cannot clearly see the ground.
Tainted World: All water hexes are considered to be a Class 1 Hazardous Liquid. Each submerged location on a Mech or vehicle suffers 1d6/2 damage whenever a unit enters a hex containing a Hazardous Liquid, or begins the Ground Movement Phase in such a hex. Breach checks are still required; this liquid deals 2 pilot hits/round to a MechWarrior with a Breached Head Location, but does not provoke a consciousness check. Battle Armor takes 1d6/2 damage per trooper per hex entered or per round (as above), but does not require a Breach check. Conventional infantry takes double damage. Finally, Hazardous Liquid mixing and Water Flow rules are NOT in play, as all the liquid on the board is identical.
Battlefield Support:
Rangers receive 20 points of BSP, which can only be spent on ASF functions, as you haven't technically landed yet. Additionally, 2 ASF must be assigned to DropShip escort and so will be unavailable for use in this mission.
OPFOR forces receive 12 points of BSP, which can only be spent on ASF functions.
Victory Conditions
Ranger Victory Conditions:
1) Prevent target units from reaching their objective phase line*
2) Destroy or render incapable of spending MP at least 9 units from the Primary OPFOR
3) Do not allow the Allied Nightsky or Enfield to be destroyed or mission-killed by the end of the game
*Target units include: Akuma, Crockett, Maxim, Maxim, Foot Platoon (flamer), Foot Platoon (flamer)
OPFOR Victory Conditions
1) Move at least 8 non-reinforcement units, including at least half of the Target Units listed above, north of your objective phase line (somewhere on the north mapsheet - private information)
2) Destroy, cripple, or render incapable of spending MP, at least 6 Ranger units.
3) Destroy, cripple, or render incapable of spending MP, at least 2 Allied units
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). Convoy units may only exit from the southern 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. No, they are not killing you yet; this is not a mistake.
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ATTN all units:
During the remainder of this contract, we will divvy out salvage regarding Omni to lances who do not have them first, assuming one wishes for one, before going to any lance who does. These will be kept and used as opposed to being used for scrap. If nobody wants any of them, then its fair game at that point.
Any mech that is beyond repair (missing XLE) will most likely be picked up by unit, sold as is, and divvied out to all the lances as normal.
That is all.
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Unit list (updated by GM)
Allies:
Nightsky - Rob
Enfield - Rob
Blackjack - Rob
Bushwacker - Rob
OpFor:
Akuma - Rob (PROXY: Atlas in Drac Red)
Gunslinger - Rob
Naginata - Rob
O-Bakemono - Rob
Grand Dragon - Rob
No-Dachi - Rob
Daikyu - Rob
Wolf Trap - Rob
Katana (Crockett) - Rob
Mauler - Rob
Avatar - Rob (WOB)
Black Hawk-KU - Rob (PROXY actual Nova Prime - grey)
Jenner - Rob
Panther - Rob
Black Hawk-KU - Rob (PROXY actual Nova Prime - black)
Panther - Rob
Maxim - Rob
Maxim - Rob
Saladin - Rob
Saladin - Rob
Foot Platoons - Rob
Foot Platoons - Rob
IS Battle Armor - Rob
IS Battle Armor - Rob
Venom - Rob
Firestarter (Omni) - Rob (PROXY: Actual Firestarter in OPFOR camo)
Strider - Rob (PROXY: Cicada, which is basically the same thing)
Komodo - Rob (PROXY: Crab, because nobody has ever owned a Komodo and nothing resembles it)
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Technically I have the below but they are not necessarily painted up in something other than a red primer or base currently
mauler - painting regardless
KU - 3D - x2 - roughly done but good enough
Panther x2 - painting regardless
Crockett
Venom
Jenner - painting regardless
Daikyu - roughly done but good enough
Akuma - roughly done but good enough
Firestarter omni - roughly done but good enough
Grand dragon - this is painted mostly already
Avatar - roughly done but good enough
Possibly a jank 3d strider but haven't tested it yet
Enfield
Blackjack
Bushwacker
All of the above I plan to paint in drac or LA anyway. Will they be done in time thats a good question. If people have them already in color then that eliminates some of the list and can focus on others.
I have but prefer not to use so can keep to paint in something else other than drac
Gunslinger
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I've got the following:
Allies:
Enfield - Donegal Guards
Blackjack - generic tan
OpFor:
O-Bakemono - DC 1st Ghost
No-Dachi - DC 5th SoL
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I've updated the minis list with the stuff I just pulled off the shelves. I only looked at OPFOR stuff and I didn't pull FedCom stuff at all.
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Rob I'm pretty sure you own a FedCom Enfield.
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Rob I'm pretty sure you own a FedCom Enfield.
I'm pretty sure I do too. Along with a Nightsky (missing its right arm), Bushwacker, and if not a BJ-O, at least a regular Blackjack, all in either Lyran or Davion colors. But they aren't set out on my desk waiting to be pack right now, so I haven't included them in the count yet.
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I am very sorry to admit this, but I have three mechs in my case for which I have no recollection.
Buccaneer (in baggie)
Ebon Jaguar/Cauldron-born (in baggie)
Unseen Warhammer (assembled).
I assume that the Cauldron-born is for Hat's commission, so I'm not worried about that. Who else was I supposed to be painting these other Mechs for, and in what scheme?
(incidentally, this is why I ask people to text me this stuff after game, because I'm very very bad about unpacking in a timely fashion)
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I am very sorry to admit this, but I have three mechs in my case for which I have no recollection.
Buccaneer (in baggie)
Ebon Jaguar/Cauldron-born (in baggie)
Unseen Warhammer (assembled).
I assume that the Cauldron-born is for Hat's commission, so I'm not worried about that. Who else was I supposed to be painting these other Mechs for, and in what scheme?
(incidentally, this is why I ask people to text me this stuff after game, because I'm very very bad about unpacking in a timely fashion)
All of those are from me. Ebon Jaguar is Star Adder, the other 2 are 2nd Regiment, Buccaneer in Spectre, Warhammer in Ehreschuld. Sorry. I didn’t remember that I needed to send you a PM.
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Anyone have or need record sheets?
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Anyone have or need record sheets?
I'll have them printed tonight
Done
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We SHOULD be OK on maps, but just in case, can I get someone to bring a copy of Badlands 1 and River Valley? I'm 90% sure they're in my large art portfolio, but I left it up at my folks' place and won't have time to check before Saturday.
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I can bring:
Avatar [already painted - green]
Blackjack [former unit blue/white]
Bushwacker [former unit white/blue]
Nightsky [current lance unit - black/red]
Clan Nova [Wolf Beta Galaxy]
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I have a black/gold Nightsky.
I have a bushwhacker I can paint up really fast as well in generic lyron colors
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I have the avatar
Working toward the ku x2 and the akuma
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Any problems or issue I need to know about need to be posted before 3pm Friday. I will not be back home to get anything until Sunday morning.
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All minis are accounted for, unless people can cover proxies.
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Akuma
Avatar
Firestarter omni
Daikyu - bring just in case as is painted in drac red
Grand dragon - same deal as above but is grey and red
Ku x2
These are for sure going to come with me tomorrow. If I get more time I will bring whatever extra I manage to get done in drac colors. For now I'm not bringing maps unless nobody confirms. Does anyone actually have them so I can scratch them off?
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We SHOULD be OK on maps, but just in case, can I get someone to bring a copy of Badlands 1 and River Valley? I'm 90% sure they're in my large art portfolio, but I left it up at my folks' place and won't have time to check before Saturday.
Got a copy of each on hand.
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Just finished painting the Davions except for the Enfield which I don't own.
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Salvage:
Unit: Mauler 2R, Panther C, O-Bakemono M10 (will sell all 3 and distribute as normal)
Lancer: Black Hawk KU OB
Spectre: Firestarter (Omni)
Ehreschuld: Venom 9K
Fury: Komodo 2
Salvage: 95,779,190
Salvage remaining: 36,901,030
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AAR:
Immediately thrown into the battle, the Rangers had to make a drop out of the Dictator to make it to the ground on time. Our objective was to hold the line and prevent the Dracs from entering the Lyran stronghold. Unfortunately, the liaison group that tagged along struggled to land on the drop out, causing fair amounts of damage at the start. Lancer and Ehreschuld dropped in West with Liaison, Fury, and Spectre dropping in East to hold the primary unit at bay.
The fog held both groups at a slow pace while the lines got closer in the approach with a few artillery illuminating out approach with pot shots here and there with nothing conclusive. Soon as the fog receding and the sun overhead, a small lance coming from the South pushed the West line, which Lancer CO pushed the Albatross and Huang to rout them and keep them at bay. Ehreschuld Battlemaster followed while the primary unit began to make contact with the mech block coming in through the East.
During this time, Ranger ASF began to pick off primary targets sitting in the rear, killing a Saladin and Maxim, with the 2nd maxim getting crippled. Another volley of ASF attacked a KU that had a point of BA attached and took them out with a volley of bombs. This helped the Rangers keep half the unit they needed to pass a line from advancing far enough to become an issue. Removing the Bakemono got rid of the Arrow IV systems with an engine kill helped keep the splash damage limited.
The lines in the East made contact and everything went downhill for the Ranger group. As fire began to rise, Spectre and Ehreschuld began to take heavy damage from the assault lance pushing forward. SGT von Hoff took a massive blow to the head, which took her life as well. Spectre had a Banshee pushed in the toxic water and was forced to shut down. The liaison group pushed too hard and got hit hard as well. One of the mechs we were supposed to hold strong got destroyed, with the pilots life being taken as well.
Lancers Orion pushed hard and was taken out by the Daikyu after going headlong into its front. Both sides began to lose mechs, with their assault block being slowly removed from the field. Trying to get back at the Daikyu, Lancers Buccaneer tried to use its MASC to get in his face, only for the thing to take out actuators in both legs. Buccaneer propped up and took out the Mauler instead.
By the end of the battle. The Rangers held them back long enough to ensure victory, although damage was at an all time high. Hopefully, the lances who took too much damage are able to recover fast enough to get back on the line. We hope the loss of the Liaison pilot will not hurt us too much in the end. We will strive for a better outcome. One pilot loss and 5 mechs crippled heavily. Moderate damage on some ASF, little damage on rest.
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From sale of salvaged mechs, all lances receive 400,000 each.
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Ehreschuld
KIA - MSGT Robbie von Hoff
Prisoner - Bikki Rosado, Elite Komodo Pilot (1/3, EDG: 1, Wpn Spec: ML)
Salvage - Venom 9K