CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on September 25, 2023, 08:55:01 AM
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(https://i.imgur.com/pdkRXmM.png)
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Rob, please re-roll weather. Thx.
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Rob, please re-roll weather. Thx.
Light Rain
Calm
None
2 rerolls left
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Rob, please re-roll terrain.
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Rob, please re-roll terrain.
Terrain: Wooded
Map: Wooded-Hills
1 reroll left
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Bingo. Rob, please generate mission.
Question: given that lakes and rivers are toxic, what about the rain?
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Question: given that lakes and rivers are toxic, what about the rain?
Rain is fine. It's groundwater, apparently, that's the issue.
Also, technically, acid/caustic rain is its own thing.
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NORTH
(https://i.imgur.com/9ln9nkP.jpg)
SOUTH
Maps:
Woodlands.................Open Terrain 2 New
Classic BattleTech........Rolling Hills 1
Deployment
Primary OPFOR: Deploys first, anywhere desired within 6 hexes (inclusive) of the center of the board.
Ranger Forces: Enters anywhere desired along the western map edge.
Environmental Conditions
Light Rain: as per TacOps Expanded Conditions Table, pg 36.
Tainted World: Any 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
none
Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 4 units from the Primary OPFOR.
2) Move one or more units to within 3 hexes (inclusive) of the northeastern and southeastern board corners, spending 1 full turn stationary, then return to within 2 hexes (inclusive) of the western board edge. Both corners must be scouted and the "information" from that corner returned to the western board edge to count as a scoring unit.
OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 2 Ranger units and the liaison unit.
2) Prevent the recon unit(s) from returning to their safe zone
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. OPFOR MechWarriors will attempt to kill any ejected liaison pilots in this scenario; as long as no Ranger units are a valid target within LOF and within 8 hexes of the firing Draconis unit. KIA liaisons can have contract implications later in the Contract.
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Rob, please send spa's to Seth.
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Rob, please send spa's to Seth.
SPAs sent.
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Salvage sheet
Remove the 36M value, I forgot to.
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To: Ranger Co
From: Jazz Actual
Scouting mission fail. Liaison Valkyrie destroyed. Liaison critically injured. Details to follow.
AAR
Ordered to scout sector 63, Jazz followed a massive thunderstorm into the area. Jazz One sent the attached liaison’s Valkyrie and Jazz XO’s Griffin to the top of nearest hill in northwest quadrant to get a good look while Jazz CO’s Wolfhound and Sgt. Luttazi’s NIghtsky charged up the middle of southwest quadrant to attract the attention of the enemy forces as Sgt Ohani’s LAM raced around the southern edge of the Drac forces. The Drac forces converged on the Wolfhound and NIghtsky much faster than expected as a Spider connected on charge attack on the Wolfhound as the Nightsky scored a critical hit on a Harrasser’s engine putting it out of the fight. Meanwhile, the other half of the Drac forces rapidly closed on the Griffin and Valkyrie, prompting the Wolfhound and Nightsky to move north where a close range donnybrook ensued. The LAM was forced to break off from the planned scouting to add it’s firepower to the developing scrum.
The Drac forces continued a murderous rain of fire using their superior numbers to maintain the initiative on Jazz’s mechs while return fire continued to miss the mark. One small highlight came as the LAM lined up for a pass on the Drac CO and kicked the Daimyo mech in the head.
The Nightsky managed to core Drac Venom and capture it’s pilot but the decisive moment came when the Drac Jenner hit the liaison Valkyrie’s ammo magazine which caused the pilot to eject unconscious into a grove of trees causing critical injuries.
Fighting ended as Jazz One and Drac commander negotiated a truce: in return for the captured Venom pilot, the Drac forces allowed the Jazz forces and injured liaison to leave the area.
[OOC: Ouch. Lost initiative all but one turn. Kept missing attack rolls by one. Dracs couldn’t miss (especially Saracen tanks dealing 20pts SRM damage per turn).]