CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on December 17, 2023, 08:43:36 AM
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(https://i.imgur.com/Sq5SJxt.png)
Due to the presence of the FedCom extraction targets, there are no reinforcements for this mission. Map size and type are fixed. Map layout is as follows:
NORTH
[] [] []
[] [] []
[] [] []
SOUTH
Center mapsheet is the outpost.
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Mini
Same usual drac mini
Ku
Avatar
Firestarter omni
Daikyu
Wolverine
Fed
Javelin in blue
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Salvage sheet.
For those wondering, I have been adding things clan side and updating prices of all mechs to reflect the values in MML.
This is the current updated salvage sheet with all clan mechs seen in a mission since I began adding them to the sheet separately.
Also turret sheet for this mission.
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Since it looks like I am mission leader,
no rerolls and generate. Didn’t catch the light fog. Want to talk with lances in the mission first.
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Please reroll weather.
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Please reroll weather.
Clear
Calm
None
1 reroll remaining
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Please generate.
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NORTH
(https://i.imgur.com/HO9omHi.jpg)
SOUTH
Maps
Open Terrain 3 ................Grasslands 2...................Open Terrain 2
Open Terrain 2 New..........River Commcenter............Open Terrain 3
Battletech........................River Valley.....................Hilltops 1*
**Hilltops 1 is from the Clan Invasion Boxed Set. I hope someone else has it, because mine is BURIED
Deployment
Primary OPFOR: Divide the Primary OPFOR into 6 lances of 4 Mechs each (in order). Each Lance deploys into any one of Zones Red 1-10. Only a single lance may deploy into Zone R1 AND R2. This single lance deploys alongside Local Reinforcements.
OPFOR Reinforcements: Enters anywhere desired on the western map edge on Turn 6.
Local Forces: Deploys first. All turrets deploy onto a "turret" hex on the River Commcenter Map. Vehicle units must deploy adjacent to a building inside the walled area with 3 turret mounts, and may not deploy west of the 0600 hexrow.
Ranger Forces: After OPFOR Local Forces and Zone R1/R2 lance has deployed, the Rangers may choose to deploy a single lance through any Zones X1-X4. After this is secretly chosen and written down, finish OPFOR deployment. Ranger forces enter through the eastern map edge on their initiative on Turn 1. No more than 2 lances may deploy into a single mapsheet. If no lance deploys through X1-4, it deploys along with all other Ranger Lances. If a lance deploys through X1-4, it deploys on the battlefield, alongside the board edge, in full hexes only, after all other OPFOR deployment and PRIOR to Turn 1, and may move normally beginning on Turn 1. The Liasion deploys along with the local CO, following all of that lance's deployment options.
FedCom Units: Deploys anywhere within 3 hexes of the western board edge, after all OPFOR deployment has completed.
Environmental Conditions:
Tainted World: All lake 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.
Cleansing River: River water hexes (ie, the contiguous water hexes running north-south across 3 central mapsheets), are not tainted, and act as normal water hexes. All water hexes including and north of Grasslands 2 hex 0711 are considered Depth 6, representing the untainted underground aquifer feeding the river.
Border Outpost: This is a semi-fortified outpost, functionally a border guard station. As such, wall and turret tower CF is only 100 per hex, not the standard 200 points. As a hardened military structure, AE attacks deal simply double their damage value against wall and turret tower CF, not "double x # of levels". All building hexes roll as normal for basements; wall and tower hexes do not.
Battlefield Support:
Rangers: have air superiority, and therefore receive 36 points of BSP, which may only be air defense, air attack options, and artillery HE shell options.
OPFOR forces: receive 2 heavy and 2 light air defense actions for no cost.
Victory Conditions
Rangers
1) Move as many FedCom units into evacuation zones Blue A, and B as possible, counting only full hexes, and have no active OPFOR units within 6 hexes. A FedCom Unit can exit the board after spending 1 full turn in any hex of an evacuation zone. At least 2 FedCom units are required to exit the board in order for the Rangers to have a victory at all.
2) Destroy, cripple, or render incapable of spending MP, at least 12 Primary OPFOR units, both artillery turrets, and any other 4 local force units.
3) Suffer no more than 10 Ranger units destroyed, crippled, or rendered incapable of spending MP by the end of the game.
OPFOR
1) Prevent more than 3 FedCom units from successfully evacuating
2) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units prior to Turn 12.
3) Destroy, cripple, or render incapable of spending MP, at least 3 Ironside Lance units - including any attached support units or the liaison- prior to 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). 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.
3) OPFOR MechWarriors may freely target between FedCom and Ranger units. Local forces will not fire on FedCom units if there is a Ranger unit which is a) closer, and b) in between the firing unit and the FedCom unit. This includes direct-fire artillery attacks.
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Salvage breakdown for Unit XO and Charlie CO:
Jazz requests an assault (I know, shocker)
Omni mechs will still be given first priority to those who do not have, but would like one. (Jazz, Osiris, Ironsides, Fury, Marigold (if he shows up))
Like every other mission, those in this one do take priority as usual. Omni being the exception for the time being.
That is all.
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I've got that map, assuming it's on a date I can make it
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Can anyone NOT make January 13th?
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Logan will not be at this game. Lucas and I can be make it.
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WE ARE PLAYING JANUARY 13th. SEE GAME DATE POST IN THIS FORUM FOR DATES THROUGH MARCH.
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I will print the sheets for OpFor. Rob, go ahead and send me the SPAs when convenient.
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Mini
Same usual drac mini
Ku
Avatar
Firestarter omni
Daikyu
Wolverine
Fed
Javelin in blue
I can provide the following mini's:
1 Marauder in red
1 Gunslinger in white
1 Avatar in green
1 Man O War in tan/gray
1 Katana in white
2 Saladin hovercraft: one in red, one in black
2 Saracen hovercraft: one in tan/brown, one in green
2 Hetzer tanks: one in brown, one in gray
1 Demolisher in green
1 Spider in red or black
1 Owens in red
1 PHawk in blue/gray
1 Wolverine in red/black
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Mech List:
Garm
Marauder - Rob
Gunslinger - Rob
Avatar - Rob
Man O'War - Rob
No-Dachi - Rob
Black Hawk-KU
Daikyu - Rob
Daikyu - Rob
Tai-sho
Sunder - Rob
Katana (Crockett) - Rob
Quickdraw - Rob
Grand Dragon - Rob
Grand Dragon - Rob
Komodo
Wolf Trap - Rob
Saladin - Rob
Saladin - Rob
Saracen - Rob
Saracen - Rob
Spider - Rob
Owens
Firestarter (Omni) - Rob PROXY Firestarter Regular
Phoenix Hawk - Rob
Rakshasa
Gallowglas - Rob
Enforcer - Rob
JagerMech - Rob
Penetrator - Rob
Javelin - Rob
Enfield - Rob
Enforcer - Rob
Turrets x6
Demolisher - Rob
Hetzer - Rob
Hetzer - Rob
LRM Carrier - Rob
Hellhound - Rob
Strider
Wolverine - Rob
Owens
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You beat me to posting it. List updated with the things I already have packed.
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I will bring my stuff as normal and swap what we swap ive already listed what I've packed
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I've got the following:
Man O'War (Gargoyle) A - actually modded as this config (Grey/Red)
No-Dachi (Red)
Tai-sho (Red)
Quickdraw (Red)
Komodo (Red)
Enforcer III (Green)
Enfield (Lt Blue)
Some turrets
Hetzers x2 (Matching camo)
LRM Carrier (Desert Camo)
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I will print the sheets for OpFor. Rob, go ahead and send me the SPAs when convenient.
SPAs sent
Check with Paul for Turret record sheets if necessary.
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I can bring a garm to the party
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I'll bring a Mad Cat in case no one has a Rakshasa
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PLEASE get to game slightly earlier than usual. We really need to be rolling for init on Turn 1 by 1030.
I have a hockey game at 6:30 (and at 8:30, and at 10:30), so we have an absolute hard stop at 5:15+0:15 for salvage.
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I also have a rakshasha
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I also have a rakshasha
You'd better. I painted that poor miscast thing.
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All sheets printed and SPAs copied.
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Rolled 1d7 : 4, total 4
Rolled 1d7 : 2, total 2
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(https://cincybattletech.com/Themes/core/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d7 : 4, total 4
(https://cincybattletech.com/Themes/core/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d7 : 2, total 2
Right, so Logan is post-surgery and Lucas is almost certainly going to miss this game as a result of illness. I don't know if I'll be running the game at full size or cutting it down on the fly; it'll be based on the number of people who show up Saturday.
However, since Lucas is in the scenario, we need to plan for a replacement. Therefore, PALADIN and MARIGOLD lances have been randomly rolled. Therefore, could BOTH OF YOU please have your lances ready to slot in to Lucas's slot on Saturday? We'll choose who plays that morning.
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Noted
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(https://cincybattletech.com/Themes/core/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d7 : 4, total 4
(https://cincybattletech.com/Themes/core/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d7 : 2, total 2
Right, so Logan is post-surgery and Lucas is almost certainly going to miss this game as a result of illness. I don't know if I'll be running the game at full size or cutting it down on the fly; it'll be based on the number of people who show up Saturday.
However, since Lucas is in the scenario, we need to plan for a replacement. Therefore, PALADIN and MARIGOLD lances have been randomly rolled. Therefore, could BOTH OF YOU please have your lances ready to slot in to Lucas's slot on Saturday? We'll choose who plays that morning.
SHould i try to get Norbotten ops ready?
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If you took salvage from M5 today, can you please post what you took? Thanks.
Unit: Komodo, Quickdraw, Katana
Spectre: PHawk, Daikyu
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Marigold - Grand Dragon
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Blitzkrieg- No-Dachi NDA-1K
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Jazz -- Gunslinger
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Reward claiming as 2 c3m
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11/24/59
The Rangers received a call to come immediately to extract a group of Federated Commonwealth who were cut off to the West. Due to the suddenness of the order, a collection of Lances from all three companies joined forces to provide cover.
Between the Rangers and the Federated Commonwealth extraction targets, the Drac opfor had a Commcenter along a South-flowing river that started at a deep pool reservoir. While the Drac were deployed mostly in a line, the Rangers noticed a Southern Lance that would have quickly started firing into the Federated Commonwealth unit, and sent word to the Federated Commonwealth to push to the North-East.
The Rangers sent Marigold ahead to open up a pathway for the Federated Commonwealth units to come through, and Marigold entered in from the North and began to push Southward. While Marigold did help to reduce the strength of the Drac forces, it was unable to draw the fire that was being sent against the extraction targets.
Turrets, including a pair of dual-Sniper artillery turrets, provided a high amount of potential damage, and as such, were targets. Fury and Jazz, who were deployed more Southward, dealt with the turrets and a lance of lighter mechs before swinging North to provide cover fire for the extraction.
Without the turrets to deal with and the Drac ground units busy, the Rangers used their air superiority to deliver crippling blows to several opfor mechs through a series of heavy bombing strikes.
Spectre and Blitzkrieg pushed West from the North-East, dealing with the few elements of the opfor that were most to the East at the time, though their fire only started closing in later, as the Federated Commonwealth units passed through Marigold's tunnel and the Drac reinforcements entered from the West.
The Federated Commonwealth units, for their part, provided a solid amount of firepower as they pushed East.
As the two lines of Rangers came together, the Drac base and units collapsed, as the outmaneuvering gave them no chance of stabilizing the fight. They therefore only managed to deal serious damage to half a dozen or so of the Ranger and Federated Commonwealth mechs while the Drac forces were wiped utterly. Overall, a successful end to the contract.
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If you took salvage from M5 today, can you please post what you took? Thanks.
Unit: Komodo, Quickdraw, Katana
Spectre: PHawk, Daikyu
OW-1R Owens
WTF-1 Wolf Trap
Both to sell, stripping weapons from Owens
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Nice writeup.