CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on January 20, 2024, 03:49:50 AM

Title: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Darrian Wolffe on January 20, 2024, 03:49:50 AM
(https://i.imgur.com/nvl8kKF.png)
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: deadlyfire2345 on January 20, 2024, 04:53:56 AM
Salvage sheet
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Black Omega on January 22, 2024, 05:54:26 PM
Rob, please re-roll terrain. Thx.
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Darrian Wolffe on January 25, 2024, 06:45:09 AM
Rob, please re-roll terrain. Thx.

Took 2 rerolls to get something like what you asked for.

#1
Terrain: Wetlands
Map: Lake-marsh

#2
Terrain: Heavy Urban
Map: City-high

1 reroll left if you want it.
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Black Omega on January 25, 2024, 09:17:49 AM
Please generate heavy urban.
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Darrian Wolffe on January 28, 2024, 03:36:01 PM
Please generate heavy urban.

NORTH
(https://i.imgur.com/Yu9N7dd.jpeg)
SOUTH

Maps:
City Skyscraper.....City Skyscraper
City Downtown......City Downtown


Deployment
Primary OPFOR: Deploys first, within 5 hexes of the north map edge.

OPFOR Reinforcements: Enters the board anywhere along the north map edge on their initiative on Turn 9.

Ranger Forces: Enters the board anywhere along the south map edge on their initiative on Turn 1.

Environmental Conditions
 None

Battlefield Support
none

Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 6 total OPFOR units from any formation.
2) Jazz Lance must remain at 50% strength or better, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.

OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 3 Ranger units.
2) Destroy, cripple, or render incapable of spending MP, the liaison unit.

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.

Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Black Omega on January 28, 2024, 05:35:36 PM
Rob, clarification please.

OPFOR Reinforcements: Enters the board anywhere along the south map edge on their initiative on Turn 9.

Reinforcements will come in behind me?
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: deadlyfire2345 on January 28, 2024, 06:23:34 PM
Send me SPAs please.
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Darrian Wolffe on January 29, 2024, 12:58:37 AM
Rob, clarification please.

OPFOR Reinforcements: Enters the board anywhere along the south map edge on their initiative on Turn 9.

Reinforcements will come in behind me?

Fixed. Typo
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Black Omega on February 04, 2024, 01:00:46 PM
Send me SPAs please.

Bump
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Darrian Wolffe on February 08, 2024, 06:22:37 AM
Send me SPAs please.

SPAs sent
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: deadlyfire2345 on February 10, 2024, 05:04:29 PM
Wrapped up. Jazz won

Salvage taken:
Phoenix Hawk 3K

Salvage pool remain: 912,2126
Title: Re: Hammer Solo - Jazz Lance - 4/05/3060
Post by: Black Omega on February 12, 2024, 08:15:20 PM
Operation Hammer, Jazz solo mission, after action report.
It was a bright, sunny afternoon on Grumium as Jazz lance headed into the city center near to base to see what may be seen and maybe find some action.  As it turned out, action was the word of the day as entering the city from the southwest stirred up a hornets nest of defenders.

Jazz made a stand in and around a small park in the southwest quadrant of downtown as a reinforced combined company converged on the area much faster than Jazz anticipated.  Jazz actual piloting a newly acquired Gunslinger and Sgt Luttazi in her trusty Griffin combined long range fire down the main N-S thoroughfare while Sgt’s Reese and Ohani held down the side streets covering their flanks.

Things started looking up for Jazz as the enemy Centipede scout hover missed a turn and slammed into a building.   A LAM cruised down an eastern side street and was headed off by the Sgt. Reese’s Nightsky.  Unfortunately for Reese, his killing blow was thwarted by the Lyran liaison’s well placed medium laser shot from behind that touched off the LAM’s SRM ammo.  The streets were now filled with targets that seemingly couldn’t miss. All Jazz elements took heavy fire as they scrambled to cover each other and downed several mechs, tanks and a VTOL.

The last arrival to the party was a clan Hunchback IIC.  It missed it’s first salvo but connected with a vengeance on the second.  Sgt Luttazi strayed a little too close and the HB connected with all 4 shots from the UAC20’s, luckily spreading the damage across all 3 torsos and RA.

Running low on ammo and having lost 2/3 of their unit, the Rasalhague group retreated into the city leaving Jazz in control of the battlefield.

Final tallys:
Rasalhague lost:
Mechs: Phoenix Hawk, Wasp LAM, Wolfhound, Wasp, Dragon
Vehicles: Centipede, J. Edgar, 2 Scorpions and Warrior VTOL
Personnel: XO Marion Wolffe captured by Sgt Reese
Jazz lost:
No mechs but LOTS of armor [estimated 80% of total armor on entire lance] and a couple limbs.
Jazz retrieved Phoenix Hawk for salvage.
Capt D. Wolf and Sgt Ohani reporting to infirmary for minor wounds due to mech head hits.

On a bright note, Capt D.Wolf earned 3 mech kills and finally qualified as an ACE.