CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on January 20, 2024, 03:58:16 AM
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(https://i.imgur.com/PDKriRM.png)
x1 Reinforcement lance.
Maps
NORTH
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SOUTH
And what the hell is a Black Knight 6-RR? Says it's a 3057 Mech.
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Salvage sheet is completed. Will also add the turret sheet here as well later.
Turret sheet done
Reroll terrain while I am awake.
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Salvage sheet is completed. Will also add the turret sheet here as well later.
Reroll terrain while I am awake.
Heavy Urban
Fortress-Outpost
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Unless GM wants to chime in about how things stand (given GM is in mission,) I think we are ready to generate.
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I as a company co since deploying should be able to deploy our company assets. We may need them this go round.
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I as a company co since deploying should be able to deploy our company assets. We may need them this go round.
I will also reiterate this in the Norbotten Solo thread.
Non-Mech reinforcements are Unit-level assets, which are assigned under the command of a Company Commander. Unit level assets - including things like BSP - may never be deployed in a solo scenario. Therefore vehicle assets cannot appear in a Solo scenario. For Non-Mech assets to be included in the game, the relevant scenario must be a group game AND must include the Company CO which is in control of those assets.
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Unless GM wants to chime in about how things stand (given GM is in mission,) I think we are ready to generate.
Thoughts? If none, we can generate.
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So just for those who wish to go the dual cockpit route
Orion 1m and battlemaster 3m are valid variants if they survive. Do keep in mind per the last games convo req to get the dual cockpit like burning contact to get said part as warning up front.
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So just for those who wish to go the dual cockpit route
Orion 1m and battlemaster 3m are valid variants if they survive. Do keep in mind per the last games convo req to get the dual cockpit like burning contact to get said part as warning up front.
Burning contact was not sufficient, it is simply not available short of appearing in a marketplace and being purchased.
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So just for those who wish to go the dual cockpit route
Orion 1m and battlemaster 3m are valid variants if they survive. Do keep in mind per the last games convo req to get the dual cockpit like burning contact to get said part as warning up front.
Burning contact was not sufficient, it is simply not available short of appearing in a marketplace and being purchased.
Well even better good luck everybody else on getting one lol
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Unless GM wants to chime in about how things stand (given GM is in mission,) I think we are ready to generate.
Will do tonight/tomorrow. Won't have the map up until tomorrow best.
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Will do tonight/tomorrow. Won't have the map up until tomorrow best.
NORTH
(https://i.imgur.com/hPVxiON.jpg)
SOUTH
Maps
Rolling Hills 3...........Open Terrain 2 New.........Open Terrain 3
Lakes......................Forward Base ................Grassland 1
Rolling Hills New.......Forward base.................Hill Fortress (one of Jon's customs)
Deployment
Primary OPFOR: Deploys after Local Forces. Divide the Primary OPFOR into 4 lances of 4 Mechs each (in order). 1 Lance MUST deploy each into Zones Red E and F. The other lances may deploy into Zones Red A-D, with no more than 1 lance per zone.
OPFOR Reinforcements: Enters the board on their initiative anywhere desired through Zone R1 on Turn 8.
OPFOR Local Forces: Deploys first. Turrets must deploy onto any desired hex market with a Red Star. No more than 4 turrets may deploy onto a single mapsheet. Vehicle units must deploy within 4 hexes of hex 0909 on one Forward Base Map. Mech units must deploy within 4 hexes of hex 0909 on the other Forward Base Map.
Ranger Forces: Prior to any deployment, up to 2 lances consisting of ONLY Mech units (including Allied units) may choose to advance-deploy into zones Blue 1-4. After OPFOR deployment, each Ranger Lance must choose one zone, Blue A-D, and deploy within 3 hexes of that zone's board edge.
Ranger Reinforcements: The Rangers receive 1 reinforcement lance. Prior to the game, choose any of Blue Zone A-D. Reinforcements must enter the board on their initiative on their designated turn through this Zone.
Environmental Conditions:
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. Additionally, only hexes which contain obvious "roads" count as pavement for skidding purposes.
Battlefield Support:
Rangers: May deploy up to 26 points of BSP, in any desired combination.
OPFOR forces: May deploy up to 24 points of BSP, of which at least 2 selections must be some type of air defense, but not allowing minefields.
Victory Conditions
Rangers
1) Destroy, cripple, or render incapable of spending MP, all of the following: 8 Primary OPFOR unit.
2) Destroy, cripple, or render incapable of spending MP, all of the following: 6 Local Force Turrets, 2 Local Force Mechs.
3) Suffer no more than 6 Ranger units destroyed, crippled, or rendered incapable of spending MP by the end of the game in any combination between the following forces: Lancer Lance (all units), liaison, Allied Units.
OPFOR
1) Suffer fewer than 16 total casualties - including turrets - by the end of the game.
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, some combination of 7+ units between the following forces: Lancer Lance (all units), liaison, 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.
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Updated with map.
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Hat is chose as reinforcement.
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OK, minis call. This is going to be more difficult than normal because my painted Blitzkriegs are in Lyran colors.
Black Knight - Rob
Stalker - Rob
Champion
Griffin - Rob
Victor - Steve
RL Turret
RL Turret
RL Turret
RL Turret
AC5 Turret
AC5 Turret
Fuckoff Arrow IV Turret
Thunderbolt - Rob
Lancelot - Rob
Black Knight - Rob
Orion - Rob
Puma - Rob
Hellbringer - Rob
Starslayer - Dan
Phoenix Hawk - Rob
Quickdraw - Rob
Black Hawk KU - Rob )PROXY Black Hawk
Warhammer - Rob
Rifleman - Rob
Blitzkrieg - Rob
Blitzkrieg - Rob
Javellin - Rob
Javelin - Rob
Drillson - Rob
Drillson - Rob
Rommel - Rob
Rommel - Rob
Manticore - Steve
Manticore - Steve
Demon - Steve
Demon - Steve
Grand Titan - Steve
King Crab - Rob
Battlemaster - Rob
Gallowglas - Rob
Jackal
Locust IIC
Locust - Rob
Locust - Rob
Locust - Rob
Pixie LAM - Rob
I can't find my Victors or my Starslayer. My hope is that Dan has a Grand Titan and enough turrets to cover us. IIRC Bryan had a Jackal because we've used one before. I don't have any idea if we have a Champion in the group. I reckon Steve has a Manticore laying about.
I'll check up maps in a little bit, but I should have everything. Having an extra Forward Base map at the game might help; I know we have 1, I can't recall if I have 2.
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I have a starslayer
Do I need to have turrets made?
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Minis
I can provide the following:
2 Demons
2 Manticores
1 Starslayer
1 Victor
1 Grand Titan
1 Locust for Locust IIC
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I have a starslayer
Do I need to have turrets made?
If possible. I'd like to get x6 "missile" turrets, x6 double gun turrets, x3 each triple and quad gun turrets, and maybe a couple of misc ones. let me know how much printing is and I'll pay you up, and I'll add them to the permanent campaign tray. That should be all the turrets we ever need. If possible, make sure that the turrets have a space where I can out an ID decal so we can differentiate.
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I'll put the request in tonight
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I will start printing record sheets tonight.
Could someone else print record sheet for the turrets?
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Ill print it out. No biggie. Also will get the sheets for next mission as well.
FWIW Rob, both the Forward Base and Open Terrain 3 sheet are on the same printed sheet (although I do not think its an issue for either of us thanks to Jon, but still a heads up all the same)
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I will start printing record sheets tonight.
SPAs sent to you.
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I have a starslayer
Do I need to have turrets made?
If possible. I'd like to get x6 "missile" turrets, x6 double gun turrets, x3 each triple and quad gun turrets, and maybe a couple of misc ones. let me know how much printing is and I'll pay you up, and I'll add them to the permanent campaign tray. That should be all the turrets we ever need. If possible, make sure that the turrets have a space where I can out an ID decal so we can differentiate.
I have the double gun and the missiles submitted.
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I can't find my Victors or my Starslayer. My hope is that Dan has a Grand Titan and enough turrets to cover us. IIRC Bryan had a Jackal because we've used one before. I don't have any idea if we have a Champion in the group. I reckon Steve has a Manticore laying about.
I'll check up maps in a little bit, but I should have everything. Having an extra Forward Base map at the game might help; I know we have 1, I can't recall if I have 2.
I don't have a Jackal. But I also won't be there. My daughter's wedding is in 10 days, and I've got no extra time. Looks like an awesome scenario, hope everyone has a great time!
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I can't find my Victors or my Starslayer. My hope is that Dan has a Grand Titan and enough turrets to cover us. IIRC Bryan had a Jackal because we've used one before. I don't have any idea if we have a Champion in the group. I reckon Steve has a Manticore laying about.
I'll check up maps in a little bit, but I should have everything. Having an extra Forward Base map at the game might help; I know we have 1, I can't recall if I have 2.
I don't have a Jackal. But I also won't be there. My daughter's wedding is in 10 days, and I've got no extra time. Looks like an awesome scenario, hope everyone has a great time!
Rob just drop a Hollander in as a proxy close enough at this point. I dont have one or I would paint one up real quick since I need to do delta assets still.
The BA/elementals, maxim from delta are not painted at moment. If you have them in unit colors please bring them just in case. I will see what can do but time is short and I've had way to much going on.
I will bring what turrets I have and mechs i have that are in question
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Rob needs these maps for tomorrows game
Rolling Hills New
Forward Base
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Rob needs these maps for tomorrows game
Rolling Hills New
Forward Base
Paul sound off if you are pulling yours or not. If not I will grab in morning as I should have them
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I have that sheet packed in bag
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Library opens at 10 - I'll be there when the doors open and I'll immediately bring turrets after I get them. After that, WOO BACK TO IVANTI REMEDIATION *drinks coffee by the gallon*
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Salvage:
Ehreschuld: Loki
Fire: Orion
Paladin: blitzkrieg
Fury: Warhammer
Lancer: Battlemaster
Total overflow: 6,149,791
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AAR:
Coming in from the North, with Paladin and Fury pushing the front, began to assault the enemy base. Working on disabling the base turrets, each lance focused separate turrets, taking out the RLs while the launchers failed to connect. During the slog through the trees and hills, Lancer and Fire was slowly making their way towards the Sough. Fire began to take heavy fire from the enemy artillery, including a quad AIV launcher. The fight did not began to get serious until all teams began to meet in the middle. Fire lost both the elemental team and a squad of BA from the artillery that seemed to always find its mark. Kranz ended up falling to a fist fire shot to the head from the Titan.
Artillery fire from the rangers ended up connecting on a line of tanks in the South, causing fair damage to all units, and disabling one in the proccess. All ASF units had their sorties blocked by enemy units. Lancer met up with the assault mechs that was sitting in the center base, where SGT Kranz went in with a hot Ti Ts'ang, ready to deal fair damage to the Titan. Meyer, in the Cerberus, continued to work on the turrets, finally getting range onto the Arrow IV launcher, and taking it out swiftly. Paladin, along with the allied units, worked on the units that ran up the East flank. The enemy unit held their own really well against Paladin until Ehreschuld showed up shortly behind the rest of the unit.
A Maxim lost control and ended up being tangled in the trees, forcing the Kanazuchi out to deal with the remaining artillery fire. The Blitzkriegs ran through the West line into the center base and began to fire on Meyer, missing the bulk of the shots. During this time, Fury had a pilot killed by a gauss from a demon that survived the previous artillery fire. Paladin CO had head destroyed by fire as well, but was somehow able to survive the onslaught. Enemy reinforcements entered the board, but a lone locust survived in the end. The Rangers won the battle by the skin of our teeth. With not only heavy damage to our mechs, but heavy losses from the dead pilots and (Potentially serious) injured Paladin CO.
Pilots dead:
SGT Sam Kranz (Lancer)
SGT Irene Thomas (Fury)
SGT Paulina Trettel (Paladin)
Infantry deaths:
Astrid Wiggins (Elemental Laser)
Walter White (BA MG)
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4/6/60
Location - Field HQ/Repair Park
Time -1800 HRS
The AO of Op1 cleared not to long after the FRR units broadcast intent to end hostility. Lancer actual accepted ending the current fight. Seeing the drone and logistical feeds not long after I can understand why. Mechs that should still be upright shown now face first a stone along the ground. Data feeds show flat lines for several a more than logical explanation for those machines and more. Inei several among his command would be counted among those.
Mechs and vehicles taking the place of those who had fought and secured it prior cleared the way for the normalcy of the after action routine. Not so routine this time seeing the butcher bill. Powered down, ears ringing and bloody nose now dry the BDA began. Taking nearly 30 tons of armor damage and internal damage between his force the techs could bitch about for all he cared. Having to do the next part was also normal but again not. Off he would go to debrief the CO and check on the remainder of the unit.
Entering the tent he gave a quick salute to those above and below rank.
Inei would go on to recount his portion through eye blur, dizziness, headache of the battle deliver the guncam footages for review. He would also relay that several among his lance will be making shortly for the medbay. There are clear symptoms of TBI in which even he himself still clearly exhibit, showcase, and may have had pointed out by the lance doctor. "I suggest any who took considerable artillery fire be reviewed before being cleared for duty. I am going to get out of here before I can't make it to battalion med." Before leaving he managed a small smile. "I give that a 3 out of 10 don't recommend begrudgingly standing as bait for the artillery to target." Smile fading "Damage is fixable but we couldn't find much in way of intact remains for the battle armor groups. The lance doctor is helping ID what she can. Wrong place, wrong time what more can you say?"
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"Given the hail fire from the near inaccessible Artillery turret, we were in a bind from the start, given that only the infantry died from Fire was quite a feat in of itself. Being unable to destroy it sooner ended up hindering movement on that flank, leaving Fury and Lancer in a bind that led to unfortunate losses among their own pilots. Hearing that Paladin also lost a pilot while trying to defend the East with the allies was a painful blow to the unit readiness." Meyer exclaims after the battle while losses were being tallied.
"Hopefully future markets will be kind and giving us the ability to replace lost personnel for the coming challenges during the contract."
With the lost limbs on Lancers unit, Meyer wonders if he will be able to get his repairs done in a timely manner, even with the limited damage on Cronus. Seeing the loss of the weapons on the Ti Ts'ang and them being inaccessible on the markets at this time, Meyer decides to hail a call from his contact in St. Ives to replace the lost weapons and head. Hopefully something good can come from this exchange.