CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on May 20, 2024, 12:35:10 AM
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(https://i.imgur.com/HIfKuK4.png)
(Now edited with the correct image - preview is for plebs)
Map Layout
NORTH
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Enemy is AIRDROPPING onto the center of the board.
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As a reminder, I will be absent
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As a reminder, I will be absent
Likewise, the next game Ryan and I can attend is July 20th.
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Well gents thats not a fun way to start
Thoughts on terrain? Kind of thinking potential drift and cover with woods and buildings. Not my fault if they land in a building right? Maybe we shoot for heavy urban? Thoughts on changing the weather or time? I'm asking because this is going to need to be a group effort in addition to focus fire galore.
Holy mg adders lol
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I did NOT vote for this contract, had to say that first.
Oh wow, that is a LOT of clan stuff. That is ugly.
I agree with Ice, more buildings for them to land on would be perfect. I'd suggest reroll for Heavy urban. Love to see some non-jumping mechs get stuck on top of skyscrapers. I don't have a lot of all-weather SPA's, so I'd prefer weather stay clear.
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I also did not vote for this contract.
I agree with not changing anything except possibly terrain.
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I did vote for this contract, so blame me if you want. I like the mechanics overall. Clan Vet/B perhaps not the best one to start with for this type of thing, but it's different. Rob's assessment was it might be a cakewalk, might be a horrible idea. We'll see how it goes. FWIW, I agree with the idea of stranding Clan mechs on top of buildings or having them fall through them into basements. Heavy urban definitely seems like the way to go. That said, with only 3 rerolls, what's the likelihood of getting heavy urban or back to light urban? I guess I'd want to understand that before triggering a reroll where the terrain could get notably worse.
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Do the reinforcements count towards the 50% threshold that need to reach the North edge?
It's interesting that not all the BA that drops as reinforcements has an accompanying ride.
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So the offer is 3 rolls toward light urban or heavy urban or we could go for night time or wind and force heavy movement/hot drop penalties.
If we jump and have searchlights it wouldn't hurt but I'm all out of lights at moment lol. I dont think they have many that do but they could end up with some.
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I don't have strong feelings either way, but those other things (wind/darkness) hurt our ability to stop them as much as it hurts them on landing. Of course, a bad enough landing stops them anyway.
Heavy city terrain only hurts them, if they happen to have a bad landing, but it doesn't hurt us. It also hurts runners, that now have skidding checks, and removes their clan range advantage.
Like I said though, there's potential benefits either way, so do what you want. :)
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I don't have strong feelings either way, but those other things (wind/darkness) hurt our ability to stop them as much as it hurts them on landing. Of course, a bad enough landing stops them anyway.
Heavy city terrain only hurts them, if they happen to have a bad landing, but it doesn't hurt us. It also hurts runners, that now have skidding checks, and removes their clan range advantage.
Like I said though, there's potential benefits either way, so do what you want. :)
I think terrain is the choice but man this could be worse
I assume we get 0 reinforce for these due to training.
Wolves won't have zell either
Rob what's your thoughts on the terrain?
I'm at the point of if we land it as heavy urban or something like super heavy woods it would be ideal to force harder psr or potential very bad things for them
I'm thinking light urban will end up like our last mission which might be okay if we can isolate. Now the risk is it not being and then we have like an airfield. I'm thinking we go terrain reroll.
Salvage sheet done too.
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There are 6 lances not assigned to training, so I expect the other 2 would potentially be available (Lancer & Jazz). The limiting factor instead may be number of players. Taylor, Ryan and I aren't available. We could potentially be offset by Ryan IIC, Jordan, Vinny and others, but it may be helpful to nail down who else will be at the game. Right now it's a 4 v 4 game with Seth and Dan on Opfor along with Paul and Steve who could potentially be called up. Based on past experience I expect you'll have to get to at least 10 or 11 to get a reinforcement lance.
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Do the reinforcements count towards the 50% threshold that need to reach the North edge?
No. And do remember that Elementals can airdrop on their own accord - they don't necessarily need a ride.
Rob what's your thoughts on the terrain?
If you want drifting units to land on and then collapse buildings, you want Light Urban, not heavy Urban. Heavy Urban will involve more Hardened and Heavy buildings with enough CF to stay upright.
Initial thoughts are that this looks about right for a B-rated formation, even if there's more Star League Mechs and fewer IICs than I would have expected. IMO we should be looking to delete as many light units as possible on Turns 1-3, before they can land and group up. A) That hurts their ability to move towards the north edge, and B) Clan Lights pack a lot of firepower on a fragile chassis, so deleting them out front maximally limits their outgoing firepower most efficiently. But we'll actually have to do shot-calling and not be lazy the way we normally do.
Big downside is that we aren't going to be able to use Artillery in a city, while we could if we were away from Urban terrain. Defensive mission, remember. These are, for the duration of the contract, OUR people we're defending, so we can't drop Long Toms on their houses.
Reinforcements would be limited to Jazz and Lancer, because everyone else is in Training, and Jazz has a Solo the day before, so if we have a reinforcement, it's likely Lancer Lance.
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Do the reinforcements count towards the 50% threshold that need to reach the North edge?
No. And do remember that Elementals can airdrop on their own accord - they don't necessarily need a ride.
I meant they'd need a ride to the North edge, but that doesn't matter because they don't need to get there. Noted.
BSP for mines might be good, but strikes/bombings work too. Is the 1.17 gravity enough to slow normal movement?
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Are we opposed to running it as is?
Thinking about it heavy urban or heavy winds gives us ability to isolate firing lanes but the building collapse probably won't happen. Both would hinder movement on some cases but clan med don't care with 5 jump.
If we go light urban woods it gives us a chance at both cover basement and some firing pockets.
If people want reroll we can but this might be best outcome vs risk flatlands or badlands. I've noticed the maps are not cut and dry as far as map pull. I had wooded lake and it was less than ideal.
Rng may screw us on maps regardless.
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Are we opposed to running it as is?
Thinking about it heavy urban or heavy winds gives us ability to isolate firing lanes but the building collapse probably won't happen. Both would hinder movement on some cases but clan med don't care with 5 jump.
If we go light urban woods it gives us a chance at both cover basement and some firing pockets.
If people want reroll we can but this might be best outcome vs risk flatlands or badlands. I've noticed the maps are not cut and dry as far as map pull. I had wooded lake and it was less than ideal.
Rng may screw us on maps regardless.
I'm not opposed
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Let's run with it. I think we have a 0% chance to get the most favorable terms and this might be the most ideal.
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Won't be there - family engagement party.
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Minis list:
Allies:
Battle Hawk
Javelin - Brandon
Wolfhound - Brandon
Wolverine - Rob
Opfor:
Mad Cat - Rob
Mad Cat - Brandon
Vulture - Bryan
Crusader - Steve
Quickdraw - Bryan
Dragonfly - Paul
Pouncer - Steve
Phantom
Loki - Paul
Phoenix Hawk - Bryan
Shadow Cat - Bryan
Puma - Bryan
Puma - Steve
Black Hawk - Paul
Fenris - Steve
Elementals x5 - Paul
Orion IIC - Bryan
Mad Cat - Bryan
Kingfisher - Bryan
Highlander IIC - Rob
Warhammer IIC - Steve
Reinforcements:
Pouncer
Hellhound - Rob
Wyvern
Griffin - Brandon
Hunchback - Rob
Elemental x5 - Paul
In wolf colors, I have a Loki, Nova, and Dragonfly
In elementals, I have 2 full stars worth (Nova Cat and Snow Raven colors)
Adder in Falcon
Shadow Cat, Timber, and Vulture in Snow raven as well.
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I will bring for sure
Wolfhound in Ranger blue
Javelin in Ranger blue
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Madcat vlad red
Griffin in Wolverine colors
Potentially more if have time to paint
As we have some in wolf colors I will hold off on
Loki
Dragonfly
Nova
Shadowcat
Warhammer iic
Ice ferret
Vulture
Adders
Madcat x1
Don't have outright
Phantom
Pouncer
Battle Hawk
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Nothing specifically Wolf, but I've got the following:
Mad Cat - camo
Vulture - black/red
Quickdraw - red
Loki - black/teal
Phoenix Hawk - camo
Shadow Cat - camo
Puma - grey/red
Orion IIC - Perseus proxy, orangish-brown
Kingfisher - teal/olive
Griffin - olive drab
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I have and can provide the following:
Clan Wolf Golden Keshik colors....(dark grey with redish/brown with some gold highlights)
Warhammer IIC
Shadow Cat
Fenris
Clan Wolf Beta Galaxy colors.....(tan over light grey)
Vulture
Pouncer
Loki
Puma
Black Hawk
Other schemes......
MadCat (Vlad's Jade Wolf colors)
MadCat (dark grey with blue)
Puma (white primer)
Dragonfly (bare metal)
Dragonfly (Rangers blue/white)
Inner sphere....
PHawk (blue and grey)
3 Wolfhounds (red and black - kellhounds/Jazz), (or desert camo) or (green with gold)
Wolverine (red and black - kellhounds)
Crusader (navy)
Griffin (Black with red - Wolf's Dragoons/Jazz)
Darkage battle armor (have color band rings)
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NORTH
(https://i.imgur.com/68SlUl1.jpeg)
SOUTH
Maps:
Woodland (new).........Mountain Lake..........Heavy Woods 2
Open Terrain 2...........River Valley.............City (residential)
Citytech...................River Commcenter....City (Suburbs)
Deployment
Wolf OPFOR: Select Drop Zones before Ranger Deployment. Each Mech Star must deploy into a separate drop zone, from 1-8. The elemental Star may deploy mounted to any Star made entirely of OmniMechs, or it may drop as a separate unit in any Drop Zone irrespective of Mech selections. This choice must be made during DZ selection. Clan Mechs begin the game landing on the ground (+3 TMM), and count as Jumping for purposes of movement modifiers during Turn 1.
Ranger Forces: Each lance may deploy into one of the zones A, B, C, D, E, or F. One lance per zone.
Wolf Reinforcements: Wolf reinforcements deploy via airdrop on Turn 5, at Altitude 3. This means they will land on Turn 6 (exactly as handled by Primary Wolf OPFOR rules). The reinforcement binary must drop into the sum total of Zones 1 and 2, and may deploy anywhere in this area. Ground fire at airdropping reinforcement units is drawn to Hex 0813 of the River Valley map (adding 6 to the range to account for Altitude 3).
Ranger Reinforcements: As long as there are at least 5 OPFOR players, Rangers may deploy 1 lance of reinforcements. Reinforcements enter the board via the eastern size of Zone F, or the Western side of Zone D. This choice need not be made until the Rangers deploy. They enter the board on their initiative on their designated turn.
Environmental Conditions
None.
Battlefield Support
Rangers may use up to 36 points of BSP to select aerospace and artillery support options. Artillery attacks may not be targeted on XXXXX Mapsheets, and destruction of buildings by Ranger artillery constitutes a minor contract breach (-1 to contract score). Free of BSP, up to 4 ASFs may be reserved and made not available for BSP usage. Instead, these fighters may be placed on Combat Air Patrol, and each ASF may make a single attack pass against an airdropping Clan unit during their turn in freefall. These attacks use the FULL arsenal of the ASF, not the BSP damage rules. Attacks back against the ASFs use the standard rules for air-to-air attacks, will always attack the Nose arc (+1 to hit), and add a +3 AMM for "jumping".
Clan Wolf has only 14 points of BSP available, which must be spent exclusively on air attack and air defense options. Clan Wolf BSP assets may not be used to interdict Ranger fighters attacking airdropping Clan Mechs (they've both cleared the sky to reduce midair collision risks, and are screening the DropShips against Ranger air attack).
Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 10 units from the OPFOR.
2) Prevent MORE than 5 Wolf Primary OFPOR units from ending the game either off-board (via the northern board edge), or in a valid scoring position at the end of the game (as described in OPFOR Victory Objective 2).
3) End the game with at least 2 allied units still on board and capable of spending MP.
OPFOR
1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 8 Ranger units.
2) Either exit the northern board edge with, or end the game within 4 hexes of the northern board edge (while capable of spending MP) and with no active Ranger or Ranger-allied units within 4 hexes, at least 6 Wolf Primary force units.
3) Force the attached allied units to retreat off-board.
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).
2) OPFOR MechWarriors will ignore any ejected Ranger or Allied MechWarriors in this scenario. This applies unless a Ranger or Allied BattleMech pilot has scored at least 2 kills during this scenario and has THEN ejected; in which case the Wolf forces will attempt to capture the pilot, unless another hostile 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.
3) Each time an Allied Mech is destroyed or its pilot killed, the other Allied units may flee. The Local CO must make a Leadership check TN 8 (+1 for every Allied unit destroyed) during the End Phase of the turn in which the Allied unit was destroyed. The Local CO's Leadership bonus applies to this roll, and the CO may spend Edge. If the Local CO is disabled or killed, his replacement must make checks, beginning at TN 9 (+1 increasing as normal). If this check fails, during the following turn, Allied units MUST move towards the closest board edge, unless that movement would put them within 5 hexes of a Clan unit (in which case they move along the edge of that zone to the best of their ability). The Local CO may make additional checks in future End Phases to "rally" the Allied units, but failing 3 checks in a row, or the Local CO's Mech being disabled/killed while the Allies are in the "fleeing" state, indicates they will not stop under any conditions. Fleeing Allied units will exit the board once they reach the board edge.
4) Wolf Clan Mechwarriors will not ordinarily use zellbringen, though they will not make physical attacks (they may use the Dodge SPA). As a GUIDELINE, Wolf Warriors will not combine fire from more than 2 Mechs on a single target, including if only a single target is viable during a turn. Only Wolf Clan MechWarriors with a Bloodname have the option to ask for duels, and will only make a duel challenge against an enemy MechWarrior who has scored at least 1 kill during the game, and who is within their LOF at the beginning of weapons fire. The primary exception to the prohibition on combining fire is if a duel is broken via use of combined attacks by Ranger players (example below). In that case, Wolf Clan Mechwarriors will combine fire to the best of their ability on the interfering unit. Finally, a Ranger player who wins a duel with a Bloodnamed Clan MechWarrior gains +1 bonus XP for the victory.
Example: Star Commander Olivia Kerensky is dueling a Ranger Marauder. While she is dueling that Mech, other Wolf forces may not fire on the Marauder. During the duel, a Ranger Panther fires at Olivia's Mech. The turn after the breach of the duel, ALL Wolf Mechs, to the best of the abilities of the players controlling them, should attempt to combine fire on the Panther with poor decision-making capabilities.
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OK, sorry for the delay. Dan isn't the only one with family emergencies popping up.
I could REALLY use someone to print out additional building counters, as well as to make some counters for the extra Light Woods/Clear Terrain that the City Residential board needs. I'm pulling a lot of OT at work, including working today for the holiday, and I just won't really have the time to get them formatted and play-ready.
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Minis list is updated, and if I can swing any downtime at work, I'll start painting on my Clan Wolf force to fill in some of those gaps - I've been meaning to start it for a while anyway, and if I can get this cluster done, I'll know I'm in a good place to finish Hat's commission.
I know someone out there has a Battle Hawk, because it's been at our game before. Ditto on the Wyvern.
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I have both wyvern and wyvern iic but wyvern could be in green stuff and the iic is primer only.
Just to clarify and simplify a few things turn 1
Are we using that dumb rule for damage groupings/ direction of fire against hot dropping units? I assume no but wanted to get it out there just in case.
- Ex gauss hits but becomes 3 5pt groupings with direction die roll per shot to determine damage front/back.
More questions in hot dropping units
+3 TMM would be base mod but I could swear we had something at one point that added the underlying terrain.
Could have been discussion point or potential errata but I'm not seeing it in strat ops or the errata of strat ops. I know weather and planetary stuff affects but just odd heavy woods or water wouldn't.
-Ex heavy woods or light would be an additional +2/+1 or possibly more if it followed dropship landing rules.
Also not sure how the attack rolls work for asf targeting against hot dropped units. Any idea what the true formula is for an asf attack in this instance? Are we doing these simplified since we are not using low alt maps? Would it just be gun plus the tmm or are there other variables?
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Lucas will be joining us for this game. If Jarod and Ryan IIC can make it, that should give us 10 players.
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Minis list is updated, and if I can swing any downtime at work, I'll start painting on my Clan Wolf force to fill in some of those gaps - I've been meaning to start it for a while anyway, and if I can get this cluster done, I'll know I'm in a good place to finish Hat's commission.
Happy to make the cluster available once painted.
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Just to clarify and simplify a few things turn 1
Are we using that dumb rule for damage groupings/ direction of fire against hot dropping units? I assume no but wanted to get it out there just in case.
- Ex gauss hits but becomes 3 5pt groupings with direction die roll per shot to determine damage front/back.
You're overthinking this by a lot. No, we run it the same way we've always done it. The Wolf units are basically just "jumping" onto the board. See below. (This will also answer questions about direction of fire).
+3 TMM would be base mod but I could swear we had something at one point that added the underlying terrain.
-Ex heavy woods or light would be an additional +2/+1 or possibly more if it followed dropship landing rules.
A unit that touches down in terrain gets the terrain modifier for shots against it, just as a unit which jumps into terrain gets the terrain modifier for shots against it. Effectively, every Wolf unit is "jumping" onto the board. So they get the +3 TMM for jumping, and the terrain modifier if one applies. The only time a ground unit ignores the terrain modifier is if it shoots a Mech that's in mid-drop during weapons fire phase. Since Mechs fall 3 altitude levels per movement phase, that means only a Mech which deploys during the game at Altitude 4+ would ever be subject to ignoring the underlaying terrain (which is why we draw to Hex 0813 to shoot at reinforcements, ignoring the terrain).
The trick is that the Wolf units have to add the terrain modifier to their PSRs to land. So a Pilot 3 Wolf Mech that drops into Heavy Woods needs to roll a 5 for a safe landing instead of a 3.
Also not sure how the attack rolls work for asf targeting against hot dropped units. Any idea what the true formula is for an asf attack in this instance? Are we doing these simplified since we are not using low alt maps? Would it just be gun plus the tmm or are there other variables?
Gunnery + TMM (+3). That's it. I had to run the question up the flagpole, but the -3 bonus to hit "airborne units making air-to-ground attacks" doesn't appear to apply to attacks against hot-dropping units. ASFs don't have an inbuilt attacker movement modifier unless they use overthrust, which would require a PSR on the part of the ASF anyway, and so it's abstracted away.
The return fire would be Gunnery + AMM (+3) + 1 (nose aspect).
And yes, ground units assume that the falling Mechs are on the ground when you shoot, and air units assume that the falling Mechs are in the air when they shoot. It is a tragically imperfect universe.
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Happy to make the cluster available once painted.
Yeah I'm sorry it's taken so long. Consider this the final test/proof-of-concept run to make sure my workspace can actually handle a large batch order instead of single 1-off paintjobs. I had custom-built my previous workspace out of base lumber, and I don't have that capacity this time, so I've been using commercially available stuff to cobble a workspace together that works with my workflow, and it's been frustratingly slow going.
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I was looking at strat ops and read end phase and forgot we did landing in movement phase.
LOS + terrain mod application - sounds like these are only going to be ignored for the reinforcement group as the 1st group is essentially already on ground.
Diverted Asf targeting - I was assuming we would get 2 shots at the drop groups. First turn pre drop and then
the reinforcement group as normally both of these land in the end phase. I was assuming this is the case. This either way still should have an opportunity to hit first drop since the asf would be diverted ahead of time but was wanting to confirm plausibility.
I'm just trying to figure out the mechanics/process as well as trigger windows. Deployment and bsp stuff it would matter somewhat for both cases but I can only plan so far.
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Diverted Asf targeting - I was assuming we would get 2 shots at the drop groups. First turn pre drop and then
the reinforcement group as normally both of these land in the end phase. I was assuming this is the case. This either way still should have an opportunity to hit first drop since the asf would be diverted ahead of time but was wanting to confirm plausibility.
That's why the scenario explicitly says 1 pass. At the *reinforcements*, as the primary OPFOR is never actually IN freefall during the game. The game effectively begins as they're hitting the ground.
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Diverted Asf targeting - I was assuming we would get 2 shots at the drop groups. First turn pre drop and then
the reinforcement group as normally both of these land in the end phase. I was assuming this is the case. This either way still should have an opportunity to hit first drop since the asf would be diverted ahead of time but was wanting to confirm plausibility.
That's why the scenario explicitly says 1 pass. At the *reinforcements*, as the primary OPFOR is never actually IN freefall during the game. The game effectively begins as they're hitting the ground.
Ok makes sense process wise. I was viewing it as each drop window but its as you said they already hit ground so window is missed. I wasn't sure of what the intercept window and landing window was vs mission start timeline.
So I am curious how atb dictates in mission like this where its little time like what we are in now, 0 time as in we are shutdown, or we have enough time for a full volley in AA fire like with the reinforcement. Curious how they figure out if either side has shut down mechs as well. More stuff that can be discussed at game if anything. Haven't been on atb in awhile to figure out what is fun extrapolation or atb new features.
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So I am curious how atb dictates in mission like this where its little time like what we are in now, 0 time as in we are shutdown, or we have enough time for a full volley in AA fire like with the reinforcement.
As a rule, AtB doesn't do any of this. The Mechs would literally just appear on the board on Turn 1, in the designated drop zone. Or they would just appear in the designated zone when they arrive as reinforcements, and you wouldn't be able to do anything about it. I'm adding in the airdropping stuff in a manner that seems to be the most fair because a) it's fun, and b) we have the rules for it, so why not use them, and c) it's a bit of a brake on the Clan reinforcements being able to literally phase into existence *behind* your units if they win the initiative, which is what AtB would normally do. Very literally; you move your Mech somewhere near the board center, and then a reinforcement Hunchback IIC deploys onto the board directly behind you at Range 2, and doesn't count as having moved in any way, so guess how good it's double-tap attacks are? THAT'S what AtB normally does.
I'm not allowing the airdropping stuff to be shot at during pregame because a) we have to draw a line to start somewhere, b) getting stuff killed before game starts will right piss off OPFOR players, and c) we take long enough to get Mech moving and shooting as it is.
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Artillery attacks may not be targeted on XXXXX Mapsheets
Which mapsheets? I'm assuming sheets with buildings but would like that confirmed
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I shall get all the sheets printed. Will get it done tonight or tomorrow.
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Artillery attacks may not be targeted on XXXXX Mapsheets
Which mapsheets? I'm assuming sheets with buildings but would like that confirmed
Oh, whoops. Yeah, my bad. City Residential, City Suburbs, CityTech, River Commcenter. Sorry.
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Sheets printed.
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Discord thread is up for mission for those in it.
Deadly has nod for reinforcement if we have enough to do so.
If so I will add him after we confirm.
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I could REALLY use someone to print out additional building counters, as well as to make some counters for the extra Light Woods/Clear Terrain that the City Residential board needs. I'm pulling a lot of OT at work, including working today for the holiday, and I just won't really have the time to get them formatted and play-ready.
Anyone on this?
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I've got woods and clear terrain. I'll check to see if I have buildings.
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I have some woods, buildings, clear, rough, and rubble. Not sure how much of each.
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Is there any confirmation if Ryan IIC will be at this game?
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Jordan should be there.
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If anyone has the Heavy Forest #2 map WITH THE HEX INFORMATION PRINTED ON IT, and could bring it, that would be helpful. To be clear, I do have the map, but it's the OG printing with color shade denoting Light/Heavy woods, instead of having the type printed in the hex.
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If anyone has the Heavy Forest #2 map WITH THE HEX INFORMATION PRINTED ON IT, and could bring it, that would be helpful. To be clear, I do have the map, but it's the OG printing with color shade denoting Light/Heavy woods, instead of having the type printed in the hex.
If no one else has one, I've got one printed correctly that you or someone could grab on the way to the game tomorrow. Just let me know if it's needed.
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Confirming IIC will be there after pm on discord.
We will have 10 players based on prior head count info given.
Deadly has the nod and will get him in mission channel.
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If anyone has the Heavy Forest #2 map WITH THE HEX INFORMATION PRINTED ON IT, and could bring it, that would be helpful. To be clear, I do have the map, but it's the OG printing with color shade denoting Light/Heavy woods, instead of having the type printed in the hex.
I have it, it's packed.
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I will have a ton of extra stuff mechs and hex stuff. I have enough for the clear terrain and woods(not all light however but as long as we know they are all light it would work right?). I have a ton of building counters that are from KS, city tech(made some crappy building hexes), mountains and canyons. Obviously use what looks and works best as I am bringing what I can.
If someone has kage armor I do not and would need it. I have a maxim semi painted up finally and something to proxy for kage if not.
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Salvage:
Lancer: Timberwolf D
Fury: Orion IIC
Marigold: Adder S
Fire: Timberwolf A
Blitzkrieg: Timberwolf C
Salvage remain: 13,612,781
Units lost:
Manticore
Maxim
Thunderbird
Pilots killed:
Markus Mronz
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AAR
The morning brief was short and simple. Take a look at the recruits and assess where they are following their first training year. Initial review showed some promise and development but material was lacking. Mechs many hand me downs or aging trainers were all that were on site. Initial departure from the river academy went smoothly as expected. The cadre and escorts quickly began staging for training assessments but never made it further than each teams waypoint. The sudden influx of radio chatter across all channels and then static filled "Greetings freebirth" signaled Clan Wolf was here.
Fire lance would be center line in what was an overwatch into the training grounds with delta assets not far behind. ASF and artillery units were on standby for live fire drills already. A stroke of luck hopefully in the upcoming battle. Cadre units were conducting training patrols in the Eastern city park with overwatch of Fury lance. Blitzkrieg happened to be ascending the northern lake and Marigold inspected the western forest. Further out would be Ranger actual scouting for additional useful training areas.
Wolf units would drop near the center line forested rockcropping, the now vacated river training center, city outskirts and local campus. An absurd amount of Wolf medium, light elements dropped in the west. The clear intent being push the forest patches and spearhead a breakthrough the outer picket. The heavier mobile forces reinforced the center push with the larger elements. Several split off to engage the cadre in the city.
Immediate call for fire orders went out and Ranger support teams began to work. ASF teams broke off to start attack runs between ground and air. Wolf air would meet and down Markus Mronz in his Thunderbird killing him on just bad luck. ASF black box recovery would show multiple stabilizer type hits deemed unrecoverable. This would eventually circle the battlefield narrowly missing Fire as the ASF crashed downslope by 30m or less.
Ranger elements would begin shifting to meet the faster Wolf units taking time, armor, firepower from the center line. Fire and Delta assets would hold the center line exchanging and dealing heavy damage. This would roughly be the extent for much if the battle. The maxim would take battle armor into the city but they were a near null factor contributing little. The Maxim would be lost turning a corner taking a full broadsides volley in the side. Manticores and Ontos would continue to deal damage and eventually trading a manticore for a Vulture.
The cadre would hold out with some help. Fury would attach a Thunderbolt and Wraith which was more than enough. Cadre performing above expectations helping to down one mech to no losses. Fury would send the remainder to reinforce center. Fire would continue drawing fire and taking heavy damage for it being forced to regroup.
Ranger artillery and ASF intercept would be on point dealing heavy damage across multiple units. Several of which were direct hits or close enough to contribute directly to downing units.
The western battle would have both sides exchanging heavy fire as soon as Ranger actual made it back. Point blank fighting, spent casings, pools of armor, with full fist to cuffs.Some Wolf elements would escape while many others would be there slumped over dead or crippled. Many volleys would deal heavy damage and quick kill securing follow ups by Marigold equating to seven less machines. There would be an effort to chase Wolf units by Blitzkrieg that eventually prevented several from getting through. There would be several Ranger mechs heavily damaged but all recoverable and far fewer Wolf machines that could be said the same for.
The center held the entire fight from which Wolf onky could glimpse the mountain lake. The exchange of fire and the massive push forced Rangers to regroup behind the cliff edge. This prompted a quick discussion as it would be one of three turning points in the battle with Rangers having checked all prior. Western push absorbed and mostly squashed, the cadre units rising to the occasion unscathed, and finally seizing the initiative while doing what Fire and Fury do best. Fire and Fury jumped over the cliff face putting even the heavily damaged machines into the foray. Deltas remaining assets also joined in causing significant damage. Fire and Fury chose violence dealing such accordingly. The combined might of the No Dachi, Atlas, Spartan would see multiple Madcats downed. Adding in the remaining elements still within short and brawling distance would attribute to crippling and heavily damaging the remaining clan large machines. This would check the third instance to secure victory as the wolves declared the field ours. Terms being take the Isorla uncontested as long as certain machines were allowed to vacate. We obliged the field already won with the heavy damage and now expected short window for repairs.
This would be a lot closer than hoped but about expected outcome. Some units made it through but would be pushed back later or fade off into hiding. Rangers would lose some vehicles but no mechs outright and that with a win is a bonus. Salvage wasn't bad either and thats the cherry on top.
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Question for the skill rolls
As the mission criteria didn't trigger im curious how its implemented. The cadre fought and dealt damage so they fulfilled the obligation of combat. Since they didn't suck or break would we gain 1 auto pass of leadership since we successfully exceeded the expectation of a loss? Worth a.shot to ask.