CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on May 20, 2024, 12:37:29 AM
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(https://i.imgur.com/9ga2l53.png)
Map layout is
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[] [] NORTH
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Salvage sheet up.
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Please re-roll terrain. Hoping for something urban.
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Please re-roll terrain. Hoping for something urban.
Terrain:
Light Urban
Map:
Town-wooded
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Please re-roll map size. Hoping for larger.
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Please re-roll map size. Hoping for larger.
First reroll came in at 20x40. Figured you'd want larger, so make 2nd reroll.
Final map size is 45x45. So 3 mapsheets east-west, 3 mapsheets north-south, long edges to the north
EAST
[] [] []
[] [] []
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WEST
Oh, and it's entirely my fault you weren't able to play this this weekend, so don't worry about playing it before Mission 1.
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Rob, Please generate mission and send spa's to Deadly.
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Rob, Please generate mission and send spa's to Deadly.
NORTH
(https://i.imgur.com/JG2qGU9.jpeg)
SOUTH
Maps:
Woodland...........Scattered Woods.......Open Terrain 1
Open Terrain 2....City Residential........Grasslands 1
Rolling Hills 2......Woodland................Open Terrain 3
Deployment
Primary OPFOR: Deploys first. 2 Mechs must deploy into each of Zones Red C and Red G. 1 each of the remaining 6 Mechs deploys each into Zones A, B, D, E, F, and H. The Elemental points deploy on foot anywhere in zones B, D, E, and F, but no more than 2 points per zone, and they may not deploy within 3 hexes of any building.
Ranger Forces: Deploys within 5 hexes of the western map edge, but no more than 4 units may deploy onto any single mapsheet.
Environmental Conditions
Dawn: Add +1 to all weapon attack TNs for the first 8 turns of the game.
Battlefield Support
none
Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 4 total OPFOR units
2) Jazz Lance must remain at 50% strength or better, and at least 1 ally unit 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, or induce to flee off the board, at least 3 ally 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.
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, only against a unit in at least their own weight class, 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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SPA's to Deadly, please.
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Salvage taken:
Ryoken Prime
Pouncer A
Salvage value remaining: 1,142,281
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Jazz victory. No losses. 5 Clan Wolf destroyed or unable to spend mp. Salvage above. AAR to follow.
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Jazz victory. No losses. 5 Clan Wolf destroyed or unable to spend mp. Salvage above. AAR to follow.
See? I told you that you had this. Hell, you could have probably taken a heavier force. Next solo I'll spawn in 10 Stone Rhinos instead so you have a challenge.
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Jazz victory. No losses. 5 Clan Wolf destroyed or unable to spend mp. Salvage above. AAR to follow.
See? I told you that you had this. Hell, you could have probably taken a heavier force. Next solo I'll spawn in 10 Stone Rhinos instead so you have a challenge.
You're out of your mind.
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Jazz victory. No losses. 5 Clan Wolf destroyed or unable to spend mp. Salvage above. AAR to follow.
See? I told you that you had this. Hell, you could have probably taken a heavier force. Next solo I'll spawn in 10 Stone Rhinos instead so you have a challenge.
You're out of your mind.
You're aware of who you're talking to, right?
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;)
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Sapphire Solo Jazz 1 AAR
Intelligence reported that the Wolves were scouting a small town near the Rangers base with the intention of establishing a presence. Orders were received to try to dislodge them.
Satellite data indicated 2 stars of mechs and one star of toads spread out across the eastern approaches to the town. Jazz Lance and a Lyran Guards training cadre lance headed in from the west matching the clans spread formation with Jazz in the center and winged by 2 Lyrans on either side.
As both sides converged [clans were closing faster than was comfortable] Jazz drifted NE to the NW corner of town while Lyran’s Enforcer and Ostsol headed straight E through the northern trees lines. The Lyran Locust and LAM started south of Jazz in a feint then moved as Wolf forces got close. The LAM’s pilot must have been a daredevil in a previous life as he made several close passes behind Wolf mechs and screamed down between 2 rows of apartment buildings to keep things interesting all over the battlefield. It is unknown how much damage he did. Gun camera footage will have to be examined for confirmation. The Locust was surprisingly effective doing what Locusts do best: running like hell and getting mechs to chase it. It had lost a arm but otherwise operational at the battle’s conclusion.
2nd line elements of the Wolves engaged the Enforcer and Ostsol in the northern woods where a cat and mouse game ensued. The Wolf Wasp eventually made a mistake and was dropped by the Enforcer. Most of the Wolf Omni’s engaged Jazz in the NW section of the town. Jazz’s Berserker and Nightsky led the assault with Wolfhound taking long range shots of opportunity [Rng Mstr Long] and Jazz One in MadCat providing fire support. Jazz’s Berserker attracted the most attention [go figure] while other units rotated fire as required. Luck finally turned toward Jazz in the battle as a nearly undamaged Stormcrow received a 2nd LPL blast to the head from the Nightsky, killing the pilot and the pilot of the Pouncer that had been previously rescued by the Stormcrow. A Wolf Fenris pilot also ejected when his SRM4 ammo bay was hit by fire from Jazz One’s MadCat. Clan Elementals in the area were never a factor as the pace of movement in the battle was too fast and only one Wolf omni picked any of them up to get them closer to the battle.
Final recap: Lyran training cadre forces performed well under extreme pressure, particularly Enforcer and Ostsol holding their ground in face of clan assault and LAM and Locust for pushing the speed of their machines to the limit. Jazz personnel covered each other well and also didn’t panic in the face of superior numbers. Sgt Luttazi achieved Ace ranking with her 5th mech kill. Clan losses include: 2 Fenris, Pouncer, Stormcrow and Wasp. Jazz: No losses, heavy armor damage to Berserker. Lyrans: Heavy damage to Enforcer and Ostsol [not crippled], Loss of arm on Locust. Head hit to Sgt Reese in Berserker [this is becoming a habit]. Clan Stormcrow and Pouncer salvaged. Jazz’s intent is to scavange Pouncer and sell; and repair and keep Stormcrow, probably selling Cronus.
[ooc: Battle lasted 8 turns and took just over 3 hours to play. My thanks to ADHD, Harmacist and Deadly. Playing with just 2 people would have taken all afternoon and evening.]