CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on September 04, 2024, 06:01:38 PM
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(https://i.imgur.com/xJHXWeW.png)
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Map Layout
EAST
[] [] []
[] [] []
[] [] []
WEST
1 reinforcement lance. I believe your available reinforcements are Blitzkrieg and Zeta, as Bryan's Marigold Lance won't be there.
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Salvage sheet
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Let's generate and see what happens
Rerolled once
Per DM:
Wooded
Wooded-Hills
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Please generate
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NORTH
(https://i.imgur.com/noVXODf.jpeg)
SOUTH
Maps
River Valley....................Scattered Woods..........Rolling Hills 3
Open Terrain 2 New........Woodland....................Woodland
Rolling Hills 3................Grasslands 3................Rolling Hills 1 New
Deployment
Lyran Alliance Forces: Enter the board on their initiative on Turn 1 into the same deployment zone as the Local CO
Ranger Forces: Deploys after Wolf Clan OPFOR. Each Lance may deploy into any of Zones Blue 1-6 (up to 5 full hexes from the north board edge); no more than 1 Ranger lance may deploy into any Blue Zone.
Wolf OPFOR: Deploys first. One Star (5 Mechs) deploys into any 1 each of Zones Red A-J; No more than 1 Star may deploy into Zones A *and* B, and 1 Star MUST deploy into one of Zones C or H. Elemental Star may either deploy into any Red Zone exactly as they were a Mech Star, OR they may begin the game riding the Mech star which immediately preceds them on the force list (ie, Elemental Tracy's Point may begin riding any of the Mechs from Caesar Radick - MechWarrior Christina). Each Star may choose this individually, but the entire Star either deploys as though it was a Mech Star, or as Mech Riders.
Wolf Reinforcements: Prior to the game, decide whether the reinforcements will enter from the Southeast or Southwest. Wolf reinforcements enter the map through through Red Zone SE or Red Zone SW on their designated turn.
Ranger Reinforcements: Rangers may deploy a single lance of reinforcements. Prior to deployment, the reinforcing player must commit to entering either on its designated turn anywhere desired along the north map edge, or on its designated turn through Zone R1, or on its designated turn through Zone R2. This decision is written down and revealed on the turn the reinforcements enter.
Environmental Conditions
None.
Battlefield Support
Ranger forces have 50 points of BSP to spend as desired on artillery or air attacks and defenses.
Clan Wolf have a total of 8 Arrow IV artillery attacks, and may fire a maximum of 4 shots per turn, starting on Turn 2 (2 surviving Nagas with 2 AIVs each, resolve as Thumper BSP artillery. May employ HE or Homing Rounds using AIV Homing Rules [simplified] from BattleMech Manual pg 97). Wolf forces also have 12 BP available to spend on air attacks and defenses. Wolf Artillery may not be targeted into a Ranger objective zone, but may drift there.
There are no presighted hexes in this scenario.
Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 15 total units** from the primary OPFOR
2) Move at least 6 ground units into one of any full hex Ranger Objective Zone Z1, and remain there for 1 full turn, spending only Walking/Cruising MP. A unit inside the Objective Zone may automatically exit the board once it has "scored", as long as it is capable of spending MP during the movement phase. Airborne and VTOL units do not count towards this Breakthrough objective, but LAMs specifically do as long as they are not spending Aerospace MP.
3) End the game with at least 1 allied unit still on board and capable of spending MP.
**Reminder that Elemental Points are considered "destroyed" for purposes of scoring when they have lost 4 or more suits.
OPFOR
1) Destroy, or render incapable of spending MP, at least 10 combined Ranger and Lyran units.
2) Prevent more than 4 ground units from scoring in Zone Z1
3) Suffer no more than 10 total units from the Primary OPFOR rendered incapable of spending MP by the end of the game.
**Reminder that Elemental Points are considered "destroyed" for purposes of scoring when they have lost 4 or more suits.
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 named in the mission objectives (Wolverine, Hunchback, Griffin) is destroyed or its pilot killed, the other named Allied units may flee. The Local CO must make a Leadership check TN 8 (+1 for every total 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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Only one option for reinforcement from training. Blitzkrieg is up.
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Only one option for reinforcement from training. Blitzkrieg is up.
Hey, why is Ereschuld in a deployable state and Blitzkrieg is in Training, if Hat can't make the game?
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Only one option for reinforcement from training. Blitzkrieg is up.
Hey, why is Ereschuld in a deployable state and Blitzkrieg is in Training, if Hat can't make the game?
Hat did stay on training for 2 months. If you want to retroactively swap Ehreschuld and blitzkrieg, it's fine. Just in case we have a 2nd Dec game, we should be fine as is.
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Sheets printed and done
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"Each Lance may deploy into any of Zones Blue 1-6 (up to 5 full hexes from the north board edge); no more than 1 Ranger lance may deploy into any Blue Zone."
You only have 4 blue zones shown on map.
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Wolverine
Hunchback
Griffin
Flashman
Mad Cat
Man o' War
Man o' War
Linebacker
Vulture
Elementals x5 (I have 2 full stars of elementals painted we can use)
Ryoken
Black Hawk
Koshi
Fenris
Fenris
Elementals x5
Daishi
Gladiator
Masakari
Night Gyr
Mad Cat
Highlander
Marauder (IS 75T)
Supernova
Griffin
Rifleman
Fenris
Vixen
Dasher
Koshi
Puma
For mechs I have painted:
Daishi, Black Hawk, and Man o' War in Wolf brown/black
Gladiator in either green CJF or Ghost Bear
Supernova in Nova cat
Koshi and Adder in green CJF
Mad Cat, Vulture, and Ryoken in green Snow Ravens.
Night Gyr in Ghost Bear
Elements (5 points) each of Nova Cat and Snow Raven.
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While not finished, I have the following units in Star Adder colors:
Mad Cat
Man o' War
Man o' War
Vulture
Elementals x5
Ryoken
Black Hawk
Koshi
Elementals x5
Daishi
Gladiator
Masakari
Mad Cat
Koshi
Puma
I'd be fine to have them used whether I'm there or not. I haven't checked to see exactly how far each is in the painting process.
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Let me pull the Wolf stuff I have when I get home from work, and we'll fill out from there. I do already have 2 full stars of Elementals in Wolf colors. We should be good on minis this time without any proxies, save for maybe in people's lances.
I haven't checked to see exactly how far each is in the painting process.
*wince* OK, ok. You should bring your stuff anyway if you can make it. I think I'm basically set to start that commission back up.
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Let me pull the Wolf stuff I have when I get home from work, and we'll fill out from there. I do already have 2 full stars of Elementals in Wolf colors. We should be good on minis this time without any proxies, save for maybe in people's lances.
I haven't checked to see exactly how far each is in the painting process.
*wince* OK, ok. You should bring your stuff anyway if you can make it. I think I'm basically set to start that commission back up.
That wasn't a dig, just wanted to offer what I could. I finally have confirmation of my schedule for next weekend, so I will be there but will need to leave somewhere between 12 and 12:30. I'll bring the stuff.
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Yeah, sorry. I got home and forgot it was Friday and I needed to hate-watch Rings of Power. Here's what I have:
Wolverine - Rob
Hunchback - Rob
Griffin - Rob
Flashman
Mad Cat - Rob
Man o' War - Rob
Man o' War - Rob
Linebacker - Rob
Vulture - Rob
Elementals x5 - Rob
Ryoken - Rob
Black Hawk - Rob
Koshi - Rob
Fenris - Rob
Fenris - Rob
Elementals x5 - Rob
Daishi - Rob
Gladiator - Rob
Masakari - Rob
Night Gyr
Mad Cat - Rob
Highlander - Rob
Marauder - Rob
Supernova - Rob
Griffin - Rob
Rifleman - Rob
Fenris - Rob
Vixen - Rob
Dasher - Rob
Koshi
Puma
Now, I DO have a Night Gyr and Puma, but they're bright green. Deadly, I'd like to use your Night Gyr, if you don't mind. If nobody has a grey Koshi, then we'll use yours as well and I'll have the green Puma to go along with it.
Do need a Flashman, though.
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Got a comstar white flashman on hand as well
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I have all 3 in same camo and its a grey
Paul should have a comstar flashman
I thought I did as well but can't seem to find that one.
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I have an unpainted Koshi, Night Gyr and maybe a puma
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Have a comstar white flashman, and i believe a wolves beta koshi & puma, have to check koshi.
i have a painted night gyr but i believe its black
-edit- Mist Linx/Koshi is bears alpha galaxy and night gyr is black with very dark blue panels
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What time are we starting Saturday?
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Sorry, please arrive between 9:30-10. Like to start by 10:30.
Xander will be here again, and he's got the Flashman we needed.
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Maps
I THINK I have everything accounted for, but could someone pack a copy of Rolling Hills 3, and a copy of the new Woodlands map (it's on the back of Open Terrain #2 New), just in case? Both are from the Grasslands map pack. I think I have all of the missing ones in flat form, but I can't check prior to game. I do have 2 of the old woodlands maps already packed, but I don't remember if I have Rolling Hills 3 in flat form, and I have physically accounted for only 1 of that map; while we need 2.
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Maps
I THINK I have everything accounted for, but could someone pack a copy of Rolling Hills 3, and a copy of the new Woodlands map (it's on the back of Open Terrain #2 New), just in case? Both are from the Grasslands map pack. I think I have all of the missing ones in flat form, but I can't check prior to game. I do have 2 of the old woodlands maps already packed, but I don't remember if I have Rolling Hills 3 in flat form, and I have physically accounted for only 1 of that map; while we need 2.
I have the other 2 maps
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Salvage:
Blitzkrieg: Night Gyr H
Fire: Dire Wolf A
Fury: Masakari A
Jazz: Ryoken Prime
Lancer: Mad Cat E
Salvage remaining: 52,071,624
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AAR:
Ranger units spread out in a hilly area trying to pass through waiting clan forces on the center of the field. 2 stars had elements ready to be deployed near the center to fire upon units closing in. All ranger units thought they could get the jump on by veering West. Lancer, with Fire, started to push center, while 2 of Lancers fastest omnis with armor and a Maxim, took a detour West to take a mad dash towards the end, away from assault fire. Clan units began to come straight towards Fury and Jazz, pinning them with the help of the assault star hugging the center hill. A star of mediums began to tangle with Lancer units trying to get past. A Fenris was able to knock the hover system on the Maxim, disabling it quickly with a lucky shot. Recruits helped push the West flank, staying at a comfortable distance and took shots when needed.
Trying to help Jazz, Fires KU got focused and dropped in a near instant, while Jazz's Berserker took too much and had to shut down. Fire was ready to push center, which ended up poorly when the rest of the lances who were closest held back. Artillery fire trying to tackle the infantry, allowing the path to be cleared easily, but struggled. Allied ASF struggled to get through cover and only ended up taking out 2 elemental units, while dealing minimal damage to other mechs. Ranger Fenris lost a foot from an elemental that got too close. Blitzkrieg coming on when he did helped Lancers fast units to push enough to get past. The Center remained heavily controlled and caused the units that tried to push forward to struggle. Artillery fire from off site and onsite unit helped kill some infantry that could cause potential damage to legs.
The Star that was in the East began to push inward, with a Supernova placed taking shots at the easiest targets that got in its path. Furys No-Dachi got close enough to take out a leg and cripple him. Jazz finished him off in the end. Furys Marauder IIC began to take heavy fire and started to take cover to recuperate. Fire and Fury began to push forward, making the Dire Wolf and Masakari move from their current position. Both were shortly downed with the help of Blitzkrieg and Lancer CO/XO.
Skirmishes in the center was a slow process, taking the longest time to get through. Blitzkrieg began pushing inward, taking down enemy reinforcements and helping with forces in center. Fire was taking heavy damage and trying to stay out the fight, while also taking pot shots at what the lance could, ended up in a bind when the pilot in Sunder took a kick to the head, losing the pilot. Pushing through, Lancer, Fury, and a recruit in a Wolverine, was able to push through and get to the end in the nick of time. Gaining enough units to the end, the fire subsided. Leaving behind dropped mechs, fear of loss, and doubts if the win was worth it in the end. We will have to regroup and repair in time.
Dead pilots:
Takemi Sasaki (Fire)
Destroyed Mechs:
None
Destroyed vehicle:
None
Destroyed ASF:
None
Dead BA:
None