CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on November 17, 2024, 11:54:12 PM

Title: IKARUS Mission 2 - 8/14/61
Post by: Darrian Wolffe on November 17, 2024, 11:54:12 PM
(https://i.imgur.com/NzHET3k.png)

Map Layout
NORTH
[ ][ ][ ][ ]  <- this row is 1/2-maps from north to south
[ ][ ][ ][ ]
[ ][ ][ ][ ]
SOUTH
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Hat on November 18, 2024, 12:14:44 AM
Reroll light up to twice for day and then generate.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: deadlyfire2345 on November 18, 2024, 05:59:32 AM
Salvage sheet.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Hat on November 18, 2024, 07:28:43 AM
Up this mission:
Ehreschuld
Blitzkrieg
Zeta
Fire
Norbotten
Marigold

Good hunting.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: deadlyfire2345 on November 22, 2024, 07:44:00 AM
Sheets are printed. Can take SPAs for them to write on. If we want to avoid tape, I can bring the mat thats on top of my table that seems to keep everything in place pretty well.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Darrian Wolffe on November 25, 2024, 03:50:45 AM
Apologies for the delay.  I had a panic attack when I was in my Rangers campaign folder on my drive, and I couldn't find ANY of the files for the campaign.  That state of affairs lasted almost a whole day, opening every single subfolder in there looking for our files and generally freaking the hell out about having to rebuild everything.

A couple hours ago I realized that I'd been looking in my archival external drive where all the old Numenorean Rangers stuff was stored, and not my internal drive where all of the current campaign materials live.  So yeah.



NORTH
(https://i.imgur.com/m4Z6xcD.jpeg)
SOUTH
Maps
Mines 1..................Mountain Lake................Aerobase 1........Aerobase 2
CityTech.................River Commcenter..........City Ruins...........Foothills 2
Woodland New........Lake Area......................Hilltops 1............Large Lakes 2  (this row is 1/2-maps)

*I know I said the top row was going to be half-maps, but the city clusters in AtB are weighted towards the south side so that we'd have to split cities across mapsheets and that's a whole PITA



Deployment
Lyran Alliance Forces: Air-drop simultaneously on Turn 1 with Ranger deployment, counting as their own "Ranger Lance".  The liaison unit automatically drops alongside the Rangers local CO lance.

Ranger Forces:  All Ranger and Allied forces drop into their choice of drop zones DZ-1, 2, 3, or 4.  Discounting Battle Armor, no more than 2 lances (8 TOTAL UNITS) may deploy into any single dropzone.  Note that combat vehicles may be airdropped alongside the local CO lance, but you may only deploy a maximum of 3 vehicles as the liaison will count as a unit.  Unlike mechs, vehicles may not fire while dropping.

Base Turrets: Turrets may deploy onto any hex marked with a Red Star.  No more than 2 turrets may be deployed per mapsheet.  Turrets and Falcon Primary OPFOR deploy simultaneously, and Falcon #2 OPFOR makes its deployment choice at this time.

Falcon Primary OPFOR: There are 3 discrete Falcon units in the primary OPFOR for purposes of deployment; 2 Novas (Star of Mechs + Star of Elementals), and a stand-alone Mech star.  Each discrete unit must deploy into one of zones J-1, 2, and 3; with no more than 1 discrete unit per deployment zone.  Elementals need not begin the game mounted on Mechs.  They may not deploy into buildings, but may deploy on top of them.

Falcon OPFOR #2: Enter the board on Turn 2 on their initiative, from the west board edge.  1 Star may enter through zone R1, and the other 2 must enter through Zone R2.   Prior to game, write down your deployment option.

Falcon Reinforcements: Enter the board on Turn 8 on their initiative, from any non-water hex desired along the south board edge.  They may not employ Jump MP to "ignore" water along the board edge.


Environmental Conditions
Falcon's Fury: Grey hexes are Rubble.  Additionally, all building COUNTERS on the board are considered individual Level 2, Medium buildings with 50 CF and no basement.  Each counter is its own, separate, single-hex building.  Building hexes actually drawn onto the mapsheets exist as appropriately labelled and can consist of multiple hexes.  Wall hexes and turret hexes have only 120 CF available.  Bridge hexes have 400 CF.  Star League anti-slip pavement has been confiscated as lostech by the Falcons, and therefore any hex marked as pavement, or any hex that is obviously meant to be a road (River Commcenter) or a Runway/accessway (airbase) is considered pavement and skidding checks are made by all units as normal.

It would be extremely helpful if someone can just print a ton of building counters so we can write the CF on the back of each hex


Battlefield Support
Rangers may employ up to 4 ASFs in the air attack role (the others are escorting your Dictator DropShip), each loaded for any 2 desired air-to-ground attacks. 

Air Supremacy:  Because the Falcon lunar air base was neutralized earlier today, your employer is willing to devote significant attack assets to your cause.  An Avenger DropShip (Gunnery 2, callsign ARC-LIGHT) is on standby, and will make a Level Bombing run whenever desired.  There is a 1-turn delay; if you want a bombing run on Turn 3, you need to publicly call it in on Turn 2.  The Avenger will only make a bomb run from north-to-south, or from northwest-to-southeast, or from northeast-to-southwest.  Each bomb run will drop a total of 20 HE bombs, targeting each hex along the run with no more than 3 bombs each; the final to-hit TN for each bomb is a 9 (2 gun +2 for bombing, +5 for altitude).  Each bomb scatters a number of hexes equal to the MoF, but only in a 180-degree arc along the bombing run direction (see Altitude Bombing Scatter Diagram, TW, pg 245).  The Avenger may make 2 total bombing runs, not less than 3 turns apart (if you make a run on Turn 3, the Avenger can be called in on Turn 5 and make its 2nd run on Turn 6; this gives time to reload the bomb bay and to turn around).  Finally, note that ground-to-air fire against the DropShip is disallowed; not because it's not hittable, but because no weapon which can hit at a minimum possible range of 20 hexes can actually cause a threshold critical hit, but also because it's immune to lawn dart crashes due to being at Altitude 10, and so it isn't actually worth the bother of tracking it.

Clan forces have no BSP available.


Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 12 total units from the OPFOR Forces 1 & 2.
2) Breakthrough**: Have at least 7 Units (of any ground combat type) in Objective Zones O1, O2, O3, or O4, which are standing and capable of spending MP at the conclusion of that End Phase; these units may be either Lyran or Ranger.  Ranger units may automatically exit the board once they have "scored", if no enemy units begin the following movement phase within 6 hexes and they have a clear path off the board.
3) End the game with the Nightstar unit and at least 1 Ereschuld Mech still on board (unless they have exited via an objective zone) and capable of spending MP.
**Ranger forces may not declare /victory unless this has been achieved.

OPFOR
1) Destroy, or render incapable of spending MP, at least 4 Lyran Alliance attacking units, including the Nightstar.
2) Prevent the Ranger units from achieving their Breakthrough objective.
3) Destroy, or render incapable of spending MP, at least 8 Ranger units, including at least 3 Ereschuld Lance 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). 

2) OPFOR MechWarriors driving Omnimechs will ignore any ejected Ranger or Allied MechWarriors in this scenario, unless that MechWarrior has claim to at least 3 Falcon Kills during this scenario OR is a survivor of any previous battle on Somerset, Pandora, or Tukayyid, in which case they will attempt to capture that MechWarrior.    OPFOR Mechwarriors driving 2nd-line or Star League Mechs will attempt to capture Ranger or Allied MechWarriors, and will attempt to rescue ejected friendly pilots, unless there is an enemy Mech as close or closer than the ejected pilot.  Clan Elementals will shoot to kill any and all ejected Ranger or Allied MechWarriors if those MechWarriors are within MG range and there is not an enemy Mech or combat vehicle within 9 hexes (SRM range).  ALL Clan units will shoot to kill any Clan bondsmen serving the Rangers, unless there is an enemy Mech as close or closer than the ejected pilot, and will declare a Kick physical attack against that pilot if sharing a hex.

3) Jade Falcon Clan Mechwarriors will not use zellbringen when targeting mercenaries, though they will not make physical attacks (they may use the Dodge SPA).  Their Bloodnamed MechWarriors will  use zellbringen when declaring attacks against all Lyran or Ranger units, but may exit the duel freely if another unit interferes.  If three duels are canceled in this manner, the Jade Falcon units may ignore zellbringen totally, against all units, including making physical attacks.

4) 2nd-liners.  A Falcon MechWarrior piloting a Star League light, medium, or heavy Mech has tested down so far that honor means nothing to them.  They may make physical attacks as desired.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Hat on November 25, 2024, 09:03:37 AM
For Lyran/Ranger forces - what do we decide before place units on the board - zone, target hexes - written down, target hexes placed or nothing?  Also, are any of the OpFor's forces already placed before we make our selections?
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Hat on November 25, 2024, 11:22:56 AM
For bombing runs, the notations on angles of attack mean that we can attack any line of up to 20 hexes in length going from hex face 1 --> 4, 2-->5 or 6--> 3, correct?  It doesn't inherently matter which map the run starts/ends on providing it follows those rules and the 180 degree scatter.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Hat on December 03, 2024, 06:02:54 PM
*Bump for the questions*

Also, Ryan will be back for break in time for the next game, so will be there to help with the OpFor.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Hat on December 08, 2024, 09:37:27 AM
Rob,

I hope all is well.  Please confirm we're still on for Saturday.

Mini List for M2:
Lyran Forces
Nightstar NSR-9J - ROB
Blitzkrieg BTZ-3F  - ROB
Blitzkrieg BTZ-3F - ROB
Blitzkrieg BTZ-3F - ROB
Blitzkrieg BTZ-3F - ROB

Jade Falcon
LRM-20 Turret (Dual) - ROB
Gauss Turret (x2) - ROB
ER PPC Turret (Triple) (x3) - ROB

Turkina A - ROB
Dire Wolf S - ROB
Turkina Prime - ROB
Wark Hawk B - ROB
Night Gyr Prime - ROB
Elemental Battle Armor (MG) - ROB
Elemental Battle Armor (MG) - ROB
Elemental Battle Armor (MG) - ROB
Elemental Battle Armor (MG) - ROB
Elemental Battle Armor (MG) - ROB
Night Gyr A - ROB
Hellbringer J - ROB
Ebon Jaguar Prime - ROB
Summoner C - ROB
Summoner Prime - ROB
Elemental Battle Armor (HMG) - ROB
Elemental Battle Armor (HMG) - ROB
Elemental Battle Armor (HMG) - ROB
Elemental Battle Armor (HMG) - ROB
Elemental Battle Armor (HMG) - ROB
Cougar C - ROB
Kit Fox G
Phoenix Hawk IIC - ROB
Black Python 2 - ROB
Viper B - ROB

Summoner Prime
Warhammer IIC - ROB
Marauder IIC - ROB
Blood Kite - ROB
Kit Fox Prime - ROB
Devastator DVS-2 - ROB
Archer ARC-2R - ROB
Wasp WSP-1A - ROB
Wasp WSP-1A - ROB
Locust LCT-1Vb - ROB
Crab CRB-27 - ROB
Rifleman RFL-2N - ROB
Quickdraw QKD-4G - ROB
Mongoose MON-66b - ROB
Exterminator EXT-4C - ROB

Spartan SPT-N1 - ROB
Crab CRB-27b - ROB
Wolverine II WVR-7H - ROB
Phoenix Hawk PXH-1bC - ROB
Shadow Hawk SHD-2H - ROB
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Black Omega on December 08, 2024, 02:00:25 PM
I can provide the following minis:
Dire Wolf                   War Hawk
Night Gyr                   Hellbringer
Summoner                 Kit Fox
Phoenix Hawk IIC       Warhammer IIC
Archer                       Wasp
Locust                       Rifleman
Mongoose                  Exterminator
Wolverine                  Phoenix Howk
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Darrian Wolffe on December 09, 2024, 08:26:11 PM
Sorry - I was going to get back to these over the weekend, and also forgot it was our anniversary and therefore I didn't HAVE a weekend to myself.

For Lyran/Ranger forces - what do we decide before place units on the board - zone, target hexes - written down, target hexes placed or nothing?  Also, are any of the OpFor's forces already placed before we make our selections?

I thought this was clear from the text.  Turrets and Falcon 1 deploy 1st.  Falcon 2 makes its zone choice as well, but it's written and not visible knowledge.  Then Lyran/Ranger forces make their DZ zone choices (your hex choice happens on your initiative on Turn 1).

For bombing runs, the notations on angles of attack mean that we can attack any line of up to 20 hexes in length going from hex face 1 --> 4, 2-->5 or 6--> 3, correct?  It doesn't inherently matter which map the run starts/ends on providing it follows those rules and the 180 degree scatter.

That's correct, yes.  Functionally, it's exactly as per the altitude bombing rules in TW.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Darrian Wolffe on December 09, 2024, 08:27:40 PM
I've already pulled minis and they're packed in trays; I think I actually have *everything*, but let me get home from work to double-check. 
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Darrian Wolffe on December 11, 2024, 06:00:02 PM
I can provide the following minis:
Dire Wolf                   War Hawk
Night Gyr                   Hellbringer
Summoner                 Kit Fox
Phoenix Hawk IIC       Warhammer IIC
Archer                       Wasp
Locust                       Rifleman
Mongoose                  Exterminator
Wolverine                  Phoenix Howk

Please bring one (1) Kit Fox.  All other minis are accounted for.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Darrian Wolffe on December 11, 2024, 06:33:55 PM
All maps are accounted for.  Building counters are theoretically being printed by Ryan IIC.  Ryan, any progress?

I could use Rubble counters as well.  Lots of.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Ice on December 11, 2024, 09:40:15 PM
I will scrounge up my rubble and buildings if able.

Long ass last few weeks.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: deadlyfire2345 on December 14, 2024, 07:07:28 PM
Salvage:
Norbotten: Night Gyr A, Warhammer IIC
Zeta: Masakari B
Fire: Thor C
Blitzkrieg: Phoenix Hawk IIC
Ehreschuld: Wolverine II
Salvage pool remaining: 7,195,544
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: serrate on December 14, 2024, 08:06:31 PM
That is incorrect salvage, Marigold took none.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Hat on December 14, 2024, 08:21:34 PM
That is incorrect salvage, Marigold took none.

He meant Norbotten not Marigold.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: serrate on December 19, 2024, 08:32:48 PM
Just an FYI, since it came up during this mission. The new Savannah map pack, released in the Mercenaries KS, includes some buildings, bridge, and rubble hex tokens. I hadn't looked at it carefully until tonight.
Title: Re: IKARUS Mission 2 - 8/14/61
Post by: Hat on December 20, 2024, 11:01:48 PM
Somerset, August 14, 3061
Town ruins on Bath
Major Anders Wolfram Kelswa commanding

AAR
2nd Rangers Charlie and Delta companies hot dropped into a ruined town that had not recovered from the initial Jade Falcon planetary assault back in '50, not far from where the 1st Rangers left Somerset.  The Objective was to break through the Jade Falcon lines to establish a forward operating base from which to further harrass the Clan.  Ranger forces were support by a brave lance of Lyrans in Blitzkriegs and the liaison officer, the formidable Captain Anne Cockburn in her Nightstar.

Ehreschuld, Fire and Marigold landed east / center east and pushed for the forces that had taken up positions in the urban zone to the east of the ruined fortifications as well as the fortifications themselves.  Norbotten and Blitzkrieg landed center west while Zeta and the Lyran Blitzkriegs took the western drop zone, with the west / center west forces lateraling eastward, seeking to use the buildings as a screen against the approaching reinforcements and into the softer medium star anchored by the Viper and Phoenix Hawk IIC.  Perhaps anticipating the easier breakthrough point to the west, the Jade Falcons deployed their assault star there anticipating being an anvil with more assaults reinforcing from the west and the faster elements moving in from the east.  Alas, for them at least, not the case.  While Ranger forces lateraled east, so did the medium star to reinforce the heavy star that came under concentrated fire from first Ehreschuld and Captain Cockburn and rapidly by Fire and Marigold.  The ARC-LIGHT's early deployment further withered the eastern defender's numbers blowing the leg off a Loki and vaporizing a point of elementals.  Focus fire brought down the various turrets, though a miscommunication between myself and Marigold Actual left the southeastern most ER PPC turret functional a bit longer than necessary.  The only things that could have gone much better in the east would have been to avoid the unlucky strike against the good Captain's Nightstar, signficantly compromising both it's engine and gyro despite enough remaining armor to make a light mech pilot weep for want.  Already slow and having gotten slower, it was unable to escape the clan elementals or concentrated fire from the Thor's deadly UAC/20 despite Ehreschuld's attempts to draw fire.  The combined efforts of Ehreschuld, Fire and Marigold broke through the Jade Falcon forces.  The rest of the Rangers however struggled, as it became two smaller engagements.

The strategy for the Rangers using the buildings as cover worked initially until the Falcons with no care for civilian lives simply started dropping buildings with combined fire in order to get to the other Ranger lances.  SGT Patton of Blitzkrieg's lance accepted a duel with a Turkina and then kept a running engagement as a way to survive it, while one of the Lyran Blitzkriegs was challenged by a Thor and sadly lost.  The willingness to simply level anything that got in their way put the Ranger and allied forces in the west on their back foot.  They attempted another lateral to take advantage of the screening of the buildings but the delays put them out of position and the Falcons were too quick in burning down buildings to get to their opponents.  The second ARC-LIGHT run along with the bombings helped, but not sufficient to sway the outcome.  In the end both Blitzkrieg and Norbotten lances sustained heavy damage.  MSGT Trick in Ehreschuld's Marauder took focus fire from the Falcons in their pique for having lost the engagement, losing both arms, side torsos and almost completely cored out just before they disengaged.

Success through a difficult fight, though not without its cost.