CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on January 25, 2025, 11:17:10 PM
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(https://i.imgur.com/lvfLBb0.png)
Map Layout is
NORTH
[] [] [] []
[] [] [] []
[] [] [] [] <- this row is 1/2-maps
Mission will deploy up to TWO Ranger reinforcement Lances. The first lance will subtract *2* turns from its reinforcement timer, to a minimum of "Turn 2". The second Ranger Lance may not deploy any Mechs with a base Walk speed lower than 5 (all deployed units must be 5/8/x or higher before any modifying equipment like TSM).
Reminder that both Hat and Bryan are checked out for the Febrary game.
Salvage Sheet- Deadly
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Are we sure the unit alignment is right?
- Odd for us to be defender in this and not have the turrets/civs.
I assume we are pursuing the civs from behind with a blocking force in front. Just odd to be defender when they have turrets. That is clearly clan inf though so I guess alignment looks correct.
Some tree does not sound ideal at all considering the range to damage ratio most clans have and speed. Need to slow them down a bit but doing so hurts us in the interdiction. This is a really good rock atb threw on me.
Blitz is probably R1
Who has at least 3 mechs that can fit criteria 2?
Reroll terrain to start
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Who has at least 3 mechs that can fit criteria 2?
Jazz
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Are we sure the unit alignment is right?
- Odd for us to be defender in this and not have the turrets/civs.
I don't actually think you guys have had a large Extraction mission where you're the defender before. All "Defender" means in terms of an Extraction mission is that you have to stop the civvies from escaping, instead of allowing them to escape. When you're the attacker, you're trying to help the civvies escape.
As for the turrets, they're Local Forces. Turrets show up in Local Forces all the time. Original AtB generation was a dual guass turret, a triple AC/20 turret, and a mix of Solahma infantry and motorized and foot SRM infantry...that deployed in the center, where you guys also deploy, as Hidden Units. Since I figured nobody wanted to deploy next to that particular bunch of hidden units, I moved the Local Forces to the north, de-hid them, and swapped the trip-20 turret for a second gauss turret to keep it relevant. I suppose I can swap it back, if you'd like.
Terrain reroll:
Terrain: Hills
Maps: wooded-hills
I think Jazz and Foil both qualify for R2. Do you want to bring Blitz? That's a pretty slow-ish group, IIRC, and this mission is just as much about moving as it is about shooting.
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Jazz and Foil also have solos in the week before M4. Not inherently a problem but could impact readiness for M4.
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With the only other 2 who could count for the 2nd reinforcement not going to be there.
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Jazz and Foil also have solos in the week before M4. Not inherently a problem but could impact readiness for M4.
Was trying to get blitzkrieg a mission is all but not seeing the map still leaves in air. Going 464 and arriving turn 2 doesn't put much behind with a range master long unit. Also helps they are about 85% slowing so having mid long range stuff isn't terrible for marauders novacat Orion he had. Also not sure what his losses are/were.
I am not sure who all has what anymore as TOE isn't necessarily accurate. Not sure of his strategy yet either.
As for turrets was more looking as to what the fluff or spirit of the mission was. I am fine with the arty turrets over the hidden horde of inf.
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Or someone runs a short lance for R2.
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Are we sure the unit alignment is right?
- Odd for us to be defender in this and not have the turrets/civs.
I don't actually think you guys have had a large Extraction mission where you're the defender before. All "Defender" means in terms of an Extraction mission is that you have to stop the civvies from escaping, instead of allowing them to escape. When you're the attacker, you're trying to help the civvies escape.
So what you're saying is we're just inventing a new kind of War crime
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That 10 turn timer in the MM brief intreagues me.
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That 10 turn timer in the MM brief intreagues me.
Agreed but we usually only get 10 turns in regardless
Anyone opposed to leaving terrain where it is now?
Also anyone opposed to rolling map size and dusk dawn?
Dusk /dawn could get worse as could map size.
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Anyone opposed to leaving terrain where it is now?
Also anyone opposed to rolling map size and dusk dawn?
Dusk /dawn could get worse as could map size.
Wooded hills is probably going to have decent cover and LOS breaks, so it's probably OK.
Smaller map means easier to kill civvies, easier for them to focus-fire us down. Bigger map means harder to achieve mission, more survivable. It's a toss-up. I'd personally leave it. I'd probably shoot for Daylight, though. We're 100% going to have to use BSP to break the local forces, and we'll want our attacks to really count when we get them.
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That 10 turn timer in the MM brief intreagues me.
All extraction missions have a 10-turn timer, whether you're attacking or defending. It's to prevent one side from sitting back and forcing the civvies to come to them. That doesn't mean the game ends on Turn 10; it just means you don't succeed at that objective if you don't complete it in time.
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Reroll dusk
The thought on this pre map is leaning somewhere in line with Jazz/Paladin/blitz/fury.
Fury is more inclined to want to fight close proximity with terrain being heavy wood or urban. The wraith Viper no dachi with a back up and amulti range brawler thud can really open a ton.
Blitz has consistent speed to ignore inconvenient terrain while maintaining enough ranged stuff to stay engaged barring LOS . Also can split to skirmish and brawl.
Paladin and Jazz are in an interesting spot. I believe with a mech purchase as discussed with Paladin his lance can deploy r1 or r2. Jazz I believe could also match this same concept without a mech purchase but does have a solo.
Using jazz and paladin interchangeably would be probably more ideal depending on terrain/firepower requirments.
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Friends, I am moving the 15th and won't be ablr to make the game
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Reroll dusk
reroll: Daylight.
2 rerolls remaining.
Friends, I am moving the 15th and won't be ablr to make the game
Understood. We'll miss you, and best of luck with the move.
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Generate
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NORTH
(http://i.imgur.com/J91Co8y.jpeg)
SOUTH
Reminder that there is no Walk Speed limitation on the first Ranger Reinforcement Lance, but having a lance that can chase down civvies will probably help.
Maps
Open Terrain 2 New.......Lake Area.............Streams
Classic BattleTech..........Lakes.............Woodland New
Open Terrain 2.............Foothills 1........Woodland New
Open Terrain 3.............Foothills 2........Grasslands 3 <--HALF MAPS
Deployment
Primary OPFOR: Each Star may deploy as desired, within 4 hexes of a Red Star Hex. No more than 1 Star may deploy within 4 hexes of a Red Star Hex.
OPFOR Local Forces: Local Force Turrets must be placed on elevated (level 1+) terrain on the northern half (including half-hexes; Hex 0804 on the Lake Area map is legal) of the northern mapsheets (Open Terrain 2, Lake Area, Streams). They may be placed in a woods hex and do gain the cover bonus from the woods. Local Force infantry may deploy anywhere on the northern half of the northern mapsheets.
OPFOR Reinforcements 1: Enters on Turn 3 anywhere desired along the north board edge
OPFOR Reinforcements 2: Enters on Turn 5 through the Eastern Edge of ONE of the Woodland Mapsheets.
OPFOR Reinforcements 3: Enters on Turn 8 through the Eastern Edge of the OTHER Woodland Mapsheet.
Ranger Forces: Up to 1 Ranger Lance may deploy into each of the 8 Blue Zones. The liaison may deploy with any Ranger Lance, but must share a deployment zone with a Ranger lance.
Ranger Reinforcements: Rangers may deploy two lances as reinforcements. The first Ranger reinforcement lance must enter the board through the blue-marked zone on the Western Edge of the Classic BattleTech map. The first lance enters on its initiative on its designated turn (normal reinforcement turn, -2, to a minimum result of Turn 2). The second lance enters on its initiative on its designated turn, anywhere desired along the SOUTH edge of the map, but all units of that lance must enter through the same board quarter zone.
Civilian Units: Civilian Units deploy within 3 full hexes of the south edge of the map, in 2 groups of 3 and 1 group of 2. Each group must deploy on a different mapsheet, all members of a group must deploy within a 5 hex wide area, and no group may deploy within 8 hexes of any member of another group.
Environmental Conditions:
None
Battlefield Support:
Rangers have a total of 6 BSP air attack sorties, of which at least 2 must be Light, available for this scenario. These sorties must still be assigned to owned ASFs as normal, and if insufficient ASFs of a type are available, the sorties are lost (ie, no light ASFs in inventory = Light air attacks are lost)
Jade Falcons have no battlefield support for this scenario.
Victory Conditions
Rangers
1) Destroy, cripple, or render incapable of spending MP, at least 6 civilian units, AND prevent any civilian units from moving to within 5 hexes of the north map edge and ending that turn in a condition capable of spending MP, by the end of Turn 12.
2) Destroy, cripple, or render incapable of spending MP via combat damage, at least 8 Primary OPFOR units and both artillery turrets.
3) Suffer no more than 3 Ranger units destroyed, crippled, or rendered incapable of spending MP by the end of the game in any combination between the following forces: Fire Lance (any deployed units), Liaison
OPFOR
1) Move at least 1 civilian unit to within 5 hexes of the northern map edge, and that unit must remain capable of spending MP by the end of the turn it arrives there.
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 3+ units between the following forces: Fire Lance (any deployed units), Liaison
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 and Turrets will ignore any ejected Ranger or Allied MechWarriors in this scenario. Local Force infantry will attempt to capture ejected pilots.
3) Ranger units may not fire on Civilian Units if there is a Falcon unit which is a) closer, and b) in between the firing unit and the Civilian Unit. In the event of a tie for distance, the Civilian Unit may be fired upon.
4) Jade Falcon Clan Mechwarriors will now fight completely freely and without restraint against all units, save for declaring physical attacks. If at least 3 Falcon Mech units from Primary OPFOR or the Reinforcement group are crippled or destroyed as a result of either physical attacks or artillery, Falcons will be allowed to make physical attacks beginning in the next turn after the 3rd Mech is crippled/destroyed.
GM NOTE:
Turn duration was extended from 10 turns to 12 when it became apparent that achieving the objective was - practically speaking - impossible for the civilian units based on the map size.
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Minis Call
I *THINK* I actually have everything for this scenario except for the Corona BA; please give me until Wednesday night to check. I've marked the stuff I 100% know I have already.
Enfield - Rob
Turkina - Rob
Summoner - Rob
Night Gyr - Rob
Hellbringer - Rob
Mad Cat - Rob
Warhawk - Rob
Cauldron Born - Rob
Hellhound - Rob
Galahad - Rob
Kingfisher - Rob
Exterminator - Rob
Crab - Rob
King Crab - Rob
Guillotine - Rob
Archer - Rob
Gauss Turret - Rob
Gauss Turret - Rob
Thumper Turret[ - Xander
Thumper Turret[ - Xander
LB5X turret - Xander
Foot Infantry (x4) - Rob
Corona Battle Armor
Flatbed Truck
Weyland MFB
Mobile HQ - Rob
Paramour MFB
Orion - Rob
Shadow Hawk - Rob
Mackie - Rob
Quasit - Rob
Phoenix Hawk IIC - Rob
Hellbringer - Rob
Puma - Rob
Black Lanner - Rob
Black Lanner - Rob
Hankyu - Rob
Vixen - Rob
Grendel - Rob
Hellhound - Rob
Galahad - Rob
Night Gyr - Rob
Dragonfly - Rob
Black Python - Rob
Kit Fox - Rob
Jenner IIC - Rob
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Sheets printed.
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Minis list is now open.
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Minis list is now open.
Reiterating. The minis list is now open.
Also, how are we doing on figuring out who's being deployed in this one?
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Unfortunately my family is sick. We have been since Saturday. I will not be attending this game.
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OK, that's the line. February game is cancelled.
Bryan, Taelor, Mike, and Hat are out. Xander is also sick and therefore is a hard "maybe" as per a PM.
That leaves us:
Dan - PC
Brandon - PC
Jordan - PC
Ryan IIC - PC
Steve - reinforcement probably
Seth - reinforcement probably
Me (Maria and Eli are both sick, and I'm not sure if I will escape)
Paul
...and 2 people have to be reinforcements. With the schedule conflicts, we were close to the line anyway. But running this with 2 OPFOR (even 3, if Xander can somehow pull his carcass there) is simply not viable.
This scenario will be run in March. Everybody stop being sick and go get better.
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Seeing that I'll be out of town for the March Game (Playing in a Battletech Tournament that weekend, committing Shenanigans in the name of Cincinnati) I've passed my mini contributions to GM. I wish many Engine Explosions for you in my absence. Ducks
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Reminder that this game session will be held on March 15th
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Noted. I’ll be there.
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And I just found out I have no child care next weekend.
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If it wasn't mentioned before
Jazz + Paladin are up for reinforcements
Also Pope if you are going to be there I think you have the proxy vehicles that might work for those missing ones.
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And because of other things I just found out about that. I am 95% certain I'm not going to be there.
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Got off the phone with Rob about an hour ago... Just ate the post three times.
He has been sick the past few days and is just now getting functional.
I will be there on Saturday
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OK, I'm alive. Just.
I still need SOMETHING to put on the board for the following units:
Corona Battle Armor
Flatbed Truck
Weyland MFB
Paramour MFB
FFS, someone say SOMETHING to the effect of "I've got an acceptable proxy for X unit".
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I have a couple of the FDM prints for tanks still around and an untouched plastic BA stand
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I have something approximating a flatbed truck and some Dark Age BA.
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I have the Corona BA and a Flatbed truck, I'll get base coats on them today
I also have the Brunel which could stand-in for the Wayland at 150 tons, although it's not exactly a similar shape.
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Okay.
You deserve to know what's happening And why I've been so all over the place the past 2 weeks.
Drax has cancer. It is terminal. He has an appointment tomorrow at 9am for further evaluation to determine our next steps.
I am a goddamn mess.
I will be there tomorrow at some point. I'll give Brandon my sheets and minis tonight or leave them for him to pickup in the morning.
I am playing everything by ear right now.
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Salvage allocation:
Fire: Galahad (Glass Spider)
Norbotten: Ebon Jaguar Prime
Pilum: Thor A
Zeta: Night Gyr Prime
Jazz: Mad Cat Prime
Salvage total: -10,002,747
(Note, salvage value was taken from pool)
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AAR
Ranger forces were tasked to interdict logistical transports and escorts. Data gave Ranger forces time for transport, refit, deployment. However geological data was not entirely as expected forcing decisions that delayed positioning and impacted the battle.
Rangers deployed heavily center / center West. Once eyes were on the terrain the variables changed. One split second change to be made but noticed to late. Clan deployment of the northern hills strong point was as expected but not seeing a large force also set on strong pointing a hill formation in the East. Fire lance was deployed a fraction out of place in center. Norbotten and Zeta were deployed forward to East. Intent being a blocking and occupation force on the hill strong point. Expecting screening and terrain cover this would open lanes of fire to the artillery if needed as well as isolate the flank. Expecting to isolate focus down and move on before clan reinforcements arrived was ideally the expectation.
Clan forces deployed as a picket and shifted into a reverse wedge once Ranger reinforcements arrived. Logistical forces being spread to the rear of the Ranger lines a known variable forced Pillum to be deployed as asset denial. Secondary Ranger reinforcements would push to.reinforce the line mopping up logistical and reinforcements as they came forward.
As is true no plan survives contact and even more so when there is no true plan. This being largely on the go small variables compound and eventually force either preemptive moves or reactive action.
Clan units would take the initiative through aggression even when the initiative was squarely with the Rangers. Norbotten and Zeta as ordered attempted to isolate and focus down units but just could not follow through. Fire sent preparatory fire downrange attempting to open anything it could see. This serving to hopefully allow easier mop up on the following cycles. As intended Ranger ASF made their runs in the artillery turrets and although damaged would knock out the turrets. This would be the only thing to go according to plan.
Rangers hearing damage assessment on the first volley were ordered to rotate armor and screen positional using the terrain. Aggression on the Rangers end did not result in a tactical advantage like it did for the clan side. Ranger forces did not perform to expectation and not due to lack of intent. This was to be a bad day with bad luck for the Rangers.
A clan hellbringer and lone mackie would trigger the dominoes. The Mackie would take on an entire lance and pretty much withstand until Ranger reinforcements came in but even still took needed time. Pillum would be removed from the greater fight the entire battle while taking significant damage. Jazz would reinforce from the south helping to mop up, tie up additional clan forces. Paladin would insert to the east in an effort to pin and kill secondary forces. This would take Paladin out of the larger fight the remainder of the mission.
Norbotten and Jazz would engage in close fighting. Fire would continue to hammer, position and try to draw fire. The hellbringer would go critical in the close end fighting severely damaging multiple Ranger mechs. Shortly followed by outright destruction of Zeta CO Yu Huang. His Warhammer would shut down to avoid damage and preservation shortly after. Norbotten would be ordered to pull back with Pillum. Fire pushing forward presented armor and tried to correct the failing fight. A glimmer of hope came on the final furthest push north..
Norbotten and Fire would combine to drop multiple clan mechs. This would not be without its own issues in the form of return fire. Fire XO would lose half a pristine Dire Wolf on a rear shot popping a gauss rifle but remained operational. Fire 3 would have the near almost entire destruction of his Spartan but somehow was recoverable. Attempting to maintain momentum and screening Fire had pushed forward again. The result as mentioned was not the desired result and Fire lance was largely dropped due to engine shielding destruction. Clan reinforcements would swing further momentum but would be nearly wiped out. Paladin would make a contribution downing a further pair of mechs while also having a unit downed.
The larger bulk of clan forces would finally commit but would be essentially too late to stop destruction of logistical forces. Seeing the resulting destruction of the logistical forces they withdrew. Parting shots would down the engine of Fire actuals Dire Wolf. Ranger objectives were accomplished but at one hell of a price and painful lessons learned.
Guess now I see how Victor felt some years ago...