CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on January 19, 2026, 05:07:05 AM

Title: WOTAN Mission 2 - 9/25/63
Post by: Darrian Wolffe on January 19, 2026, 05:07:05 AM
(https://i.imgur.com/5SP2WNV.png)
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: deadlyfire2345 on January 19, 2026, 07:26:31 AM
Salvage sheet
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: ADHDtv on January 21, 2026, 09:48:54 PM
If dawn, go ahead and gen, if dusk then roll light
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: Darrian Wolffe on January 31, 2026, 02:37:11 AM
Rolled 1d6 : 3, total 3
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: Darrian Wolffe on January 31, 2026, 03:35:52 AM
NORTH
(https://i.imgur.com/WYkEdzh.jpeg)
SOUTH

 
Maps
City Observatory Hill...........Dropport 2
City Skyscraper..................City Shopping District
City Park District................City Skyscraper

Deployment
Ghost Bears choose Advanced deployment zones
All defending units deploy.
Ghost Bears deploy in Advanced deployment zones
Game starts

Ghost Bear OPFOR: Mechs are listed by stars; the 1st 5 Mechs on the list constitute one star.  Two stars must deploy into Advanced Deployment Zones A3 and A4 (one star each; the zones are 4 hexes deep); the stars in each zone are determined before any defender deployment occurs.  After defender deployment, deploy into A3 and A4.  The other 2 stars will enter through zones O1 and O2 on their initiative on Turn 1 - all units in a star must enter through the same zone, but the zone for each star need not be chosen until a unit is moving onto the board.

Ghost Bear Reinforcements: Prior to game, determine which reinforcement point will be used.  Either ALL reinforcement mechs enter through hex OX2, or else the reinforcement units may enter anywhere desired in zone OX1.  Reinforcement units enter the board on Turn 5.

Ranger Forces: At least 3 Lances MUST deploy into zones R1-R4, one lance per zone.  Up to one lance may deploy into zones RF-1 and RF-2, and up to one lance may deploy into zones RA-1 and RA-2.

Ranger Reinforcements: Reinforcement lances - if any - will deploy on the board in zone RR (3 hexes deep), but may not leave that zone until a future turn.


Environmental Conditions
Dawn: Turns 1-8 apply a +1 to hit modifier for weapons fire.  Searchlights have no impact on this modifier, but SPAs which reduce weather modifiers do.

War-torn World: Some buildings on the two Skyscraper maps will start the game already reduced to rubble.

Pavement Problems: Any hex which LOOKS like a road, is a road, and therefore Paved. This includes all grey hexes on the skyscraper maps, and all black hexes on the City Mappack mapsheets.  The light grey hexes on the City Mappack mapsheets are clear terrain and not Paved.  ALL Black DropPort hexes are considered Pavement, so as to link up with the paved half-hexes of the Observatory Hill sheet to its west.

Poor Copy-editing: Any building hex without a listed CF is a Heavy CF 90 building.  Any building hex cut in half by a mapsheet edge is considered clear terrain and not a building hex.

A Line in the Sand: Your employer wants you to take not one step backward.  Also, something about picking up the SRM launcher and shooting when the man in front of you falls.  Regardless, any Ranger Unit deployed in zones RF-1 and RF-2, may NOT end their movement to the north of Zones R1-R4. This limitation applies solely to Ranger units in advanced positions, and not to any Ranger Unit which deploys into any other zone. Failure to heed this limitation will apply a Minor Contract Breach to the Rangers.

Battlefield Support
Rangers: The Rangers have 20 points of battlefield support available to them, 8 points of which is allocated to both air defense missions, and to non-bombing air attack missions. The remainder is allocated to any desired mix of illumination artillery or artillery-delivered standard conventional minefields only (artillery minefields cost BSP as per Minefield Support, but are fired during gameplay and "hit/scatter" against their target hex using standard artillery rules; any artillery piece may fire any minefield density).  Minefield ammo, if desired, is supplied by your employer.

Clan Ghost Bear: Ghost Bear forces have 28 points of battlefield support available to them, 12 of which may be allocated to air attack/defense missions only. The remainder may only be spent on Arrow IV HE missile artillery, priced and resolved exactly as Sniper attacks (these are not Copperhead rounds and do not benefit from TAG, though they DO benefit from the Forward Observer SPA).

Additionally, prior to the start of the game, Ghost Bear forces may secretly elect to spend 8 BSP from either of their spending pools to attempt to air-drop one additional Star (5 points) of 3 Gunnery, 3 Anti-Mech, Small Laser Elementals (from Kirghiz C ASFs); this air-drop attempt may be intercepted by 2 Heavy Air Defense missions; both rolls must succeed to stop the drop, and the Base Target Number for each attempt is a 9 (modified to 8 for Elite Gunnery).  Ground Fire has no effect on the drop attempt.  As the drop takes place during the Weapons Fire Phase, ground attacks may not be made against the dropping Elementals.  Dropped Elementals will automatically land in the Movement Phase of the turn after their drop with a +3 TMM, and will always scatter 1d6 hexes exactly as though they were a missed level-bombing attack.  The airdropping forces may not land to the north of zones R1-R4 (no, you can't drop Elementals within 1 hex of the north edge and immediately declare victory - I see you trying to cheese the scenario).


Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 10 units from the Primary OPFOR.
2) The liaison and at least 2 units of Ereschuld Lance must survive the scenario in a state capable of spending MP without requiring a PSR.
3) Prevent more than 9 enemy units from getting to 4 hexes or fewer of the north board edge


OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units, at least 2 of which must be Mech units from Ereschuld Lance and at least 1 of which must be from the liaison.
2) Suffer no more than 9 Primary OPFOR units destroyed, crippled, or rendered incapable of spending MP.
3) Move at least 9 units to within 4 hexes of the north board edge; a unit which does so and survives until the End Phase of that turn in a condition capable of spending normal Walking MP may be removed from the game and kept as a "scoring" unit; a unit so removed may not be claimed as salvage.

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).  Civilian vehicles and infantry may not flee the battlefield.

2) OPFOR MechWarriors will ignore any ejected Ranger MechWarriors in this scenario. OPFOR Elementals will fire on ejected MechWarriors using AP weapons only (Range 1/2/3), unless there is a Ranger Mech unit within 9 hexes and LOF.

3) Ghost Bear units do not generally recognize zellbringen against mercenaries, and will fight and combine fire as though they were not Clan forces.  If they are an OmniMech unit, they will not make physical attacks, but may always use defensive SPAs regardless of their unit type.  If they are NOT in an OmniMech unit, they may elect to make physical attacks as normal.
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: Hat on January 31, 2026, 01:12:16 PM
Rob, I'm confused by this condition:

"A Line in the Sand: Your employer wants you to take not one step backward.  Also, something about picking up the SRM launcher and shooting when the man in front of you falls.  Regardless, any Ranger Unit deployed in zones RF-1 and RF-2, may NOT end their movement to the north of Zones R1-R4. This limitation applies solely to Ranger units in advanced positions, and not to any Ranger Unit which deploys into any other zone. Failure to heed this limitation will apply a Minor Contract Breach to the Rangers."

RF-1 and RF-2 are the zones furthest south.  I can see them not being allowed to move north of R1-R4, but if so, the following sentence: "This limitation applies solely to Ranger units in advanced positions..." doesn't make sense to me.  Can you clarify who's impacted?
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: serrate on January 31, 2026, 11:44:41 PM
Rob, I'm confused by this condition:

"A Line in the Sand: Your employer wants you to take not one step backward.  Also, something about picking up the SRM launcher and shooting when the man in front of you falls.  Regardless, any Ranger Unit deployed in zones RF-1 and RF-2, may NOT end their movement to the north of Zones R1-R4. This limitation applies solely to Ranger units in advanced positions, and not to any Ranger Unit which deploys into any other zone. Failure to heed this limitation will apply a Minor Contract Breach to the Rangers."

RF-1 and RF-2 are the zones furthest south.  I can see them not being allowed to move north of R1-R4, but if so, the following sentence: "This limitation applies solely to Ranger units in advanced positions..." doesn't make sense to me.  Can you clarify who's impacted?

RF1 & RF2 are the "advanced positions", so whoever deploys there can never retrograde beyond the northernmost border of Zones R1-R4. Since zones RF1 & RF2 are limited to a single lance, the restriction will only apply to that lance. Unless he meant to say those zones could accommodate one lance each, in which case it would a max of two lances.
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: Hat on January 31, 2026, 11:49:26 PM
For whatever reason I thought the GBs were coming in from the north not the south. Mea culpa.
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: ADHDtv on February 08, 2026, 09:24:52 PM
Do we know the attendance for this game? Trying to figure out reinforcement pick(s), nobody has said that this is a miss game in the game dates thread yet
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: deadlyfire2345 on February 09, 2026, 07:42:39 AM
Ill be there, See what I have ready by then.
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: Darrian Wolffe on February 09, 2026, 06:49:45 PM
Minis Call

Nightstar - Rob

Executioner - Rob
Summoner - Rob
Stooping Hawk - Rob
Gargoyle - Rob
Executioner - Rob

Viper - Rob
Arctic Cheetah - Rob
Fire Moth - Rob
Ice Ferret - Rob
Fire Moth - Rob

Nova Cat - Rob
Vulture - Rob
Nova - Rob
Fire Moth - Rob
Timber Wolf - Rob

Phoenic Hawk IIC - Rob
Hellhound - Rob
Hellhound - Rob
Vixen - Rob
Ursus - Rob

5x Elemental Point - Rob

5x Elemental Point (reserve for airdrop) - Paul

Ryoken - Rob
Shadow Cat - Paul
Loki - Paul
Great Wyrm*
Great Wyrm*

*Dragons are acceptable proxies; nobody actually owns a Great Wyrm. It's just all my Dragons are red.
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: deadlyfire2345 on February 09, 2026, 06:57:02 PM
Shadow Cat, Loki, and all 5 elementals in Snow Raven. Was looking at Vulture
Loki is in CJF tan/black
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: ADHDtv on February 14, 2026, 08:30:41 AM
Calling Norbotten as reinforcement lance
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: ItsTehPope on February 14, 2026, 10:55:43 PM
Calling Norbotten as reinforcement lance

I literally cannot remember the last time that happened.  Like....2018 at the earliest.
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: deadlyfire2345 on February 16, 2026, 08:22:38 AM
Sheets printed
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: Darrian Wolffe on February 18, 2026, 03:29:35 AM
Sheets printed

SPAs sent.
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: ItsTehPope on February 18, 2026, 01:11:54 PM
Rob, can you bring an Avatar?
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: Black Omega on February 18, 2026, 03:37:23 PM
I've got one, Dan.
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: Hat on February 18, 2026, 06:35:46 PM
I've got one in Ranger colors that will be there you're welcome to borrow.
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: Darrian Wolffe on February 20, 2026, 02:43:49 PM
Can we please get a couple of Dragons as proxies, please?
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: serrate on February 20, 2026, 11:36:00 PM
I've got a blue one and a grey plastic one, bringing both as a last resort
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: deadlyfire2345 on February 21, 2026, 06:05:59 PM
Salvage:
Norbotten: Stooping Hawk A
Blitzkrieg: Gladiator Prime
Unit: Hankyu Prime
Ehreschuld: Fenris Prime
Paladin: Black Hawk B
Marigold: Mad Cat N
Foil: Shadow Cat H
Jazz: Man O'War A
Total remaining: -2,028,132 (For this scenario, 28,289,517 remain)
Title: Re: WOTAN Mission 2 - 9/25/63
Post by: ADHDtv on February 21, 2026, 09:56:22 PM
Ranger Victory
Clan Ghost Bear set the greenlight on their charge just as the local star began cresting the hills outside of town, no doubt hoping that the glare would mess with our pilots targeting enough to allow them to slip through. Norbotten lance was a bit late to respond to the proximity alarm and found themselves only activating mechs and marching down the board after an extra few minutes. Nevertheless the rest of the defense was able to align themselves in wide formation the catch the approaching force in the jagged teeth of our blockade. Blitzkrieg took the advance position in order to make best use of their Urban style movement profile, Ehreschuld took to the east alongside Zeta in order to maintain overwatch along the boulevard and threatening the open sightlines. Meanwhile on the western front Paladin and Marigold took to the city streets in preparation to delay the heavier force alongside the reinforcements as best they could. Early in the engagement Ranger Minefields rained down along the important avenues Ghost Bear forces were funneling down, causing no direct damage but their hindrance of the enemies evasive movements did result in the utter annihilation of at least one Dasher.

Ehreschulds strong positioning allowed for them to quickly dispatch of the Hankyu that almost managed to slip by with such efficiency that it seemed to scare the Clanners into small regrouping before making a more concentrated push after the center line stars managed to maneuver around the minefields. This was of course "aided" by the grand wrecking ball that once was a Fire Moth, who demolished an entire building after skidding right through the large bay windows and somehow managed crumble the entire building to open up the firing lines in the eastern front greatly by bringing the entire building down, pushing back a couple ranger units worried about the new avenues for concentrated clanner fire. Ehreschulds powerful positioning allowed them to trade more fire downrange than they got back at us, and by the time Norbotten's Spartan had arrived to reinforce the position was almost entirely held cleanly.

Paladin, Blitzkrieg and Marigold on the other hand were barely handling the situation on the west. two mechs bled through our blockade, both mercifully handled by the rear guard Norbotten Lance alongside Marigold's Longbow who of course retreated to the backline early in the fight. The engagement itself went fine enough, with the exception a large contingent of unexpected battle armor being dropped right on our battle line, making quick work of the hip joints on our liason and tumbling the nightstar, leading to its eventual crippling. Thankfully My Marauder was present to recover the pilot and the mech can be repaired, but we were still unable to keep it in a clean state.

Marigold and Blitzkrieg focused on the heavier elements like the executioners that were attempting to muscle their way through the center and then took the time to finish off the loki that was attempting to occupy the courtyard of the skyscraper so that ranger forces may once again reclaim the firing lines available to the city streets as well as cleaning up what remained of the battle armor groups that were NOT decimated by the high concentration of explosive damage affecting the area. Paladin on the other hand took to chasing and blocking the alleyway to the west as best we could from the deluge of medium mechs, demolishing most of them.

Notably Blitzkriegs poor highlander took two consecutive engine explosions directly to the face when the enemy Summoner went critical, causing the Vixen only 30 meters away to also explode as a follow-up, forcing a shutdown as its right torso was completely destroyed by the massive explosion.

My Marauder had a similarly cartoonish amount of soot after a rather aggressive move wherein my subordinate barreled through a building as it was collapsing in order to hunt down an enemy Ryoken, which ended up destroying one of our arms, to sweep the legs out from under it. As a result from the fall the ammo bins blew and the reactor once more went critical, destroying the other arm from my machine.

In fact its no exaggeration to say that Explosions rocked the battlefield today, it is clear to this writer that at Ghost Bear maintenance SOP is lacking as no fewer than 6 mechs on the field today had their reactors go critical from rather normal sustained damage levels, causing great amounts of stress. Small parts of me believe there is either a labor dispute ongoing behind the scenes on this planet, or in fact Ghost Bear ROE doctrine is more in accepting of suicide bombing as a tactic than we first thought.