CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on March 17, 2026, 06:58:11 PM
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[placeholder; no time before work - mission is Extraction (Attacker)]
Deployed Lances are: Ereschuld, Fury, Norbotten, Pilum, Wyrm and your choice of either Zeta or Jazz.
Sorry, I'm truncating the scenario gen a bit for time purposes; I'm not bothering to add all of the deployed lances to the scenario, so it'll just say Ereschuld. Doing gen tonight, it'll be up before midnight. Sorry for the delay. Cons are a hell of a drug.
I have 5 PC players and 6 others, given the absences. There will be no Ranger reinforcements during this scenario. You've got 4 rerolls, but I don't think you'll want to use them what with the good weather. Map layout is as follows. Remember, Extraction Missions always cross 3 mapsheets minimum, and since you're playing East to West you've got the hex grid in your favor.
NORTH [] [] [] SOUTH
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I won't be available in April
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I'm out for April 11
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(http://i.imgur.com/FuPG4tR.png)
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Generate.
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Jazz will be the 5th lance.
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EAST
(https://i.imgur.com/pBFKnXf.png)
WEST
Maps
Hilltops 1.......................Scattered Woods........Foothills 1
Rolling Hills 3................Lake Area..................Desert 1
Rolling Hills 1 New........Mountain Lake...........Foothills 2
Ghost Bear OPFOR deploys first.
Civilian Units
Rangers
Deployment
Ghost Bear OPFOR: The star of Standard BattleMechs and the Vehicle Group must deploy inside full hexes in Zones B-1 through B-4. No more than 4 total units may depoy into any single zone. The Star of OmniMechs deploys anywhere desired in Zone H-1, according to standard Hidden Unit rules.
Ghost Bear Reinforcements: Enters anywhere desired along the east edge of the Map on an unknown Turn sometime after Turn 3. No more than 2 units may enter on the same mapsheet, and there must be at least 6 hexes separating units moving onto the map.
Ghost Bear Reinforcements #2: A second Ghost Bear star of medium-weight second-line Mechs may or may not enter the board during this game.
Ranger Forces: May deploy anywhere desired along the western edge of the mapsheet, up to 7 full hexes in from the board edge. Lances are deployed 1 at a time in an order of the Local CO’s choosing, but all members of a Lance must be deployed entirely within a 5 hex radius (deploying 1 unit in Hex 0616 of the Mountain Lake Map would mean that the furthest away another unit of that lance could deploy would be Hex 1512).
Civilian Units: Deploy anywhere desired inside of full Hexes in Zone C-1 (behind the center map fold, in a row 4 hexes deep).
Environmental Conditions
None
Battlefield Support
Rangers: The Rangers are extended to intercept and escort the civilians back to safety. Therefore, they have no access to artillery, and have a total of 18 points of BSP available for air support of any desired type.
Clan Ghost Bear: Ghost Bear forces have no access to artillery, and have only light air units available for unknown reasons. Maybe someone attacked an airbase recently. They have 14 total points of BSP available, but must only select “light” air attack and defense BSP options.
Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 8 units from the Primary OPFOR, and 3 total units from any reinforcement group.
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) Ensure that as many civilian units survive the scenario as possible. To survive the scenario, the civilian unit must end the game on the Western mapsheets, not within LOF to more than 1 Clan unit, and must be capable of spending MP. Any civilian unit which exits the Western map edge automatically qualifies as “survived”.
OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 8 attacking units, at least 3 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 8 Primary OPFOR units destroyed, crippled, or rendered incapable of spending MP.
3) Destroy or render incapable of spending MP at least 6 civilian 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). In scenario, a Ranger, Allied, or Civilian unit may move off of the Western Board Edge as a part of their normal move without spending 1 turn stationary, but the movement to leave the board (that is, moving the 1 hex from “board edge” to “offboard” requires a flat 4 MP of any type (this is total, no other terrain or modifiers apply).
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 within 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.
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OPFOR is also getting an additional rules packet at the game. If you think a rule is missing, it's probably not.
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Ill get all the sheets printed. Mind sending me SPAs and the extra star information too.
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Rob, given the breakdown, can we request to have one player help out by running the liaison and at least part of the civilians? 5 OpFor to cover 16 starting units plus a star of reinforcements already feels light for them especially given 6 are tanks. Just thinking this will help keep things moving. Seth made the suggestion and I thought it a good one.
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Rob, given the breakdown, can we request to have one player help out by running the liaison and at least part of the civilians? 5 OpFor to cover 16 starting units plus a star of reinforcements already feels light for them especially given 6 are tanks. Just thinking this will help keep things moving. Seth made the suggestion and I thought it a good one.
No.
Ill get all the sheets printed. Mind sending me SPAs and the extra star information too.
I'm leaving for Easter in about 2 hours. Will get you stuff after weekend misery.
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Minis Call
Griffin - Rob
Vuture - Rob
Dragonfly - Rob
Nova Cat - Rob
Loki - Paul
Uller - Paul
Guillotine IIC - Rob
Thunderbolt - Rob
Shadow Hawk - Rob
Warhammer - Rob
Griffin - Rob
Burke
Burke
Ares
Ares
Ares
Ares
Ryoken - Rob
Vulture - Rob
Mad Cat - Rob
Thor - Rob
Loki - Steve
Wolverine - Rob
Orion - Rob
Lumberjack ConstructionMech - Jordan
Jifty
Jifty
Brunel Dump Truck
Brunel Dump Truck
Buffalo Hovertruck
Couple things.
A) I have proxies for the Clan Vehicles. 2x Alacorn for Burkes and 4x Scorpions for Ares (which are basically just cERLLs on treads anyway). If we actually HAVE the minis available, great. But we're covered if not.
B.) I am missing my entre tray of OPFOR/Civilian stuff, so I need some genuine help with the civvies. Not being picky.
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I have a jade falcon loki and cloud cobra (purple with green) uller
also have a raider if we need to proxie lumberjack
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I have a couple of Lokis, Schreks and Ullers.
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Sheets all printed and SPAs written down.
Loki in Wolf Brown/black
Uller in Ghost bear grey/blue
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Minis list updated.
Now taking ANY sort of acceptable proxies for the civvie units.
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I may have 2 Burke tanks. But unpainted at this moment. I will look after work and if I do I will try to get some color on them.
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Salvage sheet, if needed.
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Salvage sheet, if needed.
I do not have any burkes.
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I've got a pair of skulkers I can bring as a proxy for some civy units if that works
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I have more scattered ground vehicles from the same box and a pair each of shrecks and demolishers
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NORTH
(https://i.imgur.com/zulw0i5.png)
SOUTH
Maps
Hilltops 1.......................Scattered Woods........Foothills 1
Rolling Hills 3................Lake Area..................Desert 1
Rolling Hills 1 New........Mountain Lake...........Foothills 2
Ghost Bear OPFOR deploys first.
Civilian Units
Rangers
Deployment
Ghost Bear OPFOR: The star of Standard BattleMechs and the Vehicle Group must deploy inside full hexes in Zones B-1 through B-4. No more than 4 total units may depoy into any single zone.
Ghost Bear Reinforcements South: Airdrops from Altitude 3 as desired in Zones DS-1 through DS-4. No more than 3 Mech units may occupy the same Zone. OPFOR players have 30 seconds to deploy Mechs; any Mechs not deploy automatically scatter with an MoF of 5. Direction of travel is east-to-west, with West Hex being “1” for purposes of scatter. Elementals may drop into any desired zone at will, but may not drop attached to OmniMechs.
Ghost Bear Reinforcements North: Airdrops from Altitude 3 as desired in Zones DN-1 through DN-4. No more than 3 Mech units may occupy the same Zone. OPFOR players have 30 seconds to deploy Mechs; any Mechs not deploy automatically scatter with an MoF of 5. Direction of travel is east-to-west, with West Hex being “1” for purposes of scatter.
Ranger Forces: May deploy anywhere desired along the western edge of the mapsheet, up to 7 full hexes in from the board edge. Lances are deployed 1 at a time in an order of the Local CO’s choosing, but all members of a Lance must be deployed entirely within a 5 hex radius (deploying 1 unit in Hex 0616 of the Mountain Lake Map would mean that the furthest away another unit of that lance could deploy would be Hex 1512).
Civilian Units: Deploy anywhere desired inside of full Hexes in Zone C-1 (behind the center map fold, in a row 4 hexes deep).
Environmental Conditions
None
Battlefield Support
Rangers: The Rangers are extended to intercept and escort the civilians back to safety. Therefore, they have no access to artillery, and have a total of 18 points of BSP available for air support of any desired type.
Clan Ghost Bear: Ghost Bear forces have no access to artillery, and have only light air units available for unknown reasons. They have 14 total points of BSP available, but must only select “light” air attack and defense BSP options.
Victory Conditions
Rangers
1) Survive. Escape, if you can.
OPFOR
1) Destroy the Numenorean Rangers
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). In scenario, a Ranger, Allied, or Civilian unit may move off of the Western Board Edge as a part of their normal move without spending 1 turn stationary, but the movement to leave the board (that is, moving the 1 hex from “board edge” to “offboard” requires a flat 4 MP of any type (this is total, no other terrain or modifiers apply).
2) OPFOR MechWarriors will target any ejected Ranger MechWarriors in this scenario using flamers, MGs, Apods, or small lasers only; if a Ranger Mech is in LOF, that Mech must be the primary target, but the MechWarrior is a secondary target. 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 within 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.
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Salvage:
Pilum: Vulture C
Ehreschuld: Ebon Jaguar A
Wyrm: Kodiak
Fury: Gladiator H
Salvage remaining: 11,273,444
Total Salvage rolled over: 39,562,961
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After Action Report
Captain Anders Wolfram-Kelswa, Commanding
The Rangers approached from the west in good order, a company comprised of Fury, Wyrm and Pilum lances in the center, Ehreschuld and Jazz on the wings. Opposing the Burkes were deployed in the center south of the OZ, the heavier weight of opposing forces north of center with the four Ares, Thunderbolt, Warhammer and Guillotine IIC. Between them the Shadow Hawk and Griffin. The fleeing civilians spread out along the eastern front, using cover as much as possible. While the OpFor is more than sufficient to deal with the civilians, the choice is an odd one for the Ghost Bears. They know that we’re close enough to respond and our usual response more than sufficient for this piddling force. Someone over the tac channel mentions no honor for the Clans in dealing with the civilians but the Clans are odder than the Dracs when it comes to matters of honor so who knows.
The opening salvo sees one of the Ares destroyed by Fury. We advance and Ehreschuld destroys another of the fleeing Ares and both Burkes are destroyed. It’s at this point that the ambush arrives as we’ve pushed well into the OZ. Clan honor. Bah. They’re using civilians as bait for a trap. What does that say about their “honor” to do such things. Two dropships we identify as Lions dropped off roughly 2 companies worth of forces. Correction, 1 assault, 1 heavy, 1 medium and 1 light STAR, plus a star of elementals because the Clanners can’t bother with conventional deployments. Medium and Heavy forces plus elementals land to hem us in on the north including dropping on top of Ehreschuld and ranging further east, while the assault forces land on Jazz lance, the light forces further east to box us in.
We begin a fighting retreat for the most part collapsing back to the center west while Fury pushes forward seeking to finish off some damaged units. Ehreschuld is fast enough to just outpace the incoming forces, with Captain Wolfram-Kelswa advanced of his lance retrograding more center to disengage. As the forces land Pilum kills an Ares tank and the Brunnel dump truck with the concealed AC/20s get landed on by a Ghost Bear Griffin. Ereschuld Actual kills the Thunderbolt, Wyrm’s Warhammer crits out the Kodiac’s UAC/20 much to everyone’s relief, especially Jazz’s Berserker which takes 4 AC/20 shells in a matter of seconds, but remains standing.
Pilum’s Stealth is the first successful withdrawl from the battle as we continue to fall back. Fury’s Penetrator jumps into the lake and kills the Guillotine IIC. Jazz and Wyrm continue to hold the southern flank, Jazz’s Mad Cat finishing off the Kodiak and Wyrm’s Warhammer kicking off the head of the Ghost Bear’s Cauldron-Born. Ehreschuld continued to be hard pressed in the northwest corner of the OZ, still managing a fighting withdrawl allowing the liaison officer to retreat as Pilum and elements of Fury continued to withdraw and civilian forces left largely alone after the ambush continued to cross the territory. Wyrm and Jazz maintaining their hold against the OpFor, managing to kick the leg off a Vulture that would eventually lead to its destruction as failing to rise cored out the gyro and engine. While Fury’s Penetrator had been successful in its strike, a freak accident had the mech topple while trying to stand from being submerged, breaching the head and killing the pilot. In the southwest the Fire Moth was destroyed and the civilian Wolverine finished off the Ghost Bear Warhammer.
Following the liaison, Ehreschuld’s MAD-5D whose CT had been stripped managed to exit though not without a cost. Their Cauldron-Born providing cover fire took withering fire, including multiple head hits and a gauss rifle explosion knocking it over, nearly killing the pilot and rendering her unconscious. Ehreschuld Actual moved to drag the Cauldron-Born off the field, continuing to exchange fire with the pursuing mechs. Ehreschuld’s second Marauder gets focus fired while providing cover for others to exit, with significant damage including loss of weapons, hip destruction and engine damage. In return it destroyed the Ryoken. Jazz’s Berserker kicks the head off the Bear’s Griffin. Shortly thereafter Ehreschuld’s remaining Marauder withdraws, Fury’s Marauder withdraws, Pilum’s MAD Mk 2 withdraws clearing the northwest corner. The civilian Orion and one of the Jiffy’s make it off.
Meanwhile the Rommel with AC/20s charges a downed Shadowhawk as the Burke drives off. The civilian Wolverine takes significant engine damage but remains in the fight. Jazz’ Berserker goes down to engine damage as the other civilian Burke is destroyed. The Berserker Pilot is picked up by Jazz’ Mad Cat. Both Jazz and Wyrm finish withdrawing along with the civilian Buffalo as the Wolverine dies to ensure its safety, leaving just Fury’s Ceasar well out of position for extraction. It nearly makes it away from the Ghost Bear forces off the eastern edge but is head capped before being able to do so. The Rangers inflicted enough damage on the Ghost Bears to prevent them from holding the field, allowing the Rangers to recover downed Ranger units as well as salvaging Ghost Bear carcasses. In the end half of the civilians were still recovered and the Ghost Bears badly bloodied in what can easily be seen as a win for the Rangers. The loss of two Fury pilots makes it feel more like a pyrrhic victory than a full one.