CincyBattletech
Campaigns (all) => "Have `Mech, Will Travel." => Topic started by: Darrian Wolffe on July 06, 2017, 11:48:29 PM
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(http://i67.tinypic.com/33molxe.jpg)
Objectives:
(http://i68.tinypic.com/t83o8l.jpg)
Forces: Kong and Bright Lances. Kong Lance will lead this mission and determine any reinforcements.
Game Setup:
<-- West........................East-->
(http://i68.tinypic.com/30mqowk.jpg)
The Ruined City Map (top center) will have a large number of building and rubble hexes.
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.... insert random swearing. I wasn't supposed to be in command of a KP duty, let alone a fight.
At least its against the FWL.
I get 2 reinforcement lances on your command Rob? Or none on mine?
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I get 2 reinforcement lances on your command Rob? Or none on mine?
You have no...?
Oh. You have no Strategy rating. Heh.
OK, we'll we're not going to throw Lucas into the deep end of the pool here (which is why he wasn't commanding this in the first place), so if he's OK with it, you'll use his CO's Strategy rating. You can get 1 reinforcement lance.
Lucas? Do you want your PC to give Mike a hand or not?
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Bright lance is assigned to defend roll and Reaper is assigned to scout roll with Kong and Dancer.
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Bright lance is assigned to defend roll and Reaper is assigned to scout roll with Kong and Dancer.
Yeah, I know.
MekHQ put them on the mission anyway. It does that sometimes; roles aren't perfect guarantees, they just make certain missions and deployment frequencies more likely.
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Dunedain lance stands ready to reinforce. My force is all jump jet equipped and includes a 6/9/6 Firestarter which would be good for the get across the field and back again mechanic. Also, they would arrive turn 2, early enough to impact the get across the field and back requirement.
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I will check with Lucas tonight about helping commanding.
Also, Reaper Lance is ready for reinforcement. After Enforcer engine upgrade, 3 mechs at 5,8,5 and 1 at 5,8,4. Arrival time would be round 2.
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From which side do PCs enter?
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From which side do PCs enter?
"Player Start: E"
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Side note: I'm evidently going to have to leave at 4:30 sharp on the 15th, which unfortunately means we'll need a hard stop at 4pm seeing as how I'll need to get the OPFOR packed back up and have time to divide salvage. I'd like it if people can be at the store, ready to play at 10:30 instead of 11 this time, so we can make up a little bit of time. Lunch will also be a strict 30 minutes this time instead of the normal 45-50 minutes as people mosey on back. Likewise, we're going to have time limts on movement and shooting - this is a terrible scenario to have time limits on and I'm sorry about that.
Please post ASAP if that's going to be a problem.
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shoulnt be an issue will we have enough time though starting at 1030 even or would we need 10 am possibly
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shoulnt be an issue will we have enough time though starting at 1030 even or would we need 10 am possibly
There is zero chance of starting at 10am. For setup time reasons, if no others.
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ok just wasnt sure if we had the time
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Just to be sure, we have only 2 lances starting, Kong and Bright, and can only call up 1 for reinforcement? Gathering intel for if Lucas wants to help command. As of right now I don't see aproblem starting at 10:30.
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Just to be sure, we have only 2 lances starting, Kong and Bright, and can only call up 1 for reinforcement? Gathering intel for if Lucas wants to help command. As of right now I don't see aproblem starting at 10:30.
We have two lances starting. Kong and Bright.
If Lucas is OK with is, he'll "help" Lt. Blunch (Mike) by lending his strategy rating, allowing 1 Lance to enter as a reinforcement group. Note that this is a 1-time thing; don't get used to this being a possibility for future games (see below).
All Lucas needs to do is tell us "yes" or "no" whether Mike can use his Strategy rating for this mission.
Note that under normal circumstance, Lucas would be the local commanding officer, because he's got an equal Tactics skill and a better Strategy skill than Mike. But as I said above, that's throwing him into the deep end sooner than I (as a GM) am comfortable with; this is why Mike is the local CO for this mission. After he's had some seasoning in the campaign, he'll be a candidate for local command just like everybody else.
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salvage spreadsheet for after the battle.
Looking at the OpFor:
The Trebuchets should be the first targets, they have weak side torso armor and @LRM-15 in the side torsos.
The Orion has to go next
After that, the rest are very similar in priority with marginally higher priorities on the Phoenix Hawks and Wolverines, though the Hermes IIs are likely to be easier to hit without jump jets.
Scorpions and the Packrat can be used to soak any extra shots we have available.
Rob, what are the random bonuses under "Observations"?
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Rob, what are the random bonuses under "Observations"?
I don't know. I can't know until I load the mission results into MekHQ and it spits them back out.
Usually it's a small number of repair parts (either just some miscellaneous parts like actuators, or actual Schrodinger's Parts) or a vehicle or two to add to your motor pool. Sometimes it's extra money. Rarely it's been rescued prisoners who volunteer to join your unit for free. Once it was a free Mech. Once it spat out something like a Companion from Firefly who immediately started a relationship with the unit CO who commanded the mission, and added like $10k extra CB/month.
"There's a bunch of weird random procedural crap buried in the MekHQ campaign code", is the main bullet point here.
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So we need to start our speedy mechs on the southeast edge to sprint along the bottom edge and hide in the blind spot below the hill. Then murder the Trebuchets (2), Scorpions (3), Packrat (1) and 2 more units (total 8/17) to ensure we take control of the battlefield. All while not losing more than 3/12 of our mechs with the observer surviving.
Could be interesting...
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yes my strategy rating can be used. (^_^)b
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So we need to start our speedy mechs on the southeast edge to sprint along the bottom edge and hide in the blind spot below the hill. Then murder the Trebuchets (2), Scorpions (3), Packrat (1) and 2 more units (total 8/17) to ensure we take control of the battlefield. All while not losing more than 3/12 of our mechs with the observer surviving.
Could be interesting...
I think your calculations on our fast speedy mechs fail to include that our fastest mech is a heavy.
Ok, this is a doable but hard mission. Bright lance has several good brawlers, and the things quick enough to chase down the runner units (the pixies) would much rather be hunting lights rather than what they are going to, but Pixies are still scary.
What I would like opinions on is the reinforcement lance. I think the two viable options are Dunedain and Reaper. What are peoples thoughts on either lance?
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I think your calculations on our fast speedy mechs fail to include that our fastest mech is a heavy.
Ok, this is a doable but hard mission. Bright lance has several good brawlers, and the things quick enough to chase down the runner units (the pixies) would much rather be hunting lights rather than what they are going to, but Pixies are still scary.
What I would like opinions on is the reinforcement lance. I think the two viable options are Dunedain and Reaper. What are peoples thoughts on either lance?
Honestly, I think we should plan on generally staying together and just bulling through them by concentrating fire and going for the kills.
On the speedy mechs side of the equation, there are really only 2 ways to achieve the mission objective.
1. Kill everything and calmly walk over to the board edge, grab a smoke and then calmly walk back.
2. Try to sneak the attached Locust, or maybe my Firestarter into the SW corner where LOS is restricted. On this strategy, my Firestarter mounts twice the armor of the Locust or a bug, making it much more survivable than most of the available lights. However, the margin between a 6/9/6 anf 5/8/5 in speed is rather minimal. So not a lot of time would be saved.
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I agree either Reaper or Dunedain should called in because of 2nd turn arrival time.
With the DHS mods I completed on our trip all of Reaper lance are highly heat efficient and allow them max move (run or jump) and use their max fire power. 3 are 5,8,5 but enforcer is 5,8,4 (I increased engine, DHS, changed some weapons). Could be a plus for moving across map at same speed, as a block, as opposed to a couple on their own.
Dunedain does have a couple faster mechs which could be beneficial plus it adds a couple heavies to the mix. I don't know all the mods Jon has done to his force.
Plus we will have a Locust ally.
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Bright lance I believe is going DHS his marauder and griffin on trip, which increase his lances fire power as well.
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Bright lance I believe is going DHS his marauder and griffin on trip, which increase his lances fire power as well.
...when, exactly? Just to be sure, he joins the unit on 1 September, can put a single acquisition order for new parts in (since you can't search for parts in transit), and then we've got a fair bit of time to sit around on the transport. Don't get me wrong, there's definitely time to get it done, as long as he's gotten the parts required and can pass the rolls...but all that work needs to be written down and logged with a quickness.
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[Honestly, I think we should plan on generally staying together and just bulling through them by concentrating fire and going for the kills.
On the speedy mechs side of the equation, there are really only 2 ways to achieve the mission objective.
1. Kill everything and calmly walk over to the board edge, grab a smoke and then calmly walk back.
2. Try to sneak the attached Locust, or maybe my Firestarter into the SW corner where LOS is restricted. On this strategy, my Firestarter mounts twice the armor of the Locust or a bug, making it much more survivable than most of the available lights. However, the margin between a 6/9/6 anf 5/8/5 in speed is rather minimal. So not a lot of time would be saved.
Mike is referring to the fact that his Ostroc Ostsol** has a 5/8[10]/0 speed profile, and probably carries a few more armor points than a Firestarter.
**they all look the same anyway
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Bright lance I believe is going DHS his marauder and griffin on trip, which increase his lances fire power as well.
...when, exactly? Just to be sure, he joins the unit on 1 September, can put a single acquisition order for new parts in (since you can't search for parts in transit), and then we've got a fair bit of time to sit around on the transport. Don't get me wrong, there's definitely time to get it done, as long as he's gotten the parts required and can pass the rolls...but all that work needs to be written down and logged with a quickness.
I was going to work with him on Sat and/ Sun. He can order all the DHS 9-1 they arrive 9-22. Start removing SHS as soon as we take off and put DHS on starting 9-22. Have roughly 142 days - weekends there should be at least 100 work days per tech during trip. 3 techs should give min of 300 work days. He shouldn't have any trouble getting parts unless he rolls all 2's. Plus under new rules if he fails TN roll on custom he still succeeds but takes an additional double the time , if I'm reading it correctly.
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I agree either Reaper or Dunedain should called in because of 2nd turn arrival time.
With the DHS mods I completed on our trip all of Reaper lance are highly heat efficient and allow them max move (run or jump) and use their max fire power. 3 are 5,8,5 but enforcer is 5,8,4 (I increased engine, DHS, changed some weapons). Could be a plus for moving across map at same speed, as a block, as opposed to a couple on their own.
Dunedain does have a couple faster mechs which could be beneficial plus it adds a couple heavies to the mix. I don't know all the mods Jon has done to his force.
Plus we will have a Locust ally.
Dunedain lance is currently configured as follows
Crusader 5/8/5 With ER PPC plus Medium Lasers and DHS
Thunderbolt 4/6/4 with roughly a TDR-5SE loadout and DHS
Shadow Hawk 5/8/5 with Large Pulse Laser, Medium Laser and 2x SRM-4 with two ammo bins (1 standard, 1 inferno) and DHS [edit: accidentally wrote down intended config instead of actual. Dang BV cap.]
Firestarter 6/9/6 FS9-K with DHS
Honestly it is pretty even between Reaper and Dunedain. The Ostsol is marginally faster when running than the Firestarter but is a heavy mech that could otherwise be engaging the enemy. Conversely the Ostsol will be more survivable than the Firestarter or Locust when not moving. These tradeoffs are why I just kind of want to try to eliminate the OpFor outright and make it a waltz across the field situation. ;D
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I was going to work with him on Sat and/ Sun. He can order all the DHS 9-1 they arrive 9-22. Start removing SHS as soon as we take off and put DHS on starting 9-22. Have roughly 142 days - weekends there should be at least 100 work days per tech during trip. 3 techs should give min of 300 work days. He shouldn't have any trouble getting parts unless he rolls all 2's. Plus under new rules if he fails TN roll on custom he still succeeds but takes an additional double the time , if I'm reading it correctly.
Just remembert to order more than you need because you're likely to not get some of them.
Also, could you break down the math if he's "only failing on 2s"? Because DHS start at a TN 10.
Advanced Tech parts, weapons, and Equipment (3044-3055): 10+
I see he has Well-connected (+1 bonus) and he has a +2 Scrounge bonus. He should be rolling on 7+s, which means that ~40-45% of his rolls should fail...which means if he actually needs 10 DHS minimum, he should try to order about 15. Of course, he'll still have to pay for all 15 if he gets them all.
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Honestly it is pretty even between Reaper and Dunedain. The Ostsol is marginally faster when running than the Firestarter but is a heavy mech that could otherwise be engaging the enemy. Conversely the Ostsol will be more survivable than the Firestarter or Locust when not moving. These tradeoffs are why I just kind of want to try to eliminate the OpFor outright and make it a waltz across the field situation. ;D
...nobody bothered to purchase Smoke LRM/SRM rounds, did they? Availability is 2333 and they never went extinct according to my un-errated PDF of TacOps.
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The Ostsol is marginally faster when running than the Firestarter but is a heavy mech that could otherwise be engaging the enemy.
I like the assumption here, that a max armor MASC Ostsol has weapons. Just for the record, if all my weapons hit I am incapable of causing a PSR.
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The Ostsol is marginally faster when running than the Firestarter but is a heavy mech that could otherwise be engaging the enemy.
I like the assumption here, that a max armor MASC Ostsol has weapons. Just for the record, if all my weapons hit I am incapable of causing a PSR.
It can still kick and charge much harder than a Firestarter.
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I was going to work with him on Sat and/ Sun. He can order all the DHS 9-1 they arrive 9-22. Start removing SHS as soon as we take off and put DHS on starting 9-22. Have roughly 142 days - weekends there should be at least 100 work days per tech during trip. 3 techs should give min of 300 work days. He shouldn't have any trouble getting parts unless he rolls all 2's. Plus under new rules if he fails TN roll on custom he still succeeds but takes an additional double the time , if I'm reading it correctly.
Just remembert to order more than you need because you're likely to not get some of them.
Also, could you break down the math if he's "only failing on 2s"? Because DHS start at a TN 10.
Advanced Tech parts, weapons, and Equipment (3044-3055): 10+
I see he has Well-connected (+1 bonus) and he has a +2 Scrounge bonus. He should be rolling on 7+s, which means that ~40-45% of his rolls should fail...which means if he actually needs 10 DHS minimum, he should try to order about 15. Of course, he'll still have to pay for all 15 if he gets them all.
1. I missed that DHS where advanced tech.
2. I confused my scrounge with his. (Problem of trying to do my stuff and help him in a time crunch. ;D)
3. Plus I thought the more well-connected he had the lower the TN went.
So in short I'm the problem. If I wold have realized during his character creation that well-connected was only a +1 bonus no matter what he would have done something different with his 2 trait points and probably a little different with the skill points. But that done. So I will have him roll on TN 7
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Let's get the player lances finalized so we can start with minis sheets and general check in for the game.
So far, we have 3 player lances with Kong and Bright lances assigned to the mission and one TBD reinforcement lance.
On the OpFor side we have 17 units:
3x Wolverine
3x Hermes II
3x Scorpion Light Tank
2x Phoenix Hawk
2x Trebuchet
1x Orion
1x Griffin
1x Packrat LRPV
1x Firestarter
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3. Plus I thought the more well-connected he had the lower the TN went.
No worries. He still does get more money each month for having a higher level of the Trait.
Re: Advanced Tech. Yeah, anything higher than IntroTech is Advanced. I know that that term stacks with the Advanced Rules Level, but honestly we're basically out of terms in the English langage to describe the number and types of various technical levels in BattleTech. So ERPPCs, DHS, F/F armor - basically anything past 3025-era is Advanced tech. I'd figured that in context it was clear what "Advanced" meant, because the only other types of "Tech" available were IntroTech (which DHS are definitely not), and ClanTech.
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On the OpFor side we have 17 units:
3x Wolverine - i have 1
3x Hermes II - i have 2
3x Scorpion Light Tank
2x Phoenix Hawk - have 1
2x Trebuchet - have
1x Orion - have
1x Griffin - have
1x Packrat LRPV
1x Firestarter - have
almost none of mine are painted though
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Logistics.
I'm bringing the following minis painted in FWL colors:
Perseus (Orion proxy)
Trebuchet
Trebuchet
Hermes II
Hermes II
I'm bringing the following minis painted in Olive drab:
x3 Vedette (Scorpion Proxy)
x1 MASH vehicle (packrat proxy)
x1 Wolverine
x2 Phoenix Hawk
I'm bringing the following mini in tan for your Canopian Ally:
Locust
I'm bringing the following minis in Blue & bone for John:
Firestarter
Thunderbolt
EDIT: Also, I literally JUST realized that these minis have been sitting on my desk for literally 4 weeks waiting to get picked up...and I completely forgot to paint the "bone" on them. F*ck.
As usual, someone else needs to print record sheets. Also, with all the customizing going on recently, remember to print out updated versions of your Mech sheets, with all Quirks and SPAs written on the sheets. You'll play with what's there on Saturday; we aren't waiting for anyone to run home and print anything new.
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I'm bringing the following minis in Blue & bone for John:
Firestarter
Thunderbolt
EDIT: Also, I literally JUST realized that these minis have been sitting on my desk for literally 4 weeks waiting to get picked up...and I completely forgot to paint the "bone" on them. F*ck.
So much material for jokes here...
On the minis side of things about the only minis I have for the OpFor are a cobra commander Phoenix Hawk and a not so boned (heh) blue and bone Firestarter that would probably be more confusing to use than it's worth. So, with the Phoenix Hawks covered I can't contribute much to the minis side of things this time.
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1. I missed that DHS where advanced tech.
2. I confused my scrounge with his. (Problem of trying to do my stuff and help him in a time crunch. ;D)
3. Plus I thought the more well-connected he had the lower the TN went.
Rob, I too have screwed up on dhs acquisition rolls.
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Respected [Spanish] Eagle,
Please pick your reinforcing lance.
People who have responded in the thread and are presumably coming on the 15th (Correct me if I am wrong):
Black Omega
Ad Hoc
Battlemaster
Ice
Darrian Wolffe
Timberwolf D
augustaquila (Respected [Spanish] Eagle)
7 so far
Any word from Bryan? He's the last player lance leader who hasn't chimed in.
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Logan will be there as well.
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...nobody bothered to purchase Smoke LRM/SRM rounds, did they? Availability is 2333 and they never went extinct according to my un-errated PDF of TacOps.
I have now, but I had not when we left the planet. So they won't arrive until after this game.
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...nobody bothered to purchase Smoke LRM/SRM rounds, did they? Availability is 2333 and they never went extinct according to my un-errated PDF of TacOps.
I have now, but I had not when we left the planet. So they won't arrive until after this game.
Yeah, I have, like, a single LRM-5, so I didn't think about it earlier until it would be really helpful to have them.
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Current Mini commitments, Primarily Rob for painted minis, with Brandon Contributing
On the OpFor side we have 17 units:
3x Wolverine - 1 Painted +1 Bare
3x Hermes II - 2 Painted + 1 Bare
3x Scorpion Light Tank - 3 Painted Vedettes as Proxies
2x Phoenix Hawk - 2 Painted
2x Trebuchet - 2 Painted
1x Orion - (Rob has a painted Perseus, Brandon has a bare Orion)
1x Griffin - Bare
1x Packrat LRPV - MASH Proxy
1x Firestarter - Bare
Currently we are short a Wolverine. Somebody please bring yellow and blue spandex...
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I have 2 painted Wolverines, 1 Griffin and a painted Orion [all red/black-black/red]. I also have 2 painted Trebuchet's and 2 PHawks and proxy's to coverall if need be.
Much prefered the orange/red.
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Respected [Spanish] Eagle,
Please pick your reinforcing lance.
I pick Reaper lance. I think it has better all around brawling potential, but we will see come Sat.
I still don't see a Bryan, so I will print opfor sheets.
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...nobody bothered to purchase Smoke LRM/SRM rounds, did they? Availability is 2333 and they never went extinct according to my un-errated PDF of TacOps.
I have now, but I had not when we left the planet. So they won't arrive until after this game.
Yeah, I have, like, a single LRM-5, so I didn't think about it earlier until it would be really helpful to have them.
Until the BV cap goes up again, I'll have smokes in the Shadow Hawk. It currently has 3 tons of @SRM-4 with one inferno, so loading a ton of smokes will be no big deal. On the Thunderbolt, I will also be able to just perma-load a ton of smokes.
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LOGISTICS POST
OK, so between Brandon, me, and Steve, we've got all the minis. Can whomever was printing the OPFOR record sheets please confirm that they're ready to go?
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LOGISTICS POST
OK, so between Brandon, me, and Steve, we've got all the minis. Can whomever was printing the OPFOR record sheets please confirm that they're ready to go?
Confirmed printed with correct P/G
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Confirmed printed with correct P/G
Where's the fun in that? 0/0 is best pilot.
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I'll be there!
Sorry, so absolutely slammed at work this time of year, I have zero time for BT during work and no desire to look at a laptop screen afterwards. :(
I just noticed there are about 20 threads on this page that I need to try and catch up on, in addition to doing marketplace stuff and downtime customizations all before the game tomorrow. Good times.
Anyway, if you need my lance, it'll be there and in good shape. I'd like to use it, but otherwise I'll still be there to play OpFor.
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alright so i have a firestarter (bare) hermes (olive drab) orion (red) griffin (red black) wolverine (gray) i will have other minis to proxy if needed but only showing 2/3 wolverine minis spoken for
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I've got a Wolverine 2, and I'll have most of my painted IS minis with me as well.
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I should have an actual wolverine with me if needed
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Wolverines are covered