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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

Pages: 1 ... 8 9 [10]
 91 
 on: March 21, 2025, 07:32:24 PM 
Started by ADHDtv - Last post by XanderShade01
Not being a player, I'll refrain from voting. However, I will note that the Recon Raid 3 mechanics were based off of a mission that I played during the tournament last weekend, and the mission was incredibly fun to play (I think it was the best of the weekend). Mobility was key for that mission, and the mechanics of the mission encouraged engagement.

 92 
 on: March 21, 2025, 05:40:07 AM 
Started by ADHDtv - Last post by ADHDtv
December is when the mission is so we have Oct and November to repair and prepare pods, have solos, as well as buy new armor lots and such.

 93 
 on: March 20, 2025, 10:24:34 PM 
Started by Darrian Wolffe - Last post by Darrian Wolffe
OK, question.  Are people tired of this contract?  I have two potential scenarios queued up.  One of them is the OTHER new "recon raid" scenario (Recon Raid 3), which has a neat mechanic in it.  The other one is a Base Assault that will end the contract early.  If you all are ready to move on, we can try out the new recon raid later in some future contract and see if you can finish out the contract on Mission 5.

Both contracts occur in December, so I'll do marketplaces when I get home from work on Friday morning.

 94 
 on: March 19, 2025, 11:25:35 AM 
Started by Darrian Wolffe - Last post by Ice
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...



 95 
 on: March 18, 2025, 08:43:14 PM 
Started by Black Omega - Last post by Black Omega
"REPAIRS
DATE: Oct 4 3061  LOCATION: Maintenance Facility
MECH: Madcat salvage  TECH BASE: Clan  UNIT TYPE: Mech
TECH NAME: Vincent Hann  TECH LVL: Veteran  TECH KNOWLEDGE BASE: IS/Clan
CUSTOM MECH: No  HR ADMIN: No  EASY TO MAINTAIN QUIRK: No Repair Vehicle: No
Replace Engine, remove, Hit Location: CT, Quantity: 1, Time Multiplier: Double, Total time Min: 720 ,TN: 3:
Rolled 2d6 : 2, 3, total 5

TOTAL MIN: 720  TOTAL DAYS: 1.5"

 96 
 on: March 18, 2025, 08:33:46 PM 
Started by Black Omega - Last post by Black Omega
Hot dang. Tech Hickman earns 1 xp.  total is 42.  She spends 42 xp for elite+1 tech rating.

 97 
 on: March 18, 2025, 08:29:46 PM 
Started by Black Omega - Last post by Black Omega
"REPAIRS
DATE: Sep 30 3061  LOCATION: Maintenance Facility
MECH: Madcat salvage  TECH BASE: Clan  UNIT TYPE: Mech
TECH NAME: Alyssa Hickman  TECH LVL: Elite  TECH KNOWLEDGE BASE: IS
CUSTOM MECH: No  HR ADMIN: No  EASY TO MAINTAIN QUIRK: No Repair Vehicle: No
Remove Damaged Head, , Hit Location: H, Quantity: 1, Time Multiplier: Quadruple, Total time Min: 2400 ,TN: 4:
Rolled 2d6 : 6, 2, total 8

Remove DamagedTorso, , Hit Location: LT, Quantity: 1, Time Multiplier: Quadruple, Total time Min:  ,TN: 4:
Rolled 2d6 : 6, 6, total 12

Remove DamagedTorso, , Hit Location: RT, Quantity: 1, Time Multiplier: Quadruple, Total time Min:  ,TN: 4:
Rolled 2d6 : 1, 2, total 3

Remove Damaged Limb, , Hit Location: LL, Quantity: 1, Time Multiplier: Quadruple, Total time Min:  ,TN: 4:
Rolled 2d6 : 3, 2, total 5

Remove Damaged Limb, , Hit Location: RL, Quantity: 1, Time Multiplier: Quadruple, Total time Min:  ,TN: 4:
Rolled 2d6 : 6, 5, total 11

TOTAL MIN: 2400  TOTAL DAYS: 5"

 98 
 on: March 18, 2025, 08:15:29 PM 
Started by Black Omega - Last post by Black Omega
"REPAIRS
DATE: Sep 30 3061  LOCATION: Maintenance Facility
MECH: Dragonfly  TECH BASE: Clan  UNIT TYPE: Mech
TECH NAME: Vincent Hann  TECH LVL: Veteran  TECH KNOWLEDGE BASE: IS/Clan
CUSTOM MECH: No  HR ADMIN: No  EASY TO MAINTAIN QUIRK: No Repair Vehicle: No
Fix <100% Internal Dam, , Hit Location: LA, Quantity: 1, Time Multiplier: Quadruple, Total time Min: 1800 ,TN: 4:
Rolled 2d6 : 2, 4, total 6

Fix <75% Internal Dam, , Hit Location: RL, Quantity: 1, Time Multiplier: Quadruple, Total time Min:  ,TN: 3:
Rolled 2d6 : 5, 3, total 8

TOTAL MIN: 1800  TOTAL DAYS: 3.75"

 99 
 on: March 18, 2025, 08:10:49 PM 
Started by Black Omega - Last post by Black Omega
"REPAIRS
DATE: Sep 30 3061  LOCATION: Maintenance Facility
MECH: Nightsky  TECH BASE: IS  UNIT TYPE: Mech
TECH NAME: Finley Trevino  TECH LVL: Regular  TECH KNOWLEDGE BASE: IS
CUSTOM MECH: No  HR ADMIN: No  EASY TO MAINTAIN QUIRK: No Repair Vehicle: No
Fix <50% Internal Dam, , Hit Location: LA, Quantity: 1, Time Multiplier: Quadruple, Total time Min: 540 ,TN: 3:
Rolled 2d6 : 1, 6, total 7

TOTAL MIN: 540  TOTAL DAYS: 1.13"

 100 
 on: March 18, 2025, 08:04:59 PM 
Started by Black Omega - Last post by Black Omega
"REPAIRS
DATE: Sep 30 3061  LOCATION: Maintenance Facility
MECH: MadCat  TECH BASE: Clan  UNIT TYPE: Mech
TECH NAME: Nicola Gallegos  TECH LVL: Green  TECH KNOWLEDGE BASE: IS/Clan
CUSTOM MECH: No  HR ADMIN: No  EASY TO MAINTAIN QUIRK: No Repair Vehicle: No
Fix <50% Internal Dam, , Hit Location: LT, Quantity: 1, Time Multiplier: Quadruple, Total time Min: 540 ,TN: 4:
Rolled 2d6 : 4, 1, total 5

TOTAL MIN: 540  TOTAL DAYS: 1.13"

Pages: 1 ... 8 9 [10]