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

Author Topic: Fusilier Solo - Foil Lance - 8/11/3059  (Read 504 times)

Darrian Wolffe

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Fusilier Solo - Foil Lance - 8/11/3059
« on: August 28, 2023, 02:19:21 AM »



Map Layout
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« Last Edit: August 28, 2023, 02:21:59 AM by Darrian Wolffe »
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deadlyfire2345

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Re: Fusilier Solo - Foil Lance - 8/11/3059
« Reply #1 on: August 28, 2023, 07:47:11 AM »

Salvage sheet up.
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agustaaquila

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Re: Fusilier Solo - Foil Lance - 8/11/3059
« Reply #2 on: August 29, 2023, 04:47:52 PM »

Please generate and send SPA to Deadly
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Darrian Wolffe

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Re: Fusilier Solo - Foil Lance - 8/11/3059
« Reply #3 on: August 29, 2023, 10:30:49 PM »

Please generate and send SPA to Deadly

I'll get the maps when I get back home.




Maps:
Deep Canyon 1.....Deep Canyon 1

Deployment
Primary OPFOR: Deploys first, placing all of their units within 5 hexes of Blue Star Hex.  No unit may deploy within 3 hexes of another unit.

OPFOR Reinforcements: Enters the board anywhere along the south map edge on their initiative on Turn 8. 

Ranger Forces:  Enters the board along the north map edge on their initiative on Turn 1. 


Environmental Conditions
Pitch Black: as per TacOps.  The Baboon/Howler officially has the Searchlight Quirk.

Tainted World: Any water hexes are considered to be a Class 1 Hazardous Liquid.  Each submerged location on a Mech or vehicle suffers 1d6/2 damage whenever a unit enters a hex containing a Hazardous Liquid, or begins the Ground Movement Phase in such a hex.  Breach checks are still required; this liquid deals 2 pilot hits/round to a MechWarrior with a Breached Head Location, but does not provoke a consciousness check.  Battle Armor takes 1d6/2 damage per trooper per hex entered or per round (as above), but does not require a Breach check.  Conventional infantry takes double damage.  Finally, Hazardous Liquid mixing and Water Flow rules are NOT in play, as all the liquid on the board is identical.

Battlefield Support
none

Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 2 units from the Primary OPFOR
2) Foil Lance must remain at 50% strength or better, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.

OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 3 Ranger units.
2) Destroy, cripple, or render incapable of spending MP, the liaison unit.

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).  Convoy units may only exit from the southern board edge.

2) OPFOR MechWarriors will attempt to capture any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case.  OPFOR MechWarriors will attempt to kill any ejected liaison pilots in this scenario; as long as no Ranger units are a valid target within LOF and within 8 hexes of the firing Draconis unit.  KIA liaisons can have contract implications later in the Contract.
« Last Edit: August 30, 2023, 07:36:33 AM by Darrian Wolffe »
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Darrian Wolffe

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Re: Fusilier Solo - Foil Lance - 8/11/3059
« Reply #4 on: August 30, 2023, 07:39:45 AM »

SPAs sent.
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agustaaquila

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Re: Fusilier Solo - Foil Lance - 8/11/3059
« Reply #5 on: September 04, 2023, 10:07:08 PM »

Personal Journal Aug 12, 3059

Old and trusted sources let me know of a troop movement where several companies would be splitting into lances to conceal their movement and moving through mountainous terrain in the middle of the night. A limited number of passes meant possibility of detection, but a gap was found where one lance formation would be alone long enough to kill some of them before any support was available. It was an odd lane, 3 lights and an assault.

Battle quickly started, as Foil moved i  an envelopment of the Kuritians, with Axman on one side and everyone else attacking the other side. The Gunslinger showed its inexperience quickly, moving back and forth allowing higher hills to block its best shots.  I moved quickly to the center, allowing Cushion and Naga to isolate the Panther who tried to remain behind to use its PPC. Both Raptor and Baboon came to the middle to try and hunt mr.

It took far too long for Naga and Cushion to kill the Panther. After ripping both its arms off, the Panther started jumping all over the pass to avoid destruction, and Cushion in th Ku took too long to destroy iy. In fact, it was Naga who kicked a leg off which finished the panther.  Shortly after, the Raptor charged Cushion and myself. After an exchange of fire, I kicked the Raptor's leg off and it fell on its damaged torso, its XL engine shutting down. We grabbed both pilots, but our time was up. With another lance coming into the same pass, Foil withdrew.

Any fault about speed is mine. Cushion is not as experienced as I am with night ops, and struggled in the darkness. We got two pilots, and in the morning the Kuritians and left the raptor which e scooped up.  A success, and a blow against the pretender.

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