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Author Topic: Fusilier Solo - Fire Lance - 9/25/3059  (Read 750 times)

Darrian Wolffe

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Fusilier Solo - Fire Lance - 9/25/3059
« on: September 25, 2023, 08:56:45 AM »

« Last Edit: November 04, 2023, 04:45:01 PM by Hat »
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Ice

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #1 on: September 25, 2023, 10:26:54 AM »

Reroll weather
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Darrian Wolffe

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #2 on: September 26, 2023, 10:32:24 PM »

Reroll weather

Clear
Calm
None

2 rerolls remaining
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Ice

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #3 on: September 27, 2023, 05:33:07 AM »

Reroll light
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Darrian Wolffe

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #4 on: September 27, 2023, 07:27:13 AM »

Reroll light

Full Moon Night.

1 reroll remaining.
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Ice

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #5 on: September 27, 2023, 07:57:52 AM »

Run it
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Darrian Wolffe

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #6 on: September 29, 2023, 05:52:50 AM »





Maps:
Desert Mountain 1......Desert 3
Badlands 1................Washout 1

Deployment
Primary OPFOR: Enters the board anywhere desired along the eastern board edge.

Ranger Forces:  Deploys first, anywhere within 6 hexes (inclusive) of the center of the board (where all 4 maps meet).

Environmental Conditions
Full Moon Night: as per TacOps Expanded Conditions Table, pg 36.  Note in particular it costs +1 MP to enter each hex unless Jumping (or airborne), and there is a flat +2 to-hit modifier for all units on the board.

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 6 units from the Primary OPFOR before the conclusion of Turn 10.
2) Prevent the recon unit(s) from returning to their safe zone

OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 2 Ranger units and the liaison unit.
2) Move one or more units to within 3 hexes (inclusive) of the northwestern and southwestern board corners, spending 1 full turn stationary, then return to within 2 hexes (inclusive) of the eastern board edge. Both corners must be scouted and the "information" from that corner returned to the eastern board edge to count as a scoring 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.
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deadlyfire2345

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #7 on: September 29, 2023, 05:38:17 PM »

Send me SPAs for this one thanks
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deadlyfire2345

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #8 on: October 02, 2023, 08:35:27 AM »

Boop
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Darrian Wolffe

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #9 on: October 03, 2023, 04:03:14 AM »

Send me SPAs for this one thanks

SPAs sent.

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Ice

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #10 on: October 03, 2023, 05:39:54 PM »

Ranger Victory

Fire Lance received orders to hunker down as a blocking force. The goal prevent the DCMS recon elements from gaining telemetry data and potential foothold in the area.

What was expected was a lighter recon element but drone over flight showed what now apparent was a now demi company. This would indicate the expected recon became more recon by fire. This would impact planning leading to a hasty ambush being unsuccessfully set. The recon force coming into view before the occupation of defensive positions completed.

Fire Lance would deploy along the rocky cropping in the East South East. Initial deployment would allow for overwatch and ranged fire while C3 would help relay targeting info. This would prove highly effective allowing ranged but precise fire early in the fight. By the time the second volley cycled the DCMS Wolverine would be without a leg and not moving. Additional damage would be put across DCMS machines but not enough to slow the determined DCMS charge. DCMS units would opt for a spear thrust through center AO. The Nova, Sunder among a smattering of others would prove to be a nuisance in the best case scenario.

The defensive croppings wouldn't hold for long and even the initial Ranger push would be forced back. The KU would sustain a large amount of the targeting early on while giving as good as it got as would the Sunder and Spartan.

Most of the battle would see Fire steadily being forced back while the lighter assets would brawl bouncing back and forth. Quickly the KU Spartan and Atlas found themselves using cliff edges to screen fire while brawling. The DCMS LAM would fly off into the sunset never firing a shot scouting one partial area and vacating to secure partial objective. While it was useful a large smattering of DCMS troops would be ineffective but not incompetent. The Sunder, Demolishers, Nova, Mauler would deal heavy damage to Fire Lance. The lack of much internal damage would say otherwise but the trio of head hits, large amounts of armor, and outright destroyed arm of the Spartan would paint a different picture.

The entirety of Fire Lance fought for their lives in this battle in most cases being in roughly melee range while nickel flew overhead. Knowing there could be no good outcome should they all go down and be captured all stops were pulled. Rear armor in some cases became very relevant in some cases and near noticeable increased heat levels added to the discomfort. A sigh of relief was heard as Fire actual would see DCMS troops turn to leave. The Nova having been destroyed was the last hope to get the data needed and preservation of the mechs now the priority. The Wolverine would stay where it fell having waking up once and then falling again into a coma(5 pilot hits). The Mauler, LAM, Gunslinger, Griffin would escape although half would be well close to battle loss grouping.Sunder taking a half empty ac20 bin hit in miraculous fashion survived but barely while the pilot was a smear.

Rangers would say thankfully that hell was done and over.

Salvage on the field

Sunder
Wolverine
Grand Dragon
Panther
Demolisher

Taking Sunder and Grand
Rest lost minus demo to unit



« Last Edit: October 05, 2023, 09:33:45 AM by Ice »
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deadlyfire2345

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #11 on: October 04, 2023, 10:29:29 AM »

Salvage overflow: 13,149,473

Brandon takes Sunder and Grand Dragon, rest lost.
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Ice

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Re: Fusilier Solo - Fire Lance - 9/25/3059
« Reply #12 on: October 05, 2023, 09:47:12 AM »

Sunder ammo boomed on a half empty bin leaving it with ~ 4 IS. The Spartan managed to tag a bin with the volley of SPL work. Spartan would also go on to wub or TSM kick both demolishers and a Panther. The Atlas would systematically kick the same leg in 2 turns to core a Panther and also managed to crit out the engine on the Grand dragon. The Sunder would take the head and CT of Nova on last turn with help of the KU. The Wolverine would lose its leg to both Sunder and KU by turn 2 because of clustering and the mech pilot couldn't make a PSR to save head hits to save its life after just went into a coma for last 3 turns needing 11s. Griffin would take multiple leg hits but the little shit would manage to survive by falling into an alcove. Mauler was heavily beat but still okay by turn 10. Gunslinger was untouched as was LAM.

I would take roughly 300 armor lose 1 tsm arm and actuators and 4 total pilot hits because of the command console in atlas. It was a brutal fight where even winning initiatives still.made me feel at a disadvantage. Pauls aggressiveness was well rewarded getting the damn long range master sunder into 9 and me going on shit. Then hitting 2 11s on ac20 that went into same arm on Spartan. I had to literally retreat to just about half a map and turn armor on my Sunder. This took until turn 10 to get victory just so people are aware. Nova head cap and core was what sealed it on turn 9 I think and fought to drop the Panther finally. All of my searchlights died by turns 3 5 9.
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