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Author Topic: Running Horse Mission 6 - 11/02/45  (Read 4220 times)

Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #75 on: April 11, 2018, 07:47:42 PM »

I was presuming hot drop but on reading the deployment rules again, landing could be a thing. I have resin dropships if we do land.

The text says that the turn 6 deployment is in exchange for not being shot at. So, presumably, if it doesn't fire while landed it won't be fired at. I would mix any attempt to bring the dropship into battle, since we effectively can't repair it. I might be able to swing some massive favors to get into a FS shipyard, but we would need to be flyable to get there.

For the minefields, recheck north vs south board edges ...

ok thats a bit more manageable seeing what you meant with minefields

i was also suggesting hotdrop
« Last Edit: April 11, 2018, 08:26:26 PM by Ice »
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Ad Hoc

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Re: Running Horse Mission 6 - 11/02/45
« Reply #76 on: April 11, 2018, 09:11:32 PM »

1) What is the CF of the walls around the fort?
∞

(Technically, 250 as per the rules for those maps, but honestly it's basically the same thing.  We aren't tracking CF damage for the walls, because 250 damage is too much to reasonably deal within the bounds of a normal BattleTech game - especially one where people have to leave relatively early.)


So no destroying wall, got it. Also for clarification, we are using TacOps for vehicle firing arcs, right?

I have all opfor sheets printed, including reinforcements. Haven't done the infantry yet.
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Ad Hoc

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Re: Running Horse Mission 6 - 11/02/45
« Reply #77 on: April 12, 2018, 04:14:11 AM »

1) What is the CF of the walls around the fort?
∞

(Technically, 250 as per the rules for those maps, but honestly it's basically the same thing.  We aren't tracking CF damage for the walls, because 250 damage is too much to reasonably deal within the bounds of a normal BattleTech game - especially one where people have to leave relatively early.)


So no destroying wall, got it. Also for clarification, we are using TacOps for vehicle firing arcs, right?

I have all opfor sheets printed, including reinforcements. Haven't done the infantry yet.

I also have all the Civilian units, except the Buster BC-XV-M Haulermech MOD, printed.
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Ad Hoc

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Re: Running Horse Mission 6 - 11/02/45
« Reply #78 on: April 13, 2018, 05:32:44 PM »



OK, so, deployed Lance Leaders, please confirm that you're bringing what I think you're bringing, cause the TO&E is TOOD (that out of date.  Shut up.  Meds.)  If you one of these mechs is custom and the customization isn't the custom units thread, then you'll get a record sheet with a standard unit on it (this should be a heads-up to post your customs there ANYWAY).  If you have XP to spend, get it done ASAP; I'm locking down XP expenditure this coming Wednesday.

SKARABORG
Awesome
Zeus
Highlander

ICE
Warhammer
Enforcer
Enforcer
Griffin

FREYA
Grasshopper
Crusader,
Vindicator,
Javelin  

CRUSHER
Catapult,
Catapult
Shadow Hawk
Wolverine

DUNEDAIN
Crusader,
Thunderbolt
Shadow Hawk
Firestarter

Is this still in play for tomorrow?

I also have all record sheets except infantry and the Hauler mech for the civilians.
« Last Edit: April 13, 2018, 05:57:36 PM by Ad Hoc »
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serrate

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Re: Running Horse Mission 6 - 11/02/45
« Reply #79 on: April 13, 2018, 08:26:44 PM »

Quote
OPFOR Victory Conditions:
1) Each surviving Target Structure (2 VPs each)
2) Cripple or Destroy at least 3 Allied non-Liaison units (Warhammer, Hunchback, either Javelin)
3) Destroy at least 1 Lance Leader's Mech (2 VPs)

Option 2: How many VP's on that one?

Quote
firing on a civilian unit which has not fired at a Ranger unit will subtract 1 VP per instance

Holy crap, just pointing this out...

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Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #80 on: April 13, 2018, 08:45:49 PM »

Quote
OPFOR Victory Conditions:
1) Each surviving Target Structure (2 VPs each)
2) Cripple or Destroy at least 3 Allied non-Liaison units (Warhammer, Hunchback, either Javelin)
3) Destroy at least 1 Lance Leader's Mech (2 VPs)

Option 2: How many VP's on that one?

Quote
firing on a civilian unit which has not fired at a Ranger unit will subtract 1 VP per instance

Holy crap, just pointing this out...



 up to 6 vp for 1, 1 vp if meets requirement for 2, 2 vp for a lance leader = 9vp im assuming?

we cant fire on a civ unit until they fire , i seen that but it also says something about any non civilian unit so do the caps fire get fired on as well?
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agustaaquila

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Re: Running Horse Mission 6 - 11/02/45
« Reply #81 on: April 15, 2018, 09:59:15 PM »

So based on seeing roles for retirement, I am going to assume that the mission was a success and the contract is over.  Can anyone confirm?
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ItsTehPope

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Re: Running Horse Mission 6 - 11/02/45
« Reply #82 on: April 15, 2018, 10:16:53 PM »

So based on seeing roles for retirement, I am going to assume that the mission was a success and the contract is over.  Can anyone confirm?

Yes.  Most lances had a rousing success for the day and the objectives were taken globally.
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Timberwolfd

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Re: Running Horse Mission 6 - 11/02/45
« Reply #83 on: April 15, 2018, 10:38:30 PM »

Most lances got a mech out of the salvage. I think every lance has at least one spare mech now, which should make a retirement less fatally painful if the rolls go badly.
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Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #84 on: April 19, 2018, 01:37:55 PM »

Well LT mudd you have a few bunk mates for a few days since they got a little banged up. They came to give you the details of the mission and well, annoy you. I will be in periodically to check on the injured in all the lancemates in between maintenance.  Anything you want me to pass along?
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