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Author Topic: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046  (Read 1838 times)

Black Omega

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #15 on: September 12, 2018, 05:31:20 AM »

Major Saltier...

Daddy's new machine [Axman] is still in design stage.  It is not slated for debut until 3048 [per SSW and sarna].
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Ice

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #16 on: September 12, 2018, 08:53:28 AM »

Rob said last game that were using rats and they may have some designs that make no sense
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Timberwolfd

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #17 on: September 12, 2018, 09:25:53 AM »

We are using all of the 3039 errata, even (especially) those that make no sense.
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Darrian Wolffe

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #18 on: September 12, 2018, 11:53:40 AM »

Major Saltier...

Daddy's new machine [Axman] is still in design stage.  It is not slated for debut until 3048 [per SSW and sarna].

As folks have mentioned, we are in the area which has been repeatedly retconned and errata'd and are having to deal with that by being openminded and taking the fluff with several metric tons of sodium chloride.

Do recall, TRO 3039 and Historical 3039 changed this era *significantly*.  As an example, originally, the DCMS received about a regiment of stripped-down ComStar Mechs with no working level 2 tech at all, mistakenly including one (1) fully-functional Command Cockpit Star League Battlemaster which was immediately given to Theodore Kurita.  Now, the DCMS got a half-dozen regiments of vintage Star League Mechs with their DHS and ER weapons fully functional (because we start seeing recovered-tech weapons as early as 3030 now, and the stripped down Mechs wouldn't have won the war for the Dracs with the FedSuns had plenty of late-stage prototype new weapons already), instead of 3050 as originally written.

So yeah, the RATs are weird.  A and B-rated enemies get gear 10 or so years before its actual "introduction" date.  I've seen a BJ-2 Blackjack as OPFOR in an A-rated FedSuns unit as early as (*goes and checks personal AtB campaign*) 3034, where as the original intro date is 3052.  What happens is that FoundTech gear and units aren't available for *sale* until 3048, and not commonly for sale until 3050+.

Sorry, for the confusion.  If'n it helps, it confuses the bejeezus out of me as well sometimes.
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serrate

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #19 on: September 12, 2018, 11:55:43 AM »

Oh I've got a pretty FedCom Axman that would love to hit the table.  When are you planning to run this?

Come to think of it,  that second September Saturday date could maybe become a casual duel/ solo mission day,  considering it wasn't going to be a full campaign day anyway.  Although, it might be that most of the solo mission players can't be there.
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Darrian Wolffe

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #20 on: September 12, 2018, 01:20:02 PM »

Come to think of it,  that second September Saturday date could maybe become a casual duel/ solo mission day,  considering it wasn't going to be a full campaign day anyway. 

You should probably look at this thread:  http://forums.cincybattletech.com/index.php?topic=1057.0
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Black Omega

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #21 on: September 12, 2018, 05:41:22 PM »

Rob said last game that were using rats and they may have some designs that make no sense


Well since I had to leave the game early, I guess I missed that announcement.  I'm sorry I brought it up.
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Darrian Wolffe

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #22 on: September 12, 2018, 05:53:14 PM »

Well since I had to leave the game early, I guess I missed that announcement.  I'm sorry I brought it up.

That's been in the rule PDF since day 1.  It's not a new thing.

And hey, no worries.  No reason to feel bad.  The other answers were sufficient - I just wanted to give you some more detail as to why things were happening.
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Ice

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #23 on: September 12, 2018, 07:35:40 PM »

Rob said last game that were using rats and they may have some designs that make no sense


Well since I had to leave the game early, I guess I missed that announcement.  I'm sorry I brought it up.

it wasnt said to be meant like that steve man lol i was just saying that it was said last game so you would have the info
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Darrian Wolffe

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #24 on: September 14, 2018, 11:10:47 AM »




Desert 3.........City Ruins
CityTech........Large Mountain #1



Deployment:
1) OPFOR deploys 1 unit within 5 hexes of board center
2) PC deploys 2nd within 5 hexes of board center
3) Remaining OPFOR deploys within 5 hexes of board center, out of PC's rear arc.

Environmental Conditions:

BEGINNING TURN 5
Heavy Hail: During the end phase, each player rolls 1d6-1**.  This is the number of that player's units which take damage.  For each unit which takes damage, roll 1d6 and take that much damage as a single Damage Grouping (1-4 Front Arc, 5-6 Rear Arc).

**This is a change, because under normal rules if a player controls a single unit, that unit will automatically take damage every turn.  This fixes that.

Wind and Temperature effects of Heavy Hail are not in play.

Volcanic Eruption:  
-Eruptions occur on Turns 5, 6, 8, 11, 15, and every 3 turns thereafter.  

-The player who won the Initiative selects one unoccupied hex and rolls 2d6.  On a 6+, that hex dissolves into magma.  Any unit in a 2-hex radius suffers 10 damage (2 groups of 5) using the target's facing to the target hex to determine Hit Location Table.  This damage is also applied *vertically* in the target hex and 6 surrounding hexes.  Each level of elevation change reduces damage by 1 point.   This will automatically destroy building hexes (no rubble), and set a water hex to Depth 0 (in the case of a water hex, apply Light Smoke to all damage-affected hexes as it flashes into steam).

-Any unit in the 2 hex radius which tracks heat adds +2 heat that turn.

-Any woods hex in the 2-hex radius automatically catches on fire (as there is no wind, these fires will not spread)

-The player who lost Initiative selects a hex and applies the above process (1 hex per player per turn instance).

SCENARIO RULE: The Turn 5 hexes for eruption are pre-set.

Magma:
-Magma will flow into lower-level adjacent hexes at the rate of 1 hex per turn (will not flow into 2+ hexes per turn) during the End Phase.  Randomly determine a lower-level hex if necessary.
-Any Mech moving into a Magma Hex, or which is inside a Magma hex must make an immediate PSR to avoid falling
-If a mech jumps into a Magma Hex or is inside a hex which becomes a Magma hex, the player must make a PSR to avoid becoming Bogged Down
-A Mech takes 2d6 damage to EACH location covered by magma (only legs if standing, all locations if prone) at BOTH the beginning and ending of the Movement Phase
-Each magma hex you enter in a turn adds +5 heat.  Occupying a Magma hex in the End Phase adds +10 heat.  Magma heat ignores the +15 external heat cap.  Apply magma heat last, after any other external heat sources.
-A prone unit in a magma hex adds a +4 to ejection TNs.  Ejecting INTO a magma hex is instant death, period.  No edge, no nothing.

-Magma hexes impose a +1 MP cost (as water) and a +4 penalty to Piloting Skill Rolls (TacOps p32)

Victory Conditions:
Last Mech Standing wins.  Do note that disabled Mechs MUST stay on the board, in case they are covered by Magma.  The environmental conditions have no effect on salvage following the last turn of th game.
« Last Edit: September 14, 2018, 11:19:00 AM by Darrian Wolffe »
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Hat

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #25 on: September 14, 2018, 04:45:58 PM »

Can someone point me to where I can find the errata for 3039?  All of the sources I have access to (TRO, XOTL's tables, etc.) do not list the Axman as available.  Is it correct to say that we are only using the errata tables within ATB for force generation or will version 3.0 of the rules use the updated tables for consistency?  I'm good either way, just curious.
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Darrian Wolffe

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #26 on: September 14, 2018, 05:12:20 PM »

Is it correct to say that we are only using the errata tables within ATB for force generation

Here's the settings.  I'm using what AtB spits out.  Yes, I plan to add in some later RATs when we get near them; I'm trying to keep down errors by not including stuff like FM3085 until we're somewhat near it.





I literally DO NOT HAVE ACCESS to all the tables.  I literally cannot see what's on them.  They're embedded in the program and I don't do programming (assuming Java counts as programming).  For all I know, the Era Report 3052 RAT could list out a WoB Celestial Mech.  I'm taking what comes out of the RATs and running with it; in the rare instance where something that is wildly period-inappropriate shows up (there was, IIRC, a Lobo 2 that popped up somehow a couple contracts ago), only then will I replace it. 

Something like the Axman showing up 5 years prior to its Sarna intro date - when all the tech for it is available anyway in 3040-ish via the Upgraded Technologies Table - is honestly an issue I give not a single crap about.  I have neither the time nor inclination to track down the "official" introduction dates for every Mech which exists from here until the Jihad.  if the RATs spit something out a couple years early that's otherwise totally possible, we roll with it. 
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Darrian Wolffe

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #27 on: September 15, 2018, 05:56:21 PM »

This mission was played today, and was a Ranger victory.  It was also the NARROWEST margin of Ranger victory that's basically possible to have happen.


This was the end position when MAJ Saultier declared victory, having destroyed two enemy units.  Red legos are magma, yellow legos are fire, white/gray legos are light smoke.


As I said, this was a narrow margin of victory:


An Osprey (ammo explosion+CASE+XLFE) and Blackjack (headcap) were salvaged.  The only surviving enemy pilot was the Axeman pilot, who surrendered ("declaration of victory") and who was turned over to the Federated Commonwealth MPs. 

Now, what's cool about all this?  Success in an Allied Traitor Mission basically wipes away any missed points of Contract Score, including breaches from losing important things like liaisons (your employer would like to blow this whole unfortunate mess under the rug).  This means that your Contract Score has been set to the maximum value possible at the date of this mission, and you proceed from this date as though you had gotten the best possible result on all previous scenarios.  Incidentally, this means that you're re-eligible for employer awards if you can keep that score going to the end of the contract.
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deadlyfire2345

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #28 on: September 15, 2018, 06:23:42 PM »

Most likely meaning a base offense mission will come up soon as well. Seeing as how we are now well over the 5:4 point value needed for contract conditions.


Also congrats on your win, sorry for your loss of limbs and weapons.
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Timberwolfd

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Re: Solo Mission - Allied Traitors (Dunedain) - 12/24/3046
« Reply #29 on: September 15, 2018, 06:58:59 PM »

Also congrats on your win, sorry for your loss of limbs and weapons.

Quite literally what was about to happen.

Also, the terrain was the real victor in this game. The volcanic eruptions, even toned down with drift, an the hailstorm (pyroclasts) did the majority of the damage and scored many crits.

« Last Edit: September 15, 2018, 08:30:49 PM by Timberwolfd »
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