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Author Topic: Operation HENOUSE Mission 5 - 01/03/3047  (Read 3225 times)

Timberwolfd

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #15 on: November 11, 2018, 08:42:53 PM »

Weather thats actually good and not a side mission? Tickle me shocked.
Don't worry, there's a secret weather condition, meteor strike...


Rob, with the turrets, is this one limited to urban type terrains?  If it is, finish the scenario. If we can get non-urban terrains, let's reroll terrain. I would prefer light urban over anything heavier.
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Darrian Wolffe

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #16 on: November 11, 2018, 08:50:51 PM »

Rob, with the turrets, is this one limited to urban type terrains?  If it is, finish the scenario. If we can get non-urban terrains, let's reroll terrain. I would prefer light urban over anything heavier.

The turrents are there whether the terrain is urban or not.  Do you want terrain rerolls?
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Timberwolfd

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #17 on: November 11, 2018, 08:55:09 PM »

reroll terrain
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deadlyfire2345

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #18 on: November 11, 2018, 09:03:18 PM »

Salvage sheet is up.
Forgot a mech.
« Last Edit: December 09, 2018, 02:59:08 PM by deadlyfire2345 »
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Darrian Wolffe

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #19 on: November 11, 2018, 10:24:42 PM »

reroll terrain

Same thing.  Light Urban.  Town - Generic.

1 Reroll remaining.
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Timberwolfd

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #20 on: November 11, 2018, 10:40:28 PM »

reroll terrain

Same thing.  Light Urban.  Town - Generic.

1 Reroll remaining.
Eh, go ahead and generate the scenario.
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Darrian Wolffe

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #21 on: November 12, 2018, 02:35:35 AM »

Eh, go ahead and generate the scenario.

Will do.

Also, apropos of "getting paid"...do note that with the loss, our contract score is reduced to a 5.  
Mission 1: +2 (Victory)
Mission 2: +3 (Victory plus clean sweep)
Mission 3: +2 (Victory; ignored contract breach due to Allied Traitors)
Mission 4: -2 (loss)
Mission 5: +2 (if we win); +3 (if we win with a Clean Sweep)
Total: 7 or 8 points, depending on Mission 5 result.

If we win Mission 5, AND there's another Mission (6), and we lose Mission 6, we will lose the contract.  We will only have 7 Contract Points by then, and the minimum required for a 6-mission Successful Contract is 8 Contract Points (7.5 rounded up).  Therefore, my strong suggestion is that we push - hard - for a clean sweep victory on this battle, to give us space to screw up the last fight.  While this is a difficult fight, it's a known quantity.  We don't know what a hypothetical 6th Mission would be, and so the long-term safe play would be to push to get enough points to guarantee a Contract Victory now while we know what we're facing.

Remember, if we blow a contract, we're blacklisted from that employer for 5 years.  I think it's a safe bet that nobody wants to get blacklisted by the FedCom in the 3047-3052 time block.
« Last Edit: November 12, 2018, 02:40:02 AM by Darrian Wolffe »
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Timberwolfd

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #22 on: November 12, 2018, 08:12:25 AM »

Remember, if we blow a contract, we're blacklisted from that employer for 5 years.  I think it's a safe bet that nobody wants to get blacklisted by the FedCom in the 3047-3052 time block.
I think we can safely say that none of us want to let Hanse down right now.  ;)

This game will be the 15th of December. Before I pick reinforcements, will anyone not be available? I will be favoring a faster medium lance for this fight. That way reinforcements will arrive earlier and a more mobile lance will help nuke the hovercraft reinforcements quicker. If you want to be picked, reply below.

Also, now is a good time to look at the new year's game dates if you have not already done so.
http://forums.cincybattletech.com/index.php?topic=869.msg16117#msg16117
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Ad Hoc

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #23 on: November 12, 2018, 08:18:08 AM »

Logan, Lucas, and will not be at this game  :(.
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Timberwolfd

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #24 on: November 12, 2018, 08:25:27 AM »

Attending
Dunedain
Freya
Ice
Skaraborg
Dragon
Crusher

Not Attending
Reaper
Bright
Wolverine


Not checked in yet
Dancer
Midnight +1
« Last Edit: November 12, 2018, 05:05:37 PM by Timberwolfd »
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deadlyfire2345

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #25 on: November 12, 2018, 08:35:00 AM »

Of course I will be there.
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Darrian Wolffe

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #26 on: November 12, 2018, 12:30:05 PM »

Final Scenario



NORTH

SOUTH

Maps
Coast 1................Battletech.............Coast 1
City Ruins.............Citytech..............Grasslands 2
Open Terrain 2.....Open Terrain 1.....Wide River


Added Water hexes are Depth 1.  

Deployment
OPFOR Deploy: Deploy all Local Forces on the central Mapsheet.  3 LRM turrets must deploy on the "corners" of the central triangular building.  Non-engineer Infantry Platoons may not deploy within a building or within 2 hexes of one.  Behemoth Tank must deploy on the center mapsheet.  Divide Mech forces into 3, 4-Mech lances.  Each Lance deploys on a separate mapsheet.  The lances on the east and west mapsheets must deploy within 3 hexes of Hex 0909.  The lance on the center mapsheet must deploy on or adjacent to a pavement hex, outside of buildings.

PC Deployment: Deploy on the southern half of the southern three mapsheets (up to the fold).  You may not deploy more than 5 Mechs into an 8-hex contiguous area.
PC Reinforcement Deploy: Enters from the Southern map edge as per initiative order (units may choose to use Jump MP to enter map).  Reinforcements may delay their entry; each turn they delay their entry, they may enter up to 1/2 of a mapsheet's "height" from either East or West board edge.  May delay a maximum of 4 turns.  All reinforcement units must enter within 5 hexes of each other, with no unit passing beyond the "height" limitation.
OPFOR Reinforcement Deploy: Enter from the North board edge on your initiative count.

Environmental Effects:
Light Urban: Each building scales down its "type" one level (a Hardened Building becomes Heavy; a Medium becomes Light, etc).  Buildings may not be reduced below Light.  Skidding, Bulding Damage, and Basement rolls are all in play.

Engineering Platoons: Each engineering platoon allows its player to select one of the following 3 options:
1) If deployed in the same hex or adjacent to a Draconis Mech unit, the Engineers can construct breastworks for that mech.  As long as that Mech stays stationary (not immobile), it receives a Partial Cover modifier and reduces damage as though it is in a Medium (CF 40) Building.  Once the breastworks have taken 30 damage, it will no longer absorb damage or provide the partial cover modifier.  
2) Engineers can deploy up to 3, 10-point minefields* (TN 8; no BSP cost) within 3 hexes of the engineers starting location.  Hexes must be written down.  Once the attack is made the minefield is revealed.
3) Engineers can deploy up to 1 Hidden Pit Trap* within 4 hexes of the engineers starting location.  An enemy Mech which enters this hex is "hit" by this attack on a TN 7.  Roll on the Basement Table, rerolling until you get a basement effect, add 1 level to the depth** of the "basement" (PCs cannot Edge the Basement table roll), and resolve the fall damage into the "basement" as normal.  Hexes must be written down.  Once the attack is made the Trap is revealed.
*this item is detectable with Beagle Probes and the Eagle Eyes SPA.
**Yes, this means it's possible to fall into a basement you can't get out of

Battlefield Support
Rangers may choose up to any amount of BSP.

Draconis forces receive an allowance of 50% of the Ranger choices (there is a BSP floor they will not go below).  Draconis Forces have received reinforcements as a result of recent successes, and will receive 2 randomized air attack choices and 2 artillery support options for no cost.  
-Note that OPFOR air support can target PC Battlefield artillery support.  This can be countered by Air Cover as per normal.  The specific artillery vehicle targeted will be randomized.

PCs Victory Conditions:
1) Destroy at least 7 Enemy Units (not counting Local Forces)
2) Destroy or cripple all enemy Mech units
3) Destroy 5 or more of the Local Forces Units

OPFOR Victory Conditions:
1) Destroy or cripple least 4 PC units
2) Destroy at least one Lance Leader's Mech
3) Prevent more than 4 PC Mechs from ending the game within 5 hexes of Hex 0909 on the northern central map.

***EXTING THE BATTLEFIELD***
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 environments MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).

***Draconis Combine MechWarriors will fire on ejected MechWarriors whenever possible.  Note this does not apply to vehicle crews.***
« Last Edit: November 12, 2018, 12:40:59 PM by Darrian Wolffe »
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Timberwolfd

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #27 on: November 12, 2018, 12:39:00 PM »

For PC reinforcement deployment, does the entire lance need to enter on the same side of the map? Can 2 enter east and 2 enter west, and must the whole lance enter on the same turn, or can 2 enter on turn X and 2 more enter up the map on turn X+2?
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Darrian Wolffe

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #28 on: November 12, 2018, 12:41:40 PM »

For PC reinforcement deployment, does the entire lance need to enter on the same side of the map? Can 2 enter east and 2 enter west, and must the whole lance enter on the same turn, or can 2 enter on turn X and 2 more enter up the map on turn X+2?

Edited scenario to clarity.  (It's basically just Battleforce 2-style "off-board movement").
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Timberwolfd

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Re: Operation HENOUSE Mission 5 - 01/03/3047
« Reply #29 on: November 12, 2018, 12:49:44 PM »

For PC reinforcement deployment, does the entire lance need to enter on the same side of the map? Can 2 enter east and 2 enter west, and must the whole lance enter on the same turn, or can 2 enter on turn X and 2 more enter up the map on turn X+2?

Edited scenario to clarity.  (It's basically just Battleforce 2-style "off-board movement").
Roger

Also, since the unit reserve is depleted, I will likely be assigning the first couple of medium/heavy mechs to the unit reserve.
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