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

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Author Topic: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048  (Read 878 times)

Darrian Wolffe

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Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« on: December 20, 2018, 11:35:22 PM »

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Timberwolfd

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #1 on: December 21, 2018, 12:02:27 AM »

IMPORTANT: An additional year has passed since we accepted the contract.
You have new retirement rolls to make for May 1st, 3048
You have annual experience rolls to make for your mechwarriors and annual XP gains for your doctors (Note doctor XP changed in rules 3-1 to a flat yearly increase)
Every lance has rotated through at least one round of training, check the contract thread and ensure youhave all of your training XP accounted for.
Check your hires and fires from the intervening months.
Also note that as of September 1st, 3047 the planet was placed under ComStar interdiction raising our acquisition TNs by +2. The garrison contract reduces IntroTech acquisitions by -1. So the net change is +1 TN for IntroTech and +2 TN for Advanced equipment.
« Last Edit: December 21, 2018, 12:17:29 AM by Timberwolfd »
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Hat

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #2 on: December 21, 2018, 01:39:09 AM »

NOTE: All acquisition rolls, personnel rolls etc. completed.

Not as brutal as the last time I got ambushed though still dealing with a company.  I need to start noticing the enemy before they notice me.

Reroll Light please - going for darkness, will spend up to 3 rolls to get it.
« Last Edit: December 21, 2018, 01:42:08 AM by Hat »
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ItsTehPope

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #3 on: December 21, 2018, 02:20:41 AM »

Only six mechs this time, 3 lights, medium that may as well be light and an assault to rival any of mine
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Timberwolfd

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #4 on: December 21, 2018, 10:00:05 AM »

Only six mechs this time, 3 lights, medium that may as well be light and an assault to rival any of mine
I believe my unit is the only one that can call an UrbanMech an assault mech. I had to call the cops on the last one ...
I would also suggest trying for wind conditions with your other rolls. They will screw up the hovers and VTOLs, which are the most threatening in terms of completing the recon.

Also, for your sanity, if Rob doesn't reply today, don't expect a reply until a couple of days before the new year.
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Hat

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #5 on: December 21, 2018, 10:32:49 AM »

Agreed on both wind and Rob’s timing. Not trying to rush him, just make sure he’s not waiting on me. I’m a bit envious of Dancer. His lighting is Pitch Black.
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Darrian Wolffe

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #6 on: December 21, 2018, 11:03:29 AM »

Reroll Light please - going for darkness, will spend up to 3 rolls to get it.

You've got Dawn/Dusk and 2 rerolls left.

At least they aren't hot-dropping on top of you.
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Hat

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #7 on: December 21, 2018, 11:20:24 AM »

Reroll wind please.
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Hat

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #8 on: December 27, 2018, 05:32:02 PM »

If wind = weather, reroll weather please.
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Darrian Wolffe

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #9 on: December 27, 2018, 05:41:13 PM »

If wind = weather, reroll weather please.

Wind is part of weather, yes.

Weather: Lightning Storm
Wind: Calm
Fog: None

1 reroll left.
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Hat

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #10 on: December 27, 2018, 06:44:04 PM »

Weather again please.
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Darrian Wolffe

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #11 on: December 29, 2018, 01:19:26 AM »

Final Scenario



NORTH


SOUTH

Maps
Desert Hills.........Desert 2
Desert 2............Desert 3
Desert Mtn 1......Desert 1



Deployment
PC Deployment: Deploy after the OPFOR deployment on the northern half of the map

OPFOR Deploy: Deploy before the PC forces on the southern 3 hexrows.  At least 3 units each must be within 3 hexes of each of the southeastern and southwestern board corner.


Environmental Effects:
Dawn/Dusk: All weapons fire is at a +1 penalty to hit until after Turn 8.

Light Gale: +1 penalty to VTOL control rolls (including skidding)

Battlefield Support:
PC forces may place up to  5, 20-point minefields anywhere on the central 2 maps.  PC forces may place an additional 2 20-point minefields (no portions); for every additional 2 minefields they place, the OPFOR deployment zone is increased by 2 hexes north.  There is a scenario maximum of 15 total minefields.  Minefields must be revealed when a ground unit enters the hex and strike the unit which entered the hex on a 7+, dealing 4 groups of 5 damage each to the legs (Mech) or to a randomly-determined direction (ground vehicles).

Pirate forces do not have access to BSP in this scenario.


PCs Victory Conditions:
1) Prevent the north board edge from being scouted
2) Prevent any units which have successfully scouted the north board edge from returning to the southern board edge.
**If 3 or more PC units are destroyed, the OPFOR controls the battlefield at the end of the scenario.

OPFOR Victory Conditions:
1) Scout the North edge of the map (within 3 hexrows) and return at least one of the scouting units to the southernmost board edge (ending the game once this unit exits the board).  Scouting a board edge takes 2 full turns of being stationary (ie, no "immobile target" TN modifier) within 3 hexrows of the target board edge.
2) At the end of the scenario, ensure that you have at least 9 units capable of spending MP.


***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).

***Captured Pirate MechWarriors recieve a -2 TN bonus to recruit.  Until they are recruited, Pirate MechWarriors have a small chance of attempting a breakout each month, which may result in injury or death to Lance Wingmen.  Pirate MechWarriors cannot be ransomed.***

***Pirates will attempt to capture ejected MechWarriors for ransom instead of shooting them..***
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Hat

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #12 on: January 05, 2019, 08:52:11 AM »

Rob,

Please send Ryan the OpFor information. I PMed you his email address.

Thanks.
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Hat

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #13 on: January 10, 2019, 06:04:41 PM »

Ryan and I wrapped up the solo mission.  Midnight was successful.  Rough information with more details later:

Midnight:
Vindicator - destroyed gyro (AC/20 to the CT opened the hole)

OpFor
Shadow Hawk - Salvage
Hunchback - Salvage (badly mangled)
Stinger - Salvage (missing leg)

Urbie - destroyed (ammo explosion)
Locust - withdrew
Hermes II - withdrew

Scorpions (3) - destroyed
Pegasus - destroyed
ferret - destroyed (needed boxcars to hit, rolled boxcars, blew off the rotor at a height of 4)
Harasser - withdrew
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Timberwolfd

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Re: Operation KESTREL - Solo Mission (Midnight) - 12/22/3048
« Reply #14 on: January 10, 2019, 07:07:52 PM »

Congrats.
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