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Author Topic: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)  (Read 3569 times)

deadlyfire2345

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #45 on: February 21, 2019, 04:45:53 PM »

If I have the funds to buy them afterwards.
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Black Omega

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #46 on: February 21, 2019, 06:57:57 PM »

Crusher's Wolverine also has CM iirc. Just a matter of if an officer is piloting.

Agreed. I just figured Steve had it if Paul didn’t.


I've got 3 cm's.  First 2 PHawks and Mad.
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Darrian Wolffe

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #47 on: February 22, 2019, 12:06:43 AM »

Final Scenario



NORTH

SOUTH

Maps
MM DropPort...DropPort 2
DropPort 1....DropPort 1



Deployment
Federated Commonwealth Allies: Deploy anywhere in the central quarters of the northern two mapsheets

8th Arcturan Deployment: Enter along the southern edge of the southern mapsheets along with the first eligible PC lance.

PC Deployment: Enter on the southern edge of the southern mapsheets on your initative count, on a turn as though you are a reinforcement unit.

PC Reinforcements:  Enter on the southern edge of the southern mapsheets on your initative count

Clan Forces: Enter on the northern edge of the northern mapsheet on your initiative count

Environmental Effects:
None.

Battlefield Support
Ranger forces may choose any amount of battlefield support

Clan Forces have 4 Light and 4 Heavy Air Cover at no cost.


PCs Victory Conditions:
1) Destroy or cripple at least 8 Clan Mechs
2) Ensure that at least 3 Federated Commonwealth units remain uncrippled by the end of the game

Federated Commonwealth Engagement Conditions:
1) Federated Commonwealth units are tasked with defending the parade grounds until the rest of the cadet corps can scramble to their Mechs, and will not intentionally move south of the round structures on the eastern map until at least 4 of their number have been crippled or destroyed. 
2) Federated Commonwealth units will go out of their way to combine fire on Clan targets; engaging 3 or 4 on 1 whenever possible

OPFOR Victory Conditions:
1) Destroy or cripple at least 5 Federated Commonwealth units
2) Destroy or cripple at least 9 units flagged as PC units or as 8th Arcturan units

***EXITING 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).

***If the player force wishes to declare /defeat, it must move at least 2/3rds of its current strength off the board before doing so.  Non-Clan units may exit the board via any map edge but North.

***CLAN SPECIAL RULES***

***All Clan MechWarriors have auto-eject disabled.***

***Clan MechWarriors will not use melee attacks in any circumstances.  Clan MechWarriors will not combine fire on a target unless zellbringen has been breached.  The following conditions will breach zellbringen sufficiently to qualify:
1) A Clan Unit has been crippled or destroyed using a melee attack
2) The third instance (in this game) of the Inner Sphere units combining fire on a single Clan target
3) The first use of an area-effect attack against Clan forces, whether or not the attack hits (including artillery or aerospace bombing)
Once Zellbringen has been breached, on the following turn, the Clan forces will combine fire to the best of their ability.  Additionally, once Zell has been breached, Clan forces without a nearer active target may choose to execute any nearby helpless targets - if a Clan Warrior wishes to kill an Inner Sphere MechWarrior, roll 1d6; on a 1-3 he will perform a called shot against the head of an enemy disabled or shutdown Mech which is within 6 hexes.  Resolve the called shot normally (edge may be burnt to survive this attack as per the normal rules); this means that shut down or disabled Mechs must remain on the board.  A Clan Warrior may not make repeated attempts; fire once and move on.

***Rules for Enhanced Imaging***
-All PSRs receive a -1 modifier
-Firing through or into heavy woods only suffers a +1 modifier (LOS rules are unaffected).
-Firing through or into any number of light woods suffers only a single +1 modifier (LOS rules are unaffected).
-Darkness modifiers have no effect.
-Unit may aim its direct-fire weapons at a specific location as though it had a TComp; with a +6 modifier instead of a +3.
-The pilot suffers 1 point of damage each time it suffers 1+ points of IS damage, unless the controlling player rolls a 7+ on 2d6
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deadlyfire2345

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #48 on: February 22, 2019, 06:43:46 AM »

Who gains the benefit of enhanced imaging exactly?
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #49 on: February 22, 2019, 07:15:17 AM »

Can individual crippled FC mechs withdraw? The unit as whole can't, but if mech X gets blasted and survives to run, can it?
Is the 8th Arcturan included in the FC engagement rules? Do 8th Arcturan losses or cripples count toward the 4 cripples/losses for the withdrawal? With a force named FC allies it is not clear if the intent is all FC forces or that specific force.
Given the FC allies wording, are cadets going to be scrambling into the middle of the fight?
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #50 on: February 22, 2019, 07:18:55 AM »

Minis list

Allied
Warhammer
Wolverine
Zeus
Javelin
Wolfhound
Centurion
Centurion
Chameleon
Phoenix Hawk
Stinger
Stinger
Wasp

Clan
Mad Dog
Hellbringer
Uller
Stormcrow
Summoner
Conjurer
Uller
Uller
Executioner
Dragonfly
Uller
Uller
Nova
Adder
Hunchback IIC

Sheets
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deadlyfire2345

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #51 on: February 22, 2019, 07:19:50 AM »

Also, does MM DropPort even exist?
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deadlyfire2345

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #52 on: February 22, 2019, 07:24:59 AM »

I will print out the sheets this time as well
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #53 on: February 22, 2019, 07:31:12 AM »

Also, does MM DropPort even exist?
Map Master DropPort map. Not a FASA/Catalyst map.
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deadlyfire2345

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #54 on: February 22, 2019, 07:40:43 AM »

So it does exist, just never was printed in an official release? Got it.

Also, Sheets printed. Need to get ink now.
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #55 on: February 22, 2019, 08:25:43 AM »

Outside product made compatible with battletech.
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deadlyfire2345

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #56 on: February 22, 2019, 08:33:43 AM »

For BSP, I am thinking a few rounds of smoke, few thumper or sniper when things get too dodgy, and several air strikes.
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #57 on: February 22, 2019, 08:39:09 AM »

Forget the airstrikes. They have free air cover and a lot of it. Also, the area effect bombing will break zell just as completely as an arty strike anyway.

Rob, for standard deployment, our Partisan is attached at the hip to the artillery.
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deadlyfire2345

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #58 on: February 22, 2019, 08:40:52 AM »

I did not intend on using them while zell is in place. They would be used after it was broken. The smoke would be used to cover up our downed units, making them harder to hit.
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (2 March game)
« Reply #59 on: February 22, 2019, 08:44:17 AM »

Survival of the air assets is the problem with their use. I don't know if we are going to be making a fighting withdrawal or not. We may need everything to cover our lift off planet.

The zell issue is one of go big or go home. If you are going to break zell anyway, why just hit 1 hex?
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