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Author Topic: Operation KESTREL - Mission 4 - 5/9/3050 (30 March game)  (Read 3850 times)

Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #30 on: February 24, 2019, 01:06:13 PM »

Minis List

Allies
Victor - Steve
Thunderbolt - Bryan
Centurion - Bryan
Enforcer - Bryan

HaulerMech
HaulerMech
Firebee
Tracked APC
Tracked APC
Coolant Truck
Coolant Truck
Manticore Tank - Steve
Rommel Tank - Steve
Rommel Tank - Steve
Schrek PPC Carrier - Jon (Gold)
Schrek PPC Carrier - Jon (Gold)

Clan
Elemenatals - Jon
Elemenatals - Jon
Elemenatals - Jon
Elemenatals - Jon
Elemenatals - Jon
Hellbringer - Jon
Executioner - Bryan
Summoner - Jon
Hellbringer - Bryan
Kit Fox - Jon
Warhawk - Jon
Man O' War - Jon
Summoner - Jon
Dire Wolf - Jon


Sheets

I think I have all of the Clan stuff except maybe a Hellbringer and the Man O' War. I'll take a look over the weekend.
Paint jobs will be a bit more varied than I'd like. The only potential problems are the Executioner and Hellbringer are both in blue and tan skyline.
« Last Edit: February 24, 2019, 07:07:58 PM by Timberwolfd »
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #31 on: February 24, 2019, 01:06:35 PM »

Reroll map size please.
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Black Omega

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #32 on: February 24, 2019, 02:11:33 PM »

I can provide the following....

Allied
Victor (desert camo)
Manticore
Rommel
Rommel
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Phoenix05

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #33 on: March 02, 2019, 03:17:56 PM »

Phoenix is also available. It’s a short lance with 2 L1 Marauders 3Rs.
Noted. Phoenix, plan on being called in.

If I come in my marauders can concentrate fire to take down 1 maybe 2 mechs per turn
NOTE: will not be effective against elementals
You absolutely should come in your Marauders, but don't expect to take down a mech per turn. They have the firepower and pilot edge. And that's before Rob gives them any SPAs. Don't be surprised if you lose mechs.

I already expected to lose a mech, hoping no loss of pilots.
And as for the not taking down a mech  :'(
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #34 on: March 02, 2019, 07:43:23 PM »

Tactics are pretty clear, get the convoy off of the board ASAP.

The convoy units are mostly 4/6 (HaulerMechs, Rommels, Manticore, and Coolant Trucks) with some 3/5 Schreks and a couple of faster units (Firebee and APCs).  We have two major challenges in getting the convoy off of the field intact, time under fire and the #@!#@! elementals. Time under fire will be a matter of how good of a job we do running defense and how fast they can book it off board. The 4/6 movement profile moving at 6 per turn will basically require 4 turns to reach the edge of the board from the middle and then one additional turn stopped at the board edge to make it off board.That is our minimum clock. Thankfully almost everything is tracked or mech so less of it is likely to get immobilized.

The elementals will require a lot of killing, my units all have SRM-4s with inferno ammo (except the Firestarter) which will be useful since every 3 inferno missile hits on a point kills one elemental. My Shadow Hawk is in full MIRVWarrior mode with 5xSRM-4 and the weapon specialist and sandblaster to make it work. So the Shadow Hawk and Firestarter will focus on Elementals, but they probably won't be fast enough to do the job on their own. Freya's Javelin is another good anti elemental mech. While Freya's Grasshoppers can certainly engage elementals, they are better employed against the mechs. Wolverine and Phoenix Lances aren't well configured for anti-elemental work and should concentrate on mechs.

We saw how well our units can engage clan forces in the previous game. It will be ugly for us, but we have a couple of things going for us. We will have 18 mechs to their 10 (and five elemental points) in addition to the 5 combat vehicles in the convoy. Detailing off three mechs to deal with the Elementals puts us at 15:10 with most of their mechs being heavier.  The convoy Rommels and Victor have big can openers and the Schreks can punch some holes as well, which will pose a significant threat to the lower armor mechs like the Hellbringers and Kit Fox. The Executioner's armor is the next most breachable due to the side torsos being anti-optimal.

Melee attacks against the Executioner and Dire Wolf will take a while to work through their leg armor (40+), so shooting them is probably a better idea. The Warhawk and Timber Wolf are not really any easier at 35 and 32. Everything else is 24 or less leg armor, making double kicks able to breach armor. So Phoenix, the Schreks, Rommels and allied lance should concentrate fire on the Hellbringers and Executioner first. Dunedain and Freya should go after the Hellbringers, Summoners, and Gargoyle. Wolverine can gang gank the Kit Fox and then contribute wherever they can.

Note that the Hellbringers, Gargoyle, and Timber Wolf can/will run warm, but they are about the only things that will. The Summoners, Kit Fox, and Executioner have excess heat dissipation. The Warhawk and Dire Wolf have positive heat build up, but volley fire will take care of that problem.
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #35 on: March 04, 2019, 12:45:55 AM »

Rob, rules clarification request on inferno hits versus mounted elementals. The TW inferno-elemental interaction rules basically assume open field fighting. I'm posting the question(s) now so you have some time to correspond with Xotl if necessary.

Since elemental points are allocated to specific locations and 3 inferno missiles kill an elemental, will inferno missile hits against mechs mounting elementals need to be allocated to specific locations (in order to determine how many are blocked by elementals)? Do mounted elementals even count for inferno hits against the carrying mech? If so, does the carry location matter, eg can front inferno hits kill rear elementals?
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #36 on: March 04, 2019, 12:38:12 PM »

Let's append that rules clarification to include using infernos to wash elementals off of friendly mechs.
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Darrian Wolffe

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #37 on: March 04, 2019, 02:38:18 PM »

OK, catching up:

Strike that. Map size.

Map Size reroll gives 60x40 (4 long, 3 wide)
1 reroll remaining


They should be kills and have value. Technically, for each X killed elementals we should be able to salvage Y functional battlesuits. (With Y<X)

Yes, Elementals are salvageable.  IIRC, you roll a d6 for each destroyed suit; on a 6, that suit is repairable (at a massive TN modifier because Hargel makes repairs harder - no I don't remember the specific modifier offhand).  Each Elemental Suit has a base cost of $500,000 CB for determining Salvage value.

Minis List

Allies - All in Davion Colors
Victor
Thunderbolt
Centurion
Enforcer

Vehicles - Mix of Olive Drab and Pirate Camo
HaulerMech
HaulerMech
Firebee
Coolant Truck
Coolant Truck
Manticore Tank
Rommel Tank
Rommel Tank

At minimum, I have all of these.  If you want, I can also bring my Jade Falcon-painted stuff; you saw what I have available.

Since elemental points are allocated to specific locations and 3 inferno missiles kill an elemental, will inferno missile hits against mechs mounting elementals need to be allocated to specific locations (in order to determine how many are blocked by elementals)?

No need to ask.  The answer is yes, you have to figure hit locations with the Infernos, and whether the Mech is hit or the Elemental is hit, just the same as if you're firing any given weapon at an OmniMech carrying Battle Armor.  This applies to the answer about clearing Elementals off of friendly Mechs as well - use the standard rules for shooting at Battle Armor in a Swarm Attack, and figure out if your Infernos hit the BA or not.
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #38 on: March 04, 2019, 03:24:08 PM »

Reroll map size
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #39 on: March 04, 2019, 03:27:14 PM »

And since you do have all of the clan mechs in JF colors, go ahead and bring them, we might as well get the right colors for the turkeys.
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Darrian Wolffe

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #40 on: March 04, 2019, 04:43:29 PM »

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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #41 on: March 04, 2019, 10:03:45 PM »

They should be kills and have value. Technically, for each X killed elementals we should be able to salvage Y functional battlesuits. (With Y<X)

Yes, Elementals are salvageable.  IIRC, you roll a d6 for each destroyed suit; on a 6, that suit is repairable (at a massive TN modifier because Hargel makes repairs harder - no I don't remember the specific modifier offhand).  Each Elemental Suit has a base cost of $500,000 CB for determining Salvage value.
Just so it is easy to find. Battle armor suits are salvageable on a TN 10+ 2d6 roll. Troopers survive on a 2d6 roll TN 7+ in general. Clan battle armor receives a -2 TN modifier for survival. Statistically, 2d6 TN 10+ is the same as 1d6 TN6. So it's probably simpler to roll 1d6 per suit.
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Darrian Wolffe

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #42 on: March 04, 2019, 11:12:47 PM »

Final Scenario



NORTH


SOUTH

Maps
Desert 2............Scattered Woods
Open Terrain 1....Battletech
Desert 2...........Grasslands 1


Deployment

Clan Deployment: Clan Forces will airdrop (using standard rules) into the purple-bordered area.  No more than 2 Points worth of force may deploy into any single map "quarter" (1 Mech = 1 Point, 5 Elementals = 1 Point).  Elemental Points will begin the game "riding" the Mech which appears directly above them in the force listing.

Allied Convoy Deployment: All units listed under Allied Convoy must deploy within 2 hexes to either side of the centerline of the map (not counting the centerline hexrow), within the Yellow-bordered area.

2nd Chaussers and Ranger Deployment: These units may deploy anywhere within the Yellow-bordered area.  However, at least 3 Mech Units must deploy into each "rear quarter" of the Yellow-bordered area, within 2 hexes north and 3 hexes east/west of the extreme deployment corner (ie, behind and to the sides of the convoy, the way troops are *supposed* to guard a convoy perimeter).

Environmental Effects:
None.

Battlefield Support
Ranger forces may choose up to 24 points of battlefield support, selecting only from air support or artillery support options.

Clan Forces have 2 Light and 1 Heavy Air Cover at no cost.  For each 4 points of Battlefield support selected by the Rangers (or portion thereof), Clan forces will receive 2 Light or 1 Heavy Strike attack (each 4-point qualifier is determined randomly; all Heavy Strikes use the "16+ damage grouping" rule).  These offensive air assets will become eligible for attacks only after Zellbringen has been breached.  As they cannot use most of the available selections, Clan forces DO NOT follow the OPFOR BSP Percentage rules found on page 22 of the campaign ruleset.


PCs Victory Conditions:
1) Ensure that at least 3 convoy units survive the scenario (in any non-immobile condition).

OPFOR Victory Conditions:
1) Destroy all convoy units

Federated Commonwealth Engagement Conditions:
1) Federated Commonwealth vehicle units will go out of their way to combine fire on Clan targets; engaging 3 or 4 on 1 whenever possible.  Vehicle units which combine fire on Clan forces DO NOT COUNT towards Zellbringen breaches.


***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 only exit the board via the North map edge.

***Vehicle crews will abandon their unit if it has no weapons capable of dealing 5+ damage (as long as it started the scenario with said weapons), and the APC and Coolant Truck crews will abandon their vehicles if the vees are rendered immobile***

***CLAN SPECIAL RULES***

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

***Clan MechWarriors will prioritize Mech targets over vehicular targets, as long as the Mech target is at an equal or closer distance.  Additionally, Clan MechWarriors will not declare duels against LESS THAN 2 vehicle units at one time, unless there are an odd number of vehicles available (no, a single vee on the board isn't safe from being declared a zell target).***

***Clan units may not declare zell targets during the turn in which they land on the board***.

***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
« Last Edit: March 05, 2019, 02:16:24 PM by Darrian Wolffe »
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Timberwolfd

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #43 on: March 04, 2019, 11:51:54 PM »

We will bring 8 points of BSP.
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Ice

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Re: Operation KESTREL - Mission 3 - 5/9/3050 (30 March game)
« Reply #44 on: March 05, 2019, 07:48:39 AM »

Did we determine reinforcements?
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Die Clanner!!!!
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