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Author Topic: Operation SOVNYA Mission 2 - 4-30-54  (Read 2517 times)

Darrian Wolffe

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Operation SOVNYA Mission 2 - 4-30-54
« on: March 04, 2022, 06:18:47 PM »

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deadlyfire2345

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #1 on: March 04, 2022, 06:26:25 PM »

Salvage sheet up. If anyone wants me to make a salv sheet for their solo, just ask. I can whip one up real fast.
« Last Edit: March 04, 2022, 09:04:41 PM by deadlyfire2345 »
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Ice

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #2 on: March 04, 2022, 10:26:46 PM »

Reroll rain
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Darrian Wolffe

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #3 on: March 05, 2022, 03:45:23 AM »

Reroll rain

Clear/Calm/None.  2 rerolls left.
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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #4 on: March 05, 2022, 09:30:53 AM »

Rob: how many reinforcement lances are allowed for Mission 2, understanding if 2 Brandon would have the choice of 0, 1 or 2?
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Ice

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #5 on: March 05, 2022, 01:35:24 PM »

Rob: how many reinforcement lances are allowed for Mission 2, understanding if 2 Brandon would have the choice of 0, 1 or 2?

Leaning toward 1 and most likely based on what is there already choices would be Reaper Midnight Dragon or combination of 2

 2 would hit my init plus the reinforcements time

Rob this is not a breakthrough scenario so I'm assuming that we are just killing stuff and not a hidden secondary objective within like get x units past the line right?

If its just kill stuff Rob im assuming you would want to keep dawn and maybe add more trees if able? I'm inclined to ask for more trees.
« Last Edit: March 06, 2022, 08:47:08 AM by Ice »
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Ice

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #6 on: March 06, 2022, 09:01:15 AM »

40x40 is what 2x3 or 2x2?  Assuming 2wx3h

I want more trees but want to make sure we're at 2x3

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Darrian Wolffe

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #7 on: March 06, 2022, 09:22:20 AM »

Rob: how many reinforcement lances are allowed for Mission 2, understanding if 2 Brandon would have the choice of 0, 1 or 2?

1 lance.


Rob this is not a breakthrough scenario so I'm assuming that we are just killing stuff and not a hidden secondary objective within like get x units past the line right?

If its just kill stuff Rob im assuming you would want to keep dawn and maybe add more trees if able? I'm inclined to ask for more trees.

Yeah, hold the line is pretty much a straight up fight. 

If you're sticking with Wooded Terrain, the map generations** seem to be:
"Some Trees" (mostly flat, little water, roughly even mix of trees & open areas)
"Wooded Lake" (mostly flat, lots of water, land hexes are a roughly even mix of trees and open areas)
"Woods Medium" (like Some Trees, but denser and/or heavier woods)
"Wooded Hills" (replace the water in Wooded Lake with hills; lots of Woodland and Rolling Hills maps)
"Woods Deep" (incredibly dense woods; these the Heavy Woods 1 & 2 maps that make the game generally miserable for everyone)
"Wooded Valley" (seems to be functionally identical to Wooded Hills. I haven't really noticed much of a practical difference, save that there's often a stream or river)

**These are the trends I've noticed in the campaign thus far.  As always, map generation is a weighted randomization system and a single game may or may not follow the trend.

40x40 is what 2x3 or 2x2?  Assuming 2wx3h

North
[][][]
[][][]
South
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Ice

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #8 on: March 06, 2022, 09:32:44 AM »

Reroll some woods
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Darrian Wolffe

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #9 on: March 06, 2022, 09:40:44 AM »

Reroll some woods

Some Trees again.

1 reroll left.
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Ice

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #10 on: March 06, 2022, 10:16:52 AM »

One more time I guess then force generate
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Darrian Wolffe

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #11 on: March 06, 2022, 11:52:58 AM »



NORTH

SOUTH


Maps:
Desert 3......Scattered Woods...... Rolling Hills 1
Woodland......Open Terrain 1  ......Grasslands 3

Deployment
Aurigan Coalition 1 : Deploy first.  These are grouped into lances (denoted by black bars), all members of which must deploy within 4 hexes of ALL other lance members.  No lance may deploy within 6 hexes of any other lance.  Coalition 1 forces deploy anywhere on the central two mapsheets.

Aurigan Coalition 2: Deploy after Coalition 1.  May deploy anywhere within 4 hexes of the south edge of the Woodland mapsheet only.  Mechs must deploy with at least 3 hexes separating themselves from any other Coalition 2 Mech.   

Ranger Forces: Have the option to either deploy after Aurigan Coalition 1 (prior to Coalition 2), up to 5 hexes into the eastern board side, or may enter the board anywhere on the eastern board edge, on their initiative, on Turn 1. In either case, Lance members may not deploy within 6 hexes of members of any other Ranger Lance.

Ranger Reinforcements: Up to 1 Ranger BattleMech lance may be deployed.  Enters the board anywhere on the eastern board edge, on their initiative, during their denoted entry turn. 

Environmental Conditions
Dusk/Dawn: All units suffer a +1 penalty to hit beginning on Turn 9. This also affects artillery and air support BSPs.

Low Gravity (0.7-g):  Jumping MP are not affected by 0.7-g conditions.  Recalculate all Walking/Cruising MP values to the following, and then figure Running MP from there:
Walk 3 = 4/6
Walk 4 = 6/9
Walk 5 = 7/11
Walk 6 = 9/14
Walk 7 = 10/15
Walk 8 = 11/17
If Running MP are used, and the Running MP used during that turn's movement phase is GREATER than the standard Running MP of the unit (ie, a 4/6 Grasshopper recalculates its movement to 6/9, and then Runs 8 hexes), make a PSR at the end of that move, using all standard modifiers, and an additional +1 penalty.  If the unit fails, each leg takes 1 point of Structure damage for EACH "overage" MP spent that turn (in this case, each leg of the Grasshopper would suffer 2 automatic Structure damage), and a Determining Critical Hits Table roll is made for each leg.  In the case of Vehicles, only the Front arc takes internal damage, and an automatic Motive Critical roll is made (counts as a "front" hit, and the motive type adds no modifier).  VTOLs and WiGE units do not modify their MP and are therefore not subject to this internal damage as long as they spend airborne MP.

All Piloting skill rolls to stay standing and avoid skidding suffer a +1 penalty; this DOES effect VTOLs, WiGE units, and penalizes the TN to send an ASF out of control (or shootdown checks) by 1 as well.

Infantry gain a flat +1 MP, and have no chance of damage as a result of using the extra MP.

All direct-fire ballistic and missile weapon attacks suffer a +1 penalty to hit.

All BattleMech fall damage is reduced by 1 point (in the second grouping, if two groupings apply), and the PSR to avoid damage from falls is reduced by 1 point (a TN 5 PSR is a 4, instead).

Battlefield Support
The Numenorean Ranger gain 42 BSP to spend on offensive and defensive air support and any desired artillery strikes. No more than half (21 points) of the BSP may be spent on artillery support.

Aurigan Coalition forces gain an unknown number of BSP to spend solely on offensive and defensive air support, limited artillery capabilities, and minefields. Note that this is not a "TBD" number; it's a blind number that you'll have the opportunity to discover during the game.  The BSP number will not be higher than that of the Rangers.

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 11 units from Coalition Force 1. 
2) At the end of the scenario, ensure that you have at least 3 Ice Lance units capable of spending MP.
3) Ensure the Liaison unit survives and is capable of spending MP at the end of the scenario

OPFOR
1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 8 Ranger units.
2) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 3 Ice Lance units.
3) Destroy, force the Withdrawal of, or render incapable of spending MP, the Capellan Liaison.

MISCELLANEOUS
1) 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 environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).

2) Captured MechWarriors receive a +2 TN penalty to recruit.  Until they are recruited, MechWarriors have a small chance of attempting a breakout each month, which may result in injury or death to Lance Wingmen. Captured MechWarriors from this scenario cannot be ransomed.

3) OPFOR MechWarriors will attempt to capture ejected PC MechWarriors during this scenario, instead of shooting them.
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Ice

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #12 on: March 08, 2022, 08:23:15 PM »

DISCORD strategy session has permissions for those in mission set up. Will be leaning toward most likely Reaper but looking for discussion on the planning phase of things.
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ItsTehPope

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #13 on: March 09, 2022, 01:23:41 AM »

You just bloody well know that the sentinel has a technical with a hand cannon on the side
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Hat

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Re: Operation SOVNYA Mission 2 - 4-30-54
« Reply #14 on: March 09, 2022, 03:20:41 PM »

Update: Midnight is not available for Reinforcement.
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