CincyBattletech

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: [1] 2 3

Author Topic: Operation SOVNYA Mission 3 - 5-29-54  (Read 3127 times)

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4868
    • View Profile
Operation SOVNYA Mission 3 - 5-29-54
« on: April 02, 2022, 06:56:11 PM »



Reminder that the Breakthrough map is a fixed size depending on the game scale:

North
[][][]
[][][]
[][][]
South
Logged

deadlyfire2345

  • Colonel
  • *******
  • Posts: 4401
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #1 on: April 03, 2022, 12:06:35 PM »

I really do like the fact that Dan and I got another Breakthrough...
Logged

ItsTehPope

  • Pontificus Rex
  • Administrator
  • Lieutenant
  • *****
  • Posts: 1823
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #2 on: April 03, 2022, 02:32:43 PM »

You're faster than me by default.  My top speed is parking brake.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4868
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #3 on: April 03, 2022, 06:33:25 PM »

Well good news, then. It's only 0.7g, so you can go faster this time.
Logged

deadlyfire2345

  • Colonel
  • *******
  • Posts: 4401
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #4 on: April 03, 2022, 06:36:48 PM »

Just because I can does not mean I should.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4868
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #5 on: April 03, 2022, 07:09:06 PM »

Just because I can does not mean I should.

Well that's a tactical decision you'll have to mull over.
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4629
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #6 on: April 03, 2022, 08:57:51 PM »

Reroll terrain looking for something open. Max 2 rolls.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4868
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #7 on: April 04, 2022, 02:36:35 PM »

At work, making a quick note. If it were not already apparent, no viable solos generated between missions. Lots of Chase scenarios, ONLY chase scenarios (and a physically impossible extraction with 1 reroll in heavy fog, pitch black, and a sleet storm that autokills the conventional extraction targets and 90% of the Opfor).
Logged

ItsTehPope

  • Pontificus Rex
  • Administrator
  • Lieutenant
  • *****
  • Posts: 1823
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #8 on: April 04, 2022, 06:10:25 PM »

At work, making a quick note. If it were not already apparent, no viable solos generated between missions. Lots of Chase scenarios, ONLY chase scenarios (and a physically impossible extraction with 1 reroll in heavy fog, pitch black, and a sleet storm that autokills the conventional extraction targets and 90% of the Opfor).

.... please generate that one for sheer comedy value.
Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #9 on: April 04, 2022, 10:14:16 PM »

At work, making a quick note. If it were not already apparent, no viable solos generated between missions. Lots of Chase scenarios, ONLY chase scenarios (and a physically impossible extraction with 1 reroll in heavy fog, pitch black, and a sleet storm that autokills the conventional extraction targets and 90% of the Opfor).

.... please generate that one for sheer comedy value.

Or recognize reality, that this would waste precious time to have an actual life. 
Logged

Ad Hoc

  • Lieutenant
  • *****
  • Posts: 1728
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #10 on: April 09, 2022, 05:48:00 PM »

I’m not going to be able to print the opfor sheets this time.
Logged

ItsTehPope

  • Pontificus Rex
  • Administrator
  • Lieutenant
  • *****
  • Posts: 1823
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #11 on: April 09, 2022, 07:53:07 PM »

I’m not going to be able to print the opfor sheets this time.

If you can make a PDF of them I can print them.
Logged

deadlyfire2345

  • Colonel
  • *******
  • Posts: 4401
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #12 on: April 09, 2022, 08:52:38 PM »

I’m not going to be able to print the opfor sheets this time.

If you can make a PDF of them I can print them.
I got the sheets.

Reroll terrain looking for something open. Max 2 rolls.
with a boop to go with it.
Logged

deadlyfire2345

  • Colonel
  • *******
  • Posts: 4401
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #13 on: April 10, 2022, 10:13:30 AM »

Sheets done.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4868
    • View Profile
Re: Operation SOVNYA Mission 3 - 5-29-54
« Reply #14 on: April 10, 2022, 05:40:15 PM »

I figure Savannah was good enough terrain given that you wanted something open, so here goes.



NORTH

SOUTH

Maps
Desert 2......................Desert 2...........Lake Area
Desert 1......................Oasis**...............Grasslands 1
Open Terrain 2 (new)....BattleTech.........Open Terrain 2
**The Oasis map is from MapPack: Deserts, and we now have access to it because Dan bought that Map Pack at Adepticon. Dan, please make sure the map pack gets to the game.

Deployment
"Aurigan Coalition": Always deploys after Local Forces.  May not deploy within 4 hexes of a Local Force unit.  These are grouped into 6-unit lances (denoted by black bars); each lance must deploy entirely within the Red Zones (1-5) on the map. Only 1 lance may deploy into any given zone.

"Aurigan Coalition Local Forces": Deploy first, unless Ranger Forces have the deploy first condition, in which case they deploy second.  Must deploy anywhere within 3 hexes of the southernmost water hex of the Oasis Map. Infantry units MUST begin the battle mounted in an appropriate APC.

"Aurigan Coalition Reinforcements:" These enter from the southernmost edge of the board on Turn 4.

Ranger Forces: Have the option to either deploy first, up to 8 hexes into the northern board edge (OPFOR deploys after you), or may enter the board anywhere on the northern 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
Objective Structure: Units may move on top of, or be involuntarily displaced into, but may not deliberately enter, the building at the northwest corner of the Oasis Lake.

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
Rangers: Due to the sudden nature of the breakthrough, only the Rangers have BSP available to them; they may access any 2 Light ASF Attacks, any 2 Heavy ASF attacks, and 2 strafes during the scenario; all attacks of a given type must be identical (ie, x2 Light Bombing), and both attacks must come from the same ASF - meaning that if the ASF used is shot down during the first attack, the second attack of that type is lost.

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 12 units from Coalition Force 1. 
2) Either exit the southern board edge with, or end the game within 4 hexes of the southern board edge (while capable of spending MP) and with no active opfor units within 4 hexes, at least 8 Ranger units. Ranger Reinforcement Units DO count as scoring units for this purpose.
3) Ensure the Liaison unit survives and is capable of spending MP at the end of the scenario
BONUS OBJECTIVE: Occupy or destroy the structure on the north side of the Oasis. The structure is considered occupied if, at the end of the game, a Ranger unit is adjacent to or on top of the structure, AND there are no active enemy ground units within 1 hex of the structure. There are different game effects depending on whether the structure is occupied or destroyed.

OPFOR
1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 8 Ranger units.
2) Prevent MORE than 4 Ranger units from ending the game either off-board (via the southern board edge), or in a valid scoring position at the end of the game (as described in Ranger Victory Objective 2).
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.

4) Modified Salvage: unlike most Breakthrough scenarios, the possibility to acquiring salvage applies here.  If the Rangers score a victory in the scenario, AND have rendered incapable of spending MP the battlefield units of the OPFOR's veteran leadership, the OPFOR will withdraw from the area and salvage may be recovered as per normal rules.  The qualifying OPFOR units include: Mark Stolk (Marauder 2R), Dao-Linh Hsiao (Grim Reaper PR29), Yong-un Mun (Kintaro 20), Olav Tiller (Mongoose 66), Hae-Yon Withye (Hussar 200D) Each of these Mechs has a colored bar under their cockpit with some combination of black and silver stars on it, but never more than 1 black star.
Logged
Pages: [1] 2 3