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Author Topic: GEMINI Solo - Lancer Lance - 7/12/3054  (Read 1384 times)

Darrian Wolffe

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GEMINI Solo - Lancer Lance - 7/12/3054
« on: July 24, 2022, 03:58:17 PM »

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deadlyfire2345

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #1 on: July 24, 2022, 04:29:18 PM »

Reroll terrain, use 2 rolls and aim for something heavier if able.
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Darrian Wolffe

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #2 on: July 26, 2022, 05:36:54 PM »

Reroll terrain, use 2 rolls and aim for something heavier if able.

Result 1:
Terrain: Hills
Map: Hills

Result 2:
Terrain: Light Urban
Map: Town-ruin

2 rerolls remaining.
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deadlyfire2345

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #3 on: July 26, 2022, 05:42:41 PM »

Let's try again. Once more
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Darrian Wolffe

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #4 on: July 26, 2022, 05:57:38 PM »

Let's try again. Once more

Terrain: Light Urban
Map: Town-Wooded
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deadlyfire2345

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #5 on: July 26, 2022, 05:58:29 PM »

Generate please.
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Darrian Wolffe

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #6 on: August 01, 2022, 10:37:26 PM »

Generate please.

Maps to be added Tuesday



NORTH

SOUTH

City (Suburbs)........City Grid/Park #1
City (Skyscraper).....CityTech

Deployment
Turret Deployment: Turrets must deploy on a building no more than 8 hexes from the centerpoint of the map.  They must deploy on a Medium-class or heavier building.

OPFOR Deployment: Deploys after turrets.  OPFOR units must deploy within 8 hexes of the centerpoint of the map.  No more than 3 units may deploy onto any single map, and at least 4 units must deploy facing East (NE or SE).  For purposes of initiative, non-Mech OPFOR units are grouped together with like units.  This means that all 4 vehicles move on the same initiative count.  This gives the OPFOR in this, specific, scenario, 6 total units for initiative purposes at the beginning of the game.

Ranger Deployment: Deploys after OPFOR.  May deploy anywhere within 3 hexes of the eastern map edge.

Civilian Deployment:  Must enter the board, on their initiative, anywhere on the western board edge on Turn 1.

OPFOR Reinforcements: Must enter the board, on their initiative, anywhere on the western board edge on Turn 9.

Environmental Conditions:
Heavy Gravity  Jumping MP are not affected by 1.3-g conditions.  Recalculate all Walking/Cruising MP values to the following, and then figure Running MP from there:
Move 1/2 = 1/2
Move 2/3 = 2/3
Move 3/5 = 2/3
Move 4/6= 3/5
Move 5/8 = 4/6
Move 6/9 = 5/8
Move 7/11 = 5/8
Move 8/12 = 6/9

If Jumping MP are spent at any time, make a PSR at the end of that move, using all standard modifiers, (but no inherent high-gravity penalty).  If the unit fails, each leg takes 1 point of Structure damage to each leg for EACH "lost" Walking MP suffered by that unit (in this case, when a jumping Grasshopper fails its PSR, each leg of the Grasshopper reduced to 3/5 from its normal 4/6 speed would suffer 1 automatic Structure damage), and a Determining Critical Hits Table roll is made for each leg.   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.

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

All BattleMech fall damage is increased by 1 point (including, potentially, applying a 3rd grouping), and the PSR to avoid damage from falls is increased by 1 point (a TN 5 PSR is a 6, instead).


City Parks
Prior to any deployment, the Ranger player replaces the Skyscraper and and single other building on the City (Skyscraper) map with any combination of heavy and light woods.

Battlefield Support:
None.

Ranger Victory Conditions:
1) Destroy or render incapable of spending MP at least 5 enemy units.  Infantry platoons must be completely destroyed to count for victory conditions.
2) Ensure that at least 2 of your units (including the liaison) are capable of spending MP at the end of the scenario
3) Ensure that at least 2 of the civilian units are capable of spending MP by the end of Turn 12 of the scenario.  If this condition is met, the Ranger player may /victory at any time, including during the End Phase of Turn 12.  Otherwise, the Ranger player must manually evacuate his own units and the liaison.


OPFOR Victory Conditions
1) Destroy or render incapable of spending MP at least 3 Ranger Units
2) Destroy or render incapable of spending MP at the liaison
3) Destroy or render incapable of spending MP at least 3 Civilian Units before the end of Turn 12


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).  Civilian units may only exit from the Eastern board edge.

2) OPFOR MechWarriors will attempt to capture any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case.
« Last Edit: August 02, 2022, 04:16:43 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #7 on: August 02, 2022, 04:16:50 PM »

Map added.
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deadlyfire2345

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #8 on: August 07, 2022, 03:53:59 PM »

SPA list to Brandon Please.
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Darrian Wolffe

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #9 on: August 08, 2022, 06:17:32 PM »

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Ice

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #10 on: August 10, 2022, 11:04:43 PM »

List to bring

Locust - jag
Replacement for Hollanderx2 - hunchbackx2 possibly
Replacement for wolf trap - enforcer
Manticore - should have
Srm - should have
Lrmx2 - should have
3x lrm turret
2x laser turret

Building stuff

Rule books for full moon night

Searchlight mechs would be griffin shadowhawk Locust longbow warhammer if it matters

Vehicles may not have any per art however atb likes to do goofy crap so up to Rob there
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Die Clanner!!!!

deadlyfire2345

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #11 on: August 13, 2022, 11:34:05 PM »

AAR: Won by technicality.

While Lancer was on the outskirts of the city waiting for the civilians to try and get to them, the position that was chosen to hold up in ended up being lethal. The Griffin on top of a large building used his light to spot for the plethora of LRM fire hailed heavily on the Orion trying to hole up in woods. Unable to move farther than the position near the center of the East taking pot shot at turrets, the civilians just held the West end and used the darkness to their benefit until the local units began to push in on them. Trying to push through the North, the cataphract and Orion began to take heavy fire from the enemy Ryoken, who only traded an arm in the process, while chipping away at both mechs slowly.
The longbow from the civilian side fought earnestly, chipping away at the wolf trap and turrets from the line, while also being used as a decoy for the tanks to survive. The reinforcement units came in and split up, with the hollanders going towards the front line, with the locust and Phawk joining the 3 pushing on the 2 civilian tanks. The carbine was taken out by the enemy shadow hawk and did not stand a chance. The battle was long fought on both sides of the outskirts, with the APC doing circles around tall buildings and the Jifty, as a last ditch effort, took a chance and rammed inside a building to hide. The wolf trap nearly had it, but survived the final blow.
In the end, Lancer took a massive beating, with the CO going unconscious and losing his mech to ensure forces were not going towards the civilians. Lancer was only able to take out 3 turrets, along with the SRM carrier and forcing the manticore to be immobilized.
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deadlyfire2345

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #12 on: August 17, 2022, 12:07:18 PM »


Seeing as how the bottom says "1 bonus roll per surviving unit" how would that work? or do I not get one this time?
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Darrian Wolffe

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #13 on: August 20, 2022, 08:09:46 PM »

2 Random Bonus rolls

1) Add a ATAE-70M Uni MilitiaMech    https://www.sarna.net/wiki/Uni

2) Option to recruit for free a Veteran MechWarrior (3/4).  26 years old.  Owns their own ZEU-6S Zeus. If dies, either the Mech or the value of the Mech in CB must be returned to the family; and if the Warrior retires or is fired from the unit, they will take this unit (or an assault-class unit designated to replace it) with them. 
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Darrian Wolffe

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Re: GEMINI Solo - Lancer Lance - 7/12/3054
« Reply #14 on: August 20, 2022, 08:17:05 PM »

2) Option to recruit for free a Veteran MechWarrior (3/4).  26 years old.  Owns their own ZEU-6S Zeus. If dies, either the Mech or the value of the Mech in CB must be returned to the family; and if the Warrior retires or is fired from the unit, they will take this unit (or an assault-class unit designated to replace it) with them.

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