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Author Topic: GEMINI Solo - Fire Lance - 8/22/57  (Read 793 times)

Darrian Wolffe

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GEMINI Solo - Fire Lance - 8/22/57
« on: September 18, 2022, 08:05:12 AM »

« Last Edit: September 26, 2022, 06:38:27 AM by Hat »
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Ice

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #1 on: September 18, 2022, 09:02:05 AM »

Reroll town mountain

looking for not mountain at this point
« Last Edit: September 19, 2022, 04:57:21 PM by Ice »
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Ice

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #2 on: September 22, 2022, 08:15:26 AM »

Bump
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Darrian Wolffe

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #3 on: September 22, 2022, 10:49:01 PM »

Bump

Reminder that I'm not home Monday -Thursday
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Ice

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #4 on: September 23, 2022, 09:05:43 AM »

Bump

Reminder that I'm not home Monday -Thursday

True fair enough

Under time constraints
« Last Edit: September 25, 2022, 09:40:54 AM by Ice »
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deadlyfire2345

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #5 on: September 23, 2022, 04:56:15 PM »

Will need SPAs as well.
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Darrian Wolffe

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #6 on: September 25, 2022, 10:31:18 AM »

Reroll town mountain

looking for not mountain at this point

Town-Ruin

2 rerolls left
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Ice

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #7 on: September 25, 2022, 10:34:29 AM »

Reroll again

If you haven't rerolled it yet generate it

If so then I will see what it gives

Deadly leaves this week and I've got anniversary plus multiple other family things going on is why I'm saying time constraints as a heads up.
« Last Edit: September 25, 2022, 10:59:06 AM by Ice »
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Darrian Wolffe

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #8 on: September 25, 2022, 07:06:42 PM »



Open Terrain 3 new......Open Terrain 2 new
City (residential)..........City (residential)

Deployment
OPFOR Deployment: Deploys first.  Mech units are placed within 4 hexes of the center hex of the board.  Each Tech unit must be placed adjacent to a Mech unit.  Each vehicle unit must be within 2 hexes of a Mech unit.  Infantry platoon must be within 6 hexes of the board center, and may deploy using "Hidden Unit" rules.

Ranger Deployment: Enters onto the board on their initiative on Turn 1. 

At the beginning of the game, either 3 or 4 of the OPFOR units will start shut down (denoted alongside SPAs) and are therefore considered immobile targets.  They are able to move and act following a certain turn; when a shut down unit "wakes up" is private information for the OPFOR player, and may be shared with the PC following the game.

Environmental Conditions:
Town, not a City: All building construction grades are reduced by 1 level, to a minimum of Light.  Therefore any Heavy building hexes would be classified as "Medium" buildings instead, and have only 40 CF.

Ruins: Prior to deployment, roll 3d6 (edge may not be used); the sum of the dice indicates the number of destroyed buildings in the area.  Starting with the Rangers player, alternate denoting contiguous buildings as "ruins", and replace the buildings with rubble hexes, exactly as though the entire building had collapsed.  As an example, hexes 1404, 1304, and 1305 on the City (residential) map would be considered 1 contiguous building.  If the 3d6 had resulted in 7 buildings being destroyed, then replacing all three of these building hexes with rubble would reduce the number of ruins needing to be placed from 7 to 6.

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).


Battlefield Support:
None.

Ranger Victory Conditions:
1) Destroy or render incapable of spending MP at least 7 enemy units, three of which must be Mechs.  Infantry platoons must be completely destroyed to count for victory conditions.
2) No more than 2 Ranger units may be destroyed or rendered incapable of spending MP.

OPFOR Victory Conditions
1) Destroy or render incapable of spending MP at least 3 Ranger Units
2) Avoid having all of the Techs and all of the support vehicles destroyed (an immobilized unit is not destroyed).


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.
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Darrian Wolffe

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #9 on: September 25, 2022, 07:13:16 PM »

SPAs sent
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Ice

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #10 on: September 25, 2022, 11:30:07 PM »

Clean sweep

Picked up wolfhound pilot 2 edge ER LL spec tactics +3

Took warhammer

LA LT LL RL ALL DESTROYED ERPPC MPL SL STREAK 2 ALL LEG ACTUATOR X2 DHSX3 UPPER LOWER ACTUATOR ARM GYRO HIT X2 ENGINE HIT RT 2 IS DAMAGE CT 19 IS DAMAGE RA 8 DAMAGE RT 17 DAMAGE CT 22 DAMAGE LT 17 DAMAGE LTR 8 DAMAGE LA 20 DAMAGE LL 15 DAMAGE RL 15 DAMAGE

HE HAD A VERY BAD DAY AND NEVER ACTUALLY GOT TO FIRE

Sadly cored the Wolfhound so couldn't get both it and whammy

I ACTUALLY MANAGED TO MISSION KILL THE DAMN MADCAT AND COULDNT TAKE IT

Atlas has seen better days and well the rest is superficial pretty much


Marauder damage 8 CT 8 LA
- kill wolfhound
3 XP

Sunder DAMAGE 6 CT 5 RA 8 RL 11 LL
- kill infantry sherpa Donovan J-37
6 XP

Archer DAMAGE  13 CT 5 LT 5 RA 5 RL 5 CTR 7 RTR 1 IS RTR 16 ROUNDS LRM 15 USED
-  kill infantry
3 XP

ATLAS DAMAGE RT 32 7 IS RT  RA 4 LA 34 2 IS LA LT 17 RL 2 1 IS RL LL 2 1 IS LL UPPER LEG ACTUATOR 1 TON AMMO DESTROYED HAD 2 SHOTS LEFT BUT YAY GAUSS JJ
- KILL INFANTRY WATHAMMERX2 MADCAT
XP 6


« Last Edit: September 26, 2022, 08:39:21 AM by Ice »
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Ice

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Re: GEMINI Solo - Fire Lance - 8/22/57
« Reply #11 on: September 26, 2022, 12:43:02 AM »

Opfor units deployed center in what can only be assumed as a light patrol field camp. Opting for 360 coverage they deployed in a circular formation with some semi tree cover and the occasional 1 man standing patrol the crews turned in for rest after a long patrol.

Ranger units were able to find follow and set an ambush or more so surprise raid after reviewing patrol rotations not far from the field camp. Rangers chose the south side of a heavily bombed out town with ideal clearer lines of sight and direct paths to the camp. The utter chaos and terror the patrol lance would soon see couldn't have been avoided. The pathing and sight lines were simply absurdly open. The gravity would play some part in delaying the speed of Fire lance but not enough to prevent the full weight of the mixed lance being felt from the very opening.

Fire Lance deployed offset Sunder on right mid street and the rest dead center. A warhammer would be the first to feel it and rather quickly learned why proper sentry duty protocols and SOP are essential as the leg was volley fired into oblivion. The sunder would manage some damage elsewhere on a madcat. Opfor vehicles infantry and Wolfhound who fell asleep while on sentry duty scrambled to engage or flee.

The Wolfhound would hamper things a bit while poor targeting refused to outright drop anything for several cycles. The madcat losing an arm and other warhammer losing its balance set the pattern for what would happen heavily amongst the opfor in the engagement. The wolfhound couldnt avoid the amount of man-made lightning to maintain the annoyance it was and that would sum up the remainder of the pace of battle. The madcat and warhammer were focused down limb by limb but fighting. This was followed by spread out and look for vehicles and infantry. They had no place to hide and vehicles were not much happier the escape lanes just not far or hidden enough. This patrol will certainly be partially found but won't be reporting in anytime soon.

The opfor powered down the mechs for too long unable to bring all 4 mechs up at once in full working order the reactors cooler longer than expected led to losing limbs and staying power. This simply removed half the fight of a mech mobility or firepower wise or both. The mechs simply couldn't get enough fire consistently and for long enough. The surprise was sprung precisely where and when it was needed although no plan is perfect this could've been better but not by much.

« Last Edit: September 26, 2022, 02:38:48 PM by Ice »
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