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Author Topic: POLAR GULF Mission 4 - 5/22/58  (Read 1990 times)

Darrian Wolffe

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POLAR GULF Mission 4 - 5/22/58
« on: January 29, 2023, 07:27:03 AM »

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Ice

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #1 on: January 29, 2023, 11:08:09 PM »

Per deadly thin atmosphere drops the fog. Run it
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deadlyfire2345

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #2 on: January 30, 2023, 08:26:19 PM »

Salvage sheet up
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Darrian Wolffe

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #3 on: February 06, 2023, 07:51:39 AM »

Per deadly thin atmosphere drops the fog. Run it

Got your order, will do ASAP.
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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #4 on: February 06, 2023, 09:59:10 PM »

As a suggestion for OpFor distribution, I would suggest giving each member 2 of the heavier (70T+) mechs in pairs from the main force, add a turret each and then distribute the infantry, lighter mechs and tanks to round out the forces.  That should also help prevent long lines on given individuals.  That should make things more fun for people playing OpFor.
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Ice

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #5 on: February 07, 2023, 12:08:16 PM »

Do we have an up to date reinforcement time for everyone someplace?

If not can I get a quick rundown on peoples reinforcement that doesn't consist of Marigold, Osiris, Lancer, and those currently in m4?

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #6 on: February 07, 2023, 12:37:25 PM »

Do we have an up to date reinforcement time for everyone someplace?

If not can I get a quick rundown on peoples reinforcement that doesn't consist of Marigold, Osiris, Lancer, and those currently in m4?

Ok, I've gone ahead and updated all of the reinforcement times based on lance leaders skill and mechs in the Google Sheet.
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Ice

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #7 on: February 07, 2023, 02:30:54 PM »

Do we have an up to date reinforcement time for everyone someplace?

If not can I get a quick rundown on peoples reinforcement that doesn't consist of Marigold, Osiris, Lancer, and those currently in m4?

Ok, I've gone ahead and updated all of the reinforcement times based on lance leaders skill and mechs in the Google Sheet.

Appreciated and both reinforcements are basically selected at this point will reserve based on map
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Ice

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #8 on: February 08, 2023, 11:22:25 AM »

Do we already have a painted goblin and the various BA?

If not do we have painted semi useable proxies?
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Darrian Wolffe

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #9 on: February 10, 2023, 07:48:52 AM »

NORTH

SOUTH

Maps
Large Mountain 1.......Forward Base.......Open Terrain 3
City (Suburbs)...........DropPort 1...........City (Suburbs)
Open Terrain 2..........DropPort 2...........Grasslands 3

Deployment
All non-Ranger, non-Allied units deploy first.
Pirate Primary OPFOR: Each Orange deployment zone must contain 4 Mechs of the primary Pirate OPFOR.  One Orange deployment zone will be left empty at the end of deployment.

Base Civilian Units: Half of the base civilian units must deploy onto the central mapsheet, within 6 hexes of Hex 0909.  The other half must deploy within 6 hexes of Hex 0909 of either City (Suburb) map.  Civilian units may not leave the board, nor may they deploy into, nor move through, buildings.

Base Turrets: Turrets must deploy onto a hex marked by a Red Star.  No building (any grouping of uninterrupted contiguous building hexes; the two irregular pentagons on the DropPort map are 2 different buildings) may support more than 1 turret.  Artillery turrets may not direct-fire through adjacent hexes containing a building hex at their level, above their level, or 1 level BELOW their level (see artillery rules under Battlefield Support, below).

Pirate OPFOR Force #2 and Pirate (Local Forces): Each group must deploy into and only into the Blue deployment zone, or the Purple deployment zone.  All units of a given force must share the deployment zone.

Pirate Reinforcements: Enters the board on their designated turn via a preselected Red Zone (1-4).  All units entering must share the deployment zone.  At the pirate's option (decided on the turn of entry), up to 4 Mechs may deploy directly into any hex marked with a Green Diamond, automatically expending their first movement point that turn to do so.  Any Mech which deploys via this latter action may not expend Jumping MP during that turn.

Ranger Forces: Deploys up to 3 hexes in to the southern edge of the mapsheet.  No more than 2 lances may deploy per map.  Units on adjacent mapsheets may not deploy closer than 6 hexes from one another.

Ranger Reinforcements: May deploy 2 reinforcement lances.  Enters the board from the south edge.  Determined prior to the game, up to one lance may deploy onto the eastern board edge of the Grasslands map, through ONLY the Road Hex which exits the board along that edge.

St Ives Compact Allies: Enters the board LAST via the southern map edge during Turn 1.  They are considered to have "won initiative" that turn regardless of any card result (ie, they're letting the disposable meat shields go first).

Environmental Conditions
Thin Atmosphere:  Apply a -2 Cruising MP penalty (redetermining Flank MP) to WiGE, VTOL, and Hovercraft unit types.  WiGE must expend 7 MP to take off.  Apply an additional +1 PSR penalty to airborne unit types to avoid loss of control in atmosphere (applies to lawn dart checks as well, for clarity).

They're only pirates: All building classifications on the Forward Observer Map are reduced by 1 level (heavy buildings become medium, etc).  Wall hexes are set to only 50 CF, not 200 CF.  Yes, this includes walls with turrets on top of them.

It's a damn parking lot, sir: All hexes which look like pavement, whether labeled as such or not, are considered pavement.  Half-hexes are considered pavement only if both halves of the half-hex resemble pavement (ie, the join between the Suburbs and DropPort maps).  Additionally, the sublevel hexes on the DropPort maps are treated as level 0, paved, terrain.

Battlefield Support
Rangers: The Rangers have 0 points of battlefield support available to them.  They may make artillery or air attacks/defenses at will, to the normal sortie or ammunition limit, but must determine which fighter is chalked to which duty prior to the game (ie, you can't suddenly decide your T-bird is loaded with bombs).  There are no pre-plotted hexes for artillery.

Pirate Forces: Pirate forces will have 0 points of battlefield support available to them.  They are considered to have access to 2 light fighters, which may be designated for air attack or defense prior to the game (each fighter can make 2 sorties if not shot down).  Their on-board artillery may engage in counter-battery fire (May declare beginning the turn after any Ranger artillery has LANDED; target a specific Ranger artillery platform and roll a 10+ to hit, reducing this TN by 1 for each turn it fires successively and without interruption at the same Ranger artillery piece.  Each gun fires individually. Each successful hit against a Ranger artillery piece deals 1 group of 5 damage per point of MOS, to a maximum of 4 groups, using the Kick Table to determine attack direction).  Pirate artillery has access only to standard HE, and Flak, ammunition.  Finally, as a result of previous scenarios, pirates are able to deploy a quantity of booby traps, details of which will be provided to the pirate CO on the day of game.

Pirate artillery turrets may not direct-fire through adjacent hexes containing a building hex at their level, above their level, or 1 level BELOW their level (ie, nobody wants to accidentally splash damage the building which is holding the turret up and would deploy the turret accordingly). Be advised this means that you can create blind spots; a turret mounted on the eastern position in the Forward Base wouldn't be able to direct-fire through the wall hex to the turret's southeast.

Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 8 units from the Primary OPFOR, 3 turrets, 4 civilian units, and 4 units from Pirate Force #2.
2) Both Fire Lance and the St Ives Allies must remain at 50% strength or better, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.
*Infantry units and non-artillery turrets cannot contest the battlefield, and therefore need not be entirely eliminated to determine 'clean sweep' status.

OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 10 Ranger units, at least 3 of which must be Fire Lance and/or the liaison. Destroying (not crippling) a St Ives unit counts as 2 units towards this goal.
2) Suffer no more than 8 total pirate units from the Primary OPFOR, AND no more than 4 total units from Pirate Force #2, destroyed or incapable of spending MP

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) OPFOR MechWarriors - not vehicle crews - will attempt to shoot any ejected Ranger or St Ives 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.  Local Forces will attempt to capture ejected Ranger or St Ives MechWarriors under the same conditions.

3) The TN to recruit captured OPFOR MechWarriors is reduced by 1 (to a maximum of -3) for every 100,000 CB they are paid at the end of the contract.

4) If 4+ Pirate MechWarriors are KIA during this mission, inform the GM immediately.
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Ice

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #10 on: February 10, 2023, 09:51:39 PM »

Fury and Ironside you get to come along for the excitement.
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Darrian Wolffe

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #11 on: February 11, 2023, 04:10:08 AM »

Do we already have a painted goblin and the various BA?

If not do we have painted semi useable proxies?

We have proxies, I believe. Really we should do an IWM run to pick up minis for the Ranger armor/infantry corps.

However, I'd very EXTREMELY hesitant about bringing BA and the Goblin on this specific mission.  The Delta Manticores, maybe, but the infantry really doesn't serve a purpose in this mission.

(And no, before anyone asks, Lucas cannot bring Bravo Companies conventional assets on this mission. Company COs only get to bring them when they're the local CO, not when they're the reinforcements.)
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deadlyfire2345

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #12 on: February 12, 2023, 04:27:11 PM »

Could use to pick up some zephyrs, a maxim, and a demolisher.

Will pay someone back for them.

Also sheets are printed and written down.
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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #13 on: February 12, 2023, 07:16:01 PM »

<snip>We have proxies, I believe. Really we should do an IWM run to pick up minis for the Ranger armor/infantry corps.

Charlie Company's armor is purchased, painted and ready.  I thought Charlie had BA, then not, then yes, so that's outstanding.
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Ice

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Re: POLAR GULF Mission 4 - 5/22/58
« Reply #14 on: February 12, 2023, 07:25:28 PM »

I have some random clix stuff that I can use to proxy the DC armor like a salamander. I have actual IS BA clix and already painted BA but its in black. Wasnt planning on stripping those but might after all. I have a Maxim I can paint up and I think possibly both Zephyr. I have an Ontos already but will need to check on Demolisher mkII. Will confirm what I have after talking to Deadly.
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