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Author Topic: FLINT Mission 1 - 9/21/58  (Read 2872 times)

Black Omega

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Re: FLINT Mission 1 - 9/21/58
« Reply #15 on: March 05, 2023, 07:00:19 PM »

I've got the Lightning and one drillson (if I can find it).
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Darrian Wolffe

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Re: FLINT Mission 1 - 9/21/58
« Reply #16 on: March 05, 2023, 07:37:22 PM »

NORTH

SOUTH


MAPS
Woodland..................River Valley
Open Terrain 3..........Mountain Lake
Rolling Hills 1 New......Lake Area


Deployment
OPFOR Deployment: Deploys after civilians.  OPFOR units are divided into groups of 6 units, from top to bottom of the list.  The first group of 6 must deploy into Zones Purple 1 or Purple 2.  The second group of 6 must deploy into zones Purple 1 or Purple 2, but may not share the deployment zone with the first group.  The final group (the 3 helicopters) must deploy within 3 hexes of the Purple Star; Battle Armor squads begin the game mounted in the helis.

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

Civilian Deployment:  Deploys first. Deploys up to 3 hexes from the southern board edge.

OPFOR Reinforcements: Enters the board from the southern board edge on Turn 6.  Prior to the game, the OPFOR reinforcements may elect (in writing) to delay their entry by 1 turn in exchange for entering the board from the northeastern quarter board edge of the Lake Area Mapsheet (hexes 1501-1508).  This decision need not be revealed to the Ranger players until, well, until you don't enter on Turn 6, really.

Ranger Reinforcements: Ranger reinforcements are not deployed in this scenario (due to player absence count).

Environmental Conditions:
None.

Battlefield Support:
Rangers may make up to 8 sorties with ASFs, in any mix of offensive or defensive missions.  They may also make up to 3 total attacks with each piece of tube artillery available to them, but do not receive any presighted hexes.

The WOB receives 30 points of BSP support, no more than 12 of which may be artillery support, and at least 8 of which MUST be air defense.  ASF and artillery attacks may not be deliberately targeted on civilian units, but may drift as the winds of fate allow.  WOB air attacks get a +1 bonus when attacking Ranger tube artillery for each turn after the first the Ranger tube artillery has fired during this battle.

Victory Conditions
Ranger Victory Conditions:
1) Destroy or render incapable of spending MP at least 8 enemy units.  BA platoons must take 75% casualties to count as destroyed to count for victory conditions.
2) Ensure that at least 2 of Spectre Lance units 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 7 Ranger Units
2) Destroy or render incapable of spending MP 3 Spectre Lance units
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.

3) True Believers: attempts to recruit OPFOR Mechwarriors in this mission suffer a +2 TN penalty (+3 for ComStar-affiliated lance leaders, +0 for WOB-affiliated lance leaders).  Upon taking a prisoner, roll 2d6.  On a ??+, the prisoner detonates a suicide device which deals 1d6 damage to the capturing MechWarrior (edge cannot be used to avoid the bomb entirely, but may be spent to gain a reroll on the 1d6, or may be burnt to survive).  All prisoner ransom values for this contract are *tripled* (ie, a MechWarrior ransomed for 10,000 CB is instead ransomed for 30,000 CB).

4) Following the battle, GM makes a check.
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Phoenix05

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Re: FLINT Mission 1 - 9/21/58
« Reply #17 on: March 05, 2023, 11:30:41 PM »

Can I assume that OpFor reinforcement preference is selected before deployment?
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Darrian Wolffe

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Re: FLINT Mission 1 - 9/21/58
« Reply #18 on: March 06, 2023, 03:30:34 AM »

Can I assume that OpFor reinforcement preference is selected before deployment?

Sort of.  They have to determine their preference prior to the start of the game.  Technically, they can do it after Ranger deployment, but as a practical matter, it doesn't make a difference one way or another.
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serrate

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Re: FLINT Mission 1 - 9/21/58
« Reply #19 on: March 06, 2023, 04:50:16 PM »

I've got two painted Pegasus that stand-in pretty well for Drillsons, if we don't have them.
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ItsTehPope

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Re: FLINT Mission 1 - 9/21/58
« Reply #20 on: March 06, 2023, 11:16:27 PM »

Turns out I won't have the Awesome done in time - Steve, can you bring one?
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Black Omega

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Re: FLINT Mission 1 - 9/21/58
« Reply #21 on: March 07, 2023, 05:18:48 AM »

sure
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deadlyfire2345

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Re: FLINT Mission 1 - 9/21/58
« Reply #22 on: March 07, 2023, 08:09:55 AM »

Turns out I won't have the Awesome done in time - Steve, can you bring one?
Sadge
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ItsTehPope

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Re: FLINT Mission 1 - 9/21/58
« Reply #23 on: March 07, 2023, 11:36:09 AM »

I'm going to assume I need to print a Bandersnatch.
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serrate

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Re: FLINT Mission 1 - 9/21/58
« Reply #24 on: March 07, 2023, 02:48:30 PM »

I'm going to assume I need to print a Bandersnatch.

I actually used to have one, and at some point traded it away thinking I'd never need it...
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ItsTehPope

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Re: FLINT Mission 1 - 9/21/58
« Reply #25 on: March 07, 2023, 06:11:42 PM »

I've got the centurion
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Ad Hoc

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Re: FLINT Mission 1 - 9/21/58
« Reply #26 on: March 07, 2023, 06:52:56 PM »

Since Deadly and myself will not be at the game, someone else will need to print OpFor record sheets for this game.
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Ice

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Re: FLINT Mission 1 - 9/21/58
« Reply #27 on: March 07, 2023, 08:05:13 PM »

I have an all green hermes that looks terrible but I have a hermes at least. Cant seem to find the unpainted one to toss white on it.
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ItsTehPope

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Re: FLINT Mission 1 - 9/21/58
« Reply #28 on: March 07, 2023, 08:48:19 PM »

I have an all green hermes that looks terrible but I have a hermes at least. Cant seem to find the unpainted one to toss white on it.

Sounds good.
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Hat

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Re: FLINT Mission 1 - 9/21/58
« Reply #29 on: March 08, 2023, 06:17:16 AM »

I've got a Starslayer in Star League green we can use for the Lineholder if desired as well as a camo Berserker and tan and black Pillager if we need them for the Rampage and the Awesome.
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