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Author Topic: Fusilier Solo - Ereschuld Lance - 9/17/3059  (Read 540 times)

Darrian Wolffe

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Fusilier Solo - Ereschuld Lance - 9/17/3059
« on: September 25, 2023, 08:57:39 AM »

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Re: Fusilier Solo - Ereschuld Lance - 9/17/3059
« Reply #1 on: September 27, 2023, 03:23:42 PM »

Ok, finished repairs after the mauling I took in M1.  As strange as it sounds, I'm considering leaving the Tornado conditions. Probably not, though I want to understand how a few things work before determining that for certain.  Keeping it likely cuts the OpFor in half with only the Panthers and Lynx with any tactical mobility (jump is not impacted by the tornado as far as I can see).

Tornado F1-F3 (Tac Ops, p. 36, 61)
Mechs: -2 Walk, +3 PSR
Vehicles: -2 Cruise*, +3 Driving
Infantry: not permitted
To-hit modifiers: +2 direct energy & pulse energy, +3 direct ballistics, no missiles
Water hexes: all water hexes contain the Torrent terrain modification.  This imposes a +2MP penalty on depth 1 or greater water as well as an additional +3 PSR when in that hex.  Failed PSR results in being swept 3 hexes in the direction of the water flow (cannot result in getting moved to a depth 0 water hex)
* Hover, WiGE and VTOL cannot operate in such conditions

Questions:
1. Kabuto only have missile weapon systems (SSRM-4s).  Would they deploy?  I would expect not given they don't have operable weapons capable of dealing 5 or more points of damage and even their kicks are only 4 points.  Do they count towards the "destroy, cripple or force the withdrawl of..." condition?
2. Saracens and Drillsons are hover vehicles, cannot operate and wouldn't deploy.  Do they count towards the "destroy, cripple or force the withdrawl of..." condition?
3. Because missile systems are inoperable is it correct to say that OpFor would not have ammo loaded in those bins?
4. Units that would force to abandon wouldn't abandon into tornado conditions.  Would they abandon into being taken prisoner (mech moves into same hex and transfers them to cockpit)?  I'm expecting no, but looking to confirm.
5. As far as I can see looking at TacOps Jump MP is not impacted.  Is that correct?
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Re: Fusilier Solo - Ereschuld Lance - 9/17/3059
« Reply #2 on: September 27, 2023, 04:11:40 PM »

Probably just better off without the tornados as interesting as that might make it.

Reroll wind.  Wind up to strong gale is fine, use up to 2 rerolls to get strong gale or less.  If after 2 rerolls, wind is Tornado F4, reroll a final time.  If I only use 1 reroll for wind, please reroll terrain.
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Darrian Wolffe

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Re: Fusilier Solo - Ereschuld Lance - 9/17/3059
« Reply #3 on: September 28, 2023, 06:37:08 PM »

Probably just better off without the tornados as interesting as that might make it.

Reroll wind.  Wind up to strong gale is fine, use up to 2 rerolls to get strong gale or less.  If after 2 rerolls, wind is Tornado F4, reroll a final time.  If I only use 1 reroll for wind, please reroll terrain.

1st reroll
Clear
Calm
None

2nd reroll
Terrain: Light Urban
Map: Town-Wooded
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Re: Fusilier Solo - Ereschuld Lance - 9/17/3059
« Reply #4 on: September 28, 2023, 06:40:02 PM »

Generate, please.
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Darrian Wolffe

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Re: Fusilier Solo - Ereschuld Lance - 9/17/3059
« Reply #5 on: September 29, 2023, 06:00:57 AM »

NORTH

SOUTH

Maps:
City (suburbs).......Scattered Woods
Woodland................Open Terrain 2

Deployment
Primary OPFOR: Enters the board anywhere desired along the southen board edge. However, each lance of Mechs (first 4 are 1 lance, 2nd 4 are 1 lance) must deploy on different mapsheets with no fewer than 8 hexes separating the closest units of the different lances.

Ranger Forces:  Deploys first, anywhere on the northern two mapsheets

Environmental Conditions
Tainted World: Any water hexes are considered to be a Class 1 Hazardous Liquid.  Each submerged location on a Mech or vehicle suffers 1d6/2 damage whenever a unit enters a hex containing a Hazardous Liquid, or begins the Ground Movement Phase in such a hex.  Breach checks are still required; this liquid deals 2 pilot hits/round to a MechWarrior with a Breached Head Location, but does not provoke a consciousness check.  Battle Armor takes 1d6/2 damage per trooper per hex entered or per round (as above), but does not require a Breach check.  Conventional infantry takes double damage.  Finally, Hazardous Liquid mixing and Water Flow rules are NOT in play, as all the liquid on the board is identical.

Battlefield Support
none

Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 6 units from the Primary OPFOR.
2) Suffer no more than 3 total Mechs - including the liaison - incapable of spending MP at the conclusion of the scenario.

OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 2 Ranger units *and* the liaison unit.
2) Suffer no more than 5 total units - including the liaison - incapable of spending MP at the conclusion of the scenario.

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).  Convoy units may only exit from the southern 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.  OPFOR MechWarriors will attempt to kill any ejected liaison pilots in this scenario; as long as no Ranger units are a valid target within LOF and within 8 hexes of the firing Draconis unit.  KIA liaisons can have contract implications later in the Contract.
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Re: Fusilier Solo - Ereschuld Lance - 9/17/3059
« Reply #6 on: September 30, 2023, 03:31:33 PM »

Please send Ryan the SPAs.  Thanks.
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Darrian Wolffe

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Re: Fusilier Solo - Ereschuld Lance - 9/17/3059
« Reply #7 on: October 01, 2023, 06:14:50 AM »

Please send Ryan the SPAs.  Thanks.

SPAs Sent
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deadlyfire2345

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Re: Fusilier Solo - Ereschuld Lance - 9/17/3059
« Reply #8 on: October 02, 2023, 12:48:41 PM »

Salvage Sheet
Remove the 36M value, I forgot to.
« Last Edit: October 02, 2023, 01:21:14 PM by deadlyfire2345 »
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Re: Fusilier Solo - Ereschuld Lance - 9/17/3059
« Reply #9 on: November 04, 2023, 04:39:44 PM »

After Action Report.

The Rangers started out in the northeast, outside of the city within the wood line bordering the open terrain to the south.  Combine vehicles skirted the western edge of the engagement moving towards the city and the east / west road while the light lance used the south central hills for screen and the heavy lance moved up into the woods on the southern side of the open terrain.  Initial engagement between the heavier elements had the Rangers taking the worst of it, lucky shooting by Combine forces destroying the foot and lower leg actuator of the Marauder almost as soon as the battle began.  MSGT Fox in her Grasshopper pushed forward to soak fire and deliver significant damage to the Daikyu granting the Marauder a moment's respite and the ability for Lt. Ramsden to collect himself, before Fox fell back.

Sharpshooting by MSGT Lee took out one of the Kabuto and later both Saracen after the lighter elements had joined the Combine's heavier elements pushing the Rangers into a screening arc to try and shield Ramsden and his Marauder through an attempted withdrawal to the northeast.  Missing most of his right arm and with his right torso's front armor gone and virtually nothing left of the internal structure he was still technically operational rather than crippled.  Sgt Fox destroyed the Drillson and chased the damaged Grand Dragon while the Lynx worked to run down the Marauder.  A withering blast from the Lynx tore into the Marauder's right leg, taking out the hip actuator (all other actuators had already been destroyed).  Somehow Lt Ramsden managed to keep the mech upright, as it likely wouldn't have survived a fall.  Sgt. Fox's kick into the Grand Dragon's leg drove shrapnel up into the torso setting off the LRM ammo and destroying the mech.  Having lost half their forces without even crippling a single Ranger unit or liaison, the Combine forces withdrew (/victory).

Units Destroyed
Saracen (x2)
Drillson (x2)
Grand Dragon
Kabuto

Extra salvage for unit: $4,383,652
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