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Author Topic: Fusilier Solo - Paladin Lance - 9/14/3059  (Read 1035 times)

Darrian Wolffe

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Fusilier Solo - Paladin Lance - 9/14/3059
« on: September 25, 2023, 08:58:49 AM »

« Last Edit: November 04, 2023, 04:42:48 PM by Hat »
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ADHDtv

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #1 on: September 25, 2023, 09:49:38 AM »

Please roll terrain.
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Darrian Wolffe

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #2 on: September 26, 2023, 10:31:51 PM »

Please roll terrain.

Terrain: Light Urban
Map: Town-farming

2 rerolls left
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ADHDtv

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #3 on: September 27, 2023, 09:54:35 AM »

Any enemy searchlights? From art and such.
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Darrian Wolffe

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #4 on: September 28, 2023, 06:36:06 PM »

Any enemy searchlights? From art and such.

Only the Griffin.
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ADHDtv

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #5 on: September 28, 2023, 07:02:10 PM »

Please Roll light twice looking for darkness. Thank you.
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Darrian Wolffe

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #6 on: September 29, 2023, 04:39:42 AM »

Please Roll light twice looking for darkness. Thank you.

1st roll:
Daylight

2nd roll:
Full Moon Night
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Darrian Wolffe

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #7 on: September 29, 2023, 06:11:49 AM »


NORTH

SOUTH

Maps:
Open Terrain 2.........Grasslands 1
River Commcenter.....Mountain Lake

Deployment
Primary OPFOR: Deploys second within 2 hexes of the northern board edge; no unit may deploy within 4 hexes of another unit.

Ranger Forces:  Deploys first, anywhere within 5 hexes of the east-west centerline of the playing area.

OPFOR Reinforcements: Enter the board anywhere desired along the north map edge on Turn 6.

Environmental Conditions
Full Moon Night: as per TacOps Expanded Conditions Table, pg 36.  Note in particular it costs +1 MP to enter each hex unless Jumping (or airborne), and there is a flat +2 to-hit modifier for all units on the board.

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.

Farming Community: This is a farm, not a fort.  While buildings are in play as described on the mapsheet, completely ignore all wall/turret hexes.  Consider them clear terrain with an elevation equal to the underlying hex.

Battlefield Support
none

Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 4 units from the Primary OPFOR..
2) Prevent the more than 2 OPFOR ground units from crossing the river and surviving in an uncrippled state for 1 additional turn (on the River Commcenter map), by the end of Turn 12.

OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 2 Ranger units and the liaison unit.
2) Before the end of Turn 12, cross the river on the River Commcenter Map with at least 3 uncrippled ground units*, and ensure those units remain uncrippled for 1 additional turn after the crossing.
*VTOLs cannot be scoring units, as they cannot gain or hold ground

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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ADHDtv

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #8 on: September 30, 2023, 12:15:50 AM »

Go ahead and send the SPAs to steve, thank you
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Darrian Wolffe

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #9 on: October 01, 2023, 05:59:29 AM »

Go ahead and send the SPAs to steve, thank you

SPAs sent
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deadlyfire2345

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #10 on: October 02, 2023, 12:38:36 PM »

Salvage sheet
Remove the 36M value, I forgot to.
« Last Edit: October 02, 2023, 01:21:34 PM by deadlyfire2345 »
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ADHDtv

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #11 on: October 29, 2023, 10:59:14 PM »

Ranger victory
AAR to follow within the week
No salvage, the only destroyed unit was cored
Fully repaired in 1 week . 9/21/3059
« Last Edit: November 02, 2023, 10:46:06 AM by ADHDtv »
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ADHDtv

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Re: Fusilier Solo - Paladin Lance - 9/14/3059
« Reply #12 on: November 02, 2023, 10:44:50 AM »

Paladin Forces met up with the liaison on scene to hold the enemy and prevent their Draconian forces from joining a larger Lyran battle occurring to the south.
CO Seraphina found herself at home in the dark and was able to cleanly kill one of the Schrek tanks early on, while London Ren took to the hill on the eastern map to pepper shots into the jumping light mechs from the Huron Warrior, whose plan was to go down and around the hill to reach the victory zone The sentry joined this endeavor by following the Wolverine around and putting damage into the back looking for crits, never got any but thankfully the Wolverine pilot was having trouble turning around to blast the sentry with their LPL, resulting in only mediocre damage to the Sentry. Sgt Anita Sin used the low light to maneuver and exploit the back of the Akuma for 3 turns in a row from the Black Hawk KU but didn't manage to do more than cripple it and knock the Pilot unconscious then ran south to try and stop the light lance from reaching victory threshold. Meanwhile to the West, Theresa in the Banshee chased down the wolf trap, who did manage do get across the scoring line on the commcenter map, but the banshee managed to put it internal on 2 torsos, resulting in a crippling for purposes of scoring. the 3 jumping units Wolverine Griffin and Firestarter did make it to the south side of the map and were making their way to the COMM center to push through but due to time constraints the mission had to be called. In the end it was a 1-0 victory, Paladin took about 180 points of armor damage and a single hand actuator crit, thankful since M3 is in 2 weeks so choosing to fight in low light to prevent damage and movement seemed to be the good choice.
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