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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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Author Topic: FUSILIER Mission 4 - 10/23/3059  (Read 3538 times)

Darrian Wolffe

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #15 on: November 22, 2023, 03:24:08 PM »

Run it

I should have pointed out: this is full-length dusk/dawn (8 turns), and it's dawn. Does that change your desire for rerolls?
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Ice

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #16 on: November 22, 2023, 03:31:11 PM »

I mean civs can't hit the broadside anyway and let's them have an extra +1 to be shot. As long as it isn't hurting the hot drop psr or psr in general I'm good with it. Would say maybe ask deployed group but nobody opposed it to start with. Go ahead and run it as is.
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Darrian Wolffe

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #17 on: November 22, 2023, 10:08:51 PM »

NORTH

SOUTH


Maps
Open Terrain 2 New.....Rolling Hills 1 New.......Woodland New
Grassland 1................Lake Area...................Scattered Woods
Foothills 1..................Woodland New............Grasslands 3


Deployment
Primary OPFOR: Divide the Primary OPFOR into 5 lances of 4 Mechs each (in order).  Each Lance deploys into any one of Zones Red 1-8.  3 lances must deploy into Zones 1, 3, 5 and 7.  No more than 2 Lances must deploy into Zones 2, 4, 6, and 8.

OPFOR Reinforcements: Enters anywhere desired through Zone R on their designated turn.

Ranger Forces: Prior to OPFOR deployment, choose a Landing Zone, LZ 1, 2, or 3.  All Ranger Mechs deploy into this LZ.  Each Ranger Lance must deploy wholly into a map quarter within their designated LZ.  Lances may not share or overlap map quarters.  Lances must choose their designated map quarter prior to deployment; this information is not shared with the OPFOR players.  Mechs will make groundfall in the End Phase on Turn 1; they are considered to be at Altitude 3 (+6 hexes range) during this turn's weapons fire, count as jumping, all have a +3 TMM, and can neither declare nor receive physical attacks this turn.  For simplicity sake, drop and scatter rolls are made during Turn 1 Movement Phase.  Mechs may move normally beginning on Turn 2.

Ranger Reinforcements: Rangers may field 1 reinforcement lance.  This unit air-drops onto the battlefield during Turn 1 along with primary Ranger forces, ignoring normal reinforcement timer.

Civilian Units: 2 units deploy into each of Zones Gray A, B, C, and D on Turn 1 (each Zone being a map quarter 4 full hexes from the eastern board edge).

Environmental Conditions:
Tainted World: All 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.

Dawn: Add +1 to hit with weapons fire during Turns 1-8.  Searchlights do not affect this, but All-weather and related abilities can offset.  This modifier does not affect BSP target numbers.

Battlefield Support:
Rangers receive 20 points of BSP, which may only be air defense and air attack options.  At least 2 ASFs must be designated as DropShip escorts and so are not available for air attack/defense during this scenario.

OPFOR forces receive 32 points of BSP, which may only be spent on air defense and any desired mix of Sniper or Thumper-class artillery strikes.  OPFOR does not receive pre-plotted hexes.

CLARIFICATION (this will be cross-posted in the rules thread): A HE artillery shell impact which overlaps a Smoke hex automatically dissipates the smoke at the end of the phase in which the HE artillery landed. All hexes of HE AoE have this effect on Smoke.

Victory Conditions
Rangers
1) Evacuate as many civilian units as possible through the evacuation zones Blue A, B, and C (a 3x3 hex area) and have no active OPFOR units within 6 hexes.  A Civilian Unit can exit the board after spending 1 full turn in any hex of an evacuation zone.  At least 2 civilian units are required to exit the board in order for the Rangers to have a victory at all.
2) Destroy, cripple, or render incapable of spending MP, at least 10 Primary OPFOR Mechs.
3) Suffer no more than 7 Ranger units destroyed, crippled, or rendered incapable of spending MP by the end of the game.

OPFOR
1) Render the liaison Mech incapable of spending MP and kill the liaison pilot.
2) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units prior to Turn 12.
3) Destroy, cripple, or render incapable of spending MP, at least 3 Fire Lance units - including any attached support units - prior to 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).  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.

3) OPFOR MechWarriors will not target a civilian unit if there is an active and non-crippled Ranger unit within 8 hexes of the OPFOR unit, and if the OPFOR unit is capable of firing at the Ranger unit.
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deadlyfire2345

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #18 on: November 23, 2023, 05:08:07 PM »

Since both sides will have a C3 network, the current errata reads as followed in ECM section:
"When targeting units, so long as the units involved are not cut off from their network, C3 is not affected by LOS being
traced through an ECM radius."

https://bg.battletech.com/wp-content/uploads/2023/09/Total-Warfare-2023-09-17-v11.01.pdf
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Ice

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #19 on: November 24, 2023, 02:49:58 PM »

Hat has decided to join in the misery that is this mission as reinforcement.
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deadlyfire2345

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #20 on: November 27, 2023, 02:55:07 PM »

Send me SPAs for this one and I will have them written down.
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deadlyfire2345

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #21 on: November 29, 2023, 10:34:53 AM »

Sheets printed.
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ItsTehPope

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #22 on: December 01, 2023, 08:41:09 PM »

Someone please start the minis list so I can get prints done when needed.
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Ice

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #23 on: December 02, 2023, 08:41:54 AM »

All in red

Daikyu
KU
Firestarter
Grand dragon
Wolverine

Mauler - not done
Panther - not done


« Last Edit: December 02, 2023, 10:28:08 AM by Ice »
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deadlyfire2345

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #24 on: December 02, 2023, 08:46:40 AM »

Okay...

Ally:
Enforcer - Rob - Painted AFFS

DC Start:
Sunder - Rob - Painted
Gunslinger - Rob - Painted
Loki - Steve
Daikyu - Rob - Painted
Firestarter (omni) - Dan, printing
Komodo - Bryan
Wolverine - Ice
Phoenix Hawk - Rob - Painted Olive Drab
Grand Dragon - Rob - Painted
Grand Dragon - Rob - Painted
Grand Dragon - Rob - Painted
Grand Dragon - Rob - Painted
Shugenja - Rob - Painted
Hatamoto-Chi - Bryan
Mauler - Rob - Painted
Grand Dragon - Ice
Hitman - Rob - PROXY (Venom, red)
Panther - Rob - Painted
Raptor - Rob - PROXY (Locust, OD)
Firestarter (Omni) - Dan, Printing

Civilians:
Carbine - Bryan
Icarus - Rob - Painted PROXY (Eyeleuka)
Harvester Ant - Printing
Harvester Ant - Printing
Shadow Hawk - Rob - Painted AFFS
Flatbed Truck[ - Rob - PROXY (ammo trailer, OD)
Orion - Dan, ready
APC - Rob - PROXY (thing with tracks, OD)


DC Reinforcements:

Wolf Trap - Rob - Painted
Lynx - Dan, ready
Firestarter (Omni) - Dan, printing
Black Hawk-KU - Ice
« Last Edit: December 14, 2023, 07:01:27 AM by Darrian Wolffe »
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ItsTehPope

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #25 on: December 02, 2023, 12:18:25 PM »

I have on me the Orion, and will have printed the Fire starters and the Sunder.  I have a Lynx and can possibly get the Agromechs as well
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ItsTehPope

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #26 on: December 02, 2023, 02:09:54 PM »

I have STLs for the Harvester Ant - shall I send them off for print?
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Ice

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #27 on: December 02, 2023, 03:24:47 PM »

All in red

Daikyu - Rob has 1 but can still bring
KU - have 1
Firestarter omni - have 1
Grand dragon - have 1
Wolverine - Rob probably has one but I did have to bring at one point

Mauler - not done - Rob has one of these
Panther - not done - Rob has one of these

Since over looked first post.....
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Black Omega

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #28 on: December 02, 2023, 05:06:01 PM »

I can provide:

Gunslinger
Loki
Wolverine
Phoenix Hawk
Hitman
Panther
Raptor
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serrate

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Re: FUSILIER Mission 4 - 10/23/3059
« Reply #29 on: December 02, 2023, 10:15:32 PM »

I'll bring a Komodo, Hatamoto-chi, and Carbine to give to Steve when we play my solo, if that's alright with him.
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