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Author Topic: Hammer Solo - Ereschuld Lance - 6/12/3060  (Read 1080 times)

Darrian Wolffe

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Hammer Solo - Ereschuld Lance - 6/12/3060
« on: April 26, 2024, 06:23:09 AM »

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  • Carpe Petasus
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Re: Hammer Solo - Ereschuld Lance - 6/12/3060
« Reply #1 on: April 26, 2024, 08:02:16 AM »

Rob, looking for a 2x2 map or potentially smaller.  Willing to use 2 rerolls to get there.
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deadlyfire2345

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Re: Hammer Solo - Ereschuld Lance - 6/12/3060
« Reply #2 on: April 26, 2024, 03:22:36 PM »

Salvage Sheet
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Darrian Wolffe

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Re: Hammer Solo - Ereschuld Lance - 6/12/3060
« Reply #3 on: May 02, 2024, 06:16:00 PM »

Rob, looking for a 2x2 map or potentially smaller.  Willing to use 2 rerolls to get there.

It took 2 rerolls. You're on 35x30

EAST
[][]
[][]
WEST
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Re: Hammer Solo - Ereschuld Lance - 6/12/3060
« Reply #4 on: May 02, 2024, 06:17:24 PM »

Generate please.
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Darrian Wolffe

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Re: Hammer Solo - Ereschuld Lance - 6/12/3060
« Reply #5 on: May 03, 2024, 06:01:24 AM »

NORTH

SOUTH

Maps
Scattered Woods........River Delta 1
River Delta 2.............River Delta 2


Deployment
Primary OPFOR: Enters the board along the East map edge on their initiative on Turn 1.

OPFOR Reinforcements: Enters the board anywhere along the East map edge on their initiative on Turn 6. 

Ranger Forces:  Enters the board along the West map edge on their initiative on Turn 1. 


Environmental Conditions
Poor Quality Control: Each of the two half-hexes containing water at the border of the southeast and southwest maps are considered to be Depth 1 Water Hexes, and to be a contiguous path of water from east to west, even though the art doesn't match up.

Battlefield Support
none

Victory Conditions
Rangers
1) Destroy, cripple, or render incapable of spending MP, at least 5 Primary OPFOR units.
2) Do not suffer more than 2 Ereschuld Lance units destroyed or rendered incapable of spending MP, and the liaison must not be destroyed, rendered incapable of spending MP.

OPFOR
1) Destroy or render incapable of spending MP at least 3 units from the Ranger forces, including the liaison.
2) Move at least 2 units west, ending your movement beyond the midpoint (denoted by the fold) of the western mapsheets, spend 1 full turn there while spending only Walking/Cruising MP, and evacuate the units who have done so off the eastern board edge


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 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.
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Re: Hammer Solo - Ereschuld Lance - 6/12/3060
« Reply #6 on: May 03, 2024, 07:47:34 AM »

SPAs to Ryan please.
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Darrian Wolffe

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Re: Hammer Solo - Ereschuld Lance - 6/12/3060
« Reply #7 on: May 04, 2024, 04:37:53 AM »

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Re: Hammer Solo - Ereschuld Lance - 6/12/3060
« Reply #8 on: May 15, 2024, 09:48:24 PM »

Solo complete.  Rangers total victory (both objectives gained, OpFor, 0 objectives gained).
OpFor PHawk escaped after scouting.  2 Galleons, 1 Vedette and 1 Scout Helicopter retreated off board (mission kills)
Battlemaster successfully DFA on pristine Dragonfire and if it didn't have 2 EDG to force rerolls of three 5 point head hits, would have been an instant kill (dropped later)
All other OpFor units destroyed (15 total)
Dragonfire (2 pilot hits) and Night Hawk pilots captured
Ranger Avatar was mission kill (GR blew up, but didn't shut down the mech, pilot auto ejected)
No Ranger mechs crippled
All Ranger pilots received minor injuries (1 hit each except for XO who got 2)
Wolverine and Dragonfire claimed as salvage
94,023 salvage total remains.
AAR forthcoming.
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Re: Hammer Solo - Ereschuld Lance - 6/12/3060
« Reply #9 on: May 15, 2024, 11:35:37 PM »

June 12, 3060
Ehreschuld lance detected an incursion of FRR forces attempting to skirt the northern edge of the Rangers' OZ.  Moving faster than the OpFor expected They were able to move north, forcing the FRR to execute their probe into the swamp rather than the forested rolling hills to the south.  Both forces entered the engagement area with the OpFor deploying along the eastern edge just south of the basin with the VTOLs in the NE corner apparently on a sweep.  Ehreschuld deployed mostly center west with the liaison's Wolfhound guarding the northern flank while the Ostwar flanked south.  While the tanks would be pinned in the SE corner, the bulk of the FRR were deployed in an even line to conceal their intent.  The FRR's lack of jump jets for most units slowed their progress through the swamp as the Rangers flanking units extended north and south and the majority of the lance headed directly towards the enemy forces allowing for rapid reaction should the Scout helicopters commit to scouting instead of flying back and forth along the eastern edge of the zone.  The only high ground was in the NW corner and claimed by the Wolfhound taking shots at the VTOLs to prevent them from being complacent.  Meanwhile, the FRR forces shifted south, making a probe with more than a lance of forces anchored by the Beowulf and Shadowhawk.  The commanders clashed in the center with the first exchange between Kelswa's Battlemaster and Haynes Dragon Fire coming when Kelswa executed a successful DFA on the pristine Dragon Fire.  His targeting was perfect and if not for a last minute twitch by Haynes to take the full brunt of the attack on the Dragon Fire's head (3 head hits, 5 points each, 2 were forced elsewhere by use of the CO's 2 EDG), the enemy commander would have been down quickly.

The fight breaks into 3 separate fights, with the Beowulf scouting the Ranger's zone and working it's way back facing mostly the Avatar and Ostwar with support from the Shadow Hawk, Hollander, Falcon Hawk and others, the center Duel being Marauder and Battlemaster against the Dragon Fire, Panther, Night Hawk, Wolverine and the other Hollander while the Phoenix Hawk used the distraction to slip between those forces and the Wolf Hound.  The Phoenix Hawk took good damage on the way through, but its low tech construction and high speed would allow it to successfully exfiltrate the scouting data towards the end of the engagement.  A lucky shot from a damaged Hollander caused the Avatar's gauss rifle to explode, evicting the pilot to safety.  With the Shadow Hawk advancing to scout and the Beowulf on the run, this was perhaps the darkest moment for the Rangers.  They rallied though, coring the center Hollander, cooking off the ammo in the Urbanmech IIC and taking down the Dragon Fire.  The second Hollander's gyro was hit, a limb blown off and sustained signficant engine damage causing the pilot to abandon.  The Shadow Hawk was knocked over after it successfully scouted with a gyro crit and then being head capped.  The Night Hawk penetrated for it's own run at scouting data, but hadn't accounted on a MASCed Marauder whose pilot easily navigated the light woods running it down, then turning to take down one of the Sprints that were trying to use the confusion to tag the objective and flee.

While the Lt Kelswa's lance took signficant damage with the Ostwar losing an arm and the Marauder losing a leg in the final exchange of the battle, they did well.  None of the Ranger mechs were crippled, though the Avatar had been abandoned triggered by the GR explosion.  Eleven of the 12 mechs were destroyed, the heavily damaged Phoenix Hawk that escaped being the lone exception.  Four of the eight vehicles were destroyed, with the remaining four retreating (mission kills).  Three of the four mechs that successfully scouted were destroyed before they could report in.  Both the FRR local CO as well as the elite pilot of the Night Hawk were captured.

Ehreschuld was able to claim both the Dragon Fire and the Wolverine as salvage as well as the bragging rights for the DFA.
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