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Author Topic: SAPPHIRE Mission 1 - 9/28/3060  (Read 6378 times)

serrate

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #15 on: May 20, 2024, 06:52:43 PM »

Are we opposed to running it as is?

Thinking about it heavy urban or heavy winds gives us ability to isolate firing lanes but the building collapse probably won't happen. Both would hinder movement on some cases but clan med don't care with 5 jump.

If we go light urban woods it gives us a chance at both cover basement and some firing pockets.

If people want reroll we can but this might be best outcome vs risk flatlands or badlands. I've noticed the maps are not cut and dry as far as map pull. I had wooded lake and it was less than ideal.

Rng may screw us on maps regardless.

I'm not opposed
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Ice

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #16 on: May 20, 2024, 08:23:57 PM »

Let's run with it. I think we have a 0% chance to get the most favorable terms and this might be the most ideal.
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ItsTehPope

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #17 on: May 20, 2024, 10:29:38 PM »

Won't be there - family engagement party.
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deadlyfire2345

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #18 on: May 23, 2024, 12:17:05 PM »

Minis list:
Allies:
Battle Hawk
Javelin - Brandon
Wolfhound - Brandon
Wolverine - Rob

Opfor:
Mad Cat - Rob
Mad Cat - Brandon
Vulture - Bryan
Crusader - Steve
Quickdraw - Bryan
Dragonfly - Paul
Pouncer - Steve
Phantom
Loki - Paul
Phoenix Hawk - Bryan
Shadow Cat - Bryan
Puma - Bryan
Puma - Steve
Black Hawk - Paul
Fenris - Steve
Elementals x5 - Paul
Orion IIC - Bryan
Mad Cat - Bryan
Kingfisher - Bryan
Highlander IIC - Rob
Warhammer IIC - Steve

Reinforcements:
Pouncer
Hellhound - Rob
Wyvern
Griffin - Brandon
Hunchback - Rob
Elemental x5 - Paul


In wolf colors, I have a Loki, Nova, and Dragonfly
In elementals, I have 2 full stars worth (Nova Cat and Snow Raven colors)
Adder in Falcon
Shadow Cat, Timber, and Vulture in Snow raven as well.
« Last Edit: May 27, 2024, 04:06:46 AM by Darrian Wolffe »
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Ice

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #19 on: May 23, 2024, 01:23:02 PM »

I will bring for sure

Wolfhound in Ranger blue
Javelin in Ranger blue
---
Madcat vlad red
Griffin in Wolverine colors

Potentially more if have time to paint

As we have some in wolf colors I will hold off on

Loki
Dragonfly
Nova
Shadowcat
Warhammer iic
Ice ferret
Vulture
Adders
Madcat x1

Don't have outright

Phantom
Pouncer

Battle Hawk
« Last Edit: May 27, 2024, 11:21:45 AM by Ice »
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serrate

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #20 on: May 23, 2024, 01:42:42 PM »

Nothing specifically Wolf, but I've got the following:

Mad Cat - camo
Vulture - black/red
Quickdraw - red
Loki - black/teal
Phoenix Hawk - camo
Shadow Cat - camo
Puma - grey/red
Orion IIC - Perseus proxy, orangish-brown
Kingfisher - teal/olive
Griffin - olive drab
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Black Omega

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #21 on: May 23, 2024, 06:13:35 PM »

I have and can provide the following:

Clan Wolf Golden Keshik colors....(dark grey with redish/brown with some gold highlights)
Warhammer IIC
Shadow Cat
Fenris

Clan Wolf Beta Galaxy colors.....(tan over light grey)
Vulture
Pouncer
Loki
Puma
Black Hawk

Other schemes......
MadCat  (Vlad's Jade Wolf colors)
MadCat  (dark grey with blue)
Puma  (white primer)
Dragonfly  (bare metal)
Dragonfly  (Rangers blue/white)

Inner sphere....
PHawk (blue and grey)
3 Wolfhounds  (red and black - kellhounds/Jazz),  (or desert camo)  or  (green with gold)
Wolverine  (red and black - kellhounds)
Crusader  (navy)
Griffin  (Black with red - Wolf's Dragoons/Jazz)
Darkage battle armor  (have color band rings)
« Last Edit: May 23, 2024, 06:19:30 PM by Black Omega »
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Darrian Wolffe

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #22 on: May 27, 2024, 03:30:32 AM »

NORTH

SOUTH

Maps:
Woodland (new).........Mountain Lake..........Heavy Woods 2
Open Terrain 2...........River Valley.............City (residential)
Citytech...................River Commcenter....City (Suburbs)


Deployment
Wolf OPFOR: Select Drop Zones before Ranger Deployment.  Each Mech Star must deploy into a separate drop zone, from 1-8.  The elemental Star may deploy mounted to any Star made entirely of OmniMechs, or it may drop as a separate unit in any Drop Zone irrespective of Mech selections.  This choice must be made during DZ selection.  Clan Mechs begin the game landing on the ground (+3 TMM), and count as Jumping for purposes of movement modifiers during Turn 1.

Ranger Forces:  Each lance may deploy into one of the zones A, B, C, D, E, or F.  One lance per zone.

Wolf Reinforcements:  Wolf reinforcements deploy via airdrop on Turn 5, at Altitude 3.  This means they will land on Turn 6 (exactly as handled by Primary Wolf OPFOR rules).  The reinforcement binary must drop into the sum total of Zones 1 and 2, and may deploy anywhere in this area. Ground fire at airdropping reinforcement units is drawn to Hex 0813 of the River Valley map (adding 6 to the range to account for Altitude 3).

Ranger Reinforcements: As long as there are at least 5 OPFOR players, Rangers may deploy 1 lance of reinforcements.  Reinforcements enter the board via the eastern size of Zone F, or the Western side of Zone D.  This choice need not be made until the Rangers deploy.  They enter the board on their initiative on their designated turn.

Environmental Conditions
None.

Battlefield Support
Rangers may use up to 36 points of BSP to select aerospace and artillery support options.  Artillery attacks may not be targeted on XXXXX Mapsheets, and destruction of buildings by Ranger artillery constitutes a minor contract breach (-1 to contract score).  Free of BSP, up to 4 ASFs may be reserved and made not available for BSP usage.  Instead, these fighters may be placed on Combat Air Patrol, and each ASF may make a single attack pass against an airdropping Clan unit during their turn in freefall.  These attacks use the FULL arsenal of the ASF, not the BSP damage rules.  Attacks back against the ASFs use the standard rules for air-to-air attacks, will always attack the Nose arc (+1 to hit), and add a +3 AMM for "jumping".

Clan Wolf has only 14 points of BSP available, which must be spent exclusively on air attack and air defense options.  Clan Wolf BSP assets may not be used to interdict Ranger fighters attacking airdropping Clan Mechs (they've both cleared the sky to reduce midair collision risks, and are screening the DropShips against Ranger air attack).

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 10 units from the OPFOR.
2) Prevent MORE than 5 Wolf Primary OFPOR units from ending the game either off-board (via the northern board edge), or in a valid scoring position at the end of the game (as described in OPFOR Victory Objective 2).
3) End the game with at least 2 allied units still on board and capable of spending MP.


OPFOR
1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 8 Ranger units.
2) Either exit the northern board edge with, or end the game within 4 hexes of the northern board edge (while capable of spending MP) and with no active Ranger or Ranger-allied units within 4 hexes, at least 6 Wolf Primary force units.
3) Force the attached allied units to retreat off-board.

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 ignore any ejected Ranger or Allied MechWarriors in this scenario.  This applies unless a Ranger or Allied BattleMech pilot has scored at least 2 kills during this scenario and has THEN ejected; in which case the Wolf forces will attempt to capture the pilot, unless another hostile 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) Each time an Allied Mech is destroyed or its pilot killed, the other Allied units may flee.  The Local CO must make a Leadership check TN 8 (+1 for every Allied unit destroyed) during the End Phase of the turn in which the Allied unit was destroyed.  The Local CO's Leadership bonus applies to this roll, and the CO may spend Edge. If the Local CO is disabled or killed, his replacement must make checks, beginning at TN 9 (+1 increasing as normal). If this check fails, during the following turn, Allied units MUST move towards the closest board edge, unless that movement would put them within 5 hexes of a Clan unit (in which case they move along the edge of that zone to the best of their ability).  The Local CO may make additional checks in future End Phases to "rally" the Allied units, but failing 3 checks in a row, or the Local CO's Mech being disabled/killed while the Allies are in the "fleeing" state, indicates they will not stop under any conditions.  Fleeing Allied units will exit the board once they reach the board edge.

4) Wolf Clan Mechwarriors will not ordinarily use zellbringen, though they will not make physical attacks (they may use the Dodge SPA).  As a GUIDELINE, Wolf Warriors will not combine fire from more than 2 Mechs on a single target, including if only a single target is viable during a turn. Only Wolf Clan MechWarriors with a Bloodname have the option to ask for duels, and will only make a duel challenge against an enemy MechWarrior who has scored at least 1 kill during the game, and who is within their LOF at the beginning of weapons fire.  The primary exception to the prohibition on combining fire is if a duel is broken via use of combined attacks by Ranger players (example below).  In that case, Wolf Clan Mechwarriors will combine fire to the best of their ability on the interfering unit.  Finally, a Ranger player who wins a duel with a Bloodnamed Clan MechWarrior gains +1 bonus XP for the victory.
Example: Star Commander Olivia Kerensky is dueling a Ranger Marauder.  While she is dueling that Mech, other Wolf forces may not fire on the Marauder.  During the duel, a Ranger Panther fires at Olivia's Mech.  The turn after the breach of the duel, ALL Wolf Mechs, to the best of the abilities of the players controlling them, should attempt to combine fire on the Panther with poor decision-making capabilities.
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Darrian Wolffe

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #23 on: May 27, 2024, 03:32:23 AM »

OK, sorry for the delay. Dan isn't the only one with family emergencies popping up.

I could REALLY use someone to print out additional building counters, as well as to make some counters for the extra Light Woods/Clear Terrain that the City Residential board needs.  I'm pulling a lot of OT at work, including working today for the holiday, and I just won't really have the time to get them formatted and play-ready.
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Darrian Wolffe

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #24 on: May 27, 2024, 04:09:15 AM »

Minis list is updated, and if I can swing any downtime at work, I'll start painting on my Clan Wolf force to fill in some of those gaps - I've been meaning to start it for a while anyway, and if I can get this cluster done, I'll know I'm in a good place to finish Hat's commission.

I know someone out there has a Battle Hawk, because it's been at our game before.  Ditto on the Wyvern.
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Ice

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #25 on: May 27, 2024, 10:05:46 AM »

I have both wyvern and wyvern iic but wyvern could be in green stuff and the iic is primer only.

Just to clarify and simplify a few things turn 1

Are we using that dumb rule for damage groupings/ direction of fire against hot dropping units? I assume no but wanted to get it out there just in case.

- Ex gauss hits but becomes 3 5pt groupings with direction die roll per shot to determine damage front/back.

More questions in hot dropping units

+3 TMM would be base mod but I could swear we had something at one point that added the underlying terrain.
Could have been discussion point or potential errata but I'm not seeing it in strat ops or the errata of strat ops. I know weather and planetary stuff affects but just odd heavy woods or water wouldn't.

-Ex heavy woods or light would be an additional +2/+1 or possibly more if it followed dropship landing rules.

Also not sure how the attack rolls work for asf targeting against hot dropped units. Any idea what the true formula is for an asf attack in this instance? Are we doing these simplified since we are not using low alt maps? Would it just be gun plus the tmm or are there other variables?
« Last Edit: May 27, 2024, 12:07:12 PM by Ice »
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Ad Hoc

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #26 on: May 27, 2024, 10:19:57 AM »

Lucas will be joining us for this game. If Jarod and Ryan IIC can make it, that should give us 10 players.
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Hat

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #27 on: May 27, 2024, 10:50:28 AM »

Minis list is updated, and if I can swing any downtime at work, I'll start painting on my Clan Wolf force to fill in some of those gaps - I've been meaning to start it for a while anyway, and if I can get this cluster done, I'll know I'm in a good place to finish Hat's commission.

Happy to make the cluster available once painted.
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Darrian Wolffe

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #28 on: May 27, 2024, 04:42:32 PM »

Just to clarify and simplify a few things turn 1

Are we using that dumb rule for damage groupings/ direction of fire against hot dropping units? I assume no but wanted to get it out there just in case.

- Ex gauss hits but becomes 3 5pt groupings with direction die roll per shot to determine damage front/back.

You're overthinking this by a lot.  No, we run it the same way we've always done it.  The Wolf units are basically just "jumping" onto the board.  See below.  (This will also answer questions about direction of fire).

Quote
+3 TMM would be base mod but I could swear we had something at one point that added the underlying terrain.
-Ex heavy woods or light would be an additional +2/+1 or possibly more if it followed dropship landing rules.

A unit that touches down in terrain gets the terrain modifier for shots against it, just as a unit which jumps into terrain gets the terrain modifier for shots against it.  Effectively, every Wolf unit is "jumping" onto the board. So they get the +3 TMM for jumping, and the terrain modifier if one applies.  The only time a ground unit ignores the terrain modifier is if it shoots a Mech that's in mid-drop during weapons fire phase.  Since Mechs fall 3 altitude levels per movement phase, that means only a Mech which deploys during the game at Altitude 4+ would ever be subject to ignoring the underlaying terrain (which is why we draw to Hex 0813 to shoot at reinforcements, ignoring the terrain).

The trick is that the Wolf units have to add the terrain modifier to their PSRs to land.  So a Pilot 3 Wolf Mech that drops into Heavy Woods needs to roll a 5 for a safe landing instead of a 3.

Quote
Also not sure how the attack rolls work for asf targeting against hot dropped units. Any idea what the true formula is for an asf attack in this instance? Are we doing these simplified since we are not using low alt maps? Would it just be gun plus the tmm or are there other variables?

Gunnery + TMM (+3).  That's it.  I had to run the question up the flagpole, but the -3 bonus to hit "airborne units making air-to-ground attacks" doesn't appear to apply to attacks against hot-dropping units.  ASFs don't have an inbuilt attacker movement modifier unless they use overthrust, which would require a PSR on the part of the ASF anyway, and so it's abstracted away.

The return fire would be Gunnery + AMM (+3) + 1 (nose aspect).

And yes, ground units assume that the falling Mechs are on the ground when you shoot, and air units assume that the falling Mechs are in the air when they shoot.  It is a tragically imperfect universe.
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Darrian Wolffe

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Re: SAPPHIRE Mission 1 - 9/28/3060
« Reply #29 on: May 27, 2024, 04:44:49 PM »

Happy to make the cluster available once painted.

Yeah I'm sorry it's taken so long.  Consider this the final test/proof-of-concept run to make sure my workspace can actually handle a large batch order instead of single 1-off paintjobs.  I had custom-built my previous workspace out of base lumber, and I don't have that capacity this time, so I've been using commercially available stuff to cobble a workspace together that works with my workflow, and it's been frustratingly slow going.
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