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

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Author Topic: Sapphire Solo - Jazz Lance - 9/28/3060  (Read 2469 times)

Darrian Wolffe

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Sapphire Solo - Jazz Lance - 9/28/3060
« on: May 20, 2024, 12:37:29 AM »



Map layout is
[] []
[] []   NORTH
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deadlyfire2345

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #1 on: May 20, 2024, 02:08:26 PM »

Salvage sheet up.
« Last Edit: June 09, 2024, 04:03:37 PM by Hat »
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Black Omega

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #2 on: May 20, 2024, 08:10:26 PM »

Please re-roll terrain.  Hoping for something urban.
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Darrian Wolffe

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #3 on: May 24, 2024, 05:54:48 PM »

Please re-roll terrain.  Hoping for something urban.

Terrain:
Light Urban

Map:
Town-wooded
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Black Omega

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #4 on: May 24, 2024, 08:08:28 PM »

Please re-roll map size.  Hoping for larger.
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Darrian Wolffe

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #5 on: May 26, 2024, 10:35:25 PM »

Please re-roll map size.  Hoping for larger.

First reroll came in at 20x40.  Figured you'd want larger, so make 2nd reroll.

Final map size is 45x45.  So 3 mapsheets east-west, 3 mapsheets north-south, long edges to the north

EAST
[] [] []
[] [] []
[] [] []
WEST

Oh, and it's entirely my fault you weren't able to play this this weekend, so don't worry about playing it before Mission 1.
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Black Omega

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #6 on: June 02, 2024, 12:23:47 PM »

Rob, Please generate mission and send spa's to Deadly.
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Darrian Wolffe

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #7 on: June 03, 2024, 02:55:28 AM »

Rob, Please generate mission and send spa's to Deadly.

NORTH

SOUTH


Maps:
Woodland...........Scattered Woods.......Open Terrain 1
Open Terrain 2....City Residential........Grasslands 1
Rolling Hills 2......Woodland................Open Terrain 3


Deployment
Primary OPFOR: Deploys first.  2 Mechs must deploy into each of Zones Red C and Red G.  1 each of the remaining 6 Mechs deploys each into Zones A, B, D, E, F, and H.  The Elemental points deploy on foot anywhere in zones B, D, E, and F, but no more than 2 points per zone, and they may not deploy within 3 hexes of any building.


Ranger Forces: Deploys within 5 hexes of the western map edge, but no more than 4 units may deploy onto any single mapsheet.


Environmental Conditions
Dawn: Add +1 to all weapon attack TNs for the first 8 turns of the game.

Battlefield Support
none

Victory Conditions
Rangers
1) Destroy or render incapable of spending MP at least 4 total OPFOR units
2) Jazz Lance must remain at 50% strength or better, and at least 1 ally unit must not be destroyed, rendered incapable of spending MP, or crippled.

OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 3 Ranger units.
2) Destroy, cripple, or render incapable of spending MP, or induce to flee off the board, at least 3 ally units.

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.

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, only against a unit in at least their own weight class, 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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Black Omega

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #8 on: June 04, 2024, 05:19:04 AM »

SPA's to Deadly, please.
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deadlyfire2345

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #9 on: June 08, 2024, 03:50:32 PM »

Salvage taken:
Ryoken Prime
Pouncer A
Salvage value remaining: 1,142,281
« Last Edit: June 08, 2024, 03:56:23 PM by deadlyfire2345 »
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Black Omega

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #10 on: June 08, 2024, 04:41:38 PM »

Jazz victory.  No losses.  5 Clan Wolf destroyed or unable to spend mp.  Salvage above.  AAR to follow.
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Darrian Wolffe

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #11 on: June 09, 2024, 12:56:58 AM »

Jazz victory.  No losses.  5 Clan Wolf destroyed or unable to spend mp.  Salvage above.  AAR to follow.

See? I told you that you had this. Hell, you could have probably taken a heavier force.  Next solo I'll spawn in 10 Stone Rhinos instead so you have a challenge.
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Black Omega

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #12 on: June 09, 2024, 08:33:36 AM »

Jazz victory.  No losses.  5 Clan Wolf destroyed or unable to spend mp.  Salvage above.  AAR to follow.

See? I told you that you had this. Hell, you could have probably taken a heavier force.  Next solo I'll spawn in 10 Stone Rhinos instead so you have a challenge.

You're out of your mind.
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ItsTehPope

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #13 on: June 09, 2024, 02:27:43 PM »

Jazz victory.  No losses.  5 Clan Wolf destroyed or unable to spend mp.  Salvage above.  AAR to follow.

See? I told you that you had this. Hell, you could have probably taken a heavier force.  Next solo I'll spawn in 10 Stone Rhinos instead so you have a challenge.

You're out of your mind.

You're aware of who you're talking to, right?
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Black Omega

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Re: Sapphire Solo - Jazz Lance - 9/28/3060
« Reply #14 on: June 09, 2024, 03:56:43 PM »

 ;)
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