CincyBattletech

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: [1] 2 3 4

Author Topic: SAPPHIRE Mission 3 - 11/1/3060  (Read 5592 times)

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
SAPPHIRE Mission 3 - 11/1/3060
« on: June 09, 2024, 09:36:23 PM »

« Last Edit: July 05, 2024, 06:50:18 AM by Darrian Wolffe »
Logged

ItsTehPope

  • Pontificus Rex
  • Administrator
  • Lieutenant
  • *****
  • Posts: 1823
    • View Profile
Re: SAPPHIRE Mission 2 - 10/21/3060
« Reply #1 on: June 09, 2024, 10:11:22 PM »

Please, PLEASE let the target building be a McSteiners.
« Last Edit: June 30, 2024, 09:01:03 PM by Hat »
Logged

serrate

  • Howe
  • Lieutenant
  • *****
  • Posts: 1851
    • View Profile
Re: SAPPHIRE Mission 2 - 10/21/3060
« Reply #2 on: June 09, 2024, 11:51:55 PM »

This is ugly. That's a lot of opfor.
Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: SAPPHIRE Mission 2 - 10/21/3060
« Reply #3 on: June 10, 2024, 11:13:42 AM »

Salvage sheet done.

Think we should keep as is and hope for the best.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: SAPPHIRE Mission 2 - 10/21/3060
« Reply #4 on: June 10, 2024, 02:31:00 PM »

I appreciate that, but this isn't really a one person thing. I think that entire OPFOR group is going to end up being split between three total people, maybe four, and that's really not viable.

I had a giant group of stuff that I was holding as solos (3 missions) for people to do until we realized we had so few players, and I'm strongly considering simply converting one of those into a smallish group game, and playing this scenario in July as Mission 3 with the original players that were pulled for it (Mike, Hat, Ryan, Dan, Paul). 
« Last Edit: June 10, 2024, 03:02:16 PM by Darrian Wolffe »
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: SAPPHIRE Mission 3 - 10/21/3060
« Reply #5 on: June 30, 2024, 09:03:32 PM »

Reroll light up to twice looking for daylight.
Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: SAPPHIRE Mission 3 - 10/21/3060
« Reply #6 on: July 01, 2024, 08:00:25 AM »

Yeah I guess thats fine.

Sheets printed
« Last Edit: July 02, 2024, 03:19:43 PM by deadlyfire2345 »
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: SAPPHIRE Mission 3 - 10/21/3060
« Reply #7 on: July 03, 2024, 06:00:27 PM »

Reroll light up to twice looking for daylight.

Took 2 rolls, but you got Daylight.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: SAPPHIRE Mission 3 - 10/21/3060
« Reply #8 on: July 03, 2024, 06:14:54 PM »

Minis list is going up early.  My hope is that someone can 3d print 4 Nagas.  I have one coming as a bonus to an ebay order I placed.  I can proxy one with an Obakemono if strictly necessary.

IDEALLY BLUES
Thunder Hawk - Rob PROXY: Pillager
Griffin - Rob
Wolverine - Rob
Stinger - Rob PROXY: Commando

I HAVE TURRETS, BUT I'D LIKE TO HAVE SMALLER ONES AT THE GAME DUE TO TABLE CROWDING
ML Turret
ML Turret
PPC Turret
PPC Turret


AC/2 Carrier - Rob PROXY: Scorpion
AC/2 Carrier - Rob PROXY: Scorpion
AC/2 Carrier - Rob PROXY: Scorpion
Demolisher - Rob

Naga - Brandon
Naga
Naga - Bryan PROXY: O-Bakemono
Naga - Rob PROXY: O-Bakemono
Naga (please) - Rob

Linebacker - Rob
Stormcrow - Rob
Gargoyle - Rob
Gargoyle - Rob
Vulture - Rob
Pouncer - Rob UNPAINTED
Fenris - Rob
Puma - STEVE
Fenris - Rob
Black Hawk - Rob
Daishi - Rob
Mad Cat - Rob
Gladiator - Rob
Masakari - Rob
Grizzly - Rob

IDEALLY BROWNS AND EARTH TONES
Marauder IIC - Rob
Wyvern IIC
Crusader - Rob
Griffin - Rob
Stinger - Rob
Griffin - Rob
Jenner - Rob PROXY Jenner IIC
Javelin - Rob
Shadow Hawk - Rob
Ostroc - Rob


Mad Cat - Rob
Puma - STEVE
Puma - Bryan
Fenris - Rob
Phantom - Rob
« Last Edit: July 19, 2024, 06:47:37 AM by Darrian Wolffe »
Logged

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: SAPPHIRE Mission 3 - 10/21/3060
« Reply #9 on: July 03, 2024, 08:46:50 PM »

What date in November is M3?
Logged

serrate

  • Howe
  • Lieutenant
  • *****
  • Posts: 1851
    • View Profile
Re: SAPPHIRE Mission 3 - 10/21/3060
« Reply #10 on: July 03, 2024, 09:34:38 PM »

I've got two of the missing pumas.

Also have an obakemono proxy, as well as longbow.

Got a green stinger, but not a blue one.
Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: SAPPHIRE Mission 3 - 10/21/3060
« Reply #11 on: July 03, 2024, 11:08:08 PM »

I have puma in cjf and also an unpainted Naga sitting in my cabinet
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: SAPPHIRE Mission 3 - 10/21/3060
« Reply #12 on: July 05, 2024, 06:48:56 AM »

MISSION DATE CORRECTED

NORTH

SOUTH

Maps
Foothills 1...................Scattered Woods..........Open Terrain 3
Hilltops 1....................City Suburbs................Grasslands 3
Lakes........................City Residential.............Open Terrain 2
City Skyscraper..........City Downtown..............City Downtown

Deployment
Lyran Alliance Forces: Simultaneously with Ranger deployment, deploy all Mechs and Vehicles start anywhere desired in the Green Zone. Units may deploy on top of, but not into, buildings, as long as the unit is capable of moving to that location.

Base Turrets: Prior to any and all Wolf or Ranger deployment choices, turrets may deploy onto any hex marked with a Blue Star.

Wolf Primary OPFOR: Prior to deployment, secretly determine - AND WRITE DOWN - board entry points.  One Star (5 Mechs) may enter through any of Zones Red A, B, C or D.  These Mechs enter the board on their initiative on Turn 1.

Wolf OPFOR #2: Deploy while Wolf Clan Primary OPFOR is determining deployment.  Must deploy within 2 full hexes (inclusive) of the north-south centerline of the northern three mapsheets (ie, a screening force for the Nagas).

Wolf Artillery Force: Enters the board on their initiative on Turn 1.  No more than 3 Nagas may enter through either Zone Red 1 or Red 2.

Ranger Forces:  Deploys after Wolf Clan pre-game deployment and board entry choices.  Each Lance may deploy into any of Zones Blue 1-8; no more than 1 lance may deploy into any Blue Zone.

Wolf Reinforcements:  Wolf reinforcements enter the map through through any of Zones Red A, B, C or D on their selected turn.

Ranger Reinforcements: At GM's spot option based on attendance (mission currently supports ~12 participants; 5 PCs + 1 Lyran & 6 OPFOR), Rangers may deploy 1 lance of reinforcements from the Training role. Training units do not deploy with loaded ammunition (ammo bays are empty for purposes of critical hits).  Reinforcements enter the board anywhere on the southern map edge on their designated turn.


Environmental Conditions
None.

Battlefield Support
No BSP is available for this scenario.

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 12 total units from the OPFOR Forces 1 & 2.
2) Prevent the Wolf Clan Objective 2 from successfully occurring.**
3) End the game with at least 1 allied unit still on board and capable of spending MP.
**If the building is destroyed, the mission is at best considered a draw

OPFOR
1) Destroy, or render incapable of spending MP, all Lyran Alliance defending units, including turrets, Mechs, and Vehicles.
2) Identify the target building, and cause its collapse with your deployed artillery units.
3) Suffer no more than 8 total Mechs from the Primary OPFOR rendered incapable of spending MP by the end of the game.

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.

5) Target Building. The target is a multi-hex Hardened building on one of the southern three mapsheets.  Clan Wolf forces (from any OPFOR group) must identify the target building by moving adjacent to it, without spending Running or Jumping MP, and surviving (conscious) until the End Phase of the turn.  The building is then identified.  Units with Active Probes may ID the building while using Running Movement.  Once the building is identified, any Naga which is located in the Red Zones of the Hilltop or Grasslands 3 Map may fire at the structure.  The target number to hit the building is "Gunnery + Attacker Movement + 5".  Due to lack of spotting training, if there is a Clan Mech which is stationary and which has not fired weapons during a turn, which has LOS to the targeted HEX, and which is located within 10 hexes of the building's mapsheet, that Clan Mech may spot for artillery fire, granting an additional -2 to hit bonus to the Clan Mech.

6) Solahma.  Even in Clan Wolf, Clan artillery pilots are the old and dregs of the Clan, and operate under strictly limited rules of engagement.  They may not fire their Arrow IVs until they have entered their designated fire zone (the Red Zones of the Hilltop or Grasslands 3 Maps), and they may not target their Arrow IVs at enemy BattleMech forces regardless.  The only time a Naga may fire an Arrow IV system at an enemy BattleMech is if that BattleMech has destroyed successfully attacked another Naga (or rendered the Naga incapable of spending MP) by use of a BattleMech physical attack.  This dezgra action opens that enemy BattleMech up to being targeted by Arrow IVs in a strictly direct-fire role.  Non-artillery weapons on the Nagas may be fired at the pilot's discretion.
« Last Edit: August 24, 2024, 06:00:48 AM by Darrian Wolffe »
Logged

serrate

  • Howe
  • Lieutenant
  • *****
  • Posts: 1851
    • View Profile
Re: SAPPHIRE Mission 3 - 11/1/3060
« Reply #13 on: July 05, 2024, 02:52:09 PM »

Just confirming this is a 3x4 map, since the map list only has 3x3.

Is Wolf objective 2 only considered a success if its the artillery mechs that destroy it, as opposed to the Wolf OpFor mechs? If the arty mechs are wiped out, does the OpFor have the option to complete the objective using other mechs at that point?
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: SAPPHIRE Mission 3 - 11/1/3060
« Reply #14 on: July 06, 2024, 03:17:30 AM »

Just confirming this is a 3x4 map, since the map list only has 3x3.

Is Wolf objective 2 only considered a success if its the artillery mechs that destroy it, as opposed to the Wolf OpFor mechs? If the arty mechs are wiped out, does the OpFor have the option to complete the objective using other mechs at that point?

Yes, it's 3x4.  And no, the target building must be destroyed by artillery.

Logged
Pages: [1] 2 3 4