CincyBattletech

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Author Topic: Sapphire Solo - Foil Lance - 11/18/3060  (Read 960 times)

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Sapphire Solo - Foil Lance - 11/18/3060
« on: August 26, 2024, 01:22:59 AM »

This is a TRAINING assignment Lance.  Therefore, the following special rules will automatically apply to all Ranger Mechs in the scenario, and all Allied Mechs in the scenario which are listed individually in the win condition box. 

1) The first ton of ammo for each weapon on your Mech is Training ammo; it has no effect and explodes as though it's MG ammo (2 points/round).  So a mech with an AC/2 (2 tons ammo) and an LRM 10 (1 ton of ammo) has 1 ton each of Training ammo, and 1 ton of usable AC/2 ammo.  Training Ammo which explodes does NOT trigger auto-ejection mechanisms.

2) Energy weapons are powered down.  Turning on your Mech's energy weapons requires a full Fire and Physical Attack phase, in which your Mech either stood still or expended only Walking MP, and in which no weapon or physical attacks may be declared (this also disallows physical attacks declared in the Movement Phase).  Activating energy weapons requires a Piloting Skill Roll with a modifier of +4 (stood still) or +5 (Walked), resolved during the End Phase of the turn.  No modifiers affect this roll, including component damage and weather. Edge may be spent on this roll.  Each unit gets one free roll prior to the game to activate their energy weapons, representing realizing the approach of enemy forces prior to those forces entering the board.

Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #1 on: August 26, 2024, 11:53:57 AM »

Salvage sheet.
Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #2 on: August 26, 2024, 04:39:06 PM »

2 questions on activating energy weapons:

1) Are energy weapons on a mech either all on/off, or done on a weapon by weapon power up roll?

2) The pregame roll, does that also include the +4 mod?

Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #3 on: August 26, 2024, 04:40:11 PM »

2 questions on activating energy weapons:

1) Are energy weapons on a mech either all on/off, or done on a weapon by weapon power up roll?

2) The pregame roll, does that also include the +4 mod?

All at once, and yes, respectively.
Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #4 on: August 26, 2024, 04:43:55 PM »

Please generate
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #5 on: August 31, 2024, 05:44:05 PM »

Please generate

Sorry, evidently I'm being dragged to inlaws for Labor Day weekend instead of getting to have a fun or relaxing time.  This is bare bones b/c I'm in a hurry.

Maps (all turned so that short edge is north/south)
NORTH
Grassland 2 (north).........Rolling Hills 1 (logo north)
City Suburbs (logo south)........City Suburbs (logo south)
SOUTH

Deployment
Ranger Forces:  Deploys first.  All Ranger and Lyran units deploy within 5 hexes of the south map edge.  The Wasp, Wolfhound, Javelin, and all Ranger units deploy with Training ammo loaded in the first ton of each ammo-using weapon, and with energy weapons powered down.

Wolf OPFOR:  Wolf units enter the map on their initiative on Turn 1 along the north map edge.


Environmental Conditions
Moderate Gale - see TacOps
 All Units: Apply a +1 to-hit modifier to all missile weapon
attacks.

Battlefield Support
No BSP is available for this scenario.

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 3 total units from the OPFOR Force.
2) End the game with at least 2 of "Wasp, Wolfhound, Javelin" still capable of spending MP and on-map


OPFOR
1) Destroy, or render incapable of spending MP, at least 5 defending units in any mixture
2) Destroy, or render incapable of spending MP, any two of Wasp, Wolfhound, Javelin.


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 WHICH DO NOT HAVE ACTIVE WEAPONS (ie, haven't turned on their energy weapons or which only have training ammo available) 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.
« Last Edit: September 03, 2024, 06:27:47 AM by deadlyfire2345 »
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #6 on: September 03, 2024, 07:59:12 PM »

Logged

deadlyfire2345

  • Moderator
  • Colonel
  • *****
  • Posts: 4419
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #7 on: September 03, 2024, 10:35:42 PM »

To me as well.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #8 on: September 03, 2024, 11:08:58 PM »

Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #9 on: September 05, 2024, 08:14:18 PM »

11/18/60 AAR report

Hostile weather training situation must be taken when they come up. To demonstrate to the effects of a stiff breeze, Oricle took several trainees out to show how a stiff breeze impacts weather in an abandoned small town. The rest of Foil came along, and liason command sent along one of the a very experienced officer with a clan rifleman to oversee. Its a good thing they did, for in the middle of training hostile blimps of Clan Wolf mechs appeared. Foil lance struggled to take their weapons out of training mode, with Lawyer failing to restart instantly, and the trainees failed to restart weapons for the entire battle.   Koppenmeier showed his mettle, exchanging fire with a Hoplite's Gauss Rifle as the Wolf force closed into the city.

Foil set up a defense in the city, moving into positions to ambush mechs as they entered the city. Sun Tzu wrote long ago to not interrupt you enemy when they are in the middle of making a mistake. Knowing the inferior clan mind would make that mistake, Cushion and Puddles watched in anticipation as a single Locust ran ahead of the other mechs, and fell into ambush. The Black Hawk Ku, jumped in behind, and while loosing all armor in a few locations damage the gyro of the locust. It got back up and ran into the city, where Oracle gave a close demonstration of shooting over buildings with telemetry data and ripped the Locust to shreads. On the other side of the battle, the Wolf forces stayed closer together, but eventually the Hussar ran forward showing its much greater speed to attack the Javelin which had stayed still to try again to restart its weapons. The Rifleman jumped over and showed him his mistake. Up to that point he had gotten much better of the Hoplite, taking a single shell for almost a dozen large clan lasers, but taking its full armaments and a kick meant there was no Hussar left. At the same time, the moderately damaged Hoplite entered the center of the city, where the remaining members of Foil struck true. The most effective of the three was Cushion, who lead her slightly overheated KU to blow up the gauss. In the ensuing confusion, with Lawyer's Quickdraw grabbing the Shadow Hawk IIc in a bear hug, Foil and allied forces were able to withdraw, and were not pursued thanks to responding patrols of Lyran troops on actual patrol.

Three mechs for zero, so while we ran away count it as a win. (2-0 actual score for Rangers) So for some armor damage, and the Ku being beaten again, the Cadre got valuable lessons in responding and ambush tactics. Also lots of extra duty tasks for failing to remember how to restart their weapons.  Also Foil captured the Locust pilot, who has taken many hits trying to pilot with his damaged gyro,
« Last Edit: September 05, 2024, 08:47:31 PM by agustaaquila »
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #10 on: September 05, 2024, 08:42:58 PM »

Win/loss?
Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Sapphire Solo - Foil Lance - 11/18/3060
« Reply #11 on: September 05, 2024, 08:47:45 PM »

Logged