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Author Topic: Sapphire Solo - Zeta Lance - 12/2/3060  (Read 1048 times)

Darrian Wolffe

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Sapphire Solo - Zeta Lance - 12/2/3060
« on: September 04, 2024, 06:00:42 PM »

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deadlyfire2345

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Re: Sapphire Solo - Zeta Lance - 12/2/3060
« Reply #1 on: September 05, 2024, 07:36:21 PM »

Once he decides on a mech, I will be taking SPAs.

Still requesting to give him one of the unit coffer mechs to help him get set up (Between the Orion or Yu Huang)
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Darrian Wolffe

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Re: Sapphire Solo - Zeta Lance - 12/2/3060
« Reply #2 on: September 05, 2024, 07:55:11 PM »

Still requesting to give him one of the unit coffer mechs to help him get set up (Between the Orion or Yu Huang)

I don't recall offhand if we can do that by the rules, and I'm at work without my rules pack.  In the interests of getting his game done ASAP, I'll say yes, with the understanding that this is not a precedent-setting call for future lances.
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deadlyfire2345

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Re: Sapphire Solo - Zeta Lance - 12/2/3060
« Reply #3 on: September 05, 2024, 08:00:08 PM »

You dont have anything specific for these special case solos, except for rewards that come from it. I know if you change the mech in AtB, it changes the Opfor entirely. If we keep it as is, then we keep it.
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Darrian Wolffe

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Re: Sapphire Solo - Zeta Lance - 12/2/3060
« Reply #4 on: September 05, 2024, 08:41:47 PM »

You dont have anything specific for these special case solos, except for rewards that come from it. I know if you change the mech in AtB, it changes the Opfor entirely. If we keep it as is, then we keep it.

That's not necessarily true. If you change the *class* of Mech, the OPFOR changes.  But this OPFOR would stay valid whether Jordan ran a Flashman, or ran an Orion.  If he moves to a Medium or Assault Mech, it would change.  Remember that we're still having to run 0.48 instead of the latest version, where it *does* change if you change the BV of the deployed Mech.
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The Harmacist

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Re: Sapphire Solo - Zeta Lance - 12/2/3060
« Reply #5 on: September 07, 2024, 02:58:04 PM »

looks good, could you please generate
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deadlyfire2345

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Re: Sapphire Solo - Zeta Lance - 12/2/3060
« Reply #6 on: September 07, 2024, 09:20:45 PM »

Can send SPAs my way again
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Darrian Wolffe

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Re: Sapphire Solo - Zeta Lance - 12/2/3060
« Reply #7 on: September 07, 2024, 11:55:16 PM »

Can send SPAs my way again

Sent.  Genning Scenario now.
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Darrian Wolffe

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Re: Sapphire Solo - Zeta Lance - 12/2/3060
« Reply #8 on: September 08, 2024, 12:09:39 AM »



Map: Solaris VII Factory

Ranger Deployment: Deploy active Mech at least 8 hexes from any ramp hex except for the one marked "37".  Deploy Rampage on the ground level inside either Factory building.  Note that the Rampage is an active battlefield unit and can move and fire.

OPFOR Deployment: Deploy on any of the 12 ramp hexes, except for the one marked "37".

Environmental Conditions:
Light Snowfall: No game effect - does NOT include the effects of -40C (and therefore automatically kill all ejected MechWarriors)

Enclosed Space: Mechs may only leave the battlefield by moving onto one of the ramp hexes on the edge of the board, and following the usual procedure from there.

Old Facility:  Use the standard SVII rules for moving into/out of/through the buildings, including only being able to jump onto the edge hexes.  However, elevators do not function; you must either jump or use a ramp to access higher levels of the buildings.

Battlefield Support:
None

Victory Conditions
Rangers:
1. Render incapable of spending MP all attacking units
2. Recover the Rampage in salvageable condition at the end of the game

OPFOR:
1. Destroy the Ranger Mech
2. Lose no more than 2 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).

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) 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.

4) Wolf Clan units want to recover the Rampage.  A Wolf unit will not fire on the Rampage unless that Wolf unit has been successfully fired upon or physically attacked by the Rampage.  Additionally, they will not fire at the Rampage if another Ranger Mech unit is at equal or closer range and is in a valid Line of Fire.

5) The Mech Tech will surrender the Rampage automatically if the Ranger Mech unit is destroyed and more than 2 locations on the Rampage have taken internal damage.  The Rampage's auto-eject system is OFF.
« Last Edit: September 08, 2024, 12:39:27 AM by Darrian Wolffe »
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The Harmacist

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Re: Sapphire Solo - Zeta Lance - 12/2/3060
« Reply #9 on: September 16, 2024, 10:40:02 AM »

AAR- Decisive ranger victory

One of zetas tech found an old star league cash with a pristine rampage. Lieutenant Liebert went out in his Flashman to help with recovery. Wolves sent a small force of three battlemechs, a Spider-5v, Griffin-1N, and a Nova C to intercept and capture the Rampage. upon confrontation the Flashman fired upon the spider and ended up kicking the spiders leg off. The Flashman then proceeded to skirmish and exchange blows with the Nova as the rampage rounded itself out of the east warehouse and the griffin took up an sniping position on the entrance ramp. After successfully standing back up, the spider assisted with firing on the Flashman until he had his other leg kicked off of him and killed by the Flashman. The Rampage joined the fight swapping between both the Nova and Griffin as they continued to strip the armor off of the Flashman.  A Lucky round from the Rampage struck the guass rifle in the Nova causing the mech to fall and the pilot knocked unconscious.  After having its arm blown off losing the PPC the Griffin continued to pepper its LRMs into the Flashman, landing a lucky critical on the upper left arm and damaging its large laser. The Flashman proceeded to retreated into the west building drawing the Griffin to its entrance and proceeded to blind it in laser fire.  The Rampage, firing upon the griffin at the same time, lands a lucky strike in the torso of the mech blowing up its ammo bins and coring the mech. With the Nova pilot still unconscious, the Flashman finishes the fight by destroying the final enemy mech.
Salvage Taken:
Spider-5v
 Melissa (2/5) - Intent to ransom
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