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Author Topic: Sapphire Solo - Fury Lance - 12/3/3060  (Read 768 times)

Darrian Wolffe

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Sapphire Solo - Fury Lance - 12/3/3060
« on: September 04, 2024, 06:01:06 PM »

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deadlyfire2345

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Re: Sapphire Solo - Fury Lance - 12/3/3060
« Reply #1 on: September 05, 2024, 10:01:14 PM »

Salvage sheet.
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Darrian Wolffe

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Re: Sapphire Solo - Fury Lance - 12/3/3060
« Reply #2 on: September 08, 2024, 12:39:02 AM »

Choosing not to take any rerolls.  I like the terrain, the OPFOR has good enough pilots that fog doesn't really slow them down (they can PSR to get full movement), and I can't really mount searchlights myself  outside the No-dachi, and they have at least a couple of Mechs with integral searchlights - Dusk/Dawn at least puts some of their pilots to a 5 gunnery which can't be bypassed.  A larger map means they're better able to get by me to objectives.  So here we go.


NORTH

SOUTH

MAPS
Mines 2..........Mines 1
Washout 2......Badlands 2

Deployment
Ranger Forces:  All Rangers and Ally units deploy where ever desired in any full hexes inside the blue zone.

Wolf OPFOR: Prior to deployment, each incoming star must choose to enter through Zone A or B; only 1 Star may enter through either zone.  Enter onto the battlefield on their initiative on Turn 1.

OPFOR Reinforcements:  Enter through your choice of Zone A or Zone B on Turn 9.



Environmental Conditions
Dawn: Apply a +1 modifier to all weapon attacks for the first 8 turns of the game.  Searchlights do not affect this modifier.

Battlefield Support
No BSP is available for this scenario.

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 4 total units from the OPFOR Force. 
2) End the game with the Phoenix Hawk LAM still functional and without having departed the playing area, including via use of aerospace MP.


OPFOR
1) Destroy, or render incapable of spending MP, at least 4 defending units in any mixture, but which must include the Phoenix Hawk LAM.  LAMs are Dezgra.
2) Move at least 4 units into Zones Z1 or Z2, and remain fully in the zone for 1 full turn. 


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.
« Last Edit: September 08, 2024, 01:04:07 AM by Darrian Wolffe »
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Darrian Wolffe

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Re: Sapphire Solo - Fury Lance - 12/3/3060
« Reply #3 on: September 08, 2024, 07:37:32 PM »

Mission Result: Decisive Ranger Victory

AAR:  Fury Lance's plan was to hit the Clanners with desultory fire on the way in, break up their formations and string them out, and then use the broken terrain on my side of the map to conduct a reverse slope defense, hitting the Clanners at point-blank range as they came over the hills and leveraging melee combat in my favor. As plans go, *most* of it survived intact.

The Clans came on tentatively, using elevated terrain to screen their forward movement and so giving up large portion of their speed advantage. To be honest, forming up into MechBricks and pulling a headlong charge into my face was our biggest worry - we didn't have enough firepower to drop them if they tried that - so we were more than content to use hills for cover and LOF blocking.  The Wolves eventually pushed forward along both flanks, ceding the center of the operations area to the firepower of the Marauder IIC.  This left them strung out, and Rangers were usually able to focus on 1 or 2 units at a time.  With nothing else to engage it, the Marauder IIC put fire into the Hellbringer, bringing it down early and giving Fury a nigh-insurmountable initiative advantage.  The right flank push was broken up when the No-Dachi crushed the head of the Executioner with its mace.

On the left side, the Zeus and Awesome proved much more effective than anyone thought they'd be, including themselves.  The Zeus took multiple turns of concentrated fire, and only fell after scoring a kill, an assist, and losing its entire right leg.  The pilot shut down the Mech at that point, content with his contributions to the battle.  The Ranger line was penetrated eventually, on both sides, but the left flank units were hunted down and killed by the Wraith, with supporting fire from the Allied Mechs.  The Adder and Linebacker made it to the objective zone on the right, but the LAM and SGT Montgomery's Thunderbolt had responded and were putting fire into them.  With 7 Mechs destroyed, and only 1 Wolf Mech having made survived the full turn inside an objective zone, and with reinforcements imminent and the exposed No-Dachi and Thunderbolt both fairly low on armor, the Rangers declared victory at the end of Turn 8.  There were no casualties or significant damage among Fury Lance, and only the shut down Allied Zeus had taken critical damage.  Fury Lance recovered 2 prisoners, Elsa Ward, and MechWarrior Jannike, and recovered the head-capped Executioner and the Fenris E as salvage.  Both units will be stripped for parts and sold off, as Fury Lance has only about 5 tons of Clan F/F armor in the warehouse at this time.


TURN 2


TURN 3


TURN 3 LEFT FLANK


THE DACHI NEVER SWUNG THE MACE HERE, THUD GOT THE KILL


TURN 5-ish


ONLY START USING AIRMECH MODE NOW


WOLF PUSH INTO OBJECTIVE ZONE


FINAL POSITIONS, TURN 8
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