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Author Topic: Mission 2: Pursuit  (Read 871 times)

Darrian Wolffe

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Mission 2: Pursuit
« on: February 13, 2016, 01:32:23 PM »

LOOK AT THESE THREADS TOO:
http://forums.cincybattletech.com/index.php?topic=636.0
http://forums.cincybattletech.com/index.php?topic=635.0


Warriors of the Watch,

Your assault as swept the Dark Caste before you. Now their shattered remnants seek to fall back upon their fortified cache.  Pursue and destroy them before they reach safety!


...
Game Setup

This game is played on two BattleTech mapsheets.  These maps are determined randomly (see TW, pg 263).  Roll 1d6 for each map.  1: Mountain Terrain.  2-3: Hill Terrain.  4-5: Wooded Terrain.  6: Wetlands Terrain.  Reroll any results of Box Canyon or Heavy Woods 1 or 2.  Resolve the specific mapsheet as per the indicated table.  The Clan player chooses the map layout, then the OPFOR player chooses their home edge.  Maps MUST be laid out short edge to short edge.  Aerospace units are run using a Low Altitude Mapsheet, keyed to Hexes 0809 and 0909 for the play area.

Deployment

OPFOR

OPFOR units are deployed up to 5 hexes from the Clan player's home edge. Aerospace units enter the Low-Altitude Map from the map edge corresponding to the direction of the ground map home edge, at Velocity 4, Altitude 6 or less.

Clan
Clan units enter the board along their home edge during their movement on Turn TWO.  Clan Aerospace units enter the Low-Altitude Map during their movement (Velocity and Altitude determined by the controlling player) on Turn ONE.

Game Rules
1) Clan units operate under Forced Withdrawal rules.
2) This game will end after Turn 15.
3) OPFOR Players need not abide by Zellbringen rules, but failure to do so may result in consequences (see "Options", below).
4) OPFOR players must attempt to exit their forces from their home board edge.  A unit may not exit the board edge if it has 2 or less MP remaining in its movement that turn (a unit may always exit the board if reduced to a maximum of 2 MP or less),or if there is a Clan Mech unit within 2 hexes of the hex through which the OPFOR unit would exit.
5) A Clan unit that ends its turn within 2 hexes of the OPFOR board edge (the last hexrow+1 hexrow) may be hit by off-board weapon attacks (including direct-fire artillery) at a total TN of 4+ (ie, don't camp the board edge just to prevent the OPFOR from getting off-board).

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Warchest Rewards and Costs
Track Cost: 140

Objectives
1) Prevention: Prevent at least 75% (numerically, rounded up) of the opponent's force from exiting through their home edge by the end of Turn 15.  +250
2) No Quarter: Destroy or Cripple ALL of the opponent's ground force.  +300

Options (you must achieve at least one Objective to receive Option Warchest Payouts)
+100 Sinkholes: The first time a Mech enters a Clear Hex during movement using Running MP, roll 2d6.  On a 10+ a Depth 1 sinkhole opens beneath the unit.  The controlling player must make a PSR with a +3 penalty to avoid a 1-level fall (OPFOR units are used to the terrain, and suffer only a +1 penalty).  A successful PSR allows the unit to continue its movement; a failed roll ends that unit's movement this turn.  Sinkholes are small enough that they need not be marked on the map and tracked from turn to turn.
+100 Complicated Weather: Roll once on the General Weather Table (pg.69, TO) and apply the result to the battlefield.
+150 Guns.  Lots of Guns: The OPFOR adds +2 artillery pieces to their total number (same type, if any), and increases the number of pre-sited hexes by +5.

Zellbringen (you MUST choose one level of Zellbringen.  If you achieve no Objectives, you receive HALF of the listed payout.  If you achieve at least one Objective, you receive the full payout)
+0 No Zellbringen: Clan forces may engage OPFOR units without regard for Zellbringen (ie, they may combine fire and may use area-effect weapons and physical attacks).  This cannot stack with any other Zellbringen option.
+150: Liberal Zellbringen: Clan forces must engage OPFOR using Zellbringen duelling** rules (ie, they must engage in 1-on-1 [or 1-on-2, 1-on-3, etc] duels with OPFOR units, may not use area-effect weapons, and may not use physical attacks.  At the end of each phase in which the OPFOR combines fire, uses area-effect weapons and/or physical attacks, or breaks LOS for the second turn in a row, the Clan player must roll 2d6.  On an 7+, the Clan player is freed from the confines of Zellbringen for the remainder of the scenario.  For every subsequent turn in which the OPFOR breaks Zellbringen, the TN of this check is reduced by 1.)  This cannot stack with any other Zellbringen option.
+300: Strict Zellbringen: Clan forces must engage OPFOR using Zellbringen duelling rules (ie, they must engage in 1-on-1 [or 1-on-2, 1-on-3, etc] duels with OPFOR units, may not use or deploy area-effect weapons or units which mount area-effect weapons [they must be bid away], and may not use physical attacks.  At the end of each phase in which the OPFOR combines fire, uses area-effect weapons and/or physical attacks, or breaks LOS for the second turn in a row, the Clan player must roll 2d6.  On an 9+, the Clan player is freed from the confines of Zellbringen for the remainder of the scenario.  For every subsequent turn in which the OPFOR breaks Zellbringen, the TN of this check is reduced by 1.)  This cannot stack with any other Zellbringen option.

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Victory Points
+1 VP: Each OPFOR Point destroyed or crippled
-1 VP: Each Clan Point destroyed or crippled
+5 VP: Achieve the Prevention Objective
+4 VP: Achieve the No Quarter Objective
-2 VP: Each OPFOR unit which escapes off the OPFOR board edge

Track Exits
The player with the highest VP at the end of the scenario may select from the following track options:
1) Strike!  A lightning attack against the Bandit command structure.
2) Supply.  The Clan forces begin a seige of the Bandit forces, isolating and annihilating their supply infrastructure.
3) Assault.  The Clan forces launch a head-on attack into the teeth of the bandit defenses.
4) Defend.  The Clan forces must make a defense against an unexpected Bandit counterattack. (this or Retreat must be selected if less than half of the Clan players achieve the Prevention objective).
5) Retreat.  The Clan forces fall back in disarray, having overstretched themselves in the pursuit (this or Defend must be selected if less than half of the Clan players achieve the Prevention objective).


**Zellbringen Dueling:
1 Mech = 1 Mech = 1 ASF = 2 Tanks = 5 BattleArmor = 5 ProtoMechs.  Each of these is considered one "unit".  One "unit" duels one enemy "unit", unless the Challenging player decides his unit should fight more than one enemy.  Challenges are made prior to Weapons Fire declaration, and need be only declared.  An OPFOR player need not "accept" a Clan duel challenge, but once the challenges is made the Clan player's unit must target only that OPFOR unit until he is destroyed, the OPFOR unit is destroyed, or Zell is broken.
« Last Edit: February 14, 2016, 04:08:19 PM by Darrian Wolffe »
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Timberwolfd

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Re: Mission 2: Pursuit
« Reply #1 on: February 14, 2016, 10:52:07 AM »

Will counter battery fire be in effect for clan units with artillery?
Would counter battery fire be considered a breach of (liberal) zell before the roll is made to a bond on zell?  Basically, may an arty unit engage in a Zell duel with other arty?
Sinkholes are only an issue for mechs, not tanks and BA, quiaff?
 
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Darrian Wolffe

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Re: Mission 2: Pursuit
« Reply #2 on: February 14, 2016, 03:55:33 PM »

Will counter battery fire be in effect for clan units with artillery?
Would counter battery fire be considered a breach of (liberal) zell before the roll is made to a bond on zell?  Basically, may an arty unit engage in a Zell duel with other arty?

Negative.  All Clan units which have been bid must be on the field in pursuit.  IIRC, counter-battery fire requires your artillery to also be off-board in a stationary position, which is antithetical to the pursuit in the first place.  Additionally, to declare a duel, you have to establish a line of sight to the targeted unit, which is pretty clearly not something which will happen in regards to an off-board unit.

The *use* of artillery, if applicable to your particular OPFOR, is however a valid reason to break zell, if you've selected Liberal or Strict Zell.  Once those shells start coming down, feel free to start rolling.  Remember, though, not all OPFOR groups will have available artillery.


Quote
Sinkholes are only an issue for mechs, not tanks and BA, quiaff?

That is correct, as neither of those units is capable of spending Running MP.  The "fluff" issue is the impact of a running Mech on a small piece of ground.
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