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

Author Topic: Mission 2 OPFOR Building  (Read 3911 times)

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Mission 2 OPFOR Building
« on: February 13, 2016, 07:00:50 PM »

Please bring an OPFOR force with you.  This should include minis and record sheets.  The OPFOR Build Guidelines for Mission 2 are as follows:

-Must be between 9,000-14,000 BV2.  DO NOT ADJUST BV FOR PILOTING/GUNNERY
-Must be at least 4 units, and not more than 9 units, numerically.
-No more than 2 OPFOR units may be ClanTech OmniMechs
-At least 50% of the OPFOR units, numerically, must be Mech units.
-OPFOR may include up to two Royal Star League Aerospace Fighters, no more than 50 tons each, without external ordnance.
-OPFOR units may include up to 2 Star League or Royal Star League Vehicle Points (4 vehicles).
-OPFOR may not include: Battle Armor, ProtoMechs, VTOLs, ANY UNIT with less than a 4/6/0 movement profile.
-If the OPFOR is equal to or less than 11,000 BV, the OPFOR will receive a roll on the Artillery Table.  This roll will happen following rolls for Mapsheets on Game Day.
-2 OPFOR units are 2/3 G/P skill.  2 units are 3/4.  All other units are 4/5.  
-Nominate 1 unit as the OPFOR Commander.  This unit gives +3 Initiative and has either 4 Edge and 1 Gunnery SPA, or has 2 Edge and 2 Gunnery SPAs.
-Each 3/4 unit has 1 Edge and 1 Piloting SPA.


ARTILLERY TABLE (1d6-1)  
0: No artillery
1: 1d2 Sniper Artillery (minimum 1)
2-3: 1d3 Sniper Artillery (minimum 1)
4: 1d6-1 Sniper Artillery (minimum 1)
5: 1d6-2 Long Tom Artillery (minimum 1)
(Artillery is off-board, Gunnery 3, with a 1 turn flight time, and is not locatable or targetable by Clan Aerospace units.  It may fire only standard, HE shells, and each gun has 10 shells.  5 total hexes on the game board are considered "pre-designated hexes".  Otherwise, normal spotting rules apply; note that TAG won't help, since it's using standard HE shells only.)


NOTE:
I reserve the right to mess with or DQ OPFOR units clearly intended to screw with the game objectives.
« Last Edit: February 15, 2016, 12:01:36 PM by Darrian Wolffe »
Logged

Black Omega

  • Unrepentant Kell Hound Fanboy
  • Captain
  • ******
  • Posts: 2481
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #1 on: February 13, 2016, 10:20:45 PM »


-OPFOR may not include: Battle Armor, ProtoMechs, VTOLs, ANY UNIT with than a 4/6/0 movement profile.


Less than??  More than??  Please clarify.  Thx.
Logged
"Slavish adherence to formal ritual is a sign that one has nothing better to think about."

Hat

  • Carpe Petasus
  • Administrator
  • Colonel
  • *****
  • Posts: 4631
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #2 on: February 13, 2016, 10:38:02 PM »

Rob,

I'm happy to plan and print an OPFOR based on what you've described.  Your request says to bring minis though.  What if we don't have minis to bring?

With a sweep of his...

Hat

Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3175
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #3 on: February 14, 2016, 01:02:27 AM »

Post what you don't have and see who will bring extra
Logged
Die Clanner!!!!

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #4 on: February 14, 2016, 01:09:18 AM »

Less than??  More than??  Please clarify.  Thx.

...what isn't clear?

OPFOR may not include any units of the types listed: Battle Armor, VTOLS, or ProtoMechs.  Any other unit you bring must be as fast as 4/6/0 or faster (so a 3/5 tracked tank isn't legal, but a 5/8 tracked tank would be).

EDIT: OHSHIT, I just realized what you meant, and what I left out.  OP is fixed.  Sorry, man!
« Last Edit: February 14, 2016, 03:01:51 AM by Darrian Wolffe »
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #5 on: February 14, 2016, 01:12:27 AM »

I'm happy to plan and print an OPFOR based on what you've described.  Your request says to bring minis though.  What if we don't have minis to bring?

Either bring clearly labeled proxy minis, or arrange for another group member to provide them.  Either is fine.

Do note that not all OPFOR builds will be used; I have to have half as many OPFOR groups as I have RSVP'd players.  However, there's not another fair way to do this besides telling everyone to please bring one (this way if 1-2 people forget or can't, we're still OK.  But if there's 16 players, 8 agree to bring OPFORs, and even 1 person forgets...then we're in trouble).
Logged

phlop

  • Painting God
  • Master Sergeant
  • ****
  • Posts: 719
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #6 on: February 14, 2016, 12:52:37 PM »

OPFOR is built and minis are in hand.  (^_^)b
Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #7 on: February 14, 2016, 02:24:13 PM »

Darrian, for easy checking of the force list should we print a force list so you can check it?
Logged

Riegien

  • Unicorn Clan Triumphant
  • Administrator
  • Master Sergeant
  • *****
  • Posts: 482
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #8 on: February 14, 2016, 04:02:43 PM »

How do OpFor ASF interact with the opfor goal of 'get off the map'?  Do they have to loiter for x rounds?  Are they simply unable to 'exit the map' and therefore are sorta in limbo?
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #9 on: February 14, 2016, 04:06:12 PM »

How do OpFor ASF interact with the opfor goal of 'get off the map'?  Do they have to loiter for x rounds?  Are they simply unable to 'exit the map' and therefore are sorta in limbo?

OPFOR ASF are unable to exit the ground map and therefore will not count as having escaped for purposes of VPs, and they count toward neither objective.  Essentially, they can only give VPs to the Clan player, so be careful how you use them.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4870
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #10 on: February 14, 2016, 04:07:04 PM »

Darrian, for easy checking of the force list should we print a force list so you can check it?

It's appreciated if you do this.  I'm not forcing anyone to do so, but it's certainly appreciated.
Logged

phlop

  • Painting God
  • Master Sergeant
  • ****
  • Posts: 719
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #11 on: February 14, 2016, 08:35:08 PM »

I will PM you my list.

PM'ed.
« Last Edit: February 14, 2016, 10:26:10 PM by phlop »
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3175
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #12 on: February 15, 2016, 09:45:50 AM »

the second 2/3 pilot does it have edge and spa as well or no
Logged
Die Clanner!!!!

phlop

  • Painting God
  • Master Sergeant
  • ****
  • Posts: 719
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #13 on: February 15, 2016, 09:52:13 AM »

Looking back at the requirements, I may have to change some choices in my OPFOR.
Logged

Timberwolfd

  • Administrator
  • Major
  • *****
  • Posts: 2953
  • Kibitzing from the sidelines
    • View Profile
Re: Mission 2 OPFOR Building
« Reply #14 on: February 16, 2016, 09:52:22 PM »

Clarification - Are clan vehicles/omnivehicles included, quineg?
Logged
Pages: [1] 2