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Author Topic: Mission 3: Dark Cache Assault  (Read 2633 times)

Darrian Wolffe

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Mission 3: Dark Cache Assault
« on: April 13, 2016, 01:51:57 PM »

Warriors of the Watch,

We have pushed the stravag Dark Casteman back to their lair.  The Nova Cat cache dates back to the  days of Operation Klondike, and thus is a strong defensive position, unsuitable for the combat traditions we celebrate today.  The assault against their cache will therefore be an unusual and complex operation.  I beg your indulgence as Clan Warriors, but there will be glory enough for all, tomorrow.

………….
Master Game Setup
The operations area will be divided into 5 sectors:
Sector 1) Diversionary Raid (up to 6 players)
Sector 2) Eastern Defense Grid (up to 4 players)
Sector 3) Power Generator (up to 4 players)
Sector 4) Command and Control Raid (up to 4 players)
Sector 5) Secure Nuclear Stockpile (up to 4 players)

You may bid your force on one and only one mission.  You will send me a PM or email detailing which force is yours, which mission you are bidding upon, and ALL details of your bid.  The lowest half of bidders for a given mission will play their force (example, if there are 4 players bidding for Sector 4, the lowest 2 bids will play), and losing half of bidders will play OPFOR.  There is no opportunity to change your bid or call in reinforcements, so bid wisely.  Ties will be broken using lowest total deployed tonnage as the determining factor.

If you do not send me a bid, then you will be randomly assigned to a sector as OPFOR to make numbers of players on each table as close to even as possible.  There must be at least one player on EACH of the 5 sectors.

OPFOR Reinforcements: The OPFOR have mobile reserves which they can deploy into ANY sector beginning on Turn 3; they can deploy up to 1 lance (total) on Turns 3, 5, 7, 9, 11, and so forth (using Sector 4 as the turn counter, and entering the target sector at the top of that sectors next turn).  These lances will be well-equipped.  However, as long as there are active Clan units in Sector 1, AT LEAST HALF, NUMERICALLY, of the reinforcements MUST deploy into Sector 1.  Reinforcements always deploy onto the opposite board edge from incoming Clan forces.
« Last Edit: April 13, 2016, 02:54:15 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Mission 3: Dark Cache Assault
« Reply #1 on: April 13, 2016, 01:53:17 PM »

Sector 1: Diversionary Raid:
This mission is intended to draw the enemy’s mobile defenses from their fixed positions and weaken defenses everywhere else, making the final mission of destroying these rebels and securing their nuclear stockpile much easier.  Watch commanders will make a large, obvious, and slow assault to the cache’s north side where their static defenses are the weakest.  This will ensure that the enemy must deploy the bulk of their mobile reserves to counterattack.

Map Setup:
North
[][]
[][]
[][]
Clan players roll each map on the Hill Terrain table ("Box Canyon" counts as "Classic BattleTech Mapsheet"), and organize them to their choosing.  Clan forces begin the game up to 8 hexes from the north map edge (their home edge).  OPFOR enters the map on the south edge during their Initiative Count on Turn 1.  Clan units may withdraw off the north edge of the map.

The game continues until all Clan or all OPFOR units have been destroyed.

The expected OPFOR deployment to this sector is approximately 2 companies of SLDF-vintage Mechs, with up to 1 company of tank support.  Air support is possible, but unlikely, and would be in no greater than air lance strength of medium fighters.  OPFOR Reinforcement to this sector is likely to be heavy as well.

There is no track cost for this mission.  There are no options for this mission.  Zellbringen is not in play for either side.  Forced withdrawal is not in play for either side.  The reward for having active Clan units on the field by the time the day ends is 1000 WCP.
« Last Edit: April 22, 2016, 03:37:59 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Mission 3: Dark Cache Assault
« Reply #2 on: April 13, 2016, 01:53:45 PM »

SECTOR 2: Eastern Defense Grid

The bulk of the enemy’s static defenses are to the east, notably their artillery park.  In order to keep these weapons from being used on our other forces, this defense position must fall.

Map Setup:
North
[][][]
[][][]

OPFOR players roll each map on the Hill or Wooded Terrain table (their choice per map, no more than 4 maps from either table; "Scattered Woods = Open Terrain 2"), and organize them to their choosing.  Clan forces begin the game up to 5 hexes from the eastern map edge (their home edge) on the northeastern map.  OPFOR deploys on the western two mapsheets where desired.

The expected OPFOR deployment to this sector is approximately 1 company of SLDF-vintage Mechs, with 1 mixed company of heavy and AAA tanks and artillery pieces.  Air support is possible, but unlikely, and would be in no greater than air lance strength of medium fighters.  Each artillery piece in this sector has FOUR pre-sighted hexes on this map, for indirect fire only.

As long as there are at least 4 active Clan Points in this sector, artillery may not be used to support other sectors. If the artillery may be used to support other sectors, during this sector’s artillery phase, inform the targeted sector during this sector’s artillery phase.  The other sector will experience the artillery shotfall on THEIR next turn’s Artillery Phase.  Spotting from other sectors is impossible due to Clan blanket jamming.

There is no track cost for this mission.  There are no options for this mission.  Zellbringen is not in play for either side.  Forced withdrawal is not in play for either side, and OPFOR *cannot* withdraw off-board.  Clan forces may withdraw off-board off the eastern board edge, or the northern edge of the center or eastern map.

This mission is considered a success if all enemy artillery is destroyed, and at least 50% of the other enemy forces are destroyed/crippled.  The reward for having active units on the board at the end of this mission is 500 WCP, plus 300 WCP if the mission is successful.
« Last Edit: April 22, 2016, 03:55:24 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Mission 3: Dark Cache Assault
« Reply #3 on: April 13, 2016, 02:07:10 PM »

SECTOR 3: Power Generator
The interior of the cache – the c3 facilities and the nuclear stockpile – have powerful fixed defenses.  Shutting down the cache’s fusion reactors will severely inhibit these defenses and make a successful mission more probable.

Map Setup
North
[][]
[][]

OPFOR players choose 4 Urban Maps and arrange them to their liking.  They must deploy on the southern two maps.  Clan players then use normal StratOps rules to air-drop onto the northern HALF of the northern maps during their initiative counts on Turn 1 of the game.

The two southern maps MUST include at least 2, 3-hex Hardened structures.  Each southern map must have ONE Fusion Reactor, which must be a Heavy or Hardened building between 3 and 5 hexes of total area.  OPFOR must secretly write down which building this is.  Regardless of the actual building type, the fusion reactor will have 80 CF per hex.

Clan players MUST move to within LOS and 3 hexes of a building (5 if you have an Active Probe) and make a PSR at a +4 penalty (+1 if you have an Active Probe), and use no Running or Jumping movement that turn.  If you succeed, you can tell if your target building is the fusion reactor or not.  You are aware of your success or failure.  (I strongly recommend kitting out your OmniMechs with Active Probes for this mission.)  Once the fusion reactor has been ID’d, it must be destroyed, using normal building destruction rules.  Fusion reactors have a 5-level basement, and may not be moved *into*, though they may be jumped upon.

Once BOTH fusion reactors have been knocked out, all static defense weapons in Sectors 4 and 5 will shut down at the beginning of the NEXT turn for those tables.  It’s the responsibility of the Clan players on this table to inform those sectors.

The expected OPFOR deployment to this sector is approximately 1 company of SLDF-vintage Mechs, with up to 1 company of medium and heavy tanks.  Air support is possible, but unlikely, and would be in no greater than air lance strength of medium fighters.

There is no track cost for this mission.  There are no options for this mission.  Zellbringen is not in play for either side.  Forced withdrawal is not in play for either side, and OPFOR *cannot* withdraw off-board.  Clan forces may withdraw off-board off the northern edge.

This mission is considered a success if both Fusion Reactors are destroyed.  The reward for having active units on the board at the end of this mission is 500 WCP, plus 300 WCP if the mission is a success.
« Last Edit: April 13, 2016, 02:55:26 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Mission 3: Dark Cache Assault
« Reply #4 on: April 13, 2016, 02:28:00 PM »

Sector 4: Command and Control Center

Map Setup
North
[][] – Military Base 1 & 2 (logo may be north or south)
[][] – any Urban Map

OPFOR players choose 2 Urban Maps and arrange them to their liking on the south end of the battlefield.  They must deploy on the northern two maps.  Each Clan player may then divide their force in half, numerically.  Half of their force may use normal StratOps rules to air-drop onto the northern maps during their initiative counts on Turns 1, 2, or 3 of the game.  The other half of their force enters from the southern board edge on their Initiative count on Turn 1.  Alternatively, the Clan player may elect for his entire force to enter from the southern board edge as described.

The two military base maps contain the command center, and the communications center.  The latter must be a 3 or 4 hex structure, and the former must be at least 5 hexes in total area.  Regardless of their actual listed type, these building have 50 CF per hex.  OPFOR must secretly write down which buildings are which.  Once a Clan unit has LOS to a target building, you must inform the Clan player which building they can see (remember the wall heights on the military base mapsheets block 3 levels of vision from outside the base).

Once BOTH buildings are knocked out, OPFOR may no longer deploy reinforcements onto any sectors.

 The OPFOR may publically (prior to deployment) nominate up to 3 other structures within the Military Base maps to be “defense platforms”.  These platforms each contain x2 AC/10 (which can use normal, Flak, and Precision ammo; no ammo tracking required) and x4 Medium lasers.  These platforms may only fire at 1 target per turn, but have a 360-degree arc, at Gunnery 4.  Each platform MUST be a 3-hex structure, are considered to be 3 levels tall regardless of what’s on the map, may not be moved into nor jumped upon, and has 100 CF per hex.  If the fusion reactors in Sector 3 are BOTH knocked out, these platforms will shut down at the beginning of the turn AFTER this table is informed.

The expected OPFOR deployment to this sector is approximately 1 company of SLDF-vintage Mechs, with up to 1 company of medium and heavy tanks.  Air support is possible, but unlikely, and would be in no greater than air lance strength of medium fighters.

There is no track cost for this mission.  There are no options for this mission.  Zellbringen is not in play for either side.  Forced withdrawal is not in play for either side, and OPFOR *cannot* withdraw off-board.  Clan forces may withdraw off-board off the southern edge.

This mission is considered a success if both the Command building and Comms building are destroyed.  The reward for having active units on the board at the end of this mission is 500 WCP, plus 300 WCP if the mission is a success.
« Last Edit: April 13, 2016, 02:55:10 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Mission 3: Dark Cache Assault
« Reply #5 on: April 13, 2016, 02:51:36 PM »

Sector 5: Nuclear Stockpile
These weapons MUST be secured or the entire Kerensky Cluster will be under threat.  Your units will be airdropped using HALO Mech Insertion techniques; thus there will be no time to change your planned landing coordinates.  Secure the entrances to the underground stockpiles and trap the surats in there so they can be exterminated by our Elementals.  Fight well, warriors.

Map Setup

North
[][] –  Any Urban Maps
[][] – Any Open Terrain Map

OPFOR chooses the maps and arranges them as to their liking.  OPFOR players secretly determine their starting positions, and then the Clan players must air-drop (using standard StratOps rules) into the middle half of the map area (the south half of the north map, and the north half of the south map).  OPFOR players then reveal their Mech positions.

OPFOR players should choose any 3 buildings on each Urban Map; these are your deployment entrances.  They may not be within 8 hexes of one another.  They have CF as appropriate for their building type.  Do not disclose these buildings until they have been identified or you have deployed an escape vehicle from them.

Clan players MUST move to within LOS and 3 hexes of a building (5 if you have an Active Probe) and make a PSR at a +4 penalty (+1 if you have an Active Probe), and use no Running or Jumping movement that turn.  If you succeed, you can tell if your target building is the deployment entrance or not.  You are aware of your success or failure.  (I strongly recommend kitting out your OmniMechs with Active Probes for this mission.)  Once the entrance has been ID’d, it must be destroyed, using normal building destruction rules.  Deployment entrances have a 10-level basement (the elevator to the stockpile), and may not be moved *into*, though they may be jumped upon.

 The OPFOR may publically (prior to deployment) nominate up to 3 other structures within each Urban map to be “defense platforms”.  These platforms each contain x2 AC/10 (which can use normal, Flak, and Precision ammo; no ammo tracking required) and x4 Medium lasers.  These platforms may only fire at 1 target per turn, but have a 360-degree arc, at Gunnery 4.  Each platform MUST be a 3-hex structure, are considered to be 3 levels tall regardless of what’s on the map, may not be moved into nor jumped upon, and has 100 CF per hex.  If the fusion reactors in Sector 3 are BOTH knocked out, these platforms will shut down at the beginning of the turn AFTER this table is informed.

Beginning on Turn 5, and again on Turn 9, OPFOR may deploy Escape Vehicles from any or all existing deployment entrances (1 vee max per entrance).  There are a total of 10 Escape Vehicles.  Each escape vehicle is a weaponless civilian craft with 1 hit location, 15 armor and 1 SI, with 7/11 hover movement, and a Piloting skill of 5.  Instead of any weapons, they carry powerful jammers that force a +2 penalty to hit them (think DropShip-level ECM).  A total of THREE of the Escape Vehicles will carry a nuclear device to “safety”, the others are decoys.  Which vee is which is secret information that must be written on the sheet (but need not shared).  An Active Probe-equipped unit within 5 hexes and LOS of an Escape Vehicle at the end of the movement phase will automatically detect the nuke or not.  These vehicles must move off the southern board edge to escape.  These units may make a standard PSR to move through hexes containing Clan Mech units (not protos or Battle Armor).

The expected OPFOR deployment to this sector is approximately 1 company of SLDF-vintage Mechs, with up to 1 company of light tanks and up to 2 companies of standard infantry.  Air support is possible, but unlikely, and would be in no greater than air lance strength of medium fighters.

There is no track cost for this mission.  There are no options for this mission.  Zellbringen is not in play for either side.  Forced withdrawal is not in play for either side, and neither side may withdraw off-board.  

This mission is considered a success if all of the Deployment Entrances destroyed, or if there are twice as many active Clan units as OPFOR units on the board *and* at least half of the deployment entrances are destroyed when time expires.  The reward for having active units on the board at the end of this mission is 500 WCP, plus 500 WCP if the mission is a success.  The escape vehicles do not affect mission success, but their escape (or not) will determine the next mission track in the campaign.
« Last Edit: April 13, 2016, 02:54:53 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Mission 3: Dark Cache Assault
« Reply #6 on: April 13, 2016, 02:53:13 PM »

Bidding may begin on Friday, April 15th.  You have until then to ask questions or get clarifications.  Bidding will CLOSE at 11:59pm on Thursday, April 21st.
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phlop

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Re: Mission 3: Dark Cache Assault
« Reply #7 on: April 13, 2016, 02:59:16 PM »

Didn't read the final thread. You have been PM'ed.
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agustaaquila

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Re: Mission 3: Dark Cache Assault
« Reply #8 on: April 13, 2016, 11:40:33 PM »

Reinforcement lances:  Are the reinforcement lances deployed per mech or lance? 

Sector 5:  Normal stacking rules except for the special Mech rule?
               Requiring a PSR seems to require that the scanning units be vees or mechs.  IS this assumption correct?

All sectors: Normal rty rules v structure apply?
« Last Edit: April 13, 2016, 11:47:22 PM by agustaaquila »
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Darrian Wolffe

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Re: Mission 3: Dark Cache Assault
« Reply #9 on: April 13, 2016, 11:46:37 PM »

Reinforcement lances:  Are the reinforcement lances deployed per mech or lance? 

Deployed "per unit".  For example, if there are 3 mechs and 1 tank available as reinforcements on Turn 3, at least 2 of these units must be deployed to Sector 1 (assuming there is a battle there).  The others may be deployed individually where-ever desired (as long as the C3 facilities in Sector 4 are still operational).

Quote
Sector 5:  Normal stacking rules except for the special Mech rule?

Correct.  Yes, Protos are super-useful in this sector.

Quote
All sectors: Normal rty rules v structure apply?

Correct.  That said, remember there's no pre-designated hexes for Clan artillery.
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phlop

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Re: Mission 3: Dark Cache Assault
« Reply #10 on: April 19, 2016, 07:58:40 PM »

Is skidding going to be in play?
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Darrian Wolffe

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Re: Mission 3: Dark Cache Assault
« Reply #11 on: April 20, 2016, 02:36:26 AM »

Is skidding going to be in play?

Yes, it will.
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Timberwolfd

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Re: Mission 3: Dark Cache Assault
« Reply #12 on: April 20, 2016, 07:27:35 PM »

Can our artillery support attackers in other sectors?
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Darrian Wolffe

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Re: Mission 3: Dark Cache Assault
« Reply #13 on: April 20, 2016, 08:03:05 PM »

Can our artillery support attackers in other sectors?

Yes, it can.  Multi-turn flight time (2 turns), and you won't have pre-designated hexes, though.  And normal spotting rules (including having the spotter actually agree to spot for you) will apply; I suggest you ask other Star Captains if they're OK having you shoot onto their board and steal their glory.
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