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Author Topic: Operation POKEY Mission 1  (Read 1964 times)

Darrian Wolffe

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Operation POKEY Mission 1
« on: March 22, 2017, 03:11:12 AM »

BOTH Scout Lances are deployed into this mission.  As Steve and Mike have equal (Strategy+Tactics) scores, the commander of the mission is Mike because he has a higher Career/Soldier score.

Reinforcements, if desired, use the rules in the packet.  Mike, you can request 1 or 2 other PCs deploy as reinforcements to assist your forces.  They can come from any other role; their arrival turn is: 12-(slowest walk speed in the reinforcing unit)-(reinforcing PC's Tactics Bonus).


GAME SETUP
Game board will be a 2.5x3 setup (the north and south maps are folded in half), and the center board will be an urban map, possibly with added hex tiles for building density.  The surrounding boards will be mixed between open terrain, rolling hills, woodland, and classic BattleTech maps.  Buildings have CF appropriate to their type, ALL Buildings have Level 1 Basements.

RECORD SHEETS
The shown OPFOR needs to be printed by somebody.  And your ally, for what it's worth.  Please add the Jumping Jack SPA to your ally's sheet.  I am handling everything listed under the Reinforcements tab.

MINIATURES
I'm bringing basically every tank I own; included are 8 Vedettes.  Feel free to bring all the scale-appropriate vees you own too.

NOTES
Note that when victory conditions are discussed, it is based on numbers of units currently appearing on the board.  If you must keep 50% of your force alive, and you start with 8 Mechs and bring on 4 Mechs as reinforcements on Turn 8, if you've lost four of your Mechs on Turn 10 you're still good.  If you've lost 7 by Turn 11, then you can't achieve that condition. 



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Ice

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Re: Operation POKEY Mission 1
« Reply #1 on: March 22, 2017, 03:19:41 AM »

I have a vedette hunter wyvern stinger locust and javelin if needed
The locust is missing an arm though and the vedette and hunter are not based nor anything painted
« Last Edit: March 22, 2017, 03:24:57 AM by Ice »
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Ad Hoc

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Re: Operation POKEY Mission 1
« Reply #2 on: March 22, 2017, 04:01:17 AM »

I am so busy trying to finish up list of supplies and getting mechs together.   I don't have time to research everyone's forces?Any good advice on who's forces to called upon?
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Timberwolfd

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Re: Operation POKEY Mission 1
« Reply #3 on: March 22, 2017, 07:53:50 AM »

It looks like everyone has 4/6 as the lowest speed, so everyone would be equal there. The tactics score will be what separates people.

Tactics +5
 :'(

Tactics +4
TimberwolfD

Tactics +3
August Aquila
Paul
Rob

Tactics +2
Bryan
Steve
Ice

Okay, so my force would arrive at 12 - 4 - 4 = turn 4, with others arriving on turns 5 or 6.

Since I needed to partake in the IWM run, I haven't gotten my pewter hit yet and would need to run proxies for this game. If that impacts the decision making process at all.

Note to self, focus on faster mechs, cavalry style.

Also, what great support we get, a Stinger.... Thanks FedCom, you cheap bastards.

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serrate

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Re: Operation POKEY Mission 1
« Reply #4 on: March 22, 2017, 10:24:34 AM »

I agree with calling in both reinforcement lances (timberwolfd being the obvious first choice, since he'll arrive the quickest). There might be some advantage to holding more in reserve, but this is practically two companies of OpFor, so let's send the house.

I've got Locusts, the Hunter, and the Galleon.

Vehicle Sheets are printed, including correct names and P/G skills.

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agustaaquila

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Re: Operation POKEY Mission 1
« Reply #5 on: March 22, 2017, 10:30:33 AM »

I've got 2 bollas which make nice packrat standings. 

Brian, do the sheet have vee hit charts on them, or do we need to print a half dozen or so hit charts off?
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Darrian Wolffe

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Re: Operation POKEY Mission 1
« Reply #6 on: March 22, 2017, 10:55:06 AM »

I agree with calling in both reinforcement lances (timberwolfd being the obvious first choice, since he'll arrive the quickest). There might be some advantage to holding more in reserve, but this is practically two companies of OpFor, so let's send the house.

Strictly speaking as a player, you're going to want to look at the lance compositions.  A good chunk of the map will be urban terrain, which means jump jets and/or melee capability is going to be relatively important.  Dunedain Lance has only two jumpers (SHD, WVE), but getting there quickly, I think, does outweigh that.  Presenting more targets lessens the chances of any unit taking truly critical damage.  Thus, Dunedain would be my first choice as a reinforcement group as well.

Personally, I think the second lance should be either Ice lance or Fairchild lance.  The main argument for Ice Lance is actually the fact that it's got three jumpers that are quite capable at medium range, though all three units can actually end up with surprising heat issues from prolonged jumping/attacking, and the Enforcer magazines aren't very deep.  The Warhammer doesn't jump, but it's a heavy asset that can still take care of itself, and the up-armoring definitely helps.  Fairchild lance ends up with two jumpers, but one of those is purpose-built to fuck up vehicles (Javelin), and the MAD is, again, a good heavy asset that also has a pilot who is extra-competent at melee.  Don't underestimate the ability to run up into a vehicle's hex, fire three PPCs at a *different* vehicle, and deliver a 16-point kick to the first vee hitting on a -3 modifier. 

Also important are the points that Ice Lance will get there on Turn 6, and Fairchild Lance will get there on Turn 5.

Both Kong Lance and Crusher Lance are solid forces, but IMO they are assets better used outside of paved cities.  Kong's Hunchback makes it a reasonable backup choice, but I feel the Wasp is better-used in wooded ground to help it close and survive, and the MASC-equipped Ostsol is just asking to go skidding down a street into a friendly unit or basement.  Crusher Lance is a very well-built medium-to-long range support group that's going to be at a fair disadvantage in a cityfight due to minimum range modifiers and low mobility on its heavy asset.  A field battle?  Hell yes.  A city fight?  Perhaps not so much.
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serrate

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Re: Operation POKEY Mission 1
« Reply #7 on: March 22, 2017, 11:01:06 AM »

I've got 2 bollas which make nice packrat standings. 

Brian, do the sheet have vee hit charts on them, or do we need to print a half dozen or so hit charts off?

The sheets include all charts.

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Timberwolfd

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Re: Operation POKEY Mission 1
« Reply #8 on: March 22, 2017, 12:15:20 PM »

As a civil engineer I would like to complain to this city's council (after we trash the place) about how their code creates unsafe mech environments with all of those nasty basements.
« Last Edit: March 22, 2017, 08:21:22 PM by Timberwolfd »
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Ice

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Re: Operation POKEY Mission 1
« Reply #9 on: March 23, 2017, 12:36:52 AM »

I have a vedette hunter wyvern stinger locust and javelin if needed
The locust is missing an arm though and the vedette and hunter are not based nor anything painted


can anyone confirm that any of these are or are not needed for the game

i see the opfor list im just checking if others want me to bring them
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agustaaquila

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Re: Operation POKEY Mission 1
« Reply #10 on: March 23, 2017, 07:57:34 AM »

I think we reinforce with Dunedain and fairchild.  Speed is important here, and the sooner our extra assets show up the the better in my opinion.
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Ice

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Re: Operation POKEY Mission 1
« Reply #11 on: March 23, 2017, 10:52:46 AM »

I think we reinforce with Dunedain and fairchild.  Speed is important here, and the sooner our extra assets show up the the better in my opinion.

agreed
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serrate

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Re: Operation POKEY Mission 1
« Reply #12 on: March 23, 2017, 03:49:44 PM »

Just a reminder, I've got the vehicle sheets printed, but someone else needs to bring the mech sheets (including our ally). I don't have time to do that at work today, and will be working from home tomorrow (no printer). Thanks!
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Re: Operation POKEY Mission 1
« Reply #13 on: March 23, 2017, 04:47:52 PM »

Heinrich Wilhelm: "Reaper Commander to HQ command. Sensors are picking up approximately 2 dozen targets. Requesting reinforcements from both Dunedain and Fairchild Lances, ASAP. What is the ETA of reinforcements?"
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Darrian Wolffe

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Re: Operation POKEY Mission 1
« Reply #14 on: March 24, 2017, 12:31:59 AM »

Just a reminder, I've got the vehicle sheets printed, but someone else needs to bring the mech sheets (including our ally). I don't have time to do that at work today, and will be working from home tomorrow (no printer). Thanks!

I've got the mech sheets (Drac and Ally), the mech minis (though the wyvern is being proxied by a Spector), and an extra 5 Vedettes and 3 Myrmidons to be used for starting Drac vehicles.

In addition to the MYSTERY DRAC REINFORCEMENTS, obviously.
.......................................


Side notes:
1) having at least 1 tablet or phone with the following PDFs is likely to be helpful to general discussions: BMR(r), Step-by-step Guide, Campaign Rules
2) Look at your Mech Quirks and write how they work on your record sheets.  Quirk rules are in the updated Campaign Rules PDF.
3) We aren't using Quirks for OPFOR right now.  If that proves a huge handicap for OPFOR, I'll start adding them back in.
4) If you need proxies for your own minis, you'd better say something ASAP.  If you want your minis painted, make sure you bring them and the $20 for the fee (mostly so I can buy fresh brushes).
5) Be prepared to play fast.  Nobody should be controlling that much stuff, and the nature of the terrain should make it hard to seriously focus-fire.  I want to get though 10-14 turns.  We're done at 6:30, hard stop.
6) Fire declaration markers aren't necessary, but it might be a good idea to make some nice ones for your PC and wingmen.  I'll have a template for you to see Saturday.
7) Don't sweat repair and the various rules too badly.  Right now is the feeling out process for everyone to learn, and if you screw up now it's not a big deal.  Later on when you have 3 battles in 2 days against the Clans...THEN it will be a big deal.  But right now we can be chill about it.
Last) Be ready to play at 11am.  I plan on rolling for Initiative at 11:05, and have a phone alarm to that effect.
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