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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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Author Topic: Operation POKEY Mission 2  (Read 4120 times)

ItsTehPope

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Re: Operation POKEY Mission 2
« Reply #15 on: April 18, 2017, 10:42:59 AM »

Let's get together and play some battletech then.  For bringing minis, just bring some of each weight class.  I will bring random after action units that you can draw from to get a unit.  Grinder style play, and a simple scenario for those who need/want such things.

Solaris VII De-armament party.

With the defeat of the Evil Blakist and peace breaking out, the RoTS are wisely reducing overall compacity for mechs.  So in celebration of our victory, and these wise new decrees, we are having a Solaris style party. Complete with all the mechs and explosions we can muster.

Scenario:  There will be a structure placed in the center of the game area.  Pilots score points by causing critical hits to and for destroying the structure.  If we can blow one structure up, in great Solaris tradition another one will be placed in the field.

Set up:  Maps will be put out.  Each person controls one pilot, roll d6 on the following table for skill level:
1 - late to the war (5 gun 6 piloting)
2- garrison duty (4/5
3-5 - war veteran (3/4)
6 - elite (2/2)

After rolling for pilot, draw a unit out of the folder.  If its a navel unit, plese place it back.  Otherwise, the mech, vee, or unit of infantry is yours until destroyed.  Also for units with multiple things, all share the same piloting and gunnery.  There is everything from units for 3025 play to a full level III hyper uptech Terra defense unit.  Units are as marked in regards to damage and ammo. 

Pilots of destroyed units will eject out (if mech) or abandon vee.  With the next tern, get a new unit.  If you as a player wants, you can reroll the pilot when switching units.  Just remember, points stay with the pilot not the player.  Units reentering the field will do so randomly, including air dropping infantry (yes I have BA in the folder)

Speaking of points:
1 point cause a critical hit to the structure
3 points land last point of damage destroying structure
1 point per 2 kills (each protomech counts as 1 kill, each point of BA is a kill, each vee is a kill)

Structures will bee things like dropships and mobile structures.  They are armed, but only shoot at you if you shoot at them.

This sounds stupid enough that I'd love to play in it.  Let me see if I can get that day freed up.
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agustaaquila

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Re: Operation POKEY Mission 2
« Reply #16 on: April 18, 2017, 06:55:27 PM »

If you come, you can bring the bolter box if it still exists.
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Ice

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Re: Operation POKEY Mission 2
« Reply #17 on: April 18, 2017, 09:22:52 PM »

ill bring 7 of each weight class 4 IS 3 clan
will grab ones already printed out so maybe anywhere on the scale of ok to good

if it crosses my eyes ill bring a few after action and possibly IS 3040ish or prior customs that are throw aways

any requests to not be taken should be noted so I can make sure to avoid them

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ItsTehPope

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Re: Operation POKEY Mission 2
« Reply #18 on: April 19, 2017, 02:33:11 PM »

If you come, you can bring the bolter box if it still exists.

It does though I don't know if I still have the Giant Pile Of Sheets in it.
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Ice

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Re: Operation POKEY Mission 2
« Reply #19 on: April 20, 2017, 03:30:48 PM »

looks like i have a lot of old customs from when i first started playing probably will bring them like 90% are IS 3040ish or prior will bring the extra other stuff as well.
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Darrian Wolffe

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Re: Operation POKEY Mission 2
« Reply #20 on: April 21, 2017, 01:53:22 PM »

I'm 100% out. Filming starts at 10pm tonight and continues straight through until 6am Sunday.
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ItsTehPope

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Re: Operation POKEY Mission 2
« Reply #21 on: April 22, 2017, 12:24:00 AM »

Death in the family.  I'm out.
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Ice

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Re: Operation POKEY Mission 2
« Reply #22 on: April 22, 2017, 06:24:43 AM »

I'm out as well after all thought would get over this cold or whatever this is by now but that don't seem to be the case
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Ad Hoc

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Re: Operation POKEY Mission 2
« Reply #23 on: May 11, 2017, 09:18:03 PM »

Next game day, May 20th, is in a week so we probably should find out whose lances will be called into action.  I feel 2 additional lances should be called in. That will leave 3 fresh lances, and hopefully one of the 4 from current mission may have very minimal damage, for the extraction mission.
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Jiraiya1969

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Re: Operation POKEY Mission 2
« Reply #24 on: May 12, 2017, 05:35:47 PM »

Next game day, May 20th, is in a week so we probably should find out whose lances will be called into action.  I feel 2 additional lances should be called in. That will leave 3 fresh lances, and hopefully one of the 4 from current mission may have very minimal damage, for the extraction mission.

I'll have my unit listed this weekend for approval. Stay tuned!
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Timberwolfd

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Re: Operation POKEY Mission 2
« Reply #25 on: May 12, 2017, 10:28:36 PM »

Okay, to pick up where we were before everyone's life said no to the April game...

Rob, did we ever complete the reroll of pitch black for lighting?
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agustaaquila

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Re: Operation POKEY Mission 2
« Reply #26 on: May 13, 2017, 09:30:23 AM »

GM chooses what to reroll, I anticipate its already been done but it's completely out of our control. 

I think we should bring on one other lance.  I acknowledge that if we lose this we are running away, but we also have a raid the next day ie no repair time.  We need to win both scenarios to be successful.

As to which lances go where I am going to guess that our scout lances will be the chosen ones by the computer.  I think Kong lance is also a good choice for the extraction.  (PS I will only be at game through lunch so this is also not a completely selfless choice.)  Fairchild lance could be quite useful in the defense.

Any other ideas.
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Darrian Wolffe

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Re: Operation POKEY Mission 2
« Reply #27 on: May 13, 2017, 03:58:34 PM »

OK guys, I have a broken hand, so while it's time to get this show on the road, my posting time will be absolutely minimal. 

1) The scenario is already generated.  I need confirmation from Bryan and John that they'll be there.

2) I need somebody (or multiple somebodies) to print out all Allied and OPFOR units.

3) Unit CO: The PITCH BLACK condition has been rerolled twice.  The new condition is DAWN.  For the first 8 turns of the game, all units apply a +1 to hit penalty.  While this condition is active, a unit at 25+ heat confers a -1 to-hit bonus to anyone shooting at them (offsetting the penalty)

4) Minis need to be taken care of.  So I don't have to type it all out, I'ma ask somebody to make a post and keep it updated with what people are bringing.  Remember that since this is a base defense mission, you need record sheets and minis for your Support Lance and Infantry platoon.

5) You need to decide if you're deploying reinforcements, and if so, who and how many.  Don't forget you have 11 Allied units helping you defend the base already; you don't have to pay for their repairs.

JOHN - your minis are unlikely to be done.  I had to re-order the blue basecoat from China, and the day after I applied it, my hand got broken.  The earliest the cast can come off is Friday the 19th; if it does, I'll work hard on them that day to try and get them done.  Regardless, your minis will be there and will be matte varnished so they're safe to handle.

Here is the map for the scenario. 

NORTH

SOUTH

Seaport - DropPort 1 - Open Terrain 2
Coast 2 - Suburban - Skyscraper
Rolling Hills 1 - Scattered Woods - Classic Battletech
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Timberwolfd

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Re: Operation POKEY Mission 2
« Reply #28 on: May 14, 2017, 12:20:48 AM »

1. That is the plan as of now.
2 and 4. Started in a separate thread.
3. I can live with Dawn.
5. I believe that discussion is ongoing.
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Ad Hoc

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Re: Operation POKEY Mission 2
« Reply #29 on: May 14, 2017, 03:53:25 PM »

I agree we need a minimum of 3 of our lances deployed. We don't know what the reinforcements for the enemy are, so I still feel we may want to consider a 4th lance but have them play somewhat passive to reduce damage to them but be there in case they are truly needed for defense. This mission is at dawn, so there maybe up to 24 hrs for minor repairs and reloads prior to the next mission. Those are my thoughts. 
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