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

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Author Topic: Operation POKEY Mission 2  (Read 4127 times)

Darrian Wolffe

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Operation POKEY Mission 2
« on: March 31, 2017, 03:49:20 AM »

Forces:  BOTH Defense Lances are deployed into this mission.  Crusher and Dunedain Lance will both automatically deploy.  As LTSG Saltier has the higher (Strategy+Tactics) score, the commander of the mission is John.

Up to three lances may be deployed as reinforcements, using normal reinforcement rules.

GAME SETUP: TBD.  Note the little boxes next to the mission parameters.  Those are checkboxes for a reroll.  The Unit CO controls what gets rerolled in mission generation (this is to show everybody what it looks like).  The final mission parameters will be in my next post in this thread.

NOTES:
1) This is one of those times that the mission can end early.  Lose this mission, lose the contract automatically.
2) Your base units (infantry+support vehicles) will also appear on the board, and count toward the "must keep 3+ base units alive" victory condition.  The other "base units" are the turrets.
3) I will give this warning once and once only.  Look at the bottom of the image and note the date of this mission AND THE DATE OF THE NEXT MISSION.  That is your warning re: deploying reinforcements.


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Timberwolfd

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Re: Operation POKEY Mission 2
« Reply #1 on: March 31, 2017, 07:29:40 AM »

Let's reroll that PITCH BLACK please.

Edit: Also, what do extraction missions look like?
« Last Edit: March 31, 2017, 07:53:14 AM by Timberwolfd »
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serrate

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Re: Operation POKEY Mission 2
« Reply #2 on: March 31, 2017, 10:08:08 AM »

So, how does this work exactly, since neither John nor I are going to be there? Do you fiat a couple of Fight lances into those slots?
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Darrian Wolffe

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Re: Operation POKEY Mission 2
« Reply #3 on: April 07, 2017, 11:59:58 PM »

So, how does this work exactly, since neither John nor I are going to be there? Do you fiat a couple of Fight lances into those slots?

I haven't forgotten about this; I'm still trying to figure out how to deal with it.  I may end up canceling the game altogether, because you guys are gone, we've got a couple other people who are gone, and I will almost certainly have to leave by 4pm (I won't know until the night before).

If it gets canceled, we'll still meet and play stuff at the store, but we'll push this campaign mission back to the May date.

If you know you cannot be there on 4/22 for this game (80% certainty or more), sound off with a quickness.  I need to know by Wednesday, 4/12.
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Ad Hoc

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Re: Operation POKEY Mission 2
« Reply #4 on: April 08, 2017, 09:23:40 AM »

My sons and and I are able to be there, but probably will not be at the May game.
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Ice

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Re: Operation POKEY Mission 2
« Reply #5 on: April 08, 2017, 12:23:18 PM »

i will be there
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Timberwolfd

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Re: Operation POKEY Mission 2
« Reply #6 on: April 08, 2017, 02:38:44 PM »

This is to confirm that I will NOT be able to attend.

May I suggest that this may be an opportunity to work out the playing online process? For simplicity, keep the group small, but let's see if we can actually connect and get remote players to work.
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agustaaquila

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Re: Operation POKEY Mission 2
« Reply #7 on: April 08, 2017, 08:33:39 PM »

I can be there
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Black Omega

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Re: Operation POKEY Mission 2
« Reply #8 on: April 08, 2017, 10:21:10 PM »

I'll Be There
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Timberwolfd

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Re: Operation POKEY Mission 2
« Reply #9 on: April 09, 2017, 01:25:31 AM »

For the record, I don't have an issue with my lance "playing" without me. Though I don't want to make a habit of it.
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Ad Hoc

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Re: Operation POKEY Mission 2
« Reply #10 on: April 09, 2017, 08:08:04 PM »

For the record, I don't have an issue with my lance "playing" without me. Though I don't want to make a habit of it.

If this is the option chosen, I feel you should choose the player to run your lance for you out of the players who's lances are not called into the scenario.
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Ad Hoc

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Re: Operation POKEY Mission 2
« Reply #11 on: April 15, 2017, 11:41:33 AM »

Are we playing campaign game or a different Battletech scenario? If not my sons and I will not be there.
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Darrian Wolffe

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Re: Operation POKEY Mission 2
« Reply #12 on: April 15, 2017, 03:19:53 PM »

We're moving this Scenario setup to May.  This April game will be open gaming for whomever wants to play something.  Right now I'm expecting ~3 people (discounting Mike/Logan since they've clearly got something else to do), so I feel comfy in making this call.

If you're tapped for this scenario (or a future scenario) and can't make it, you can either make arrangements to hand your force to somebody else to run, or you can skip the scenario.  Note, however, that even if you don't have your force participate, you will still be considered to "have played" for purposes of making sure we rotate through all forces.  I can guarantee everyone gets the *opportunity* to play their force - I can't guarantee everyone actually gets to play them when I don't control your scheduling or decision-making process.

Fair warning: I just took over (as of Sunday, 9 April) for a fight director on a film production that fired their previous fight director for gross incompetence.  My availability will be almost nil outside of scheduled game days for a while, and even on those I may have to tap Mike to sub in.
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Ad Hoc

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Re: Operation POKEY Mission 2
« Reply #13 on: April 15, 2017, 10:57:59 PM »

Logan, Lucas, and I can be there Saturday and would really like to play a game of Battletech with the group. They are not interested in trying a new game, because they would probably like it and want me to start getting the things needed to play it (which they know their Mom and I would probably say no since we are looking to move this year). We more than likely won't be at the May game since it is Logan's birthday and mother's day weekend. So please let us know what everyone would like to play.
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agustaaquila

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Re: Operation POKEY Mission 2
« Reply #14 on: April 17, 2017, 07:52:11 PM »

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.
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