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Author Topic: Operation POKEY Mission 3  (Read 2195 times)

Darrian Wolffe

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Operation POKEY Mission 3
« on: May 23, 2017, 01:16:19 PM »

FORCES:  ICE, FAIRCHILD, and KONG Lances are deployed into this mission.  As MAJ Fairchild has the highest (Strategy+Tactics) score, the commander of the mission is Rob.  

Due to the high operational tempo of other Force lances, my druthers is to not deploy reinforcements into this mission.  However, I know that Dancer Lance was barely engaged during the last mission, so I'm willing to entertain their inclusion...but their deployment time will result in missing the critical sections of the battle.

GAME SETUP: As listed below.  There is one reroll remaining; the original mission was entirely flatland; plains, which means that everyone turning to engage the civvies would get hammered in the back by the Drac forces.  I used a reroll on that, and now we have a town map to give cover.

DEPLOYMENT: Civilians deploy 1st, then PCs, then Dracs.  PC Forces set up within 10 hexes of map center.  Civilian forces set up anywhere on the eastern side (1 hexrow deep).  Drac forces set up on the western side (1 hexrow deep).  PC Reinforcements, if any, enter the board from the southern edge.

NOTES:
1) Win this mission, win the contract.  Lose the mission, the contract continues.
2) WE DO NOT CONTROL THE BATTLEFIELD AFTER THE SCENARIO.  Which means that, to claim any salvage at all, we must make a "clean sweep" of the battlefield - if there are any remaining OPFOR units (vees or Mechs) by the time the scenario ends, we do not control the field.  Friendly units which are downed but salvageable are still recovered as normal; control of the battlefield affects only salvage ability.  Remember, if we've met the mission objectives by Turn 10, we can choose to keep playing OR choose to end the scenario right then.



I forgot to drop-down the Allied unit, and I'm not going to go back and re-do the image.  Your ally is a 3/3 FedCom pilot, driving a BJ-3 (!!!) Blackjack.  Yes, the one with 2 PPCs and DHS.

MAP SETUP

NORTH

SOUTH


Desert Hills...Open Terrain 1....Open Terrain 2
Battletech...City Suburbs...Open Terrain 1
Desert Hills...City Ruins**....Battletech

**There will be a few medium buildings scattered randomly on the pavement hexes of this map
PC Victory Conditions (2): as listed
Drac Victory conditions (2): exit at least 1 civilian unit from the western side of the board; end the game with more non-crippled units within 4 hexes of the town center than the PCs
« Last Edit: May 23, 2017, 01:18:39 PM by Darrian Wolffe »
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Timberwolfd

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Re: Operation POKEY Mission 3
« Reply #1 on: May 23, 2017, 08:08:00 PM »

Worksheet for salvage calcs after battle.
I couldn't find a cost for the specific loggermech variant (ED-X4M) so I used the value for the ED-X4.
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agustaaquila

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Re: Operation POKEY Mission 3
« Reply #2 on: May 23, 2017, 11:42:18 PM »

Reinforcement thoughts:  I like bringing Dancer lance in, as it may influence the choice for civilians between the northern and southern route.  Both routes have an initial area of ridges then flat land, but if we can influence the decision even slightly it gives us an advantage.

I say bring them in, turn 6 being not ideal but what is needed.
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Ad Hoc

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Re: Operation POKEY Mission 3
« Reply #3 on: May 25, 2017, 07:09:48 PM »

Reaper Lance reports Fully repaired and ready for action. Techs worked double shift (16hrs) to repair and maintain Mechs in lance. If needed and if 16 hrs of repair time is short enough, Reaper Lance can be deployed as reinforcements (round 3) if desired. Unfortunately my sons and I ,as of this moment, will not be at the June 3rd game. I am willing to allow my force to be played by the players on the PC side if called into action. I would either give Steve record sheets to bring or I can send pdf copies to someone to print out.
« Last Edit: May 26, 2017, 03:45:46 AM by Ad Hoc »
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Black Omega

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Re: Operation POKEY Mission 3
« Reply #4 on: May 25, 2017, 09:21:58 PM »

Dancer is fully operational.  Whatever cmdr decides is fine.  Turn 6 reinforcement ETA is accurate.
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Ad Hoc

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Re: Operation POKEY Mission 3
« Reply #5 on: May 26, 2017, 06:44:26 PM »

Reaper Lance reports Fully repaired and ready for action. Techs worked double shift (16hrs) to repair and maintain Mechs in lance. If needed and if 16 hrs of repair time is short enough, Reaper Lance can be deployed as reinforcements (round 3) if desired. Unfortunately my sons and I ,as of this moment, will not be at the June 3rd game. I am willing to allow my force to be played by the players on the PC side if called into action. I would either give Steve record sheets to bring or I can send pdf copies to someone to print out.

Correction, my sons and I WILL be at the June 3rd game and my brother-n-law will be with us to play opfor.

Reaper is fully operational and available for mission.
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Ad Hoc

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Re: Operation POKEY Mission 3
« Reply #6 on: May 31, 2017, 04:13:30 AM »

If there is not a limit to how many reinforcement units we can deploy, I suggest deploying both Dancer and Reaper since we need to destroy all civilian units and 1/3 of Drac forces by round 10. If limited to only 1 lance reinforcement, Reaper would arrive round 3.
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agustaaquila

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Re: Operation POKEY Mission 3
« Reply #7 on: May 31, 2017, 07:43:56 PM »

Ad Hoc, I believe your units took a total of 16 hours to repair.  A standard day is 8 hours.  I know under TO that working more than that only produces half the work time, and I'm not sure you can work more than 8 hours a day under BMR rules.  So I don't think your lance is going to be available for this mission.
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Ad Hoc

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Re: Operation POKEY Mission 3
« Reply #8 on: June 01, 2017, 07:37:38 PM »

Ad Hoc, I believe your units took a total of 16 hours to repair.  A standard day is 8 hours.  I know under TO that working more than that only produces half the work time, and I'm not sure you can work more than 8 hours a day under BMR rules.  So I don't think your lance is going to be available for this mission.

I see what you are saying, but BMR doesn't say whether or not you can.  It only says that a "standard day" is 8hr. This leads me to think the techs can work longer hours if needed (I know I do about everyday at my job  ;D). The only restriction I can think that Rob gave us (haven't had time to find it in a post yet), is if the techs work over 40 hrs in a week we need to pay them overtime. I'm ok with whatever Rob says the limitations are. I will bring my lance and sheets anyway in case they are able to be deployed.
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Ice

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Re: Operation POKEY Mission 3
« Reply #9 on: June 01, 2017, 07:41:57 PM »

I would think overwhelming firepower will carry the day so i think the more we have the better.
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Darrian Wolffe

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Re: Operation POKEY Mission 3
« Reply #10 on: June 02, 2017, 02:24:07 PM »

Ad Hoc, I believe your units took a total of 16 hours to repair.  A standard day is 8 hours.  I know under TO that working more than that only produces half the work time, and I'm not sure you can work more than 8 hours a day under BMR rules.  So I don't think your lance is going to be available for this mission.

I see what you are saying, but BMR doesn't say whether or not you can.  It only says that a "standard day" is 8hr. This leads me to think the techs can work longer hours if needed (I know I do about everyday at my job  ;D). The only restriction I can think that Rob gave us (haven't had time to find it in a post yet), is if the techs work over 40 hrs in a week we need to pay them overtime. I'm ok with whatever Rob says the limitations are. I will bring my lance and sheets anyway in case they are able to be deployed.

Page 5, Merc Campaign rules v1-1b.  Techs work up to 480 minutes/day.  There is no provision for OT (and MekHQ doesn't support it).  The eventual goal of the campaign was to allow you to plug your damaged units into MegaMek to let the computer do the math and rolls for you, but that was prior to John's math breakdown and reveal that MM doesn't get the numbers right.  Regardless, I feel that going with the original intent of the game (ie, mostly the MekHQ system) is still applicable, and thus at this time Techs cannot work OT.



I would think overwhelming firepower will carry the day so i think the more we have the better.

The CO has a Strategy Rating of +4, which means that only 4 lances can be deployed on a single mission, at maximum, anyway.

I will *likely* deploy Dancer as the 4th lance, mostly because Steve didn't get to do much in the last game, but that'll be a game-time decision that will also be influenced on how many actual players we have in attendance.
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serrate

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Re: Operation POKEY Mission 3
« Reply #11 on: June 02, 2017, 03:41:09 PM »

Haven't done the rolls on my lance yet, but my lance is very lightly damaged, so I'd expect full availability if needed. I'll do my repair stuff tonight.
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Darrian Wolffe

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Re: Operation POKEY Mission 3
« Reply #12 on: June 02, 2017, 08:29:24 PM »

As a last second request, I'm missing an entire mappack compilation.  Which means that my 2nd copy of Desert Hills is missing.  If anyone can bring one, I'd appreciate it; if not, the southwest map will be replaced by a BattleForce 2 mapsheet I have already packed.

Whoever gets there first tomorrow, please grab 2 sit-down tables.  Same table setup as last time.
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Black Omega

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Re: Operation POKEY Mission 3
« Reply #13 on: June 02, 2017, 08:51:28 PM »

I will bring desert hills
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Timberwolfd

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Re: Operation POKEY Mission 3
« Reply #14 on: June 03, 2017, 04:45:03 PM »

Wolverine pilot Ransom - Jon
Wolverine pilot Ransom/recruit - Mike
Whitworth pilot ransom - Rob

Longbow salvage for unit

Salvage Wolverine - Mike
Salvage Thunderbolt - Unit reserve
Salvage Hetzer cash out
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