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Author Topic: Operation THEMYSCIRA Mission 2  (Read 2614 times)

Darrian Wolffe

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Operation THEMYSCIRA Mission 2
« on: July 30, 2017, 07:30:26 PM »



CO Notes:
-I've already used a single reroll on getting rid of Full Moon Night.
-I'm holding on posting up the remainder of the mission (map layout, mainly) until we get the rerolls squared away.
-There is probably going to be infantry in the Maxims
-This mission occurs on Feb 11th, 3045.  There is another mission coming up on Feb 12th (the September Game); Crusher Lance is the lead deployment for that mission.  OPFOR will include at least 1 Heavy lance. 
-We have the option to deploy air assets on this.  If we do, OPFOR air assets will be generated as well (at between 50-80% of our air lance BV).
-I need someone to share with me what - if anything - was added to the unit TO&E from the last game (incl. stuff the unit got that we sold).  Likewise, Frank Gallegos from Kong lance was KIA; that was the only casualty AFAIK.
-oooo...dat Wolverine salvage...

If you have opinions, post them with a quickness.  I'm sorry about being gone and having such a quick turnaround to the August game; such is GenCon month. 
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Ice

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Re: Operation THEMYSCIRA Mission 2
« Reply #1 on: July 30, 2017, 10:42:58 PM »

i was given a decapped treb during the last mission pretty much usable except for the head issue.
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ItsTehPope

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Re: Operation THEMYSCIRA Mission 2
« Reply #2 on: July 30, 2017, 10:52:02 PM »

I can provide the following minis
Allied Hunchback
Warhammer
Orion
Bombardier
Trebuchet x1
Wolverine
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 2
« Reply #3 on: July 30, 2017, 11:06:57 PM »

Working from memory, we salvaged something like 3 repairable mediums, a Griffin, Wolverine and Trebuchet IIRC. Additional salvage included a couple of wrecked Hermes IIs and a P. Hawk. The Orion was NOT salvaged and I believe the vees were scrap. ~3 pilots were captured, at least one skilled enough to recruit. We also had 1.3 million cbills of remaining salvage value.

That's a respectable heavy lance... Who's piloting that WVR-7H!
Also, the PXH-3M and WVR-7H are advanced designs with the 2x AC/10 RFL-3C earning an honorable mention. Note that the PXH-3M has an AMS and the WVR-7H has Artemis IV on its SRM-6.

My lance has two mechs with flamers and one with 2x SRM-4s and infernos (smoke ammo arrives the 15th...) to deal with infantry and make hot mechs like the Whammy and Bombardier roast.

On the ASF side, we have some nice air support, but I think the better question is do we have people who want to run fighters? I believe most of our ASF players are not going to be here, which inclines me to vote against it. If we have players who want to, I have no problem with it.

On the reroll side of the equation, light fog actually helps us in some ways with their heavy lance and the vees. With the careful movement rules (TO 63) or pay +1 MP to enter the hex to avoid the CM rules, their heavies will crawl and the vehicles will have issues as well. Keeping the hovers slowed is probably worth it.

Rob: When jumping, you only enter the landing hex, correct?

I won't shed a tear if you reroll the dusk/dawn.

Depending on the map layout, I may have something special to use...
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Ad Hoc

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Re: Operation THEMYSCIRA Mission 2
« Reply #4 on: July 31, 2017, 04:04:02 AM »

Reaper Lance is going to repair the salvaged Griffin GRF-1N it was given and maintain it as a spare mech.

Bright lance is going to repair and maintain the salvaged Trebuchet TBT-5N and maintain it as a spare mech.

Lance readiness for Feb 11:
Reaper Lance is only at 75%.
Bright lance is at 100% and ready if called to action, arrival round 5 (Lucas asked me to report for him).
                                             
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 2
« Reply #5 on: July 31, 2017, 07:27:34 AM »

I can provide the following minis
Allied Hunchback
Warhammer
Orion
Bombardier
Trebuchet x1
Wolverine
I can add:
Rifleman
Cobra Commander (P. Hawk)
a bug
Misc. vees, proxies for the Maxims and Saracens (I don't have 3 of the same tracked tank to proxy the scorpions with the same mini, but I can bring regulators as proxies if no one has a better option)

That leaves the following mechs still unspoken for:
Falcon
2x Hermes II
Trebuchet

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Ice

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Re: Operation THEMYSCIRA Mission 2
« Reply #6 on: July 31, 2017, 12:06:10 PM »

Reaper Lance is going to repair the salvaged Griffin GRF-1N it was given and maintain it as a spare mech.

Bright lance is going to repair and maintain the salvaged Trebuchet TBT-5N and maintain it as a spare mech.

Lance readiness for Feb 11:
Reaper Lance is only at 75%.
Bright lance is at 100% and ready if called to action, arrival round 5 (Lucas asked me to report for him).
                                              

how beat up was your trebuchet  i know there was like 3 trebs that hit the board


also questions--
im assuming that the actual dusk dawn rule is in play of max visual range of 15 ?
how many turns for both conditions?
how does jumping work in fog does it take a penalty like running?
how many lances can deploy in addition to mine and robs?

I have 2 semi painted hermes and a base coated treb...i have a maxim and 2 saracens
« Last Edit: July 31, 2017, 12:48:39 PM by Ice »
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 2
« Reply #7 on: July 31, 2017, 01:37:40 PM »

Dusk/Dawn in TO is a flat +1 to hit, unaffected by searchlights. Units with >25 heat do not benefit from the +1 against them. They are easier to hit.
Light Fog imposes +1 MP to enter hexes or roll pilot skill to avoid falling/skidding according to TO Careful Movement rules (TO 63).
Neither condition limits LOS (though they really should...)
Neither condition times out.

I actually like the fog to slowdown the hover tanks and limit their heavy lance's mobility. Dusk/Dawn can get rerolled though.

Jumping, I believe would only need to pay +1 MP to land, because you aren't moving through the foggy hexes, watching your step to avoid trip hazards. However, this is CBT, so reasonable thoughts don't mean jack.

Rob has Strategy +4, so if he is the CO, and MM better make the unit CO the CO for the local battle, we should get 2 reinforcement lances. With Reaper lance at 75%, it makes less sense to call them in. Dunedain lance arrives on turn 2. I believe the next fastest units arrive turn 4.
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 2
« Reply #8 on: July 31, 2017, 03:49:12 PM »

My thoughts now that I've gotten a real night's sleep (the drive back from North Carolina should take ~7 hours...it took 10.5, and I had all my usual Sunday classes to teach, so after I wrote up the scenario I racked the hell out).

Rules
The really dangerous thing about light fog is that it has the side effect of limiting your TMM, making it easier to hit everything on the board.  That makes heavy/assault Mechs *much* more dangerous, because they don't care too much about their TMMs anyway, while it hurts lights and mediums who don't have the armor to soak up incoming fire.  Additionally, the makeup of that FWL heavy lance is extra-mean under these conditions, because it's a really well-put-together lance for just *hammering* a target all the way from ~18 to 7 hexes. 2 PPCs and 3 AC/10s for hole punching and 2 LRM-20s and an LRM-15 for crit-seeking, and the longer it takes to close the longer they hammer you.  Fortunately the best pilot in the bunch is in the Mech that's hurt most by heat (Orion).

Jumping movement is COMPLETLEY UNAFFECTED by fog (try it out on MM).  If you want to move forward 3 hexes, that costs 6 MP with Walking/Running movement, or 3 Jumping MP. 


Rerolls
My druthers here is to try and reroll the light fog specifically because we tend to have lighter forces that need to keep their TMMs up.  I'm not so concerned about the hovertanks; Maxims and Saracens don't have a whole ton of firepower (Saladins are the AC/20 carriers), and they still get pillboxed pretty easy.  I'm more concerned about getting in close to that heavy lance ASAP so we're under the optimal ranges for their weapons, which means we need the movement available.

I don't like dawn/dusk either, but a +1 TMM across the board hurts us less than it hurts them, and Dusk/Dawn does go away eventually, while Fog sticks around the whole game.  I'd prefer my priority to be reroll Light Fog and see what turns up, and then if we get something more worthwhile, we can do a reroll on Dusk/Dawn.

For what it's worth, "hills" maps are pretty neutral; Rolling Hills, Woodland, Desert Hills, Classic BT, and so forth.  There aren't any really terrible maps in the rotation, and we won't have any building for me to find the basements of from this selection, so I don't really want to reroll that.  The battlefield size is pretty small; that's right on the line between either 2x2 map setup, or a 3x2 setup (in both cases fighting across the narrow way); a wide battlefield means that if we do use Light Fog, redeploying laterally will likely be a problem if the OPFOR spreads themselves out.  That makes us vulnerable to a breakthrough or being rolled up by the flank.

Reinforcements and Deployment
My initial read on reinforcements is to deploy Dunedain and Dancer Lances as reinforcements.  Reaper and Kong are downchecked at the moment due to casualties, and Crusher is in line for the next mission.  Remember since we have a mission "tomorrow" too, we have to think of that deployment: Crusher deploys automatically, and I'm going to push hard for the inclusion of Bright Lance into that fight as well since we know we'll have heavy-class opposition (that'll mean we're fielding 4 heavy Mechs at a minimum) .  The last lance that gets deployed into the Crusher-led mission should depend on who comes out of this mission in the best shape.


I'll be doing rerolls (etc) tomorrow evening, so by Wednesday morning we should have everything completely locked in and ready to go on Saturday.  If you've got feedback, commentary, or are running Dunedain/Dancer lance and want to let me know why you should/shouldn't be deployed in this mission, say something ASAP.  And, as usual, someone please confirm record sheet printing.

Brandon: I don't know if your Warhammer will be done by game day; I know I said I've have it done, but that was when we were playing later in the month and I didn't leave the state for 2 weeks for work.  You will have *A* warhammer to use Saturday, I guarantee.  Dan, I'm moving Brandon's WHM up over your War Dog in the painting queue for this reason.
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Ice

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Re: Operation THEMYSCIRA Mission 2
« Reply #9 on: July 31, 2017, 04:12:43 PM »

rob its all good

my thing about the fog is my main combat unit has no jj everything but it has them so that will slow me down and allow me to get focused harder..essentially ill need to move carelessly just to keep up or even get a mod..if i can get into some trees behind partial it wont hurt as bad..they just happen to have good enough gunners that it can be scary.

the marauder and warhammer will have to really focus 1 thing till it dies or something makes a mistake

TO pg 223--were not using these?

dusk dawn vis range 15
light fog range 30
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 2
« Reply #10 on: July 31, 2017, 04:18:21 PM »

my thing about the fog is my main combat unit has no jj everything but it has them so that will slow me down and allow me to get focused harder.

I'm with you on that.  Neither my Rifleman nor my Marauder jump, and with the way Fog works, odd-numbered movement scores get rounded down; a 5/8/0 Mech is effectively a 2/4/0 Mech in fog.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 2
« Reply #11 on: July 31, 2017, 04:20:27 PM »

Okay, I was coming from all of my units jumping with the plan of staying at M/L range with mods pushing their numbers up much higher than ours. I did not consider how many of your units don't jump.

Are we running this on a 2x2 map?

Reroll light fog.
« Last Edit: July 31, 2017, 04:28:47 PM by Timberwolfd »
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 2
« Reply #12 on: July 31, 2017, 04:42:19 PM »

Oh, side note:

ASFs.  I'm OK with bringing them on this, with the understanding that if we lose 1+ of them it'll be a while until the unit can replace them.  The unit does have external ordnance available.  If I get a fair number of people saying to bring them, we'll bring them and I can run them in addition to about half of my ground lance.  However, do remember that even if we bring them, there's no guarantee that we can actually put ordnance on OPFOR Mechs, depending on the composition and skill of the OPFOR ASFs.

The bright side here is that, due to the fact that the OPFOR ASF BV is guaranteed to be less than ours (50-80% of our 2600 BV), we aren't looking at Stingrays in the OPFOR (which are, like 60% of the FWL fighters available), and the other stuff that can reliably kill Stingrays aren't really that available in the FWL.  Worst-case are Liao-flagged salvaged Transits or Lightnings (AC/20, x4 MLs), but those are rare.  More likely are TR-11 Transits (no MLs, adds recon equipment), -213D Hellcats, V12M Corsairs (lose a LL for some armor and SHS), or a variety of light fighters (Centurion, Sabre, Thrush, Cheetah; pretty much all x2-3 MLs with wings).  As it happens, Stingrays are relatively low BV for their throw-weight, and the FWL has a giant gap in their BV costs between the 1,100-BV range, and the 300-400 BV ranges of their light fighters.  So to get OPFOR ASFs with less BV than our Stingrays becomes tough. 

(Note that this is not at all true if we're operating in Liao, DC or Davion space.  They have lots of stuff in the 600-1000 BV range.)
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 2
« Reply #13 on: July 31, 2017, 05:50:38 PM »

I have no problem bringing them, I just don't want to play them.

Also, is the ability to bring ASFs limited by MM? Will we have an opportunity to bring them next game?
I ask because everyone but Rob and I are limited to 4 total lances by strategy rating. So if bringing the ASFs is an option for the next game, they may make a better addition then, when reinforcements will be more problematic.
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Ice

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Re: Operation THEMYSCIRA Mission 2
« Reply #14 on: July 31, 2017, 06:16:12 PM »

Oh, side note:

ASFs.  I'm OK with bringing them on this, with the understanding that if we lose 1+ of them it'll be a while until the unit can replace them.  The unit does have external ordnance available.  If I get a fair number of people saying to bring them, we'll bring them and I can run them in addition to about half of my ground lance.  However, do remember that even if we bring them, there's no guarantee that we can actually put ordnance on OPFOR Mechs, depending on the composition and skill of the OPFOR ASFs.

The bright side here is that, due to the fact that the OPFOR ASF BV is guaranteed to be less than ours (50-80% of our 2600 BV), we aren't looking at Stingrays in the OPFOR (which are, like 60% of the FWL fighters available), and the other stuff that can reliably kill Stingrays aren't really that available in the FWL.  Worst-case are Liao-flagged salvaged Transits or Lightnings (AC/20, x4 MLs), but those are rare.  More likely are TR-11 Transits (no MLs, adds recon equipment), -213D Hellcats, V12M Corsairs (lose a LL for some armor and SHS), or a variety of light fighters (Centurion, Sabre, Thrush, Cheetah; pretty much all x2-3 MLs with wings).  As it happens, Stingrays are relatively low BV for their throw-weight, and the FWL has a giant gap in their BV costs between the 1,100-BV range, and the 300-400 BV ranges of their light fighters.  So to get OPFOR ASFs with less BV than our Stingrays becomes tough.  

(Note that this is not at all true if we're operating in Liao, DC or Davion space.  They have lots of stuff in the 600-1000 BV range.)

so what your saying is essentially they could end up with a bunch of little things or nothing at all? i mean the asf if that is the case would help a lot especially on any rear hits from the bombs if they hit or even hitting in general

also at what point can an asf be salvaged
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