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Author Topic: Operation THEMYSCIRA Mission 3  (Read 3002 times)

Darrian Wolffe

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Operation THEMYSCIRA Mission 3
« on: August 06, 2017, 08:55:01 PM »



Yowza.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 3
« Reply #1 on: August 06, 2017, 10:25:15 PM »

So an upgraded lance this time.
The WVR-7H, CRD-5M, WHM-7M (Yikes!), and the PXH-3M.
The Archer is the down armored one, plenty of standard Wolverines and Stingers to pad BV
That Hunchback though...

Overall it looks like a (very) good fire support lance
Warhammer
Orion
Archer
Crusader

With a Brawler lance
Wolverine x3
Hunchback

And two light support lances
Phoenix Hawk
Stinger x3
Wasp
UrbanMech
Firestarter

With a lance of Hetzers to clean up the mess and two tag along newbs to look impressive.


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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 3
« Reply #2 on: August 06, 2017, 11:17:10 PM »

Since LT Breishacher (Crusher) doesn't have a Strategy skill at all, tactical command of the battle will fall to LT Brightsword (Bright), with Breisacher as his 2iC.  Both of them have the same Tactics scores (+3), and Brightsword is in a Mech with a Command Mech Quirk, so we'll have a +4 modifier that'll offset the +4 bonus we already know that the FWL Wolverine -7H driver has.  

Since Fairchild has a Strategy Rating of +4, we can have up to 4 Lances on this mission, and I'm going to STRONGLY RECOMMEND we use all 4 lances.  Additonally, as the Unit CO, I'm mandating that we get air support with a heavy bomb load, irrespective of how well-repaired Stingray 1 might be.  On the bright side, when I plug air support into the scenario, it doesn't automatically generate an airborne OPFOR into the OPFOR listing, so there's a chance (a CHANCE) that we won't see enemy aerospace.

The Lances we should be considering for this mission are as follows (look at pg 22 of the rules PDF for reinforment times; ppl are still using the old values):
Dancer (Turn 6) - full combat readiness
Ice (Turn (Turn 5) - 4 armor damage to Griffin's arm and half ammo load in the LRM10
Reaper (Turn 3) - missing SGT Edmonson's custom Enforcer (downchecked due to combat damage)
Fairchild (Turn 4) - 1 armor damage on Rifleman's CT, and 2 IS damage in Marauder's CT.  SGT Andrews (Vindicator) has 1 pilot hit.

Kong Lance is short at least one (possibly two) units; Dunedain is just combat-ineffective in general right now, and Bright and Crusher on already on-mission.  I'll edit in the aerospace status once I do the rolls right after I post this

Aero lance is a go: see Fairchild Warehouse thread.  There's 3 extant points of armor damage on the left wing.  Everything else is fine.  Rush jobs are possible with Elite Techs.

Oh, plus we get a Griffin liaison who isn't completely incompetent.  Ya'll have been lucking out with the Allied Skill Rolls given that ally units are Green-rated (which puts a very strong bias, but not a guarantee, toward crap skills; the worst Green Ally I've ever seen was a 7/7).

REROLLS
Where do people want to put rerolls here?  As per TacOps pg59, Light Rain only has an effect on conventional infantry units, of which there are none in this scenario (unless we want to deploy our own infantry platoon for some reason).  As such, we can affect the battlefield size and/or terrain types (either rerolling inside the "Heavy Urban" charts, or rerolling "Heavy Urban" entirely).  Having a big urban battlefield can help because it makes it possible to isolate enemy units and destroy them in detail, and remember we only have to kill 8 units to claim a victory, but it also renders us vulnerable to same, and it can help them to a certain extent with their force mix; they can do a credible LRM Indirect Fire volley and they have lots of 20-tonners to go jump on light buildings and spot for IDF.  They also have some very nasty city-fighting brawlers (Hunchback, Hetzers...Laser Hetzers are 4 MLs and +1 tons of armor).

OPFOR FORCE ORG
For what it's worth, I actually put in small separations between the OPFOR groups.  The Wolvering -7H and the Firestarter are a command group, the WHM/ON1/ARC/CRD are a lance, there's a medium lance of HER/WVR/WVR/PHX, and then there's a "trainee" group of the bugs with an UrbanMech and a Hunchback to ride herd on them.  

Also, what's up with the Wolf's Dragoons exclusive Archer?  Technically I know that it could have been salvaged from Anton's Revolt (~3015, IIRC), but damn.  First the Falcon, now an Archer.
« Last Edit: August 06, 2017, 11:48:18 PM by Darrian Wolffe »
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 3
« Reply #3 on: August 06, 2017, 11:57:24 PM »

I would be inclined to try rerolling the heavy urban first. If we aren't in the city, a lot of things change. Also, I would expect heavy urban buildings to be tall enough to cause issues even with jumpers. I assume the massive spire of doom downtown skyscraper is in this map rotation? The size of the map doesn't bother me at all since most of their units top out at 9 hex ranges. If we can get open-ish terrain...
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Ice

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Re: Operation THEMYSCIRA Mission 3
« Reply #4 on: August 07, 2017, 01:33:47 AM »

I would be inclined to try rerolling the heavy urban first. If we aren't in the city, a lot of things change. Also, I would expect heavy urban buildings to be tall enough to cause issues even with jumpers. I assume the massive spire of doom downtown skyscraper is in this map rotation? The size of the map doesn't bother me at all since most of their units top out at 9 hex ranges. If we can get open-ish terrain...

agree if we get them in the open with room to move about with cover should be able to keep mods...urban terrain = high action choke points, limited mobility, skidding chance into basement .. the pilots maybe a little more in our favor tho on that..we could also deploy our infantry into the city and use the buildings

however i would like to see what maps it wouldve thrown in
« Last Edit: August 07, 2017, 01:35:52 AM by Ice »
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Ad Hoc

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Re: Operation THEMYSCIRA Mission 3
« Reply #5 on: August 07, 2017, 04:12:13 AM »

I agree if we can avoid the city and a little more open terrain would help us out more.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 3
« Reply #6 on: August 07, 2017, 06:59:18 AM »

Rob, I assume a 55x55 MM map would be 3x4-ish in paper maps (?). Is that what we will actually get, or will that go down to something more like a 2x3 to fit on tables?
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 3
« Reply #7 on: August 07, 2017, 11:15:18 AM »

I forgot; we have a +1 net initiative bonus because this mission is on the "Defend" role, and we have a Command Administrator assigned to Defend on comms helping out.
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 3
« Reply #8 on: August 07, 2017, 12:31:57 PM »

Rob, I assume a 55x55 MM map would be 3x4-ish in paper maps (?). Is that what we will actually get, or will that go down to something more like a 2x3 to fit on tables?

Depends on where we play.  IIRC, we can actually fit a 3x4 map setup on the low tables at Sci-fi City.  I'd totally run a map that size if it fits on the tables.
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Black Omega

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Re: Operation THEMYSCIRA Mission 3
« Reply #9 on: August 09, 2017, 06:10:33 AM »

Please note campaign rules p.22 on reinforcements.  Formula now states 12-[average walk spd]-[tactics sk]= turn arriving.  Old version formula was 12-[slowest walk spd]-[tactics sk].

Dancer avg walk is 4.75.  Does this round up or down?  If rounding up, then Dancer available on turn 5 not 6.  Please review and advise.  Thx.
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 3
« Reply #10 on: August 09, 2017, 12:08:13 PM »

Please note campaign rules p.22 on reinforcements.  Formula now states 12-[average walk spd]-[tactics sk]= turn arriving.  Old version formula was 12-[slowest walk spd]-[tactics sk].

Dancer avg walk is 4.75.  Does this round up or down?  If rounding up, then Dancer available on turn 5 not 6.  Please review and advise.  Thx.


Turn 5.  I thought you had applied the new rule already when you arrived on Turn 6 at the last game, so I didn't bother to actually do the math for your Lance when I posted.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 3
« Reply #11 on: August 09, 2017, 12:28:01 PM »

Minis and Sheets sign up post for September 16th Game

We need minis for:
Warhammer
Orion
Archer
Crusader
Wolverine A 7H
Wolverine B 6M
Wolverine C 6M
Wolverine D 6R
Hermes II
Hunchback
Vulcan
Phoenix Hawk
Stinger A
Stinger B
Stinger C
Wasp
UrbanMech
Firestarter
Hetzer (Standard)
Hetzer (Laser)
Hetzer (Laser)
Hetzer (Laser)
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Black Omega

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Re: Operation THEMYSCIRA Mission 3
« Reply #12 on: August 09, 2017, 12:48:26 PM »

Please note campaign rules p.22 on reinforcements.  Formula now states 12-[average walk spd]-[tactics sk]= turn arriving.  Old version formula was 12-[slowest walk spd]-[tactics sk].

Dancer avg walk is 4.75.  Does this round up or down?  If rounding up, then Dancer available on turn 5 not 6.  Please review and advise.  Thx.


Turn 5.  I thought you had applied the new rule already when you arrived on Turn 6 at the last game, so I didn't bother to actually do the math for your Lance when I posted.

No problem.  I didn't notice the rule change until Monday, when Mike and I were talking about it.
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Black Omega

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Re: Operation THEMYSCIRA Mission 3
« Reply #13 on: August 09, 2017, 12:54:30 PM »

I have the following available..
Warhammer
Orion
Archer
Crusader
2 Wolverines
Hunchback
Vulcan
PHawk
2 Stingers
Wasp
2 Hetzers

I can print these sheets.  However, I do not have up to date vehicle sheets for the hetzers.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 3
« Reply #14 on: August 09, 2017, 01:50:04 PM »

Warhammer - Steve
Orion - Steve
Archer - Steve
Crusader - Steve
Wolverine A 7H - Steve
Wolverine B 6M - Steve
Wolverine C 6M
Wolverine D 6R
Hermes II
Hunchback - Steve
Vulcan - Steve
Phoenix Hawk - Steve
Stinger A - Steve
Stinger B - Steve
Stinger C
Wasp - Steve
UrbanMech - Jon (Darth Urbie)
Firestarter
Hetzer (Standard) - Steve
Hetzer (Laser) - Steve
Hetzer (Laser) - Jon
Hetzer (Laser) - Jon

I'll pick up the remainder of the sheets (including the two Hetzers Steve will bring the minis for).
I have quick painted Hetzers, but if anyone else has pretty ones...
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