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

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Author Topic: Operation THEMYSCIRA Mission 5  (Read 3972 times)

ItsTehPope

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Re: Operation THEMYSCIRA Mission 5
« Reply #45 on: November 01, 2017, 11:07:46 AM »

...I'll go buy some more Patrol Dogs and War Dogs.
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 5
« Reply #46 on: November 01, 2017, 12:13:51 PM »

Isn't ATOW an updated version of what we are technically using for this campaign? Would the rules be universal between the two?

Not quite but they're close.  The rules I put forth above:

Quote
1) Wear an environment suit (no cost) in the cockpit.  Take a +1/+1 penalty to your skills.
2) If you eject or are in a destroyed Mech without an environment suit, you make a BODY test vs a TN between 5 and 10 every round (2d6, +1 if your BOD is 7+, -1 if your BOD is 4 or less).  Fail a roll, take a point of pilot damage.  Damage stops if you're picked up by a unit (friendly or otherwise).  This planet isn't especially lethal, so you're probably testing on a 6+.

...are essentially what you're asking for. 

There are two big differences, both of which exist as a result of conversion from MW3/ATOW rules to BattleTech rules.  The first difference is that the BOD roll is every round, instead of every minute, because a BT combat round is only 10 seconds and testing on a minute-to-minute basis in a game of BattleTech makes it almost not a danger at all.  In an ATOW or MW3 environment, it takes something like 60 seconds to fully mount or dismount a Mech in the first place, as opposed to being automatically picked up for "free" in the End Phase.  The other big difference is that there's no MoF dealing extra damage here, because we're only using the MechWarrior Hit track instead of the full RPG rules (where you have ~20 points of Fatigue and ~20 points of lethal damage).

Note the stuff about TNs is EXACTLY how it works in MW3/ATOW anyway.  GM sets a TN.  You roll 2d6/2d10 (MW3 used a 2d10, but the TNs were higher) and get a bonus to your roll for your BOD stat.  MoF/MoS has an effect, sometimes.  So, congrats.  You're getting essentially the same thing as the RPG rules (in final effect), you just didn't know it.

And yes, the cold does impact your heat sinking ability.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 5
« Reply #47 on: November 01, 2017, 07:55:45 PM »

Will vehicle crews suffer hits as well and what number of hits can a vehicle crew take?
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 5
« Reply #48 on: November 01, 2017, 09:28:58 PM »

Will vehicle crews suffer hits as well and what number of hits can a vehicle crew take?

Given that we don't track them, I fail to see what difference it makes.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 5
« Reply #49 on: November 02, 2017, 12:29:16 AM »

Will vehicle crews suffer hits as well and what number of hits can a vehicle crew take?

Given that we don't track them, I fail to see what difference it makes.

Mood, man. Mood. I need to know how many corpses there are. Is it Napoleon retreating from Moscow, or just winter (Winter is coming).
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 5
« Reply #50 on: November 06, 2017, 12:55:18 AM »

FINAL MISSION



EAST

WEST

DEPLOYMENT (in order of deployment)
OPFOR Group 1: Within 5 hexes of the center of the map (river hex joining Scattered Woods and Lake Area)
Player: North Edge (3 hexes deep)
OPFOR Group 2: North Edge (3 hexes deep)

Player Reinforcements: Enter from the North Edge of the battlefield upon arrival
OPFOR Reinforcements: Enter from the West Edge of the battlefield upon arrival

STRATEGIC GENUIS (random event): 1 Lance of PC reinforcements arrives on Turn 2; other reinforcements reduce their time to enter the battlefield by 1 turn.

OPFOR SUPPORT FORCES (10 BSP)
OPFOR Artillery Support (4 BSPs each): x2 Thumper Artillery Strikes (TN 8; 4 groups of 5 to target hex, 2 groups of 5 in adjacent hexes); 5** total pre-plotted hexes (auto-hit).  Offset by 1 turn (declare and designate target hex, then hit on the next turn).  Each is 1-use only.
OPFOR Heavy Air Cover (2 BSPs): Can negate 1 Air Attack.  Negates a Light Strike/Bombing on TN 9.  Negates a Heavy Strike on TN 5.  Negates a Strafe/Heavy Bombing on TN 6.  Roll 2d6 if negated; destroy attacking ASF on a 10+.

PLAYER SUPPORT FORCES (20 BSP)
Player Heavy Bombing (4 BSP each): x2 Bombing attacks (TN 6; 6 groups of 5 to target hex).  Each is 1-use only.  ASFs cannot be shot at by ground units.
Player Medium-Density Minefields (1 BSP each): x12 Minefields (TN 8; 4 groups of 5 to legs or *random* for vees).  Each minefield is "dumb" and 1-use only (only if it hits).  Minefields are hidden and may be deployed anywhere on the map.

PCs Victory Conditions:
1) Keep more than 3 total units non-destroyed (1/3rd of 5 starting units, rounded).  Cripples are alive as long as they can expend MP.
2) Cripple or Destroy at least 7 OPFOR units (50% of 13 starting units)
3) Destroy Robbie’s Mech (+2 VP; a mobility kill counts)
4) Capture Robbie
5) Reduce Robbie’s command lance to 2 mobile Mechs or fewer.

OPFOR Victory Conditions:
1) Cripple or Destroy at least 3 total units
2) Ensure that at least 7 OPFOR units remain non-destroyed (50% of 13 starting units). Cripples are alive as long as they can expend MP.
3) Ensure Robbie’s Mech survives (she cannot flee as she is directing the battle).
4) Using Robbie’s Mech, land the killing blow from 3 hexes or fewer on an enemy Lance Leader’s Mech (+3 VP)


**This is only half normal, as befitting reacting to an ambush.

***FWL Vehicle units use normal abandonment rules; see Rules PDF***

***FWL forces will not fire on ejected PCs unless the PC has fired on them (while ejected) in a previous turn.***
« Last Edit: November 06, 2017, 12:59:34 AM by Darrian Wolffe »
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 5
« Reply #51 on: November 06, 2017, 10:46:14 AM »

Are both the player force and opfor group 2 supposed to be starting intermingled on the north map edge? Or is the opfor supposed to start on a different edge?

I assume that ASF bombings and artillery resolve during their normal phases (?).

Is there a limit on bombing runs or arty per turn?
Is there a light strike option available to player force?
Is there any drift on bombs or arty?
« Last Edit: November 06, 2017, 02:00:23 PM by Timberwolfd »
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 5
« Reply #52 on: November 06, 2017, 02:01:49 PM »

Are both the player force and opfor group 2 supposed to be starting intermingled on the north map edge? Or is the opfor supposed to start on a different edge?

Your question is answered in the scenario image, rather than the typed portion which is susceptible to typoes.

Quote
I assume that ASF bombings and artillery resolve during their normal phases (?).

Actually, not anymore.  Since we're trying the BattleTech Manual stuff for support forces, TBM is very clear that they're handled during the Weapons Fire Phase.

Quote
Is there a limit on bombing runs or arty per turn?
Is there a light strike option available to player force?

1) No.  Each attack is 1-use, but AFAIK you can use both of them in the same turn.  Nothing in the book says otherwise.
2) Yes, but at a SIGNIFICANTLY reduced amount of damage (2 groups of 5 damage instead of 6 groups of 5).  Also, I'm unsure of the break point between what can be classified as a "heavy" and a "light" attack; you guys have Stingrays, which are kind of right in the middle in terms of Air-to-ground capability.  If you had Thrushes or Centurions, it'd be light for sure.  If you have Stukas, it'd be Heavy for sure.  I (as current CO) went with Heavy because it's better to risk our ASFs for more damage, rather than less (the chance of losing your ASF doesn't change).

Here's the relevant table from TBM with the air support options.  Note that I took our pilot skills into account when setting the Heavy Bombing to-hit number; that's why it's different.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 5
« Reply #53 on: November 06, 2017, 05:54:37 PM »

1. Got it.
2. Understood. Are they top, bottom or otherwise in initiative order? Also, when do they have to be announced to the opfor?
3A. Okay
3B. The issue I was looking at was the negate percentage.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 5
« Reply #54 on: November 06, 2017, 10:24:22 PM »

I (as current CO) went with Heavy because it's better to risk our ASFs for more damage, rather than less (the chance of losing your ASF doesn't change).
Dunedain Lance approves of your consideration.
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 5
« Reply #55 on: November 07, 2017, 07:14:49 AM »

Final Minis list

Hunchback - Dan
Wolverine - Dan
Rifleman - Dan
Thunderbolt - Dan
Cyclops - Brandon - Backup Steve
Banshee - Brandon
Stinger - Brandon - Backup Steve
Spider - Brandon - Backup Steve
Firestarter - Dan
Javelin - Brandon
Plainsman - TimberwolfD
Scorpion - Rob
Vedette - Brandon
Prowler - TimberwolfD
Gladiator - Brandon
Archer - Dan
Vedette  - TimberwolfD
Vedette - TimberwolfD

Also, can each lance CO indicate their status and arrival turn for reinforcement? I have the following times and readinesses:
Crusher Lance - Status Unknown - Arrives turn 6
Dancer Lance - Green - Arrives turn 5
Ice Lance - Green - Arrives turn 5
Fairchild Lance - Green - Arrives turn 4 (?)
Given the reinforcement arrival modifier, I would bring in Crusher on turn 2 and have Dancer and Ice arrive on turn 4.
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serrate

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Re: Operation THEMYSCIRA Mission 5
« Reply #56 on: November 07, 2017, 10:13:47 AM »

Going to spend some time trying to catch up in here today, will update with status later on.
==============

Crusher Lance readiness:
All mechs at full strength except for the Shadow Hawk, which is missing all components in LA, and missing Lower Arm actuator in RA.

For clarity: this lance has an Orion in it.  Plus the Catault and Centurion.
« Last Edit: November 07, 2017, 11:22:49 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Operation THEMYSCIRA Mission 5
« Reply #57 on: November 07, 2017, 11:25:20 PM »

Fairchild Lance Readiness Report

Marauder X - Green
Rifleman X - Green
Crusader -5M - Green
Vindicator - Green

Arrival Time: Turn 3 (including scenario arrival bonus).
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Timberwolfd

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Re: Operation THEMYSCIRA Mission 5
« Reply #58 on: November 07, 2017, 11:27:04 PM »

Going to spend some time trying to catch up in here today, will update with status later on.
==============

Crusher Lance readiness:
All mechs at full strength except for the Shadow Hawk, which is missing all components in LA, and missing Lower Arm actuator in RA.

For clarity: this lance has an Orion in it.  Plus the Catault and Centurion.
So, the question is if you want to go in at less than 100% or give this battle a pass for repair time?
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serrate

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Re: Operation THEMYSCIRA Mission 5
« Reply #59 on: November 08, 2017, 12:11:19 AM »

Ah yea, sorry, Lance readiness is as follows:

- Catapult (PC) - 100%
- Centurion - 100%
- Shadow Hawk - 75%+
- Orion - 100%

Yes, I'm happy to bring the lance in. I'll bring in the whole lance, as even with gimpy arms, the SHD will be useful for light vee hunting (which incidentally, is usually his main job anyway).
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