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Author Topic: Running Horse Mission 2  (Read 3357 times)

Ice

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Re: Running Horse Mission 2
« Reply #15 on: December 11, 2017, 07:42:09 PM »

Please do better than we did at keeping your liaison alive...

Maybe he should've ducked
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Darrian Wolffe

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Re: Running Horse Mission 2
« Reply #16 on: December 11, 2017, 09:57:50 PM »

Tis only a flesh wound. GM has the curative powers of bringing people back from the dead. It's all good.

GM: As a sidebar, I'd like to make sure this gets settled right now.  You got no bonus which everyone else wasn't also eligible for.  Your PC will not die during your lance's first contract, so that you have a fair opportunity to get your lance up and running.  This was true for everyone else but you and Dan during their first contract, and it's something that you and Dan get now.  This qualified immunity lasts as long as I'm sure you aren't abusing the favor (by using your PC as a meat shield for lancemates, or something similar).  After your PC's first contract, there's no favors; you have Edge if you don't want to die.  Spend it wisely.
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Darrian Wolffe

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Re: Running Horse Mission 2
« Reply #17 on: December 11, 2017, 10:31:20 PM »

OK.  Ice storm.  Automatically includes the effects of -60 C, Black Ice, and Moderate Gale.  In total, these are:

-Black Ice: Whenever a unit (Mech or non-hover Vee) enters a pavement hex, roll 1d6.  ON a 5 or a 6, there's ice in the hex.  All units must make a PSR at a +4 penalty (unless spending 1 extra MP in the hex for Careful Movement) or fall.  Additionally, any unit using Walking/Cruising or Running/Flank MP which turns and attempts to move out of a hex must make a PSR at a +4 penalty to avoid skidding.  Any other PSRs in an ice hex take a +4 penalty.
-Moderate Gale: All missile weapons take a +1 to hit penalty.  All ASF PSRs take a +1 penalty (which would also apply to "avoiding crash" rolls).
--60 C: -4 heat per turn for all Heat Tracking Units.  All vehicles take a -4 to their Cruising MP and recalculate their Flank MP. 
-Ice Accumulation: After Turn 10, all Water Hexes are covered in Ice.

I'm actually tempted to keep this.  There are very few Jumping enemy units, and Dancer Lance, IIRC, has all jumpers.  Freya can field Grasshopper/Crusader/Vindicator/Javelin, which all jump.  The OPFOR has very few "good" Jumping units, and their vehicles are going to be practically immobile (4/6 for the Saladin and Pegasus...worse for everything else). 

Ice Lance: do all your units jump?  I'd like to call you in if you can make the game.  A company of Dancer/Ice/Freya should be able to generate a clean sweep on this mission. 

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Ice

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Re: Running Horse Mission 2
« Reply #18 on: December 12, 2017, 12:13:53 AM »

OK.  Ice storm.  Automatically includes the effects of -60 C, Black Ice, and Moderate Gale.  In total, these are:

-Black Ice: Whenever a unit (Mech or non-hover Vee) enters a pavement hex, roll 1d6.  ON a 5 or a 6, there's ice in the hex.  All units must make a PSR at a +4 penalty (unless spending 1 extra MP in the hex for Careful Movement) or fall.  Additionally, any unit using Walking/Cruising or Running/Flank MP which turns and attempts to move out of a hex must make a PSR at a +4 penalty to avoid skidding.  Any other PSRs in an ice hex take a +4 penalty.
-Moderate Gale: All missile weapons take a +1 to hit penalty.  All ASF PSRs take a +1 penalty (which would also apply to "avoiding crash" rolls).
--60 C: -4 heat per turn for all Heat Tracking Units.  All vehicles take a -4 to their Cruising MP and recalculate their Flank MP.  
-Ice Accumulation: After Turn 10, all Water Hexes are covered in Ice.

I'm actually tempted to keep this.  There are very few Jumping enemy units, and Dancer Lance, IIRC, has all jumpers.  Freya can field Grasshopper/Crusader/Vindicator/Javelin, which all jump.  The OPFOR has very few "good" Jumping units, and their vehicles are going to be practically immobile (4/6 for the Saladin and Pegasus...worse for everything else).  

Ice Lance: do all your units jump?  I'd like to call you in if you can make the game.  A company of Dancer/Ice/Freya should be able to generate a clean sweep on this mission.  


. The warhammer doesn't jumP but depending on how the map lays out I have the treb which can be very nasty in its place and has jj. With it being city fighting range most likely won't play much of a factor so it is usable
The warhammer tho still does give range which could vary well be needed if the maps screw us

My main concern is +4 penalty that is enough to be scary and enough for a Mech to fall and get focused not to mention create more ice hex upon trying to exit with chance of not getting out if it does fall in first place

we are just as likely to fall as they are so I'm not sure how well it will help

As far as the game goes I can try to get it off but twice in January is gonna be hard
« Last Edit: December 12, 2017, 12:19:54 AM by Ice »
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Timberwolfd

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Re: Running Horse Mission 2
« Reply #19 on: December 12, 2017, 06:26:39 PM »

I would be inclined to reroll ice storm just from a record keeping/play speed point of view. Rolling a d6 for each bloodyhex and then either recording the hex as ice or rerolling each movement will drag play down to a crawl..
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Black Omega

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Re: Running Horse Mission 2
« Reply #20 on: December 12, 2017, 08:38:57 PM »

Rob --

The errata from "ice" concerns me.  It does not give any leeway for mechs entering hex while jumping.

"Every time a unit enters an ice-coated hex without using Careful Movement (see p. 63), it must make a Piloting/Driving Skill Roll with a +0 modifier.  If a
Piloting/Driving Skill Roll is forced on a unit in such a hex (due to
damage, skidding, charges and so on), apply a +4 modifier."

For jumping mechs, can a mech spend 6 and jump 5, the last one being a controlled landing?  Or are we only talking ground based movement?
« Last Edit: December 12, 2017, 08:47:23 PM by Black Omega »
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deadlyfire2345

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Re: Running Horse Mission 2
« Reply #21 on: December 13, 2017, 10:27:16 AM »

For those jumping, black ice only affects pavement (including bridges). To avoid the PSR entirely for jumping, jump on either a building or a grassy hex and you will be fine. The rest either have to spend the MP or make a PSR if ice formed.
However, with all that would be in effect, if someone moves into a space someone previously moved into that movement phase, does the second person also have to roll, despite the first not having ice formed?
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serrate

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Re: Running Horse Mission 2
« Reply #22 on: December 13, 2017, 12:32:20 PM »

For those jumping, black ice only affects pavement (including bridges). To avoid the PSR entirely for jumping, jump on either a building or a grassy hex and you will be fine. The rest either have to spend the MP or make a PSR if ice formed.
However, with all that would be in effect, if someone moves into a space someone previously moved into that movement phase, does the second person also have to roll, despite the first not having ice formed?

Haha, "all pilots maintain conga-line formation..."
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deadlyfire2345

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Re: Running Horse Mission 2
« Reply #23 on: December 13, 2017, 01:58:37 PM »

For careful movement when dealing with ice, it says "alternatively, players who do not wish to pay this cost can announce their intention to pass through the terrain at full speed before moving their units. After the unit moves 1 hex, the player must make a PSR/DSR.
If the unit is a 'mech and the roll fails, the 'mech immediately falls and must stand up per standard rules before continuing the movement (if this fall occurs on pavement, the unit skids and its move is over). If the roll succeeds, the 'mech remains upright and the unit may move per standard rules. However, the player must make an additional PSR/DSR for each non-clear hex and level change through which the unit passes.
If the unit is a vehicle and the roll fails, the effects depend on the specific terrain and conditions. On icy terrain, the vehicle skids."
For ice, Mechs and non- hover ground vehicles: every time a unit enters a hex not using careful movement it must make a PSR with a +0 modifier; if a PSR is forced on a unit in such a hex (due to damage, skidding, charges, etc.), apply a +4 modifier to the PSR.

I hope this clarifies when the +4 mod comes into play.
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Darrian Wolffe

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Re: Running Horse Mission 2
« Reply #24 on: December 13, 2017, 01:59:28 PM »

Yeah, fuck all this.  For practical gameplay reasons if nothing else.

I'm rerolling ice storm.
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Darrian Wolffe

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Re: Running Horse Mission 2
« Reply #25 on: December 13, 2017, 02:05:38 PM »

Yeah, fuck all this.  For practical gameplay reasons if nothing else.

I'm rerolling ice storm.

OK.  We're in Light Fog.  It's a +1 MP to enter a hex with Walking/Running or Cruise/Flank movement.
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deadlyfire2345

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Re: Running Horse Mission 2
« Reply #26 on: December 13, 2017, 02:21:17 PM »

I just thought about it, we do not play with careful movement rules do we?
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Darrian Wolffe

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Re: Running Horse Mission 2
« Reply #27 on: December 13, 2017, 02:27:44 PM »

I just thought about it, we do not play with careful movement rules do we?

Nope.
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Ice

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Re: Running Horse Mission 2
« Reply #28 on: December 13, 2017, 03:02:12 PM »

Was that all the rerolls
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Darrian Wolffe

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Re: Running Horse Mission 2
« Reply #29 on: December 13, 2017, 04:56:38 PM »

Was that all the rerolls

I've got 1 reroll left.  Haven't decided what to do with it, if anything.
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