CincyBattletech

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 4 5 [6] 7

Author Topic: Running Horse Mission 1  (Read 6413 times)

deadlyfire2345

  • Colonel
  • *******
  • Posts: 4423
    • View Profile
Re: Running Horse Mission 1
« Reply #75 on: December 03, 2017, 09:21:10 PM »

School has been done for me for hours now and I am bored out of my mind.
Logged

ItsTehPope

  • Pontificus Rex
  • Administrator
  • Lieutenant
  • *****
  • Posts: 1823
    • View Profile
Re: Running Horse Mission 1
« Reply #76 on: December 03, 2017, 11:29:20 PM »

There shouldn't be an issue.  And if defecation hits the ventilation, Rob is authorized to get my PC killed.
Ahh, but I want to kill him...
When do you arrive as reinforcements?

No idea.  My Awesome is faster than the Catapult.  Slowest element is 4\6
Logged

Timberwolfd

  • Administrator
  • Major
  • *****
  • Posts: 2953
  • Kibitzing from the sidelines
    • View Profile
Re: Running Horse Mission 1
« Reply #77 on: December 04, 2017, 12:23:34 AM »

Reinforcement arrival is 12 - Strategy - Average Walk Speed - 1 if all mechs jump
You arrive 12 - 2 - (4 or 5?) - 0 (I assume the Awesome doesn't jump) = ~5-6
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4871
    • View Profile
Re: Running Horse Mission 1
« Reply #78 on: December 04, 2017, 12:29:33 AM »

Reinforcement arrival is 12 - Strategy - Average Walk Speed - 1 if all mechs jump
You arrive 12 - 2 - (4 or 5?) - 0 (I assume the Awesome doesn't jump) = ~5-6


Dan's effective Strategy is +3; +2 from character creation, and +1 from the blanket bonus everybody got (since everyone's PCs were finalized before the Tactics/Strategy change).

Additionally, his Awesome technically counts as a 5/8 Mech, because MASC counts all the time in AtB calcs.  So his average walk speed becomes a 5 (Awesome: 5, Cat: 4, Dervish: 5, PXH: 6 = 20/4 = 5). 

12-3-5 = 4.  Turn 4.
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3176
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: Running Horse Mission 1
« Reply #79 on: December 04, 2017, 08:53:39 AM »

what exactly is the 8 points allowing?
Logged
Die Clanner!!!!

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4871
    • View Profile
Re: Running Horse Mission 1
« Reply #80 on: December 04, 2017, 11:24:14 AM »

what exactly is the 8 points allowing?

I don't have to tell you that.

Like, seriously.  I don't.  That's not snark.  Nowhere on pgs 24-25 of the rules does it note that the GM has to inform the players ahead of time of what the OPFOR has purchased with their BSP allotment.
Logged

deadlyfire2345

  • Colonel
  • *******
  • Posts: 4423
    • View Profile
Re: Running Horse Mission 1
« Reply #81 on: December 04, 2017, 11:32:20 AM »

Is it candy?
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4871
    • View Profile
Re: Running Horse Mission 1
« Reply #82 on: December 04, 2017, 11:33:57 AM »

Been awhile since we looked at this:

Minis list:
Vindicator - Agusta Aquila

Crusader - Rob
Ostsol - Rob
Catapult - Agusta Aquila
Catapult - It's Teh Pope
Firestarter - It's Teh Pope
Firestarter - It's Teh Pope
Hermes - Serrate
Falcon - Rob PROXY (Falcon Hawk)
Striker (Mech) - Rob PROXY (Charger)
Shadow Hawk - Rob
Shadow Hawk - Rob
Thunderbolt - It's Teh Pope
Ostroc - Serrate
Raven - Agusta Aquila
Stinger - TimberwolfD
Wasp - Rob
LRM Carrier - TimberwolfD
LRM Carrier - TimberwolfD
LRM Carrier - Serrate
SRM Carrier - Serrate


ALL sheets are printed and ready to go.

All OPFOR minis are accounted for.
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3176
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: Running Horse Mission 1
« Reply #83 on: December 04, 2017, 11:35:28 AM »

what exactly is the 8 points allowing?

I don't have to tell you that.

Like, seriously.  I don't.  That's not snark.  Nowhere on pgs 24-25 of the rules does it note that the GM has to inform the players ahead of time of what the OPFOR has purchased with their BSP allotment.

wasnt intended as anything i was just curious because the previous games we found out so wasnt sure if it was a i forgot or need to know basis
Logged
Die Clanner!!!!

Timberwolfd

  • Administrator
  • Major
  • *****
  • Posts: 2953
  • Kibitzing from the sidelines
    • View Profile
Re: Running Horse Mission 1
« Reply #84 on: December 04, 2017, 03:13:02 PM »

They have the points for 2 heavy bombing strikes (2xx4 Each)
They could also take combination of arty strikes, mines, air cover, air strikesetc.

I would hope Rob would disallow minefields for the Opfor given that it is a hold the line scenario where we theoretically should control the battlefield prior to the fight.
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3176
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: Running Horse Mission 1
« Reply #85 on: December 04, 2017, 03:26:09 PM »

They have the points for 2 heavy bombing strikes (2xx4 Each)
They could also take combination of arty strikes, mines, air cover, air strikesetc.

I would hope Rob would disallow minefields for the Opfor given that it is a hold the line scenario where we theoretically should control the battlefield prior to the fight.

thats all i wanted
Logged
Die Clanner!!!!

Timberwolfd

  • Administrator
  • Major
  • *****
  • Posts: 2953
  • Kibitzing from the sidelines
    • View Profile
Re: Running Horse Mission 1
« Reply #86 on: December 05, 2017, 09:50:02 PM »

The airborne threat ranges from 2 to 5 points, minefields range from 0.5 to 4 points, artillery from 3 to six and air cover is 1 or 2.
Logged

ItsTehPope

  • Pontificus Rex
  • Administrator
  • Lieutenant
  • *****
  • Posts: 1823
    • View Profile
Re: Running Horse Mission 1
« Reply #87 on: December 05, 2017, 11:32:47 PM »

Are we calling in additional lances for this combat?
Logged

Timberwolfd

  • Administrator
  • Major
  • *****
  • Posts: 2953
  • Kibitzing from the sidelines
    • View Profile
Re: Running Horse Mission 1
« Reply #88 on: December 06, 2017, 01:01:46 AM »

Are we calling in additional lances for this combat?
Absolutely. Dunedain and Kong are starting on the board. Skaraborg and Dragon are reinforcements arriving on turn 4, I believe.
Warm up your mechs.
Logged

ItsTehPope

  • Pontificus Rex
  • Administrator
  • Lieutenant
  • *****
  • Posts: 1823
    • View Profile
Re: Running Horse Mission 1
« Reply #89 on: December 06, 2017, 08:12:41 AM »

Are we calling in additional lances for this combat?
Absolutely. Dunedain and Kong are starting on the board. Skaraborg and Dragon are reinforcements arriving on turn 4, I believe.
Warm up your mechs.

Understood boss.
Logged
Pages: 1 ... 4 5 [6] 7