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

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Author Topic: Running Horse Mission 1  (Read 6447 times)

Timberwolfd

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Re: Running Horse Mission 1
« Reply #15 on: November 26, 2017, 11:15:30 PM »

A bigger map would be nice, but I see a roll creating either a larger or smaller map.  

I am hosed if we reroll weather trying for antimissles stuff.

Night just means scenario takes longer.  Honestly I would just accept what we have no rerolls.
That's pretty much my line of thinking.
I add to that the expectation that a hold the line scenario will include additional victory conditions that would be complicated by larger maps.
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #16 on: November 27, 2017, 09:01:52 AM »

Okay Rob, let's make it official, no rerolls on this one.
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Ice

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Re: Running Horse Mission 1
« Reply #17 on: November 27, 2017, 10:06:07 AM »

Max 4 total units. So up to 1 more. Keep in mind that there is another simultaneous battle, so some reserves need to be available for them as well. Also, we could easily be in another battle (or two) on Sept. 23rd as well. To the extent possible, I would like to control reinforcements to ensure there are fresh lances available to take the next fight.

with whats going in do you think the forces are able to take on the enemy

my issue is there is a lot of crit seeking/generating weapons those srm lrm combos could cripple if not outright kill just from those
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #18 on: November 27, 2017, 10:33:24 AM »

That will depend on the maps. With wooded terrain from a wooded-hills map set, I doubt they will be able to get the long shots they need to really make use of the LRMs. It's the wrong weapon for the terrain. I am not saying it won't hurt or that they won't be able to indirect to effect. But generally, they don't have the ammo to do that a lot. The catapults and LRM carriers only have 8 shots per launcher.
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Ice

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Re: Running Horse Mission 1
« Reply #19 on: November 27, 2017, 10:56:47 AM »

That will depend on the maps. With wooded terrain from a wooded-hills map set, I doubt they will be able to get the long shots they need to really make use of the LRMs. It's the wrong weapon for the terrain. I am not saying it won't hurt or that they won't be able to indirect to effect. But generally, they don't have the ammo to do that a lot. The catapults and LRM carriers only have 8 shots per launcher.

true
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Ice

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Re: Running Horse Mission 1
« Reply #20 on: November 27, 2017, 12:42:32 PM »

oh btw thats 1 of 300 strikers left in existance LOL
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #21 on: November 27, 2017, 07:14:00 PM »

oh btw thats 1 of 300 strikers left in existance LOL
So killing it is a limited edition thrill? Cool.
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Ice

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Re: Running Horse Mission 1
« Reply #22 on: November 27, 2017, 07:34:58 PM »

oh btw thats 1 of 300 strikers left in existance LOL
So killing it is a limited edition thrill? Cool.

yes we will take that mech closer to extinction think african safari
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #23 on: November 27, 2017, 07:58:15 PM »

Is it named Cecil?
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deadlyfire2345

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Re: Running Horse Mission 1
« Reply #24 on: November 27, 2017, 08:03:11 PM »

No. Just no.
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #25 on: November 28, 2017, 05:00:02 PM »

Any thoughts on the best ways to counter the LRM spot/swarm mechanic? They have enough decent gunnery LRM boats to make me want to think about the best tactics to address this. My Shadow Hawk and Thunderbolt have 2 ammo bins for their missile launchers and I have smoke SRMs and LRMs, so that we can blind spotters.
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deadlyfire2345

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Re: Running Horse Mission 1
« Reply #26 on: November 28, 2017, 05:02:09 PM »

get behind the tanks would be best. Also avoid the SRM carriers front arc.
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #27 on: November 28, 2017, 05:27:41 PM »

I would expect our opposition to be a little aggressive about preventing that.
Figure that the LRM boats camp behind a ridge, and they use one of the fast lights, like the Falcon or Hermes that can get good mods running or even walking. That would give them a +2 or +3 on the indirect shots. With 3 and 4 gunners, they can reach out and touch mechs pretty well. At medium ranges, that means 8 + target movement to hit. The dang Crusader will be a problem at base 5 to hit because of the 1 gunner. It also has 12 shots per LRM 10, so it can keep up the fire for a while.
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deadlyfire2345

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Re: Running Horse Mission 1
« Reply #28 on: November 28, 2017, 05:29:30 PM »

True. You two will have to attack in the trees before reinforcements arrive. It all depends on the maps we use and how placement will work. Creating a plan without seeing the map or the locations of deployment does deter this kind of talk a little bit.
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Ice

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Re: Running Horse Mission 1
« Reply #29 on: November 28, 2017, 05:44:34 PM »

hope for heavy woods lol


smoke lrms srms
fast units go smash the veh while carefully avoiding the srm carrier
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