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Author Topic: Running Horse Mission 1  (Read 6423 times)

Timberwolfd

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Re: Running Horse Mission 1
« Reply #60 on: December 02, 2017, 09:30:09 PM »

The more I look at this scenario, the more I see this one being a complete wipe out one way or the other. If we screw up and let the OpFor concentrate fire, they have the LRM launchers to erase a mech outright. On the other hand, so much of their firepower is in LRMs that we can wreak havoc inside minimum range. This will be interesting.
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Ice

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Re: Running Horse Mission 1
« Reply #61 on: December 02, 2017, 09:37:49 PM »

yup this will be interesting

the woods didnt help they literally start prime position one way or other for vc or to post up
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #62 on: December 02, 2017, 10:21:56 PM »

Yeah, this isn't a very wooded wooded hills.
That north map is open season for the lights to do an end run.
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deadlyfire2345

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Re: Running Horse Mission 1
« Reply #63 on: December 02, 2017, 10:36:58 PM »

I will have to run to catch up to the starting force at the beginning. Our best bet would probably be to regroup towards western map and force them to come to us. Assuming at least one of us can win init, we can more than likely stay in the woods and do some damage there.
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Ice

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Re: Running Horse Mission 1
« Reply #64 on: December 02, 2017, 10:44:16 PM »

I will have to run to catch up to the starting force at the beginning. Our best bet would probably be to regroup towards western map and force them to come to us. Assuming at least one of us can win init, we can more than likely stay in the woods and do some damage there.


6 lrm units = stay still at range 21 idf fire

Erppc is with high mods and what cover can get or rush them with what cover can get are best counters because they will knock off 2 from there numbers once they find a prime firing position
« Last Edit: December 02, 2017, 10:48:46 PM by Ice »
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #65 on: December 03, 2017, 01:50:01 AM »

Basically, we have to keep moving and keep our movement mods up in order to keep the LRM batteries firing on as high of TNs as possible.

Gunnery (mostly 3 or 4) + Indirect (1) + Range  (0/2/4) + Attacker Movement (mostly 0) + Spotter Movement (0 if we let them) + Target Movement (0-4)

So If we can keep the LRM batteries at long range with us having +2 mods, they will need 10 (16.7%) or 11 (8.3%) to hit. Letting them get into medium range makes the TNs go down to 8 (41.7%) or 9 (27.8%), and substantially more dangerous.

At least theLRM carriers are front mounts and not turrets, which will make getting t the flanks more easy.
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agustaaquila

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Re: Running Horse Mission 1
« Reply #66 on: December 03, 2017, 08:22:18 AM »

This is going to be an intersting fight, and could be the exact opposite of a knif fight in a phone book.  Our two starting lances have exact opposite engagement profiles, which poses some issues. 

In order to win this, I think that the merc command needs to sit down, look at the objectives, and see where we can get points and the opfor cannot.  There are interesting asymmetries in the goals. 
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deadlyfire2345

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Re: Running Horse Mission 1
« Reply #67 on: December 03, 2017, 08:55:48 AM »

Question now is how will the reinforcement lance come into play? I technically have two mechs that are close quarters with two being long range. Of course the two that have range are the slowest among the 4. With the rule that they must attack someone who has a pilot in effect, may be best to capture one asap and keep running away.
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Ice

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Re: Running Horse Mission 1
« Reply #68 on: December 03, 2017, 01:55:28 PM »

Question now is how will the reinforcement lance come into play? I technically have two mechs that are close quarters with two being long range. Of course the two that have range are the slowest among the 4. With the rule that they must attack someone who has a pilot in effect, may be best to capture one asap and keep running away.

Not entirely prioritize doesn't mean zell
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Darrian Wolffe

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Re: Running Horse Mission 1
« Reply #69 on: December 03, 2017, 04:59:00 PM »

So, an important thing about how AtB campaigns work.  When you have 2 missions on the same day, you can deploy a unit into BOTH missions.  The following is a completely legal thing:

Deploy Dancer as a reinforcement lance in Mission 1
Dancer gets shot up
Dancer gets to make full reloads/repairs that day @ 480 minutes per Dancer Tech
Dancer deploys into Mission 2

It doesn't detail down to "hours of the clock", where Mission 1 starts at 1pm and Mission 2 starts at 4pm, so you can't possibly have more than 3 hours repair time between them.  It's not *that* detailed.

Also, your CO can deploy up to 4 different lances per mission.  I know the original plan was to hold several lances back just in case another mission comes up pretty soon...but it may be worth revisiting that idea.  Deploy the maximum number of lances into each mission, even if a lance is somewhat understrength.  Throwing Skaraborg into this mission, for example, would be helpful, given the clear lines of fire for an Awesome.  Or a fast Reinforcement Lance who can get in on a flank and go carrier-hunting.  And, frankly, spreading the damage over a larger number of units (as long as people are smart about pulling back when their armor gets thin instead of staying in tight for the kill is a good way to minimize overall casualties.


Rob, is there identification which unit the opfpr force belongs?

Not according to AtB, no.  It doesn't note what units are on what planet at what time.  The FWL contract was easy because there was explicit data in a sourcebook on that, but I don't have anything on Pella II; the closest thing is that, *were* this the year 3050, you'd be facing Warrior House Ijori.

With that said, as far as AtB is concerned, you could be facing anyone from a Confederation Reserve Cavalry regiment, to the Citizen's Honored, to the Red Lancers.  As it affects your character personally, don't sweat.  That particular group has not arrived on this world yet.
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #70 on: December 03, 2017, 07:45:36 PM »

With that said, as far as AtB is concerned, you could be facing anyone from a Confederation Reserve Cavalry regiment, to the Citizen's Honored, to the Red Lancers.  As it affects your character personally, don't sweat.  That particular group has not arrived on this world yet.
:o :o

Also, your CO can deploy up to 4 different lances per mission.  I know the original plan was to hold several lances back just in case another mission comes up pretty soon...but it may be worth revisiting that idea.  Deploy the maximum number of lances into each mission, even if a lance is somewhat understrength.  Throwing Skaraborg into this mission, for example, would be helpful, given the clear lines of fire for an Awesome.  Or a fast Reinforcement Lance who can get in on a flank and go carrier-hunting.  And, frankly, spreading the damage over a larger number of units (as long as people are smart about pulling back when their armor gets thin instead of staying in tight for the kill is a good way to minimize overall casualties.
This thought has been brewing in the back of my mind as I have been crunching numbers.
Who is the next fastest arrival? Ice?
(I would pick Skaraborg, but if there is a good chance of his absence...)
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ItsTehPope

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Re: Running Horse Mission 1
« Reply #71 on: December 03, 2017, 08:00:47 PM »

With that said, as far as AtB is concerned, you could be facing anyone from a Confederation Reserve Cavalry regiment, to the Citizen's Honored, to the Red Lancers.  As it affects your character personally, don't sweat.  That particular group has not arrived on this world yet.
:o :o

Also, your CO can deploy up to 4 different lances per mission.  I know the original plan was to hold several lances back just in case another mission comes up pretty soon...but it may be worth revisiting that idea.  Deploy the maximum number of lances into each mission, even if a lance is somewhat understrength.  Throwing Skaraborg into this mission, for example, would be helpful, given the clear lines of fire for an Awesome.  Or a fast Reinforcement Lance who can get in on a flank and go carrier-hunting.  And, frankly, spreading the damage over a larger number of units (as long as people are smart about pulling back when their armor gets thin instead of staying in tight for the kill is a good way to minimize overall casualties.
This thought has been brewing in the back of my mind as I have been crunching numbers.
Who is the next fastest arrival? Ice?
(I would pick Skaraborg, but if there is a good chance of his absence...)

There shouldn't be an issue.  And if defecation hits the ventilation, Rob is authorized to get my PC killed.
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deadlyfire2345

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Re: Running Horse Mission 1
« Reply #72 on: December 03, 2017, 08:02:15 PM »

Such morbidity.
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ItsTehPope

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Re: Running Horse Mission 1
« Reply #73 on: December 03, 2017, 08:10:59 PM »

Such morbidity.

Its kind of necessary with my luck.
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Timberwolfd

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Re: Running Horse Mission 1
« Reply #74 on: December 03, 2017, 09:12:36 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?
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