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Author Topic: Running Horse Mission 3 - 9/24/45  (Read 4853 times)

Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #15 on: December 13, 2017, 04:09:48 AM »

I think they will be ok tho needing 4 and 5 at worst for the drop

Skaraborg hasn't purchased any pilot upgrades at all, being a new lance.  He's got a 5 Pilot and 3, 4-rated pilots, so he's testing on a 5, 5, 6, and a 5 for his CO.  He should expect to fail around one of those rolls, because of math (averaged across the lance, there's a 1 in 5 failure chance).

Secondary question: how much do we want to close to melee distance against a convoy with two Demolishers spread throughout it?

Tertiary question: The way the campaign auto-settings are set up, the bot can assign Searchlights to cargo-carrying units in a night mission (remember that searchlights *can* be added as equipment), and, as discussed before, OPFOR units can always get Searchlight Quirks as long as it's a night mission.  We won't know until the mission is finalized and started in AtB (which I do as a matter of course to see the map layout).  Who wants to get illuminated by a bat signal duct-taped to the back of a J-27?  More importantly, Coolant Trucks very definitely have searchlights, as does the Zeus (on top of its head, same as on Griffins and Shads).


Realistically what should we be looking for

We want something to slow vehicles to say half maybe mechs that are not jumping as well
Then we want additional modifiers to hurt them especially the demolishers and highlander

Wouldn't mind getting any of those advance tech
either to strip refit and sell or keep some money for those
« Last Edit: December 13, 2017, 07:59:18 AM by Ice »
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ItsTehPope

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Re: Running Horse Mission 3 - 9/24/45
« Reply #16 on: December 13, 2017, 12:02:12 PM »

4 assaults, 2 heavies, two mediums.  Thats a LOT of armor and firepower to have to chew through. 
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serrate

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Re: Running Horse Mission 3 - 9/24/45
« Reply #17 on: December 13, 2017, 12:30:50 PM »

Do searchlights mean the OpFor wouldn't have a movement penalty on moonless night, or does the searchlight only apply to attack rolls? I really like the movement penalty for helping keep stuff on the board.
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deadlyfire2345

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Re: Running Horse Mission 3 - 9/24/45
« Reply #18 on: December 13, 2017, 12:34:24 PM »

Searchlights (only applies to moonless night): Units equipped with an active searchlight eliminate the +3 to hit modifier within the arc and range of their searchlight (physical attacks within the arc of the searchlight eliminate the +1 modifier); any weapon or physical attacks against units equipped with an active searchlight eliminate this modifier as well.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #19 on: December 13, 2017, 05:07:22 PM »

i say reroll moonless night we need to hit those fast movers quick then move onto the next target

im thinking pillbox the vehs kill the mechs and heavy hitting veh
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #20 on: December 13, 2017, 08:02:15 PM »

Keep in mind that moonless night drastically slows down the ground pounders, making it much easier to track them all down. Also, anything with a searchlight on will draw all of the fire.
Stopping all of the convoy without a weather condition slowing them down is unlikely. The hover APCs are like 9/14 or 10/15. That means it is only 2-3 turns until they exit the board without weather/lighting slowing them down. With the +2 MP/hex, they are effective 3/4 or 3/5 and much easier to track down.
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #21 on: December 13, 2017, 08:17:11 PM »

I looked up the failing damage for failing a landing roll in StratOps. As long as MoF is <7 you only take falling damage. For each MoF you fall one level. This means that a PSR of 6 could result in a 4 level fall at worst (6 minus Snake Eyes). Also, failed rolls result in 1d6 scatter per MoF. Obviously, that is undesirable, but, unless you fail, scatter next to the Demolishers and render yourself unconscious by falling, you will probably be okay. You also have an automatic +3 movement mod on the turn you drop.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #22 on: December 13, 2017, 08:18:47 PM »

my only issue with moonless is +3 to hit
also where does it state that the units have to have movement slowed
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ItsTehPope

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Re: Running Horse Mission 3 - 9/24/45
« Reply #23 on: December 13, 2017, 08:46:38 PM »

I looked up the failing damage for failing a landing roll in StratOps. As long as MoF is <7 you only take falling damage. For each MoF you fall one level. This means that a PSR of 6 could result in a 4 level fall at worst (6 minus Snake Eyes). Also, failed rolls result in 1d6 scatter per MoF. Obviously, that is undesirable, but, unless you fail, scatter next to the Demolishers and render yourself unconscious by falling, you will probably be okay. You also have an automatic +3 movement mod on the turn you drop.

Rob do you still have that Crusader sheet from when it faceplanet next to a Panther lance?
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deadlyfire2345

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Re: Running Horse Mission 3 - 9/24/45
« Reply #24 on: December 13, 2017, 09:00:26 PM »

my only issue with moonless is +3 to hit
also where does it state that the units have to have movement slowed

What it says for moonless night in terms of movement is "Apply a +1 modifier to any PSR/DSR (and control rolls) made if a unit used Running (Sprinting) or flanking (overdrive) movement, or used Maximum Thrust that turn.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #25 on: December 13, 2017, 09:26:15 PM »

right but hes saying its effectively half movement for the veh

im curious where that is rule wise so i can book mark it
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deadlyfire2345

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Re: Running Horse Mission 3 - 9/24/45
« Reply #26 on: December 13, 2017, 09:29:33 PM »

right but hes saying its effectively half movement for the veh

im curious where that is rule wise so i can book mark it
Moonless Night is P.58 in TO.
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deadlyfire2345

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Re: Running Horse Mission 3 - 9/24/45
« Reply #27 on: December 13, 2017, 09:36:25 PM »

my only issue with moonless is +3 to hit
also where does it state that the units have to have movement slowed

What it says for moonless night in terms of movement is "Apply a +1 modifier to any PSR/DSR (and control rolls) made if a unit used Running (Sprinting) or flanking (overdrive) movement, or used Maximum Thrust that turn.

The new manual has it as a +2 MP cost per hex, but mech with active searchlight ignores. p.62
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #28 on: December 13, 2017, 09:36:52 PM »

my only issue with moonless is +3 to hit
also where does it state that the units have to have movement slowed

What it says for moonless night in terms of movement is "Apply a +1 modifier to any PSR/DSR (and control rolls) made if a unit used Running (Sprinting) or flanking (overdrive) movement, or used Maximum Thrust that turn.

The new manual has it as a +2 MP cost per hex, but mech with active searchlight ignores. p.62

thats what i was looking for
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #29 on: December 13, 2017, 10:11:03 PM »

One quirk of the rules to keep in mind is that while the weather condition only specifies the PSR modifier for running/flanking, the combat drop rules refer to the summary table in TacOps which says +1 PSR with no qualifying text. Therefore, Rob's ruling notwithstanding, even though Moonless Night says +1 while running/flanking, you still have that +1 for the combat drop because of the summary table. CGL...

Also, the Battlemech Manual version of Moonless Night only specifies MECHS with searchlights, not including vehicles...
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