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Author Topic: Running Horse Mission 3 - 9/24/45  (Read 4867 times)

Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #45 on: January 14, 2018, 11:46:12 PM »

reroll the weather once

After the reroll:
Current Weather is METEOR SHOWER  (I don't know how this showed up, but it's funny so I'm keeping it even if the program screwed up)
Current Wind is NONE
Current Fog is NONE

METEOR SHOWER RULES
To simulate a meteor shower, players take turns rolling 1D6 during the End Phase of each turn. The result is the number of impacts that will occur at the end of the Movement Phase in the following turn. Impacts occur at random locations on the map, and deliver 3D6 damage points to any units in the hex of impact (delivered in 5-point clusters across the aff ected unit’s Front facing). Double this damage if the unit consists of infantry or battle armor, or is a Support Vehicle with a BAR Rating of less than 10.
If there is an airborne non-aerospace unit in the target hex, it may be hit by falling debris (instead of any ground units) on a 2D6 roll of 10+. If so, in the case of VTOLs, Rotor location damage automatically destroys the unit’s rotor mechanism and results in a crash.

Random determination rules: Either 1d4 or 1d6 to determine map.  Colored 1d20 to determine hexrow (rerolling results off the map), off-colored 1d20 to determine column (rerolling results off the map).

EDIT: I'll be very nice and point out that this doesn't affect your DropShip, as it's not actually on a map.  It DOES, however, affect your landing; you'll be, "in the air", on the 1st turn of the game, over top of the hex you plan to land in.
« Last Edit: January 14, 2018, 11:51:23 PM by Darrian Wolffe »
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #46 on: January 15, 2018, 06:25:33 AM »

This actually kind of seems funny and might help with taking out vehicles XD

Timber what do you think now

Also it says take affect the following turn after determining in end phase so wouldn't that be turn 2
« Last Edit: January 15, 2018, 06:58:18 AM by Ice »
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Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #47 on: January 15, 2018, 10:19:04 AM »

Also it says take affect the following turn after determining in end phase so wouldn't that be turn 2

Yes, it does.

Turn 1: You're "jumping" over the battlefield.  Nominate your hex, you're considered to fall from Altitude Level 6 to Altitude Level 3.  (Range = 6+range to firing unit, ignoring terrain, count as Jumping, gain +3 TMM)

Turn 2: You "land" on the battlefield.  You fall from Altitude 3 to Altitude 0, consuming your entire movement.  (Range = range to firing unit, gain terrain.  Count as Jumping, gain +3 TMM).  The meteors rolled for on Turn 1 can hit the hexes you land in this Turn.

Turn 3+: move normally. 
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #48 on: January 15, 2018, 12:49:40 PM »

Also it says take affect the following turn after determining in end phase so wouldn't that be turn 2

Yes, it does.

Turn 1: You're "jumping" over the battlefield.  Nominate your hex, you're considered to fall from Altitude Level 6 to Altitude Level 3.  (Range = 6+range to firing unit, ignoring terrain, count as Jumping, gain +3 TMM)

Turn 2: You "land" on the battlefield.  You fall from Altitude 3 to Altitude 0, consuming your entire movement.  (Range = range to firing unit, gain terrain.  Count as Jumping, gain +3 TMM).  The meteors rolled for on Turn 1 can hit the hexes you land in this Turn.

Turn 3+: move normally. 

we're jumping from that high up? I thought it was low level hot drop
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Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #49 on: January 15, 2018, 01:09:08 PM »

we're jumping from that high up? I thought it was low level hot drop

That *IS* a low-level hot drop.  I figured the unit wanted a 0% chance of having the DropShip shot down.

High-level hot-drops are from low orbit (low enough not to need Drop Cocoons, high enough that you're on the High Altitude Map).



You're dropping from between 500-750 meters.  That qualifies as a LOLO jump for actual humans, forget 75-ton machines.

For reference, theres no actual rule in StratOps that gives a minimum Altitude for airdrops.  However, there *is* a rule that says that you land if you reach Altitude 1 at the *start* of your turn.  OF rulings have said that you have to reach Altitide 1 exactly, or you crash.  So that strongly implies that, if you're airdropping from the Low Altitude Map, you can only airdrop from altitude 6 or 9.  (Alt 6; Turn 1, fall to 6, 5, 4.  Turn 2, fall to 3, 2, 1).  (Alt 9; Turn 1, fall to 9, 8, 7.  Turn 2, fall to 6, 5, 4.  Turn 3, fall to 3, 2, 1).  As usual, it's a ruleset that is poorly-written, so we're going with the interpretation that makes the most sense.  We could also theoretically deploy from the *High* altitude map, which makes us take 1 turn to fall from the High to Low Altitide map, 1 turn to fall from Altitude 10 to Altitude 9 (look at the height range on the Altitude Table to see why), and then we go from 9 to 6, from 6 to 3, and from 3 to 1.
« Last Edit: January 15, 2018, 01:20:23 PM by Darrian Wolffe »
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #50 on: January 15, 2018, 03:11:18 PM »

Well at this point meteor doesn't really guarantee help or hurt but maybe a bit if both

I'm not sure we really want to keep it tho

On the flip side do we leave it to reroll the moonless

I'm assuming we want meteor gone

Also the hot drop since they can shoot I'm assuming we can?

Did we also confirm for sure that only mechs get the spotlight bonus of avoiding movement penalties instead of both mechs and vehicles

Also who has infernos

I'm assuming the javelin in freya lance does as will possibly the crusader
« Last Edit: January 15, 2018, 03:29:34 PM by Ice »
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Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #51 on: January 15, 2018, 03:29:25 PM »

Also the hot drop since they can shoot I'm assuming we can?

That's correct.  The full drop rules are in StratOps; firing while dropping is a +2 penalty, *and* you're treated as Jumping.  However, you can fire, yes.  Generally speaking though, we're not going to hit anything unless we're jumping right on top of the convoy.


Quote
I'm assuming the javelin in freya lance does as will possibly the crusader

Correct to both.  The Crusader is (barely) repaired enough to join the mission.  Dunedain Lance has Infernos as well.  Kong Lance *might*.  However, I'm unsure about the current status of either lance; Dunedain got shot up a bit, and Kong Lance was mostly OK but its Javelin lost both SRM launchers and I don't know if they have spares.  Pretty much everyone else with an SRM-heavy Mech selection has ripped out SRMs for medium lasers.

Do remember you can bring 2 lances as reinforcements.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #52 on: January 15, 2018, 03:37:13 PM »

Also the hot drop since they can shoot I'm assuming we can?

That's correct.  The full drop rules are in StratOps; firing while dropping is a +2 penalty, *and* you're treated as Jumping.  However, you can fire, yes.  Generally speaking though, we're not going to hit anything unless we're jumping right on top of the convoy.


Quote
I'm assuming the javelin in freya lance does as will possibly the crusader

Correct to both.  The Crusader is (barely) repaired enough to join the mission.  Dunedain Lance has Infernos as well.  Kong Lance *might*.  However, I'm unsure about the current status of either lance; Dunedain got shot up a bit, and Kong Lance was mostly OK but its Javelin lost both SRM launchers and I don't know if they have spares.  Pretty much everyone else with an SRM-heavy Mech selection has ripped out SRMs for medium lasers.

Do remember you can bring 2 lances as reinforcements.


That's why I was asking about who had infernos to try to decide second lance
Freya will most likely go in because of that fact

Both dunedain and kong will be absent

I figured some of the assets we have maybe able to fire ppc or something similar with range like
Lrms on the drop maybe score a pillbox or something on some of the veh before we even hit ground

So regarding dropping  and firing since it's considered jumping I'm assuming fire would be at a +5 auto before anything else or is it just flat +2

Also have additional on other msg may have missed
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #53 on: January 15, 2018, 07:24:34 PM »

I won't be there, but Dunedain lance can be used. It will be light the Thunderbolt which will finish repairs the day after the battle (It kind of needs that leg attached...).
Even light the Thunderbolt, it may make sense to bring Dunedain for the Shadow Hawk's 2xSRM-4, the 7/11/7 Firstarter with MPL spam, and Crusader with melee master. Also, all pilots have edge...
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agustaaquila

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Re: Running Horse Mission 3 - 9/24/45
« Reply #54 on: January 15, 2018, 07:42:37 PM »


Correct to both.  The Crusader is (barely) repaired enough to join the mission.  Dunedain Lance has Infernos as well.  Kong Lance *might*.  However, I'm unsure about the current status of either lance; Dunedain got shot up a bit, and Kong Lance was mostly OK but its Javelin lost both SRM launchers and I don't know if they have spares.  Pretty much everyone else with an SRM-heavy Mech selection has ripped out SRMs for medium lasers.

Do remember you can bring 2 lances as reinforcements.

Kong lance is in its relatively standard position of being down a mech (the jav) after the fight, although its repairable.  Wolvies are good, butI will not be there.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #55 on: January 15, 2018, 10:32:02 PM »

as far as the rest of the group who is not full strength by game 3 or relatively close to full strength? this is my assessment so far and this may change based on map lay out

this is based on the ability to field a functional lance that fits the objectives need for speed as well as crit seeking verse the vehicles

dunedain is down the tbolt for now - top 2 choice for mission 3

crusher - took a beating and is at this point still with unit reserve mech - most likely out mission 3

dragon - is down a mech currently and using unit reserve - sill not drop mission 3

freya - is good to go --will deploy for mission 3

reaper - unsure - most likely out

kong - is down a mech - will not drop mission 3

bright- lost the hopper - will not drop mission 3

dancer - gladiator took severe damage but not enough to cripple so unsure of its status - depending on status top 2 choice

skaraborg - already in mission 3

on a second note gm need a call on the weather or moonless night

the moonless night slows them down but hurts us for targeting as well as them unless search lights

the meteors could really hurt them or us or both or hit nothing but does nothing to slow them down
« Last Edit: January 15, 2018, 10:54:29 PM by Ice »
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deadlyfire2345

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Re: Running Horse Mission 3 - 9/24/45
« Reply #56 on: January 15, 2018, 10:51:20 PM »

still down my cataphract until oct 28th. Other 3 mechs will be available and ready prior to mission 3.
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Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #57 on: January 15, 2018, 11:51:34 PM »

on a second note gm need a call on the weather or moonless night

GM: OK so Moonless Night applies a +2 per Hex MP penalty for all Mechs and vehicles.  Note the footnote value, however.  A non-infantry unit can choose to ignore the +2 per hex modifier.  If you choose to do so, you have to make a PSR immediately upon entering EACH HEX.  In a MECH, if you fail you fall and have to get up again, but you may continue your movement.  In a VEHICLE, it varies by condition, but assuming there's no ice, generally speaking if you're in Clear Terrain you lose 1 MP and can continue.  In any other terrain (including roads!), you crash and sustain damage to its Front as though it had charged however many hexes you'd moved so far that turn.  Plus, your movement ends once you crash (unlike a Mech, which can get up and keep going.) 

No rule anywhere mentions searchlights cancelling the movement effects, so as far as I'm concerned searchlights have no effect on movement.



It's probably also important to mention that, at this time, a 45x45 map is a 3x3 mapsheet setup. Generally speaking, convoy mission force the civvies to deploy in a column in the actual center of the board, and stacked 2 vees/hex (ie, the OPFOR can't stack the units super-close to the objective edge, nor spread them out all over in hopes of running one of them off at an angle).  OPFOR can evacuate units of either edge of the board (the way they came or the way they're going).
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deadlyfire2345

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Re: Running Horse Mission 3 - 9/24/45
« Reply #58 on: January 16, 2018, 12:22:18 AM »

MOONLESS NIGHT
MP Modifier: +2 MP cost per hex (but see Reckless Movement,
p. 20). A ’Mech with a searchlight ignores this penalty.
Attack Target Number Modifier: +3 to all weapon attacks, and
+1 to all physical attacks. Reduce each modifier by 1 for every 15
points of heat on the target ’Mech’s heat scale (minimum of 0 in
both). Ignore these modifiers if the target is illuminated.
p. 133 at the very bottom in regards to movement in full moon/moonless within the new BTM.
**A ’Mech with an activated searchlight ignores this penalty.
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #59 on: January 16, 2018, 02:10:08 AM »

I would keep moonless night for the garuanteed slow down and reroll the weather trying to get rid of meteor storm (for the hassle value, if nothing else). You are also authorized to deploy mines and our auerospace assets. I would consider heavy bombing or strafing attacks.

GM: Not on an airdrop mission you can't
« Last Edit: January 16, 2018, 02:33:18 AM by Darrian Wolffe »
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