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Author Topic: Running Horse Mission 3 - 9/24/45  (Read 4861 times)

Darrian Wolffe

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Running Horse Mission 3 - 9/24/45
« on: December 12, 2017, 07:36:11 PM »




hoo boy.  Those are advanced-tech Vindys, an advanced-tech Cataphract, and an advanced-tech HIGHLANDER.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #1 on: December 12, 2017, 07:48:33 PM »

Oh boy we sure u want me for mission 2 now that we have another mission 2 days later granted we get 480x2 for repairs if not x3 depending on the time we call the mission
« Last Edit: December 12, 2017, 07:54:45 PM by Ice »
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deadlyfire2345

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Re: Running Horse Mission 3 - 9/24/45
« Reply #2 on: December 12, 2017, 07:55:48 PM »

Either way. Salvage page is updated. Found the values for the civ mechs in SSW.
« Last Edit: December 14, 2017, 10:52:23 AM by deadlyfire2345 »
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #3 on: December 12, 2017, 10:02:39 PM »

Dang...
Why is it showing rerolls, but no boxes to check to reroll?
Honestly, insane as it sounds, the Highlander isn't nearly as thrwating with a 4/6 pilot under moonless night where physical attacks will dominate.
Also, unless some of those mechs specialize in night fighting, only the jumpers will be mobile. Take close assault jumpers to kick the convoy.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #4 on: December 12, 2017, 10:11:28 PM »

Dang...
Why is it showing rerolls, but no boxes to check to reroll?
Honestly, insane as it sounds, the Highlander isn't nearly as thrwating with a 4/6 pilot under moonless night where physical attacks will dominate.
Also, unless some of those mechs specialize in night fighting, only the jumpers will be mobile. Take close assault jumpers to kick the convoy.

Was debating on throwing both ml battery mechs with hatchets at them
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Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #5 on: December 12, 2017, 10:59:29 PM »

Dang...
Why is it showing rerolls, but no boxes to check to reroll?
Honestly, insane as it sounds, the Highlander isn't nearly as thrwating with a 4/6 pilot under moonless night where physical attacks will dominate.
Also, unless some of those mechs specialize in night fighting, only the jumpers will be mobile. Take close assault jumpers to kick the convoy.

Because I haven't resolved the other 9/22 fight yet. 

Also, there's two real ways to do this sort of mission:
1) Jump in a "ring" to keep any civilian "leakers" from escaping.  The downside of doing this is that the enemy will have a chance to mass against a portion of the attacking force and hit it individually.  Under moonless night rules where shooting is inaccurate, it also means that if the convoy "masses" in one direction to try and break out and move off the board, it can overload that section of the ring and the odds of us getting *all* the convoy is heavily reduced.

2) Jump right on top of them so they don't have the chance to react or mass in any given direction.  The danger of this plan is that the convoy immediately goes "every man for himself" and busts out in every direction, and without the ability to shoot accurately, we're unlikely to be able to get them all before they break contact in the darkness (and chasing them down opens ourselves up to defeat in detail by pursuing escort Mechs).

(3) A "hybrid" approach is the worst of both worlds, since we can't set up a complete "ring" and so they can always make for the gap we can't cover, and the portion of our stuff that jumps into the middle will be heavily outgunned by the escorts.  Thus, I don't even count it as an option.

My recommendation would be to to reroll Moonless Night first and foremost, and if we get lucky on that, maybe try to increase the map size to buy ourselves more time to intercept fleeing convoy traffic.

The one blessing here is that the Wind Condition is Calm.  Which means no further piloting modifiers on the Hot Drop (actually...does Moonless Night have a hotdrop modifier?  somebody should check that).
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ItsTehPope

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Re: Running Horse Mission 3 - 9/24/45
« Reply #6 on: December 12, 2017, 11:25:57 PM »

Do we get the dropship for support?
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Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #7 on: December 13, 2017, 12:04:51 AM »

Do we get the dropship for support?

You can...if you want to risk losing a $300 million CB asset.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #8 on: December 13, 2017, 12:25:54 AM »

Do we get the dropship for support?

You can...if you want to risk losing a $300 million CB asset.

Hell no
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #9 on: December 13, 2017, 12:54:46 AM »

The one blessing here is that the Wind Condition is Calm.  Which means no further piloting modifiers on the Hot Drop (actually...does Moonless Night have a hotdrop modifier?  somebody should check that).
From StratOps (p.23):
"Any planetary condition modifiers (such as weather; see the Weather portion of the Expanded Movement Costs and Planetary Conditions tables, p. 36, TO) that apply to Piloting Skill Rolls are applied to the Piloting Skill Roll above. If a unit cannot be displaced (for example, all the adjacent hexes are prohibited terrain), the unit is destroyed."
In the TacOps table, the PSR mod is listed as +1 for Moonless night.

Remember that Moonless night includes a +2 MP/hex modifier, which will significantly slow down the convoy on escape...
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #10 on: December 13, 2017, 01:07:08 AM »

So, are we limited to three total lances by the Dictator's capacity?
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #11 on: December 13, 2017, 01:27:29 AM »

Who's leader on this one
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Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #12 on: December 13, 2017, 02:06:09 AM »

So, are we limited to three total lances by the Dictator's capacity?

Um...Dictator is a battalion scale transport.

http://www.sarna.net/wiki/Dictator


Who's leader on this one

Your stats are the same, so either you two (Ice and Skaraborg) talk about it and figure out who's in charge, or the CO will appoint somebody.


In the TacOps table, the PSR mod is listed as +1 for Moonless night.

IMO, that right there should necessitate a reroll of light conditions.  Screwing up hotdrop landings can be SERIOUSLY bad news, and if we're dropping 4 lances on the convoy (which is about what it should take), then that's statistically guaranteeing that at least 2-3 Mechs are going to fail the hot drop roll.  Our pilots will be generally testing on 5's and 6's, and IIRC neither Ice's nor Skaraborg's wingmen have spent much XP on wingman Edge.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #13 on: December 13, 2017, 02:49:46 AM »

Now with mission 2 tho if they manage to get a kill or i think just survive with a win I'll end up with enough xp to buy a point of edge

Even with mission 2 I would need 8 xp for 2 and 3 for another just to get edge each would need 4 mech kills just to get ace so that's not really likely either

I think they will be ok tho needing 4 and 5 at worst for the drop
« Last Edit: December 13, 2017, 03:00:16 AM by Ice »
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Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #14 on: December 13, 2017, 03:53:09 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).
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