CincyBattletech

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 3 4 [5] 6 7 8

Author Topic: Running Horse Mission 3 - 9/24/45  (Read 4862 times)

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4871
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #60 on: January 16, 2018, 02:51:39 AM »

MOONLESS NIGHT
**A ’Mech with an activated searchlight ignores this penalty.

Ah, I was reading TacOps.  Didn't realize they'd put that stuff into BMM.

OK, so it's fairly clear how that gets handled.  End phase declaration, "active searchlight".  If you activate it, you gain the benefits for a searchlight during the next turn (no MP penalty, ignore targeting modifiers).  If you don't activate it, then you remain hard to shoot at.

We're likely going to need some Searchlight Active markers.

OPFOR Units with Searchlights:
J-27
Coolant Truck (hover)
Cooland Truck (tracked)
Lumberjack
Stalker
Zeus
Marauder

Deployed Friendly Units with Searchlights
ICE LANCE
Warhammer
Griffin
SKARABORG LANCE
Catapult

Logged

Ad Hoc

  • Lieutenant
  • *****
  • Posts: 1729
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #61 on: January 16, 2018, 04:03:18 AM »

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


Reaper is fully operational (my sons and I will be at game). Main Lance is 3 custom Griffins and Custom Shadow Hawk, all 4 pilots have spa's env spec wood and mountain. All are 5/8/5. I also have an extra mech pilot and a Crusader or Orion I could field him in instead of 1 of the other mechs.

Bright lance has 2 spare mechs a Trebeuchet and a Blackjack. He is still working out his repairs but wouls be able to field 3 mechs. (down a pilot)
Logged

Timberwolfd

  • Administrator
  • Major
  • *****
  • Posts: 2953
  • Kibitzing from the sidelines
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #62 on: January 16, 2018, 07:38:07 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
Just throw them out the door as you go by...
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3176
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #63 on: January 16, 2018, 08:17:28 AM »

Reroll the meteor
Logged
Die Clanner!!!!

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4871
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #64 on: January 16, 2018, 02:56:44 PM »

Reroll the meteor

Clear weather down the line.

Current Weather is CLEAR
Current Wind is NONE
Current Fog is NONE
Logged

deadlyfire2345

  • Colonel
  • *******
  • Posts: 4423
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #65 on: January 16, 2018, 03:05:25 PM »

We just made it easier on the opfor.
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3176
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #66 on: January 16, 2018, 03:08:35 PM »

We just made it easier on the opfor.

Paul this is the exact same way it was prior to the first roll nub lol

The moonless night is still there

Map might determine who goes in between dancer dunedain and reaper

How would aerospace support work in moonless night? Also how does it get determined if we even have access to it

Likewise for opfor at this point?

Ad hoc do the lrm units have inferno
« Last Edit: January 16, 2018, 03:45:50 PM by Ice »
Logged
Die Clanner!!!!

deadlyfire2345

  • Colonel
  • *******
  • Posts: 4423
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #67 on: January 16, 2018, 03:09:22 PM »

We rolled weather conditions and not time of day. Got it.
Logged

Darrian Wolffe

  • Hazen
  • Administrator
  • Colonel
  • *****
  • Posts: 4871
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #68 on: January 16, 2018, 04:06:26 PM »

FINAL SCENARIO

(Since we just went "back to start" on the conditions I didn't bother cropping a new image, just imagine it says "0 rerolls remaining")



NORTH

SOUTH

Open terrain 2.....Deep Canyon 1....Hvy Woods 2
Hvy woods 2.......Deep Canyon 2....Hvy Woods 1
Hvy Woods 1......Deep Canyon 1.....Scattered Woods

TERRAIN NOTE: The tops of the ridges should have more woods; depending on how many Hexpack: Lakes & Rivers (which contain Woods hexes) I can get at the game, there may be additional woods hexes on the ridges.  However, these are guaranteed to be there (thank you, Jon, for those green hexes you 3d printed).
Yes, it's 3x3.  There's a scroll bar at the bottom of the post.

GM NOTE: MekHQ starts the game from the time the combat drop has LANDED; the airdrop is handled "pre-game" and denies the participants the chance to exchange fire or to see where the incoming Mechs are falling.  I have moved the OPFOR start point slightly further south to accommodate for this; to do otherwise would essentially "spot" the OPFOR 2 extra turns of movement before the PCs are able to do anything of note.

Deployment
OPFOR Deploy: (deploy first)  Two Convoy units are placed on the road hex marked with a red star.  Two more civvies are placed in the road hex directly behind of the red star.  Two more civvies are placed in the road hex south of them.  Continue placing like this along the road until all Convoy units are placed, obeying all stacking rules.  OPFOR Combat units may be placed up to 5 hexes away from the convoy in all directions.
PC Deploy: ALL PCs Mechs will be placed on the board, above their target hex, on their initiative count during Turn 1.  They are considered to be at Altitude 3 (ie, +6 hexes range) and Jumping (+3 TMM, 3 AMM).  Any falling unis which wish to fire have an additional +2 AMM on top of their Jumping penalty.  They will land on their initiative count on Turn 2, counting as Jumping (same modifiers as Turn 1) and using their entire movement allowance fo Turn 2.  Landing requires a PSR with a +1 penalty (Moonless Night, TO pg 36).  They may move normally on Turn 3.
PC Reinforcements enter: simultaneously with deploying units.
OPFOR Reinforcements enter: n/a

Moonless Night Effects:
1) Units must spend +2 MP to enter a new hex using any movement type *except* Jump MP.  This penalty may be avoided; 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 or INDUSTRIALMECH, if you fail you fall and have to get up again, but you may continue your movement.  In a VEHICLE, if you're in Clear Terrain you lose 1 MP and can continue your movement.  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.)  
2) All Weapon Attacks suffer a +3 penalty, unless the target is illuminated by an Active Spotlight
3) All Physical Attacks suffer a +1 penalty, unless the target is illuminated by an Active Spotlight
4) All Piloting and Control rolls suffer a +1 penalty

Searchlight-equipped OPFOR Units:
J-27
Coolant Truck (hover)
Cooland Truck (tracked)
Lumberjack
Stalker
Zeus
Marauder

PC Battlefield Support: TBD.  Air assets may not be employed until Turn 3 (they're protecting the hot-dropping units).

OPFOR Recieves Fixed BSP assets: x2 Light Air Cover.

PCs Victory Conditions:
1) Keep more than 4 units non-destroyed (50% of 2 starting lances).  Cripples are alive as long as they can expend MP.
2) Cripple or Destroy at least 6 Convoy units
3) Cripple or Destroy 12 Convoy units
***PCs must have destroyed all 12 Convoy units in order to declare victory.  PCs may only exfiltrate the battlefield from the East and West long mapsheet edges***

OPFOR Victory Conditions:
1) Cripple or Destroy at least 4 Player units
2) Exit at least 1 Convoy unit off the north edge of the board.  If at least half of the Convoy units have been destroyed, Convoy units may exit off the south edge of the board (Convoy units MAY NOT move south within 5 hexes of the road, until this condition is met OR the bridge is destroyed; the hexside shifts required to move laterally don't count as moving south)
3) Destroy at least 1 Lance Leader's Mech

***EXTING THE BATTLEFIELD***
Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn.  Only a single spent MP is required to move offboard (ie, the Moonless Night MP penalty doesn't apply; or, more specifically, the Minimum Movement rule overrides it).

***SIMPLIFIED SCREENING ***
Capellan MechWarriors may use "screening movement" to defend Convoy units.  They must move adjacent to a hex containing a Convoy unit, and spend 2 additional MP during the movement phase to do so.  They may not have used jumping MP.  If a line of fire targeting that adjacent hex passes though the hex they occupy, the firing unit suffers a +2 to hit penalty against the Convoy unit.  Capellan units using screening movement suffer a +2 to hit penalty to their own weapons fire.

***Capellan MechWarriors will not fire on ejected MechWarriors if there is an enemy unit within LoS and range of a Convoy unit AND the Capellan Mech (protecting the convoy is more important than executing the enemy)***

***Capellan units will prioritize fire against enemy units which have captured a Capellan MechWarrior, ignoring their defense of the convoy***
« Last Edit: January 16, 2018, 04:09:10 PM by Darrian Wolffe »
Logged

Ad Hoc

  • Lieutenant
  • *****
  • Posts: 1729
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #69 on: January 16, 2018, 09:23:55 PM »

We just made it easier on the opfor.

Paul this is the exact same way it was prior to the first roll nub lol

The moonless night is still there

Map might determine who goes in between dancer dunedain and reaper

How would aerospace support work in moonless night? Also how does it get determined if we even have access to it

Likewise for opfor at this point?

Ad hoc do the lrm units have inferno

No infernos. But I believe all 4 mechs would all have searchlights.
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3176
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #70 on: January 16, 2018, 10:03:16 PM »

how necessary will the searchlights be or how much will they be helpful verse hurtful considering the head cap weapons on some of the enemy units

i know if we light up the veh then we can hit easier so thats a bonus
« Last Edit: January 16, 2018, 11:27:43 PM by Ice »
Logged
Die Clanner!!!!

Timberwolfd

  • Administrator
  • Major
  • *****
  • Posts: 2953
  • Kibitzing from the sidelines
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #71 on: January 16, 2018, 10:30:05 PM »

Drop a unit at long range (like a Griffin) and use the searchlight while bouncing around. That unit doesn't need to meaningfully engage, just illuminate. Any otheir units tat light up their searchlights get focus fired into oblivion.

Are fluff searchlights subject to the normal destruction rules?

Ad Hoc, do your Griffins have more than 1 ton of LRM ammo? Do you have smokes? Drop smokes on searchlight units...
Logged

agustaaquila

  • Backstabbing Capellan
  • Lieutenant J.G.
  • *****
  • Posts: 1376
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #72 on: January 16, 2018, 11:26:58 PM »

Drop a unit at long range (like a Griffin) and use the searchlight while bouncing around. That unit doesn't need to meaningfully engage, just illuminate. Any otheir units tat light up their searchlights get focus fired into oblivion.

Are fluff searchlights subject to the normal destruction rules?

Ad Hoc, do your Griffins have more than 1 ton of LRM ammo? Do you have smokes? Drop smokes on searchlight units...

I think Rob is the only person who bought smoke ammo.
Logged

Ice

  • Over-Caffinated, Over-Sexed, and Over Here
  • Colonel
  • *******
  • Posts: 3176
  • I BROUGHT MY HAMMER/GOD HAVE MERCY FOR WHOM I FACE
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #73 on: January 16, 2018, 11:28:37 PM »

Drop a unit at long range (like a Griffin) and use the searchlight while bouncing around. That unit doesn't need to meaningfully engage, just illuminate. Any otheir units tat light up their searchlights get focus fired into oblivion.

Are fluff searchlights subject to the normal destruction rules?

Ad Hoc, do your Griffins have more than 1 ton of LRM ammo? Do you have smokes? Drop smokes on searchlight units...

I think Rob is the only person who bought smoke ammo.

crusher and i both have smoke rounds i just dont have the mech outfitted with lrms ...was hoping to slide into a catapult, crusader or something comparable at some point

also does smoke in moonless night do anything to movement?

im leaning toward ad hoc for lance 2 just because he can bring all search lights if wanted but they have good mobility as well..dancer didnt get the phawk head fixed so im not wanting to put the pilot in danger more so than would be..

ad hoc if you went in what would you end up taking ?
« Last Edit: January 16, 2018, 11:32:44 PM by Ice »
Logged
Die Clanner!!!!

Timberwolfd

  • Administrator
  • Major
  • *****
  • Posts: 2953
  • Kibitzing from the sidelines
    • View Profile
Re: Running Horse Mission 3 - 9/24/45
« Reply #74 on: January 17, 2018, 12:06:21 AM »

I've got smoke LRMs (but my T-bolt is down) and smoke SRMs (but only 2 tons of ammo in the Shadow Hawk), so I am not particularly helpful in this case.
Logged
Pages: 1 ... 3 4 [5] 6 7 8