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Author Topic: Running Horse Mission 3 - 9/24/45  (Read 4840 times)

Ad Hoc

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Re: Running Horse Mission 3 - 9/24/45
« Reply #75 on: January 17, 2018, 04:08:45 AM »

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 ?

Lance composition would be 1 custom Griffin (Lance leader) with 1 PPC, LRM 10, 2 med lasers: 2 custom Griffins with Lg laser, LRM 10, 3 med lasers: 1 custom Shadow Hawk with 1 PPC LRM 10, 2 med lasers.  I have 1 ton of LRM ammo on all 4 mechs, no special rounds. All 4 pilots also have spa's of Env Spec woods and mountain so I wouldn't always have to jump to move through canyon, which can help my mods for firing.
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #76 on: January 17, 2018, 07:36:45 AM »

Lance composition would be 1 custom Griffin (Lance leader) with 1 PPC, LRM 10, 2 med lasers: 2 custom Griffins with Lg laser, LRM 10, 3 med lasers: 1 custom Shadow Hawk with 1 PPC LRM 10, 2 med lasers.  I have 1 ton of LRM ammo on all 4 mechs, no special rounds. All 4 pilots also have spa's of Env Spec woods and mountain so I wouldn't always have to jump to move through canyon, which can help my mods for firing.
Remember moonless night adds +2 MP/hex to enter the hex, so if you don't jump, you won't get far. And using your searchlights will negate your darkness shield. So non-jumping movement bonuses are situational, at best.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #77 on: January 17, 2018, 11:35:46 AM »

So something to consider for me

I can drop in warhammer or the griffin to swap in the trebuchet for 2 close in brawlers that can jump


Timber What do you think

Take the extra jumping brawler or keep the warhammer to rear with ppc fire at range since it doesn't jump

I lose a searchlight if I do but reaper more than makes up for it

Reaper is in as lance 2

The lrm and ppc spam will be real
« Last Edit: January 17, 2018, 11:38:02 AM by Ice »
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #78 on: January 17, 2018, 03:27:35 PM »

I think the real question is how disciplined you think the convoy will be. If they just advance as a bloc, 1 hex at a time with their heavies and assaults screening, it could be ugly.

I would take the fighters as strafing attacks to maximize the number of vehicles hit.

Given the canyonn we could drop 2 lances in front of the convoy and 2 lances behind the convoy.  Then if they concentrate forces against one side, they almost have to leave the convoy vulnerable. If they cluster tight enough to defend the convoy, the strafing damage will be obscene.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #79 on: January 17, 2018, 04:19:35 PM »

I think the real question is how disciplined you think the convoy will be. If they just advance as a bloc, 1 hex at a time with their heavies and assaults screening, it could be ugly.

I would take the fighters as strafing attacks to maximize the number of vehicles hit.

Given the canyonn we could drop 2 lances in front of the convoy and 2 lances behind the convoy.  Then if they concentrate forces against one side, they almost have to leave the convoy vulnerable. If they cluster tight enough to defend the convoy, the strafing damage will be obscene.

I will be calling in both fighters I had already planned on it just not sure how that works exactly as far as declaring anything specific

I'm thinking just drop in the warhammer and keep it at range use the searchlight to spot and keep my mod up by running if I can't then when I plan my move next drop out the searchlight

« Last Edit: January 17, 2018, 04:28:16 PM by Ice »
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Ad Hoc

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Re: Running Horse Mission 3 - 9/24/45
« Reply #80 on: January 17, 2018, 04:49:31 PM »

Lance composition would be 1 custom Griffin (Lance leader) with 1 PPC, LRM 10, 2 med lasers: 2 custom Griffins with Lg laser, LRM 10, 3 med lasers: 1 custom Shadow Hawk with 1 PPC LRM 10, 2 med lasers.  I have 1 ton of LRM ammo on all 4 mechs, no special rounds. All 4 pilots also have spa's of Env Spec woods and mountain so I wouldn't always have to jump to move through canyon, which can help my mods for firing.
Remember moonless night adds +2 MP/hex to enter the hex, so if you don't jump, you won't get far. And using your searchlights will negate your darkness shield. So non-jumping movement bonuses are situational, at best.
In the new Battlemech Manual, using searchlight negates the +2 to movement. So if I am going to have my lights on I can still run and get high movement mod and keep firing mod lower
« Last Edit: January 17, 2018, 04:53:16 PM by Ad Hoc »
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #81 on: January 17, 2018, 04:51:55 PM »

Searchlight negates the move penalty I thought if it's on
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #82 on: January 17, 2018, 10:56:01 PM »

My point was that most of our jumpers can only achieve a +3 jumping. The Moonless Night mod to weapon attacks is +3, so if you stand still and shoot without a searchlight, you have a +3 and they have a +3. If you jump without the light, you are at +6 and they are at +6. With the light, it is +0/+0 for standing still and +3/+3 for jumping. That's why I say the difference is situational, you need to be able to generate an advantage walking/running compared to jumping or just standing still in the darkness.

Rob: When are searchlight targets declared?

Strategically, I would designate a couple of mechs to stay at long range (>23 hexes <30) and just illuminate strategic hexes out to 30 hexes (and all of the hexes in between). Remember that on any torso hit (Front or Rear) you lose the searchlight on a 7+. So any units engaging are likely to lose their lights pretty quickly.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #83 on: January 18, 2018, 03:25:16 PM »

I can't decide what to take because the warhammer won't ever have much of a mod
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #84 on: January 18, 2018, 05:25:41 PM »

I can't decide what to take because the warhammer won't ever have much of a mod
It may not have much of a mod, but it does have PPCs and the range/gunnery edge over most units on the board. Are yours ER PPCs? Basically set up your Warhammer and Dan's Awesome together in the woods north of the little 3 hex plateau on the south side of the north map as semi-mobile turrets. Come near us and eat PPC death. Put the rest of the units slightly south in a position to focus fire on the bridge or anything crossing it. Put them down in the canyon at the chokepoint just north of the bridge where anything that wants to draw line of sight has to jump into an exposed position. Set up the lightest/weakest mech with a searchlight on one of the tall plateaus where its search light can illuminate south to the OpFor's starting location.  With the spotter back out of range and illuminating/spotting targets that can't reach it back, Everything with LRMs can indirect targets, which should ignore moonless night because you are targeting the hex, IIRC.

The Cataphract has an XL engine, making it more vulnerable, particularly to the strafing attack(s) if they can hit the back. The Vindicators and Cataphract have single ER PPCs, jump jets, and good gunners, making them priority targets. The Highlander is a major threat as well, but the pilot is only a 4 gunner, which will hurt in this kind of a high mod game. The Marauder has a LL instead of one PPC, reducing its damage and range, but improving its heat efficiency. The Stalker is dangerous, but heat limited and will face mod/range issues.

Who are the reinforcement lances? I assume Reaper, but who is the second? If Reaper inserts near the northern plateau of the southern canyon map with a second lance, they coulddo something very similar from the south. Leave a spotter mech on the southern plateau in the woods and just let it illuminate/spot a target. If we work on whittling the force down before engaging in close combat, we should be able to clean up.

There aren't very many places where the convoy can actually escape out of the canyon, so boxing them in with two strong forces that can focus fire should work fairly well.
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Darrian Wolffe

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Re: Running Horse Mission 3 - 9/24/45
« Reply #85 on: January 18, 2018, 05:49:22 PM »

Rob: When are searchlight targets declared?

There are TWO searchlight-related declarations each turn.

1: End phase, whether or not you'll have a searchlight active during the following turn.
2: If you have a seachlight active, you can declare a target at the beginning of the Weapons Fire Phase (technically during the Target Designation Phase; which would include TAGging targets).  This target remains illuminated through the End Phase of that turn.

I'm going to arbitrarily rule that searchlights cannot be used to designate a hot-dropping target, and a hot-dropping target cannot designate a target.  They're traveling too fast.  This applies only to Hot-dropping and not jumping units, because I KNOW somebody is going to get confused and ask that question if I don't say it outright. 

Again, somebody please print out a bunch of "Searchlight Active" and "Target Illuminated" tokens.  This will make our lives SO MUCH EASIER.  I'm out of MDF hex bases and color ink, or else I would.  Ideally, "Searchlight Active" tokens are big enough that we can see them if we also put a Movement Die on top of them for playspace control issues.
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Ice

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Re: Running Horse Mission 3 - 9/24/45
« Reply #86 on: January 18, 2018, 09:26:17 PM »

I can't decide what to take because the warhammer won't ever have much of a mod
It may not have much of a mod, but it does have PPCs and the range/gunnery edge over most units on the board. Are yours ER PPCs? Basically set up your Warhammer and Dan's Awesome together in the woods north of the little 3 hex plateau on the south side of the north map as semi-mobile turrets. Come near us and eat PPC death. Put the rest of the units slightly south in a position to focus fire on the bridge or anything crossing it. Put them down in the canyon at the chokepoint just north of the bridge where anything that wants to draw line of sight has to jump into an exposed position. Set up the lightest/weakest mech with a searchlight on one of the tall plateaus where its search light can illuminate south to the OpFor's starting location.  With the spotter back out of range and illuminating/spotting targets that can't reach it back, Everything with LRMs can indirect targets, which should ignore moonless night because you are targeting the hex, IIRC.

The Cataphract has an XL engine, making it more vulnerable, particularly to the strafing attack(s) if they can hit the back. The Vindicators and Cataphract have single ER PPCs, jump jets, and good gunners, making them priority targets. The Highlander is a major threat as well, but the pilot is only a 4 gunner, which will hurt in this kind of a high mod game. The Marauder has a LL instead of one PPC, reducing its damage and range, but improving its heat efficiency. The Stalker is dangerous, but heat limited and will face mod/range issues.

Who are the reinforcement lances? I assume Reaper, but who is the second? If Reaper inserts near the northern plateau of the southern canyon map with a second lance, they coulddo something very similar from the south. Leave a spotter mech on the southern plateau in the woods and just let it illuminate/spot a target. If we work on whittling the force down before engaging in close combat, we should be able to clean up.

There aren't very many places where the convoy can actually escape out of the canyon, so boxing them in with two strong forces that can focus fire should work fairly well.

lances are freya and reaper as reinforce
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Timberwolfd

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Re: Running Horse Mission 3 - 9/24/45
« Reply #87 on: January 19, 2018, 06:14:28 AM »

Just to make it easier to find when you do the salvage calculations, here is the remaining salvage value from Mission 2.

302,940 C-Bills
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Black Omega

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Re: Running Horse Mission 3 - 9/24/45
« Reply #88 on: January 20, 2018, 12:16:37 PM »

Time for minis and sheets

Allied
Phoenix Hawk PXH-1 Jarred 4/5 ---Black Omega

Opfor

Demolisher [mk1] Gabel  3/6 ---Black Omega
Demolisher [mk1] Brian  3/6
Carbine Con-1 construction mech[RL] Danut 4/6
Ord trans J-27 ]Killjoy] Elvan 4/7
Hvr APC [LRM] Yerem 4/7
Hvr coolant truck Lupe 4/4
Wheel APC [mg] Iveta 5/6
Hvr APC [mg] Jong 4/4
Trk coolant truck Desmond 3/6
Trk APC [LRM] Kane 4/5
Wheel APC [LRM] Mason 4/4
Lumberjack LM4/P Erum 4/4

Banshee BNC-3E Adugna 4/4
Highlander HGN-732 Ken 4/6 ---Black Omega
Stalker STK-3F Tyan 3/5
Zeus ZEU-6S Cudakarana 4/5 ---Black Omega
Vindicator VND-3L Indergabriell 2/3
Marauder MAD-3L Li-ben 2/4 ---Black Omega
Vindicator VND-3L Fabian 3/5
Cataphract CTF-3L Agata 3/3


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ItsTehPope

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Re: Running Horse Mission 3 - 9/24/45
« Reply #89 on: January 21, 2018, 03:28:37 PM »

Rob: When are searchlight targets declared?

There are TWO searchlight-related declarations each turn.

1: End phase, whether or not you'll have a searchlight active during the following turn.
2: If you have a seachlight active, you can declare a target at the beginning of the Weapons Fire Phase (technically during the Target Designation Phase; which would include TAGging targets).  This target remains illuminated through the End Phase of that turn.

I'm going to arbitrarily rule that searchlights cannot be used to designate a hot-dropping target, and a hot-dropping target cannot designate a target.  They're traveling too fast.  This applies only to Hot-dropping and not jumping units, because I KNOW somebody is going to get confused and ask that question if I don't say it outright. 

Again, somebody please print out a bunch of "Searchlight Active" and "Target Illuminated" tokens.  This will make our lives SO MUCH EASIER.  I'm out of MDF hex bases and color ink, or else I would.  Ideally, "Searchlight Active" tokens are big enough that we can see them if we also put a Movement Die on top of them for playspace control issues.

I've got a bunch of warmachine tokens we can use.
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