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Author Topic: Running Horse Mission 4 - 10/30/45  (Read 3856 times)

Darrian Wolffe

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Re: Running Horse Mission 4 - 10/30/45
« Reply #60 on: February 09, 2018, 05:36:09 PM »

Are you sure about the underlying terrain?  I read it as players may agree to choose ice or clear terrain.

The GM chooses, in a GM'd campaign.  Same as all weather conditions.

Given the weather conditions in the previous scenario, and the general planetary conditions, the underlayment is Ice.  I cited the rules to emphasize that this is within the scope of the rules and that I'm not making it up arbitrarily. 
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agustaaquila

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Re: Running Horse Mission 4 - 10/30/45
« Reply #61 on: February 09, 2018, 06:29:58 PM »

Rob, please reroll terrain.

I am thinking of ice lance for their jump jets and more armor punching weapons.  
"Wooded
Some trees"

Mike, you have 1 more reroll left.  Do you want to use it or can I go ahead and finish writing out the scenario?

FYI: Currently the Weather is Moderate Snowfall.  This incurs the Thin Snow condition starting on Turn 10.  As per the rule on TacOps page 52, the underlayment of the Thin Snow will be Ice, regardless of the hex type (ie, a Clear hex will still be iced over).  An Ice Hex which isn't covering water requires a Mech jumping into it to make a PSR at a +4 penalty (TacTops pg 50) or fall (the ice cannot be broken through unless there's water underneath it).  Note that this PSR stacks with the +3 Piloting Skill penalty for the Storm condition.

I like interesting conditions, so please reroll light for the scenario. 

As for reinforcements I choose Dragon lance. 
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Darrian Wolffe

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Re: Running Horse Mission 4 - 10/30/45
« Reply #62 on: February 09, 2018, 07:40:29 PM »

I like interesting conditions, so please reroll light for the scenario. 

As for reinforcements I choose Dragon lance. 

Light Condition is now Daylight.

Dragon Lance is noted for reinforcements.  Final Scenario will be posted shortly.
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Darrian Wolffe

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Re: Running Horse Mission 4 - 10/30/45
« Reply #63 on: February 09, 2018, 08:27:18 PM »

FINAL SCENARIO



NORTH

SOUTH


Deployment
OPFOR Deploy: (deploy first):  Must deploy anywhere on the central map.  Up to 2 Hetzers and 2 Pos may be deployed as hidden units (hidden units cannot have active searchlights, but may benefit from a searchlit target).  
PC Deploy: First hexrow of the south map
PC Reinforcements enter: Along the southern map edge, or along either E or W edge of the southern mapsheet.
OPFOR Reinforcements enter: n/a

Environmental Effects:
1) All Ground Vehicles are treated as having 2 fewer Cruise MP, recalculating their Flank MP normally.
2) All Heat-tracking units shed an extra 2 points of heat per turn.
3) All Energy weapons suffer a total +1 penalty to hit.
4) Direct-fire Ballistic Weapons suffer a total +3 penalty to hit
5) Missile weapons suffer a total +4 penalty to hit.
6) All Piloting Skill rolls suffer a +3 PSR penalty, except for Tracked Vehicles.
7) At the beginning of Turn 10, the Thin Snow Condition is in effect.  Wheeled Vehicles increase their cost to enter a new hex by +1, and suffer a +1 penalty to PSRs.  This also includes the Ice Condition on all non-building hexes.
8.) Ice: Apply a further +4 Modifier to any PSRs in an Ice Hex (a physical attack is not a PSR).  Mechs or Non-Hover Ground Vehicles which make a facing chance and then move in an Ice hex must check normally to see if they skid, if they use Walking/Cruise or Running/Flank MP.  A Mech which Jumps into an Ice hex must make a PSR with the normal +4 Ice modifier to remain standing.  If the Ice hex covers Water, the Mech automatically breaks through the ice upon entering the hex on a roll of 4+ (1d6); if the Mech fails the hex entry PSR and falls anyway, it breaks through on a 6+ (1d6).

PC Battlefield Support: TBD.
NOTE: The Storm Condition increases ASF PSR TNs by +2.  Bombs are considered Missile Weapons for purposes of Support Attacks TN penalties.  Strike and Strafe Attacks count as Energy Attacks (since Stingrays are all lasers).

OPFOR Receives Fixed BSP assets: x12 medium minefields, placed on the central map.

PCs Victory Conditions:
1) At least six units must exit the northern edge of the battlefield (in any condition where they can spend MP) (counts as 2 objectives)
2) Cripple or destroy at least 8 enemy units
3) Cripple or Destroy all ground-based enemy armor

OPFOR Victory Conditions:
1) Cripple or Destroy at least 4 Player units
2) Cripple or Destroy at least 8 Player units
3) Destroy at least 1 Lance Leader's Mech
4) Allow less than 4 enemy units from exiting the north board edge

***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 environments MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).

***Capellan MechWarriors will fire on ejected MechWarriors if no other legal targets exist within 3 hexes***

***Capellan units will prioritize fire against enemy units which have captured a Capellan MechWarrior, ignoring their defense of the convoy***
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agustaaquila

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Re: Running Horse Mission 4 - 10/30/45
« Reply #64 on: February 09, 2018, 11:10:41 PM »

For quick discussion, but I don't think we are spending any BSP at present.  Mods are too high and really only strikes are worth it.

Also, remember the Ostsol is a 7 hex BAP now, so I'm glad I have the chance to show off the new toys.
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Darrian Wolffe

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Re: Running Horse Mission 4 - 10/30/45
« Reply #65 on: February 09, 2018, 11:15:01 PM »

Also, remember the Ostsol is a 7 hex BAP now, so I'm glad I have the chance to show off the new toys.

Wait...7 hex radius?  Can you break down how that works for me please? 
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Darrian Wolffe

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Re: Running Horse Mission 4 - 10/30/45
« Reply #66 on: February 09, 2018, 11:16:19 PM »

Oh, also, how was sword class, Mike?
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agustaaquila

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Re: Running Horse Mission 4 - 10/30/45
« Reply #67 on: February 10, 2018, 10:21:15 AM »

Also, remember the Ostsol is a 7 hex BAP now, so I'm glad I have the chance to show off the new toys.

Wait...7 hex radius?  Can you break down how that works for me please? 

Eratta bot got me...  Its 6 hexes.  4 from the BAP on the mech, and a +2 range from the Improved sensors quark.   It used to be +3.

Sword class was fine. I have some questions that I have been meaning to send to you about equipment, but I will do so shortly.
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Timberwolfd

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Re: Running Horse Mission 4 - 10/30/45
« Reply #68 on: February 10, 2018, 04:18:33 PM »

Ally
SHD-2H  4/4  Lewis --- Black Omega

CC
WSP-1L  1/3  Tiina --- Black Omega
PXH-1  4/5  Jo-his --- TimberwolfD - Crappy mini...
TBT-5S  2/3  Bao-Quyen --- Black Omega
STG-3R  4/6  Shane --- Black Omega
Hetzer/std  3/5  Grazyna --- Black Omega
Hetzer/std  4/6  Marlen --- Black Omega
Hetzer/LRM  2/5  Hafoz --- TimberwolfD
Hetzer/std  4/5  Walerian --- TimberwolfD
Warrior H-7A  4/5  Fergal   Black Omega
Warrior H-7A  3/5  Michele   Black Omega
Pegasus/std  4/4  Anatolio   Black Omega
Pegasus/std  4/4  Tirberia   Black Omega
Po/std  4/5  Ediz Rob - Vedette Proxy cause nobody owns Pos
Po/std  4/5  Paola  Rob - Vedette Proxy cause nobody owns Pos
Po/std  4/4  Ronald Rob - Vedette Proxy cause nobody owns Pos
Po/std  3/5  Katina  Rob - Vedette Proxy cause nobody owns Pos
WSP-1L  2/4  Krisnaruri      Black Omega
UM-R60  2/4  Erin --- TimberwolfD - Darth Urbie
UM-R60  4/5  Soskano Rob
UM-R60  4/5  Israhel Rob
UM-R60  4/5  Ratko Rob
« Last Edit: February 10, 2018, 05:10:25 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Running Horse Mission 4 - 10/30/45
« Reply #69 on: February 10, 2018, 05:10:36 PM »

Updated "bring the Mech" list
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Timberwolfd

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Re: Running Horse Mission 4 - 10/30/45
« Reply #70 on: February 13, 2018, 07:02:07 PM »

For quick discussion, but I don't think we are spending any BSP at present.  Mods are too high and really only strikes are worth it.

Also, remember the Ostsol is a 7 hex BAP now, so I'm glad I have the chance to show off the new toys.
You might as well call in the air support. OpFor already got their BSPs. I would go with strafes to get the most potential rolls out of the attack.

Rob, can our light air cover cancel their light air cover? Also, will an elite pilot make any difference to TNs for ASFs?
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Darrian Wolffe

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Re: Running Horse Mission 4 - 10/30/45
« Reply #71 on: February 13, 2018, 07:24:39 PM »

Rob, can our light air cover cancel their light air cover? Also, will an elite pilot make any difference to TNs for ASFs?

No and no*.

*The more we use the BMM support section, the angrier it makes me.  There has GOT to be a goddamn middle ground between full-on "run a separate AeroTech game" and "lol it's a video game timed event nothing you do matters to affect any part of the event" when it comes to support rules.

There's going to have to be a rules addendum at the end of this contract.  Pilot skill and logistics can still find a way to matter without having to use the same amount of time/detail as the rest of the campaign.
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Black Omega

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Re: Running Horse Mission 4 - 10/30/45
« Reply #72 on: February 13, 2018, 08:22:19 PM »

Okay everyone, Ad Hoc has my minis and sheets.  I should be there around 1:15 [I hope].

By the way, how much damage does a medium minefield dish out?
« Last Edit: February 13, 2018, 08:25:08 PM by Black Omega »
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Timberwolfd

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Re: Running Horse Mission 4 - 10/30/45
« Reply #73 on: February 13, 2018, 09:56:38 PM »

Medium minefields are TN 8 with 4x5 groups
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serrate

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Re: Running Horse Mission 4 - 10/30/45
« Reply #74 on: February 14, 2018, 05:56:25 PM »

This is an ugly mission. I'm glad there are some minefields, might be the only significant damage the OpFor can do. On the other hand, should be a good one for the unit, as far as minimizing losses.

I'm also bringing two Hetzers I painted a couple months ago, as well as a couple of the light mechs.
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