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Author Topic: Running Horse Mission 6 - 11/02/45  (Read 4206 times)

ItsTehPope

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Re: Running Horse Mission 6 - 11/02/45
« Reply #45 on: March 23, 2018, 08:56:40 PM »

Dancer, please give status - do we need to rotate you back due to recent events?
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Black Omega

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Re: Running Horse Mission 6 - 11/02/45
« Reply #46 on: March 23, 2018, 11:28:34 PM »

See com to cmdr on readiness.
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Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #47 on: March 24, 2018, 06:19:27 PM »

I will be bringing a cataphract for this mission

i have a mini ive been working on painting.
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Timberwolfd

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Re: Running Horse Mission 6 - 11/02/45
« Reply #48 on: March 24, 2018, 08:24:37 PM »

Dunedain Lance is good to go.
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Timberwolfd

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Re: Running Horse Mission 6 - 11/02/45
« Reply #49 on: April 03, 2018, 11:52:46 AM »

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Darrian Wolffe

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Re: Running Horse Mission 6 - 11/02/45
« Reply #50 on: April 04, 2018, 03:09:49 AM »

FINAL SCENARIO





Maps
SOUTH
Seaport..........City Suburbs........Scattered Woods......City Downtown
City Subrubs....Mil Base 1...........Mil Base 2...............Spaceport 2
City Streets 1...City Downtown....City Streets 2.........Spaceport 1
City Ruins..........Open Terrain 1...City Suburbs...........Open Terrain 2
NORTH

Deployment
-PCs and OPFOR Mech and Vehicle units must divide into 4-mech lances.
-OPFOR infantry units must deploy within 3 hexes of a Target Structure, and may not deploy or move into any building heavier than Medium-rated (ie, 40 CF).
-OPFOR turrets must deploy on a base wall hex, and cannot be deployed within 8 hexes (along the wall) of another turret.
-OPFOR deploys 1 lance first, then alternating lances with the PCs until one force runs out of lances.
-Player artillery may not be deployed on-board.

OPFOR Deploy::  Must deploy 1 lance within 3 hexes of each Target Structure.  Once this condition is met, other lances must be deployed within 5 hexes of Hex 0909 of a southern mapsheet.
PC Deploy: Must deploy 1 lance onto a mapsheet on a North-South line with a mapsheet containing a target structure (this includes allied non-liasion units).  These lances deploy up to 10 hexes in.  Once this condition is met, additional deployed lances may be deployed anywhere on any northern-most mapsheet.
Civilian Deploy:  Must deploy within 5 hexes of hex 0909 on any center-north mapsheet.
PC Reinforcements enter: Along any open edge of any northern-most mapsheet.  PC Reinforcements may all choose to deploy via DropShip on to any non-base Mapsheet, in which case they set their reinforcement time to a fixed, "Turn 6", and must all deploy onto the same mapsheet, nominated the turn PRIOR to their landing (this is in exchange for the DropShip not being shot at).
OPFOR Reinforcements enter: (TURN 7) Along any open edge of any southern or southern-central mapsheet.


Environmental Effects:
Target Structures:
1) Command & Control Center: CF 60 per hex (4 hex structure).  Destruction incurs a -2 initiative penalty to Capellan units.  As surviving C3 personnel are desired to be captured by your employer, you will get no VP for destroying this structure with Artillery or Air Support.
2) Comms Hub: CF 50 per hex (5 hex structure).  Destruction delays Capellan reinforcement arrival by 2 turns.  As surviving C3 personnel are desired to be captured by your employer, you will get no VP for destroying this structure with Artillery or Air Support.
3) Support Service Relay: CF 30 per hex (10 hex structure).  Destruction adds +1 penalty to any air support TN and disarms any undetonated minfields.

PC Battlefield Support: x2 Heavy Strike; x1 Light Air Cover; x2 Long Tom Strike; x2 Thumper Strike


OPFOR Receives Fixed BSP assets: x12 medium minefields, placed on any map on the south half of the battlefield, but not adjacent to a Target Structure and not blocking the base access roads through the walls; x1 Light Air Cover; x1 Heavy Strafe; x2 Light Strike.
-Note that OPFOR LIGHT air support can target PC Battlefield artillery support.  This can be countered by Air Cover as per normal.  The actual specific artillery vehicle targeted will be randomized.

PCs Victory Conditions:
1) Destroy Target Structures (1 VP each)
2) Destroy the following Base forces: 3 of 4 infantry platoons; 4 of 5 turrets (1 VP per category)
3) Cripple or destroy at least 11 OPFOR Vehicles or Mechs (3 VPs total)
4) End the scenario with at least 2 Allied non-liaison units within the confines of the base walls
-AT LEAST 1 TARGET STRUCTURE MUST BE DESTROYED FOR VP GAIN, AND EITHER CONDITION 2 or 3 MUST BE MET FOR SCENARIO VICTORY

OPFOR Victory Conditions:
1) Each surviving Target Structure (2 VPs each)
2) Cripple or Destroy at least 3 Allied non-Liaison units (Warhammer, Hunchback, either Javelin)
3) Destroy at least 1 Lance Leader's Mech (2 VPs)


***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***

***Civilian units are under movement control of Capellan forces, but will fire independently each turn at any non-civilian unit which fires on them or gets within 10 hexes and within LOS.  Firing at a civilian unit which has fired (or is firing) on a Ranger unit counts normal for XP and salvage; firing on a civilian unit which has not fired at a Ranger unit will subtract 1 VP per instance***

« Last Edit: April 04, 2018, 12:22:17 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Running Horse Mission 6 - 11/02/45
« Reply #51 on: April 04, 2018, 03:23:01 AM »

Deployed PC Lances
Freya (deployed; local CO)
Ice (deployed)
Skaraborg (deployed)
Dunedain (reinforcement)- please load infernos, you're on anti-infantry detail
Crusher (reinforcement)


This should give an OPFOR of:
Mike (ad hoc; OPFOR CO)
Paul
Steve
Logan
Lucas
Hat + 2 kids

This should give us 8 OPFOR, which feels about right for ~40 units @ ~5 units per person.  Having the OPFOR scattered and not having fire concentrated on them every turn should help keep things manageable as well.  If anyone hasn't checked in or this attendance isn't working, I need to know about it ASAP.  Capellan Mike, if there's any way you can swing attendance, it'd be nice having you here.
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Timberwolfd

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Re: Running Horse Mission 6 - 11/02/45
« Reply #52 on: April 04, 2018, 01:17:45 PM »

Dunedain (reinforcement)- please load infernos, you're on anti-infantry detail
Always
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Black Omega

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Re: Running Horse Mission 6 - 11/02/45
« Reply #53 on: April 04, 2018, 06:23:57 PM »

As noted in game rsvp thread, I will be late.

I will be late [probably 1245 ish]

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Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #54 on: April 04, 2018, 10:09:16 PM »

This will be interesting
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Timberwolfd

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Re: Running Horse Mission 6 - 11/02/45
« Reply #55 on: April 04, 2018, 10:28:59 PM »

Is building destruction complete destruction, majority destruction, or hex destruction?
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Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #56 on: April 04, 2018, 11:05:11 PM »

Is building destruction complete destruction, majority destruction, or hex destruction?

im assuming reduce half hex worth of sturcture to collapse it and as far as the vp buildings im assuming complete
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Darrian Wolffe

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Re: Running Horse Mission 6 - 11/02/45
« Reply #57 on: April 05, 2018, 12:38:13 AM »

Is building destruction complete destruction, majority destruction, or hex destruction?

Complete destruction...but note that building collapse rules mean that if you destroy half+1 hex of the building, the whole thing comes down and counts as destroyed.

OPFOR MINIS COORDINATION
I have pulled ~80% of the minis required for this fight already.  I am STRONGLY REQUESTING that contributed OPFOR minis be painted in either black, brown (incl. brown-based camo), or olive drab.  OPFOR and civilian minis may NOT be used if they're blue or red.

Here's what I still need:

x1 Wolverine (liaison; ideally painted blue or white - NOT painted in OPFOR colors)

x1 Trebuchet (OPFOR colors)
x2 Quickdraw (OPFOR colors)
x1 Wheeled APC (civie; don't care about color)
x1 Tracked APC (civie; don't care about color)
x4 J-27 Ordnance Carriers (civie; don't care about color)
DAN: your Tray O' Turrets needs to make an appearance, and by "needs" I mean "must", because I can't find MY turrets

PROXIES; if somebody has these, feel free to contribute
Civilian Quasit MilitiaMech is proxied by an Assassin
Civilian Buster HaulerMech is proxied by a Clint (since it has a Buster model autocannon)

Again, I've already pulled everything which isn't listed above, St Ives units; OPFOR units; Reinforcements, and Civilian Units.

I would also appreciate greatly if record sheets were printed.  I've got the turrets and the Target Structures.
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ItsTehPope

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Re: Running Horse Mission 6 - 11/02/45
« Reply #58 on: April 05, 2018, 12:57:19 AM »

Is building destruction complete destruction, majority destruction, or hex destruction?

Complete destruction...but note that building collapse rules mean that if you destroy half+1 hex of the building, the whole thing comes down and counts as destroyed.

OPFOR MINIS COORDINATION
I have pulled ~80% of the minis required for this fight already.  I am STRONGLY REQUESTING that contributed OPFOR minis be painted in either black, brown (incl. brown-based camo), or olive drab.  OPFOR and civilian minis may NOT be used if they're blue or red.

Here's what I still need:

x1 Wolverine (liaison; ideally painted blue or white - NOT painted in OPFOR colors)

x1 Trebuchet (OPFOR colors)
x2 Quickdraw (OPFOR colors)
x1 Wheeled APC (civie; don't care about color)
x1 Tracked APC (civie; don't care about color)
x4 J-27 Ordnance Carriers (civie; don't care about color)
DAN: your Tray O' Turrets needs to make an appearance, and by "needs" I mean "must", because I can't find MY turrets

PROXIES; if somebody has these, feel free to contribute
Civilian Quasit MilitiaMech is proxied by an Assassin
Civilian Buster HaulerMech is proxied by a Clint (since it has a Buster model autocannon)

Again, I've already pulled everything which isn't listed above, St Ives units; OPFOR units; Reinforcements, and Civilian Units.

I would also appreciate greatly if record sheets were printed.  I've got the turrets and the Target Structures.

Turrets confirmed.

I have the grey plastic wolverine, will that work for you?  I have a quickdraw and treb in black.
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Darrian Wolffe

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Re: Running Horse Mission 6 - 11/02/45
« Reply #59 on: April 05, 2018, 01:08:35 AM »

I have the grey plastic wolverine, will that work for you?  I have a quickdraw and treb in black.

Go ahead and bring the Wolvie; worst-case it'll be a backup.  And yes, I'll take the other two Mechs as well.  That means the last Mech i need is a Quickdraw.

OPFOR LANCES
1) Grasshopper; Phoenix Hawk; Quickdraw; Quickdraw
2) Awesome; Crusader; Trebuchet; Shadow Hawk
3) Crusader; Archer; Whitworth; Vindicator
4) Thunderbolt; Cataphract; Hunchback; Vindicator
5) Stinger; Hetzer (x3)
Reinforcements) all 5 Mechs

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