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

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Author Topic: Running Horse Mission 6 - 11/02/45  (Read 4231 times)

Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #15 on: February 18, 2018, 12:23:43 PM »

we dont have much choice in the matter
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ItsTehPope

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Re: Running Horse Mission 6 - 11/02/45
« Reply #16 on: February 18, 2018, 12:32:58 PM »

we dont have much choice in the matter

It lets me keep the following in the same fire group:

2X PPC
2X Gauss Rifle
AC5
LRM15
LRM20
LL
4ML
SRM6
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Darrian Wolffe

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Re: Running Horse Mission 6 - 11/02/45
« Reply #17 on: February 18, 2018, 04:11:56 PM »

A couple notes on how these missions usually go, since the Bot just punched us in the dick regarding OPFOR strength levels.

During a Base Attack, the OPFOR is almost always spread into 3 sections (a center force and two wings) which are VERY often staggered in deployment into a discernable "1st line" and "2nd line".  That would translate into a practical battlefield experience of you guys having to deal with 3 location-based objectives cross all maps.  Usually, that will involve destroying two buildings, and capturing a control point.  This is in addition to the listed objective of "blowing up OPFOR units".  So you'll want to keep that in mind.

Buildings are fully destructible and enterable.  Beagle Probes reveal the building's basement.

Civilian defending units are generally there to be a screen in the board center to delay us and break up our formation while we engage them.  However, the civvies suck so hard this time I'm not as concerned about that.  Mostly, I think they get included to give bonus XP. 

Oh, bright side?  This ends the contract early if we win...


thoughts on rerolling anything?
Fortress City might be a good place to start...
Weather could also be worthwhile, get another snow storm...
Map size may be an issue to consider. 50x50 with that many units. It will probably be a 3x3 in mapsheets.


Note that we cannot actually reroll the "Urban" terrain.  We're attacking a base.  However, yes, the type of Urban is mutable.  No matter what, though, there's always going to be a single mapsheet or so of Urban terrain, even if we get Urban - Light.

I would honestly not try to screw around with Weather conditions.  It's asking for a lot of trouble given that we'll have to *quickly* close on the enemy and destroy him without getting overwhelmed locally and destroyed ourselves.  Anything that makes that harder for them makes it harder for us.  And technically, a 50x50 wants to be 3 maps long x 3.5 maps wide.

And yes, we're going to use a fuckton of BSP on this one.  If whomever is playing the Prison Break can make that happen prior to this game, we can even add that artillery piece we'd capture during the Prison Break (assuming it lives) to our order of battle in time for THIS game.  That gives us a Long Tom and a Thumper gun.
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Timberwolfd

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Re: Running Horse Mission 6 - 11/02/45
« Reply #18 on: February 18, 2018, 04:44:03 PM »

And yes, we're going to use a fuckton of BSP on this one.  If whomever is playing the Prison Break can make that happen prior to this game, we can even add that artillery piece we'd capture during the Prison Break (assuming it lives) to our order of battle in time for THIS game.  That gives us a Long Tom and a Thumper gun.
This thought did occur to me. Part of why I want to run it personally is to do everything possible to guarantee the Thumper lives.
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Ad Hoc

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Re: Running Horse Mission 6 - 11/02/45
« Reply #19 on: February 19, 2018, 04:11:39 AM »

Reaper should be available as reinforcement depending on damage taken in mission 5, because I have 3 mechs in reserve (Griffin, Crusader, and Orion), 1 mech heavy mech pilot, and 5 techs (1 elite, 2 vet, and 2 reg). 

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ItsTehPope

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Re: Running Horse Mission 6 - 11/02/45
« Reply #20 on: February 20, 2018, 12:17:32 PM »

If no one objects, I can run the artillery easily enough - I have a method from the old Dark Shadows campaign that worked out very nicely.
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Darrian Wolffe

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Re: Running Horse Mission 6 - 11/02/45
« Reply #21 on: February 20, 2018, 12:43:02 PM »

If no one objects, I can run the artillery easily enough - I have a method from the old Dark Shadows campaign that worked out very nicely.

I remember that campaign, and your ability to miss the entire game board with artillery.  Therefore, I'm damn well objecting.
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Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #22 on: February 20, 2018, 01:44:20 PM »

If no one objects, I can run the artillery easily enough - I have a method from the old Dark Shadows campaign that worked out very nicely.

I remember that campaign, and your ability to miss the entire game board with artillery.  Therefore, I'm damn well objecting.

we dont need another mcsteiners incident
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Timberwolfd

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Re: Running Horse Mission 6 - 11/02/45
« Reply #23 on: February 20, 2018, 02:20:37 PM »

At least in Liao territory, it is unlikely that a McSteiners would get hit. The local Manchu Wok might be in trouble though.
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Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #24 on: February 20, 2018, 02:54:42 PM »

At least in Liao territory, it is unlikely that a McSteiners would get hit. The local Manchu Wok might be in trouble though.

dan would find a way
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ItsTehPope

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Re: Running Horse Mission 6 - 11/02/45
« Reply #25 on: February 20, 2018, 03:06:30 PM »

If no one objects, I can run the artillery easily enough - I have a method from the old Dark Shadows campaign that worked out very nicely.

I remember that campaign, and your ability to miss the entire game board with artillery.  Therefore, I'm damn well objecting.

Oh come on, they eratted the rules after that.  And it also shows what happens when you let me have *all* the artillery.  Besides, its just a Long Tom and a Thumper, and not say, 21 Arrows hitting at the same time.
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Ice

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Re: Running Horse Mission 6 - 11/02/45
« Reply #26 on: February 20, 2018, 03:14:55 PM »

If no one objects, I can run the artillery easily enough - I have a method from the old Dark Shadows campaign that worked out very nicely.

I remember that campaign, and your ability to miss the entire game board with artillery.  Therefore, I'm damn well objecting.

Oh come on, they eratted the rules after that.  And it also shows what happens when you let me have *all* the artillery.  Besides, its just a Long Tom and a Thumper, and not say, 21 Arrows hitting at the same time.

down vote the errata need more mcsteiner incidents
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Timberwolfd

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Re: Running Horse Mission 6 - 11/02/45
« Reply #27 on: February 20, 2018, 03:17:03 PM »

What's the MoF needed to miss the planet?
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ItsTehPope

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Re: Running Horse Mission 6 - 11/02/45
« Reply #28 on: February 20, 2018, 03:29:00 PM »

What's the MoF needed to miss the planet?

Roll 2D6 3 times.  If I can't land the hit on three attempts, chances are I knocked out a communications satellite.

Or the moon.
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Timberwolfd

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Re: Running Horse Mission 6 - 11/02/45
« Reply #29 on: March 19, 2018, 10:44:55 AM »

Questions
1. Will BSP arty flight times be 1 for all map sheets or will they change with range? I assume our arty sets up within 8 map sheets of the far map for 1 turn flight time, but I would like to confirm.

2. Can we choose to bring the arty on map? If so, would it get to fire more than X times/game? (And yes, I realize our arty could get shot this way.)

3. Will the base forces (be able to) retreat?
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