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

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Author Topic: SLAMMER Mission 1 - 03/30/3046  (Read 11021 times)

Ice

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #45 on: April 28, 2018, 06:35:53 PM »

Anyone else refresh this page multiple times per day,  hoping for the full scenario?  :D


We haven't even chose the reinforcement if any.  Unless I missed something.

can we pick reinforcements after the scenario maps populate or is it before that we have to
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Darrian Wolffe

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #46 on: April 28, 2018, 10:19:57 PM »

Anyone else refresh this page multiple times per day,  hoping for the full scenario?  :D

I haven't been home for like 3 days.  Sunday ain't looking too good either.  I'll get the full one up (and hit the QUESTIONS thread) in the very near future, I promise.
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Darrian Wolffe

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #47 on: May 01, 2018, 11:18:34 AM »

FINAL SCENARIO



RIFLEMAN and ZHUKOV TANKS all have the Anti-aircraft Targeting Quirk active

NORTH

SOUTH

Maps
River Valley......Woodland....Mtn Lake
Lake Area........Woodland....Scattered Woods
Roll Hills 1......Roll Hills 2.....Classic BT


Deployment
OPFOR Deploy:  Must deploy all units over 55 tons first, deployed anywhere on the NORTH HALF of the central mapsheet. 
PC Deploy: Must all starting lances second, within 3 hexes of the southern board edge on the SOUTHWEST mapsheet.
OPFOR Deploy 2: Must deploy all units under 55 tons third, deployed anywhere on the central mapsheet.
PC Reinforcements enter: Along any open edge of the south-west or south-central mapsheet.
OPFOR Reinforcements enter: (TURN 7) Along any open edge of the north-western mapsheet.


Environmental Effects:
None.

Battlefield Support
PCs may only select up to 10 BSP
PC Battlefield Support: TBD

OPFOR may or may not have a BSP allowance
OPFOR Battlefield Support: To be revealed
-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) Move at least 1 Mech to within 3 hexes of *each* non-PC deployment board corner (may be different Mechs), remain stationary for 1 turn*, and return that reconnitering unit to within your original deployment zone.
2) *DESTROY* at least 4 enemy units using non-artillery or non-air support means.
BOTH 1 & 2 CONDITIONS MUST BE MET IN FULL FOR SCENARIO VICTORY
3) Cripple or destroy at least 8 enemy units to establish control of battlefield
*This precludes using a LAM in aerospace fighter mode for scouting.

OPFOR Victory Conditions:
1) Prevent the PCs from achieving their victory conditions
2) Destroy or Cripple as many PC units as possible.
3) Do not flee or attempt to exit the battlefield unless at least 6 Pirate units have been crippled or destroyed


***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).

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

***Captured Pirate MechWarriors recieve a -2 TN bonus to recruit.  Until they are recruited, Pirate MechWarriors have a small chance of attempting a breakout each month, which may result in injury or death to Lance Wingmen.  Pirate MechWarriors cannot be ransomed.***
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deadlyfire2345

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #48 on: May 01, 2018, 11:48:47 AM »

Enough hills to park the long range weaponry on the Opfor. This will be interesting. But the question remains. Who is (are) reinforcement(s)?
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Ice

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #49 on: May 01, 2018, 11:53:37 AM »

just a heads up there must be a reason they have to cripple as many pc units as possible as objective im assuming we are going right back into a 2nd and 3rd fight after this one

also suggestions on who to take as reinforcements?
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Darrian Wolffe

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #50 on: May 01, 2018, 12:00:13 PM »

Technically speaking, Hat doesn't have to choose reinforcements until the DAY OF the scenario.  RTFM.
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deadlyfire2345

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #51 on: May 01, 2018, 12:31:17 PM »

Technically speaking, Hat doesn't have to choose reinforcements until the DAY OF the scenario.  RTFM.
I see it now. Was just used to having all that done prior to even the map being loaded. Apologies.
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Darrian Wolffe

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #52 on: May 01, 2018, 01:06:58 PM »

Technically speaking, Hat doesn't have to choose reinforcements until the DAY OF the scenario.  RTFM.
I see it now. Was just used to having all that done prior to even the map being loaded. Apologies.

No worries.  We usually do have it done well in advance, but there isn't a *requirement* for it, and the way people were pressing Hat on the subject, I wanted to be sure that nobody thought it actually was a requirement.
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Timberwolfd

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #53 on: May 01, 2018, 02:45:17 PM »

just a heads up there must be a reason they have to cripple as many pc units as possible as objective im assuming we are going right back into a 2nd and 3rd fight after this one

also suggestions on who to take as reinforcements?

I would expect a baseattack on us by the pirates. My strong suggestion is to leave defend lances alone so they are fresh when the time comes. These are A rated pirates, think aggressively.
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Ice

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #54 on: May 01, 2018, 03:11:03 PM »

just a heads up there must be a reason they have to cripple as many pc units as possible as objective im assuming we are going right back into a 2nd and 3rd fight after this one

also suggestions on who to take as reinforcements?

I would expect a baseattack on us by the pirates. My strong suggestion is to leave defend lances alone so they are fresh when the time comes. These are A rated pirates, think aggressively.

ok so as far as best fit for the choice of reinforcements

what are thoughts..yes i know hat doesnt have to choose yet but if we point out certain things in lances will help narrow it down

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deadlyfire2345

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #55 on: May 01, 2018, 03:15:07 PM »

The question then comes to what is more important. Do we want to have long range firepower helping reduce the enemy forces, or do we want speed to complete the first objective? Truthfully, I am leaning towards the former. Take out the enemy forces to push them back, making it easier to complete objective one with little to no resistance.
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agustaaquila

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #56 on: May 01, 2018, 03:17:06 PM »

Ok, I need some advise here on my mech selection.  I was planning on going ostsol, wolvie (custom), hermes, locust.  I am reconsidering this as I would move Cassie over to Locust, which makes her effectively 7/8.  Which in anybodies book isn't going to do anything.  However, its a lst-1V which wouldn't do anything anyway.  The alternative is a -3M wolverine, which will be more useful in attempting to kill things (also considering she normally is a 4/5 regular pilot so not great at killing anyway).

I see a 6 advantages for the locust and a half-dozen for the wolverine, so I am seeking others opinions on what others think is better for the upcomming battle.

(Baseline assumptions on unit roles are ostsol and hermes are moving units to get to the corners and then back.  The custom wolvie is a fighting unit all the way)
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deadlyfire2345

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #57 on: May 01, 2018, 03:20:54 PM »

Ok, I need some advise here on my mech selection.  I was planning on going ostsol, wolvie (custom), hermes, locust.  I am reconsidering this as I would move Cassie over to Locust, which makes her effectively 7/8.  Which in anybodies book isn't going to do anything.  However, its a lst-1V which wouldn't do anything anyway.  The alternative is a -3M wolverine, which will be more useful in attempting to kill things (also considering she normally is a 4/5 regular pilot so not great at killing anyway).

I see a 6 advantages for the locust and a half-dozen for the wolverine, so I am seeking others opinions on what others think is better for the upcomming battle.

(Baseline assumptions on unit roles are ostsol and hermes are moving units to get to the corners and then back.  The custom wolvie is a fighting unit all the way)
the 7/8 sounds like a terrible idea. PSRs will be nigh impossible depending on what is needed. Also its a Locust. I feel the wolverine would be a better alternative.
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Timberwolfd

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #58 on: May 01, 2018, 03:54:08 PM »

Defense could be interesting if next mission is a base attack, since Hat/Midnight is one of the two defense lances. Dan/Skaraborg is the other, but he said he might not be coming if he isn't part of the scenario (which can easily evolve into just not coming). So if we reserve Skaraborg for defense and we know Dunedain is getting shot up on the individual mission while this mission goes down, that leaves only four out of 9 lances as candidates for reinforcement.

Assigned
Midnight
Freya
Kong

Candidates for Reinforcement
Crusher - Long Range Fire Support
Dancer - 2x Phoenix Hawks - Another Cap lance
Dragon - Brawler Lance
Ice - Brawler/Fire Support/Close Support

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Ice

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Re: SLAMMER Mission 1 - 03/30/3046
« Reply #59 on: May 01, 2018, 04:38:53 PM »

Ok, I need some advise here on my mech selection.  I was planning on going ostsol, wolvie (custom), hermes, locust.  I am reconsidering this as I would move Cassie over to Locust, which makes her effectively 7/8.  Which in anybodies book isn't going to do anything.  However, its a lst-1V which wouldn't do anything anyway.  The alternative is a -3M wolverine, which will be more useful in attempting to kill things (also considering she normally is a 4/5 regular pilot so not great at killing anyway).

I see a 6 advantages for the locust and a half-dozen for the wolverine, so I am seeking others opinions on what others think is better for the upcomming battle.

(Baseline assumptions on unit roles are ostsol and hermes are moving units to get to the corners and then back.  The custom wolvie is a fighting unit all the way)
the 7/8 sounds like a terrible idea. PSRs will be nigh impossible depending on what is needed. Also its a Locust. I feel the wolverine would be a better alternative.

i would say take the wolverine and use it as objective cap

the wolverine wont kill much anyway but it has armor that can hopefully soak fire a turn if it gets to objective the locust becomes lolcust smear if anything decided to dedicate to it
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