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Author Topic: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46  (Read 1436 times)

Darrian Wolffe

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SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« on: May 22, 2018, 01:46:46 AM »

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Black Omega

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #1 on: May 22, 2018, 07:40:48 PM »

Please re-roll weather to get rid of ice storm.
« Last Edit: May 22, 2018, 07:59:11 PM by Black Omega »
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Darrian Wolffe

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #2 on: May 22, 2018, 08:00:09 PM »

Weather: Clear
Wind: Calm
Fog: None

One reroll remaining.
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Black Omega

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #3 on: May 22, 2018, 08:13:31 PM »

Tactics 3.  I believe 2 re-rolls remaining.
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Darrian Wolffe

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #4 on: May 22, 2018, 08:50:56 PM »

Tactics 3.  I believe 2 re-rolls remaining.

Look at the first thread image, and remember that occasionally rerolls are removed from commanders based on the command style which the contract is operating under.  Independent command removes the least, but it can still remove them.
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Black Omega

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #5 on: May 22, 2018, 09:06:59 PM »

Sorry, didn't notice that.  My bad.

Anyway everything is good.  Proceed with generation.
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Timberwolfd

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #6 on: May 23, 2018, 12:37:49 AM »

Good hunting. I expect to see a royal PHawk strapped to the hood when you return.
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Darrian Wolffe

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #7 on: May 27, 2018, 02:00:26 PM »

FINAL SCENARIO



NORTH

SOUTH

Maps
Roll Hills 1.................Roll Hills 2
Scattered Woods........Woodland


Deployment
Civilian Deploy: Must deploy 2 units first, along southern board edge (no east-west limit)
OPFOR Deploy:  Must deploy all units  second, within 1 hex of the centerline of the board (no east-west limit)
PC Deploy: Deploys last, along northern board edge (no east-west limit)


Environmental Effects:
None.

Battlefield Support
PCs must select any ONE of the following prior to deployment:
1) 3 Marksman artillery strikes
2) 1 Light Air Cover, 1 Heavy Air Strike
3) 1 Light Air Cover, 1 Long Tom Strike


OPFOR Battlefield Support: roll 1d6 AFTER deployment (air and artillery may not target civilians, though may splash or scatter onto them):
1) 1 Light Air Cover, 1 Heavy Air Cover
2) 3 Light Bombing
3) 1 Strafe, 1 Light Air Cover, 1 Light Air Strike
4) 1 Sniper Artillery Strike, 1 Light Air Cover
5) None
6) FASCAM minefield delivery; place 10, 10-point minefields, then roll 1d6+1 per minefield.  This is the amount of scatter that minefield suffers (use fall direction to determine scatter direction, "north" is 1).  Write down final hex numbers for minefields.  Minefields will auto-detonate against the FIRST UNIT which enters the minefield; damaging that unit on a 6+, in groups of 5 to the kick location table (or Front Location Table for vees).  PC player is not privy to minefield locations unless detected by Beagle Probes or the Eagle Eyes SPA.
-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) At least 2 civilian units must survive until the end of Turn 12 (civilian units can exit the board under normal rules; these units count as having survived, NOT as casualties)
2) Keep at least 2 mechs of your starting Lance capable of spending MP.

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 4 Pirate units have been crippled or destroyed.  


***EXTING THE BATTLEFIELD***
Exiting the battlefield requires a unit to remain stationary (not immobile) 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***

***Pirate MechWarriors will prioritize firing at Ranger Mechs if the Ranger Mech is an equal or closer distance than the civilian Mech and within their torso-twisted LoF (not arm weapon LoF).  Pirate MechWarriors will not intentionally expose their backs to a Ranger Mech in order to find a firing solution on a civilian unit.***

***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.***
« Last Edit: May 27, 2018, 02:12:30 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #8 on: May 27, 2018, 02:00:49 PM »

Dan, please talk to Steve to see if you two can arrange to play this mission.
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Black Omega

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #9 on: May 27, 2018, 04:51:15 PM »

It says civilians deploy 2 units first.  Ok.  There are 4 civie units.  When do the other 2 civies deploy?
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Darrian Wolffe

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #10 on: May 27, 2018, 05:06:13 PM »

It says civilians deploy 2 units first.  Ok.  There are 4 civie units.  When do the other 2 civies deploy?

Good catch, sorry.

PC controls civilians, and deploys the second 2 civilians at the same time as he deploys his regular forces.
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ItsTehPope

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #11 on: May 27, 2018, 05:29:08 PM »

Steve, send me a PM with your schedule
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Black Omega

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #12 on: May 27, 2018, 11:20:01 PM »

pm sent
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Black Omega

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #13 on: May 27, 2018, 11:37:19 PM »

Battlefield support questions.
Would the artillery strikes have to be plotted turns in advance due to artillery not being "on board"?
What are the weapons in the hvy airstrike?  Bombs?
What targetting rules are in effect?

Thanks
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Timberwolfd

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Re: SLAMMER Solo Mission - Extraction (Dancer) - 04/13/46
« Reply #14 on: May 28, 2018, 08:22:13 AM »

Artillery has a 1 turn flight time under BSP rules
Air support is more abstracted... A heavy strike does 4x5 point groups, there is no accounting for weapons/bombs used.
For air attacks, it is just declare during attack declaration phase and then resolve as a normal weapon attack.
For artillery, you declare your attack on turn T and resolve the attack during the attack resolution phase of turn T+1.
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