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

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Author Topic: SLAMMER Mission 2 - 04/18/3046  (Read 4856 times)

Timberwolfd

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #45 on: June 03, 2018, 11:28:35 AM »

Assuming we have 8 players then we would have 4 units per PC player and 6 per OpFor player, which should be fine.

Dan, when would your LRM lance arrive as reinforcements?
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ItsTehPope

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #46 on: June 03, 2018, 01:28:10 PM »

Assuming we have 8 players then we would have 4 units per PC player and 6 per OpFor player, which should be fine.

Dan, when would your LRM lance arrive as reinforcements?

Turn 3 I think.  Slowest mech runs at a 6 and everyone jumps.
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Darrian Wolffe

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #47 on: June 03, 2018, 05:09:05 PM »

FINAL SCENARIO





SOUTH     -------->WEST

NORTH    <--------EAST

(Yes, I reversed the stupid image and I don't want to re-upload it to fix it.  PCs enter from the side with the Coast Map)

Maps
BT Map.................Open Terrain 1....CityTech
Open Terrain 2.......Roll Hills 2..........City Ruin
Coast 2................BT Map................Woodland

There will be buildings on the pavement sections.

Deployment
OPFOR Deploy: Must deploy all armor units and 3 Lance (Crsader/Archer/Shootist/Javelin) first, deployed anywhere on the western side of the river. 
PC Deploy: Enters from Eastern Board Edge (anywhere) as per initiative order.
OPFOR Deploy 2: Enters from Western Board Edge (anywhere) as per initiative order
PC Reinforcements enter: Enters from Eastern Board Edge (anywhere

Environmental Effects:
Dawn:  +1 to hit for first 8 turns.

Battlefield Support
PCs *must* select BSP being used at least 1 week prior to game date.
PC Battlefield Support: TBD

OPFOR have a BSP allowance equal to 70% of the PC amount.
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) Destroy or cripple at least 12 enemy units by end of game time
2) Have no more than 6 friendly units destroyed or crippled by the end of game time
**PCs may not declare victory unless all PC units have existed the field, or until all pirate forces within 15 hexes of the river have been destroyed**


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 10 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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Timberwolfd

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #48 on: June 03, 2018, 05:50:45 PM »

BSP
2x marksman/sniper
1x LAC

For victory declaration, are PC units required to exit a specific side of the map?
« Last Edit: June 03, 2018, 05:55:43 PM by Timberwolfd »
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Ice

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #49 on: June 03, 2018, 08:07:19 PM »

do spot lights effect dawn?

im assuming no but wanted to double check
« Last Edit: June 03, 2018, 08:41:40 PM by Ice »
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Timberwolfd

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #50 on: June 03, 2018, 10:09:29 PM »

do spot lights effect dawn?

im assuming no but wanted to double check
TacOps P. 58 says no dice. Searchlights are specifically called out as ineffective.
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Timberwolfd

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #51 on: June 04, 2018, 09:33:53 AM »

If their light air cover attacks the arty, can it shoot back? The Marksman has a large laser... Also, how much damage can the LAC do?

Edit: I misread light air support as light air cover. Light strikes and bombing are clear, so no question other than can the Marksman shoot back?
« Last Edit: June 05, 2018, 05:26:47 PM by Timberwolfd »
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serrate

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #52 on: June 04, 2018, 01:04:21 PM »

do spot lights effect dawn?

im assuming no but wanted to double check
TacOps P. 58 says no dice. Searchlights are specifically called out as ineffective.

Does Night Vision help at all? I didn't see the description in the master rules.
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Timberwolfd

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #53 on: June 04, 2018, 01:14:06 PM »

do spot lights effect dawn?

im assuming no but wanted to double check
TacOps P. 58 says no dice. Searchlights are specifically called out as ineffective.

Does Night Vision help at all? I didn't see the description in the master rules.
I think you will need to dig into ATOW for that one, or ask Rob. I wouldn't be surprised if the answer is no though, since IRL the half light at dawn/dusk and the long shadows just plain screw with humans' vision.
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deadlyfire2345

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #54 on: June 04, 2018, 01:25:50 PM »

do spot lights effect dawn?

im assuming no but wanted to double check
TacOps P. 58 says no dice. Searchlights are specifically called out as ineffective.

Does Night Vision help at all? I didn't see the description in the master rules.
I think you will need to dig into ATOW for that one, or ask Rob. I wouldn't be surprised if the answer is no though, since IRL the half light at dawn/dusk and the long shadows just plain screw with humans' vision.
Only thing in AToW is Good Vision, but not Night Vision. Maybe the Companion has it?
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deadlyfire2345

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #55 on: June 04, 2018, 01:30:05 PM »

A character with this trait has better-than-average night
vision, although he is not actually able to see in complete darkness.
This trait reduces the target number modifiers associated
with darkness by half (round down).
Found in the Classic Battletech RPG.

https://the-eye.eu/public/Books/rpg.rem.uz/BattleTech/BattleTech%20.PDFs/BattleTech%2035030%20-%20Classic%20Battletech%20RPG.pdf

The URL leading to it if you need a reference.
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Timberwolfd

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #56 on: June 04, 2018, 01:40:57 PM »

They reworded a lot of the SPAs in ATOW compared to the previous versions.
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Timberwolfd

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #57 on: June 04, 2018, 03:36:20 PM »

Night Vision (+1 to +4)
“See that critter looking back at us? Our night vision gear is
nearly as good as its eyes.”
A creature with Night Vision compensates for some or even
all of the effects of darkness (see p. 236, AToW). This Trait adds
its value to any darkness-based modifiers increasing such
modifiers to a maximum of +0. For example, a creature with
Night Vision 2 changes the modifier for Dim lighting (–1) to
+0 (–1 + 2 = +1, but maximum is +0), and the modifier for Very
Dark lighting (–3) to –1 (–3 + 2 = –1).


ATOWC p.111

Night Vision: -1 bonus to hit targets in darkness

Rules pdf v2-2 p. 6/56...

So I would say night vision would work for dusk/dawn.


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Black Omega

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #58 on: June 05, 2018, 09:08:03 PM »

I have 4 each of M1 Abrams or German Panther V's if you want to use them for the Scorpions.
 
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Timberwolfd

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Re: SLAMMER Mission 2 - 04/18/3046
« Reply #59 on: June 07, 2018, 04:38:58 PM »

I have 4 each of M1 Abrams or German Panther V's if you want to use them for the Scorpions.
 
The Scorpions are pretty much stripped down. I'll glue them this weekend and get them primed this weekend. So they should be in shape by game day. The Abrams would be good back up.
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