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

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Author Topic: SLAMMER Mission 3 - 04/21/3046  (Read 3058 times)

ItsTehPope

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #30 on: July 09, 2018, 09:45:05 PM »

Duendain and Crusher, what is your lance readiness?
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Timberwolfd

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #31 on: July 09, 2018, 10:20:30 PM »

Dunedain is at 100%
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Darrian Wolffe

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #32 on: July 13, 2018, 08:28:07 PM »

Rob, silly question. What is the effect of infernos on base turrets?

As far as I can tell, Infernos have no particular effects on buildings in any way.

Aside from setting them on fire, were we insane enough to use fire rules on the tabletop.  Which we are NOT.

DAN: I really need you to figure out what rerolls you want to use so we can nail down the scenario perameters and I can do the full generation.  I'd like to have the actual scenario posted by Monday, latest, so please...
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ItsTehPope

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #33 on: July 13, 2018, 09:18:19 PM »

Duendain, you're in slot 5.

Group, any feelings on what we should reroll?

Sorry, been fighting off vertigo all week.
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deadlyfire2345

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #34 on: July 13, 2018, 09:34:14 PM »

I would suggest a weather condition of some kind for turrets. 9 ac5 with 3 long Tom's is somewhat an issue especially when we get closer.

Before making this assumption 2 questions. 1. Does weather affect artillery? 2. How bad would it affect the other 4 Lance's since I'm now straight energy?
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Darrian Wolffe

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #35 on: July 13, 2018, 09:56:51 PM »

I would suggest a weather condition of some kind for turrets. 9 ac5 with 3 long Tom's is somewhat an issue especially when we get closer.

Before making this assumption 2 questions. 1. Does weather affect artillery? 2. How bad would it affect the other 4 Lance's since I'm now straight energy?

Weather can affect artillery insofar as it affects all weapons fire.  However, I'd point out that weather mostly ALSO affects movement, and honestly our best best in this mission is to close to melee range ASAP and get underneath their guns.
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agustaaquila

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #36 on: July 14, 2018, 12:11:42 AM »

I'm fine with the mission how it is.  The bright clear weather won't affect our movement.  The heavyurban should in theory provide us with building to use to narrow firing lines coming in. 
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Timberwolfd

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #37 on: July 14, 2018, 12:46:12 AM »

The other problem with weather is that it slows things down. We have a lot of units to kill. 4 base turrets plus 16/32 with a lot of infantry to hide in hard buildings. Even with 5 lances we are going to take casualties facetanking this one.

"Our mechs can't repel firepower of that magnitude."
"Move closer and engage those turrets at point blank range."
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Timberwolfd

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #38 on: July 14, 2018, 07:10:19 PM »

Minis list

Orion - Rob
Grasshopper - Mike
Warhammer - Rob
Thug -
Crusader - Rob
Ostroc - Rob
Griffin - Rob
Crusader -  Rob
Phoenix Hawk -  Rob
Phoenix Hawk -  Rob
Firestarter -
Firestarter -
LRM Carrier - Jon
LRM Carrier - Jon
LRM Carrier - Rob
SRM Carrier -  Rob
Foot Platoon -  Rob
Foot Platoon -  Rob
Foot Platoon -  Rob
Foot Platoon -  Rob
Jump Platoon -  Rob
Jump Platoon -  Rob
Jump Platoon -  Rob
Jump Platoon -  Rob

AC/5 Triple Turret - Jon
AC/5 Triple Turret - Jon
AC/5 Triple Turret - Jon
Long Tom Triple Turret -

Centurion -
Scorpion (Mech) -
Phoenix Hawk - Paul
Quickdraw - Paul
Bulldog MT -
Bulldog MT -
Bulldog MT -
Vedette MT - Jon
« Last Edit: July 14, 2018, 09:32:58 PM by Timberwolfd »
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deadlyfire2345

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #39 on: July 14, 2018, 07:43:21 PM »

Orion, Griffin, Phoenix hawk x2.
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Darrian Wolffe

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #40 on: July 14, 2018, 08:13:23 PM »

FINAL SCENARIO




NORTH

SOUTH


Maps
DropPort 1...Military Base 1....City (Subrubs)
DropPort 2...Military Base 2....DropPort 1
DropPort 2...DropPort 1.........SeaPort



Deployment
OPFOR Deploy:
-Turrets are deployed first;x1 AC/5 Turret on each of the 3-hex triangular structures in the Military Base, Long Tom turret on the 3-hex triangular structure on the SeaPort Map.
-Infantry is deployed next.  Up to 2 stands of each type of infantry may be deployed in any non-turret building in the Military Base.  The others must be deployed at least 4 hexes from ANY building on the eastern 3 Mapsheets, or the south-central mapsheet.
-Roll 1d6: on a 1-3, the Vehicle Lance (SRM+LRM carriers) is deployed on the south-central map.  On a 4-6, the vehicle lance is deployed on the east-central map.
-OPFOR Mech units are deployed on central mapsheets; randomize which lance deploys on which sheet.
PC Deploy: Enters from Western Board Edge (anywhere) as per initiative order.
OPFOR Reinforcements: Enters from Eastern Board Edge (anywhere) on Turn 9.
PC Reinforcements enter: Enters from Western Board Edge as skills dictate, or may enter via airdrop anywhere on the map.  Note that players MUST inform the OPFOR the turn prior to the airdrop of which contiguous map(s) the players will airdrop upon.

Environmental Effects:
Poor Maintenance: the wall surrounding the military base is several hundred years old and has already been damaged in the events which led to 30-weight becoming a lost world.  AFTER DEPLOYMENT, the PCs may take 12 rubble counters and place them over the curtain wall hexes.  Note that this reduces the height of the wall in those hexes to the height of the underlying hill, which means that Mech units can walk through that hex (paying +1 MP for the Rubble and requiring a Rubble PSR as normal).

Sane Fire Rules: For purposes of this scenario only, each Inferno missile or other flame-based attack which strikes an Infantry Unit in a building hex will deal 1d2 casualties at minimum, instead of reducing damage to 0 and checking to see if the building ignites.

DropPort: Grounded Aerospace units which begin the game on the board are considered terrain features and may not move or fire or affect initiative, for the purposes of this scenario.  This does not mean they are nonfunctional units; only that they do not take active part in the game.

Battlefield Support
As desired by the PC local commander.

OPFOR have a BSP allowance equal to 50% of the PC amount.
OPFOR Battlefield Support: Limited to Air Cover, Air Support, and Minefields.
-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 AND all of the turrets (either by destroying the turrets directly or collapsing the buildings beneath them) by the end of game time.
2) Have no more than 8 friendly units destroyed or crippled by the end of game time


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.***

***AC/5 Turrets EXPLICITLY have access to Flak ammunition as well as regular ammo. Their primary purpose is AAA.  The Long Tom Turret has access only to standard high explosive ammunition. As a reminder, the on-board Long Tom uses STANDARD artillery rules from TacOps, NOT the BMM rules.  This means that it has a 17-hex direct-fire range, and every 17 hexes beyond that incurs a 1-turn impact delay.  The Long Tom will not deliberately fire inside its own base.  The Long Tom will not fire at at a target nearby if the resultant splash damage is sufficient to destroy the Long Tom itself.  The Long Tom Turret is always capable of Point-blank Fire, regardless of whether it is Hidden (TacOps p185)***
« Last Edit: July 14, 2018, 08:46:34 PM by Darrian Wolffe »
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agustaaquila

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #41 on: July 14, 2018, 08:29:45 PM »

I have on opfor grasshopper.
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deadlyfire2345

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #42 on: July 14, 2018, 08:33:03 PM »

Forgot I do have a quickdraw we can use as well.
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deadlyfire2345

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #43 on: July 14, 2018, 08:53:08 PM »

Question on the Orion.
We would have to outright sell it if the mech ends up losing the Snub-nose since that PPC will not be available until much later right?
With that being said, how would it work if we sold the component as is with it still being considered Lostech at this point, assuming the mech is salvageable and still has the PPC intact?
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Timberwolfd

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Re: SLAMMER Mission 3 - 04/21/3046
« Reply #44 on: July 14, 2018, 09:35:52 PM »

Minis list has been updated.

Long Tom Turret rules were updated in an important way.

Question on the Orion.
We would have to outright sell it if the mech ends up losing the Snub-nose since that PPC will not be available until much later right?
With that being said, how would it work if we sold the component as is with it still being considered Lostech at this point, assuming the mech is salvageable and still has the PPC intact?
We could probably put a standard PPC in in place of the snubnose and keep the mech.
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