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Great work on the setup writing for this one. Good luck to everyone in the hot seats! What are the odds the Prince takes a golden BB or PPC right to the cockpit right out the gate? As for moving the Crusader's SRM ammo out of the CT, moving it to the side torsos (maybe swapping it with something like a HS or other 1t/1crit) would be a little safer as long as the destination is already full of stuff that isn't ammo. However, we don't have CASE so any ammo explosion anywhere is a total chassis loss once it destroys the CT.
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# ? Mar 20, 2024 07:50 |
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# ? Jun 6, 2024 03:15 |
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Azhais posted:Out of curiosity if the temp is so extreme it's breaking vehicles, can infantry/pilots survive outside of the vehicles? Or is this eject = death territory I've enabled a rule that automatically removes ejected mechwarriors / crew from the map, so ejecting won't be an issue. Just assume everyone has some survival gear stashed in their ejector seat. Regular infantry units in extreme conditions must be either inside a transport vehicle or building or else they are instantly destroyed. The military police units accompanying Sable Lance are wearing Snowsuits and have been trained to operate in the extreme cold so they can move in the open if they have to.
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# ? Mar 20, 2024 07:50 |
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biosterous posted:when the crusader arrives can we please move the SRM ammo out of the CT, please and thank you. i don't know where would be better, but it would be nice for our rad new mech to be less of a tinderbox I mean, in 3025, there really isn't functionally any difference between having ammo in the side torsos or the CT, as any ammo explosion would be enough to completely vaporize a 'Mech. In fact, it might arguably be safer in the CT than the side torsos, since the CT is packed out with Engine and Gyro slots that could soak a potential crit. Though I get what you mean, even if it is statistically less likely to explode, just having an ammo bin that close to your engine is psychologically terrifying.
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# ? Mar 20, 2024 16:26 |
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Leg mounted ammo isn't really a thing unless you've got one of the exceptionally rare leg-mounted weapons. Moving ammo bins isn't really done outside of a factory. Figuring out how to extend an ammo feed line around an engine isn't something your average tech crew could just field refit. Not without picking up something like the 'exposed ammo feed' quirk.
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# ? Mar 20, 2024 17:42 |
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EDIT: Looked it up, and the Crusader-3D has some heat sinks to pad the side torso ammo bays
Holybat fucked around with this message at 04:07 on Mar 21, 2024 |
# ? Mar 20, 2024 22:25 |
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Can you do something like 'drop it to half ton of ammo and armor the bin?' or are armored components also lostech
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# ? Mar 21, 2024 00:39 |
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Armored components are a thing but somehow half tons of ammo other than machine guns aren't.
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# ? Mar 21, 2024 00:41 |
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TheParadigm posted:Can you do something like 'drop it to half ton of ammo and armor the bin?' or are armored components also lostech doesn't a half ton of Battletech armor soak 4 damage? seems like it's not a good trade
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# ? Mar 21, 2024 01:01 |
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Iirc, the armored component rule costs .5t per crit to armor an item, and basically stops 1 hit of any amount of damage from dealing a crit.
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# ? Mar 21, 2024 01:21 |
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Thats the one! Stops the CT tac from being a total liability
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# ? Mar 21, 2024 01:59 |
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Unfortunately it doesn't look like you can armor ammo slots. I just tried it on Megamek Lab.
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# ? Mar 21, 2024 04:12 |
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We'll just have to fire all the ammo every round.
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# ? Mar 21, 2024 06:05 |
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Holybat posted:Unfortunately it doesn't look like you can armor ammo slots. I just tried it on Megamek Lab. Armored components also aren't a thing until 3059
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# ? Mar 21, 2024 06:26 |
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So here's the loadout so far: Wolverine (Holybat): Full ton of Standard SRM-6 ammo Gladiator (Dachshundofdoom): Full ton of Standard SRM-6 ammo Shadow Hawk (Gwaihir): Full ton of hot-loaded LRM-5 ammo Trebuchet (anakha): One full ton of Standard SRM-6 ammo and one full ton of Inferno SRM-6 ammo If this is all good I'll start the mission when I get home from work today. Edit: I assume everyone's okay with it then. Here we go! Scintilla fucked around with this message at 20:32 on Mar 21, 2024 |
# ? Mar 21, 2024 07:19 |
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Frozen Assets: Turn 0 This is going to be tricky, Jenna thought as the meteorological station came into view. The facility was in a defensible location, surrounded on three sides by low hills and protected by a thick perimeter wall. The wall did not look particularly imposing, but Jenna knew from her study of the base’s architectural plans that it had been designed to withstand the polar vortexes that occasionally swept down from above the equator. Mech-grade weaponry would not even make a dent in it. Worse, the base itself was garrisoned, and not with a token force either. Her primary viewscreen’s zoom function revealed the unmistakeable profiles of a Centurion and Rifleman standing watch over the single entrance, alongside the threatening silhouette of a Manticore heavy tank. The facility’s watchtowers had been repurposed into a pair of gun emplacements, and Jenna’s thermal sensors indicated at least two more mechs and one more vehicle behind the walls. The Rifleman’s torso swung around as soon as Jenna stepped into the open, its guns tracking her with unerring precision despite the fact that she was clearly out of range. At the same time there was a buzz of static over the open comms, and a rough female voice announced, “Attention interlopers! This is Captain Helen Cartwright of the Silver Phantoms mercenary company. You are trespassing on land belonging to the Ministry of Trade and Industry. Power down your weapons and withdraw immediately, or you will be fired upon!” “Captain Cartwright, this is Jenna Sable of the Sterling and Sable mercenary company, operating on behalf of the Royal Ministry of Panzyr II,” Jenna replied. “We have reason to believe that Meteorological Station Tau is being used by criminal elements as a storage and disposal site for illegally salvaged battlemechs. We have been instructed to make a thorough search of the premises and facilitate the arrest of those responsible. Be advised that we are acting on the direct instructions of Marquis Pierre-Louis Decimis, and possess all the necessary permissions and warrants to conduct our business.” Cartwright’s response was swift and blunt. “I have given you fair warning. Turn around, or be destroyed.” “Didn’t you hear us? We have a warrant!” Etienne exclaimed incredulously. Dry laughter filled the channel. “Your warrant means nothing to us, boy. The only thing that matters is our contract, and the fat bonus we’ve been promised for fulfilling it. By all means, make us work for our paycheck. We could use the salvage.” “What’s the plan, Jenna?” Alexander asked. “The enemy are in a pretty strong position. Should we try to draw them out?” “That would be ideal,” Jenna said. “Our top priority is to get Mason into the station so that the MP’s can do their job. Once we’ve nabbed Montagne we can decide whether to pull back or clear the field.” “Ah’m countin’ on you, Jimmies and Janes,” said Mason. “Mah girl’s pretty tough, but she ain’t gonna last long if one o' them big dawgs starts blastin’ at her. ‘Less you folks think different, ah’m gonna stick to the road and floor it the whole way. Hangin’ around’s just askin’ for trouble.” N/A N/A N/A N/A Player Status Ally Status Enemy Status Special Abilities: -Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty. -Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures. -Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire. -Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat. -Small Pilot: Negates ‘Cramped Cockpit’ penalties. -Sniper: Modifiers for all range brackets are halved. -Toughness: Grants a -1 bonus to consciousness rolls. Relevant Design Quirks: -Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head. -Battle Fists: The mech receives a -1 accuracy bonus when punching. -Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls. -Extended Torso Twist: The mech can twist its torso to threaten an additional hex. -Improved Targeting (Short): The mech receives a -1 bonus when firing at close range. -- Primary Objectives: Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne. Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants. Objective C: Etienne Decimis must survive. Secondary Objectives: Objective A: Facilitate the arrest of at least 30 auctiongoers (0/30) (50,000 C-Bill Reward) Objective B: Facilitate the arrest of at least 60 auctiongoers (0/60) (100,000 C-Bill Reward) Objective C: Facilitate the arrest of all 100 auctiongoers (0/100) (150,000 C-Bill Reward) Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward) -- Special Rules / Considerations: Allied Units: This mission contains allied units. Allied units will always move after player units to avoid potential destination clashes. Making Arrests: As long as they are inside the main building of Research Facility Tau, squads of Panzyr II Military Police will arrest a certain number of auctiongoers per turn. Squads with more than 8 surviving troopers will arrest 2d8 criminals per turn, while squads with fewer than 8 surviving troopers will arrest 1d8. Certain actions such as damaging the main building may result in auctiongoers being killed, so be careful. Arresting Paul Montagne: Paul Montagne, the primary target of the mission, is hiding deep inside Meteorological Station Tau. As long as there is at least one Military Police squad inside the building, a roll will be made at the end of each turn with a target of 10+. If this roll succeeds Paul Montagne will be discovered and apprehended. Paul Montagne will also be automatically arrested if the maximum number of auctioneers have already been detained. Montagne may also attempt to flee the premises; if this happens, he will be arrested if any player or allied unit moves into his hex. Protecting the Prowler: As long as at least one player or allied mech is within three hexes of Mason Voyce’s Prowler (with Mason’s own hex being considered the first), enemy units will be dissuaded from shooting at him and pick another target. Player Retreat Rules: Player units can retreat from the field by reaching the southern map border. Non-Isometric Hexmap: Next Orders Due: Saturday 23rd 9:00PM GMT.
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# ? Mar 21, 2024 20:32 |
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Nice writeup, let’s goooooo
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# ? Mar 21, 2024 21:11 |
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Smashy-smashy the turrets and Manticore first and then start knocking out the walls? How much control do the players have over the allies?
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# ? Mar 21, 2024 21:19 |
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This looks like an interesting one for sure. I will say, I think bringing the inferno missiles was a good idea. They'll probably be helpful against the tank, and both the enemy Rifleman and the enemy Phoenix Hawk are a little under-sinked for their loadout. We also might have to see if we can shoot down that transport before anyone gets away. I think this mission is going to be a bit rough for us, but we've cleaned house before, and we'll do it again! Plus we've got our boy here with us, on his first real battle in the saddle. With his new Sniper ability and his workhorse sniper unit, he'll be helpful I think. The only advice that comes to my mind is that we should probably have the Wolverine or the Gladiator play bodyguard to the Prowler, and then have the rest of our forces hang a left to make use of the uneven terrain.
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# ? Mar 21, 2024 21:22 |
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painedforever posted:How much control do the players have over the allies? Allied units will generally act to fulfill their mission objectives. In this case Mason will do his best to deliver the Military Police to the station, while Etienne will try to provide sniper support.
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# ? Mar 21, 2024 21:48 |
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Shadowhawk I'm going to be making for hex 1024- In this mech my best move is pretty much always going to be sitting motionless in heavy woods at range, raining down sniper fire. I hotload my LRMs, but with the piddly rear end LRM 5, it's not like that really does all that much if someone gets close, since the average damage from them is like... a small laser. For now I'm going to move to 1732 and pepper the laser turret on the right. Gwaihir fucked around with this message at 21:54 on Mar 21, 2024 |
# ? Mar 21, 2024 21:52 |
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Treb Thinking of running north to 1132. I could play bodyguard to our Prowler, but with my lack of range I feel I can help the lance more by taking advantage of the hills in the middle of the map and playing screener against any Opfor that wants to move out to engage. Lemme know if you've got any other options you wanna suggest. anakha fucked around with this message at 23:15 on Mar 21, 2024 |
# ? Mar 21, 2024 23:12 |
Might be worth thinking about which mech is ideal for sticking to the prowler The manticore and the two turrets seem scarier than the mechs
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# ? Mar 21, 2024 23:33 |
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Slavvy posted:Might be worth thinking about which mech is ideal for sticking to the prowler I don't know exactly how the Prowler's movement is going to work, but it looks like it can move 5-6 tiles if it sprints (I assume the red number is adjusted for the cold, and if it stays on the road I think it can move an extra tile?) Meaning we can outrun it if we aren't careful, but all our mechs should be able to keep up if they run alongside/shortly ahead of it. The Wolverine and Gladiator could also keep pace with jumpjets, and they're our bulkiest machines. My suggestion is to have the Wolverine bodyguard. It has a touch more armor, and the large laser doesn't have any minimum range penalties for when the Prowler gets too close to the enemy. There's nothing stopping the Gladiator from doing it instead, but I feel like once it gets in close the PPC will be a bit more of a hindrance than a help Also, I agree that the turrets and manticore are kinda scary. I suggest peppering the turrets from long range. Does being stationary give them any kind of defense penalty? Either way, since they don't move it should be easy to take them out even from long to medium range.
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# ? Mar 21, 2024 23:45 |
Seems like they'd be the same as buildings as far as targeting goes?
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# ? Mar 21, 2024 23:53 |
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Yeah first priority should be to target the turrets since they're immobile and have the range to threaten the Prowler. That should also hopefully draw out the tanks/Mechs and allow us to pick them apart on our own terms.
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# ? Mar 22, 2024 00:15 |
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OK this turn thinking I'm jumping the Wolverine into 1332, with goal of moving up the left with Gwaihir til they get in position and then punching out from that elevated spot to get within mid range for most my guns. Within the next two turns, trying to get to 1124 to start engaging targets from there. My thoughts are that anakha's Trebuchet is a good short range beatstick and can keep up with the Prowler on the ground, while my Wolverine has the mobility to move and support either direction from that left ridge once we start to see how the enemy forces may or may not move out. EDIT: But if the Gladiator wants to move left with Gwaihir instead I can shift right to keep up with Treb and the Prowler Holybat fucked around with this message at 01:22 on Mar 22, 2024 |
# ? Mar 22, 2024 01:09 |
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someone is gonna try to escape in that karnov
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# ? Mar 22, 2024 01:21 |
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Captain Foo posted:someone is gonna try to escape in that karnov The card does say "Objective: wait for Paul Montagne"
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# ? Mar 22, 2024 01:51 |
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If all three of you will be going after the turrets these first few turns, I can play bodyguard for now. I'd run to 1934 if that's the option taken.
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# ? Mar 22, 2024 03:44 |
Maybe I missed it, but is there anything saying that Paul's guys can't get into the for sale mechs and attack us? Do we know what they are?
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# ? Mar 22, 2024 05:26 |
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Slavvy posted:Seems like they'd be the same as buildings as far as targeting goes? They are exactly the same. Turrets are basically add-ons to buildings and share the CF of whatever they're bolted onto.
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# ? Mar 22, 2024 05:40 |
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anakha posted:If all three of you will be going after the turrets these first few turns, I can play bodyguard for now. Seems like this is the plan. Scintilla, just for clarification, the Prowler's only capable of moving 5 MP even on the road, is that right?
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# ? Mar 22, 2024 06:05 |
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Holybat posted:Scintilla, just for clarification, the Prowler's only capable of moving 5 MP even on the road, is that right? The vehicle road bonus still applies, so the Prowler has a total of 6 MP unless it tries to go cross-country.
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# ? Mar 22, 2024 06:10 |
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Get in those easy shots at the turrets ASAP as I bet the Manticore, CN9 and RFL will rush out. That RFL is armored with wet paper and should be a priority target if the opportunity arises. Your WVE and TBT are best suited to escort the Prowler. But that TBT doesn't have the armor the WVR does. Still, they're better up close than at range. You're going to have to play it in close anyway with the Prowler forcing your hand. I wouldn't leave more than one of our PPC snipers in the rear, let the Prince take that role and push forward to prevent any one of you from being the sole focus from the OPFOR. Remember to move and shoot as a Lance. That's the most important thing. Thinking a move or two ahead is the next most important. Amechwarrior fucked around with this message at 06:16 on Mar 22, 2024 |
# ? Mar 22, 2024 06:14 |
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Orders in - running the Treb to 1934.
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# ? Mar 22, 2024 06:36 |
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I'll be headed straight(ish) up the road with anakha's Trebuchet the next few turns. With Gwaihir's Shadowhawk beelining for the trees at the closer ridgeline to the complex, figure the Griffin will probably be moving along that way as well to lay down PPC/LRM fire. Dachsunofdoom's Gladiator has a good jump and can keep along with the Prowler as easy as I can. The mobile detachment of our three mechs could focus down the Manticore as priority target since it's both dangerously armed but a bit more vulnerable to potential crits from SRM barrages/infernos. EDIT: Orders are in, jumping to 1632, facing north to 1631 Holybat fucked around with this message at 06:50 on Mar 22, 2024 |
# ? Mar 22, 2024 06:42 |
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Escort mission! And you can get the failson killed if you're smart about it
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# ? Mar 22, 2024 10:35 |
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^ etienne is well on his way to not being a failson any more, and i would like us to finish that process
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# ? Mar 22, 2024 16:13 |
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We’ve worked hard at training him
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# ? Mar 22, 2024 17:40 |
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# ? Jun 6, 2024 03:15 |
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Don't get too attached.
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# ? Mar 22, 2024 18:10 |