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Author Topic: [IG] Sword and Dragon - Warchest  (Read 5072 times)

sentinemodo

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[IG] Sword and Dragon - Warchest
« on: 28 April 2015, 05:37:00 »
This thread is for Warchest log posts of a battle played using the official Sword and Dragon starterbook.

This thread is for warchest log entires for the campaign.
The players are Sentinemodo and hive_angel. Unless you are player please do not post here to avoid confusion.

All kind of feedback, comment, tactical advise, rules discussion is welcome in the sibling thread [OOG] Sword and Dragon

You can watch the game in a sibling threads:[IG] Sword and Dragon - Track 1 and [RS] Sword and Dragon - Track 1
« Last Edit: 28 April 2015, 06:01:09 by sentinemodo »

sentinemodo

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Re: [IG] Sword and Dragon - Warchest
« Reply #1 on: 29 April 2015, 15:59:47 »
Force name: Sorenson's Sabres
Track name: Recon

Starting WP: 100
Track WP Cost: 50
Remaining WP: 50

Objectives:
1. ID / Scan all of the Defender’s force. Scanning must be done within 4 hexes of an enemy unit at the end of the Movement phase and in lieu of any attack. (Reward: 75)
2. Escape! At least half of the Attacker’s force must survive and exit the Attacker’s home edge after eight turns. (Reward: 25)

Options used (points are gained if at least one Objective is completed with following optional rules, all bonuses cumulative):
+25 Rain: Rain obscures vision, so apply a +1 to-hit modifier to all weapons fire made in rainfall.
+25 Mushy Ground: Apply a +1 modifier to all Piloting Skill Rolls.
EDIT: since the maps selected are desert hills, the situation is a sandstorm. both modifiers apply.

Special rules:
Forced Withdrawal: Under the Forced Withdrawal rule, crippled units must retreat from the battlefield (when damage has rendered them useless or they are in imminent danger of being destroyed; see Crippling Damage, below). A unit making a forced withdrawal must move toward the edge of the map board designated for the scenario. However, a unit need not spend Running MP; it can move backward if the controlling player wishes. Withdrawing units may not directly engage an enemy unit, though they may add their firepower to help cut it down. Any enemy unit that closes within range of a weapon or physical attack by a withdrawing unit may be targeted as well. The following guidelines cover the many circumstances that may occur. Within these guidelines, the gamemaster’s decision is final.

Crippling Damage: Any non-player unit that suffers crippling damage must withdraw from the map board. Unless otherwise stated in the Special Rules section, crippling damage is defined as follows:
  • A BattleMech is considered crippled when a side torso location is destroyed; the ’Mech takes two engine critical hits; the ’Mech takes one gyro and one engine critical hit; or it loses the use of its sensors. Internal structure damage in three or more limbs or two or more torso locations (the torso internal structure damage does not count towards crippling damage if that location still has front armor), or four or more pilot hits, also renders a ’Mech crippled, as do the loss of all the ’Mech’s weapons to damage or ammunition depletion. If all of a ’Mech’s weapons are destroyed and it can no longer move, the ’Mech is considered destroyed.
  • All of a unit’s weapons are considered destroyed if it loses all weapons with a range greater than five hexes and if it can no longer cause more than 5 points of combined weapons damage.
  • BattleMechs that are immobilized—usually through leg or gyro damage—are shut down and typically abandoned (though abandonment places the pilot at the mercy of the battlefield). Only the most fanatical warriors or those in dire circumstances will continue to fight. Likewise, only orders from the highest possible source will prompt an immobilized element to keep fighting.

Game setup:
Maps: The Defender places two mapsheets in any legal position and designates one edge as the Defender’s home edge.

Attacker force: The Attacker consists of a small portion of the player force and may use up to four units. The Attacker chooses his forces first and may choose which map edge to enter on. This edge is then designated the Attacker’s home edge.
I'll take the pursuit lance on that mission

Defender force: The Defender is a portion of the planetary defender’s force and is determined after the Attacker has chosen his forces. To determine the Defender’s Force Composition, roll 1D6 on the following table. Add +1 to the roll if the previous track engaged a militia force.
The Defender sets up half of his force (rounded down) on the board. The rest of the Defender’s force enters from their home edge on the beginning of Turn 3.
Defender rolled 6 (2 medium, 1 heavy and 1 assault mech of the house forces)

Maps: Defender choose two desert hills maps and choose eastern edge as defender edge.
 
« Last Edit: 08 May 2015, 14:00:46 by sentinemodo »

sentinemodo

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Re: [IG] Sword and Dragon - Warchest
« Reply #2 on: 30 June 2015, 14:11:44 »
agreed rules:
Named MechWarriors from the units cannot be killed. In the event of destroying head or any other fatal event, the named MechWarrior is considered injured but safe. He will be unavailable for next track.

For scanning purposes in Recon tracks, it is possible to scan multiple mechs in a single turn provided all of the mechs are within a single firing arc and within range of four hexes.

Mechs can escape from map via sides other then Attacker / Defender sides. They are considered lost not destroyed and are unavailable for next track, but are not further damaged otherwise.

sentinemodo

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Re: [IG] Sword and Dragon - Warchest
« Reply #3 on: 03 July 2015, 17:07:14 »
Track outcome:

Objectives:
1. failed
2. achieved (+25 WP)

Options: +50 WP
Total gain: +75 WP

Downtime action:
I'll sell the damaged Spider SDR-5K (light mech for 90 WP - 15 WP required to repair it = 75 WP)
For that amount I'll pickup reinforcement Spider SDR-5V.
I'll sell damaged Mongoose MON-67 (light mech for 90 WP - 15 WP required to repair it = 75 WP)
For that amount I'll pickup reinforcement Jenner JR7-D.
Hermes III-4K need a repair for 30 WP but he will need to wait for them

Remaining WP: 50 + 75 objectives +150 sell of the mechs -150 reinforcements -> 125 WP

sentinemodo

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Re: [IG] Sword and Dragon - Warchest
« Reply #4 on: 13 July 2015, 09:32:32 »
agreed rules:
To achieve -2 to the Supply Run track's defender force roll after completing Recon track, primary goal (scan all mechs) need to be completed. Secondary goal (surviving for 9 turns) is not enough.

sentinemodo

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Re: [IG] Sword and Dragon - Warchest
« Reply #5 on: 13 July 2015, 11:04:08 »
Force name: Fox's Teeth
Track name: Recon

Starting WP: 100
Track WP Cost: 50
Remaining WP: 50

Objectives:
1. ID / Scan all of the Defender’s force. Scanning must be done within 4 hexes of an enemy unit at the end of the Movement phase and in lieu of any attack. (Reward: 75)
2. Escape! At least half of the Attacker’s force must survive and exit the Attacker’s home edge after eight turns. (Reward: 25)

Options used (points are gained if at least one Objective is completed with following optional rules, all bonuses cumulative):
which options are on?
+25 Rain: Rain obscures vision, so apply a +1 to-hit modifier to all weapons fire made in rainfall.
+25 Mushy Ground: Apply a +1 modifier to all Piloting Skill Rolls.


Special rules:
Forced Withdrawal: Under the Forced Withdrawal rule, crippled units must retreat from the battlefield (when damage has rendered them useless or they are in imminent danger of being destroyed; see Crippling Damage, below). A unit making a forced withdrawal must move toward the edge of the map board designated for the scenario. However, a unit need not spend Running MP; it can move backward if the controlling player wishes. Withdrawing units may not directly engage an enemy unit, though they may add their firepower to help cut it down. Any enemy unit that closes within range of a weapon or physical attack by a withdrawing unit may be targeted as well. The following guidelines cover the many circumstances that may occur. Within these guidelines, the gamemaster’s decision is final.

Game setup:
Maps: The Defender places two mapsheets in any legal position and designates one edge as the Defender’s home edge.

Attacker force: The Attacker consists of a small portion of the player force and may use up to four units. The Attacker chooses his forces first and may choose which map edge to enter on. This edge is then designated the Attacker’s home edge.
Recon lance selected for that mission

Defender force: The Defender is a portion of the planetary defender’s force and is determined after the Attacker has chosen his forces. To determine the Defender’s Force Composition, roll 1D6 on the following table. Add +1 to the roll if the previous track engaged a militia force.
The Defender sets up half of his force (rounded down) on the board. The rest of the Defender’s force enters from their home edge on the beginning of Turn 3.
sentinemodo:1D6 → 1(1)#force composition -> 4 light militia mechs (Gunnery 5, Piloting 5)
sentinemodo:1D6 → 4(4)#mech selection -> PNT-9R Panther
sentinemodo:1D6 → 2(2)#mech selection -> JR7-D Jenner
sentinemodo:1D6 → 3(3)#mech selection -> JR7-D Jenner
sentinemodo:1D6 → 2(2)#mech selection -> JR7-D Jenner

Maps: maps selection pending
« Last Edit: 13 July 2015, 11:08:47 by sentinemodo »

 

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