Author Topic: Rolling out the Toland New Oberon raid  (Read 280 times)

Colt Ward

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Rolling out the Toland New Oberon raid
« on: 06 December 2024, 20:16:29 »
I wanted to try something from Hinterlands, and this was the most interesting to me.

Since I play a LOT more as MegaMek, the scenario required some massaging . . .

First, I used the canyon maps in MM, this gave me twists and turns with 5 or 6 level high walls which keeps anyone from running up.  Second, I had to give the Horses' bot controlled side no mechs that jumped . . . and a LOT of their random options jumped.  Due to the 'nature' of caves, I also keep hovers off the Horses' force list.

I also decided my mercs would not want to risk their own vehicles inside the caves, they would want something that could walk out so the lance of vehicles was relegated to DS defense- besides, they are a eclectic mix with a Rommel (GR), Joust, Bellona, Patton (Ultra), Kinnol, and a Bola.  So I ended up with-

3/5 Marauder II 6D mod (https://bg.battletech.com/forums/index.php?topic=86792.msg2047720#msg2047720)
4/4 Excalibur B2b
4/4 Shockwave 2F
3/4 Wolverine II 7H
4/4 Ogre
3/5 GDL Std

vs

4/5 Rifleman C 3
3/4 Incubus 3
4/4 Enyo
4/4 Enyo
3/3 Elemental (APG)
3/3 Elemental (ERmL)
4/4 Badger Prime (BA transport)

They match up around 9050 BV.  The map is 3 high x 2 wide of the regular maps with the canyons as mentioned.  No single straight shot exists, Horses are entering on the N edge, my mercs on the S edge . . . because it is larger than the described fight I was thinking 15-16 turn limit instead of the 12 and I did not use any complications listed.

During the physical phase of Turn 3 my Wolverine II manages to get next to one of the cache hexes and picks up a loot box w/ it's left hand keeping the right hand free to use the UAC/5 (forgot I had replaced the UAC/5 w/ a Plasma Rifle, but whatever, works for this test run).  I will now need to protect the LA b/c while the Obj Raid description does not talk about I seem to recall other scenarios where the cargo is lost if the arm is destroyed- and it cannot punch.

It takes to Turn 4 for the forces to come into contact.  The Shockwave manages to hit the side of the Enyo . . . and roll a 11 on the crit chart.  Even with vehicle survivability rules in play, a 11 is bad news.  In this case, 1/2 movement turns the 6/9 tank into 3/5.  My Excalibur got lucky, the Enyo missed (LPL, need 6: rolls 2) with everything but a AMS downgraded SSRM though the Badger hit with it all.

Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."