Author Topic: WOB/ IS Campaign  (Read 7699 times)

Saint

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Re: WOB/ IS Campaign
« Reply #30 on: 19 June 2013, 18:48:52 »
Turn 6
The WoB presses their attack in hopes of protecting the hidden command post. The AMC Griffin splits it’s attack, with a Snub PPC hitting the Buccaneer, and a M Laser and MML5 hitting the third building destroying it. The Hermes II destroys a fourth building (hidden Com Post), while the Buccaneer fires on the Griffin causing minor damage and then swings it’s hatchet carving into the Hermes II left leg.  Infiltrator squads attack the  WoB Patriot scattering their damage. The Rifleman hits the Stealth with L Gauss and two M Lasers, but doesn’t breach it’s armor. The Stealth, and Mercury II miss the Buccaneer completely. Luckily the Patriot and Anubis also miss their shots on the Griffin and Stealth.
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


Saint

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Re: WOB/ IS Campaign
« Reply #31 on: 19 June 2013, 18:50:19 »
Turn 7 
With the command post destroyed , the AMC now turns all it’s guns onto the WoB Anubis and misses. The Infiltrators fire on the Firebee , criting a heat sink on  the light mechs . The WoB focus one squad of Infiltrators killing them in one salvo, while the Buccaneer fires on the Hermes II causing more damage.
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


Saint

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Re: WOB/ IS Campaign
« Reply #32 on: 21 June 2013, 09:57:02 »
Turn 8
Now it's a running battle. The Mercury II Griffin, and Hermes II fire on the WoB Buccaneer , but only hit with one ER L Laser. The Stealth and Infiltrator squad 2 attacks the Anubis , but also fail to do major damage. The last BA squad hits the Firebee , and manage to cripple the mechs left leg.

The WoB Buccaneer, Patriot, and Rifleman focus on the Hermes II but only do light damage. The Firebee and Anubis focus on BA squad 3 hitting with just one M Laser.


We came out slightly ahead that round, but we just can't deliver enough damage to drop anything.
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


Saint

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Re: WOB/ IS Campaign
« Reply #33 on: 21 June 2013, 09:58:40 »
Turn 9 (Final Round)
 
The Hermes II takes this opportunity to retreat off the board before becoming a casualty. The rest of the AMC forces are a little to far to fallback this turn, but will be able to next turn. We cause some more damage to the Anubis and Firebee on the way out , but can't drop either.
Four of the WoB mechs fire on the Mercury II ,but only hit with one M Laser and a SRM4. The firebee tries to finish off BA squad 3 but only manage to kill one wounded suit .


After that turn the WoB let the rest of the AMC retreat. (Due to time constraints)

Aftermath
While we where able to achieve our primary objective (again), our lighter firepower prevented us from killing the Command mech. This campaign has really turned into a stalemate so far. We aren't doing bad just not good enough for a clear win.
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


The Wayfarer

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Mission: Supply
« Reply #34 on: 24 June 2013, 21:49:53 »
Hi All,

This week in our ongoing campaign testing the waters of Total Chaos we are trying out the mission, Supply, located on page 38. 

Over the couple episodes of this campaign the Players have bled our total Warchest points from a start of 1000 to around 500 fighting our OpFor, TheMaster1955, to brutal draws.  Repairs have negated any gains we may have made in points.  We needed a win and Supply seemed to somewhat friendly compared to some of the other missions.

The hard lesson has been this:  In order to gain Warchest points you must either achieve ALL the listed objectives or play with the options.  Otherwise, you will lose ground after calculating in the the cost of the track and repairs.  Or at best, just break even.

We've also been playing loose with the tables that determine elements of the Opfor for each Mission often just counting on Battle Value as the rule unless the mission stated otherwise.  This time we opted to use the Force column that coincides with this mission which provides for a random roll to determine OfFor composition.  Lucky for us the roll went our way and the OpFor would be 75% of our total force.  Just when you may start to feel sorry for TheMaster though, look at the Beachead post by The Saint.

Some of these photo's are rough.  I've done the best I could with them.  We're working on bringing a better camera to improve the quality.  The blue arrow points to the north edge of the map.

Feel free to make any comments.  Myself, TheMaster1955, TheSaint, or Fidel Cashflow will reply in kind.

The cast of characters for the Word of Blake forces:  a Raijin II, Tempest and Initiate.  I'll let TheMaster1955 point out any specifics but most of these ran with Gunnery 2 Mechwarriors at the helm.



For the Mercs (do we have a name yet?):  A Marauder Mod and Vulture Mod, a Rifleman 7X, a Mercury II and a Bombardier.
« Last Edit: 25 June 2013, 08:18:48 by The Wayfarer »
Revelations 6:8. And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him.

The Wayfarer

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Supply continued
« Reply #35 on: 24 June 2013, 22:16:42 »
So in this mission the Defender, TheMaster1955, designates two buildings in the center of the map to contain hidden supply depots.  The players must scan the building to locate these hidden depots.  The defender designates an edge and then must start his forces within 12 inches (6 hexes) of the buildings.

The attacker (players force), begins the mission with 75% of his total force deployed which meant the two sides would be evenly matched for the first half of the game.  For us this was the Marauder, Rifleman and Mercury II with the Vulture and Bombardier entering (per a random die roll) on turn 6 from an adjacent edge.

The track cost 200 warchest points.  The objectives:  +100 if the hidden supply depots are located, +100 if half of the attackers forces survives to turn 10, +100 if the attackers cripple/destroy 25% of the defenders force.

We figured we were good for at least two of the three objectives.  TheMaster1955 is a cunning opponent and we wanted to have realistic expectations so our feelings wouldn't get hurt.  Going by pure numbers, this would be a tough one for the defender, nonetheless.  To increase our warchest payout, we opted to go with the option Timing, a +75 warchest bonus.  The roll resulted in a Heavy Downpour across the battlefield.  This added at +1 to all To Hit rolls and Piloting Skill Rolls and all water turned into rapids which made any blue stuff a dangerous proposition.  See Tactical Operations for further.  This was the first time we chose to go with an option and it definitely changed the way the game played.

Below is the initial deployment of forces.




Turn 1 the players won initiative.  Both sides made cautious advances.  WOB forces moved north staying within the safety of the buildings.  The Mercs moved south into the stand of trees.  The Mercury II carrying a Beagle Probe moved close enough to start scanning building 1.  Otherwise not a shot was fired.  Sorry, no good photos for this turn.
« Last Edit: 25 June 2013, 08:21:25 by The Wayfarer »
Revelations 6:8. And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him.

The Wayfarer

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Supply continued
« Reply #36 on: 24 June 2013, 22:34:24 »
Turn 2:  WOB wins the initiative.  The Mercs Marauder moves west to cross the river while the Mercury II and Rifleman advance behind the cover of Building 1.  The Rifleman starts scanning Building 2 while the Mercury II continues to scan Building 1. 

Scanning without a piece of equipment with the word Probe in it is a losing proposition in Total Chaos because the unit doing the scanning must do it for two complete turns without firing any weapons.  Considering the six buildings and that locating the hidden supply depots was one of our "Achievable" objectives, we felt the Rifleman forgoing a few turns of firing was worth it.  The Mercury II was outfitted with a Beagle Probe allowing it to scan from a longer range and fire weapons.  This fact was considered in our force selection.

Maybe that is why the Raijin II raced from behind cover on a flank.  It layed into the Mercury firing 3 ER medium lasers and scoring with all three.  The Marauder made the Raijin pay for his bravery however scoring a head hit on the unit with a large pulse laser.




More when the sun comes up.
« Last Edit: 24 June 2013, 23:03:53 by The Wayfarer »
Revelations 6:8. And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him.

The Wayfarer

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Supply continued
« Reply #37 on: 25 June 2013, 19:30:59 »
Turn 3.  WOB wins initiative again this turn but this doesn't keep the Mercs from moving up.  The Marauder moves forward to engage the WOB Initiate but misses with every shot.  Learning that building 1 was not a depot, the Mercury II jukes to the west side of the board to begin scanning operations on that side of the river starting with building 6.  East of the river the Raijin II fires into the Rifleman's rear arc and misses.  The Rifleman continues to scan building 2 which is identified as a depot at the end of the turn.  With that discovery the Mercs are halfway to the first objective.









Turn 4 begins with WOB winning initiative yet again.  The Rifleman attempts to lose that pesky Raijin II but he hangs tight and sends 4 SRM Streak missiles and a ER medium laser into the Rifleman's back.  The Rifleman in turn can't say no to the shot across the river and targets the back of the Initiate scoring a Snubnose PPC hit to the rear center torso that penetrates but fails to crit.  The Mercury also fires at the Initiate and scores a head hit with a medium laser.  Close enough to building 6, he begins scanning.  Meanwhile, the Marauder moves to the edge of the board and stares down the approaching Tempest with both units trading frightening amounts of fire.







Turn 5

Our Mercs win initiative this round.  With much of the "work" appearing on the west side of the board, the WOB forces continue their advance in that direction.  The mercenaries Mercury II shoots south to flank from that direction hoping to draw off some of the heat but to no avail.  The mercenary Marauder bravely stands his ground hoping to land some damaging shot while expecting plenty of fire.

The Mercury II and Rifleman take shots at the Raijin with every shot missing in the heavy downpour.  The Marauder weathers the fire from the Initiate, Raijin and Tempest.  A gauss rifle slug from the Tempest almost rips open his right torso.  The combined fire forces a piloting skill but no other serious injury.



The WOB forces suspect reinforcements for the mercs are coming soon and a quick kill on the Marauder has failed.
« Last Edit: 30 June 2013, 11:03:50 by The Wayfarer »
Revelations 6:8. And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him.

The Wayfarer

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Re: Supply Continued
« Reply #38 on: 30 June 2013, 11:56:30 »
Turn 6

The Mercs win initiative again this round and with that win comes the arrival of reinforcements for them as well.  The players decided at the beginning of the game to deploy the reinforcements on the west edge of the board.  The deployment of the Vulture Mod and the Bombardier tip the balance of the game decidely in our favor.



After placement and movement, a critical error has been made on our part.  We have deployed the Vulture right into the fray and in front of the Tempest.  During the firing phase the Vulture endures a withering amount of firepower.  The Raijin II also pours numerous shot into it opening numerous holes in the unit's armor.  However, the Marauder advances on the Initiate.  They both trade fire but at the end of the phase, the Initiate crashes to the earth.  With this loss, 25% of the WOB forces have been destroyed netting the Mercs one of their objectives and +100 warchest points.

Turn 7

The WOB manages to win initiative this round.  The Vulture, badly wounded from the previous round attempts to limp away but is outpaced by the Raijin II.  The Bombardier, moves to assist his damaged ally and goes toe-to-toe with the Tempest.  During the firing phase the Raijin opens up even more holes in the Vultures armor striking the right hip and gyro.  The Marauder pours fire into the Tempest's back but fails to penetrate the thick armor there.  The Bombardier has better luck striking areas already damage and breaching three times.  One crit blows out the Tempest's gauss rifle.  Within brawling range both the Tempest and Bombardier takes swings at each other but miss in a titanic cat fight.  Blame it on the rain, boys!

The Mercury II and Rifleman continue with scanning operations.  That last depot remains elusive but can only be in the remaining three buildings.

As a result of this round, the Vulture crumples to the earth with a failed PSR and is placed into forced withdrawal in only it's second turn on the board.  However, the Tempest is also placed into forced withdrawal but is in no means out of the fight.




Turn 8

The WOB win initiative again.

The Tempest attempts to withdraw to the table edge to protect his backside for what may be a protracted fight down the table edge.  The Bombardier hangs tight hoping to draw his fire and protect the downed Vulture and weakened Marauder.  The Raijin, faster than his bretheren in the Tempest makes a run for his home edge using his speed to run the gauntlet.  The Rifleman and Mercury begin their turns scanning again.   




During the fire phase, Building 3 is found to be empty after scanning by the Rifleman clearing the east side of the board.  The Mercury, on it's second turn scanning building 5 finds the last hidden depot their netting another +100 warchest points for the Mercs.  Although shots are trade on both sides, the Vulture is the only unit that continues to feel the pain suffering even more crits to it's weakened legs.  Numerous attempts for it to stand in the movement phase failed. 



Turn 9

The WOB win initiative again but there are few options.  Attempting to divert fire from the fleeing Raijin the Tempest moves to engage the Marauder and Bombardier.  The Mercury II attempts to chase down the Raijin and maybe score a lucky strike but fails to do so.  The Tempest serves it's purpose taking heavy fire from the Marauder, Bombardier and Rifleman suffering numerous crits culminating in severe engine damage that ultimatley kills it.



With only one Merc unit in forced withdrawal another +100 warchest points were gained.  Coupled with the previous objectives and playing with the weather option the Mercs walked away with 375 warchest points.  A badly needed bonus that just might get theme through another battle or two.

Stay tuned for more.
« Last Edit: 30 June 2013, 12:00:02 by The Wayfarer »
Revelations 6:8. And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him.

Saint

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Re: WOB/ IS Campaign
« Reply #39 on: 30 June 2013, 17:10:31 »
Well done Wayfarer O0
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


TheMaster1955

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Re: WOB/ IS Campaign
« Reply #40 on: 30 June 2013, 21:45:46 »
I will avenge my fallen brothers and sisters }:) }:) >:D
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