Author Topic: Phoenix, AZ - League Campaign  (Read 27865 times)

Hellraiser

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Re: Phoenix, AZ - League Campaign
« Reply #60 on: 09 November 2018, 01:19:35 »
To clarify, shooting at the building is what we are trying to stop with that ruling right?

For example, A running mech that skids on all the concrete on these maps & does damage that way doesn't forfeit the VC right?
Or Dislocation from Push/DFA, or Side-slipping hover/vtol, etc etc etc, isn't an issue.

Just clarifying what you mean by damage,  AKA,  its shooting at it, or more specifically causing it collapse/be destroyed & deny someone else VC that you're discouraging.


And finally,  since your attempting to stop "Richard-ness".    Can you rule that placing the building underwater would also be illegal since that isn't spelled out.
But oh the joy of having to attack it Scuba infantry  ;)
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - League Campaign
« Reply #61 on: 09 November 2018, 13:27:01 »
While the basic purpose of that rule is to prevent winning via building destruction, it's also to avoid other "alternative" means of building entry. For instance, one could drive an APC into the building to dump infantry directly into cover. If I say "deliberate" I can see someone setting up an "accidental" skid to have the same effect; therefore, any damage forfeits the VC. If you push an enemy into it, it's your fault; if you skid into it, you should have driven more carefully.

And yes, I'll mention at game time that the building must be placed in a clear or paved hex. No rubble, trees, or water. (But it need not be on level 0.) But now I want to do a "Dropship salvage" mission where the dropship crashed into deep water.  >:D

Hellraiser

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Re: Phoenix, AZ - League Campaign
« Reply #62 on: 09 November 2018, 16:20:37 »
Ok, I've changed my mind.   

I hear by formally disagree with this rule now.

Preserving the building I can get behind, but removing perfectly valid "tactical" entry methods I can't.   You always tell us you want the best TACTICS to win.

The SWAT team doesn't preserve your door jam when they raid your house...........They shoot the hinges out or blow it with a breaching charge.

If I'm willing to risk the 13+ PSR & take damage to my vehicle then I should be able to ram my APC through the front class window dang it.   ::)

It does occur to me that I likely would never get back out of the building after being immobilized as shards of class & window frame pierces my hoverskirt, xp, but I at least want the option of being stupid. 

This is America.  ;D  I wanna get my redneck on.   :D



I have it all planned out.......... the sounds of a swamp boat fan,  the hoots & howls of laughter coming from Marauder BA  (Possibly a few screams of fear),  as my Savannah Master once again approaches at 200+ KPH & delivers on time better than the Domino's driver.   

Round 1, in the building,  now, how do we get out?     We don't know..... we leave that for the Generals to figure out.
« Last Edit: 09 November 2018, 16:30:24 by Hellraiser »
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Phoenix, AZ - League Campaign
« Reply #63 on: 10 November 2018, 18:20:10 »
Note to self.

If you arrive at Game Depot & there are a bunch of strangers at your BattleTech table....

It's not that they are at your BattleTech table, it's that you are a week early.

Note to self. 

This is the 2nd time in a decade you have shown up on the wrong day.

Perhaps senility is setting in.

Note to self.

You wouldn't be there on the wrong day if we had weekly games.

Yes yes, its Joel's fault for not having weekly games....  If we had weekly games you'd always arrive on the right day.

Note to self.

Commence plan to bribe Joel's family to let him have weekly games.

Teenagers are greedy & in need of money.  They would probably quit soccer for $20.

Note to self.

You are also greedy & in need of money.  Form a new plan.  Learn how to read.

Sigh....  I really did swear we were playing on my 4-day weekend.     :-[  :-[


Ah well, I guess I'll have to actually do my homework before its due.  DOH!
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - League Campaign
« Reply #64 on: 10 November 2018, 23:07:15 »
My daughter hasn't played soccer for several years now. Other stuff, though... Especially at this time of year. Not counting my daughter's stuff, I have four concerts in eight days at the start of December. (And I know this because I USE MY CALENDAR.  ;) )

Hellraiser

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Re: Phoenix, AZ - League Campaign
« Reply #65 on: 11 November 2018, 19:01:26 »
Cal...en....dar.... ?

What is this word?


No really, I did use it, I swear when I checked it a month ago that I was glad it was on a 4 day weekend.   And then never rechecked the game day message.   :-[

Which is why I think senility is setting in.   :))
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Phoenix, AZ - League Campaign
« Reply #66 on: 18 November 2018, 14:19:11 »
Thanks again Joel for the games yesterday.


6 players came out to play, a bit lower than normal which lead to 3 games all with fairly similar results.

In each game it sounded like 1 of the players got into the buildings faster or with more infantry, OR, had a serious edge in firepower that lead to some heavily damaged mechs early.  Which lead to the damaged or slower force taking the points they had & pulling out early so we finished up fairly quickly.




At my table the "Lóng zài wù zhōng" of the Capellan Confederation faced off against the "The League of Indiscriminate Justice" of Terran Corridor Mixed Heritage.


The CC Mercs arrived with about an Augmented Lance of Mechs & support units totaling 7 combat squads.

Wolverine WVR-8C
Dervish DV-6Mr
Ebony MEB-11
Gùn GN-20A Prime
Po Heavy Tank  w/ Precision Ammo
Shen Long BA (SRM4)
Amazon BA (MRR?)


The League arrived with a Platoon each of Battle Armor & Motorized infantry escorted by a mixed lance of Medium Mechs & Hovercraft.

Wolverine-6M    (Custom F-Grade - Endo/TSM)
Firestarter-OB   (Custom Plasma Rifle Pods)
Maxim    (Custom F-Grade - XL)
Savannah Master    (Custom F-Grade - XL)
Marauder BA Squad
Taranis BA
Hauberk BA
Heavy Inf (Lyran Urban Response)



Both maps were the original Battletech box set maps connected on long edges with long edges also being the home edges.
They mirrored each other so the mountains were all clustered in the middle.
The CC came in from the West & the League from the East.
All 3 HQ buildings were laid out in the middle between mountains, 2 to the north half, 1 to the south.


Turn one was mostly everyone deploying & some small range fire that missed.
All Infantry/BA were mechanized with something except the Shen Long who with their speed were on the ground & moving towards the south building.
The Maxim made it to the "Middle" slightly north building & dropped off the Hauberks outside it while the Savannah Master with Marauders clinging to the outside got to the southern HQ building.

Turn 2 saw 2 BA inside the buildings while the Firestarter reached the northern most building & the Maxim shot down to the Southern building to drop off the Urban platoon to back up the Marauders.
Added fire came in but was still fairly minimal

Turn 3 saw the first serious fire start to happen but much of it missed w/ high movement mods on everyone.
The Amazons which had been dropped off early so they wouldn't be shot up at the door of the North building were sandwhiched by the Firestarter & Maxim on the NW Hill & while most of the fire missed they did take a pair of Medium Lasers which would be important later.
The Wolverine tried to play with the Dervish at close range from behind & took out an LRM rack but missed the TSM kick, rolling 6 v/s a needed 7.

Turn 4 had both CC Merc BA entering the far North & South buildings and lots of interior shooting commenced.
The Marauders took a pounding from the Shen Long while they & the Moto Infantry returned fire.
Meanwhile the Amazons unloaded on the larger Taranis & took massive return fire that killed 1/2 the squad.
The CC forces surrounded & group fired on the Firestarter ripping open the RA, RT, & landing an AC10 to the CT. 
Critical hits took out a DHS & the Guardian ECM while twin Plasma Rifles resulted in a heat spike of 9 leaving the mech wounded & the pilot baking at 14 heat.
The Firestarter & Hauberks in turn combined to immobilize the Po & crit for an AC10 weapon malfunction.
The Wolverine took out some furry on the Gun with a TSM kick that went in the leg & came out the CT leaving the machine as spare parts.
The Tank crew abandoned the vehicle rather than spend a turn w/o movement or weapons.

Turn-5
Saw the Amazons decide discretion was the better part of valor & they jumped back out of the Northern building & behind cover from the Taranis.
The Shen Long again traded a massive # of SRMs at the Marauders killing 1 & leaving the others damaged before being wiped out by return Marauder/Urban Platoon fire.
The Firestarted jumped away to some woods on a hill to get out of the kill zone it was in & cooled off.
The Wolverines tangled with laser fire exchanged & a TSM kick stripped the leg of armor but left the structure intact. 

Turn 6 saw the entire CC force pull back off home or side edges since they lacked infantry to get the computer drives & continued fighting would just lead to mutual destruction of mechs.




The Repair bill looks like this.

Ebony-11 - Pristine   (Ready next game)
Wolverine-8C  -  Armor Damage   (Ready next game)
Dervish-6Mr  -   (1+ Crits = Out 2 Games for Repairs & Side Edge retreat)
Gùn-Prime  -  CT Cored   (Removed from Roster - Salvage 10% SP in spare parts)
Po -  Immobilized/Abandoned  (Crippled & out for 1 game)
Shen Long  - Destroyed  (Out for 2 games in the med bay)
Amazon BA -  50% Casualties  (Out for 3 games in the med bay with side edge retreat)


Wolverine-6M    (Armor Damage - Ready next game)
Firestarter-OB   (1+ Crits  -  Out for 1 game)
Maxim    (Pristine - Ready next game)
Savannah Master       (Pristine - Ready next game)
Marauder    (25% casualties - Out for 2 games)
Taranis      (Armor Damage - Ready next game)
Hauberk        (Pristine - Ready next game)
Heavy Inf    (Pristine - Ready next game)


Pay Day Totals.

Lóng zài wù zhōng
Take the field = 200
VC-3  (Destroy 1 enemy, Cripple 2 enemies, or Damage 4 enemies) = 100
Faction, Era, Painting, & Short BV bonuses = ?
Salvage Gun Parts = ?
Total was between 400-500 IIRC.

League
Once the mech lance retreated the field was open for sweep of all 3 buildings.
All VC Conditions total 1700 SP
4 Painted minis & 10+ SP short game to +81 SP for 1781 Total IIRC.




The CC had a serious edge in raw firepower as seen by how 1 round saw the Firestarter go from pristine to ripped open.
The League had the edge in fast deployment of Infantry however & in this case, speed & numbers helped a lot.



It seemed to be a similar type situation elsewhere with the far north game having infantry hold 2-3 buildings but having the mechs outside being out gunned leading to destruction & retreat of the escorts.

The middle game had a surprise entry of a SuperNova-4 to the battle showing everyone what our first Clan Assault in the campaign can do, which is kill... everything.
« Last Edit: 13 December 2018, 23:57:04 by Hellraiser »
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - League Campaign
« Reply #67 on: 19 November 2018, 10:10:41 »
My original plan of running the next Game Depot game on December 15 isn't going to work (Xmas party I didn't know about). Would people prefer:
  • I whip up a scenario and reserve the tables, and you go on without me. (I can drop off maps and get everyone started.)
  • I reserve the tables and announce an open play day, or some other (non-campaign) scenario.
  • We play Sunday the 16th.
  • Happy holidays; see you all in January.

Hellraiser

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Re: Phoenix, AZ - League Campaign
« Reply #68 on: 19 November 2018, 10:20:29 »
4 Day weekend,  School finally over,  I want to play.

I would prefer 1 or 3 so we still get in a campaign game.

That said, any of it will work.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

csimian

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Re: Phoenix, AZ - League Campaign
« Reply #69 on: 19 November 2018, 10:26:26 »
I'm good with 1 or 3 as well.

Kartr_Kana

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Re: Phoenix, AZ - League Campaign
« Reply #70 on: 19 November 2018, 15:35:23 »
I Think that 3 or 1 sounds better.

Kartr_Kana

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Re: Phoenix, AZ - League Campaign
« Reply #71 on: 25 November 2018, 16:42:19 »
Loyalty, Marik-Stewart Commonwealth, Fall 3126

1st Lt. Sula Babushian maneuvered her Shadow Hawk down the low foothills that surrounded the wide flat valley that Kallon had built its test site. A JumpShip had entered the system by pirate point 39 hours ago putting the planetary defenders on alert. Just over an hour ago Bonne Temps traffic control had calculated the DropShip’s trajectory and determined that “Bonne Flatts” was the most likely place for the raider to put down. “Bonne Flatts” was Kallon Industries property, which meant it was Kartr’s Kavaliers responsibility, and with Colonel Kartr still on light duty after the last raid, she was the senior officer with a ‘Mech fast enough to reach the site before the raiders.

“Babe, Firecracker” Lt. Latakara’s transmission crackled through through Sula’s headset, the distortion minimal despite the ECM that Latakara’s Hatchetman was putting out. “Firecracker, this is Babe. Send it.”

“Babe I count four, repeat four ‘Mechs moving towards the flats.” Lt. Latakara, ‘Firecracker’, sounded eager, almost hungry as she reported. “Looks like two Rifleman, a Phoenix Hawk and…” The transmission cut off as Latakara tried to make out the fourth ‘Mech.

“Firecracker, Babe. I copy two Rifleman and a Phoenix Hawk. Do you have an ID on the fourth ‘Mech?”

“Negative Babe, I’ve never seen one that looks like it, and they’re too far away for my computer to get a solid ID, but they’re moving fast towards the east field control bunker.”

“Copy that Firecracker.” Sula opened up the throttle on her Shadow Hawk, the beak like head of her “Project Phoenix” model leaning into the run. “‘Dust Devil Two’ head west and drop your ‘crunchies’ at the west control bunker. ‘Bus Three’ you’re with me, we’re heading to the main research bunker.”

‘Dust Devil Two’, a Fulcrum III hover tank with Marauder battle armor clinging to it like barnacles, raced up next to her and veered off, fans blowing the eponyms dust as they ramped up to full power. At just over 150km/h they were practically guaranteed to reach their objective before the opposing forces. ‘Bus Three’, a Maxim Mk II, paced her as she hit 75km/h, keeping her covered in its ECM bubble. While 75km/h was not her best speed, any faster and she’d risk dislodging the Marauder battle armor clinging to her ‘Mech.

They’d come down the service road from the main Kallon facilities and it spilled them out of the low foothills and forests just under half a kilometer from the main research and monitoring station. Within twenty seconds she was bringing the Shadow Hawk to a fast stop next to the bunker’s entrance. Opening a commline to the squad clinging to her she said, “Everyone off! Take and hold that bunker.”

Switching her comm channel, as she felt the battle armor release their clamps and drop away, she called over to Bus Three, “Bus Three, Babe. Drop the machine gunners here at bunker alpha, then Firecracker and I will screen you so you can make the run to bunker charlie.” She saw the Maxim slide up next to the building, hugging it to prevent the enemy units from firing on it or the squad of Inner Sphere Standard battle armour that was charging down the rear ramp.

A call from Firecracker pulled her gaze up and away from the dismounting infantry. “Uh Babe, Firecracker one of those Rifleman isn’t…” Firecracker’s Hatchetman was dropping into a stand of trees, fire from her jump jets scorching the trunks as laser fire crackled past the ‘Mech. “My computer is reading it as a ‘Glass Spider’!” Sula could hear the Hatchetman’s rotary autocannon spinning up for a long burst and the hint of fear that Latakara couldn’t quite hide.

It was fear that was starting to trickle down Sula’s spine as well. They’d already been heavily outmassed before, at least two sixty ton mechs to her fifty-five tonner and Latakara’s fourty-five tonner. Now one of those sixty tonners the raiders were driving turned out to be a Clan ‘Mech! ‘Dust Devil Two’ was a solid combatant, but the Maxim mk II alongside her wasn’t armed with anything worth counting and there were two other ‘Mechs in the blue livery of the raiders. Her unit probably wouldn’t be able to do much more than secure any data they could and then pull back to the heavy element that was still twenty minutes or more away. And with the range and hitting power of that Clan ‘Mech they’d be hard pressed to do even that!

“I read you Firecracker” she responded. “Stay mobile, we only have to keep them distracted long enough for the infantry to pull the data drives and wipe the servers.”

“Copy that, Babe. Computer identifies the other two as a Crusader and a Battle Cobra, Inner Sphere…” The rest of Firecracker’s transmission disappeared into the ripping thunder of her RAC vomiting 105mm shells towards the blue ‘Mechs. Sula triggered her own jump jets, now that the infantry was clear, and vaulted over the building as her own rotary cannon began to spin up.

“Bus Three, Babe. See if you can whip around bunker charlie and drop your crunchies.” As she landed she saw Latakara come flying out of the copse she’d been hiding in, clear the Battle Cobra and land right by the Glass Spider. She almost cheered as the daring Hatchetman’s rotary cannon tore chunks out of the clan ‘Mech, but the subsequent swing of the heavy hatchet missed the Battle Cobra as it stepped forward and shed some sort of battle armour that had been clinging to it.

Her Maxim Mk II raced forward and spat a pair of missiles that cratered into the Rifleman, while ‘Dust Devil Two’ lashed out with its PPC but missed the Glass Spider. Firecracker wasn’t so lucky as her foe. The Glass Spider lashed out with most of its laser scoring deep gouges across the unfortunate Hatchetman, before twisting and slashing at the Maxim Mk II with its remaining pulse lasers. Most of the attackers other shots missed, apparently thrown off by Latakara’s insane choice to rush her Hatchetman into the middle of a full lance of enemy machines.

Lt. Sula kept her ‘Mech unpredictable as she leaped towards a stand of trees, her rotary autocannon burning through ammo at a high rate. Unfortunately the enemy seemed less interested in her as ‘Bus Three’ took a pair of solid hits from the Rifleman’s light autocannons. She heard screaming in the background as the corporal in charge of the flame thrower squad commed her, “Babe, ‘Flamer 6’. We are going to need a  medivac, we have a casualty from that last hit.”

Her mind racing Lt Sula replied, “Copy that, stabilize him and prepare to fall back.” Making up her mind she opened a commline to her entire force. “All units prepare to fallback as soon as the bunkers are sanitized.” She continued to hammer at the Glass Spider with her rotary autocannons and lasers as her units acknowledged her orders. ‘Dust Devil Two’ speared one of the enemy battlesuits with it’s PPC while ‘Firecracker’ charged past the enemy Rifleman and turned to bring her heavy hatchet to bear. For a second Sula thought that Latakara had succeeded in avoiding most of the enemy firepower, then she saw unknown battle armor disappear behind a solid wall of smoke. “Firecracker LOOK OUT!” She screamed into the comm and for a second she thought the Hatchetman might evade the worst of that terrible volley of missiles.

Lt. Latakara heard the warning too late. She glanced out the left side of her cockpit canopy to see the pall of missile smoke billowing around the battle armor she had been ignoring and tried to throw her ‘Mech to the side. The hatchet in her right hand was already hurtling towards Rifleman’s vulnerable rear armor and the momentum was too great for her to overcome. Stumbling, she tried to compensate, but it was too late. The missiles hammered on her ‘Mech, blasting armor then cratering internal structure. Suddenly she heard the computer warning her of containment failure and she felt the heat spike in the cockpit, a stunningly loud explosion slammed her back in her command chair as one of the enemy missiles slammed into the Hatchetman’s head. Then, before she could even gather her wits, two more missiles cracked open the reactor of her ‘Mech and the automated ejection system rocketed the Hatchetman’s head up and away from its stricken body.
Sula watched the head of the Hatchetman shoot skyward and knew there was no chance for her surviving machines to stop the enemy lance. The best they could hope for was to deny the enemy forces access to the files they’d undoubtedly been sent to steal. ‘Bus Three’ had just disappeared behind bunker charlie and would be able to clear the far side and make the dash to safety in the next couple of moments. Then she noticed the Rifleman, that ‘Firecracker’ had been focusing on, twist and unleash a full salvo at the retreating Maxim Mk II. For a second she thought the tough little APC might survive, but incredibly accurate autocannon fire hammered into the same spot over and over again until it plowed into the ground. Things were going from bad to worse and for a moment she though everyone aboard must have been killed, then she saw armored figures cut their way out of the wreckage with their battle claws and sprint towards the bunker. First three and then four more, they disappeared inside the bunker, the orange glow of hellfire preceding them. Still she was going to have to extract the rest of her people.

“‘Dust Devil Two’, Babe. Your passengers should be almost done by down, get back and pick them up.” She commed as she threw her ‘Mech backwards on pillars of fire. “‘Gunners One’, Babe. Your ride is down. I need you to start withdrawing back towards the forests. Avoid enemy contact and regroup with the second detachment as quickly as possible.”

“Copy that, Babe. We’ve also got the data from the drives here we’ll take that with us.” She breathed a small sigh of relief. At least they were going to secure most of the sensitive data that Kallon had tasked with protecting. The loss of the east bunker wasn’t going to reflect well on her, or the Kavaliers, but at least the research bunker and its valuable testing data weren’t going to fall into raider hands. “‘Marauder One’ I’m going to pick you boys up and we’re in a bit of a hurry!” She called to the other battle armor squad in the research bunker.

“We read you Babe. We’ll be waiting and ready!” Something smashed into her ‘Mech and the machine almost tumbled out of the sky. A quick glance at her monitors showed her that one of the jumpjets in her torso had been smashed shut by an autocannon round from the Rifleman. “Negative ‘Marauder One’ I just took heavy damage. I’m not going to be able to make pickup. Get back in the bunker and hold till the relief column gets here.”

“Hold until relieved. Aye.” The almost bored response was somehow heartening as she stumbled into a run towards the hills she’d come out of at the start of the fight. The Marauders were tough battle suits, they’d hold up against anything that tried to root them out of that bunker. ‘Dust Devil Two’ was picking up the squad of Marauders and they’d extract behind her, regroup with Lt. Lorenz “Antman” Antinian and his column then drive the raiders back to their DropShip and off world.

She was well away from the fighting when her comm crackled to life. “Babe, Marauder Two. ‘Dust Devil Two’ clipped a tree, we’ve got the crew and we’re dispersing into the forest. Enemy forces are moving on bunker bravo.”

“‘Marauder Two’ I copy. ‘Marauder One’ keep me apprised of the enemies actions.” The force commanders voice crackled through Staff Sergeant Mourad’s helmet. “Marauder One-Six I copy.” He replied reflexively. His small squad, fire team really, had moved back into the bunker and now he was watching a full lance of BattleMechs mill around bunker bravo. The two squads that were aboard ‘Bus Three’ when it died had reported contact with an enemy battle armor squad in bunker charlie. Then almost immediately after they reported the enemy squad had fallen back towards the DropShip and flight recorder drives were missing. He’d ordered them to holdfast, they’d be safer in a bunker than trying to engage BattleMechs in the open.

“There’s the battle armor boss.” One of his troopers reported as the enemy battle suits dashed from bunker bravo and clambered back aboard one of their BattleMechs.

“Think they’ll call it quits or come here?” Asked one of the other troopers “I’d like to actually get some today instead of just babysit electronics.” The soldier continued.

“Well that ‘Mech is moving towards us… Scratch that they’re all moving towards us!” The first trooper interjected.

“That answer your question, Charlie?” Mourad said. “Alright its four on four, but we’ve got the advantage being in here so lets put them in the ground and earn that combat pay.”

The four Marauders opened fire on the enemy battle armor as it dismounted. Support PPCs and recoilless rifles tore chunks out of the heavy clan armor, but none of the enemies actually went down before they breached the bunker’s entrance. Once inside the fighting got brutal as both sides unleashed what would have been anti-tank weapons in a previous age. Protected by their heavy armor SSgt Mourad’s Marauders managed to gain the upper hand and kill or incapacitate all four of the clan suits though not without losses.  Their battle armor out of commission and more Kavaliers showing up on long range radar the raider ‘Mechs pulled back to their DropShip.

Summary
Jason's force heavily out massed me as he had a Glass Spider, Battle Cobra (IS), Rifleman with four Light AC/5s shooting precision ammo, and a Crusader vs my Hatchetman, Shadow Hawk, Fulcrum III and Maxim Mk II. I had the advantage in infantry terms though, with two squads of Marauder BA, one of IS Standard MG, one of IS Standard Flamers and one of Gray Death Standard (LRR) as well as fast transport capabilities.

I was too aggressive with the Hatchetman, though poor rolling on Jason's part kept her alive for the first couple of turns and then the Corona BA fired 30 SRMs at the Hatchetman spent edge to re-roll the clusters for and wound up getting something like 24 hits. That breached the left and center torsos and scored three engine crits as well as a head hit putting the Hatchetman down.

I'd already decided I was going to start pulling everything back and rely on having held the two bunkers to his one keep my score up. Then the Rifleman knocked out the Maxim Mk II, which lead to a lot of confusion about what happens to infantry carried by APCs. Joel eventually ruled that we were going to use "mechanized infantry" rules from the BA section which only killed off one suit of Flamers. The IS Standard Flamers and GD Standard LRR squads rushed into the bunker hoping to "reset" Jason's counter. Joel said that it wouldn't reset and I couldn't kill his BA that turn, so Jason scored the bunker and moved his squad off the field the following movement phase.

Shadow Hawk took a JJ crit as it was falling back so I decided to move the Marauder BA back into the bunker and force a stalemate while moving the IS Standard (MG) off the field to score the objective. Fulcrum went to pick up the other Marauder squad and extract them to score another objective. Fulcrum fails a driving check (rolls 4 needs 5) and skids into light woods and is immobilized. Marauder BA dismounts. Jason's mechs hammer on the Fulcrum and score something like two more immobilized results and a stunned result, Fulcrum returns fire to no effect. Fulcrum crew bails out at the end of the round.

Over the next three rounds the Marauder BA move through the woods getting more and more difficult to hit until they're blocked (1 heavy and 1 light intervening) and make it off the board. Jason moves his Corona BA into the far bunker and we start "fast forwarding" because I have nothing that can shoot at him and he doesn't want to shoot the bunkers. Basically we just skipped the three turns it took for him to search the bunker and score the objective and the two turns to move the BA out, and pick them up.

Once his BA dismounted by the central bunker we started rolling dice again. I did some decent damage to his battle armor as they dismounted, but not enough to kill any of them. He moved into the building and almost killed a Marauder, while I killed one of the Coronas. That was his last shot of SRMs so the next turn it was his 3 recoilless rifles and three heavy flamers vs my 8 support ppcs, 4 recoilless rifles and 4 anti-personnel weapons. He finished off the Marauder who was out of armor and another one that had only two points left. My fire killed all three Coronas.

We called it there. Had a lot of fun and Jason was a great opponent.

Joel47

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Re: Phoenix, AZ - League Campaign
« Reply #72 on: 25 November 2018, 18:33:55 »
Quote
which lead to a lot of confusion about what happens to infantry carried by APCs. Joel eventually ruled that we were going to use "mechanized infantry" rules from the BA section which only killed off one suit of Flamers.
I found it! It's the table on the bottom right of page 223.

Kartr_Kana

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Re: Phoenix, AZ - League Campaign
« Reply #73 on: 25 November 2018, 21:09:07 »
I found it! It's the table on the bottom right of page 223.

SWEET! I think we basically did that except we flipped the numbers and counted 1-2 as destroyed and 3-6 as survived rather than 1-4 survived and 5-6 destroyed.

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Re: Phoenix, AZ - League Campaign
« Reply #74 on: 26 November 2018, 19:19:40 »
I don't know how I didn't see that table when I was reading the "Mounting" section.

I mean, its RIGHT THERE.

Also,  page 224 of mounting also notes that the Vehicle does have to spend MP again when picking up infantry.

So its not the Infantry MP like we were thinking.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

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Re: Phoenix, AZ - League Campaign
« Reply #75 on: 26 November 2018, 19:27:04 »
Make sure you have the latest errata when checking MP for mounting and dismounting infantry.

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Re: Phoenix, AZ - League Campaign
« Reply #76 on: 01 December 2018, 11:46:43 »
So I see 3 votes above for "1 or 3" and nothing for 2 or 4.

Has there been an consensus on what will be happening & when?
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - League Campaign
« Reply #77 on: 01 December 2018, 11:52:21 »
I'll be dropping stuff off and getting things going, then leaving. I'll keep the scenario on the simple side.
Sorry for the recent lack of communication - I have four concerts in eight days, starting this evening. Sanity will be restored after.

Hellraiser

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Re: Phoenix, AZ - League Campaign
« Reply #78 on: 01 December 2018, 23:24:23 »
Sounds hectic.
Good Luck, 
May the Force be with you, 
When in doubt, drink till you feel happy :)
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Kartr_Kana

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Re: Phoenix, AZ - League Campaign
« Reply #79 on: 02 December 2018, 14:59:57 »
I'll be dropping stuff off and getting things going, then leaving. I'll keep the scenario on the simple side.
Sorry for the recent lack of communication - I have four concerts in eight days, starting this evening. Sanity will be restored after.
Have fun, don't worry about us.

Joel47

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Re: Phoenix, AZ - League Campaign
« Reply #80 on: 07 December 2018, 11:33:45 »

Hellraiser

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Re: Phoenix, AZ - League Campaign
« Reply #81 on: 08 December 2018, 00:06:21 »
Did you intend to leave in the lines about infantry ?
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - League Campaign
« Reply #82 on: 08 December 2018, 00:15:51 »
Yep. A little variety.

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Re: Phoenix, AZ - League Campaign
« Reply #83 on: 16 December 2018, 01:32:49 »
As usual, thanks for the fun game Joel!   :thumbsup:


We had 7 players & GM Joel show up so we split off into our new 1v1 format with 4 battles going on.


I don't know how all the games went but I think at least 3 of them were pretty close.


I believe the matchups were as follows.
Game NE = Lóng zài wù zhōng  v/s  Non-Campaign Player.
Game SE = GM Joel  v/s  Kartr's Kavaliers
Game NW = Little John's Merry Men  v/s  "Team JJ"  (Unit Name to be determined)
Game SW = The League of Indiscriminate Justice  v/s  our newest recruit playing a Wolf Dragoons (Dark Age Era) force.  (Unit Name to be determined)


Not sure how the NE game finished, but I believe the Kavaliers held the field on the SE game despite loosing the BattleMaster.
The NW Game saw IS-BattleCobra-F get cored in a slugfest of a fight.  Both sides had objective #1 & possibly both had #2  (Waiting on a rules answer from Joel.)

The SW Game was also a slugfest that saw both teams obtain both objectives.

The breakdown was as follows.

League Force:  1 Mech, 3 Vehicles, 2 Carried Infantry,  7049 BV
Gunslinger-2ERD
Heavy LRM Carrier  (Custom-D-Grade)
Zibler-A
Cavalry VTOL  (Custom-F-Grade)
Taranis BA
Jump Infantry - Special Forces

Dragoons Force:  3 Mechs, 1 Carried Infantry, 7393 BV
Atlas-K3
MadCat-III-3
Osiris-3D
Fa-Shih-Support-Plasma x5


Maps:  Connected on Long Edge in East/West positions.
River Valley: Western Map with Mountain on the East side of River.  West Edge was League Home Edge.
Lake Area: Eastern Map with River flowing to the south.  East edge was the Dragoon Home Edge.


Turn-1  Dragoons move on first from east edge southern end.  League moves up on from the southern west edge opposite the Dragoons.
The Zibler & Cavalry move up the river & drop off both infantry on the North end of the mountain.
The MadCat-III fires on the Heavy LRM Carrier from 21 hexes & connects with an LRM-20 to score first blood.
No return fire possible from the League

Turn-2  The Osiris charges the mountain while the MadCat runs through the forest & the Atlas takes a rear hill to look over the forest.
The League Infantry move out & fire on the Osiris while the Gunslinger jumps over the river to take the hill.  The Cavalry end runs to the enemy rear.

Turn-3  The damage is showing.  The Osiris takes massive fire from the Heavy LRM Carrier (23 of 60 SRMs connect), but in turn the HLC is immobilized just as it reaches light woods.  The Gunslinger starts landing Gauss rounds.  The Infantry continue to lay out crit seeking love. 
Meanwhile the Dragoons are landing Gauss, ERLL, & Clan ERPPC/LRM fire more & more accurately.

Turn-4  Dragoon Fa-Shih are hammered by combined fire from the Taranis & Zibler while scorching some Taranis suits.  The Osiris has been de-legged & de-armed & does more damage as it keeps trying to stand.  The Zibler is immobilized by the Atlas as it attempts to backstab the MadCat-III.  The Gunslinger has taken stacked damage on the RT & is in danger of loosing the XL.  The HLC has structure showing after repeated rounds of fire from all 3 Dragoon mechs.  Both immobile tanks shut down & bail out in the end phase as both will not live through a round of Atlas fire.

Turn-5  The MadCat & Gunslinger both pull back behind cover to preserve exposed engines.  But the Osiris finally stands & gets dropped by the Gunslinger who misses with both Gauss but connects with 3 ERML to core the CT.  The Infantry & Cavalry combine to crit the MadCat out with destroyed ST & 1 crit on CT engine.

Turn-6  The Atlas is looking for payback & charges forward to kill the gunslinger who continues to backpedal behind the mountain top so he slams the Cavalry with an alpha strike but only does armor damage.
Meanwhile the Infantry take the lead & charge down the hill hammering the Atlas with laser & rifle fire joined in by the Cavalry's lasers.
The Atlas fails its PSR & goes down south of the Mountain.

Turn-7  The Atlas stands back up & faces off against the infantry & Cavalry again & gets critted in the Streak ammo to blow out the CASE & loose the ST.

Game Over.


Butcher's Bill  (Repair Times)

Dragoons:
Osiris is cored & removed from roster w/ spare parts refund.  Pilot is alive & will need a new mech.
Atlas & Madcat are both XL destroyed,  Out for 3 games each.  Atlas pilot also took 4 pilot his w/ that ammo explosion so he'll be doing a 3 game concussion protocol.
The Fa-Shih are out destroyed & out for 2 games healing.

League
The Heavy LRM Carrier & Zibler were both Immobile & suffered a crit so either of those cost a game but don't stack + Bail Out adds 1 game so out for 2 games each. 
The Cavalry & Taranis lost armor, ready for next game.
The Jump Platoon took 1 wound & will be healed up by next game.
The Gunslinger backed off before taking any crits to the exposed RT so is ready for next game but was a ML shot away from destroyed & out 3 games.  (Discretion is the better part of valor & all that.)


SP Awards  (Memory might be off)
League = 200+300+300+20 Painted Mini+5 Short 51 BV = 825 SP
Dragoons = 200+300+300+40Faction+20Era+60PaintedMinis+0ShortBV+60SalvageOsirisParts = 980 SP


Fun game all around today.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - League Campaign
« Reply #84 on: 16 December 2018, 18:33:44 »
Not sure how the NE game finished, but I believe the Kavaliers held the field on the SE game despite loosing the BattleMaster.
They did. The Hammerhands was badly mauled and the Marauder BA squad was one guy in a suit full of holes, but the jumps-seven Wolverine was pristine. We figured my Warhammer would have escaped with the Longbow sacrificing itself for covering fire, because I didn't have the accuracy to deal with that Wolverine.

Quote
The NW Game saw IS-BattleCobra-F get cored in a slugfest of a fight.  Both sides had objective #1 & possibly both had #2  (Waiting on a rules answer from Joel.)

What's the question?

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Re: Phoenix, AZ - League Campaign
« Reply #85 on: 16 December 2018, 21:59:39 »
We put it on the results sheet but we are looking for clarification on "Crippled"

There was a vehicle that had been -1 Motived down to 0 MP.

But I seem to recall that having 3-4 -1's to be down to 0 MP is not the same as the 12 result of "Immobile".

I seem to recall that you don't take the -4 to hit penalty.

So we are wondering if that counts as Immobile for Crippled per the Forced Withdrawal rules.

Basically it came down to did that vehicle count as Damaged or Crippled for victory points because it was the difference of 175% v/s 200% & getting VC #2.

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Kartr_Kana

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Re: Phoenix, AZ - League Campaign
« Reply #86 on: 16 December 2018, 22:05:01 »
They did. The Hammerhands was badly mauled and the Marauder BA squad was one guy in a suit full of holes, but the jumps-seven Wolverine was pristine. We figured my Warhammer would have escaped with the Longbow sacrificing itself for covering fire, because I didn't have the accuracy to deal with that Wolverine.

What's the question?
The Hammerhands actually had no internal damage at all, but all the armor on one arm was gone and it was getting pretty thin elsewhere as well. But with Jump 5 and plenty of ammo left he was a solid threat still.

Joel47

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Re: Phoenix, AZ - League Campaign
« Reply #87 on: 16 December 2018, 22:47:29 »
Ah, I see. You were pretty worried about the Hammerhands -- I thought he was worse off because of that.

Basically it came down to did that vehicle count as Damaged or Crippled for victory points because it was the difference of 175% v/s 200% & getting VC #2.
https://bg.battletech.com/forums/index.php?topic=59524.msg1366796#msg1366796
1. No, it wasn't crippled.
2. I need to come up with some more detailed "crippled" rules if I'm going to keep using that as a victory condition.

Hellraiser

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Re: Phoenix, AZ - League Campaign
« Reply #88 on: 17 December 2018, 02:27:00 »
The rest of Forced Withdrawal / Crippled is pretty clear.   

It's just that final bit about immobilized that is iffy, which is why I assume they have removed it.

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

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Re: Phoenix, AZ - League Campaign
« Reply #89 on: 23 December 2018, 20:14:18 »
I didn't hear since Joel left early but was there ever an announcement about the next game?

Do we have a Date or a Mission Type/Description?

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo