Thursday, February 3, 2011

Mission #6: Mission Briefing

Mission 6: Capture the Firebase

Time to go on the offensive, roll out guys.


Primary Objectives:
+ Eliminate all opposing Jaguar forces at firebase.

Secondary Objectives:

+ Cause minimal collateral damage.
(We would like to use the base for future operations)

Mission Briefing:
Pretty simple this time out...push the Jag out of the firebase.  We will approach from the south, which should give us the best chance at surprise.

We will strike at dawn.  Gave brief thought to a nighttime assault, but the firebase is too well lit for it to be of any real advantage.

There are 2 walls around the firebase.  
The outermost is rounded on the top so it will be almost impossible for your mechs to stand on.  Not sure if it would support the weight of a mech anyway.  Use it as cover, jump over, climb over, or destroy a section to continue your push.  It is short wall and should only come to the waist level of your mechs.

The innermost is on the firebase itself.  This one appears to be built right into the terrain, and will be impossible to destroy a section.  Estimates are that each wall section could support at least 500 tons.

Get in there and dig them out.  Eliminate or rout all Jaguar forces from the area.

Expected Jaguar forces:
Mechs:
Timberwolf Prime: Star Captain Gehrig (2/3)
Thor Prime: Mechwarrior "Tommy" John (3/4)
Loki Prime: Mechwarrior Wells (3/4)
Vulture Prime: Mechwarrior Sanders (3/4)
Huntsman Prime: Mechwarror Sax (3/4)

Vehicles:
Demolisher Heavy Tank (unknown variant): (3/4)
LRM Carrier (3058): (4/5)
LRM Carrier (3058): (4/5)
Pike Support Tank (Clan): (4/5)
Pike Support Tank (Clan): (4/5)

Elementals:
Star Commander Winfield's Point: Small Lasers (2/3)
Point 2: Small Lasers (3/4) 
Point 3: Small Lasers (3/4)
Point 4: Small Lasers (3/4) 
Point 5: Flamers (3/4)



Automated Turrets:
The South East and North West corners of the firebase are protected by a pair of turrets.
One of the pair has Dual Ultra AC2's, the other has an LRM 20 launcher.
There appears to be a structure on the northside of the firebase that may power these turrets.  Scan the building to see if dropping it will take out all 4 of the turrets.

Good Luck!
Nash out.

Wednesday, February 2, 2011

Mission #6: Recon Video

Here as promised is the video of the table.



Players will be coming in on the edge near the hills.  Objective will be detailed in the mission briefing, but safe bet is you will have to capture the firebase.

On a side note.  Furlow, our master Technician, when looking over the new Kurita mechs thought is wuold be quite wasteful for us to send out a C3slave without a network to link to.  She was able to take the C3Slave unit out of the Grand Dragon and restore the Mech to the DRG-5K variant. She was able to replace the rear mounted medium laser in the spot left by the C3Slave.  Yes, this gives the Grand Dragon two rear facing Medium lasers, not overly useful, but more so than the C3Slave.

Mission Briefing to come.

Nash out.

OOC: Also, Larry had graciously donated his Barstools for use around the table.  Thanks Larry!  Those should work much better than the lawn chairs I have down there now.

Tuesday, February 1, 2011

Game Guide: Clan Elementals

  Although I know you guys faced off against some Clan elementals before...they never really got into combat.  I fully expect this time that they will.  So here is a quick run down on how they work.

1) Movement:  Walk 1 Jump 3.  So the most they can move is 6".  Battle Armor never use their movement modifier to adjust their own to hit numbers so...they will always be jumping.

2) Damage: Each suit takes 10 points of damage.  Come in squads of 5.  So yeah, each stand can take at least 50 points of damage.  When you roll damage you will roll a D6 and that number elemental will take the damage from that attack (reroll 6's).  Any excess damage is lost...So say you hit a squad with an AC20.  You roll a 2 and elemental #2 takes 20 points of damage killing him.  Once an elemental is killed, you re-roll that number to assign damage.  So say you also it that stand that same turn with a large laser and roll a 2...you would get to roll again to assign that 8 paints of damage.

3) Weapons:  Each elemental suit comes with an SRM2 launcher with one reload (4 missiles) and either a small laser, MG, or flamer.  The whole squad is armed with the same weapon.

4) Shooting attacks:  When an Elemental stand shoots, they don't uses their movement mods as mentioned above.  So they will only be adding your movement modifier to their attack.  Making them quite accurate, however when they hit they roll on a chart to see exactly how many of the remaining elementals actually get their shots on target.  Think of it like a missile attack, even with a hit not all 5 elementals will get their lasers / missiles on target.  Each of the weapons will roll separately on the location chart, so not all 5 elementals will hit you in the head with one roll, the damage is spread out.

5) Targeting:  When you shoot at them, if they jump their 6", figure you will be adding +3 to your rolls.  +1 for the distance, +1 for the jump, +1 for being battle armor (tiny and tough to hit).  Same for if you attempt a physical attack on them.


6) Leg attacks: If an elemental squad is in base to base with you, rather than shooting they can make a Leg attack.  They will use their anti-mech skill, and if they hit do 5 points of damage to a given leg and get an automatic chance for crit.  Their to hit number is modified if the squad is missing more than 2 men.  This happens in the shooting phase.  You can only be target of one Leg attack per turn.  Their base number to make a Leg attack will be 3+ your move modifier and any terrain.

7) Swarm attacks:  If an Elemental squad is in base to base with you, rather than shooting or making a Leg attack they can attempt to swarm your mech.  Essentially climb up to attack you on a modified punch chart in the next turn.  This will give you chance to get them off of you in the physical attack phase and following movement phase (more on that later).  As long as they are on you, they will do their standard weapon damage (No missile attacks by them when swarming) to one location every turn in the shooting phase.  They will also get an automatic chance for crit on the location they hit.  So a full squad with small lasers will do 15 points to a torso, arm or head, with a crit chance even if they don't take off all the armor.  If you are swarmed and someone shoots at you there is a 1 in 3 chance they will hit an elemental instead of you.  Their base number to swarm you will be a 5+ your move modifier and any terrain.

8) Fighting the swarm:  Here are a few ways to get them off you when you have been swarmed.

  A) In the physical attack phase you can attempt to push them off with your hands.  Each arm that didn't shoot can make a piloting skill roll with a +4 plus any additional modifer for missing/damaged actuator.  A successful roll means you have scraped them off you doing punch damage to one of the elementals.  A failure means you punched yourself and you must take the damage.  You must state if you are trying with both arms and roll for both even if you succeed with the first attempt.

  B) In the movement phase you can try a couple of things...Jumping or going Prone.  If you jump you can make a piloting check with a +5.  If successful you have shaken them off so they are at your feet again (doing some damage to them).  Or you can intentionally fall over for 2" of walking or running movement, take a piloting check with a +1 to knock them off you, you will take falling damage and do some damage to them.  If you accidentally fall over, the swarming unit will stay swarming you.


Now you know, and knowing is half the battle. 

Monday, January 31, 2011

Mission #6: Dueling / Physical attacks.

Just a couple of notes for Mission #6 as the game approaches.

In an earlier post Star Colonel Giambi esentially takes the gloves off the clanners for combat.  Here is what he meant when he said..."Authorized to use any means necessary to destroy that mech."

1) The Jaguar Mechwarriors will still try to duel with you.  I'll place the fire declaration sticks first.  Then let you guys place yours.


2) Any player that fires on a mech that is not firing at them will become "Dezgra" (Clan term for disgraced).  And will write their name on the whiteboard we use for initiative tracking in the Dezgra section.


3) Any mech that is Dezgra may be fired upon targeted by any and all clan mechs.


4) Physical attacks work a little different.  You guys will declare physical attacks first.  If you declare a physical attack, the clanners will be allowed to respond that turn with a physical attack of their own.


5) If you perform a physical attack on a Mech or vehicle you will write your name down in the Dezgra section of the whiteboard. (Notice I didn't say Elementals, Clanners fully expect you to try to stomp them or punch them off you as they climb your mech.)


6) Any mech that is Dezgra may be the target of Physical attacks.

To sum up, If you break a duel or perform a Physical attack then the clanners get to play by your rules against your mech.

Teaser as to what you will be facing...A Star of Mechs, A Star of Heavy / Assault tanks, and a Star of Elementals, plus base defenses.  Should be the toughest one yet.  I know I keep saying they and you keep rising to the challenge.

Mission briefing and video of the map to come later this week.

Monday, January 24, 2011

Mission #6: Mechs selected

Looks like we are set for Mission #6.  Mechwarriors have selected their Mechs.  The left over Centurion was taken back by command.


 A walk down memory lane, just showing the mechs you guys had used up to this point.

Current Mechwarrior Roster.  Added a column showing if you have written a background dossier for your character yet (and getting your free kill).  Still need a callsign from you Jeff.


Got the table set up.  Should have some images or a recon video coming later this week.

Figure the game should play something like the game in the link below from the last campaign. (Just without the cheating of the new player.)
http://www.greenhousegamesonline.com/CarverV10.htm

Thursday, January 20, 2011

Mission #6: Prelude

Setting: Port Arthur, Southern Hemisphere, Smoke Jaguar Firebase Gamma, Primary Communications Room. 

Star Colonel Giambi:
This is Star Colonel Giambi contacting Firebase Gamma. Come in Gamma.




Mechwarrior Sanders:
This is Gamma, Mechwarrior Sanders responding, how can I help you Star Colonel?




Star Colonel Giambi:
Kerensky's Ghost, you have Warriors working in communications up there at Gamma, Quiaff?



Mechwarrior Sanders:
Aff, Star Colonel. Star Captain Gehrig is having an emergency meeting with all base personnel as we speak.



Star Colonel Giambi:
I want a conference with the Star Captain and all Warriors in 5 minutes, route me to your briefing room.




Five minutes later in the Gamma's primary briefing room.  The Mechwarriors and Elementals of Firebase Gamma have gathered.  Star Colonel Giambi is on the large display screen at the front of the room and begins to speak.

Star Colonel Giambi:
Warriors of Smoke Jaguar, we have been betrayed.  Our Nova Cat allies have shown their true colors and joined with the Inner Sphere forces that oppose the clan's march to Terra.  Just yesterday the Southern HPG on Port Arthur was taken all too easily from the Nova Cats by Inner Sphere forces.  You all know the Northern HPG was captured last week.  This leaves us cut off from our Clan.  We are on our own.
My advisers believe that Firebase Gamma will be the next target of the Davion forces in our area.  I want a status report from all unit commanders at Firebase Gamma now.

Star Captain Gehrig:
The base turrets are all functioning at 100%.  We have a Star of  heavy tanks crewed by solohma warriors that are also at full fighting strength.  My Timberwolf is at fully operational with the primary weapons loadout currently installed.  Mechwarrior John hows the Summoner's elbow joint?


Mechwarrior "Tommy" John:
Had to replace the myomer fibers.  We were out of replacement Summoner arm acuators so we used some from the lower leg of a downed Warhawk.  Seems to be functioning better than before.  Primary weapons loadout currently equipped.




Star Captain Gehrig:
Sanders, Sax, Wells...Report!








Mechwarrior Sanders:
Mad Dog, Primary weapons loadout, no issues sir.







Mechwarrior Sax:
Huntsman ready to go, Primary loadout.





Mechwarrior Wells:
(talks with cigar gritted between teeth) Yeah, Hellbringer, primary loadout.  Running hot...just like always.




Star Captain Gehrig:
(rolls eyes at Wells, knowing the old mechwarrior is beyond discipline at this point)  Star Commander Winfield?



Star Commander Winfield:
Full Star of Elementals are ready for action.  All of my men are eager to engage the enemy.


 
Star Colonel Giambi:
Good!  Know this Warriors of the Jaguar.  These Davion warriors we face fight without honor.  They do not follow our rules for dueling.  They will concentrate fire upon you and pick you apart one at a time.  They will use physical attacks, and even have designed battlemechs with hatchets and swords!  With the loss of the HPG our rules of engagement have changed.  We are now fighting for our very survival.  You are no longer to be held to our code of warfare.  For any mech that engages Jaguar forces and acts without honor, you are authorized to use any means necessary to destroy that mech!  That includes firing upon a mech that is currently engaged by one of your fellow Jaguars.  That includes responding in kind to any mech that utilizes physical attacks!  They have brought us to this level, and it turns my innards to give this order, but it must be done.  Our very existence may depend upon it.  Fight well Warriors of the Jaguar, Giambi out.

(Giambi's image is replaced by the Smoke Jaguar logo)

Mechwarrior Wells:
(Softly, grinning with the cigar still in his teeth) Heh, Sweet...




Star Captain Gehrig:
(Rolls eyes again at Wells)  Jaguars dismissed!  

     


   


C3 systems, Anti-Missile Systems, TAG and other assorted rules.

Refresher on a couple of the newer rules that will be in play for the next mission.

C3 Systems
 Network of computers in a lance of mechs that allow each member of the lance to use the targeting data from the other members of that lance.  A C3 lance consists of one C3 Master and three C3 Slaves.

So long as the C3 Master is functioning, the network will share data.  Letting lancemates use targeting ranges from any mech in their lance.  You still have to follow a given weapon systems max and minimum ranges, but it can be quite beneficial.  Loss of a C3Slave removed that mech from the network.  Loss of the C3Master drops the network entirely.

ECM systems can disrupt the C3 network.  Any C3 unit within the effected area (12") of an ECM equipped enemy vehicle/mech has lost contact with the network and the C3 is treated as if destroyed until it leaves the effected area.

Example:  Mitch moves his Venom  that has a C3Slave into base to base with a Jaguar Mad Cat.  Jeff who has a Komodo with a C3Master is 18" away from that same Mad Cat.  Jeff wishes to shoot his 8 Medium lasers at the Mad Cat, rather than using the 18" (Long) range numbers he can use the 0" (Short) range to hit.  The C3Network in this case just took 4 off the number Jeff needed to hit.

Anti-Missile Systems
Aka AMS.  Work a little different than I remember.  When a unit with an AMS is hit by missile fire, the mechwarrior will assign the AMS to the volley of missiles he wishes try to shoot down.  That volley will take 4 away from the die roll of "how many missiles" hit.  The mechwarrior must assign his AMS before the How many missiles hit roll is made.  The AMS may only be used once per turn.  The AMS has a firing arc based upon the location it is mounted (So most will not cover the rear).  If a unit has multiple AMS, the mechwarrior may choose to stack both on one volley if they wish.  The AMS will never reduce the die roll below 2, so you will always take some damage from the incoming missiles.  (Like this guy...)
Rocket Probe Gif - Rocket Probe

AMS has 12 rounds of ammo, and marks one off every time it fires.  An ammo hit on AMS ammo does 2 damage per remaining ammo in the bin.

TAG
Had to Nerf the change I made to the TAG Rules.  In order to mark a target for all other units to ignore the movement modifier, you must have the Sensor Skill.  Every level of Sensor skill after the first will improve your chances to paint the target by 1.  So if you take all 4 levels of Sensor skills, you will be at a -3 to hit with the TAG.  The C3Master has a built in TAG system as well.  Funny thing, Clanners all have the Sensor skill as part of their basic training.

Change to the Mechwarrior Skills 
I made a slight change to the Mechwarrior skills.  If you take one of the weight class skills, meaning "Light mech"  All physical attacks you make in a mech of that weight class will be at -1 to hit.  Not sure this ever came up before.  Yes this will stack with any close combat skill you may take.  So Brawling and Light mech skills together would give you a -2 to punch if you were in a light mech.