Smoke Jags hit the farm in Six groups of three waves to assault the two farms.
The first wave had groups a Hunter Light missile tank and a Pegasus Hover tank, being led by a mech attacking each of the farms The Assassin and Spider from the last game were the two mechs leading their units. The hover tanks flew down the river attempting to flank the farms. Players moved up to intercept the LRM tanks and mechs.
The second wave had a Manticore and Patton tank coming in from each roadway corner. Two Condor Hover tanks came in as well down the river. Players were doing ok at this point. P-Hawk had taken an 11 hex charge from a Spider, costing the Phawk most of it's weaponry.
The third wave was three clan mechs. A Shadow Cat, Howler 3, and Jenner IIC. Farms were pretty beat up, with three of the four buildings falling to the clanners. Shot of the night went to Jeff in the Shadow Hawk - K. Took out the Targeting computer on the Howler on the first PPC exchange.
Tanks had the orders to shoot at the farms unless an enemy unit was closer. LRM tanks had orders to take out the farms first. Mechs were to take on enemy forces and leave the farms to the tanks. (Edit: Tanks would bypass the closer mech targeting priority if that target had been challenged by a Clan Mech. This explains why the Condor didn't shoot at Scott, but finished off the farmhouse toward the end.)
Shadow Cat made some friends, disarming the player Koshi, coring the Phoenix Hawk and all but finishing the Wyvern (One CT internal left). Then with the remaining forces closing in on him, he fell back to fight another day.
Salvage, Killboard and mech roster coming soon.
Saturday, November 13, 2010
Saturday, November 6, 2010
Mission #3: Recon Photos
Here are some quick overhead shots of the farms.
Players will enter from either corner by the roads. Players may split their force any way they wish.
River is one level deep. Bridge has a CF of 50.
See yah next Friday.
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| Entire Battlefield |
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| Okajima Farm |
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| Matsuzaka Farm |
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| River that separates the two farms. |
River is one level deep. Bridge has a CF of 50.
See yah next Friday.
Thursday, November 4, 2010
Sensors, Moving units out of LOS and how it will work.
Here is how it will work.
If you have a Mech in Line Of Sight and within 54" at the end of the a given active enemy units movement phase, the enemy unit miniature will be placed on the board. (I came up with the 54" from the longest range weapon you have available. The clan Ultra AC2 on the Koshi)
Yes this may create some times where you move around a corner first to reveal what is behind there, then the enemy moves back out of LOS during it's move, I will place a wooden block to mark the unit. I don't expect this to happen in this battle, but will be much more likely if we get into a city fight.
I will use common sense for this as well. If during movement an enemy unit zooms from one piece of cover to another through an open field that is within LOS of 3 or 4 of you guys, then yes I'll probably place a wooden block marker.
Your mech is not like a WWII tank you do have some good computers and sensory equipment on it. If an enemy unit is not in LOS, but within 12" at the end of the movement phase, I will place an enemy unit marker (A wooden block). That way you will know where they are. I will use the wooden block for movement the next turn.
But what about the Sensor Skill and Active Probes?
Now for sensors. Anyone with the sensor basic skill or an active probe on their mech has the range increased from 12" to 24". Pillsbury has an Active Probe on the Koshi so his non-LOS spotting will be 24".
The Sensor Skill stacks with the Active Probe. So Poe has the Sensor Skill and the Raven has an Active Probe He will have a Non-LOS spotting of 36". In addition Poe will be able to tell if the unit is a Vehicle, Infantry or a Battlemech. (At higher levels he will be able to tell the weight class of the mech or vehicle, or even the exact unit at the top sensor level)
The idea behind these rules is to add suspense and a level of tactics to the game. They don't come into play often, but when they do you will see having the sensor skill is quite handy.
Tuesday, November 2, 2010
Smoke Jaguar Dossier: Jenner IIC
Smoke Jaguar Dossier
Type: Battlemech
Name: Jenner IIC
Mech Class: Light
Weight: 35 Tons
Tech Base: Clan
Description:
The Jenner was first fielded in 2784, the same year the Exodus fleet that would eventually become the Clans left the Inner Sphere. How exactly they acquired this design is not known, but what is known is that the Clan version fields Clan weaponry, so it is known as the Jenner IIC. This second-line BattleMech is still a fast light that is now capable of delivering plenty of short-range missiles. To achieve this, it uses an XL Engine, Endo Steel structure, and mounts only three and a half tons of Ferro-Fibrous armor. It also carries enough jump jets to leap up to 210 meters at a time. This results in an expensive garrison 'Mech, but one that is still in production nonetheless.
Armament:
This fast striker carries a Streak SRM-4 and two SRM-6 launchers. This hail of missiles can quickly overcome a light 'Mech, though it does leave the Jenner IIC vulnerable to opponents who mount an Anti-Missile System.
Variants:
Jenner IIC 2 - This support variant replaces the short-range missile launchers with an ER Large Laser and an LRM-5. A Small Pulse Laser provides defense against conventional infantry and other units that stray too close. Its jumping capacity is increased to 270 meters.
Captain Nash's Mission #2 Analysis: Clan SRM boat. Would be more scary if thee clanner's didn't stick to one on one duels. Very little armor on this thing. If it slows down enough to hammer it, do so.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=875
Type: Battlemech
Name: Jenner IIC
Mech Class: Light
Weight: 35 Tons
Tech Base: Clan
Description:
The Jenner was first fielded in 2784, the same year the Exodus fleet that would eventually become the Clans left the Inner Sphere. How exactly they acquired this design is not known, but what is known is that the Clan version fields Clan weaponry, so it is known as the Jenner IIC. This second-line BattleMech is still a fast light that is now capable of delivering plenty of short-range missiles. To achieve this, it uses an XL Engine, Endo Steel structure, and mounts only three and a half tons of Ferro-Fibrous armor. It also carries enough jump jets to leap up to 210 meters at a time. This results in an expensive garrison 'Mech, but one that is still in production nonetheless.
Armament:
This fast striker carries a Streak SRM-4 and two SRM-6 launchers. This hail of missiles can quickly overcome a light 'Mech, though it does leave the Jenner IIC vulnerable to opponents who mount an Anti-Missile System.
Variants:
Jenner IIC 2 - This support variant replaces the short-range missile launchers with an ER Large Laser and an LRM-5. A Small Pulse Laser provides defense against conventional infantry and other units that stray too close. Its jumping capacity is increased to 270 meters.
Captain Nash's Mission #2 Analysis: Clan SRM boat. Would be more scary if thee clanner's didn't stick to one on one duels. Very little armor on this thing. If it slows down enough to hammer it, do so.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=875
Smoke Jaguar Dossier: Manticore Heavy Tank
Smoke Jaguar Dossier
Type: Vehicle
Name: Manticore Heavy Tank
Vehicle Type: Tracked
Weight: 60 Tons
Tech Base: Inner Sphere
Description:
The Manticore is one of the best-designed and most powerful tanks ever created, built to combat BattleMechs in support of infantry formations. Although the Manticore mounts a variety of weapons to handle a variety of combat roles and ranges, and is heavily armored for a vehicle of its weight, it is not equipped to deal with the raw firepower of super-heavy vehicles such as the Demolisher or the Behemoth. Despite this lack, the popularity of the Manticore has remained high, even during the Succession Wars era with its use of a expensive and rare Fusion Engine.
Originally developed by TechniCorp during the Reunification War, the destruction of the companies head office on Terra during the Amaris Coup spread the Manticore across the Inner Sphere as other manufacturers absorbed their facilities.
Armament:
The tank's main weapon is the Parti-Kill PPC, backed up by a SureShot Mk VI SRM-6 rack. The SRM is mounted on top of the main turret, just above and behind the particle cannon. It is mounted on vertical and horizontal swivel mounts, giving the pack a full 120-degree arc of fire independent of the turret. Both PPC and SRM are supported in their respective range brackets by a Far Fire Medium Missile Rack and OMI High Burn Medium Laser.
Variants:
3058 - With the rediscovery of Star League lostech, Defiance Industries developed an upgraded version that focuses using advanced tech to improve the tanks weapon array, while retaining as much of original design as possible to ensure easy field upgrade of existing Manticores. The PPC was replaced with a Large Pulse Laser, trading a slight reduction in range for increased accuracy. The removal of the medium laser and associated heat sinks in exchange for a Streak SRM-2 rack freeing up space and weight to add Artemis IV FCS to the original SRM and LRM racks. For increased survivability, Defiance increased the Manticore's protection by upgrading its armor to Durallex Super Ferro-Fibrous.
Captain Nash's Mission #1 Analysis: Solid all around tank. Capable at all ranges. You can bet that the solohama units that have these are using the upgraded variants with the Large Pulse lasers. Getting around to the rear armor will be your quickest way to eliminate this threat.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=660
Type: Vehicle
Name: Manticore Heavy Tank
Vehicle Type: Tracked
Weight: 60 Tons
Tech Base: Inner Sphere
Description:
The Manticore is one of the best-designed and most powerful tanks ever created, built to combat BattleMechs in support of infantry formations. Although the Manticore mounts a variety of weapons to handle a variety of combat roles and ranges, and is heavily armored for a vehicle of its weight, it is not equipped to deal with the raw firepower of super-heavy vehicles such as the Demolisher or the Behemoth. Despite this lack, the popularity of the Manticore has remained high, even during the Succession Wars era with its use of a expensive and rare Fusion Engine.
Originally developed by TechniCorp during the Reunification War, the destruction of the companies head office on Terra during the Amaris Coup spread the Manticore across the Inner Sphere as other manufacturers absorbed their facilities.
Armament:
The tank's main weapon is the Parti-Kill PPC, backed up by a SureShot Mk VI SRM-6 rack. The SRM is mounted on top of the main turret, just above and behind the particle cannon. It is mounted on vertical and horizontal swivel mounts, giving the pack a full 120-degree arc of fire independent of the turret. Both PPC and SRM are supported in their respective range brackets by a Far Fire Medium Missile Rack and OMI High Burn Medium Laser.
Variants:
3058 - With the rediscovery of Star League lostech, Defiance Industries developed an upgraded version that focuses using advanced tech to improve the tanks weapon array, while retaining as much of original design as possible to ensure easy field upgrade of existing Manticores. The PPC was replaced with a Large Pulse Laser, trading a slight reduction in range for increased accuracy. The removal of the medium laser and associated heat sinks in exchange for a Streak SRM-2 rack freeing up space and weight to add Artemis IV FCS to the original SRM and LRM racks. For increased survivability, Defiance increased the Manticore's protection by upgrading its armor to Durallex Super Ferro-Fibrous.
Captain Nash's Mission #1 Analysis: Solid all around tank. Capable at all ranges. You can bet that the solohama units that have these are using the upgraded variants with the Large Pulse lasers. Getting around to the rear armor will be your quickest way to eliminate this threat.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=660
Wednesday, October 27, 2010
Vehicle Rules refresher
So I know we screwed up the rules for vehicles the first time through in Mission #1. This post is to give a little refresher to you and me about how Vehicles work.
The new Total Warfare rules changed how Critcals worked on vehicles with a new chart and everything. It differs quite a bit from how critical work on battlemechs. Here are the main points.
1) When rolling damage location on a vehicle and you roll a 2 or 12 you automatically get a roll on the crit chart. If you are shooting at the vehicle from the side You will also get a crit roll with an 8. So get to the sides of those vehicles for crits on 2, 8, and 12.
2) Each time you do internal structure damage you get roll on the crit chart. Not a roll on how many crits you do like with Mechs. You get one roll on the crit chart.
3) The Crit chart varies with shot location with 4 charts (Front, Side, Rear, and Turret) You roll 2d6 and check your result. 2-5 on the chart is no effect. 6-11 does various damage to the vehicle, 12 destroys it outright. You can hit the ammo on an 11 with shots from the rear or turret which will take out the tank unless it has case. So No real easy way to take out a tank with crits.
Then there is the Motive system damage chart. The motive chart is kind of like a crit chart the impacts only the vehicle's movement.
1) When rolling damage location if you roll a 3-5 or a 9 you get a roll on the Motive damage chart. "TRACK HIT!!!"
2) Again you roll 2d6. A 2-5 is no effect, 6-11 slows the vehicle down to various degrees, 12+ immobilizes it.
3) 12+? you say. Yes you get modifiers to this chart depending upon the type of vehicle and the direction of the shot. +3 to the chart for hovercraft, +2 for shots from the side, etc... So yeah shooting hovercraft from the side gets your +5 to the roll...7 or better immobilizes it.
A vehicle is considered destroyed if you take out all the internals in one location, or get a critical result that says vehicle destroyed. The new tables make vehicles a little more tough, but easier to immobilize. Remember a hovercraft that is immobilized over a water hex is destroyed. Also there is a -4 to hit an immobilized vehicle (or building, or overheated mech) so there is your easy route to offing tanks. Immobilize them, then pummel them..
The new Total Warfare rules changed how Critcals worked on vehicles with a new chart and everything. It differs quite a bit from how critical work on battlemechs. Here are the main points.
1) When rolling damage location on a vehicle and you roll a 2 or 12 you automatically get a roll on the crit chart. If you are shooting at the vehicle from the side You will also get a crit roll with an 8. So get to the sides of those vehicles for crits on 2, 8, and 12.
2) Each time you do internal structure damage you get roll on the crit chart. Not a roll on how many crits you do like with Mechs. You get one roll on the crit chart.
3) The Crit chart varies with shot location with 4 charts (Front, Side, Rear, and Turret) You roll 2d6 and check your result. 2-5 on the chart is no effect. 6-11 does various damage to the vehicle, 12 destroys it outright. You can hit the ammo on an 11 with shots from the rear or turret which will take out the tank unless it has case. So No real easy way to take out a tank with crits.
Then there is the Motive system damage chart. The motive chart is kind of like a crit chart the impacts only the vehicle's movement.
1) When rolling damage location if you roll a 3-5 or a 9 you get a roll on the Motive damage chart. "TRACK HIT!!!"
2) Again you roll 2d6. A 2-5 is no effect, 6-11 slows the vehicle down to various degrees, 12+ immobilizes it.
3) 12+? you say. Yes you get modifiers to this chart depending upon the type of vehicle and the direction of the shot. +3 to the chart for hovercraft, +2 for shots from the side, etc... So yeah shooting hovercraft from the side gets your +5 to the roll...7 or better immobilizes it.
A vehicle is considered destroyed if you take out all the internals in one location, or get a critical result that says vehicle destroyed. The new tables make vehicles a little more tough, but easier to immobilize. Remember a hovercraft that is immobilized over a water hex is destroyed. Also there is a -4 to hit an immobilized vehicle (or building, or overheated mech) so there is your easy route to offing tanks. Immobilize them, then pummel them..
Monday, October 25, 2010
Mission Briefing: Mission #3
Mission 3: Defend the Farms
Primary Objectives:
+ Defend Matsusaka Cattle Facility
+ Defend Matsusaka Farmhouse
+ Defend Okajima Cattle Facility
+ Defend Okajima Farmhouse
Secondary Objectives:
+ Destroy all Smoke Jaguar forces
Mission Briefing:
Got to respond fast to this one folks. One of the workers on the Okajima farm apparently became a Smoke Jaguar informant.
Tojo Matsui had worked on both the Matsuzaka and Okajima farms for the past 5 years, all under the Smoke Jag oppression. Apparently Matsui went to the city of Kobe to celebrate his birthday, with his good friend Wataru Nomo. While there he had a few adult beverages and starting talking. He spoke of the farms uncovering hidden Battlemechs to the bartender, and how he didn't want to rock the boat as it were. He liked his life working with the Smoke Jaguars and didn't want to see it change. Turns out, a Smoke Jaguar official was sitting just down the bar from Matsui. Before Matsui knew it he was taken away to the local Smoke Jaguar Barracks. Nomo, who happened to be in the restroom, snuck away as Matsui was being taken into custody. He returned at once to the farm to inform Masters Okajima and Matsuzaka of what had happened.
It is reasonable to believe the the Jags will strike hard at the farms. They must be being pressed hard in the Northern Hemisphere and can not afford to have the populace rise against them in the south. I'm betting they will attempt to make an example of the two farms. We can't let that happen. We are the reason the farms are now in danger we must protect them. There is also political dangers of two Kurita family's falling to the Jags after helping a Davion force. Not protecting them might damage the newly founded Star League. Besides, this is a great chance for some quality Clan Salvage. No telling what all the implications will be if we fail to protect these Farms.
Expected Jaguar forces:
We have to hope that most of the heavy and assault Jaguar Forces to have been re-deployed to the north. I wouldn't imagine that they would send too big of a force to destroy the farms. Betting some tanks and maybe a light-medium Star of Clan Mechs. I would guess most of the mechs you saw in our last encounter with the Jags will likely be part of the force. Just hope that Star Captain Gehrig in his Mad Cat doesn't decide to tag along..
Will relay recon photos of the area to your mech's while you are your way. All four buildings are relatively close to one another. The two farms a separated by a shallow river (one level deep) that can be easily crossed by mechs. Not knowing which way the Jags will be coming I would suggest keeping a force near by each of the farms, assuming the Jaguars don't beat us there.
Good Luck!
- Nash out -
Primary Objectives:
+ Defend Matsusaka Cattle Facility
+ Defend Matsusaka Farmhouse
+ Defend Okajima Cattle Facility
+ Defend Okajima Farmhouse
Secondary Objectives:
+ Destroy all Smoke Jaguar forces
Mission Briefing:
Got to respond fast to this one folks. One of the workers on the Okajima farm apparently became a Smoke Jaguar informant.
Tojo Matsui had worked on both the Matsuzaka and Okajima farms for the past 5 years, all under the Smoke Jag oppression. Apparently Matsui went to the city of Kobe to celebrate his birthday, with his good friend Wataru Nomo. While there he had a few adult beverages and starting talking. He spoke of the farms uncovering hidden Battlemechs to the bartender, and how he didn't want to rock the boat as it were. He liked his life working with the Smoke Jaguars and didn't want to see it change. Turns out, a Smoke Jaguar official was sitting just down the bar from Matsui. Before Matsui knew it he was taken away to the local Smoke Jaguar Barracks. Nomo, who happened to be in the restroom, snuck away as Matsui was being taken into custody. He returned at once to the farm to inform Masters Okajima and Matsuzaka of what had happened.
It is reasonable to believe the the Jags will strike hard at the farms. They must be being pressed hard in the Northern Hemisphere and can not afford to have the populace rise against them in the south. I'm betting they will attempt to make an example of the two farms. We can't let that happen. We are the reason the farms are now in danger we must protect them. There is also political dangers of two Kurita family's falling to the Jags after helping a Davion force. Not protecting them might damage the newly founded Star League. Besides, this is a great chance for some quality Clan Salvage. No telling what all the implications will be if we fail to protect these Farms.
Expected Jaguar forces:
We have to hope that most of the heavy and assault Jaguar Forces to have been re-deployed to the north. I wouldn't imagine that they would send too big of a force to destroy the farms. Betting some tanks and maybe a light-medium Star of Clan Mechs. I would guess most of the mechs you saw in our last encounter with the Jags will likely be part of the force. Just hope that Star Captain Gehrig in his Mad Cat doesn't decide to tag along..
Will relay recon photos of the area to your mech's while you are your way. All four buildings are relatively close to one another. The two farms a separated by a shallow river (one level deep) that can be easily crossed by mechs. Not knowing which way the Jags will be coming I would suggest keeping a force near by each of the farms, assuming the Jaguars don't beat us there.
Good Luck!
- Nash out -
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