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08:42, 4th May 2024 (GMT+0)

(M1)  Operation:  Smash and Grab.

Posted by PegasusFor group 0
Pegasus
GM, 165 posts
Sun 14 Aug 2011
at 19:13
  • msg #10

Re: (M1)  Operation:  Smash and Grab

The locust is at least as fast as 411, and there is always Bailey's ground support.
1st Lt. Crispin McAlister
player, 71 posts
Sun 14 Aug 2011
at 19:28
  • msg #11

Re: (M1)  Operation:  Smash and Grab

Fast yes, but has no arms thus it would take special rigging to drag stuff away, and it gets back to the original bit of not wanting the Dracs or Wolf know we have that sort of support.  Just me using my more strategical mind and looking at it in the grand scheme rather than the individual fight.
Pvt. Gregory Asgard
player, 74 posts
Sun 14 Aug 2011
at 19:31
  • msg #12

Re: (M1)  Operation:  Smash and Grab

Pick stuff that can haul post combat and lets hope we can convince the transports to surrender once we take out their defenders. A few POW's might be a nice addition to our intelligence.
Capt. Tony Garabaldo
player, 97 posts
What happened now?
I'm always last to know.
Sun 14 Aug 2011
at 19:52
  • msg #13

Re: (M1)  Operation:  Smash and Grab

We may spend up to (4) of the units Prestige points for additional Units for this mission. Do we wish to?

Here's how I figure, for now. We need infantry to get anything at all, I presume the tanks and tracks can pull trailers. I'm flip-flopping between the locust and the Ferret, i picked the Ferret because the pilot was cute. ;)

(Red is what I picked.)
Available Units
(1) Point for Eridani Commando-2D
(1) Point for Eridani Locust-1V
(1) Point for Pegasus 411
(1) Point for Harasser 412
(1) Point for (2) Ferret Ground Support Combat Runs
(1) Point for One Infantry Squad and Transport (VTOL/Hover/Track)
(0) Points for one tracked unit (no infantry)

The Commando will appear (5) Battletech rounds after contact with the Combine Convoy

Tracked APC's will appear (10) Battletech rounds after contact with the Combine Convoy.

(Infantry will be required to secure and move supplies captured)
Pegasus
GM, 166 posts
Sun 14 Aug 2011
at 20:10
  • msg #14

Re: (M1)  Operation:  Smash and Grab

Clarification for Tony.

Capt. Tony Garabaldo:
(1) Point for One Infantry Squad and Transport (VTOL/Hover/Track)


You have
(1~2 VTOLs, depending if Bailey is making a combat run)
(2) Hovers APCs
(4) Tracked APCs

and (8) Infantry Squads.

This option may be selected more than once...
This message was last edited by the GM at 20:10, Sun 14 Aug 2011.
Pfc Caitlin Mallory
player, 101 posts
Tue 16 Aug 2011
at 17:10
  • msg #15

Re: (M1)  Operation:  Smash and Grab

Looks like a good plan to me.
Pegasus
GM, 167 posts
Tue 16 Aug 2011
at 17:45
  • msg #16

Re: (M1)  Operation:  Smash and Grab

O.o

Okay you're going the cheap route and spending no prestige to gather extra troops.

YOu're going into the raids with...

1 pt.  411
1 pt.  412
1 pt.  Ferret Ground Support run
1 pt.  Infantry squad and transport (Which transport do you guys want for them?)
0 pt.  Tracked APC (no infantry)
Pfc Caitlin Mallory
player, 102 posts
Tue 16 Aug 2011
at 17:47
  • msg #17

Re: (M1)  Operation:  Smash and Grab

oh wait a minute
I thought he bought the Locust and the commando and extra tracked APCs as well as the ferret run.
Pegasus
GM, 168 posts
Tue 16 Aug 2011
at 17:50
  • msg #18

Re: (M1)  Operation:  Smash and Grab

Tony highlighted in red what he wanted to bring.

Commando and Locust are in black.

Am i misreading this Tony?
Pfc Caitlin Mallory
player, 103 posts
Tue 16 Aug 2011
at 17:52
  • msg #19

Re: (M1)  Operation:  Smash and Grab

I'd urge spending prestige here. Supplies will be really important to us. not just denying them to the enemy, but using them ourselves. I'd blow all four extras. The mechs can move supplies as well being combat ready, worth a point in any case. tracked APC's and infantry are hopeless in comparison to any mech.

The tracked APC's are arriving in turn ten too. granted the commando is arriving not on the board, but it could clinch victory from defeat or help us withdraw if we need it. It's a fairly powerful light unit.
This message was last edited by the player at 17:53, Tue 16 Aug 2011.
1st Lt. Crispin McAlister
player, 72 posts
Tue 16 Aug 2011
at 17:56
  • msg #20

Re: (M1)  Operation:  Smash and Grab

Pegasus:
(2) Base Scenario Points
(2) Rank Bonus
You may spend up to (4) of the units Prestige points for additional Units for this mission.

Available Units
(1) Point for Eridani Commando-2D
(1) Point for Eridani Locust-1V
(1) Point for Pegasus 411
(1) Point for Harasser 412
(1) Point for (2) Ferret Ground Support Combat Runs
(1) Point for One Infantry Squad and Transport (VTOL/Hover/Track)
(0) Points for one tracked unit (no infantry)


I believe that both Tony and I looked at the above and saw:

You have four points to spend on units.

Thus taking 411 and 412 is using prestige and the Ferret and Infantry were using the two other prestige that we were alloted.

Now I'm getting the feeling that you're saying we have 4 points to spend plus 4 extra prestige if we want.
Pfc Caitlin Mallory
player, 104 posts
Tue 16 Aug 2011
at 17:58
  • msg #21

Re: (M1)  Operation:  Smash and Grab

That's the way I read it. You have 4 and may spend up to 4 extra.

I might be wrong though....
Pegasus
GM, 169 posts
Tue 16 Aug 2011
at 18:03
  • msg #22

Re: (M1)  Operation:  Smash and Grab

Scenario design will be...

Base points ~ Difficulty of mission, will vary widely.

Rank points ~ Based on highest rank officer in operations, +2 if it's tony, +1 if it's Crispin +0 if an NCO is in command.

Prestige points ~ Optional points you may spend, that will be deducted from the unit prestige.  Doing so will often allow you to more effectively accomplish your mission, and in theory should be 'worth' the expenditure, if done prudently.

So you get 2 + 2 + (0 to 4) = 4 to 8 points worth of units for the fight.
This message was last edited by the GM at 18:04, Tue 16 Aug 2011.
1st Lt. Crispin McAlister
player, 73 posts
Tue 16 Aug 2011
at 18:09
  • msg #23

Re: (M1)  Operation:  Smash and Grab

I getcha just was a matter of initially looking at it the wrong way.
Pegasus
GM, 170 posts
Tue 16 Aug 2011
at 18:44
  • msg #24

Re: (M1)  Operation:  Smash and Grab

Still waiting on friedly unit selection.  I'm presuming youre taking more units then?

Looks like we might have lost Amos, hopefully he'll check in soon and all is well with him.


Presuming...

1 pt.  411
1 pt.  412
1 pt.  Ferret Ground Support run
1 pt.  Infantry squad and transport (Which transport do you guys want for them?)
0 pt.  Tracked APC (no infantry)

is what youre taking with the scenario  points, the question is how many prestige points do you want to spend, and what units youre taking.
(reminder pick out transports for the infantry, default it tracked->hover->VTOL
 Also need to pick out squads youre taking incase it breaks out into a infantry fire fight.)
This message was last edited by the GM at 19:12, Tue 16 Aug 2011.
Capt. Tony Garabaldo
player, 98 posts
What happened now?
I'm always last to know.
Tue 16 Aug 2011
at 20:30
  • msg #25

Re: (M1)  Operation:  Smash and Grab

Let's add the
(1) Point for Eridani Commando-2D
(1) Point for Eridani Locust-1V

If that's all right. I didn't really want to  spend the unit's prestige without inpput from the others. I also don't really know how this will go, we'll see how Peg GMs BT after this and have a little better idea, perhaps. I guess going in heavy is better than going in light.

We still may spend 2 more. Any comments?
Pegasus
GM, 171 posts
Tue 16 Aug 2011
at 20:33
  • msg #26

Re: (M1)  Operation:  Smash and Grab

Battletech will feel like Mac's game, which means nothing to Tony and Caitlin, but should mean something to Crispin and Amos.

The biggest difference is... the EW 411 has, and the potential for small arms combat out of vehicles (presuming you want to recover the Combine supplies, as opposed to blowing them all up).
Pfc Caitlin Mallory
player, 105 posts
Tue 16 Aug 2011
at 20:41
  • msg #27

Re: (M1)  Operation:  Smash and Grab

I'd spend the last two on tracked APCs for takign the trailers away giving us supplies and infantry if we get in a gun fight.
If we don't need them, we don't need to bring them on...but it's a safe bet, if we do somehow manage to outgun the convoy the rewards make it worth the Prestige investment.
Capt. Tony Garabaldo
player, 99 posts
What happened now?
I'm always last to know.
Wed 17 Aug 2011
at 08:53
  • msg #28

Re: (M1)  Operation:  Smash and Grab

Any other votes / comments? Going once... going twice...

I will spend the points as suggested by Cat if no other comments are forthcoming.
Pvt. Gregory Asgard
player, 75 posts
Wed 17 Aug 2011
at 09:44
  • msg #29

Re: (M1)  Operation:  Smash and Grab

lets get rolling.
Pegasus
GM, 172 posts
Wed 17 Aug 2011
at 11:55
  • msg #30

Re: (M1)  Operation:  Smash and Grab

Concur.

Eridani Raiders...
Starting Force (Four Points)
Harasser 411 (Player)
Pegasus 412 (Player)
Ferret support (on demand/1 turn delay)
Locust (Gunnery 4/Pilot 5)

Eridani Reinforcements (Four Points)

Turn (5)
Commando

Turn (10)
(4) Tracked APC's
(3) Infantry Squads (Random selection = First three, Able, Baker, and Charlie)


Defenders

(+2) Random units
07:57, Today: Pegasus rolled 3 using 2d6 with rolls of 1,2. 1-3 Transport / 4-6 Escort.
(+2 Transports)


(6) Transport
07:58, Today: Pegasus rolled 23 using 6d6 with rolls of 3,5,5,3,4,3. (6) Transports
(4) J-27 Ordance Transports w/ trailers
(2) Tracked APC's


(2) Escorts
08:01, Today: Pegasus rolled 4 using 2d6 with rolls of 2,2. (2) Escorts.
(2) Scorpion SRM6 variant





Map generation in progress, should be up shortly.
This message was last edited by the GM at 12:03, Wed 17 Aug 2011.
Pfc Caitlin Mallory
player, 106 posts
Wed 17 Aug 2011
at 13:15
  • msg #31

Re: (M1)  Operation:  Smash and Grab

That could have been a LOT LOT worse.

We stand a real chance of making out like bandits!
Pegasus
GM, 173 posts
Wed 17 Aug 2011
at 13:24
  • msg #32

Re: (M1)  Operation:  Smash and Grab

Eridani Intial Units move at Flank/Run speed onto the southern edge of the map, and are presumed to have moved 10+ hexes to get to one of the hexes between 1535 and 2335.

Please selecting starting positions for 411, 412, and the Locust.

Commando will appear on the southern edge on turn 5, and the APC's will appear on turn 10.  You call for Bailey to lay down ground support during intiative phase and she makes her attack run the following intiative phase.
(ie.  If you call for her now, she appears at the start of the next intiative phase.)

Combine units are all facing North and have a current speed of 'zero'.  One of the units has motive damage of some sort, which one, and how badly remains to be seen.

http://artzone.daz3d.com/azfil...g4enepax658-full.jpg




Attackers
Pegasus 411
(Hover)
moves 8/12
Gunnery 4
Pilot 4

(F) Med. Laser
(T) SRM4
(T) SRM4
(25)Ammo
* EW Suite *
24 Front
20 Right
20 Left
20 Rear
20 Turret
4 Front
4 Right
4 Left
4 Rear
4 Turret
Harraser 412
(Hover)
moves 10/15
Gunnery 4
Pilot 6

(T) SRM4
(T) SRM4
(25) Ammo
15 Front
10 Right
10 Left
14 Rear
15 Turret
3 Front
3 Right
3 Left
3 Rear
3 Turret


Locust
4 Gunnery
3 Pilot
Move 8/12/0
Heat Sinks 10

Weapons
CT ~ ML
CT ~ MG Ammo
RA ~ MG
LA ~ MG
H 8
CT 10 (2)
RT 8 (2)
LT 8 (2)
RA 4
LA 4
RL 8
LL 8
H 3
CT 6
RT 5
LT 5
RA 3
LA 3
RL 4
LL 4
H
CT ML Ammo
RT
LT
RA S U
LA S U
RL H U L F HS HS
LL H U L F HS HS






Defenders
Scorpion 1
(Tracked)
moves 4/6

(F) MG
(T) SRM6
(T) SRM6
19 Front
13 Right
13 Left
8 Rear
11 Turret
3 Front
3 Right
3 Left
3 Rear
3 Turret
Scorpion 2
(Tracked)
moves 4/6

(F) MG
(T) SRM6
(T) SRM6
19 Front
13 Right
13 Left
8 Rear
11 Turret
3 Front
3 Right
3 Left
3 Rear
3 Turret
APC 1
(Tracked)
moves 6/9

(T) MG
12 Front
8 Right
8 Left
5 Rear
7 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
APC 2
(Tracked)
moves 6/9

(T) MG
12 Front
8 Right
8 Left
5 Rear
7 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  1
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  2
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  3
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret
C J-27  4
(Tracked)
moves 3/5

(T) MG
2 Front
1 Right
1 Left
2 Rear
2 Turret
1 Front
1 Right
1 Left
1 Rear
1 Turret




Hey Caitlin, it's Christmas, i suppose Santa's come early.  Camed armed for bear and found deer.
This message was last edited by the GM at 20:32, Wed 17 Aug 2011.
Pegasus
GM, 174 posts
Wed 17 Aug 2011
at 14:13
  • msg #33

Re: (M1)  Operation:  Smash and Grab

Rules of Engagement...

Okay some of you have pretty complete character sheets, some of you less so.  So i used the conversion notes, and for the most part, we will be playing 'battletech'.  Various skills for the characters are...

Harraser 412
Tony Gunnery 6, Pilot 6, Intiative +1
Amos Gunnery 4, Pilot 5


Pegasus 411
Gregory Gunnery 4, Pilot 4
Caitlin Gunnery 4, Pilot 7
Crispin Gunnery 4, Pilot 5
Pegan Gunnery 6, Pilot 7

Fortunately ... Crispin has a pretty complete character sheet, so we will use his MW Skills for the EW on Pegasus 411, and odd as it might seem, he'll be using 2d10 to make those skill rolls.

Footnote:
Caitlin and Amos are really better shots than those numbers suggest, they're closer to being 3 gunners than Gregory and Crispin, and if we were using 2d10 for combat, it would be reflected.  We're not this time around.  We have enough bugs to get out and get used to so were not going to use the MW3 combat system, just yet.




The default presumption is that youre coming in fast, and keeping radio silence till you engage in combat, which will start by rolling intiative next turn.  Some EW options are done during intiative, so Crispin should consider which options he wants to try and deploy and for what effects.
This message was last edited by the GM at 18:29, Wed 17 Aug 2011.
Capt. Tony Garabaldo
player, 100 posts
What happened now?
I'm always last to know.
Thu 18 Aug 2011
at 10:40
  • msg #34

Re: (M1)  Operation:  Smash and Grab

IIRC-
Any of our units can operate in depth 1 water.
We get a move bonus for traveling on a road.
There is a gunnery minus for movement used.

I believe-
The 'two roads' are the edges of one road, just drawing it was the problem.
We can get up to about 6 hexes, maybe closer if the road gives us a bonus.

I would opinions on-
Should we get up close? I don't have time to study the weapons right now, but I'd like to stay at our longest range that's effective and hopefully they have shorter range weapons, but I think they're actually the exact same stuff.
Where should we start? If we do get a road bonus, that's be about the only thing that would make a difference.
Should we call the Ferret in right away? I'm thinking, might as well, but then again it'd be more effective if we wait for the infantry to dismount.

Hopefully, I'll have more time later tonight to study a bit more.
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