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09:10, 4th May 2024 (GMT+0)

(M1)  Operation:  Smash and Grab.

Posted by PegasusFor group 0
Pegasus
GM, 184 posts
Thu 18 Aug 2011
at 13:30
  • msg #35

Re: (M1)  Operation:  Smash and Grab

Capt. Tony Garabaldo:
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.


All your units can be in water, the locust will be knee deep in it, but i can be in water.

The road, is two roads.  It's coming and going traffic lanes, that the Combine has decided to use both roads for their purposes, since traffic is light to non existant.

Starting on the road, staying on the road, ending on the road provides a +1 movement bonus to cruise speed.  (Peg will go 9/14 and Harraser will move 11/17)

Tony can call for Bailey to make her attack run any time he wants during the intiative phase, and she will show up the following phase.  The player controling Bailey will pick the path of her attack run, and the target(s).  None of you were around when i used Ferret Daisy Cutters, so the phrase is meaningless to you, but i'll mention it now so that you know what they are for future reference.

Tony you still need to assign who's running the Locust, Commando, Ferret
Capt. Tony Garabaldo
player, 102 posts
What happened now?
I'm always last to know.
Thu 18 Aug 2011
at 23:40
  • msg #36

Re: (M1)  Operation:  Smash and Grab

Who wants to run what? I think we'll call Bailey first thing. No sense leaving her in reserve twice, maybe the second run...
Recruit Amos Trask
player, 30 posts
Thu 18 Aug 2011
at 23:58
  • msg #37

Re: (M1)  Operation:  Smash and Grab

I'll run the Commando if it is still available.
Pegasus
GM, 186 posts
Fri 19 Aug 2011
at 02:50
  • msg #38

Re: (M1)  Operation:  Smash and Grab

In the interest of moving things along...

Amos runs the Commando
Crispin runs the Locust
Caitlin runs Bailey's Ferret


Gregory please place 411
Amos please place 412
Crispin please place the Locust.
Tony Please roll for intiative.

1st Turn Intiative (Loser moves first / number of units to moved each turn)
Eridanis will move 1-1-1
Combine will move 3-2-3
Pvt. Gregory Asgard
player, 78 posts
Fri 19 Aug 2011
at 08:07
  • msg #39

Re: (M1)  Operation:  Smash and Grab

Like in the ooc put me on 2035
1st Lt. Crispin McAlister
player, 79 posts
Fri 19 Aug 2011
at 12:37
  • msg #40

Re: (M1)  Operation:  Smash and Grab

Locust deploys 2335.
Pegasus
GM, 187 posts
Fri 19 Aug 2011
at 14:10
  • msg #41

Re: (M1)  Operation:  Smash and Grab

Waiting on Amos to deploy, and for Tony to roll 2d10+1 for intiative.
Capt. Tony Garabaldo
player, 104 posts
What happened now?
I'm always last to know.
Fri 19 Aug 2011
at 18:42
  • msg #42

Re: (M1)  Operation:  Smash and Grab

(Sorry, was going to ask which we were using and got distracted and thought I was done.)
14:41, Today: Capt. Tony Garabaldo rolled 11 using 2d10+1. init.

Pegasus
GM, 188 posts
Fri 19 Aug 2011
at 22:23
  • msg #43

Re: (M1)  Operation:  Smash and Grab

Hoping to post map update tonight and get things moving, Tony give me 412's starting hex.
Capt. Tony Garabaldo
player, 106 posts
What happened now?
I'm always last to know.
Fri 19 Aug 2011
at 23:53
  • msg #44

Re: (M1)  Operation:  Smash and Grab

1835, we got anyone there yet?
Recruit Amos Trask
player, 31 posts
Sat 20 Aug 2011
at 01:24
  • msg #45

Re: (M1)  Operation:  Smash and Grab

I thought Tony would be driving the 412?
And the Commando doesn't start until round 5.
This all correct?
Capt. Tony Garabaldo
player, 108 posts
What happened now?
I'm always last to know.
Sat 20 Aug 2011
at 11:18
  • msg #46

Re: (M1)  Operation:  Smash and Grab

Yep. Commando will appear on the southern edge on turn 5, and the APC's will appear on turn 10.

I don't have a problem with you putting in your suggestions, it's been a while and I never played MW without the huge mapsheets to overlook the whole scenario on. It's kinda wierd...
Pegasus
GM, 189 posts
Sat 20 Aug 2011
at 14:45
  • msg #47

Re: (M1)  Operation:  Smash and Grab

My bad Amos, youre quite right O.o
Pegasus
GM, 190 posts
Sat 20 Aug 2011
at 14:59
  • msg #48

Re: (M1)  Operation:  Smash and Grab

~ Initiative ~

The Convoy catches a wiff that trouble is on the horizon and immediately starts to floor the pedal to take off and move down the road.

10:54, Today: Pegasus rolled 8 using 2d10. Convoy Intiative.

Movement Phase

Combine moves (3)

APC (1) cruise - F3, R1, F2 ~ End movement 2211 ~ (+2 def mod)

J-10 (2) Flank - F4, R1 ~ End movement 2012 ~ (+1 def mod)

J-10 (4) Flank - F5, R1 ~ End movement 2012 ~ (+2 def mod)




http://artzone.daz3d.com/azfil...jjjr1vah55r-full.jpg
This message was last edited by the GM at 03:48, Sun 21 Aug 2011.
Recruit Amos Trask
player, 32 posts
Sun 21 Aug 2011
at 04:28
  • msg #49

Re: (M1)  Operation:  Smash and Grab

Capt. Tony Garabaldo:
I don't have a problem with you putting in your suggestions, it's been a while and I never played MW without the huge mapsheets to overlook the whole scenario on. It's kinda wierd...



My suggestion would be to travel full speed down the road for the 1st round.
What is that 11 hex, or 12?

EDIT
Move to 1821, which is 3 hex away from APC2
This message was last edited by the player at 04:58, Sun 21 Aug 2011.
1st Lt. Crispin McAlister
player, 85 posts
Sun 21 Aug 2011
at 04:55
  • msg #50

Re: (M1)  Operation:  Smash and Grab

The Locust pilot knew that this hit and run would be a fast thing so he pushed his machine to the hilt to get himself into position so that he could either bore into the Scorpion support tanks or head off the transports.

Run, Forward 11 + 1 Light Woods, End 2324 Facing N [+4 displace]
Pegasus
GM, 192 posts
Sun 21 Aug 2011
at 05:08
  • msg #51

Re: (M1)  Operation:  Smash and Grab

The Eridani pilot stomps on the locust pedals and sends the Locust forward at a run, stomping across the landscape and through the tree quickly closing on the Combine convoy.

The Rest of the Combine convoy is in full motion as they make an effort to outdistance the Eridanis.




J-10 1 ~ Flank F5, R1 ~ End Movement 1811ne ~ +2 Def Mod
J-10 3 ~ Flank F6 ~ End move 1811n ~ +2 Def Mod

http://artzone.daz3d.com/azfil...25pmbhtwdzk-full.jpg
This message was last edited by the GM at 05:10, Sun 21 Aug 2011.
Pvt. Gregory Asgard
player, 82 posts
Sun 21 Aug 2011
at 06:40
  • msg #52

Re: (M1)  Operation:  Smash and Grab

"Yeeehaw! Its time to kick ass and chew bubblegum. And im all out of ass."

And then he slams the pedal just that little further down to the metal and takes a drag of the cigarette he was smoking, making it obvious it wasn't one he had gotten from Pegan.

ooc: All ahead full.
so thats 12 squares to 2023 right.

Pegasus
GM, 197 posts
Tue 23 Aug 2011
at 15:22
  • msg #53

Turn One Movement Phase

The Rear guard of the Convoy quickly take evasive actions as they turn off the road, preparing to try and stall the rapid Eridani advance.  Turning off road they try and make use of the light cover offered by small stands of trees to obscure their vehicles.





Scorpion 1 - Cruise~ F2, R1, F1, End 1913ne (+1 Def Mod)
Scorpion 2 - Flank ~ F2, R1, F1, End 2116ne (+2 Def Mod)
APC 2 ~ Cruise ~ F2, R1, F3, End 2115ne (+2 Def Mod)

http://artzone.daz3d.com/azfil...l9plb1mmxbb-full.jpg

Convoy is done with movement.  Feel free to start fire phase after 412 moves.
This message was last edited by the GM at 15:41, Tue 23 Aug 2011.
Capt. Tony Garabaldo
player, 111 posts
What happened now?
I'm always last to know.
Tue 23 Aug 2011
at 20:19
  • msg #54

Re: Turn One Movement Phase

(I'm moving 412 right?)

I think it wisest not to outrun our allies. Move up the road even with our other units, to 1823.
Pegasus
GM, 198 posts
Wed 24 Aug 2011
at 03:53
  • msg #55

Re: Turn One Fire Phase

Between the distance and the speed, none of the defenders have a shot on the Eridanis.

Please take your weapon fire and were into Intiative Phase.

Caitlin, Bailey will be flying in from the southern edge of the map.  Please pick a vertical column for her to make her combat pass.

Bailey's Ferret has been equiped with an Aero Fighter bomb Rack.

When she's not hauling cargo the racks hold (2) Bombs.  She can deliver both of them in one pass, or drop one, and save the other for a second combat pass, targeting any of the hex(es) along her vertical path for delivery.

Bailey needs a '6' to drop the bombs on target.  For every point that she misses, the bombs scatter 30 meters (one hex).

The bomb does 20 damage to the hex the bomb is dropped in, and 10 damage to all adjacent hexes.

The bombs are resolved during the intiative phase.
This message was last edited by the GM at 03:55, Wed 24 Aug 2011.
1st Lt. Crispin McAlister
player, 91 posts
Wed 24 Aug 2011
at 12:52
  • msg #56

Re: Turn One Fire Phase

Closing the distance the Locust worked to get a solid lock with his laser but wasn't able to yet despite the fact that it would indeed change soon enough.

No Shot

Crispin angled the ECM unit to continue to Jam Communications in the hopes of stalling any reinforcements while he shut down the recording function of the Probe in the hopes that he would be able to slice through their comms to give them a little better heads up on what the Dracs were planning.

08:46, Today: 1st Lt. Crispin McAlister rolled 14 using 2d10+1. Comms/Conventional Jam Comms.  ECM - A +2 or +4 depending on which unit is Commander.

08:48, Today: 1st Lt. Crispin McAlister rolled 9 using 2d10+1. Computer, stop recording. PROBE - At a -2 difficulty, easy task.

08:49, Today: 1st Lt. Crispin McAlister rolled 13 using 2d10+1. Cryptography, Eavesdrop. PROBE - Once again either a +2 or +4 depending on commander.

Pegasus
GM, 199 posts
Wed 24 Aug 2011
at 14:49
  • msg #57

Re: Turn One Fire Phase

(* Flips through the rules *)
Let's see...

The base TN for a non combat check is 10...
(This is considered non-combat even though it takes place during combat.)

The single attribute TN is 15 (+(1) Attribute score to d20)

The double attribute TN is 20 (+(2) Attribute score to d20)




So...

Probe, stop recording (TN 8), rolled 9 = Success.

Probe, easedrop (TN 10), rolled 13 = Success to targets up to a range of 8


ECM, Jam Comms (TN 10), rolled 14 = Success to targets up to range of 12
+1 to Intiative Roll

Will post RP results in turn 2 intiative.

Locust - No Shot

Waiting on potential weapon fire from 411/412.

Pegaus (has no shot)

Harraser may fire SRM's at Nearest Scorpion, need 12+
(Will presume no shot if nothing is done by tonight, will move on to Turn 2 Intiative.)
This message was last edited by the GM at 14:53, Wed 24 Aug 2011.
Pfc Caitlin Mallory
player, 112 posts
Wed 24 Aug 2011
at 14:54
  • msg #58

Re: Turn One Fire Phase

I need to figure out the TN's to hit the Scorpion.
we moved flank +2
Long Range +4
how far did they move?
This message was last edited by the player at 14:57, Wed 24 Aug 2011.
Pegasus
GM, 200 posts
Wed 24 Aug 2011
at 14:56
  • msg #59

Re: Turn One Fire Phase

In reply to Pfc Caitlin Mallory (msg #58):

I'm counting no Shot Caitlin.

Base of 4 + 2 for flank move + 4 for range + 2 for def. Mod (move and wood cover) at least one of those tree next to Pegasus is going to be obscuring so it's over 12+
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