M2 - Garrison Duty.   Posted by Alpha.Group: 0
Alpha
 player, 10 posts
 DID THAT HURT?
 ''Good Luck Guys'', Zenha
Thu 8 Aug 2013
at 14:03
M2 - Garrison Duty
Garrison Duty:
Mission Note:  The players have settled in to Miller's Creek.  They must be dislodged before they have time to dig in and become a serious problem.  Make an example of the locals, and show them what aiding and assisting the mercs i costing them.  Out of the original 224 willing civilians, 147 have been killed.  Annihilate the rest to break the outposts will to assist the mercs.

The players are in control of 11 mobs of '7' unarmed infantry to place on the map.  They do not move.

Primary Mission Objective.  Eliminate the Civilian Population.
Secondary Mission Objective.  Engage and eliminate targets of opportunity.

OP Force Notes - Calculate weight of Garrison.
                 The Op Force is equal to the Garrison's weight.
                 Your mechs may not exceed more than half the garrison's weight.
                 At least half your conventional vehicle must be 'unlimited' captured militia

This message was last updated by the GM at 14:03, Thu 08 Aug 2013.

Alpha
 player, 10 posts
 DID THAT HURT?
 ''Good Luck Guys'', Zenha
Thu 8 Aug 2013
at 14:03
Player Units
Player Units

PilotStatsArmor (internals)Criticals

Pax Tarkin
Traxx
Gunnery 5
Pilot   4 (2 w/Initiative)

Leadership 1
Edge 1

8/12/0 Movement
10 Heat Sinks

HD ER SL
CT ML
RA ML
LA ML

Repair Modifier x1.25
H    9a    (3i)
CT  12a(3) (8i)

RT  10a(2) (6i)
LT  10a(2) (6i)

RA   8a    (4i)
LA   8a    (4i)

RL  12a    (6i)
LL  12a    (6i)
H ERSL
CT ML

RT
LT

RA S U LL ML
LA S U LL ML

RL H U L F HS
LL H U L F HS

Henriette Karlsdottir
Shield Maiden
Gunnery 5 (4 w/Energy)
Pilot   5 (4 w/ Intiative)
Leadership 2

6/9/6 Movement
12 Heat Sinks

RA Medium Laser
RA Medium Laser
LA Medium Laser
LA Medium Laser

Repair modifier x1.35
H    9a    (3i)
CT  16a(6)(11i)

RT  12a(4) (8i)
LT  12a(4) (8i)

RA  12a    (6i)
LA  12a    (6i)

RL  16a    (8i)
LL  16a    (8i)
H
CT

RT HS HS JJ
LT HS HS JJ

RA S U LL ML ML
LA S U LL ML ML

RL H U L F JJ JJ
LL H U L F JJ JJ

Lucius McMurphy
Burner
Gunnery 4 (3 w/Energy)
Pilot   5 (3 w/ Intiative)
          (6 w/ Hazards)
Leadership 0

6/9/6 Movement
10 Heat Sinks

RT Medium Laser
RT Medium Laser
LT Medium Laser
LT Medium Laser

Repair modifier x1.30
H    7a    (3i)
CT  15a(4)(11i)

RT   9a(4) (7i)
LT   9a(4) (7i)

RA   9a    (5i)
LA   9a    (5i)

RL  13a    (7i)
LL  13a    (7i)
H HS
CT JJ JJ

RT HS HS ML ML
LT HS HS ML ML

RA S U LL H
LA S U LL H

RL H U L F JJ JJ
LL H U L F JJ JJ

This message was last edited by the GM at 13:24, Thu 15 Aug 2013.

Kitten
 GM, 316 posts
Thu 8 Aug 2013
at 13:47
Garrison Duty Setup
It's been a few days since the Rat Pack has made planetfall.

They slowly start to acclimate themselves to the local environment and accept the situation theyve been dealt.  It would appear that they are under the employ of a unit known as the 101st Combat Group.  Who's combat group they are remains a question that is unanswered at this time.

It's enough at this point that theyve been hired to defend the planet from Team Banzai who are going about committing war crimes against the Ares Convention by actively engaging and inflicting civilian casualties.

Ling has been pulled from the Rat Pack, to provide the footage she's taken during the drop of numerous violations inflicted on the locals of Miller's Creek.  She has been detached from Rat Pack duty to gather similiar evidence occuring around Detroit for the next few days.

It's not all bad news though, militia elements that have survived the initial attack start to filter into Miller's creek.  Support in the town is shaky.  Team Banzai has already demanded the unconditional surrender of the town, which has so far stoicaly refused.  Nerves are short though, and the mercs have to wonder exactly how long the civilians nerves will hold out.

There are Seven levels of victory
{Total Victory, Decisive Victory, Tactical Victory, Draw, Tactical Defeat, Decisive Defeat, Total Defeat}

The Rat Pack will lose two level of Victory for each Rat Pack 'defeated'.
The Rat Pack will lose one level of Victory for each Infantry Squad Eliminated.

The Rat Pack will gain one level of Victory for every 15 tons of Conventional units defeated
The Rat Pack will gain two levels of Victory for each Mech defeated

Duration:  This mission will last for 10 combat turns.

Current Map http://www.angelickitten.com/rpol/rp/M2t0.jpg

Set Up ...

The Rat Pack is assigned 11 'squads' of (7) Civilians.  They are placed out and around the town in the buildings.
Hint:  Do keep the infantry close to each other, to make defending them easier.
Hint:  Do not stack your infantry, doing so will make a larger/easier target to eliminate.
Hint:  The buildings will absorb 1/4 of the damage inflicted on the infantry.


Players set up within 3 hexes of any Building or Civilian on the map.

Op Force weighs in at 85 tons and sets up within 6 hexs of the South Edge

This message was last edited by the GM at 14:34, Thu 08 Aug 2013.

Alpha
 player, 15 posts
 DID THAT HURT?
Thu 8 Aug 2013
at 19:24
Re: Garrison Duty Setup
Kitten:
Players set up within 3 hexes of any Building or Civilian on the map.


Please give me the 11 squads of infantry and the mech placements. I'll need some time to set up the map.
Alpha
 player, 16 posts
 DID THAT HURT?
Fri 9 Aug 2013
at 16:37
Re: Garrison Duty Setup
How are folks doing for the Garrison Mission
I'd like to get Infantry and Mech locations. It will take me a few days to get the map updated after I get your locations. So expect a start date of Monday, if I can get locations on Friday.
Lucius McMurphy
 player, 126 posts
 R0 - Private
 Callsign - 'Burner'
Fri 9 Aug 2013
at 16:42
Re: Garrison Duty Setup
I started a discussion about infantry locs as they will be where we do our Mech drops but haven't gotten any traction yet...but I'm also not in command anymore ;)

Will poke again.
Pax Tarkin
 player, 87 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Fri 9 Aug 2013
at 21:32
Re: Garrison Duty Setup
Friday I'm seeing a family friend in the hospital after work but I think we(I) can come up with a plan by Saturday morning.  I have access to chatting online just no way to mess with maps.
Pax Tarkin
 player, 88 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sat 10 Aug 2013
at 17:26
Re: Garrison Duty Setup
Question:

Are all building repair  ie full structure points or are a number of them weakened from the earlier battle?

And does that make a different to the damage a squad takes in the building?
Pax Tarkin
 player, 89 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sat 10 Aug 2013
at 18:16
Re: Garrison Duty Setup
Pax start hex 2722 face S

Cilvies hexes
11 groupings 7 each
1 each
0201
0508
0611
1301
1014

1810
1910
1912
2011
2210
2310

"All right lance.  Remember we need to protect these people.  Make them pay for every meter they gain."

Lucius McMurphy
 player, 127 posts
 R0 - Private
 Callsign - 'Burner'
Sat 10 Aug 2013
at 18:30
Re: Garrison Duty Setup
Burner start, 1618 Facing S
Henriette Karlsdottir
 player, 98 posts
 callsign: Shield maiden
Sat 10 Aug 2013
at 19:36
Re: Garrison Duty Setup
Shield maiden start: 2122 - S
Alpha
 player, 18 posts
 DID THAT HURT?
Sun 11 Aug 2013
at 05:52
Re: Garrison Duty Setup
An enemy force closed in on Miller's Creek. There orders were to eliminate the enemy infantry and to cripple the Rat Pack mercenaries as much as possible. Four vehicles were traveling at a high rate of speed north. A pair of mechs were in close formation. A pair of heavy ferrets were flying in formation from the west.

<orange>
Wheeled AMC(SRM) ~1831~
Wheeled AMC(SRM) ~2031~
Wheeled Light APC(MG) ~1830~
Wheeled Light APC(MG) ~2030~

Locust ~2230~
Wasp ~2330~

Hvy Ferret VTOL(SRM) ~1030~
Hvy Ferret VTOL(SRM) ~1130~


Now we just need Kitten to provide a modifier for INIT

http://img854.imageshack.us/img854/230/n1uq.jpg

This message was last edited by a game editor at 06:33, Sun 11 Aug 2013.

Pax Tarkin
 player, 90 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Sun 11 Aug 2013
at 17:24
Re: Garrison Duty Setup
Company/101st Comm
"This is Lt Tarkin of the Rat Pack Garrison at Miller's Creek.  An hostile force has been encountered approaching Miller's Creek from the South.  Enemy consists of 2 VTOLs, 4 vehicles, and 2 mech.  Be advised we may need assistance. "

Lance tac com
"Start recorders and lets see if they will act rational.
Luc watch those 'Copters they might try to get behind us."


Open Channel
Pax sends a standard challenge.
"This is Lt Tarkin of the Rat Pack.  To the force approaching Miller's Creek from the South state your intentions."
Kitten
 GM, 344 posts
Mon 12 Aug 2013
at 13:31
Re: Garrison Duty Setup
Pax Tarkin:
Question:

Are all building repair  ie full structure points or are a number of them weakened from the earlier battle?

And does that make a different to the damage a squad takes in the building?


All buildings are considered 'light' {40 cf} and level 2 {blocks LOS}3


Initiative Calculation.

+ 3 Corporal  {Locust, Heavy Ferret, Wheeled AMC}
+ 0 Regular Level Unit
+ 1 Numerical Advantage {Conventional counts as 1/2 and Civies count as nothing, 5:3}
- 1 Pax Leadership
- 1 Strong NCO support

+ 2 Initiative Modifier.

Mercs need an +3 penalty adjustment to roll to gain initiative.

This message was last edited by the GM at 18:19, Mon 12 Aug 2013.

Lucius McMurphy
 player, 128 posts
 R0 - Private
 Callsign - 'Burner'
Mon 12 Aug 2013
at 13:58
Re: Garrison Duty Setup
Lucius spotted the same units that the others did and he swiftly moved his Fire Javelin to a better position.  Backpeddling around a copse of trees he knew that the Ferrets wouldn't be bothered by them but the ground units would.  It was his job to clear the air of the scum...



---
09:54, Today: Lucius McMurphy rolled 4 using 2d6 with rolls of 1,3. Initiative Round 1 of 10, TN6+. Great way to begin.

Walk, Back 3, Left Turn 1 SE, Back 2, End 1414 Facing SE [+2]

Henriette Karlsdottir
 player, 100 posts
 callsign: Shield maiden
Mon 12 Aug 2013
at 15:26
Re: Garrison Duty Setup
Henriette looked south as the hostiles appeared on her radar, a quick thought to the speed of the AMC's made her stay where she was, it would give her the best firing solution on the wheels coming up the road, hopefully she could  off one of them, maybe even two if she got lucky.
"Incoming boss, I'll give these wheeels a warm welcome"
With that she prepared to aim and fire at  the frontmost hostile.


Initiative, TN 5 -1 (tactics)+3 (opfor) = tn 7+
Roll: 5, Failed.

Move:
Hold position.

Alpha
 player, 21 posts
 DID THAT HURT?
Mon 12 Aug 2013
at 18:56
Re: Garrison Duty Setup - Turn 1
"Stand down Lieutenant. This doesn't involve offworlders. We are here to deal with these armed terrorist." The voice over the communication channel continued, "Do not hinder us. Any action against our forces will be met with hostiles."




Just waiting on Pax's initative. Then I'll move the OP Force and update the map.

This message was last updated by a game editor at 05:25, Tue 13 Aug 2013.

Pax Tarkin
 player, 91 posts
 R1 Traxx G3/P4/M1 +2 Init
 Mongoose "Road Runner"
Tue 13 Aug 2013
at 02:38
Re: Garrison Duty Setup
OPEN COMM back at 'em
Anger creeps into Tarkin's voice, "You slime suckers are here to try and finish off the men, women , AND CHILDREN that are still trying to hang on here.  We already have enough footage of you slime murdering these people.

Too bad you aren't brave or honorable enough to come out here and fight real threats.  I think you missed stepping on some slugs on the way to your out house this morning.  That would smell better than what you toilet slime brought with you.

I'm calling you out murderer.  Think you can take a little ol' MONGOOSE with your old piece of recycled garbage.

What's the matter ???? Mongoose got your tongue? 


The Mongoose uses it's right arm for a 'come get some' motion.

19:24, Today: Pax Tarkin rolled 7 using 2d6 with rolls of 1,6. INIT Pax mod # 2 +3 pen adj = PSR5. PASS
Alpha
 player, 22 posts
 DID THAT HURT?
Tue 13 Aug 2013
at 06:12
Re: Garrison Duty - Turn 1
The Op Force moved quickly to engage. The two heavy ferrets moved at flank speed to the north as it picked up Infantry in the northwest quadrant. The vehicles rushed up the unrestricted road toward their targets. The Locust ran toward the Mongoose in an apparent answer to the challenge. The Wasp followed to support the Locust.

"If you stand with them, then you must be terrorist as well."




Hvy Ferret flank, move 14hex north, Def +4
Hvy Ferret flank, move 14hex north, Def +4

AMC1, flank, move 10n, Def +4
AMC2, flank, move 10n, Def +4

APC1, flank, move 10n, Def +4
APC2, flank, move 10n, Def +4

Locust, run, move 1n, 5ne, 4n, Def +4
Wasp, run, move 1n, 4ne, 2n, Def +3



Lucious, Def +2
Henriette, Def +1 (LW)
Pax (pending move)


Next Weapons phase and any Physical



Combat Map, Turn 1, http://img197.imageshack.us/img197/4170/s9g1.jpg

Alpha
 player, 23 posts
 DID THAT HURT?
Tue 13 Aug 2013
at 06:14
Re: Garrison Duty - Turn 1
Let me double-check if the Def for the VTOL is +4 or +5

EDIT
Got confirmation that it is DEF +5 for the VTOL

This message was last edited by a game editor at 00:15, Wed 14 Aug 2013.

Lucius McMurphy
 player, 132 posts
 R0 - Private
 Callsign - 'Burner'
Tue 13 Aug 2013
at 13:22
Re: Garrison Duty - Turn 1
"Targets sighted, engaging..."

Lucius twisted his torso to the south as his estimations of where the VTOL's were going were more in line that he had imagined.  They were at the far reach of his targeting reticle but it would be enough if he could clip their rotors.  Pulling the trigger he unleashed a barrage of las fire up at the 'copters in the hops of downing one of the two.  Two of the shots went careening by but the other two appeared to splash along the side and the very rotors themselves.  Not enough to take it out of the air but certainly some smoke was pouring frmo the assembly.



---
To Hit: (Medium Laser x4) Base 3 + Move 1 + Target 4 or 5 = TN8+ or TN9+
Heat: 12 (Weapons) + 1 (Movement) - 10 Heat Sinks 12 Heat Sinks = 3 1

09:13, Today: Lucius McMurphy rolled 11,7,8,6 using 2d6,2d6,2d6,2d6 with rolls of 6,5,5,2,5,3,3,3. Medium 1/2/3/4 vs Ferret 1116 TN8/9.
Hit, Miss, Maybe Hit/Maybe Miss, Miss.
09:14, Today: Lucius McMurphy rolled 12,5 using 2d6,2d6 with rolls of 6,6,2,3. Loc 5 Dmg, Maybe Loc 5 Dmg.
1 Damage Rotors, -1 MP, Critical Potential
09:18, Today: Lucius McMurphy rolled 5 using 2d6 with rolls of 4,1. Critical on Ferret Rotors.  No Critical
5 Damage Maybe to Right Side

If the second one hit you know where it goes, if not no worries, my first hit would put the fear of god in them ;)

09:49, Today: Lucius McMurphy rolled 3 using 2d6 with rolls of 1,2. Initiative Round 2 of 10 TN5+. Amazing



EDIT
Got confirmation that it is DEF +5 for the VTOL
So...
Rotor was hit. 5/10 = 1point to Rotor

Alpha

This message was last edited by the player at 15:21, Fri 23 Aug 2013.

Henriette Karlsdottir
 player, 104 posts
 callsign: Shield maiden
Tue 13 Aug 2013
at 13:47
Re: Garrison Duty - Turn 1
Henriette turned her torso to the side, and fired all four medium lasers at one of the apc's, two of them hit clean in the side, searing through armor with ease, unfortunately two other shots went wide, and missed.


Torso twist right.
Target: APC in 2021.
Range: 1, TN: 4+4(t.def) = 8+
Rolls: 5,6,8,10 2 hits.

2 locations(side): 7, 7: Armor, armor

Init for next round: 8 vs TN 6+, success.


15:40, Today: Henriette Karlsdottir rolled 7,7 using 2d6,2d6 with rolls of 4,3,1,6. 2 locations, vehicle.
15:40, Today: Henriette Karlsdottir rolled 5,6,10,8 using 2d6,2d6,2d6,2d6 with rolls of 1,4,1,5,5,5,3,5. 4 x ML vs APC in16:27,
Today: Henriette Karlsdottir rolled 8 using 2d6 with rolls of 4,4. initiative turn 2 TN 6+.  2021.

This message was last edited by the player at 14:27, Tue 13 Aug 2013.