Author Topic: Mechwarrior - The Battle of Mercury Valley  (Read 882 times)

Chimera

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Mechwarrior - The Battle of Mercury Valley
« on: 17 March, 2013, 19:36:24 »
Hi,

I am going to start with just the basics - and flesh this out as I go.

Ok, This is the setup.

The HPG map has three main targets.
1) The HPG facility
2) The Turret and Power Facility
3) The Southern supplies facility

Each target has its own objective.
1) HPG: Once the battle starts - one infantry platoon will depart a building and move towards the HPG each turn. It takes 3 turns for any infantry unit to make it into the HPG. There are about 5 platoons in total. Any infantry that make it into the HPG will make the recovery of the subterranean control facility harder once the surface is under control.
2) Turret and Power - the turret has substantial firepower and armor. Its Power generator has half the armor but is shielded from long range attack by other buildings. The longer the turret is in the battle the harder the battle will be.
3) The Supplies Zone - Within 5 turns the supplies zone is set to explode. A mech needs to spend one turn in a key facility to stop the explosive detonation. Detonation has no impact on the battle (unless you are in the supplies zone when it goes off). But it will kill the support staff and any remaining WOB supplies.

The are three key maps linking to the center map.
1) The South map connect to the HPG facility side of the central map. It is a sparse map with some hilly zones, rough terrain patches, and no trees.
2) The east map - is connected to the turret side of the central map. it is flat terrain with some tree clusters.
3) The north map - is a standard battletech map, hills, forest, water. Hills face west side.

The group has four Centuries to deploy:
1) The Command Century - Marauder (75), Centurion (50), Pheonix Hawk (45), 2x Myrmidon (40)
2) The Infantry Century - 4x Peregrine (15), 100 SRM Infantry, 5x heavy wheeled APCs
3) Support Tank Century - 5 Striker Light Tanks (35)
4) PC STF Century - Hunchbak (50), Myrmidon (40), Hammer (30), Peregrine (15), Command Heavy Tracked APC
(20) , 20 Laser Infantry

Opposition:
1) up to 12 units in total expected, possibly up to 6 battlemechs. (there is facilities on site to house them).

How this will work:
1) Players allocate each Century to a single map and give it an objective.
2) Centuries start on the edge of the map the are allocated to.
3) Once the battle starts, timers and movement in the objectives commences.
4) As GM I will pre-run the section of the battle the players are not allocated to. This will make things faster and give the players a chance to cut in once their objective is complete.
5) I don't want to shuffle the unit mixes or complicate this too much, as it will start to move at a crawl. Additionally allocating all units to one location is not preferred as I can't pre-run the side battles. Allocating all units to one objective will make one objective easy to deal with - but the side objectives will almost definitely fail. Be aware I have setup the HPG and Supplies objectives with the possibility of failure.

Other Map details
The west side is a level 6 cliff facing - the HPG has been placed in the lee of this. This facing carries to the north and south maps. If you were to ask what is between the other two maps - the east north and east south - I would say same as east.

Can you attack from the west? It is possible, but difficult, I have the terrain, it is extremely rocky and slow moving terrain, and vehicles could not traverse it. Additionally you have to fall 6 levels to get units from this map to the center at best - most facings are actually 8 hexes.  Ideally I don't want to involve it - but if you want to fully explore this point I can take it further.

Chimera

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Re: Mechwarrior - The Battle of Mercury Valley
« Reply #1 on: 17 March, 2013, 19:53:12 »
Technical facts - maps are 17 hexes in length.

Getting to the explosives location is +6 hexes - that's 23 hexes if you could find a strait line. Their will not be a strait line. So you are looking at a worst case of 25-30 MP to get to it.
At 4/6 movement - running - takes 5 turns - can't make it in time.
At 5/8 movement - takes 4 turns. Cant just make it with one turn to spare in a sprint.
At 6/9 movement - takes 3 turns (if I am generous with that rounding).

Hex maps are 15 hexes across on the diagonal. So can take up to 17 to traverse it you try to go a rough line.
Getting to the explosive location from east side is 15+12 = 37 on a strait line. Almost impossible to make it in time except with a 6/9 that could possibly do so if not interrupted.

HPG is closer - Infantry spawn from a building - it is +1 hex in on its map.
Infantry have to move in the open on two hexes. HPG is +3 hexes in.
This one is easier to engage - you could technically blow the source building from range. It can most likely take 100 damage before falling.  It is likely that with a 4/6 unit engaging at least 1-2 platoons would make it in to the HPG.

The power facility is surrounded from key facings by level 2 buildings, it is level 1. you would need to get a unit within 2-3 hexes to call in indirect fire on it. It can take about 100 damage. The turret is level 3 - it can take about 200 damage.

Remember there are mechs and tanks on the field for the opposition. They are not aware you know how to stop the explosives - so if you run into the city they may just ignore that target as they see it as about to die anyway. They will most likely prioritize anything that tries to get close to the power or HPG.


Chimera

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Re: Mechwarrior - The Battle of Mercury Valley
« Reply #2 on: 18 March, 2013, 17:20:43 »
Oh, I should add... I did not setup your units with any key objective in mind. I literally thought - what can the senate throw together. So while one unit may seem more suited to a specific objective, I do not have a 'perfect' combination in mind when setting this up.

Deadline
I would like the allocations settled by this Friday. I plan to run the setup battles for this next weekend/week. I will take lots of photos for later perusal. And notes...

Kaneski

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Re: Mechwarrior - The Battle of Mercury Valley
« Reply #3 on: 20 March, 2013, 12:00:57 »
Google Drive can share drawings. We can make our plans there if you upload an image of the map. Or I suppose... describe verbally, though that doesn't seem just as fun :P

Chimera

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Re: Mechwarrior - The Battle of Mercury Valley
« Reply #4 on: 20 March, 2013, 13:04:47 »
OK, will look into imagery tonight

Loswaith

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Re: Mechwarrior - The Battle of Mercury Valley
« Reply #5 on: 21 March, 2013, 15:08:07 »
Imagry forthwith:
- Loswaith
Henceforth Mortal, Remember...

Chimera

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Re: Mechwarrior - The Battle of Mercury Valley
« Reply #6 on: 22 March, 2013, 12:57:19 »
PS the deadline is not firm. But no comments means I may need a plan b.

Someone mentioned during the game that a default setup could be:
Command and support Century on turret.
Player century on supplies.
Infantry Century on HPG.

I will go with that if there are no alternate thoughts.
One weird idea I had is to ignore the HPG. Thinking along the lines of a siege... let them have it, see how that goes for them after a year of no food supplies...

Kaneski

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Re: Mechwarrior - The Battle of Mercury Valley
« Reply #7 on: 25 March, 2013, 14:14:06 »
Right - allocations as discussed with (most of) the group.

I've attached a map with proposed lines of movement. Explanation and exposition in Uesagi's writeup.

Chimera

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Re: Mechwarrior - The Battle of Mercury Valley
« Reply #8 on: 25 March, 2013, 14:21:21 »
Things of note. Generally the rules from Tactical operations are in play. Unless they are optional rules - in which case check with me.

Of note for this battle, Sprinting and Evading movement types (TO pg.19) will be relevant to the PCs making a dash for the objective. Also I gave Marcus Aurelius II the SPA Speed Demon which gives +2MP during a sprint. This was because his former mech was a Hunchback, and if you are getting ignored as a hunchback and need to close fast sprinting can help (sprint = 3 heat, 2x walk MP, no attacks, -2 pilot skill checks, +1 to be hit).

Also - some mechs on the field will be using the rerouting heat sink coolant rules on page 105. Just to make your lives hell... If you want to use these rules feel free, just make sure you understand them first.
« Last Edit: 25 March, 2013, 15:27:34 by Chimera »