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Crazy Leroy
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PostPosted: 22-May-2022 21:23    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Hey guys, this is Jonathan.

Just needed a place to post stuff cause Discord has a character limit. That said here is the after action report from the first scenario we played.

After Action Report Scenario 1: Rain of Fire

Smoke Jaguar Units:
Daishi Prime – BV 2.0 = 3580
Daishi A – BV 2.0 = 3769
Thor Prime – BV 2.0 = 3033
Mad Cat TC BV 2.0 = 3832
Stormcrow A – BV 2.0 = 3061
Puma C – BV 2.0 = 1811
Uller A = BV 2.0 = 1729
Koshi C – BV = 1742
Koshi C – BV = 1742
1 Point of 4 Elementals containing Khan Osis, with a 2 Gunnery and 2 Anti-Mech Skill (entered riding on the Thor.) BV = 451

Total BV = 24750

ComGuard Units:
Black Knight BL-9-KNT – BV 2.0 = 1443
Wyvern WVE-9N – BV 2.0 = 918
Highlander HGN-732 – BV 2.0 = 1915
King Crab KGC-001 – BV 2.0 = 1910
Crab CRB-27 – BV 2.0 = 1030
Marauder MAD-5M – BV 2.0 = 1265
Warhammer WHM-7M – BV 2.0 = 1279
Flashman FLS-8K – BV 2.0 = 1530
Guillotine GLT-3N – BV 2.0 = 1219
Mercury MCY-99 – BV 2.0 = 504
Mongoose MON-66 – BV 2.0 = 652
Orion ON1-M – BV 2.0 = 1216

Total BV = 14881

Turn 1:
The Smoke Jaguars combat drop, and abiding by Clan honor, issue duels to the ComGuard pilots.

The Daishi Prime challenged the King Crab.
The Daishi A challenged the Highlander
The Thor challenged the Black Knight
The Mad Cat challenged the Warhammer
The Stormcrow challenged the Flashman
The Puma challenged the Guillotine
The Uller challenged the Wyvern
A Koshi challenged the Orion
A Koshi challenged the Crab
The Marauder was unchallenged
The Mercury was unchallenged
The Mongoose was unchallenged

The Puma C suffers a crit to Narc ammo, and LRM ammo, resulting in 4 pilot hits, the pilot falls unconscious.

Turn2:
The Stormcrow failed to stand 3 times in a row, needing a 4. We calculated this to be a 0.00057% chance of happening.

The Mercury activated MASC, and immediately rolled a 2, taking a crit in each leg, and somehow succeeded both piloting rolls with a 6 pilot.

The Thor hit the otherwise undamaged Black Knight with an ER PPC to the head, destroying it.

The Thor pilot (Loremaster Edmund Hoyt) was rendered unconscious from head hits and fell.

The King Crab pilot was rendered unconscious from head hits and fell.

The elementals dismount and challenge the Mercury.

Turn 3:
The King Crab pilot was killed by an ammo explosion dealing the 5th and 6th pilot hits to the Mechwarrior.

The Wyvern was struck by the Uller's Gauss and suffered 3 critical hits to the center torso. The Wyvern is now forced to withdraw.

The Wyvern destroyed the Uller by causing a 3rd engine crit.

The Marauder kills the Stormcrow pilot by destroying its head.

The Highlander is destroyed by suffering 3 engine crits from SRMs.

By the end of turn 3, both ComGuard assault mechs have been destroyed.

Turn 4:
The Wyvern withdraws from the battlefield.

The Daishi A issues a challenge to the Marauder.

The Daishi Prime challenges the Flashman.

The Crab is forced to withdraw.

The Koshi C's right leg is kicked off by the Mongoose.

Edmund Hoyt (Thor) wakes up.

Turn 5:
The Thor attempts to stand, but suffering from a previous gyro crit, fails, and also fails the seat belt check and falls unconscious again.

The Flashman closes to close range against the Daishi Prime and issues the comm: “Light me up weirdo!”

The Dashi Prime falls unconscious from head hits.

The Marauder is forced to withdraw after a savage barrage from the Dashi A destroys its right leg, and goes internal on the center and right torso, as well as critting a Large Pulse Laser, Medium Pulse Laser, and the LB-10X. During the end phase the pilot, needing an 11 to stand with only 1 leg and nowhere near the map edge, elects to eject.

The Daishi A pilot is rendered unconscious from head hits.

Turn 6:
The Crab withdraws.

The 2nd Koshi C challenges the Mongoose, as the Crab has now withdrawn.

The Warhammer is forced to withdraw after losing an arm, a leg, and having all 3 front torsos breached. Due to immobility, during the end phase, the pilot ejects.

The Orion kills the Daishi A pilot by destroying the head.

The Daishi Prime pilot regains consciousness.

*Scenario rule was added: If a mech participating under zellbrigen is unconscious for 1 full turn after the turn in which he fell unconscious (meaning he has failed 1 attempt to wake up) any clan mech not participating in a duel may challenge the unconscious mech's target.

Turn 7:
The Mad Cat, now with no target since the Warhammer pilot ejected, uses the newly added rule to challenge the Guillotine, who had been the unconscious-since-turn 1 Puma's target.

The Flashman somehow survives a point blank barrage from the Daishi Prime, but with almost no external armor in any location (3 points left in the left leg and 10 in the right torso) it is forced to withdraw. This mech has an Inner Sphere XL engine and somehow soaked all this damage. At the end of the turn, after suffering 2 leg crits, 2 engine crits, and falling, the pilot ejects.

The Guillotine destroyed both legs of the Koshi C which had not already lost a leg, rendering it destroyed via critical damage rules.

The Mercury (doing only half damage [2 points] thanks to leg crits from the MASC failure) kicks the Thor's head off, killing Loremaster Edmund Hoyt, who canonically died during the battle of Tukayyid by having his Thor's head destroyed, thus fulfilling the prophecy.

Turn 8:
Smoke Jaguars won initiative for the first time, besting even Anastasius Foct's ability to command from his secret base hidden in the mountains.

The Daishi Prime issues a challenge to the Mongoose.

The Mongoose killed the already heavily damaged Daishi Prime by destroying the right torso, providing the 2nd and 3rd engine hits.

Turn 9:
The Mercury destroys the downed Koshi's arm, ending its ability to prop and fire and essentially making it combat ineffective.

The Puma pilot wakes up (needing an 11 and rolling a 12.) Since the Puma's original target, the Guillotine, had been challenged by the Mad Cat, the Puma issues a challenge to the Mongoose. At this point the Puma's only remaining weapons are a medium pulse laser and a flamer, it is missing the right torso, left arm, and has 1 point of internal structure left in the left leg.

Turn 10:
The Mongoose kills the downed Koshi.

The Mad Cat suffering from a previous hip crit, fails a piloting roll. The mech has 1 point of internal structure remaining in the right leg and 6 points internal in the right arm.

Turn 11:
The decision is made that the clan forces can't possibly eliminate the ComGuard forces in 2 turns, thus satisfying the ComGuard's marginal victory condition.

Just out of curiosity I did one more sample round of fire between the Mad Cat (assuming it was propping and firing) and the Guillotine. In this round the Mad Cat's right leg was destroyed, but the Guillotine suffered enough torso damage to force it to withdraw.

Had the scenario continued the Mercury could have rendered the elementals useless by simply evading them with its speed advantage and the Orion and the Mongoose would ultimate destroy the Mad Cat, though it's not impossible the Mad Cat could've gotten a lucky kill once the Guillotine left. Any stray shot that actually hit the Puma was likely to destroy it. So it can be concluded that the ComGuards would ultimately have destroyed all clan units, we're just saying a marginal victory was achieved as the battle was extremely close.

Despite the scenario stating the clans needed to bring 75% of the ComGuard's forces (based on the original scenario book rules,) when calculating BV accounting for Gunnery/Piloting, the clan forces VASTLY outnumbered the ComGuards by 9,869 BV. Forced Level 1 Honor and the initiative bonus are hands down the only reason the ComGuards can even hope to win here.
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PostPosted: 23-May-2022 13:37    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

I'm hoping you were jotting all that down and it wasn't from memory!! Very Happy

Hopefully I'll be able to join you guys some Saturday to play the bad guys.
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PostPosted: 23-May-2022 16:36    Post subject: Re: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Mordel wrote:
I'm hoping you were jotting all that down and it wasn't from memory!! Very Happy

Hopefully I'll be able to join you guys some Saturday to play the bad guys.


That's certainly a way to make sure the good guys win...
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PostPosted: 24-May-2022 11:52    Post subject: Re: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

chihawk wrote:
Mordel wrote:
Hopefully I'll be able to join you guys some Saturday to play the bad guys.


That's certainly a way to make sure the good guys win...


That's quite the burn... If I go I'll see if you're available or not that day. Combined there's absolutely no way we win!!
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PostPosted: 24-May-2022 15:51    Post subject: Re: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Harsh, yet accurate.
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PostPosted: 31-May-2022 04:45    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Smoke Jaguar Scenario #2 Battle In The Delta: Saturday 6/4/22

Smoke Jaguars: Beta Galaxy 267th Battle Cluster “The Devil's Mist” - Elite ~New Sourcebook (Old Sourcebook calls them veteran.)

ComGuards: 367th Division (Spoken Ideas) – Regular

Forces are equal, ComGuards represent at least 2 Level II's one consisting of hovertanks, and one of Mechs. ComGuard Mechs begin as hidden units that must be written down and given to the GM before the battle starts. ComGuards hovertanks enter from the west map edge (long ways.) Jaguars deploy within 6 hexes of the middle hex row. ~ This is a hybrid decision, the old sourcebook says 3 hexes from the middle, but I am being more lenient.

[Historical Result – Smoke Jaguars are bogged down in the swamps and lose overwhelmingly. SaKhan Sarah Weaver is killed. A chain of events kicks off involving Smoke Jaguar Mechwarrior Trent that would shape the Battletech universe indelibly.]

Map: New Battle of Tukayyid mapsheet Racice River Delta (2 mapsheets.)

Mapsheet Special Rules: All woods hexes treated as Level 1 woods. ~ Old Sourcebook.

All water hexes (including level 0) are considered Swamps (Old Sourcebook.) Mechs must spend +1 movement point to enter a swamp hex and max a base piloting roll to avoid getting stuck. A Mech that jumps into a swamp hex automatically gets stuck. Mechs that get stuck do not fall, but their movement immediately ends, they cannot change facing (except for torso twisting as usual.) They must make a piloting skill roll in the subsequent Movement Phase to get unstuck, and while bogged down, any unit may fire at them with a -2 modifier. (Rules found in Tactical Operations and the old Battletech Compendium.) ~ This is a hybrid decision from the Old Sourcebook which says all clear hexes are swamps, I have restricted it to only water hexes.

Hovertanks ignore swamps. If a hovertank is immobilized over a water hex, it is considered destroyed. ~ Old Sourcebook.

Clan forces must decide on their unit strength first and the ComGuards will match. We need to decide if using BV or Point Values, there are advantages and disadvantages to both.

Vehicle rules will NOT be used the way they are in the New Sourcebook, as that's just dumb. We will use the regular Battletech rules for vehicles.

Canon Flavor Additions for this Scenario:

Three important Battletech characters from the Smoke Jaguars side were present at this battle in known mechs. SaKhan Sarah Weaver piloting a Warhawk, Mechwarrior Jez piloting a Warhawk, and Mechwarrior Trent piloting a Timber Wolf. These must be represented among the Smoke Jaguar forces.

One canon character from the ComGuard side was present, Adept Rho Judith Faber in a CRB-27 Crab. This must be represented among the ComGuard forces.

Victory Conditions:

The Smoke Jaguars win if they destroy all ComGuard units.

The ComGuards win if they destroy all Clan units. The ComGuards also achieve a marginal victory if they destroy 60% of the Clan units.

Special Rules:

Clan units may search for hidden units. ~Old Sourcebook.

Scanning Rules: If a mech wishes to find a hidden unit, it declares this and must spend 2 consecutive turns within 2 hexes of the hidden unit and may not make weapon attacks, unless it mounts Beagle Active Probe. LOS is not necessary. BAP increases the range to 4 hexes. If within a hidden mech's ECM BAP will not work, but this fact will be known to the Clan player. ~ New Sourcebook (except the old sourcebook decreases the range from 3 hexes to 2 hexes, and I'm applying the same -1 to the 5 hexes BAP provides.)

ComGuard units are subject to forced withdrawal rules.

ComGuard units may not retreat off the Eastern map edge. ~Old Sourcebook.

Hidden Units: Mechs may not hide in clear hexes. For the purposes of this scenario, Level 0 “swamp” hexes are not considered clear hexes and mechs may hide in them, but only if prone. Hidden units are not counted for the purposes of initiative. If a hidden unit wishes to move, it must reveal itself in the movement phase for its side and cannot move that turn. A hidden unit may fire from its position if it reveals itself during the fire phase. ~Total Warfare

Point Blank shots: Hidden units make point blank shots in the movement phase if a mech attempts to enter their hex, or ends their movement 1 hex adjacent to a hidden unit. If a mech attempts to enter a hex containing a hidden unit, its movement immediately ends. Mechs firing in the movement phase may not change facing but they may torso twist. There are no modifiers for these shots, including for terrain (there will be modifiers for propping if prone.) The shots are made at 1 hex range, and resolved in the movement phase. The unit that fired cannot fire in the fire phase of the same turn, and cannot make physical attacks. ~Old Soucrcebook/TW

Clan Honor Rules:

Dueling: Level 2 (individual Mechs will issue duels, but may break zellbrigen if an otherwise engaged unit fires on them.)

Physical Attacks: Level 2 (individual Mechs may make physical attacks as long as they are physically attacked first.)

Retreat: Level 1 – Smoke Jaguars will not retreat and are not subject to forced withdrawal rules.

Zellbrigen does not apply to vehicles.
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PostPosted: 17-Jun-2022 19:26    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Sorry, I had a somewhat busy and crazy week and I wrote this up but didn't post it.

After Action Report Scenario 2: Battle in the Delta

Smoke Jaguar Units:
Stormcrow A – BV = 3896
Stormcrow A – BV = 3896
Stormcrow C – BV = 3160
Dire Wolf A – BV = 4796
Dire Wolf A – BV = 4796
Dire Wolf A – BV = 4796
Timber Wolf S (Trent) – BV= 4136
Warhawk C (Jez) – BV = 5037
Warhawk A (SaKhan Sarah Weaver) – BV = 4030
Arctic Cheetah C – BV = 3091

Total BV = 41,634

ComGuard Units:
Highlander HGN-732 – BV = 2227
Crockett CRK-5003-1 – BV = 1923
Awesome AWS-8Q – BV = 1605
King Crab KGC-000 – BV = 1906
King Crab KGC-000 – BV = 1906
Guillotine GLT-3N – BV = 1418
Blackjack BJ-2 – BV = 1148
Archer ARC-5CS – BV = 1609
Crab CRB-27 (Adept Rho Judith Faber) – BV = 1198
Nightstar NSR-9J – BV = 2399

Total BV = 17,339

J Edgar – BV = 544
J Edgar – BV = 544
Maxim – BV = 764
Maxim – BV = 764
Drillson – BV = 950
Drillson – BV = 950

Total BV = 4,516

Total ComGuard BV = 21,855

Because the old sourcebook point system (roughly equal to tonnage system) doesn't factor in pilot/gunnery skills, and the clans were elite pilots in this scenario, you can see how the clans outnumbered the ComGuards by 19,779 BV despite bringing “equal forces.” Given this, it's not surprising that the result was an overwhelming Smoke Jaguar victory, despite some scenario specific rules working against them. I fully realized this point value system wasn't even, but I wanted to use it here to make that fully obvious.

We will be switching to BV going forward in order to make the scenarios more balanced, however if we had done that in this scenario, the ComGuards could've brought literally almost double the units. (20 mechs and 12 vehicles) to the clan's 10, and I am worried a game of that size may be difficult to complete in a single session, but I do have a potential solution to discuss later once the Smoke Jaguar portion wraps up.

Anyway here were the sequence of events:

Turn 1:

The Smoke Jaguars were bound by Level 2 honor regarding duels and physical attacks so issued challenges initially but were free to break zellbrigen if the ComGuards did not abide on a per-mech basis.

A Stormcrow A deployed in the same hex that the Highlander was hidden in, thus triggering a point blank shot in the movement phase. Unfortunately for the Highlander the Stormcrow entered the hex in the Highlander's rear arc so it was only able to torso twist and hit it with a gauss rifle.

The Stormcrow A officially issued a duel to the Highlander.
The Masakari A issued a duel to the Awesome.
The Masakari C issued a duel to the King Crab which was revealed being 1 hex away.
A Dire Wolf A issued a duel to the Crockett which was revealed being 1 hex away.
The Stormcrow C issued a duel to the Guillotine.

Several ComGuard units remained hidden.

A Dire Wolf A sustained 2 head hits during the movement phase due to revealing a hidden unit, and fell unconscious, thus automatically receiving a 3rd head hit when falling. It was hit 2 more times in the head in the fire phase of that turn by missiles, destroying the head. One Dire Wolf A was destroyed without even firing a single shot on turn 1. It appeared this would help to balance the scenario but even erasing almost 5,000 BV from the board could not save the ComGuards. And in fact, this was the only mech they managed to destroy.

Dire Wolf A #2 destroyed a J Edgar Hovertank.

Dire Wolf A #3 destroyed the Crockett with a headshot.

Stormcrow A #1 destroyed the Highlander by critting through the back armor and destroying both gyros.

Other ComGuard units fired on the Stormcrow A, so it was no longer bound by zellbrigen.

Turn 2:

The clan assault mechs maintained a defensive position with both Dire Wolves and both Masakaris no moving back to back in a central position in order to provide long range fire to essentially any part of the map, for the duration of the scenario.

SaKhan Weaver's Masakari was targeted by multiple mechs, freeing her from the constraints of zellbrigen.

The Archer revealed itself and was challenged by the Arctic Cheetah.

Dire Wolf A #2 destroyed a Drillson hover tank.

Dire Wolf A #3 destroyed the other Drillson.

The Stormcrow C forced one of the Maxims to withdraw by breaching armor.

“Trent sucks” ~ after missing several shots with incredibly easy numbers against a tank and failing to destroy it.

The honorless freebirth surat in the Awesome decided to kick the leg completely off of the Arctic Cheetah, who was not engaged in a duel with it. However it falls in the hex next to the Arctic Cheetah due to damage sustained from SaKhan Weaver's Masakari.

Turn 3:

One Maxim withdraws from the battle.

The Archer fires on the Timber Wolf, and the Arctic Cheetah, no longer able to effectively engage it, is no longer bound by zellbrigen, the Timber Wolf challenges the Archer.

The point blank duel between the King Crab and the Warhawk C continues but the King Crab is forced to withdraw (however due to overheating and terrain is not effectively able to do so.)

The honorless Awesome is fired upon by both Stormcrow A's, its damage is so heavy that the pilot ejects from the mech at the end of the turn, as it would not be physically possible to withdraw.

The remaining Maxim scores a crit on ammo located in the Timber Wolf's left arm, destroying the arm.

The second King Crab (now revealed) is forced to withdraw, and later falls.

The Nightstar reveals itself from its hidden position.

The Archer suffers 2 engine crits and is forced to withdraw, it also falls.

“Trent still sucks.” ~ After failing a PSR needing only a 4, AND sustaining a head hit, bring him to 4 total. Now we know why the Smoke Jaguars blamed him for their failure on Tukayyid. Somehow though, he remained conscious needing a 10.

The Warhawk C shuts down because it reached 22 overheat and did not succeed the shutdown roll.

Turn 4:

The Stormcrow C is fired upon by other units and is not bound by zellbrigen.

The remaining J Edgar, attempting to charge the shut-down Warhawk, fails a driving skill roll and skids into a woods hex, immobilizing the tank, which under forced withdrawal rules forces the crew to abandon it.

The Crab is revealed by the Timber Wolf standing adjacent to it. One Stormcrow A challenges it. Adept Judith Faber responds by issuing her own challenge to BOTH Stormcrows A's at the same time.

Dire Wolf A #2 destroys King Crab #2 by gyro killing it.

The final ComGuard mech, a Blackjack, reveals itself. Dire Wolf A #3 challenges it.

Turn 5:

The remaining Maxim withdraws.

The Warhawk C, now powered back on after shutting down from heat, headcaps the King Crab it has been dueling the entire time, however the King Crab was able to destroy the Warhawk's right torso.

The Guillotine is forced to withdraw, and after falling, the pilot ejects.

The Timber Wolf destroys the Archer.

Daish A #3 destroys the Blackjack.

Turn 6:

After a valiant effort, the Crab sustains heavy damage, including an engine hit and shuts down. The pilot ejects.

Turn 7:

The Nightstar destroys the Warhawk A's right leg, and left torso.

Despite firing 2 gauss rifles and an ER PPC at the Masakari A for several turns, the only remaining mech, the Nightstar, is finally headcapped by Dire Wolf #2.

Smoke Jaguars win an overwhelming victory, managing to lose only the Dire Wolf in the first turn before it could even fire, however both Warhawks, and the Timber Wolf would have been under forced withdrawal rules if that had applied to the clans. One of the other Dire Wolves sustained no damage at all.
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PostPosted: 17-Jun-2022 20:04    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Smoke Jaguar Scenario #3: Ambush at the Dinju Pass (End Run): 6/18/22

Smoke Jaguars: Remnants of the Sixth Jaguar Dragoons – Veteran. Jaguar Grenadiers – Veteran.

ComGuards: 299th & 323rd Divisions (Courtesy Through Words & The Groundhogs of Tukayyid, respectively) – Veteran

This scenario is surprisingly similar in both the old and new sourcebooks. This represents the battle in which the ComGuards spring a trap in the Dinju pass by luring Khan Osis and what's left of his unit into the pass to be ambushed from above. Thinking the city beyond was ripe for the taking. Star Colonel Brandon Howell holds back however suspecting a trap, but was powerless to disobey the commands of his Khan and ultimately had to attempt to clear the pass to reach the city beyond, which was the Jaguar's objective all along.

Forces are equal in value (using BV 2.0.) Half of the Clan forces begin anywhere within 6 hexes of their home map edge and their primary objective is to escape off the opposite map edge. The other half of the Jaguar forces, led by Brandon Howell, enter from their home map edge on Turn 3. Half of the ComGuard forces begin as hidden units, half of the ComGuard forces start on the Attacker (clan's) half of the map, but not within 6 hexes of the Clan side. ~New Sourcebook. ComGuard units may not move on the first turn. ComGuards may not bring vehicles. All ComGuard mechs must be jump capable and not have a movement faster than 4,6,4. ~ Old Sourcebook.

[Historical Result] – The already battle damaged Sixth Dragoons were not prepared for the trap and enraged by ilKhan Kerensy's order to withdraw, Khan Osis leads them into a trap. Despite the foresight and objections of Star Colonel Brandon Howell, the Jaguars are mowed down in the canyon pass. Canonically, Loremaster Edmund Hoyt is killed in this battle and Khan Osis thought killed as well. With the death of saKhan Weaver in the Racice swamps earlier in the day, Star Colonel Howell briefly becomes the new Khan of Smoke Jaguar until Osis is found alive pinned under the wreckage of Hoyt's Summoner. This did not turn out well for the Smoke Jaguars in the end, as Howell was a much more level headed, and capable leader.

Maps: Porozitsu Mountains (Battle for Tukayyid Map Pack)

Canon Additions To This Scenario:
The original sourcebook specifically mentions that Star Colonel Brandon Howell is a 1 Gunnery 2 Piloting pilot in a Timber Wolf, and that Brau Showers is a 2 Pilot in a Puma (it does not mention his gunnery, I have elected to also make this a 2.)

It also states that Precentor Mari Rennery commands the ComGuards in a Guillotine. Her P/G is not mentioned so I assume that Veteran like the rest of the unit, is sufficient.

Victory Conditions:
The Smoke Jaguars secure a decisive victory if 80% of their forces successfully exit the North edge of the map. ~ Old Sourcebook

The Smoke Jaguars secure a marginal victory if 50% of their forces successfully exit the North map edge. ~ New Sourcebook

The Smoke Jaguars secure a marginal victory if they destroy or cripple (forced withdraw) 50% or more of the ComGuard forces. ~ New Sourcebook

The ComGuards secure a decisive victory if they destroy 75% or more of the Smoke Jaguar's forces ~ New Sourcebook.

The ComGuards secure a marginal victory if 50% or more of their force is not crippled or destroyed when all remaining Clan mechs leave the battlefield. ~ New Sourcebook

Special Rules
Aside from the rules for setting up, with where each side can place their units/hidden units, there are no special rules.

Clan Honor Rules
Dueling: Level 3
Physical Attacks: Level 3
Retreating: N/A

All things considered, this is a very straightforward scenario.
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PostPosted: 28-Jun-2022 05:46    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Smoke Jaguar Scenario #4: Spoils of War 7/2/22

This scenario is very different depending on the sourcebook, and this time we're basing the setup and objectives mainly on the new sourcebook, rather than the version in the old one. This is the scenario where the Smoke Jaguars discover Anastasius Focht's bunker in Mount Kline, which never actually occurred. If the Smoke Jaguars manage to achieve their objective in this scenario, they will eliminate the +2 Initiative bonus that Focht provides for the ComGuard side for the rest of the campaign (this part is taken from the old sourcebook.)

Because this battle didn't technically occur the forces are not specified for either side, the scenario simply specifies that each side's mech forces are equal. We have decided that 30k Battle Value (including paying for pilots) is sufficient for each side for this scenario.

NOTE: When assigning P/G, in order to prevent players from gaming the system too much, the values must not be separated by more than 2. For example, you could not bring a 1 gunner, 6 pilot to get an advantage in BV.

This scenario is a bit odd in that it didn't occur in Battletech canon and is technically optional, setup can vary greatly depending on the results of the previous Smoke Jaguar scenarios. Both sides have optional changes that affect the scenario, and the changes are the same. If the Smoke Jaguars choose, they can make the scenario harder for greater reward (in warchest points to be used in the remaining games) the ComGuards can spend points they've won, to give themselves the same advantages (and reduce the points the Smoke Jaguars can win.)

Early on we decided that the Chaos Campaign warchest points didn't truly make sense for Tukayyid, just thematically, so we are not using warchest points. For that reason, the canonical results of the entire Battle for Tukayyid, and because of the differences between how this scenario is set up and the historical result of Focht's secret base, I have decided that the ComGuards should have some advantages that the sourcebook allows, but not all of them. These will be described in detail more below.

[Historical Result] - In the fiction, a light supernova star of Jaguar's Gamma galaxy 122nd Striker Cluster (The Spotted Cats of Death) quite accidentally came within 30 meters of Focht's hidden bunker in Mount Kline. ComGuard commander Adept Rita Brand hid heavy mechs in foxholes and issued point blank attacks against the light mechs, while also ordering strafing and bombing runs from aerospace fighters. The Jaguars' light mechs were completely destroyed without ever discovering the location of the bunker.

Setup:

This scenario will use two mapsheets (or one Tukayyid pack mapsheet which is the same size as two mapsheets.) There is no specific mapsheet selected for this scenario, but realistically it should be somewhat mountainous.

The clans are the attackers and the ComGuards defenders. ComGuards choose their map edge first, the Smoke Jaguars deploy their units first. The ComGuard side contains 6 buildings within 6 hexes of each other on their half of the mapsheet. They are treated as heavy buildings with 80CF. One of them is designated as the command bunker, but which one is not known to the clans.

Clans: Clans can set up within 6 hexes of their map edge. Two clan mechs must be designated as commanders (this only matters for the ComGuard victory objectives.)

ComGuards: 50% of the ComGuard units may begin within 12 hexes of the command building. The remaining 50% may begin hidden in buildings if they choose. ComGuards deploy second, after all clan deployment has finished. (All of this per the sourcebook.)

Adept Rita Brand is the ComGuard commander and must be designated as such. No stats or specific mech are provided for her.

The +2 initiative bonus to the ComGuards for Focht will not apply in this scenario. (This is taken from the old sourcebook in which Focht participates in the battle, even though he does not in this version, I decided to keep this restriction in place.)

Additions: As discussed above the scenario pack allows for the ComGuards to have specific advantages, which either side may opt for. Reflecting the nature of the scenario in which the ComGuards would absolutely be prepared to protect Focht, I have selected two of the 3 optional upgrades to the ComGuard side with slight modifications.

Additional Buildings with infantry units: The ComGuards have the option to add two medium buildings with CF40 containing a conventional infantry unit with a gunnery skill of 6. This may be choosen up to 4 times for a total of 8 buildings and 8 infantry units. I decided 8 was too many so I rolled a d4 for the total number of buildings and got a 4 so 4 buildings, containing conventional infantry of the ComGuard's choice will be added.

These can be any legal conventional infantry units of the ComGuard's choice, Battle Armor is not allowed. The BV for the infantry is not calculated toward the ComGuard's total BV. (This is a slight change from the book which actually states that the buildings are "infantry bunkers with 6 tons of weapons" not that they "contain infantry units" it actually seems simpler to just provide infantry units starting in buildings, rather than provide 4 additional buildings for the clans to destroy that do infantry levels of damage.)

Gun Emplacement: There will be a CF65 heavy building that is essentially a gun turret with a gunnery skill 5. The scenario specifies that it can contain 21 tons of weapons and ammo, but I feel this is slightly too much. I have decided the turret will contain 2 LRM 15's with 2 tons of ammo (16 tons.) It will have a 360 degree field of fire and does not count as a unit for initiative purposes.

The one option I did not choose was the one to upgrade all of the 6 bunkers to hardened buildings with a CF of 120.

Overall I feel with equal BV, 4 infantry units with a gunnery of 6 and 2 LRM 15's amount to only small advantages on the ComGuard side and are not as overwhelming as the scenario could allow for, but the ComGuards do deserve some advantage due to the nature of the scenario. The old sourcebook version of this battle is extremely one sided.

Victory Conditions:
In this scenario the Smoke Jaguars have stumbled upon Focht's command complex, and they realize the importance of eliminating the ComGuard command.

The Smoke Jaguars achieve victory if they destroy Focht's bunker, and the ComGuard commander's mech. Additionally, if they achieve this, the initiative bonus that Focht provides will not apply for the rest of the Tukayyid campaign (this part is taken from the old sourcebook.)

The ComGuards achieve victory if they destroy or cripple 75% of the Smoke Jaguar forces, including both commanders. (This is a hybrid of two separate win conditions, in which both of these things counted separately.)

Due to the nature of the battle, forced withdrawal rules are not in effect.

Clan Honor: Neither the old nor new sourcebooks specify the rules for clan honor, however the old sourcebook specifies that if the ComGuards break zellbrigen, all clan mechs would immediately focus Focht's mech. To me this equals Level 3 clan honor, challenges are issued but if any challenge is broken all rules are off. As always, buildings and infantry do not count towards zellbrigen.
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Crazy Leroy
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PostPosted: 14-Jul-2022 05:54    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Nova Cat Scenario #1: Broken Landing 7/16/22

With the Smoke Jaguar campaign concluded, we will now be moving on to the first Nova Cat scenario, this one I am mainly taking from the newer Battle For Tukayyid book with a few things borrowed from the old sourcebook.

Historical Result The Nova Cats dropped onto Tukayyid 3 hours after the Smoke Jaguars began the entire Clan campaign. Khan Severen Leroux ordered them to use their favored hover-drop maneuver of dropping mechs and elementals with jump jets from their low hovering dropships, but Precentor Martial Focht, having studied them sent aerospace assets to engage. After a disastrous landing which saw Alpha Galaxy's Command Dropship The Cat's Maw destroyed in low orbit, along with all the mechs, elementals and supplies aboard it. The Nova Cats started off on the wrong foot and despite arguably competent commanders, for a Clan army at least, things only got worse from there.

Setup

The Nova Cats that did land managed to do so in the Yousef Andersson Nature Preserve north of their two target cities, Joje and Tost. The preserve is home to large yet normally docile Tukayyid Boar Spiders, an endangered species. The remnants of the Nova Cats had scant time to regroup before the ComGuards engaged them in the deployment zone.

The Clans will bring 28k BV, and the ComGuards will bring 75% of that number (21k BV) plus a Level II of armor and 2 Infantry platoons that do not count toward the BV. It is not directly specified which units are involved in this battle but for this scenario we are assuming the Elite remnants of the Alpha Galaxy's Command Supernova "The Vision Keshik" vs. The ComGuard's Veteran 7th Army's 9th Division ("Bountiful Words.") [New sourcebook, with the armies involved taken from the old sourcebook.]

The Clan side chooses their home edge first from any of the 4 sides. The ComGuards can enter from any one of the other three map edges, and this is their home edge. Clan mechs can deploy up to 3 hexes from their home edge, ComGuard units will enter the map during the movement phase of Turn 1, expending normal movement to do so. [New sourcebook.]

Map
The map sheet used is the "Deployment Zone" map from The Battle Of Tukayyid map pack.

Victory Conditions
Either side wins and the battle ends if they destroy 50% of the opposing force.

Bonus victory condition: Clans - If 75% of the ComGuard forces are not present on the Clan half of the battlefield at the end step of Turn 5, this is a minor victory for the Nova Cats.

Bonus victory condition: ComGuards - If more than 50% of the ComGuard forces are present on the Clan half of the battlefield at the end step of Turn 5, this is a minor victory for the ComGuards. [New sourcebook]

Forced withdrawal rules are in effect for the ComGuards.

Special Rules

By request, the "Stampede" rules in the new sourcebook, representing the panicked Tukayyid Boar Spiders will be in effect, here are those rules:

On turns 1 & 2 the boar spiders stampede on the attacker's half of the map. On turns 3 & 4 the stampede covers the entire map. The stampede ends in the initiative phase of turn 5.

The rules for stampede are any attacking unit in a hex affected by a stampede must roll at a +2 for any ranged attack. Additionally, before each unit's movement, they must make a piloting skill roll at a +2 to not be knocked over by the stampeding animals. If knocked over the unit suffers normal falling damage, plus two additional 5 point clusters.

If a unit starts its movement in a hex affected by a stampede already prone, it must make the same +2 PSR roll to avoid damage, if this fails the unit takes 15 points of damage in 5 point clusters on the rear table. [New sourcebook.]

Edits to the above rule: The rule above does not say that a prone unit can avoid the 15 points of damage by making the PSR, it also does not state what happens to vehicles or infantry affected by a stampede. I have decided that rather than anything at Level 1 height (such as a prone mech, a vehicle, or infantry platoon) automatically taking 15 points (which is what the rule suggests) all units can avoid this by succeeding a PSR/Anti-Mech skill roll. If a vehicle fails this roll, it will take the 15 points on the front location table.

Clan Honor Rules
Dueling: Level 1
Physical Attacks: Level 1
Retreating: Level 1
Old sourcebook

If the Clans elect to bring saKhan Lucian Carns to this battle, he will be P/G 2/2 and must pilot a Gargoyle. If he is present, if/when the ComGuards break zellbrigen, during the end phase in which it was broken and every subsequent end phase, the Clan players will make a roll and on a 9+ Carnes will order the Nova Cats to disregard the ritual of zellbrigen. This represents his pragmatism as a commander and his history of rebuffing Clan tradition to achieve tactical victories in the past. House rule
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PostPosted: 07-Aug-2022 12:20    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Nova Cat Scenario #2 was played without the official write-up here. This is for the Third scenario, taking place on 8/13/22.

Nova Cat Scenario #3: Swimming To Victory

This scenario is mostly the same in both the old and new sourcebook so the majority is pulled from the new book, I have made only small changes which took the old book into account.

Historical Result: With the Nova Cats desperately running low on ammunition at this point, saKhan Lucien Carns ordered portions of Beta and Gamma Galaxies to pull the ComGuards out of position, while he instructed remnants of Beta Galaxy to hide underwater in Lake Losiije and ambush the rear guard left to defend a ComGuard supply depot near the lake shore. By this point, Carns had ordered the Nova Cats to abandon the concept of zellbrigen as it was clear the ComGuards would not fight with honor. This plan worked, the ComGuards 244th and 467th Divisions were wiped out and the Nova Cats were able to capture the depot and enjoy a victory for once, but...it was not long-lived.

Setup

This will use the Lake Losiije Map from the Tukayyid map pack which was specifically designed for this scenario.

The Nova Cats represent the 1st Nova Cat Lancers (old sourcebook - this unit is not present in the new sourcebook, which makes sense because they were technically Sigma Galaxy, and aside from the old sourcebook, never mentioned as having been on Tukayyid.) They are a Veteran unit with 4/3 P/G. They will bring 125% of the Defender's force (total of 22,500 BV.) The Nova Cats begin in depth 2 or deeper hexes at the edge of the lake, and the ComGuard's home edge is the opposite home edge. They may not bring elementals to this battle.

The ComGuards represent the Regular (5/4) 244th Division "Peace Through Words" and the 467th Division "Whirlwinds" a Green unit (6/5) their combined BV will be 18,000. The ComGuards may bring vehicles and infantry but it is not necessary. For each platoon of infantry that the 467th bring, they can bring another without paying the cost (new sourcebook.)

The clan players place the ComGuard units 12 or more hexes away from the Clan's home edge. The ComGuard player determines the facing, but only 30% of the units may be facing the Clan's home edge (new sourcebook.)

The ComGuard units may not move or fire during turn 1 due to the ambush. The clan mechs start the scenario with only 50% of their ammo. (New sourcebook.) In order to prevent the players from metagaming this restriction that was put in this scenario for canon reasons, I've decided that all clan mechs must carry some ammo (other than AMS) and have removed the ones that don't from the available mech list for this scenario. Remember, canonically this battle only happened because the Nova Cats ran out of ammo, and potentially, it's also the reason they lost Tukayyid entirely.

Before anyone thinks this is unfair, the old sourcebook specifically states that the clan mechs start with NO AMMO and that the GM should not tell the clan players this before the scenario starts, only read them the scenario description first. So this is a more than reasonable compromise to prevent the clan players from getting around the drawback of this scenario.

Victory Conditions
The Clan side wins if they destroy or cripple 75% of the ComGuard forces. We will consider "crippled" to be a mech that isn't destroyed, but is unable to fire it's weapons, such as not being able to prop and fire.

The ComGuards win if 50% of their forces survive to the beginning of Turn 8. The battle explicitly ends on the end phase of turn 8. (New sourcebook.)

If 8 turns complete and the ComGuards have preserved greater than 50% of their forces but fewer than 75% it will be a draw.

Because the ComGuards are defending a base, there is no forced withdrawal in this scenario for either side.

Clan Honor Rules
Level 4 - no zellbrigen at all.
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PostPosted: 11-Sep-2022 05:01    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

After Action Report Scenario #3: Ambush at the Dinju Pass (End Run)

A long time coming but I'm finally getting to the After Action report for this game.

Unfortunately this was one where I did not collect sheets after the game so some specific information, like the variants of the mechs used, I don't entirely know so this will be a much abridged write-up.

Although the Jaguar's win condition was to escape the map, the clan players decided that was "unclanlike" and opted to fight instead. Some ComGuard units were hidden units.

This was the first game where we used Battle Value, it was 20k BV for both sides.

Turn 1:
The Smoke Jaguars at this point were under Level 3 Zellbrigen, meaning they still issued challenges, but if any ComGuard unit broke Zell, the entire Jaguar force was free to. This also applied to Physical attacks.

Puma B(Brau Showers) challenges Catapult.
Stone Rhino challenges Highlander #1
Dire Wolf challenges Highlander #2
Timber Wolf (Brandon Howell) challenges Guillotine

A Warhammer revealed itself from a hidden position and issued a challenge to the Arctic Cheetah, the Arctic Cheetah accepted.

Turn 2:
The Puma B ended its movement adjacent to a hidden Crockett, which revealed and had point blank shots on it in the movement phase, this broke Zellbrigen.

A second Highlander was revealed by the Arctic Cheetah's Beagle Active Probe. Highlander #1 destroys the Arctic Cheetah.

A second Crockett reveals itself in the fire phase, this was the last ComGuard hidden unit.

Highlander #2 suffers a Gauss Rifle crit from the Dire Wolf.

All damage suffered by the Stone Rhino went to the head and right torso, this breached the right torso.

The Dire Wolf fails a piloting roll.

Turn 3
Highlander #2 attempts a DFA on the Dire Wolf, which succeeds. However the Highlander fails to land after the DFA, fails the seat belt check and falls unconscious.

The Stone Rhino suffers 3 more head hits this turn, and a gauss rifle crit. This kills the pilot from a cumulative 6 head hits. (I did not record which mech did this, unfortunately.)

Crockett #2 suffers an Upper Leg Actuator crit, and falls.

The Puma B suffers an LB ammo crit and is left with no arms.

Turn 4
Crockett #2 is killed by the Dire Wolf.

Puma B is killed by the Guillotine.

The Dire Wolf fails a piloting check (needing a 4.)

Highlander #2 regains consciousness.

Turn 5
Warhammer destroys Dire Wolf by shooting its head off.

Highlander #1 has its leg blown off by a floating crit, and subsequent roll of 12. It is under forced withdrawal and ejects at the end of the turn.

Turn 6
Highlander #2 suffers a gyro and engine crit and is under forced withdrawal.

Turn 7
Warhammer destroys Brandon Howell's Timber Wolf.

The Guillotine attempts to DFA the Horned Owl, which was prone due to losing a leg in a previous round. The DFA succeeds and destroys the other leg, this is considered a kill and the ComGuards are victorious.

Overall this was an overwhelming victory for the ComGuards despite this being the first battle we played using battle value, and it was equal battle value as well.

The clan tactics to bring heavier brawling mechs and eschew the mission objective to just flee the battlefield probably did them in, but the sheer amount of head hits by the ComGuards was ridiculous. Additionally two successful DFAs in one game, including delivering the killing blow, was something to behold.

End result: ComGuard victory.
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PostPosted: 23-Jan-2023 00:52    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

After Action Report: Smoke Jaguar Scenario #4: Spoils of War 7/2/22

I realize I'm very late with this but it's time to clean up my notebook and get some of this writing done on the previous scenarios.

As per the description of the scenario, this battle was the Smoke Jaguars attempting to destroy Focht's hidden base in the mountains which did not actually happen, but if the Jaguars were victorious Focht's +2 initiative bonus would no longer apply. The battle took place on two mapsheets and the ComGuards had 6 2-hex buildings, 4 1 hex buildings containing infantry, and 1 turret containing 2 LRM 15s. The Jaguars did not know which building Focht was in. They were 80 CF buildings, and since the rule for destroying buildings is more than 50% of their hexes must be destroyed to destroy the building, both hexes of the 2 hex buildings must be destroyed.

Both sides brought 30k BV and the win conditions for the Jaguars were destroy Focht's building and the enemy commander's mech.

The win conditions for the ComGuard were, destroy 75% of the Jaguar's mechs.

Level 3 zellbrigen in effect.

Turn 1:

Dashi A #1 Challenges Warhammer 7-CS.
2 40 CF buildings containing infantry destroyed.
65 CF building containing 2 LRM 15 turrents destroyed.
Clan units concentrated fire on buildings and did not really advance. ComGuards being on defense also did not advance.

Turn 2:
Daishi S challenges Stalker 5M.
Daishi A #2 challenges Nightstar.
Gladiator A challenges Archer-2R.
3rd and 4th 40 CF buildings containing infantry destroyed.
Nova S challenges King Crab-000.
The Archer fails a PSR.

Turn 3:
Zellbrigen is broken.
The Timber Wolf Prime dumps its MG ammo.
Clan mechs continue to engage at their superior range without much advancing.

Turn 4:
1 80 CF building hex is destroyed of the closest building.
The Gladiator suffers a PPC hit to the head and suffers a sensor and life support crit.

Turn 5:
Flashman is destroyed by Nova S.
King Crab destroys Ebon Jaguar A by an AC/20 headshot this is the first turn the Ebon Jaguar was shot at.
King Crab is destroyed by Daishi A #1.

Turn 6:
Black Knight suffers, hip, upper leg and lower leg actuator crit in the same turn.
Champion is destroyed by Daishi A #1.
Timber Wolf Prime falls after being kicked by Mercury.
Exterminator kicks Daishi S and crits lower leg actuator. It falls.

Turn 7:
Daishi S falls attempting to stand and crits its LB-20X.
Stormcrow A destroys Black Knight.
Daishi A #1 AMS ammo is crit which destroys the RT. In the piloting phase it falls and crits its last engine.
Timber Wolf Prime falls for the 3rd time this game.

Turn 8:
Gladiator A headcaps the Phoenix Hawk 1bC (which only has 7 head armor.)
Dashi A #2 destroys the almost untouched Atlas 7k by having almost all fire hit the Left Torso which contains an XL engine. This was the ComGuard command mech satisfying one Jaguar victory condition.
Marauder 5M kicks Vulture Prime's leg off.
Gladiator kicks Mongoose's leg off.
Arctic Cheetah A misses a kick and falls.
Dashi S falls unconscious from 4th pilot hit, in the physical phase the Exterminator kicks it and destroys the LT critting the last 2 engines.

Turn 9:
Timber Wolf Prime LT destroyed and right shoulder crit.
Marauder falls and crits its hip.
At this point the clan mechs have made a mad dash for the rear most pair of buildings assuming Focht is probably hidden there. This was very risky strategically considering the amount of damage the mechs had sustained and the poor tactical positioning this put them in. The buildings were located in the final two hex rows of the mapsheet.

Turn 10:
The rear-most building's 2 80CF hexes are both destroyed. 1 hex of the 2nd rear most building's 80 CF hex is destroyed during the physical phase by a kick.
The Gladiator suffers 2 pilot hits because of the prior life support crit and it is now 27 overheat. Now at 3 pilot hits, remains conscious. Rolls a 12 to avoid a shutdown from overheating.
Timber Wolf Prime at 26 overheat avoids ammo explosion on 8+ and shutdown needing a 10+ as well.

Turn 11:
Arctic Cheetah destroys Archer by shooting through the rear armor and critting ammo.
Dashi A #2 (finally) kills Nightstar by destroying the LT.
Timber Wolf Prime pilot suffers a 4th pilot hit and falls unconscious. It crits its 3rd engine when it auto-falls.
Exterminator kicks the downed Vulture Prime, killing it.
Heavily damaged Gladiator falls, but somehow survives. At this point it has 6 points of external armor left in the right arm and 3 in the RT.
Warhammer dies from an ammo explosion from overheating.
Stormcrow A destroys the remaining building hex - this was the command center, Focht is killed and the Smoke Jaguars win an extremely close battle.

Comments:

Obviously in the canon this battle didn't happen, but it was one of the most fun games we've played so far.

All-in-all this was a very close and very tight battle. 30k BV on each side made the battle very even. The clan attempt to use their range and lure the ComGuards out did not work, aside from easily destroying the forward low CF buildings including the turret on the first turn.

The ComGuard players chose a very well defended position to place Focht's bunker. They didn't put it in the most obvious building, which was the one literally on the last hexline, but instead the one adjacent to that. It was also located in a ravine, and the positioning of the terrain and other buildings completely prevented LOS to this 4 hex cluster of buildings from the Clans unless they literally ran to the farthest possible hex from their starting position. This was an incredibly tactically smart play but also almost a giveaway that Focht's bunker was located in one of those two buildings. In the end those were the only two buildings the Jaguars destroyed (and half of the closest building to the Clan home edge.)

In the end the clan players eschewed tactics and alpha-striked at the far buildings with the mechs that had managed to reach that point (Timber Wolf Prime, Gladiator A and Stormcrow A.) This paid off as both the Gladiator and Timber Wolf were at +27 and +26 heat respectively and succeeded the 10+ shutdown rolls. With the sheer amount of damage to these mechs, it was virtually unthinkable they would have survived had there been a turn 12. This is notable because the ComGuard win condition was to destroy 75% of the enemy mechs, they destroyed 6 of 10 and the Gladiator was a slight breeze away from dying, making this battle extremely close.

It was also extremely lucky that the ComGuard commander's Atlas died extremely easily from all shots just luckily coring the LT. The Atlas made a pretty good attempt to stay largely out of the clan line of fire, but died in 2 turns of getting shot.

In the end this was a victory for Smoke Jaguar and the Clan side of the Tukayyid campaign in general because the Focht initiative bonus was removed.

The Jags won 2 scenarios, including this one, lost one scenario and the first overall scenario was essentially a pyrrhic victory for the ComGuards that could be said to have been a draw.
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PostPosted: 17-Apr-2023 05:36    Post subject: Tukayyid Campaign: North/Central MA Reply to topic Reply with quote

Ok, so finally time to get to the after action report from this one to clear out my notebook somewhat. Hopefully I have good records and memory Laughing

After Action Report: Nova Cat Scenario #1 Broken Landing AKA: "Does whatever a spider boar does."

This scenario featured the endangered stampeding eight legged Tukayyid Boar Spiders as seen in the mission write up. Any unit in a hex affected by this had to make a PSR at a +2 to avoid falling and being trampled and taking damage. Level 1 zellbrigen was in effect for the Nova Cats and saKhan Lucian Carnes was present in this battle as a 2/2 Pilot in a Gargoyle D. Mia Attwater was present in the custom Stormcrow (Attwater.)

Turn 1
The King Crab-000 falls due to stampede.
Rifleman IIC challenges Highlander-732. It scores a floating crit to the head with a LPL. It suffers a Life Support and Sensor crit, and another Life Support Crit from the second crit roll.
Daishi Prime destroys SRM Carrier #1.
Huntsman A destroys SRM Carrier #2.
Nightstar-9J pilot challenges the Stone Rhino, the Stone Rhino accepts.

Turn 2
Lucian Carnes' Gargoyle D fails a PSR (needing a 4) due to boar spiders and is trampled in the head for 5 damage.
Ontos #1 trampled by boar spiders and has its turret jammed.
Ontos #2 trampled by boar spiders and suffers motive damage.
Gargoyle D (Carnes) challenges Warhammer-7M.
Dire Wolf Prime challenges King Crab-000.
Nightstar-9J headcaps Stone Rhino with a Gauss shot.
King Crab-000 falls due to damage, head destroyed by the fall.
It's turn 2 and 5 mechs have taken damage to the head so far, notably fatal to 1 clan and 1 Inner Sphere 100 tonner.

Turn 3
Boar spiders now stampeding across the entire map.
Dire Wolf Prime fails PSR due to boar spiders. (Needing a 5.)
Phoenix Hawk-1bC #2 falls due to boar spiders.
Die Wolf Prime destroys Ontos #1.
Summoner C challenges Phoenix Hawk-1bC #1.
Summoner C destroys Phoenix Hawk-1bC #1 by critting the NARC ammo with a floating crit from a single ER Large Laser.

Turn 4
LRM Infantry platoon # 1 trampled by boar spiders for 15 damage. Now under forced withdrawal.
Rifleman IIC falls due to boar spiders.
Summoner C falls due to boar spiders.
Ontos #2 trampled by boar spiders.
Von Luckner #1 trampled by boar spiders.
Cyclops-11-A falls due to boar spiders.
Warhammer-7M falls due to boar spiders suffers a crit to its SRM 6.
Summoner C challenges Phoenix Hawk-1bC #2.
Rifleman IIC headcapps Highlander-732.
Phoenix Hawk-1bC #2 under forced withdrawal.
Warhammer-7M under forced withdrawal.
Huntsman A destroys Von Luckner #1.

Turn 5
Boar Spider stampede ends.
Summoner C challenges Nightstar-9J.
Infantry Platoon #2 under forced withdrawal.
Warhammer-7M destroyed by Gargoyle D (CT destroyed.)
Nightstar-9J falls.

Turn 6
Phoenix Hawk-1bC #2 withdraws.
Ontos #2 is immobilized and crew ejects.
Gargoyle D challenges the Whitworth-2.
Rifleman IIC rendered unconscious by 3rd head hit by a Large Laser shot from the Lancelot-25-01.
Dire Wolf Prime challenges Cyclops-11-A, blows its left leg off with a floating crit and a roll of 12.
50% of the ComGuard forces are dead or withdrawn. Nova Cat victory.

The only notes I have from this scenario is that there's some mismatch with Level 1 Zellbrigen and forced withdrawal rules. If a unit is forced withdrawn, but still on the board, the clan unit is still honor bound to fire on it until it is destroyed. Perhaps lore-wise this is fine, but it's potentially problematic if the withdrawn unit takes advantage of this to lure the clan mech into a poor position while retreating. At the end of the day, Zellbrigen contributed greatly to the Clan's loss, and the Nova Cat's loss in particular so perhaps this is not a big issue. The Nova Cat's won this scenario in spite of this.
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