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Scenario: The Easy Mission (parts 1 & 2)
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chihawk
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PostPosted: 28-Feb-2016 08:06    Post subject: Scenario: The Easy Mission (parts 1 & 2) Reply to topic Reply with quote

This is the scenario I wrote for the year's TotalCon, which Mordel ran as the GM. It was broken into two four hour sessions with a two hour dinner break in between. (This really works best with a GM because of the rumors and minefields)

All on Map set 7, each aligned so 0101 is in upper left corner of map
Military Base #1, lower right
Military Base #2, lower left
Drop Port #1, upper right
Seaport, upper left.

Defender
Objective: Hold the military base while inflicting as much damage on the attacker as possible.
Sets up in/around walled area of Military Base maps.
All defender mechs are 4/4
All LW hexes on Drop Port and Seaport maps have been mined, 10 pts.
All clear (non-road) hexes adjacent to the outer walls on Military Base maps #1 and #2 have been mined, 10 pts.

Lance #1:
Ragnark Mk1
Imp 2E
Sirocco 3C
Banshee 3S

Lance #2:
Thug 10E
Charger SB
Awesome 8Q
Goliath 1H

Attacker
Objective: Take and hold the base until reinforcements arrive. Persevere as much of the base and surrounding areas as much as possible.
Enters map from northern edge at beginning of turn #1
All attacker mechs are 4/5
Attackers are told the following rumors, gathered from spies:
1) There are minefields in the area, but it's not known where they are
2) The defenders, which are all assault mechs, are green pilots as the veterans and elites have been removed to fight in other locations.
3) The defending units may not be completely operational and may not have full ammo loads.
4) This might be a trap as information about the base was too easy to gather.

Lance #1:
Spartan NF
Salamander 6S
Toyama 1A
Perseus 1B

Lance #2
Wolverine 7M
Men Shen OC
Lynx 9Q
Dervish 8D

Lance #3
Firestarter OG
NightSky 4S
Hellspawn 7D
Diablo PR19

Variant Rules:
* Uses the "old" minefield rules, 7+ upon entering the hex sets them off.
* We use an expedited movement system where the loser of initiative moves half their units, then the winner half of theirs. Then the second halves are moved, loser first and winner second. We do this for speed of play at a convention. If people wanted to do the alternating movement per the official rules it should still work out fine.

Once four hours passes (In theory we wanted turn 10 but we didn't quite get there) remove all the destroyed units and the units that would logically be forced to withdraw, and then chose mechs from the following list to balance out each side. Defender mechs are still 4/4 and attackers still 4/5, so we gave the attackers a BV advantage of around 1,000.

Yu Huang Y-H10G ...2433
Gunslinger GUN-2ERD ...2423
Falconer FLC-2R ...2231
Highlander HGN-732 ...2227
Templar TLR1-OC ...2063
Marauder II MAD-5A ...2058
Penetrator PTR-6T ...1994
Crockett CRK-5003-3 ...1989
Thanatos TNS-4S ...1844
Daikyu DAI-02 ...1831
Tempest TMP-3M ...1786
Griffin GRF-6S ...1781
Shadow Hawk SHD-11CS ...1700
Crusader CRD-8S ...1698
Quickdraw QKD-4G ...1192
Uziel UZL-3S ...1189
Blackjack BJ-2 ...1148
Dervish DV-6M ...1146
Firestarter FS9-OB...1070
Daedalus DAD-3C ...1070

At TotalCon during what Mordel and I thought would be the last turn we (along with a player that had played the first four hours but not the second) were going to declare the defenders the winners...but because there was enough time for one last turn the played on. Final vote was 3-0 for the attackers.

Eight hours and it took until the very last turn to determine the winner. I hope folks have as much fun playing this as those at TotalCon did.
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