Intelser Forums

Fan Council '91 => Turn 52 => Game Turns => Turning Points => Topic started by: Dave Baughman on November 16, 2011, 08:35:03 AM

Title: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Dave Baughman on November 16, 2011, 08:35:03 AM
December 3091
Bremen Star System


After blasting through the outer shell of systems surrounding the Hanseatic League's former capital, the warriors of Nueva Sangria prepare for their final confrontation with the Society.

Scenario

Blood Spirit forces must defeat the Society to secure the Hanseatic League.

Annihilation!

Clan Blood Spirit may opt to declare a Trial of Annihilation against the Society in the Hanseatic League. In this case, Erinyes is deployed to Bremen and conducts preliminary kinetic bombardment of the planet prior to the Blood Spirits making their landings.

If this option is taken, reduce the size of the Society force to 100% of the Blood Spirit force and double the amount of artillery available; however, the significant collateral damage means the maximum victory level for the Spirits is Marginal Victory.

Attacker

The attackers are one or more cluster of Clan Blood Spirit. In MegaMek, the Blood Spirit player should build a force to fit their preferences - no special restrictions are in effect. Aerospace units should not make up more than 10% of the force.

In Simple Resolution, the attacker is 10.00 FP.

Defender

The defenders are elements of the Society's Ectopia Cell. The skill level of the Society force should be the same as the attacker's. Build a combined-arms force of 'Mechs, Tanks, ProtoMechs, and Battle Armor equal to 125% of the attacker's force. No more than 50% of the force's BV can be derived from 'Mechs and no more than 25% from tanks. Aerospace units are not availabe to the Society in this scenario.

In Simple Resolution, the defender is 12.50 FP.

Special Conditions

Highly motivated: Clan Blood Spirit receives a +2 modifer to initiative for the entire battle. In Simple Resolution, they instead receive a +1 modifier to their combat rolls.

Striking from afar: Clan Blood Spirit may add off-board artillery weapons equal to 10% of its force (minimum of 1). The weapons can be carried by any vehicle the Spirits have access to (i.e. if 2 weapons are available, a single Naga could be taken, or a pair of Marksman tanks. The only ammo types that are available are standard high explosive and FASCAM (arrow IV only).

The ultimate weapon: In addition to its force, the Society player may deploy one Lymphocyte super-heavy 'Mech. MegaMek files are attached; either configuration may be used.

Scoring

In Simple Resolution, standard invasion rules apply (first to win three simple resolution rolls wins)

In MegaMek, each side earns a number of points equal to the percentage of enemy BV destroyed.

Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Fatebringer on November 16, 2011, 03:46:05 PM
Huzzah! Kick their Scorp Butts!
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on November 16, 2011, 04:11:50 PM
Excellent! I will work up a unit list for megamek. This fight will NOT go to simple resolution. Now to come up with some cool RP for this as we go along. Dave I will try to get a hold of you prior to this going down so you may attend or play the Society.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: GreyJaeger on November 16, 2011, 04:29:08 PM
I am available for proxy.. Jus' Sayin".
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Fatebringer on November 16, 2011, 04:29:48 PM
You get the fun of playing a "Big Boy" then ;) Dave just laughs maniacally whenever he mentiones those monster mechs.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on November 16, 2011, 05:00:02 PM
Gotcha Grey. This should be an interesting fight indeed. I should have some opening RP for the Spirits tonight.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on December 17, 2011, 08:55:06 AM
Reserved for CBS unit list.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on December 23, 2011, 09:21:49 PM
Sorry for the delay.


Use the RAT from FM:updates if that is not available to you the RAT from FM:Crusader Clans will suffice. This is open for Proxy. UNit is Frontline meduim/heavy binary. A Naga may be substituted for one of the standard mechs. Units should be on the fast heavy side and hit hard with REACH. Unit rating is Regular with a Veteran Commander who drives a Timberwolf D variant. Two of the mechs may be selected from newer technology (NO HAG units). Please post results here promptly so that I can write the CBS roleplay. The fight is representative. Half of the ten total units may be Protomechs (no more that 25 suits). I would have set up a list but real life got in the way AGAIN. Grrr.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 02, 2012, 07:22:05 AM
Well Cannonshop and I tried to connect up and do this fight but neither of us are able to host. Was really hoping to not have to simres this.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 09, 2012, 10:47:35 PM
Open for Proxy. Would like to see a representative game One unit equals 1 FP (1 point of elementals,protos,vees,asf,mech) tokeep the size down. If possible would like to be able to observe.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 04:55:03 AM
Simpresing in the interests of getting the game done. Role play will be done once combat is resolved.


CBS 10FP (8 ground/2 Aero (ground support)

Init [blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote](+1 as per the special conditions if they apply to init rolls).
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Dave Baughman on January 26, 2012, 05:54:17 AM
Ectopia Cell

[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 07:51:15 AM
Well you won init but here is the CBS 1st operational round roll the =1 bonus will be applied as per instructions.


[blockquote]Rolled 2d6+1 : 4, 3 + 1, total 8[/blockquote] CBS attack
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 07:51:44 AM
possible critical  [blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 07:56:10 AM
Critcal rolls

[blockquote]Rolled 2d6 : 5, 5, total 10[/blockquote]


[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 08:04:08 AM
Quote
9  Enemy supply columns are overrun and looted – the enemy's damage control for
this round goes to your force instead.

10   One enemy VIP of the enemy player's choice is killed (1-4) or captured (5-6). If no
VIPs are present, the enemy's highest-ranking officer is affected instead. The enemy
suffers a -1 penalty on all operational initiative and simple resolution rolls for the rest
of the turn.

CBS inflicts 5FP to the Society forces in the process over-running both their supply trains and capturing the senior officer present
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Dave Baughman on January 26, 2012, 10:36:14 AM
Splat!

Society tries to fight back

[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 09:06:24 PM
CBS Takes 5 FP of damage



Forces remaining after Damage control (.5 from CBS and .5 from the captured supplies ) 6FP



Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 09:07:48 PM
CBS attack roll for op round two (society has -1 penalty CBS has +1 bonus)


[blockquote]Rolled 2d6+1 : 2, 5 + 1, total 8[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 09:09:45 PM
possible crit
[blockquote]Rolled 2d6 : 4, 5, total 9[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 09:10:13 PM
One crit


[blockquote]Rolled 2d6 : 5, 4, total 9[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 09:12:52 PM
Quote9  Enemy supply columns are overrun and looted – the enemy's damage control for
this round goes to your force instead.


CBS inflicts 3 FP of damage to the society forces and once again captures supply trains.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 09:14:40 PM
BLood spirit Op round three attack roll


[blockquote]Rolled 2d6+1 : 6, 6 + 1, total 13[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 09:15:32 PM
Possible critical event


[blockquote]Rolled 2d6 : 3, 3, total 6[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 09:18:09 PM
Spirits inflict xx(75 percent of remaning cbs force strength) fp of damage to the remaining society forces. Socety forces are routed! (CBS total damage inflicted is xx FP for all three rounds)
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 26, 2012, 09:32:11 PM
Oh my I got a little ahead of myself Dave but all it takes now is clean up after you do the Society rolls sorry about that. I can edit CBS final damage in after you make the society attack roll for Op round two.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Dave Baughman on January 27, 2012, 06:25:43 AM
Society's death throes

[blockquote]Rolled 2d6 : 2, 3, total 5[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 27, 2012, 07:36:21 AM
Final Damage count CBS

CBS 4.5 FP remaining


Society:.5 FP remaining


If desired/allowed  CBS forces course and capture society forces. In not said society forces escape.
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 27, 2012, 07:40:16 AM
Salvage pool is 17.5 FP
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 27, 2012, 07:44:29 AM
CBS Salvage roll [blockquote]Rolled 2d6+15 : 6, 2 + 15, total 23[/blockquote]
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 27, 2012, 07:48:14 AM
CBS salvages 4 FP
Title: Re: [Turn 52] *Turning Point* Bremen - Clan Blood Spirit vs. The Society
Post by: Deathrider6 on January 27, 2012, 07:49:41 AM
Mark this fight as complete Dave and put it away. I'll do the RP in the faction thread.