The Let's Play Archive

Battletech

by PoptartsNinja

Part 71: Operation Himinbjörg - Turn 5

Operation Himinbjörg: Tactical Update 5

Current Weather Conditions:
Heavy Fog: All hexes cost 2 additional mp to enter (does not apply to jumping ‘Mechs), all energy-weapon attacks suffer a +1 penalty to hit.
Full Moon Night: All weapon attacks suffer a +2 penalty to hit, this penalty is reduced against targets over 20 heat.



Movement Phase



Combat Phase:
H1 Valkyrie torso twists left!
H1 Valkyrie fires Medium Laser at building hex 0415 (4 base + 0 movement + 0 enemy movement + 0 range + 2 full moon night + 1 fog - 4 immobile target = 3): rolled 5, building hit (85/90 structure remains)! 5,000 c-bills in damage sustained!
H1 Valkyrie gains 3 heat, sinks 11! 0 heat builds up!

H2 Commando holds fire!
H2 Commando gains 2 heat, sinks 10! 0 heat builds up!

H3 Assassin fires medium laser at building hex 1526 (4 base + 3 movement + 0 enemy movement + 2 range + 2 full moon night + 1 fog – 4 immobile target = 8): rolled 3, miss!
H3 Assassin fires SRM 2 at building hex 1526 (4 base + 3 movement + 0 enemy movement + 2 range + 2 full moon night – 4 immobile target = 7): rolled 7, 2 missiles hit (11/15 structure remains)! 6,000 c-bills in damage sustained!
H3 Assassin gains 12 heat, sinks 10! 2 heat builds up!

H4 Javelin fires SRM 6 at S1 Stinger (4 base + 3 movement + 3 enemy movement + 0 range + 2 full moon night + 1 fog + 1 light woods = 14): automatic miss!
H4 Javelin fires SRM 6 at S1 Stinger (4 base + 3 movement + 3 enemy movement + 0 range + 2 full moon night + 1 fog + 1 light woods = 14): automatic miss!
H4 Javelin gains 14 heat, sinks 11! 3 heat builds up!

S1 Stinger fires medium laser at H4 Javelin (4 base + 3 movement + 3 enemy movement + 0 range + 2 full moon night + 1 fog + 1 light woods = 13): automatic miss!
S2 Stinger gains 8 heat, sinks 10! 0 heat builds up!

S2 Stinger holds fire!
S2 Stinger gains 6 heat, sinks 10! 0 heat builds up!



End Phase



Physical Combat Phase:
H4 Javelin punches S1 Stinger with Right Arm! (4 base + 3 movement + 3 enemy movement + 2 full moon night + 1 fog + 1 light woods = 14): automatic miss!
H4 Javelin punches S1 Stinger with Left Arm! (4 base + 3 movement + 3 enemy movement + 2 full moon night + 1 fog + 1 light woods = 14): automatic miss!

S1 Stinger kicks H4 Javelin! (3 base + 3 movement + 3 enemy movement + 2 full moon night + 1 fog + 1 light woods = 13): automatic miss!



End Phase:
S1 Stinger must make a piloting test or fall (3 base + 2 movement + 0 missed kick = 5): rolled 6, succeeds!

S1 Stinger activates floodlight!
S1 Stinger is now ignoring the full moon night penalty against targets within 6 hexes!
Attacks made against S1 Stinger now ignore the full moon night penalty!

S2 Stinger activates floodlight!
S2 Stinger is now ignoring the full moon night penalty against targets within 6 hexes!
Attacks made against S2 Stinger now ignore the full moon night penalty!



Hail eyed the enemy Stingers with eyes as cold as his namesake. He’d always been fond of surprising the enemy with extreme aggression—and had always resented having been kicked out of the Donegal Guards for it. With a snap decision he jetted forward, trying to predict the flying stinger’s landing zone. He let fly with his SRMs, more to provoke his opponent into making a mistake than with any real expectation of hitting—and he wasn’t wrong; his corkscrewing SRMs missed the speedy Stinger by a few dozen meters; but the enemy pilot stopped short as he attempted to return fire, then smashed into the treeline rather than his intended landing zone.

Hail came down behind him, took a swing with both arms—and cursed as he came up short; his wild punches shattering trees rather than the Stinger’s vulnerable legs. The Stinger’s pilot launched a kick that might’ve been devastating if it hadn’t been deflected by a falling tree. Hail smiled—there was still plenty of time to deal with this little pest.

Hail flinched and chuckled as the Stinger activated its shoulder-mounted floodlight, the bright light surrounding both machines with a corona of mist. The glare was intense—and the Stinger was right in the center of it: easy prey.



Enemy Forces:
S1 STG-3G Stinger: holds position! Floodlight active!
S2 STG-3G Stinger: holds position! Floodlight active!
S3 Scorpion Light Tank: Flanks 2 to 1307!
S4 GAL-100 Galleon Light Tank: Cruises 0 to 1207!
P1 LCT-1E Locust ran 4 and enters map in hex 2126!
P2 LCT-1S Locust ran 4 and enters map in hex 2125!
P3 Warrior H-7 Attack Helicopter flanked 4 and enters map in hex 2126! Currently at height 7! Floodlight active!



Mission Objectives
Destroy the Statue of Duke Lestrade (hex 1214) to draw LOKI away from the Heavy Snow Nightclub! (Complete!)
Heavy Snow Nightclub (green) Building Must Not Take Damage!
Avoid damaging residential (blue) buildings! (0/20,000,000 c-bills in damage sustained)
Cause Property Damage to Commercial and Industrial (red) buildings or enemy units! (11,000/30,000,000 c-bills in damage caused)
Await Further Objectives!








H1 VLK-QA Valkyrie
Weight: 30 tons (Light)
HD A(S): 8/8 (3/3)
LT A(S): 12/12 (7/7)
LT R A(S): 2/2
CT A(S): 14/14 (10/10)
CT R A(S): 4/4
RT A(S): 12/12 (7/7)
RT R A(S): 2/2
LA A(S): 9/9 (5/5)
RA A(S): 9/9 (5/5)
LL A(S): 12/12 (7/7)
RL A(S): 12/12 (7/7)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 11
Movement: 5/8/5
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Rain
Mechwarrior Player: Dominus Caedis
Mechwarrior Status: OK!
Armament:
LRM 10 – LT (Heat: 4, Ammo: 12, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 1 hand (Left)

H2 COM-2D Commando
Weight: 25 tons (Light)
HD A(S): 6/6 (3/3)
LT A(S): 6/6 (6/6)
LT R A(S): 3/3
CT A(S): 8/8 (8/8)
CT R A(S): 4/4
RT A(S): 6/6 (6/6)
RT R A(S): 3/3
LA A(S): 6/6 (4/4)
RA A(S): 6/6 (4/4)
LL A(S): 8/8 (6/6)
RL A(S): 8/8 (6/6)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 6/9/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: “Sleet”
Mechwarrior Player: Terror Storm
Mechwarrior Status: OK!
Armament:
SRM 6 – CT (Heat: 4, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!)
SRM 4 – RA (Heat: 3, Ammo: 25, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 2 hands

H3 ASN-21 Assassin
Weight: tons (Class)
HD A(S): 8/8 (3/3)
LT A(S): 10/10 (10/10)
LT R A(S): 2/2
CT A(S): 12/12 (12/12)
CT R A(S): 4/4
RT A(S): 10/10 (10/10)
RT R A(S): 2/2
LA A(S): 6/6 (6/6)
RA A(S): 6/6 (6/6)
LL A(S): 6/6 (10/10)
RL A(S): 6/6 (10/10)
Heat: 2/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 7/11/7
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Snow
Mechwarrior Player: Capskye
Mechwarrior Status: OK!
Armament:
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
LRM 5 – RT (Heat: 2, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
SRM 2 – LT (Heat: 2, Ammo: 49, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 1 hand (Left)

H4 JVN-10N Javelin
Weight: 30 tons (Light)
HD A(S): 6/6 (3/3)
LT A(S): 8/8 (7/7)
LT R A(S): 2/2
CT A(S): 8/8 (10/10)
CT R A(S): 2/2
RT A(S): 8/8 (7/7)
RT R A(S): 2/2
LA A(S): 6/6 (5/5)
RA A(S): 6/6 (5/5)
LL A(S): 8/8 (7/7)
RL A(S): 8/8 (7/7)
Heat: 3/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 6/9/6
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Hail
Mechwarrior Player: TildeATH
Mechwarrior Status: OK!
Armament:
SRM 6 – RT (Heat: 4, Ammo: 28, Range: (L:9 M:6 S:3), Status: OK!)
SRM 6 – LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 2 hands



Enemy Status
S1 STG-3G Stinger
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 3, Gunnery 4
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Medium Lasers
Notes:

S2 STG-3G Stinger
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Medium Lasers
Notes:

S3 Scorpion Light Tank
Tonnage: 25 tons
Critical Damage: None!
Pilot: Driving 5, Gunnery 4
Armament: Autocannon/5, Machine Gun
Motive System Damage: None!
Notes:

S4 GAL-100 Galleon Light Tank
Tonnage: 30 tons
Critical Damage: None!
Pilot: Driving 3, Gunnery 4
Armament: Medium Laser, 2 Small Lasers
Motive System Damage: None!
Notes:

P1 LCT-1E Locust
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 3, Gunnery 4
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Medium Lasers, 2 Small Lasers
Notes:

P2LCT-1S Locust
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 3, Gunnery 4
Heat: 0/30
Overheat Penalty: None!
Armament: Medium Laser, 2 SRM 2s
Notes:

P3 Warrior H-7 Attack Helicopter
Tonnage: 21 tons
Critical Damage: None!
Pilot: Driving 5, Gunnery 4
Armament: Autocannon/2, SRM 4
Motive System Damage: None!
Notes: