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Nav Point Missions?
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Kraken
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PostPosted: 24-Aug-2004 14:39    Post subject: Nav Point Missions? Reply to topic Reply with quote

Remember how on the Mechwarrior and Mechcommander games you had missions to where you had to go to specific nav points, recon them, and destroy any opposition?

I got to thinking about it earlier today, and I was wondering whether or not such a mission could work for a tabletop game. The scenario would state that the target units are using the hidden unit rules, so wandering from spot to spot on the map would actually make sense as the party is trying to find the opposing units.

What does everyone else think of this concept?

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Oafman
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PostPosted: 24-Aug-2004 14:44    Post subject: RE: Nav Point Missions? Reply to topic Reply with quote

I like the idea. You could setup several maps with 'targets of opportunity' on several of them. The group would then have to choose their own way to a specific map and begin the search. A good way to teach them about ambushes.

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Nightmare
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PostPosted: 24-Aug-2004 15:11    Post subject: RE: Nav Point Missions? Reply to topic Reply with quote

I use the term Nav Point for moving people between several set-piece battles instead. Some of my campaigns had battles that required strikes against multiple targets, and the PCs could decide which one goes first. Really daring commanders could even split their forces and attack simultaneously.

Military Airbase Nav Alpha
Fortified Repair Depot Nav Beta
Garrison Nav Gamma

etc etc


[ This Message was edited by: Nightmare on 2004-08-24 15:12 ]
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Kraken
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PostPosted: 24-Aug-2004 15:11    Post subject: RE: Nav Point Missions? Reply to topic Reply with quote

What I was also thinking of doing was using some sort of markers to set up an assortment of buildings; the party would have to scan the buildings to see if anyone is hiding in them.

For one mission, here's what I was looking at doing:

The enemy the party is fighting is known for their skill at hiding their vehicles. Another patrol operating out of a certain sector got ambushed, so it's the party's job to go back into that sector and determine whether or not the presence is still there.

The enemy presence is actually a Behemoth tank hidden in a sniping position (by the time the party arrives, the other enemy units have fled). When the party finishes checking the first few nav points, the crew will start sniping on the party and will not finish until either the tank is destroyed, the party is destroyed, or the tank is forced to retreat.

Depending on what things are looking like, I'll let the party have limited artillery support - 5 Arrow IV rounds. Thing is, their commander wants collateral damage down to a minimum, so they can't give a fire order unless there's an actual target to fire upon.

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Kiris65
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PostPosted: 24-Aug-2004 16:12    Post subject: RE: Nav Point Missions? Reply to topic Reply with quote

How about a search and rescue mission:

During a planetary assault operation a Leopard class dropship was forced to crash land in a wooded area behind 50 kms behind enemy lines. Enemy jamming of communications prevents us to determine the number or survivors.

Your recon lance is tasked to locate the dropship and any surviving mechs and mechwarriors and guide them back to friendly lines. Any resources that cannot be brought back should not be left to enemy forces and must destroyed.

Can only spare a two lances of tracked and wheeled vehicles for support.

To reach the crash site, you will need to go over a line of ridges.

Intelligence reports and satellite pictures report the area lightly defended by a lance of mechs, possibly supported by enemy armor.



[ This Message was edited by: Kiris65 on 2004-08-25 07:36 ]
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PostPosted: 24-Aug-2004 22:52    Post subject: RE: Nav Point Missions? Reply to topic Reply with quote

To make things really crazy, have a capture the flag game with three to five sides. Some objective is hidden on the map. The first team to find it and return it to safety wins.
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Oafman
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PostPosted: 25-Aug-2004 07:15    Post subject: RE: Nav Point Missions? Reply to topic Reply with quote

That sounds like a good test mission for the new Grillmaster mech that should be coming out of the design by comittee thread over in Designs.



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Talen
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PostPosted: 25-Aug-2004 12:58    Post subject: RE: Nav Point Missions? Reply to topic Reply with quote

From the archive of the Fallen Star Combat Archives:

Mission: Albion GB-02

Background:

The Zeus lurched on its broken foot actuator as it was pounded by round after round of AC fire from the Victor and Wolverine. Warning alarms echoes through the cockpit, driving the pilot to insanity as she desperatly tried to return fire on the advancing 'mechs. Her lance had already been destroyed, and the desitress signal for reinforcements had been activated, but that Raven had taken up a posistion begind her, cutting off almost all her available communication options. The Zeus' ankle snapped and the lower half og the leg began to buckle, but she was able to keep a somewhat standing stance and she pumped for energy from the laser into the Zeus, keeping her fire concentrating on that autocannon. Maybe, she thought, I can get that thing to blow...

A new alarm went off, her proximity alarm. "How did something else get behind me!" she wondered. She coulsnt spit, so she used what was left of her rear camera to spot the new unit. Her radar arrays were down as well, but the visual ID of the massive hatchet slamming into her back was enough to know she was done...

Current Situation:

We recieved a distress signal from Patrol Lance Unicron a few minutes ago. They were out running the Theta patrol route near the new water collectors. As soon as it started, however, it ended. Further communication attempts to raise the lance have failed as well. The Liao have our air assets pinned down, so we cannot send any air units to recon what has happened. Take your lance to their patrol sector and find out what happened!

Mission Objectives -

Patrol Nav Alpha
Patrol Nav Beta
Patrol Nav Gamma
Patrol Nav Delta

We dont know exactly where the distress signal came from along their nav route, but given the time frame and their itenerary, we have narrowed their current location to those for nav points. Be careful, commander.

[[LAUNCH]]

Two mechs in the defending force have Guardian ECM (Raven and Beserker), making for some decent hiding unit ideas. At least 1 'mech in the rescue lance should be fitted with a Beagle or better. All 4 of the defending mechs are excellent close weapon fighters, the Beserker being the only one with extended range firepower. Of course...any mechs can be changed out to better fit the setting, etc.

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Kraken
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PostPosted: 25-Aug-2004 14:17    Post subject: Refined mission idea Reply to topic Reply with quote

Maps: 2 BTech maps, maybe others.

Overview:

Spotter aircraft have confirmed that there is an enemy presence in the vicinity of (such and such abandoned out-of-the-way town).

Your mission is to go into the town and inspect it for enemy forces. As the enemy might be using ECM, you will have to actually get up right next to the buildings to use your sensors.
If you encounter any enemy units, then you are to engage and either destroy or capture. You will have limited artillery support, but the artillery teams have been ordered not to shoot unless the target you designate is attacking you.

*****

Mission parameters:

Most of the enemy units fled as soon as the planes went overhead. However, there is still a Behemoth tank (veteran, maybe elite) hiding in the woods atop one of the mountains; given how slow the tank is, the crew decided to wait until nightfall to make their move.

The party enters on the map opposite where the tank is. The tank crew will wait until the party has scanned all the buildings on the first map. If it becomes apparent that the party is going to actually check the map that the tank is on, the crew will open fire with its LRMs. If the party still comes closer, then the crew will open fire with all weapons until either the tank is inoperable or the party is defeated/destroyed.

If the party can land 100 points of damage or more to the tank, then every 20 points after the crew must make a morale save (I'll figure something out); failure means that they attempt to flee. If they cannot flee, then they will surrender.

How does this sound?

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SaberDance
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PostPosted: 25-Aug-2004 14:28    Post subject: RE: Refined mission idea Reply to topic Reply with quote

I'm working on some "nav point" missions for my upcoming campaign, though nothing so elaborate.

During the Tyr Rebelion in Ras-al-Hague they manage to take over most of the planet except a few major cities (failing to get the starports is the only reason they fail to take the planet). The Kurita garrison, reinforced from off planet by the Sun Zhang Military Academy training cadre (the players) they start pushing the rebels back.

This involves multiple strike operations (hitting several rebel strongholds at once to prevent them from warning each other of the attack) and patrol missions.

The patrol missions normally involve the Aerotech map, where I'll send the players walking through twenty or thirty maps (about 15 km patrol). At some point during the patrol they come under attack from ambush and must either fight the bad guys off or retreat. One of my players has the Solaris map set, so I fully intend to allow sprawling battles across two or three square kilometers.

I'm going to need one of those unit mover sticks you see the RAF controlers using in the old movies!
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