Edge of the Inner Sphere (A BattleTech Quest)

I dunno. There's 72 enemy combat vehicles and 9 foot platoons. That's a lot of guns? We have 8 mechs and 36 vehicles. The action economy is not necessarily in our favor.

This is just a raid. The importance is hit hard and fast while causing much chais as poasible and not being drag to a situation that force you to stop.

Get in and get out.
 
Now that I'm a bit more awake, I can post another advantage that splitting your forces up could hold. It allows you to stretch out your BV to engage more of the enemy, though that only applies if you use the units from the previous waves.

As an example, let's say you have a 30,000 BV force going up against a 45,000 BV force. Let's go ahead and say that due to rolls, BVs in the actual combat scenarios are equal. Because of the difference in BV, you'll only ever be able to engage 2/3rds of the enemy force. However, if you do 3x Waves of 10k BV, you could stretch that out!

If we assume 25% of the remainder of the first two waves can move onto the next, the net result would be an effective BV of 35,625 (10,000 + 12,500 + 13,125). This means you'll engage 79% of the enemy force, as opposed to the previous 66%, and that number only increases if you have skilled pilots/tank crews who are able to have even higher numbers survive uncrippled.
 
[X] Plan: Two Lances on backline duty One lance try to grab droppers.
-[X] Wave One Forces:
---[X] Gamma Lance
--[X] Charge through the Open Field (+Surprise Round, -No Cover)
--[X] Attempt to Capture as many DropShips as Possible
-[X] Wave Two Forces:
---[X] Alpha Lance, Alpha Battalion
--[X] On the Road (+Logistical Cutoff, -Alert Enemies)
--[X] Chase Off and Strike at the Circinian Rear on the Holley Front

So what I've got here is using Gamma Lance with the fastest mechs to sprint out and secure the dropships, with 2 Firestarters in the lance if they make to the droppers nobody is going to get near them dropships.
After the sprint for the droppers, the rest of our forces hit the road and try and hit the rear of the enemy forces.
With their dropships in danger the enemy will be forced to shift to our position and they'll be stuck in a pincer between our forces and Holley's garrison.
 
hmmm. do they have any artillery around? if they don't.....well we can just set up the guns and blast away and shoot and scoot as needed and let the foe attack piecemeal. all the while we shell their supplies and maybe their dropships. because forcing those to move and maybe killing some would make the enemy attack one hell of a lot harder to sustain.
 
[X] Plan: Distraction and destruction.
-[X] Wave One Forces:
---[X] Gamma Lance
--[X] Charge through the Open Field (+Surprise Round, -No Cover)
--[X] Destroy Logistical Vehicles and Resource Dumps
-=-[X] Capture as many Dropships as secondary objective.
-[X] Wave Two Forces:
---[X] Alpha Lance, Alpha Battalion
--[X] On the Road (+Logistical Cutoff, -Alert Enemies)
--[X] Chase Off and Strike at the Circinian Rear on the Holley Front

Capturing the droppers is tempting but not at the cost of the raid. Destroy them is the primary goal but if the opportunity arise capture them, either way they will be out of commission.

Can we put secondary goals @Fullyautomagic?
 
Vote closed
Scheduled vote count started by Fullyautomagic on Jul 23, 2023 at 12:00 AM, finished with 21 posts and 8 votes.

  • [X] Plan: Charge of the Mech Brigade
    -[X] Wave One Forces:
    --[X] Alpha Lance, Gamma Lance, Alpha Battalion
    -[X] Charge through the Open Field (+Surprise Round, -No Cover)
    -[X] Destroy Logistical Vehicles and Resource Dumps
    [X] Plan: Distraction and destruction.
    -[X] Wave One Forces:
    ---[X] Gamma Lance
    --[X] Charge through the Open Field (+Surprise Round, -No Cover)
    --[X] Destroy Logistical Vehicles and Resource Dumps
    -=-[X] Capture as many Dropships as secondary objective.
    -[X] Wave Two Forces:
    ---[X] Alpha Lance, Alpha Battalion
    --[X] On the Road (+Logistical Cutoff, -Alert Enemies)
    --[X] Chase Off and Strike at the Circinian Rear on the Holley Front
    [X] Plan: Two Lances on backline duty One lance try to grab droppers.
    -[X] Wave One Forces:
    ---[X] Gamma Lance
    --[X] Charge through the Open Field (+Surprise Round, -No Cover)
    --[X] Attempt to Capture as many DropShips as Possible
    -[X] Wave Two Forces:
    ---[X] Alpha Lance, Alpha Battalion
    --[X] On the Road (+Logistical Cutoff, -Alert Enemies)
    --[X] Chase Off and Strike at the Circinian Rear on the Holley Front
Fullyautomagic threw 1 6-faced dice. Reason: 1-3: Charge, 4-6: Distraction Total: 2
2 2
 
Though I've been pretty busy with work and some life stuff this week, I wanted to come to you guys and ask for some feedback on how to handle certain parts of the quest going forward. While I've figured out how to handle battles, I still need to formalize a system concerning the strategic impact of individual battles.

As an example, how should I handle Breakthroughs? If you or the enemy puts out a dominant enough performance in a scenario, should I allow it? What about massed attacks? I've been balancing BV and such mostly through Command Rolls on the part of force's COs, but some maneuvers work differently.

Basically, I'd like to come up with a list of specific maneuvers and determine how they function mechanically, and I want you guys to give me some ideas on types of maneuver and their in-game effect!

Here's the few I've started working on so far:
- Breakthrough
- Stealth Operation
- - Logistics Raid
- - PoW Rescue
- Flanking
 
It feels like scouting, entrenching & fortifying, and logistics like reloading and repairing armour would all be key elements at the strategic level.

While our surprise raid wouldn't really benefit from it, if we had failed to sneak in and instead had to fight the camp head on, throwing consecutive waves would be useful in keeping the pressure up, allowing damaged or ammo-depleted Mechs to fall back and resupply. Whereas a single larger wave would be a gamble; if it doesn't break through, you risk hitting Combat Loss Grouping.

If the shock assault gets bogged down for any reason, some Mechs will run out of ablative armour and start blowing up as they take hits to ammo bins, gyros, and reactors. And with no reinforcement, they'd have to conduct a fighting retreat, which is a lot harder than allowing fresh troops to cover you as you focus on getting out of the line of fire while your Mech's still working.

This is probably also why hit and run raids are the preferred method of attack; the defenders have a massive advantage in terms of information, supplies, and reserves. Whittling those down by hitting key pieces of infrastructure is the only economical way to successfully invade a peer power, since you'll never be able to land all of your troops on their world - not that you'd want to even if you could; somebody has to hold down the fort after all!
 
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