Perez Lakes Region
With half of Beta-Hunter lance down-checked due to an unfortunate maintenance incident (it seems that some disgruntled astech crossed the ammo feeds between the missile bins on Wolf's Orion, and when the mechwarrior fired up the mech for a pre-deployment test and went to activate the LRM launcher, an SRM got caught in the feed, causing the ejection seat to fire due to what it thought was a detected ammo explosion. Our mechwarrior was able to scramble away just in time and the mech is mostly fine, but the seat severed a support strut holding Hyena's Archer in place, causing it to fall over and nearly squash the Zephyr hovertank as it was moving out), Alpha-Command steps in to help escort a convoy of parts, personnel and medical supplies from one of Larry's facilities to another. About three quarters of the way there, a large number of contacts pings up on our sensors.
For those that haven't done this before:
The way this works is:
1. I post an update with a full shot of the map, a round report (attacks, current heat, etc), and hostile movement.
2. All the players issue movement and firing orders. You can be either explicit (e.g. move me to hex 0405, facing southwest, fire three medium lasers at Javelin) or general (follow the Marauder and shoot my guns at the nearest target until my mech melts) and I'll do my best to turn the orders into reality.
3. Loop around to 1.
I'm aiming to do about a turn per day, with weekends being kind of "updates as they happen" territory. A deviation from standard BattleTech rules I'm making is that the player team wins initiative entirely every time, meaning the hostiles move first, then the players, then the convoy. Firing happens simultaneously anyway, so it's irrelevant.
Some knowledge of BattleTech rules is assumed, but feel free to ask if you have any questions.
For this scenario, our objective is to ensure that at least three out of the five convoy units (in red) reach the south edge of the map. They'll listen to general orders as long as nobody shoots at them.
Alternately, if you destroy, disable or rout enough of the attackers, they will retreat and you can continue on your merry way.
A couple of questions before we start:
What do we want to do with our speed governors (it's low gravity here)?
Leaving them on means mechs move at their advertised rate. Taking them off means mechs will increase their walking MP by 1, but you have to make a piloting skill roll (PSR) every time you do. If you fail that, your legs take internal damage, which leads to a crit roll and possible blown out actuators or other leg systems. For most of these mechwarriors, the target is either 2+ or 3+ on a 2d6.
 Leave the speed governors on
 Deactivate speed governors (slight risk of blowing leg actuators when going faster than your mech's rated speed)
 Play the whole thing out anyway
 Start the gameplay just outside of engagement range instead (~30 hexes away)
 Downsize the map to 40x40, making it more cramped but starting the action within one or two turns