To continue our Saturday adventures (two weeks later)...
Game 2 of the day was a standard lance vs lance using identical mapsheets for both sides of the field. Laying them out so that we had the maximum amount of distance between us led to the usual "first turn no fire" scenario while we positioned forces. This game was an amazing test of our comparative strategies, equipment knowledge and luck. Mitch's force was built around a C3 network, with almost all of his 'Mechs having the ability to jump. Countering that on my end, was a single ECM 'Mech (a Red Shift) and only a single jumper. Overcoming his ability to out maneuver me was the first priority of my strategy.
And, unlike the previous game, this one did not last 4 turns, it lasted almost 15.
Here we are at turn 2, my Red Shift and Marauder II anchoring the left flank while my Huron Warrior and Ti Ts'ang head for the shelter of a small rock outcropping. His left flank is heavily fortified with the Gunslinger in command, followed by a Quickdraw and Spider. Odd man on the right side is a Wolverine closing in on the Shift.
Couple of turns later and the battlefield looks completely different. The speed and jump distance of the Spider made it a C3 threat, but my Red Shift is right there to stop it. The Ti Ts'ang was in trouble, though the Huron Warrior had its back as the Wolverine and the Marauder II went toe to toe.
Sorry for the blur. 6ish turns in and still a full field. This is the longest we've gone without at least one kill in a game. Shots have been traded all over the place but neither of us can seem to get it done.
Turn 8 and we've backed off to regroup some.
Turn 9, the Ti Ts'ang is down from leg loss. It still survives, in deep pain. The Spider? She no survive at all no more.
Turn 11, approaching end game. The Ti T'sang and Huron Warrior have been sent to the salvage heap, while the Wolverine and Spider are there a-waitin' the outcome as well. And this is the turn where everything fell apart for the 4th Skye. The Gunslinger soon went down. A couple more turns of fighting to flank one another and the Quickdraw fell as well, leaving the Marauder II and Red Shift alone on the field. Neither of them were doing well by then. The Shift had lost an arm & half its weaponry with it. The Marauder II (with a fragile IS XL engine) had a single point of internal structure left in its right torso, leaving it one shot away from blowing up.
This was easily the most epic lance battle we've ever played. Neither of us could get any lucky shots (the Marauder II took two head shots from small weapons) and we really had to grind against some high TNs to hit/to be hit.
A place for everything related to the BattleTech gaming group "357th Infernal Division," based out of Omaha, Nebraska. Will include player profiles, character dossiers, unit listings and crunchy fun stuff.
ISP
Saturday, December 22, 2012
Monday, December 17, 2012
Operation: Nachtfalke
Operation:
Nachtfalke
A sleepy, previously unimportant Chaos March world
leaps into the forefront when a massive mineral deposit and a lode of Germanium
are found within days of each other on the world’s main continent. Because of
its location and the lack of a standing military force, not to mention the
newly discovered mineral wealth, it is highly sought after by many factions.
Each makes plans to send an expeditionary unit in the hopes of claiming the
planet for their own. Smelling profit, mercenaries and pirates are also
flocking to the world in droves.
This is a
planetary campaign for two-to-six players.
Initial Setup
Lay out
the node-based planetary map. Players take turns selecting a single military
base as their starting point. Each player begins with a number of Warchest
Points (WP) based on the number of players in the campaign;
2 Players
– 250 WP
3 Players
– 200 WP
4-6
Players – 150 WP
Warchest
Points are used to purchase battlefield units, pilots and to pay for movement
or repairs. All military bases come equipped with a merchant, facilities for
purchasing/building units and academies for training personnel.
Turn Sequence (1 Turn = 1 Week of Game Time)
1) Resources
Phase – Each player roles 2d10 and adds the result x 10 Warchest Points to
their treasury. This represents resources sent by the player’s faction. Tax
revenue is then added based upon how many/which nodes are controlled.
2) Movement
Phase – Players roll 2d6 for initiative with the lowest score moving first.
Players alternate moving a single unit a single node at a time until all
desired movements have been made. Units follow routes of march between nodes.
Players cannot move through an enemy-controlled node, but may pass through
nodes belonging to an allied player with their permission. If a node is
uncontested or enemy-controlled with no opposing units present, the player must
end the turn with their unit located there to gain control. If there are enemy
units, combat ensues next phase.
3) Combat
Phase - Any opposing units left on a node together at the end of the
movement phase engage in a game of BattleTech. The mapsheets are determined by
the node, with the Defender (whichever player arrived first or already
controlled the node) setting up his/her units anywhere on the map and the
Attacker (whichever was the last to move units) entering from whatever map edge
lies in the direction they arrived from. For example, if a player moves into
the capitol city of Nifleheim
from the north, the north edge of the mapsheets would be considered their home
edge. From one to four mapsheets may be used to represent the node, depending
on the number of total units;
A - Four or less total = 1 sheet.
B - 5 to 8 total = 2 sheets
C - 9 to 12 total = 3 sheets
D - 13 or more = 4 sheets.
A little common sense must be used when choosing which mapsheets to use.
A - Four or less total = 1 sheet.
B - 5 to 8 total = 2 sheets
C - 9 to 12 total = 3 sheets
D - 13 or more = 4 sheets.
A little common sense must be used when choosing which mapsheets to use.
4) Allocation
Phase - Players may purchase new units, repair damage and improve their
MechWarriors.
COSTS
Construction
As no war
can be waged without materials, players must bring into battle the finest of
war-machines. To build or purchase new units;
Unit Type IS,
ComStar/Word of Blake Clan
Battle Armor Squad/Point 10/15 WP 20
WP
Light Vehicle/VTOL 30 WP 45 WP
Medium Vehicle 50
WP 65
WP
Heavy Vehicle 80
WP 95
WP
Assault Vehicle 110
WP 125
WP
ProtoMech Point N/A 50 WP
Light 'Mech 75
WP 105
WP
Medium 'Mech 120
WP 150
WP
Heavy 'Mech 150
WP 180
WP
Assault 'Mech 200
WP 230
WP
Movement
Without
movement, there can be no combat. Money must be paid to move a force from node
to node.
Unit Type Movement
Cost Node Move
Limit
Battle Armor Squad/Point 5 WP 1 Move*
Light Vehicle/VTOL 7
WP 3
Moves
Medium Vehicle 9
WP 2
Moves
Heavy Vehicle 11
WP 2
Moves
Assault Vehicle 12
WP 1
Move
ProtoMech Point 6
WP 2
Moves
Light 'Mech 8
WP 4 Moves
Medium 'Mech 10
WP 3
Moves
Heavy 'Mech 12
WP 3
Moves
Assault 'Mech 15
WP 2 Moves
* Note - Battle
armor may move on an OmniMech if they are capable of doing so (see the unit's
rules). Their movement cost remains the same but they may move a number of
nodes equal to or less than the 'Mech to which they are attached.
Components
When a
unit takes damage, it must be repaired. The cost of the repair depends on the
amount of damaged sustained and the type of battlefield unit. Battle armor,
vehicles and ProtoMechs cannot be repaired and must be purchased from scratch
if destroyed. Weapons may also be reloaded any time that a unit is repaired,
including the weapons for vehicles and infantry.
‘Mech Weight Class Damaged Crippled Destroyed
Light 15
WP 30 WP 45 WP
Medium 30
WP 45 WP 60 WP
Heavy 60
WP 75 WP 80 WP
Assault 80
WP 100 WP 125 WP
Reloads
Ballistic, per ton 3
WP
Missile, per ton 6
WP
MechWarriors
All
starting MechWarriors enter play as 7/6 “ultra-Green” unless otherwise
purchased at a better level. MechWarriors may also be improved by paying the
difference in cost between the current level and the new level desired. This
can be done in increments each turn until the MechWarrior becomes a 2/1
“ultra-Elite,” the maximum level of improvement possible.
Rating Piloting/Gunnery Cost
Green 6/5 30 WP
Regular 5/4 60 WP
Veteran 4/3 120
WP
Elite 3/2 200
WP
Ultra-Elite 2/1 400
WP
* Note - For Battle Armor, use the Piloting column
for their Anti-Mech skill, while Vehicles use the Piloting column for their
Driving skill.
Tactical Operations/Maximum Tech Abilities
Maximum
Tech introduced skills beyond simple Piloting and Gunnery to customize pilots.
This trend continues in Tactical Operations. Each MechWarrior may have a
maximum of two abilities at one time.
Skill Cost Effect
Acrobat 10
WP Roll
1d6 - 1-4 = +1 jump MP, 5-6 = JJs fail
Brawler 20
WP Range TN modifiers become
-1/+2/+5
Cool Hand 30
WP -2 heat generated per turn
Dodge 20
WP +2 TN to be hit by physical
attacks, no physical attack is made in that turn's PA phase
Maneuvering Ace 30
WP May Lateral Shift in a
Biped 'Mech for 2 MP
Marksman 50
WP -1 TNs, unit cannot move
that turn
Melee Specialist 40
WP -1 TN for physical attacks
OR +1 damage
Sharpshooter 60
WP Range TN modifiers become
+1/+2/+3
Speed Demon 30
WP +2 Running MP, no Ranged
Combat attacks that turn
Tactical Genius 40
WP +2 Initiative each turn
Toughness 30
WP -2 TN for consciousness
rolls
Weapon Specialist 60
WP -2 TN with specific weapon
declared at purchase
Notes - Healing a MechWarrior costs 10 WP per wound.
Only one wound per MechWarrior may be healed each turn.
NODES
Description
Nodes
represent towns, cities and other sections of the map that are of importance.
Controlling as many of these as possible is vital to victory. Each gives up tax
revenue in the form of C-Bills and/or some other benefit to the controlling player.
Node Type Tax
Revenue Special
Effects
SC Small City 5
WP None
LC Major City 10
WP None
IC Industrial Complex 10
WP -1 WP reduction
in ammo cost
MB Military Base 20
WP Allows new
units to be purchased
PF Produce Field 3
WP 5 WP MechWarrior
healing costs
M Mine 10
WP Repairs cost
10% WP less
RC River Crossing None 1/2 cost move/'Mech,
2x cost Vehicles
MP Mountain Pass None 1/2 cost move/Battle
Armor, 2x cost move/'Mech and Vehicle
HPG Hyperpulse Generator 5 WP +2
Initiative in all battles for controlling player
SPECIAL CASE RULES
Salvage
It is
inevitable that players will lose 'Mechs in the course of the campaign. When
this happens, the cost of repair might not be available for all crippled or
destroyed ‘Mechs. Crippled ‘Mechs are those that have lost an entire side
torso, taken 2 critical engine hits/1 critical gyro hit or lost a leg. A
destroyed 'Mech is one that has: lost its head or taken a critical hit to its
cockpit; lost its center torso; lost both legs; or taken 3 critical hits to the
engine/2 critical hits to the gyro. The player may sell the salvage for WP
gain, subtracting the level of damage from the base cost of the ‘Mech. For
example, a broke player has a destroyed Masakari/Warhawk that he decides to
sell. The base cost of the ‘Mech is 230 WP and the cost of repair on an Assault
is 125 WP. By selling the Masakari, the player gains 230 – 125 = 105 WP.
POWs and Ejection
Players
may eject pilots before they are killed in combat. MechWarriors have 1 MP to
spend each turn until they retreat from the field on their home edge. Pilots
that end a turn in a hex that an enemy unit occupies are captured. These
MechWarriors can be executed or ransomed back at the capturing player's
discretion.
Alliances
Players
may wish to ally themselves with each other in the course of the campaign.
After the third campaign turn, any player may approach any other with the offer
of an alliance, the terms to be set between the two parties. Under an alliance,
players may move through each other's territory without needing to control any
of the nodes and may aid any allied forces in combat at a mutually occupied
node. Resources may be shared between allies as well. At the beginning of any
turn, any allied player may declare his/her intention to end the alliance. This
can cause combat to ensue at mutually occupied locations.
3-Way (or
4-Way, 5-Way, etc) Battles
When more
than two players occupy a node during the start of the combat phase, a
multi-way battle erupts. Best judgement must be used when determining
initiative and home edges. There is a limit of five players to a battle, with
four acting as attackers through the appropriate map edges and the fifth acting
as the defender with the usual deployment.
Maximum Force Size
To prevent
one player from just sitting on a single node and building a regiment-sized
force, the maximum number of battlefield units that any player can have
deployed at a single time, including ‘Mechs, vehicles and infantry, is 24. Older
units may be sold as salvage so that new ones may be purchased.
Losing a Military Base
While it
won't eliminate a player from the game, losing a sole military base can be a
crippling blow to the war effort. With a base of operations, a player;
1) Cannot
roll to gain resources
2) Cannot
build new units
3) May
continue to repair units if at least one Mine or Large City is occupied
4) Can
only gain resources from taxes
5) Can
improve MechWarrior piloting and gunnery numbers, but not purchase new
abilities
If a player recaptures their base or occupies
another, they may resume all normal activities.
Ending the Game
The game
ends when one of the following conditions are met;
1) Less
than half the starting number of players wishes to continue
2) Only
one player has units to field and no other player controls a military base to
purchase more
3) One
player controls more than 50% of the nodes on the map
Monday, December 10, 2012
AAR 8 December 2012 (Part 1)
After a good bit of a hiatus, Mitch was finally able to get some BattleTech time in over the past weekend. Having just ordered two companies of 'Mechs, he felt it was time to drop on the field of battle and see where the victory would lie.
We got a couple of games in on Saturday. The first match saw four points of Clan Wolf's Alpha Galaxy square away against an equal tonnage of 4th Skye Rangers in a semi-Trial of Possession for an abandoned military base.
Though I saved it as turn one, this is actually turn two, and the first turn where we started firing. Actually, I think this was the start of the turn, because Star Captain Kerensky claimed the little beach house on the island as isorla prior to moving. The Rangers held the north end of the map and decided against using the military base for cover. The Uratha on the island and the Mist Lynx supporting the Sun Cobra both have jump, none of the Rangers do.
Finishing up the move, the Uratha has decided to hold the mountain by himself against the combined might of the Commando and Kit Fox, while the rest of the star moves up the middle of the map. Mitch's Fafnir and Defiance menace the three Wolf 'Mechs from afar, awaiting the call to rain death upon them.
This is where I actually thought "I am well & truly fucked." Short range against a pair of HGRs? I was fairly certain my Dire Wolf (and Star Captain Kerensky) were about to be sent to the scrap heap. Despite its light armor, the Sun Cobra was unscathed from last turn, as Mitch focused fire upon the Uratha, hoping to score the first kill. Instead, he freed me from any reliance on zellbrigen and I planned on unleashing a full spread from the Dire Wolf combined with the Sun Cobra. Didn't quite work out that way... The Dire Wolf fired its UAC-20 first in the round, scoring a hit, then scoring both rounds and the first location rolled was his Fafnir's head. Insta-kill. We both sat back for a second, then he rolled for his HGRs. The shots spread, putting my Dire Wolf in no real danger. The Uratha ripped an arm from the Commando last turn and the Kit Fox this turn. He was in a bad way at this point...
Which led to a fourth turn concession. Horribly outgunned by my remaining 'Mechs, he chose to honorably call for an end to hostilities. Having captured the island and the military base, the Wolves stood poised to push deeper into Lyran holdings...
We got a couple of games in on Saturday. The first match saw four points of Clan Wolf's Alpha Galaxy square away against an equal tonnage of 4th Skye Rangers in a semi-Trial of Possession for an abandoned military base.
Though I saved it as turn one, this is actually turn two, and the first turn where we started firing. Actually, I think this was the start of the turn, because Star Captain Kerensky claimed the little beach house on the island as isorla prior to moving. The Rangers held the north end of the map and decided against using the military base for cover. The Uratha on the island and the Mist Lynx supporting the Sun Cobra both have jump, none of the Rangers do.
Finishing up the move, the Uratha has decided to hold the mountain by himself against the combined might of the Commando and Kit Fox, while the rest of the star moves up the middle of the map. Mitch's Fafnir and Defiance menace the three Wolf 'Mechs from afar, awaiting the call to rain death upon them.
This is where I actually thought "I am well & truly fucked." Short range against a pair of HGRs? I was fairly certain my Dire Wolf (and Star Captain Kerensky) were about to be sent to the scrap heap. Despite its light armor, the Sun Cobra was unscathed from last turn, as Mitch focused fire upon the Uratha, hoping to score the first kill. Instead, he freed me from any reliance on zellbrigen and I planned on unleashing a full spread from the Dire Wolf combined with the Sun Cobra. Didn't quite work out that way... The Dire Wolf fired its UAC-20 first in the round, scoring a hit, then scoring both rounds and the first location rolled was his Fafnir's head. Insta-kill. We both sat back for a second, then he rolled for his HGRs. The shots spread, putting my Dire Wolf in no real danger. The Uratha ripped an arm from the Commando last turn and the Kit Fox this turn. He was in a bad way at this point...
Which led to a fourth turn concession. Horribly outgunned by my remaining 'Mechs, he chose to honorably call for an end to hostilities. Having captured the island and the military base, the Wolves stood poised to push deeper into Lyran holdings...
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