ISP

ISP

Tuesday, April 1, 2025

Evolution in Parallel

 Royal Black Watch Regiment.jpg


There are many, many storied units in BattleTech lore & history, but one of the objectively coolest is the Royal Black Watch Regiment. Inspired by the real-world Scottish unit, the RBWR was formed alongside and/or patterned after the Northwind Highlanders. It became the bodyguard unit of the First Lord of the Star League, and would continue to recruit the best & brightest of the Highlanders throughout its existence.

File:Northwind Highlander cover promo.jpg


When Stefan Amaris and his Rim Worlds Republic launched their coup and assassinated Richard Cameron in 2766, it was the Black Watch that was first to fight him, which ultimately led to the bulk of the unit being wiped out in a nuclear attack after they bitch smacked the taste out of the mouths of the Fourth Amaris Dragoons for far longer than they should have been able to.

Two weeks before the coup, the last commander of the unit, Colonel Hanni Schmitt, and several senior advisors met with Richard Cameron to share their concerns over the rising influence of Amaris, Unfortunately, Cameron chose to dismiss these concerns and ultimately had the leaders removed from his presence, fatally weakening the protection around him. It was Schmitt that lead personally led the Black Watch battalion against the Dragoons, sealing her fate in the blast.

The last stand of the Royal Black Watch

That was not to be the end of the RBWR, however. Captain Elizabeth Hazen, along with four other members of the unit, escaped the destruction and formed a guerilla band called the Ghosts of the Black Watch. She led hit & run tactics, harassing the occupying Rim Worlds forces until General Aleksandr Kerensky and the Star League Defense Force could make it to Terra to avenge the fallen First Lord. Additionally, Schmitt's granddaughter Colleen, who had been raised on the ideals of the Black Watch, was herself an active member of the resistance to Amaris, linking up with the SLDF troops as they landed on Terra and providing first hand intelligence on targets of opportunity.

After the Liberation of Terra and the dissolution of the Star League by the remaining Great Houses, Kerensky would lead 85% of the SLDF and millions of civilians on his Exodus, which would ultimately culminate in his son Nicholas founding the Clans. Captain Hazen would eventually become the first Khan of Clan Jade Falcon, whilst Colleen Schmitt would be the first Khan of Clan Blood Spirit. In diametrically opposed movements, the Jade Falcons would become more antagonistic against Nicholas Kerensky when he chose to mingle his bloodline with Clan Wolf, whereas the Spirits, named for the espirit de corps that held together the first Clan warriors, would follow Kerensky's word as if it were the word of God Himself. It wasn't until the annihilation of Clan Wolverine that this situation would reverse when the Falcons would fall in line (after their own house cleaning known as The Culling) and the Blood Spirits would become more withdrawn after their censure for showing any sort of support for Clan Wolverine.

Meanwhile, back in the Inner Sphere, the Northwind Highlanders had become a mercenary force with the dissolution of the Star League. Maintaining their ties to the clan elders (descended from the Scottish Highland clans, not to be confused with Kerensky's clans), the unit took long term employment with the Capellan Confederation, and served admirably. They were one of the few units after Wolfs Dragoons arrival in the Inner Sphere to fight and defeat their famous Zeta Battalion.

That last until Hanse Davion launched the 4th Succession War and set out to cripple the CapCon. Offering Northwind independence, the Highlanders fought a brief conflict against themselves before accepting Davion's proposal.

Then the Clans invaded. I won't belabor to much there, except that Clan Jade Falcon was one of the Invader Clans, whilst Clan Blood Spirit (to a warrior elite as heck, but too small and with too little territory) was left back in the Clan Homeworlds. A descendant of Hanni Schmitt, Khan Karianna Schmitt does name a tank, the Morrigu, after the Schmitt Welsh legacy.

During House Liao's Operation Guerrero in 3057, Sun Tzu Liao would send Loren Jaffrey to the Northwind Highlanders. Jaffrey was a Capellan Death Commando whose grandfather had been a Highlander that chose to stay loyal to the CapCon during the 4th SW. Sun Tzu intended for Jaffrey to destroy the Highlanders from within but instead, he became a valued member of the unit, chosen to lead the Northwind Hussars after fighting against Clan Smoke Jaguar on Wayside in 3058 (pretty sure this is the same world that birthed The Fidelis several years later). The same year, the Second Star League was born and plans to destroy Clan Smoke Jaguar came together. The Highlanders were part of Task Force Serpent, the force sent to wipe out the Smoke Jags on their capitol of Huntress, in 3059.

Unknown to anyone until that point, the Highlanders had rebuilt the Black Watch Regiment in secret, and Captain Neil Campbell used the Huntress campaign to prove themselves to the new Star League. Using the vaunted RBWR insignia, the Highlanders enraged Clan Smoke Jaguar warriors who saw them as nothing more than pretenders to the title, ultimately causing a large portion of the force to be destroyed. But they prevailed, and upon returning to the Inner Sphere, the Black Watch once again become the First Lord's bodyguard unit.

This lasted until the Jihad, where the Black Watch was effectively destroyed as a combat unit at Dieron in 3069. Being the BAMFs that they are though, not even the Word of Blake could stop them, and Loren Jaffrey led the survivors of the unit to rescue Hohiro Kurita, heir to the Draconis Combine, from a Blakist prison on Dieron, once again reigniting the legend of the Ghosts of the Black Watch. The Word's Opacus Venatori, led by Precentor Berith, hunted the unit relentlessly, but it took until 3074 for them to finally catch up and kill Jaffrey, once again ending the Black Watch for a time.

Meanwhile, the Clan Homeworlds experienced the Wars of Reaving, a frenzied serious of conflicts that had started with resource grabbing in the wake of the Smoke Jaguars demise and that culminated in the death or exile of all but four Clans. Among the dead were the Blood Spirits, finally meeting their end in 3085 after two decades of fighting hard against Clan Star Adder. The Jade Falcons, on the other hand, would survive and thrive in their Inner Sphere holdings for several more decades...

The Jihad ended with the Blakest threat eliminated, and a new nation, the Republic of the Sphere, formed around Terra amongst the worlds once occupied by the Word of Blake, and that were once the heart of the Star League. The Northwind Highlanders were one of the first units to wholesale pledge their loyalty to this Republic, serving faithfully until the Republic's end...

Clan Jade Falcon and Clan Wolf battled the remains of the Republic's military on Terra, and once that was completed, fought each other for the right to be declared the ilClan, the Clan above all others. Wolf would ultimately win, gutting the Jade Falcon military. The survivors returned to Elizabeth Hazen's roots, forming the bodyguard unit of Alaric Steiner-Davion-Ward, the ilKhan, the First Lord of the Third Star League, and Khan of Clan Wolf. Countess Tara Campbell, nominal ruler of Northwind and leader of the Highlanders, was taken as a bondsman of Clan Wolf, but given over to the Jade Falcons to be their conscience, bringing the existence of the Royal Black Watch Regiment almost full circle.

With Tara a part of the Clan-led Star League, the role of Countess Northwind has fallen to her sister, Arabell Campbell-Stewart, with the 1st Kearney Highlanders fully reconstituted and led by Cadha Jaffrey. The Northwind Highlanders as a whole have returned to their mercenary status, recently (3151) hiring on with the Duke of Tybalt, Loren Hansen, the commander of Hansen's Roughriders, and have met Clan Jade Falcon in limited battle during a recon raid on the planet Caph.

So... It's just kinda interesting watching 40 years of BattleTech history play itself out through a dozen line developers and numerous different authors. I glossed over some points, obviously, but I find it really interesting that the Northwind Highlanders are one of my favorite mercenary units in the Lore, and that Clan Blood Spirit has been my favorite Clan since I started in the 90s, even if I play Wolf in the current era more. It's those little ties like this that made me fall in love with BattleTech in the first place.


Friday, March 21, 2025

Masters of War - Unit Spotlight: Federated Suns

3rd Crucis Lancers

Promised myself I'd never do this, but I lie to me. And in my green phase, I came up with the below. My thought process here was that as a unit constantly referred to as "Medium Weight" or "Medium-Heavy" composition, I'd essentially break my companies down into a 1-5-5-1 format, or average 1 Assault, 5 Heavy, 5 Medium, 1 Light per company. It's still up in the air if I'll add a 10th/command lance, but if I do, I'll change my average just a little by building a TL 1-1-1-1 in there. Total would be 3A, 15H, 15M, 3L or 4A, 16H, 16M, 4L depending. Or I may adjust and go to a 4-14-14-4 if I don't do a command lance & then add back those two heavies and two mediums at a later date if so. We shall see, we shall see.

I generally have a force building rule of a max three examples of any one chassis type, excepting Clan Blood Spirit where I'll regularly throw four Blood Kites, Blood Asps, or Crimson Langurs into a formation. Blackjacks and Enforcers are so commonplace for a varied-era Davion force that it'd feel weird not to load heavy on them.

Unit Commander - Major Poopypants Fancyname
Aide de Camp -
Location - Somewhere on the Cappie border, it's all hush-hush

Detachment Assaults (Max 3/4) 2
Devastator
Templar

Detachment Heavies (Max 15/16) 11
Battle Axe
Thunderbolt
Thunderbolt NAIS
Caesar
JagerMech
JagerMech
Axman
Thanatos
Falconer
Argus
Argus

Detachment Mediums (Max 15/16) 11
Blackjack
Blackjack
Blackjack
Clint
Dervish
Dervish
Enforcer
Enforcer
Hellspawn
Hermes D
Legionnaire

Detachment Lights (Max 3/4) 4
Gunsmith
Javelin
Spector
Valkyrie


Tuesday, January 21, 2025

Soldiers of Fortune United - Unit Spotlight: Mercenaries

Fourth Tau Ceti Rangers

Citizens honored, the Fourth is -technically- more or less a Liao line unit now, but I still like to consider them a mercenary force in the same sense that ilClan-era Big Mac is; yeah, they were mercs, then became House, but who knows what the future will hold?

Unit Commander - Sang-shao Shelly Jax
Aide de Camp -
Location - Sian

Battalion Command Lance
EMP-6L Emperor
TNZ-N1 Tian-zong
ARC-7L Archer
VTR-10L Victor
Shilone ASF
Shilone ASF

1st Company Command Lance
DVS-3 Devastator
HGN-732 Highlander
THG-11Eb Thug
QKD-8K Quickdraw
Fa Shih Squad
Fa Shih Squad

1st Company Fire Lance
CPLT-C4C Catapult
CPLT-C4C Catapult
VND-4L Vindicator
RFL-7M Rifleman

1st Company Light Lance
CN9-YLW2 Centurion
RVN-4Lr Raven
SDR-7K Spider
STG-6L Stinger

2nd Company Command Lance
CP-11-G Cyclops
HEL-4A Helios
LGB-12 Longbow
DRG-5K Grand Dragon
Fa Shih Squad
Fa Shih Squad

2nd Company Battle Lance
MLN-1C Merlin
LNC25-01 Lancelot
PXH-4L Phoenix Hawk
VT-5M Vulcan

2nd Company Light Lance
TR2 Wraith
MON-66b Mongoose
SDR-7K Spider
OTT-11J Ostscout

3rd Company Command Lance
PLG-4Z Pillager
PLG-4Z Pillager
TNZ-N1 Tian-zong
OSR-4L Ostroc
Fa Shih Squad
Fa Shih Squad

3rd Company Battle Lance
GLT-8D Guillotine
OTL-7M Ostsol
CN10-D Centurion
BJ-3 Blackjack

3rd Company Urban Lance
FRB-2E Firebee
SDR-7K Spider
FS9-C Firestarter
UM-R100 UrbanMech

Armor Platoon Alpha
Manticore
Manticore
Manticore
Manticore

Armor Platoon Bravo
Vedette
Vedette
Vedette
Vedette

Armor Platoon Charlie
Maxim
Maxim
Maxim
Maxi


Grey Death Legion

C'mon, it's the "first" mercenary unit, if you read BattleTech novels in release order. I'm not 100% attached to the unit from the original trilogy, though I did enjoy them, but I am for sure digging them in the ilClan era as part of a Hinterlands campaign. They might convince me to do a 21st Centauri Lancers as well to go along with them, or a Tamar-inspired unit as an homage to the old Pact worlds. Plus, I needed a place to keep chucking Bushwackers since Catalyst seems to love adding them to Force Packs I'd other purchase heavily, & Ronan Carlisle did pilot a Guantlet (OmniMech Bushwacker) originally so it felt natural to have one per company.

Unit Commander - Ronan Carlisle
Aide de Camp - Bel Carlisle
Location - Hinterlands (ilClan Era)

Detachment Assaults
Atlas
Banshee
Nightstar
Thunderhawk
Ymir
Zeus

Detachment Heavies
Archer
Axman
Marauder
Rifleman
Warhammer

Detachment Mediums
Bushwacker
Bushwacker
Bushwacker
Enforcer
Griffin
Sentinel
Shadowhawk
Starslayer
Starslayer

Detachment Lights
Commando
Wasp
Wolfhound
Wolfhound

Jack's Unit

I originally painted a lance for the kid, as a Christmas thing. Then, leading up to his birthday, I did one or two more a week and added them to his shelves to see if he'd even notice. After, I got a case that held 24 miniatures and figured, eh, why not build a double-company merc force. Other members of the 357th ID use them much more than he does, but they're there if/when he gets the urge.

Unit Commander - Unknown
Aide de Camp - Unknown
Location - Unknown

Force Command Lance
Marauder II
Atlas
Zeus
Quickdraw

1st Company Bravo Lance
Stalker
Shadowhawk
Trebuchet
Valkyrie

1st Company Charlie Lance
Phoenix Hawk
Bushwacker
Blackjack
Locust

2nd Company Command Lance
Atlas II
Thunderhawk
Mackie
Banshee

2nd Company Bravo Lance
Warhammer
Axman
Hatchetman
Nightsky

2nd Company Charlie Lance
Phoenix Hawk "Special"
Wolfhound
Firestarter
Javelin

Khaos Chevaliers

"We're all just one bad day away from shitting in a bucket." - Major Tessa Weissler

I once drank a can of Monster Khaos. The old style can, black with orange lettering, not the new orange cans. And I thought to myself "self, that is a GREAT color scheme. You should make a merc unit that color. AND you should make them former members of the Lyran Alliance Armed Forces who sided with Katherine and skipped out before Victor could mess with their stuff too much." So here we are!

Unit Commander - Major Tessa Weissler
Aide de Camp - Captain Mikael Meinhardt
Location - Magistracy of Canopus


First Company Command Lance
Mad Cat Mk II: Major Tessa Weissler
ZEU-9WD Zeus:
BLR-4S BattleMaster:
MAD-9S Marauder:


First Company Fire Lance
LGB-14C LongBow:
ARC-7S Archer:
CBR-02 Cobra:
GRF-6CS Griffin:


First Company Recon Lance
Wolfhound IIC:
VLK-QD3 Valkyrie
SVR-S7KK Silverfox
FLS-S7KK Flashfire

First Company Specialist Infantry Support
Inner Sphere SBA Squad
Inner Sphere SBA Squad
Inner Sphere SBA Squad
Inner Sphere SBA Squad


Second Company Command Lance
FNR-5 Fafnir: Captain Mikael Meinhardt
IMP-4E Imp:
HBK-5S Hunchback:
CN-10FJ Centurion: 


Second Company Support Lance
WVR-9D Wolverine:
HCT-5S Hatchetman:
ENF-6T Enforcer III:
BZK-F5 Hollander II


Second Company Light Defense Lance
UZL-2S Uziel:
BTZ-3F Blitzkrieg
GRM-01B Garm
SCB-9T2 "Samurai" Scarabus

Second Company Specialist Armor Lance
Hunter Light Tank
Hunter Light Tank
Hunter Light Tank
Hunter Light Tank

Kuroi Kaze - The Black Wind

Unit Commander - Tai-sa Shiro "Fenris" Takeda
Aide de Camp - Chu-i Isamu "Firestorm" Dyson
Executive Officer - Chu-sa Mai "Kitsune" Takeda
Aide de Camp -
Chief Technician - Sho-ko Tim "Shiloh" Bayne
Location - Unknown

Regimental Command "Werewolf" Lance
MAD-6KK Marauder II: Tai-sa Shiro "Fenris"Takeda
FNR-5X Fafnir:
CLS-S7KK Tetsubo/Colossus: Chu-i Isamu "Firestorm" Dyson
TYM-2A Toyama:

1st Battalion "Takeda's Talons"
1st Battalion Command "Harpy" Lance
Mad Cat Mk II: Chu-sa Mai "Kitsune" Takeda
Daishi/Dire Wolf K:
Marauder IIC:
Highlander IIC:

1st Battalion/1st Company
1st Company Command Lance
TN-10-O Tenshi: Tai-i
SD1-OA Sunder:
AV1-OG Avatar:
AVL-10B Avalanche:

Second Lance
DRG-9KC Grand Dragon: Chu-i
NJT-3 Ninja-To:
HTM-28T Hatamoto-Chi:
DRG-7K Dragon:

Third Lance
Crimson Langur Prime: Chu-i
Rabid Coyote:
Ha Otoko:
RDS-2A Red Shift

1st Battalion/2nd Company
2nd Company Command Lance
TSH-7S Tai-sho: Tai-i
AKU-2XK Akuma
AS7-C Atlas
VTR-9C Victor

Second Lance
BLR-K3 BattleMaster: Chu-i
WVR-8C Wolverine
WHM-8K Warhammer
NJT-4 Ninja-to

Third Lance
TSN-C3M Tessen: Chu-i
SDR-7KC Spider
JR7-C Jenner
JR7-C Jenner

1st Battalion/3rd Company
3rd Company Command Lance
OR-2I Orochi: Tai-i
OR-2I Orochi
BMB-1X Bombard
OSP-26 Osprey

Second Lance
OBK-M10 O-Bakemono: Chu-i
DRG-11R Dragon II
CPLT-C5 Catapult
RVN-4L Raven

Third Lance
EMP-6L Emperor: Chu-i
ARC-7L Archer
SYU-2B Sha Yu
RVN-4L Raven

2nd Battalion "Barton's Bloodsuckers"
2nd Battalion Command "Vampire"Lance
OBK-M12 O-Bakemono: Sho-sa Hilde Barton
AKU-2X Akuma
AKU-2X Akuma
MAD-4K2 Marauder II

2nd Battalion/1st Company
1st Company Command Lance
BRZ-A3 Berserker: Tai-i
NDA-1K No-Dachi
NDA-1K No-Dachi
NDA-1K No-Dachi

Second Lance
SH-2P Shiro/Tonbo-Giri: Chu-i Katsu "Yojimbo" Honda
TSG-9J Ti Ts'ang
SP1-X Spatha/Ko-Dachi
MS-1A Mortis

Third Lance
SA-RN7 Ronin: Chu-i
GUR-2G Gurkha
BCN-3R Buccaneer
VLN-3T Valiant

2nd Battalion/2nd Company
2nd Company Command Lance
MAD-4S Marauder II: Tai-i
SGT-8R Sagitaire
TDR-10SE Thunderbolt
MAD-93 Marauder

Second Lance
VQR-5V Vanquisher: Chu-i
GOL-4S Goliath
HGN-738 Highlander
STK-8S Stalker

Third Lance
Y-H10G Yu Huang: Chu-i
HUR-WO-R40 Huron Warrior
NSR-9J Nightstar
DGR-4F Dragon Fire

2nd Battalion/3rd Company
3rd Company Command Lance
TN-10-O Tenshi: Tai-i
HTM-30S Hatamoto-Suna
CRD-5K Crusader
BHKU-OC Black Hawk-KU

Second Lance
LGC-01 Legacy: Chu-i
MR-6B Cerberus
LGH-6W Lightray
INI-04 Initiate

Third Lance
AS7-CM Atlas: Chu-i
MAD-9M2 Marauder
PKP-1B Peacekeeper
MAL-3R Mauler

3rd Battalion "Shimazu's Soulstealers"
3rd Battalion Command "Demon" Lance
EMP-6L Emperor: Sho-sa Yoshihida Shimazu
TDR-7S Thunderbolt
MAD-4X Marauder
BNC-7S Banshee

3rd Battalion/1st Company
1st Company Command Lance
BL-X-KNT Black Knight: Tai-i
SQS-TH-002 Sasquatch/Aegis
WER-LF-005 Werewolf/Okami Otoko
RK-4K Rokurokobi

Second Lance
RFL-6X Rifleman: Chu-i
GRF-6S Griffin
PXH-7S Phoenix Hawk
CN9-D Centurion

Third Lance
WVR-9W Wolverine: Chu-i
WVR-9W Wolverine
WFT-B Wolf Trap/Tora
SHD-7CS Shadow Hawk

3rd Battalion/2nd Company
2nd Company Command Lance
SD1-OA Sunder: Tai-i
DAI-01 Daikyu
BKN-1K Bakeneko
DMO-4K Daimyo

Second Lance
HSN-8E Hellspawn: Chu-i
STH-2D Stealth
NGS-6S Nightsky
CLN-7Z Chameleon

Third Lance
STO-4A Stiletto: Chu-i
MON-86 Mongoose
RTX1-OF Raptor
UM-R80 UrbanMech

3rd Battalion/3rd Company
3rd Company Company Lance
ANH-4A Annihilator: Tai-i
ON2-M Orion
HTM-28T Hatamoto-chi
JM7-F JagerMech

Second Lance
WVR-9M Wolverine: Chu-i
GRF-5K Griffin
HBK-5SG Hunchback
BSW-S1 Bushwacker

Third Lance
GUR-2G Gurkha
OTT-11J OstScout
OTT-11J OstScout
STG-5T Stinger

Specialist Detachments
Kage Squad x 4
Void Squad x 4


Northwind Highlanders


When the bagpipes hit in "Dune" and you're like "ATREIDEEEES!" but in BattleTech. I've been a fan of them more for the Dark Ages appearances than anything else. In the Jihad, when they were "blockaded," I always wondered if they truly were cut off or if they helped the Word at first & were later ashamed of all the war crimes. Either way, great for any Chaos March or ilClan campaigns. And might become my "main" Inner Sphere force.

Unit Commander - Count Campbell
Aide de Camp - Viscount Not-Campbell
Location - Northwind

(Reinforced) Battalion Command Lance

Highlander
Highlander
Penetrator
King Crab

1st Company Fire Lance
Cyclops
Axman
Catapult K
Whitworth

1st Company Scout Lance
Exterminator
Chameleon
Stinger
Mercury

2nd Company Command Lance
Highlander
Emperor
Helios
Black Knight

2nd Company Battle Lance
Gunslinger
Spartan
Caesar
Hatchetman

2nd Company Striker Lance
OstSol
Starslayer
Flea
Flea

3rd Company Command Lance
Highlander IIC
Rifleman IIC
Shadowhawk IIC
Griffin IIC

3rd Company Battle Lance (pending)
Marauder IIC
Warhammer IIC
Supernova
Hunchback IIC

3rd Company Scout Lance
Jenner IIC
Jenner IIC
Locust IIC
Locust IIC

Armor Platoon Alpha
SM1 Tank Destroyer
Maxim
Bulldog
Bulldog

Armor Platoon Bravo
Drillson
Drillson
Drillson
Drillson

Armor Platoon Charlie (pending)
Skulker
Skulker
Warrior H-8
Warrior H-8




Rachel's Unit

She made some of the prettiest painted 'Mechs I e'er did see.

Unit Commander - Unknown
Aide de Camp - Unknown
Location - Unknown

Detachment Assaults
DVS-2 Devastator
MAL-1K Mauler
CGR-5S Charger
CGR-5S Charger

Detachment Heavies
CES-4R Caesar
WHM-9D Warhammer
DRG-7N Dragon

Detachment Mediums
GLD-4R Gladiator
DV-8D Dervish
GRF-6S Griffin

Detachment Lights
SPR-5S Spector
JVN-11A Javelin

Snord's (Really) Irregulars


Originally my plan was to do an Overwatch MEKA themed force, but once I got the first couple 'Mechs painted, I realized it was more a Char Aznable scheme than an OW one. If you're gonna do pink, just really do it. Canonicity be darned, I'm using this as a Snord force, once I add a Highlander.

Unit Commander - Commander Snord
Aide de Camp - Subcommander Not-Snord
Location - Hinterlands

Detachment Assaults

Thursday, January 2, 2025

3rd and 4th Quarter 2024 Events

2024 got closed down right. Because we no longer consider the June event to be "special" (though it'll always be the Waterly Memorial for me, rest in power queen), this years'll be the last one I specifically call out for a blog. Instead, I'll probably start doing a summation of everything that has happened that quarter. To play catch-up with that, this is just everything since. 

We've played dozens of games, all Alpha Strike, on about as many maps, with forces both Inner Sphere and Clan. One of the funniest occurred during the December monthly meetup, where I had Sean play Jade Falcons vs me in Steel Vipers, all with 1 or 2 skill pilots (350 pt Stars) and all the Jade Falcon 'Mechs were E config Omnis. IE, the munchiest in Alpha Strike with all the ATM launchers. The Turkina E alone was going to be a mostly one-shot one-kill nightmare. But it was fun. And lasted like 15 minutes. When we switched back over to 175 pt IS Lances, it damn near felt like a slog using 3 and 4 skill pilots. But it still got done, hitting those ComGuards in the ravine like Feddies do.



In the six month period we're covering, we also played a few really good/large team games with a company to a side. Sean and I got to team up and also split a lance in a company v company match against Rachel, Jamie, and Brittney, which we ultimately won. But not for lack of trying on the ladies' side. I absolutely blew a first-turn kill on one of Jamie's 'Mechs due to poor dice rolls and that would have rolled up the right flank super fast for our side. Left flank was a hilly park type map (new one from Mercs KS) that we dubbed "the golf course" just based on how the art looks (plus the obvious playground area). We used our shared lance to hold the center of the three-mapsheet playing area, shout out to the Black Widows Scorpion for hunkering down behind some mountains and really making the opposing side come and get some.

 

It wasn't all pure and unadulterated BattleTech though, as our avid readers found plenty of time to discuss the finer pursuits of literary excellence. After all, the main goal of gaming is to bring people together and sometimes that means wandering off topic just a bit. We also had an end of year locale change that may prove itself to be more conducive to the late night dice rolling sessions.

Since our first January event is right around the corner, I've decided to buckle down and throw out a few new forces - Northwind Highlanders returning to their "default" flat green scheme (I'm not painting tartan), and Marik Protectors to start. If all goes well, I should also have 8th Arkab Legion on the Inner Sphere side and -possibly- Beta Galaxy Clan Snow Raven far enough along to field a star or two. Beyond that, it's trying to complete existing forces wherein I'm more or less at 100% and just needing to finish painting. 2025 has a lot of products -potentially- coming up, and we'll see where we're at as a gaming group when things start dropping. Most notable product I'm excited for is the revealed ACES box sets. Being able to play solo/co-op Alpha Strike against an "AI-esque" opponent sounds kinda good for campaigning in The Hinterlands, and it looks like the first box is full of alt-config Jade Falcons for me to add to Omega Galaxy (mayhaps, though I don't think I need a 4th Falcon force so Omega will probably suffice). Later boxes are supposed to cover each of the current IlClan sourcebooks so having a box for Dominions Divided and Empire Alone is going to be awesome. And of course IlKhan's Eyes Only -could- potentially have Liao as the AI-bad guy so the possibility of getting that new art Jinggau as a plastic mini? Chef's kiss. I'll add a whole new company to my 4th Tau Ceti if so.

It is getting to be campaigning time as I think most of our newer people are more comfortable with the rules, and, just to throw it out there, next time I'm considering doing some alt things, like MAR instead of SAR Alpha Strike (basically rolling for each point of damage you can do, instead of an "all or nothing" roll to attack) and possibly a game or two with terrain instead of mapsheets. Especially now that more than one of us have 3d print capability and there's so much Hextech out there!

Tuesday, September 10, 2024

T-Mobile in Space-ace-ace - Unit Spotlight: ComStar

White is the color I, like so many others, struggle with most & whilst I could just prime some stuff, paint a panel or two, then call it a day, thought it best to at least pay some lip service to maximum effort. So rather than dwell on painting white, I got some Army Painter speedpaint, slathered it on, picked an accent color I liked (even though C* is basically solid white), painted exactly four panels per miniature in it, did some weapons, cockpits, decalled, based, called it a day. 

This whole thing was based on the Tukayyid hardcover book. I decided I wanted to build a flexible C* force to fight campaign battles with/against and originally, Then, using same book, I started looking at who the various Armies fought on "the 'Yid", and what Divisions walked outta that meatgrinder. 323rd looked good, especially some of their later history where they move to the 3rd Army, absorb some survivors of another Division that really don't like Victor S-D, and then get their loyalty rating downgraded because of it. Loyal to ComStar, not some Great House lordling-cum-Precentor Martial. Given my distaste for most of the Steiner-Davion misbegotten offspring, I feel that in my soul.

I'm running this as a reinforced III, so the Command and Support IIs will be separate, meaning I need 1.5 more IIs, but that's forthcoming if a) Cat decides to put the six missing ComStar 'Mechs together (or I 3d print a bunch of Hussars lmao, but the Kintaro at least is on its way) and b) when I've decided how many more tanks/infantry to add.

ComStar 5th/3rd Army, 323rd Division
Unit Commander -
Aide de Camp -
Location - Tukayyid

Division Command II
KGC-005 King Crab
AS7-D-H2 Atlas II
AS7-S3 Atlas
AS7-D-H2 Atlas II
TDK-7Y Thunder Hawk
CRK-5003-1B Crockett


Headquarters Support II
ARC-2Rb Archer
LRM Carrier (C3i)*
LRM Carrier (C3i)*
LRM Carrier (C3i)*
LRM Carrier (C3i)*
LGB-12C Longbow


Hong Kong Cavaliers III

Command II

CP-11-G Cyclops
BL-9-KNT Black Knight
FLS-9C Flashman
GLT-6WB Guillotine
THG-12E Thug
LNC25-04 Lancelot

Fast Striker I
I
EXT-5E Exterminator
CRB-30 Crab
PXH-7CS Phoenix Hawk
STN-3Lb Sentinel
MON-66b Mongoose
MCY-102 Mercury


Ground Support II

Kobold Battle Armor Squad
Kobold Battle Armor Squad
Kobold Battle Armor Squad
Kobold Battle Armor Squad
Kobold Battle Armor Squad
Kobold Battle Armor Squad

Spotter II
OTT-9CS OstScout
GAL-104 Galleon
GAL-104 Galleon
GAL-104 Galleon
GAL-104 Galleon
GAL-104 Galleon

Ghosts of Tukayyid Demi-II
MAD-5CS Marauder
ARC-5CS Archer
WHM-7CS Warhammer

Wednesday, July 10, 2024

June Event 2024 (FKA Waterly Memorial)

Sad news, friends.

The saddest of news.

I'm no longer allowed to memorialize the sainted Myndo Waterly within our yearly event. Something something Word of Blake were the baddies all along yadda yadda nuclear warfare and chemical weapons et cetera et cetera. It sounds like heretic Comstar spreading misinformation again to me, but whatevs. 

At any rate! My printer was/is down for a bit so I had to get a little more creative with force building this year. Using the ASForceBuilder and the Alpha Strike cards packaged with each Force Pack, I threw together six pretty solid Clan Stars. Sean is bemoaning all of the Clan games lately whilst his beloved FedSuns languishes unused, but we'll be making up for that shortly.

Game one was a Star v Star match up with me and Sean, where he ultimately triumphed. One of the biggest gripes for me, with Alpha Strike, is that it really isn't super tactical if you're just doing straight up deathmatches (as the next game showed) so it mostly just comes down to "if I hit one more attack roll than you, I'll probably win" sometimes. Especially in games where Clan 'Mechs are prevalent, there's almost zero reason to worry about survivability & instead focus on full-ass glass cannon existence. At least for pick up games and one-offs.

Coincidentally, though, as I've pointed out numerous times, a lot of 3025 or before 'Mechs (things w/o XL engines, even stuff like the Mackie) really out perform Clan machines on a point by point basis, barring their generally much lower damage profiles. A certain banned Turkina variant can wipe out a 0 skill, 107pt Widowmaker in one shot, but can't do the same for an AS7-D Atlas, and that's wild to me.

Next, we did another large team game, though a little more conservative than 2023's. Because we had a brand brand new player, I stepped back to play a coaching roll for this one. A domed colony on Smoke Jaguar-held Modred, the lone moon orbiting the planet Port Arthur, set the stage for a Binary vs Binary match up. Jamie (Nova Cat) and Rachel (Cloud Cobra) stormed in on the north side of the field whilst Sean (Smoke Jag) and Kilcoin (Ghost Bear) tromped in on the south. We weren't necessarily trying to make anything narrative per se but we did keep discussing like the strength of the domes & examples from BattleTech fiction where certain factions intentionally ruptured things like that to kill people (coughcoughDraconisCombinecoughcough). I didn't do any normal spiel about the billions of years of BattleTech history or factional information stuff either, just felt kinda cool to add those narrative bits on a mapsheet we were getting to play on the very first time.



Since we'd never played on this map, there were a few line of sight questions that came up, and quite a few dead-type zones due to sub-levels versus levels. Overall though, it was super cool seeing the smart way people were using cover or taking advantage of an initiative win to cut out entire sections of the enemy force from being able to attack. And having a Gods-eye view of the game where I was plotting out how and where I'd move then watching what everyone did instead made it just as enjoyable as if I were playing. Once 'Mechs were able to see each other though, the damage started racking up and even though there were the usual metric tons of misses, the bodies were hitting the floor after a few turns. Sean made really good use of a crater and at one point, it was just a trio of 'Mechs in a hole in the southwest corner of the map.

We also kept Jamie up well past her bedtime so I stepped in at the very end to finish the last couple of turns, where Kilcoin and I killed each other's last standing respective 'Mech. 20 total crash & burns leading the game to a draw lmao. Not saying it -doesn't- happen in Total Warfare but it definitely is more common in Alpha Strike. So by that point, at least 25 'Mechs had died for the night (I think it was more like 27-28 but who keeps track of that kinda thing).

Last game of the night, also on a newer map (fungal forest?), we got a little silly. BattleTech is designed to be two sides squaring off, or a massive free-for-all, so it plays weird when you have three forces competing against each other. For this one, Sean, Rachel, and I each had a Star to hunt each other down across the hills, holes, and fields of the mushroom kingdom. In true Superior Mario fashion, we decided that the three "if you end up here, you die" mega deep levels would count like the teleportation pipes, with a roll on a d4 determining where you came out (three holes on the map, plus using '4' like a "you're lost until next turn" thing). It was ridiculous, and also I got hard targeted, so my Jade Falcons didn't last long. But it was fun trying to figure out how all hexes on the mapsheet worked. Of course, I remembered weeks after the fact (right now in fact) that the Mappack: Alien Worlds actually had a sheet with special rules for the terrain with it buuuuut that's okay! We rocked it out.



By the end of the night, we were pushing 40 war machines down, and Sean walked away with 2 wins & a draw, so not a bad night of gaming for him.

We already have the next event lined up for near the end of July, and it looks like at least some of the crew will be returning w/more new people coming aboard.

And you knooooow that means I'm like, itchy itchy scratchy scratchy for more narrative games, more campaigns, more throwing the 1000+ pieces for this game I got onto the tabletop etc haha.

Sean did also bring a piece of Thunderhead Studios/GF9's hextech terrain and now I kinda want to get more just for the 3D aspect of the battlefield. I do prefer to mapsheet play, even doing Alpha Strike, but it looks super cool to have 'Mechs hugging up against buildings. And I can 3D print some of the smaller pieces in the Thunderhead collection (I should have bought the tree STLs when I had the chance though) so shouldn't be too hard to fill up a table someday.

Tuesday, January 23, 2024

Updated New Unit Design Philosophy

Here I am, Ostroc you like a hurricane

One of the key core concepts of the 357th and unit design is keeping some kind of logical fealty towards the faction that a unit is from, a unit works for, or a unit is to represent. And that philosophy still really holds true - you want your Cappie, Drac, or Feddie unit to feel "authentic." However, now there are a couple other wrinkles I'm throwing into every new force I'm building - era and Alpha Strike/Total Warfare. 

Basically, after multiple discussions in our last few game sessions, it's come up that some 'Mechs are -fantastic- in Alpha Strike, then garbage in TW. The Mackie is a huge example of this. By AS stats, this thing really rocks on the table top. I might actually prefer it, for the points, to a lot of contemporary IS 'Mechs. Then you switch over to TW and it's laughably easy to exterminate. 

Era is less of a concern but then also, matching up your Clan Invasion-era 4th Tau Ceti against someone else's Civil War/Jihad Davion force can be a bummer in Alpha Strike. I'd never consider such a huge BV difference in Total Warfare. Turns out though, that a CI Tau can win if the dice are in your favor.

But really, for my own personal edification, I'm looking at - Succession Wars (3025) era, Clan Invasion (3049-3052) era, Civil War/Jihad (3062-3075) era, Republic/Dark Age (3083-3151) era, and IlClan (3151+) at force composition. I assume those dates are pretty close to CGL's for era breakdown, depending on what they consider the start and there are some gaps in there, obv (SW tech works up until the Helm 3039 updates but you can roll those in CI era, and whilst lots of stuff came out between that and the FedCom Civil War, it's easier to just go the next era up).

A lot of canon changes occur in the transition between eras, or writers, as it were. So, the 4th Tau Ceti becomes a light force for some reason, but I think all iterations of it that I'll be running (barring SW) will be built along the lines of Cappie tactical doctrine with the augmented lances, as an example. I might run a 3L Raven in '49, but I'll for sure be running a 4L or better in '67. The Recognition Guide series brings new IlClan variants of older 'Mechs as well, so that'll inform my decision making process on current timeline stuff.

This isn't very important for pickup games, though even then we try to stick somewhat to cohesive unit choice buuuuut we're debating a "splintered timelines" approach to campaigning coming up. We're thinking a series of "what ifs" because any player campaign, by definition, is going to deviate from canon.

One campaign for sure is Nachtfalke, and that is going to be almost wholly using what we can, best versions of stuff to fit our play styles. Then, mayhaps, there's an alt 4th Succession War/3025 era/early Clan Invasion timeline depending, wherein we follow more old school MechForce stuff, tallying up wins and having leaders of each faction determine the direction of planetary conquest. Jihad era, we have a real humdinger of a situation laid out for our 5th Succession War that'll see some really interesting developments. And then there are so many mini campaigns, Tukkayid, Wars of Reaving, Hinterlands stuff coming up, Chaos Campaign framework, etc.

Flexibility in units is a must, even with how massive our collective resources are in miniatures.

Edit for clarity - I don't mean building/rebuilding/buying a thousand 'Mechs to have one battalion of 36 for each era, I mean using era-relevant variants or configurations with an existing force. I'll have to post my 4th Tau TO&E since that's what I'm using as an example here but essentially - for Succession War-era games going into Clan Invasion, I'd have a scout lance led by an RVN-1X Raven (a 3024 model, the prototypical test bed), but then for Clan Invasion, I'd switch the Raven model to the RVN-3L (a 3048 model using recovered technology) and switch again to the RVN-4L (a 3062 model with Stealth armor) going into the FedCom Civil War, as an anchor for Shadow Lances (lances of 4 'Mechs all equipped with Stealth armor). My battalion of 36 'Mechs would be shuffled on paper to fit these different eras & which 'Mechs thematically fit better in each lance, but overall, it's still the same 36 'Mechs. 

 Only exception to this, for me anyway, would be 'Mechs that don't exist in an earlier era. Like if I have Mad Cat Mk IV/Savage Wolves (a 3130 OmniMech) in a bunch of Clan Wolf forces, I'd probably want something to swap out for games set before the Republic/Dark Ages era.