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  1. #1
    Chapter Master mughi3's Avatar
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    classic battletech campaign log-picture heavy

    Over the past 9 weeks we have been running a classic battletech campaign.

    the game has been hit and miss with a couple players having real life issues taking them away on game night however we have managed to finish 8 of 9 missions to date in the overall campaign.
    The group chose to play the cappellan confederation specifically warrior house hiritsu.

    A quick rundown-
    campaign ark 1-raid
    the overall mission is to raid a mech repair and test facility. this is done over a series of 3 missions to "soften" the final target

    Mission 1:
    white noise-
    unfortunately this is the only mission i failed to get pictures of-the goal was to secure and control an island bound comm center to feed the unsuspecting enemy false information and comm traffic. there was light resistance and the mission was successful.

    Mission 2:
    surge-
    This mission was to capture if possible, destroy if neccisary a power substation feeding the static defense network guarding the repair facility.

    Mission 3:
    The vault-
    this is where all the eggs come together-capture and salvage is the name of the game.


    Now our intrepid maurader pilot having been knocked out in the last game requested to take over the next 3 missions while his pilot recovered-

    Campaign arc 2-palnetary assault

    Mission 1
    Green smoke-
    we were down players so we did a simple clear the landing zone mission

    Mission 2
    home sweet home-
    the FOB is threatened-defend the base.

    Mission 3
    lifeline-
    secure a nearby airfield to bring in supplies and re-enforcements


    Campaign arc 3-search and rescue

    Back at the helm i rush our intrepid party off on a rescue mission. a high ranking member of thier warrior house has been captured and it is tasked to them to free him.


    Mission 1
    hot foot-
    sabotage has forced an emergency landing of the drop ship, but it does not go un-noticed. protect the dropship at all costs

    Mission 2
    shadow stalkers-
    A new FOB has been set up but our plucky band is roused from thier slumber to walk waypoints-sporadic energy readings may mean enemy units are in the area.

    Mission 3, the grand finally
    frostbite-

    you will just have to wait and see how they do.......

  2. #2
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    Back in the action again.

    As it turns out i have volunteered myself to run a short CBT mini campaigne since our last major campaigne has died.

    This time around i went for a bit simpler approach and tired for not getting a TPK like our last few games seem to have gone.

    The seeting, by vote they chose to be a cappellan faction-warrior house hiritsu.

    They got dropped on a planet fresh from ABT school with a cascading mission. failure at any point of this 3 part campaigne will make the follow up missions that much harder.


    I forgot to take pictures of game 1 but in entailed taking intact an an enemy comm center located on an island just off shore (think mount st. micheal). they were facing mostly light non-mech forces. i mixed it up with VTOLs, boats, tanks and even some BA infantry. in the end they won the mission but at heavy loss to equipment.

    i rolled an insave amount of floating crits that game, managing to engine kill a t'sang, men shen and force a pheonix hawk to get scrapped. only thier atlas survived the battle more or less unscathed(mostly because it took on a fire support role).

    The military was well equiped enouh to give them new mechs this time around and repair the atlas's armor damage. however they were given stern warning that equipment would not be so redily available with more salvage.

    So here is the set up for game 2-
    with the com channels firmly in thier control and the enemy in the dark that thier sommunications are being intercepted and subverted. the next target is to take control of a power station powering thier final objectives automated defenses.


    This time around the lao forces ran a thunderbolt (proxy), battle master, rifleman and of course the atlas.

    The defenders hit them first at the river line with thier scouting patrol consisting of a komodo K2 and a maelstrom.

    the komodo suprisingly last 3 turns finally dying by it's own had as it took skid damage trying to drag itself back into the fight after loosing both gyro's , blowing out it's left torso and XL engines.

    The maelstrom harassed them quite a bit longer. i am always amazed to see how much damage this mech can soak. it has XL engines but it has max armor for it's weight class and usually dies to something outher than a torso blowout. this game was no exception.

    I had 3 twin LRM 10 w/AIV defense turrets guarding the entrance to the facility. they only carried TAG LRMs so once the komodo and maelstrom were gone they were no longer a threat. however since it took so long to put the maelstrom down(and i kept hitting with the TAG) i mangled the rifleman making it combate innefective. reduced the thunderbolt to medium lasers and helped engine kill the battle masterafter i blew out his SRM ammo with a floater.
    At this point they were effectively 2 mechs down and still had a pair of challenger X MBTs and an akuma J to deal with.

    So i swung into action my reserve option i had just in case they had things go this badly. allowing them to call up 2 long tom artillery units.

    I want to make the game challenging, but not impossible to win afterall.

    The toms actually helped quite a bit doing good damage to the akuma and helped turn the tanks into pillboxes.

    It still wasn't an easy go. the remaining challenger that ended up being salvaged got the only headcap so far this entire game. killing the pilot of the thunderbolt. in the final moments of the battle the atlas critted the MRM 40 ammo on the akuma incinerating it, the remains of the thunderbolt right behind it, and the atlas itself in a ammo explosion daisy chain.

    Ah the joy of mechs without CASE.
    Only the commanders rifleman walked off the field victorious. the atlas pilot managed to eject and the battlemaster pilot was picked up by recover crews. fortunately for the commander there was enough salvage laying around that his rifleman will be back in the fight for the next mission. the other players get demoted to medium and heavy mechs, basically whatever batallion command could scare up.

    Which means the replacement for the guy who died gets to come in as a basic pilot again behind the command stick of an old blackjack 3 medium mech.

    As the final battle looms it looks to be shaping up that we will have-
    .rifleman
    .jaggermech
    .marauder
    .blackjack

    In the lance.

    But for now the target had been prepped , victories have been hard fought and the completion of the campaign looms.

    Battle pics-
    http://i70.photobucket.com/albums/i1...c2a5222010.jpg
    http://i70.photobucket.com/albums/i1...c2b5222010.jpg
    http://i70.photobucket.com/albums/i1...c2c5222010.jpg
    http://i70.photobucket.com/albums/i1...c2d5222010.jpg
    http://i70.photobucket.com/albums/i1...c2e5222010.jpg
    http://i70.photobucket.com/albums/i1...c2f5222010.jpg

  3. #3
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    campaigne mission 3-

    The end of the operation is in sight.

    after a hard series of battles the house hiritsu forces ahve managers to take both a com station and a power plant feeding thier final objectve- a mech repair and test facility.

    With thier previous successes the bases automated defenses dropped as they aproched when the power is cut to them and with the raido givng no warning, the facility is only able to intercept with 4 experimental mechs and thier test pilots.

    For the capellans this will be no cake walk as thier depleted on planet resources have left them with whatever mechs they can scrounge up.

    They came into this fight with a marauder, jaggermech, blackjack and a nighthawk. with the optional support of 2 long toms.


    The lance commander was delayed by real world problems and showed up near the end of the fight, as such he was assigned the light mech.

    the enemy force consistedof 2 heavy mechs, a medium and an assault.
    they got lucky early on taking down one heavy with a series of lucky head hits. all thier mechs got savaged in return but again luck was on thier side. the assault mech fell and landed on center torso rear with a floater taking out it's gyro's as soon as it joined the fight.

    this forced the base command pilot to join in the fight with the main prize they were after- a clan tech equiped mech courtesy of clan diamond shark.

    The marauder pilot got knocked out and stayed out the rest of the game with 5 pilot hits. the jaggermech went down trying to cover him and cumulative damage finally dropped the blackjack. leaving the commanders light mech to face down the experimental. it took the combined fire of the long toms to finally put it down.

    they came out of this fight 3 mechs lighter but with mission and salvage intact.

    In total for this campaign, they lost in mechs the-
    .atlas
    .men shen
    .t'sang
    .pheonixhawk
    .battlemaster
    .rifleman
    .thunderbolt
    .blackjack
    .jaggermech
    .marauder

    and one pilot killed.

    Kills-
    .lrm carrier
    .4 kanazuchi battle armor
    .monitor patrol boat
    .von luckner
    .yellowjacket VTOL
    .maelstrom
    .komodo
    .akuma
    .X2 challenger MBTs
    .4 experimental mechs
    .3 defense turrets

    the pics-
    http://i70.photobucket.com/albums/i1...b315292010.jpg
    http://i70.photobucket.com/albums/i1...b325292010.jpg
    http://i70.photobucket.com/albums/i1...b335292010.jpg

  4. #4
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    We got off to a rather abortive start to our next campaign.

    one of the players from the last match decided while his pilot was recorvering from 5 head hits he would take up the mantle of GM to runn the next segment of games.

    Once again our lance commander was absent do to real world issues so it fell to the 2 pilots present to get the job done.


    The mission-
    hot drop and secure the LZ.. both players manages to sweet talk the quartermaster into letting them both take madcat MKIIs

    as tehy dropped copmbiner forces closed on them .

    They faced-
    .avatar
    .banshee
    .X2 rommel tanks
    .raptor

    Of the 2 lancemates. one was a vetran of the entire previous campaign the other was a green pilot with a ssingle battle under his belt. coming in as a replacement for lost lance members.

    The vet madcat pilot quickly took care of the avatar putting a gauss slug through it's face. and then starting in on the banshee. the rommel ytanglesd with the other madcat doing minor damage over the course of several turns. i missed with the gauss all but 1 time but i also did score several medium laser and MG hits. one of which to the cats head. this woudl come back to haunt him later in the game.

    They finally took out the tank and played havok on the banshee, it eventually fell but not before landing an ERPPC hit on the green madcats face. killing the pilot......so much for replacements.
    seeing the battle turning against him, the surviving lance member called in air support in the form of a stuka ASF..

    With some effort on thier parts they finally managed to drop the tanks and pull out a hard fought victory.

    http://i70.photobucket.com/albums/i1...DZ16122010.jpg
    http://i70.photobucket.com/albums/i1...DZ26122010.jpg
    http://i70.photobucket.com/albums/i1...DZ36122010.jpg
    http://i70.photobucket.com/albums/i1...DZ46122010.jpg
    http://i70.photobucket.com/albums/i1...DZ56122010.jpg
    Last edited by mughi3; 17-07-2010 at 10:10.

  5. #5
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    After securing thier landing zone with a light force our intrepid capellans have dismounted thier drop ship and moved thier forces into greener pastures.


    Their movements do not go un-noticed however and the local garrison commander has laid a trap for them.


    This mission is a defence scenerio. the on-sight mech forces are tasked with mobile facilities defense.



    An assault lance consisting of
    .banshee(c3s)
    .mauler(c3s)
    .naginata(C3m)
    .rifleman


    appears atr the far end of the field. with only 2 mechs in defense-
    .madcat MKII
    .jingau

    the cappies decided to call in air support in the form of a shiva ASF

    The ASF makes a stunning entrance and exhit. lining up behind the banshee he crits the torso blowing out the gauss rifle and knocking out the pilot for the rmeainder of the game.

    Unfortunately to do this the ASF had to get rather close to the other mechs. a single PPC hit from the naginata forces a threshhold crit and gets confirmed taking out the shiva thanks to internal explosions.


    The pilot ejects safely to fight again later. to keep the player in the game we allowed him to come back on as an NPC in a yu-huang (proxied by the ninja-to)
    with the banshee out the focus of fire shifted to the mauler and then the naginata. the madcat managed to finally knock ou the mauler, whikle the combined wieghht of fire from the other 2 mechs dropped the naginata.

    the rifleman played a bit of whackamole. standing in the river a good bit so he could fire all his weapons(ERLL/ERPPC), overheat badly and then lay down in the water to cool the following turn. he finally got finsihed off by the yu-huang but not before some yellow jaclets buzzed in and destroyed a good portion of thier supplies forcing the cappies to break camp and flee.

    The diversion was a partial success. the players were pulled off the objective to engage the mech force, allowing the yellow jackets to swoop in and destroy a good portion of thier supplies.

    Once again we had a nice custom table to play around with as we did battle-
    the pics:
    http://i70.photobucket.com/albums/i1...bt36202010.jpg
    http://i70.photobucket.com/albums/i1...bt46202010.jpg
    http://i70.photobucket.com/albums/i1...bt56202010.jpg
    http://i70.photobucket.com/albums/i1...bt66202010.jpg
    http://i70.photobucket.com/albums/i1...bt76202010.jpg
    http://i70.photobucket.com/albums/i1...bt86202010.jpg

  6. #6
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    Well our guest GM whiped up a doozy for the final mission.

    with the loss of a good portion of supplied from their FOB regimental command sent the boys to secure an airfield-
    http://i70.photobucket.com/albums/i1...M316262010.jpg



    This was a tough nut to crack, we were missing our jinggau pilot player but we had the lance commander back in his rifleman.

    At the start we had a madcat II with an elite pilot, the lance commander in his rifleman a shiva ASF being supported by 2 regulators.

    opposing them at the outset was a chippewa, 2 partisan tanks and 2 hidden mechs.(hatamoto-chi and Tai-sho).

    At first the cappellans advanced but after the chippy knocked the madcat in the dome with a large pulse it stalled thier advance. this forced the 2 hidden mechs to move out and engage. the lance commanders rifleman took a beating from the chippewa, before the shiva shot it down,. forcing the rifleman to quit the field.


    The shiva nearly died a couple times suffering through numerous threshold crits, engine damge, and even loosing a fuel tank.


    They took long enough for an atlas and a victor to join the battle from the opposite end of the airfield. seeing an opportunity to eaven the odds after forcing the chippewa off the table for a bit, the shiva went after the atlas from behind.
    cause a gauss hit and knocking the pilot out for a couple turns.

    the shiva managed to finish the atlas and tai-sho while the madcat savaged the hatamoto and killed a partisan.

    seeing the cappellans refuse to walk into the base itself the combine units advanced up the field to engage.

    The madcat lost an arm and the gauss rifle in it, one of the 2 regulators went down. the lance XO ordered them to disengage. the loses they had sustaned made them an inneffective fighting unit.

    It was the first defeat the unit has suffered in 6 games, but on the up-side they did not loose a single mech or ASF or any of thier pilots.
    They exchanged a long spell in the repair bay and a regulator for an enemy ASF, 2 tanks and 2 assault mechs. while they failed the mission, it was an exchange in thier favor.


    http://i70.photobucket.com/albums/i1...m336262010.jpg

    http://i70.photobucket.com/albums/i1...m346262010.jpg

    http://i70.photobucket.com/albums/i1...m356262010.jpg

    http://i70.photobucket.com/albums/i1...m366262010.jpg

    http://i70.photobucket.com/albums/i1...m376262010.jpg

    As they retreated from the battle the comms lit up with a priority order for the uinit, from the regimental command,

    A priority re-deployment was ordered. a dropship was in-bound and they had a limited amount of time to gather thier support units and get thier mechs secured before it took of again.

  7. #7
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    We last left our intrepid lance as they were hurridly re-directed to board a waiting dropship after getting spanked by an elite combine unit defending a spaceport. everybody survuved but the rifleman and madcat MKII werer worse for the encounter.....

    As luck would have it things got worse(like you didn't see that coming )

    Thier new assignment is a need-to-know mission. as such they have no clue where they are going yet. but somebody else does. as they approach to make planetfall on thier next target world an explosion rocks the ship forcing the crew to make an emergency landing. the first flat ground they find is a tectonic area with some lava flow.



    As the ship settles the crew get to work on repairs. the power system is shot, it looks like sabotage. before they can cern themselves further general quarters are sounded-unknown units inbound at high speed.

    The lance is ordered into a defensive action. themadcat pilot gets issued a yu-huang and the riflman pilot(and lance commander) ends up in a sha-yu.

    In the distance hovertanks! with ASF support. 4 musketeers and a dagger all painted a black/grey fade to whie paint scheme.........42nd shadow division

    The musketeers immediately set to work on the yu-huang and the dagger manages to jump the shiva.
    The shiva jinks hard but it's evasive manuvers only save it from the daggers medims lasers. the rack scores a hit with 4 of it's 6 bursts.

    The shiva's pilot panicks and breaks off leaving the dagger free to aid in ythe ground attack.

    Armor is being shed off the hovers but they keep at it. eventaully ganging up onthe sha-yu and killing it with engine crits,
    The yu-huang pilot takes multiple (5) head hists adn ejects to fight again another day.

    The musketeers eventually all fall forcing in the reserve regulators. a lucky shot from the yu-huang before it goes down blows off the turret of one regulator the turn they arive frocing it to turn battering ram until it to falls. the dagger jumps the shiva again,

    then in a successive turn the drop ship itself takes a heavy hit when the dagger attempts a manuever and flubbs the pilot check slaming into the side of the droship.

    In the end the lance takes the day with the marauder and shiva both surviving.

    The heat here is playing hell with thier systems so a quick bout of recovery sees all the pilots safely returned to the drop ship...minus some mechs(certain to give the quartermaster grief). after a bit more repair time the dropship is airworthy to move the lance and it's support elements to the designated LZ.....but thats a story for next week.


    http://i70.photobucket.com/albums/i1.../c3c732010.jpg

    http://i70.photobucket.com/albums/i1.../c3d732010.jpg

    http://i70.photobucket.com/albums/i1.../c3e732010.jpg

    http://i70.photobucket.com/albums/i1.../c3f732010.jpg

    http://i70.photobucket.com/albums/i1.../c3g732010.jpg

    http://i70.photobucket.com/albums/i1.../c3h732010.jpg

  8. #8
    Chaplain TheDean04's Avatar
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    Re: classic battletech campaign log-picture heavy

    Looks cool. My group just started a campaign that is starting out early in the Jihad. We still have an option to join the Jihad or fight against them. I will get pictures up after we are off this first world.

  9. #9
    Librarian threewolftats's Avatar
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    Re: classic battletech campaign log-picture heavy

    love this log... have sub'ed
    Brotherhood of the Fang (SM) W0 D0 L2

    my PB album http://s1235.photobucket.com/albums/...threewolftats/

    my blog: http://threewolfsstuff.blogspot.co.uk

  10. #10
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    We look to be starting a clan campaign arc this weekend, lowatch for updates on sunday(PST).

    most likely a trial of position.
    :chrome:

  11. #11
    Librarian threewolftats's Avatar
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    Re: classic battletech campaign log-picture heavy

    you guys obviously play miniatures rules...... how do you find gameflow? with all the converting between hexes and cms/inches? also in big battles do you find the paperwork takes too long? only just getting my first few games so still a bit jerky for me.....
    Brotherhood of the Fang (SM) W0 D0 L2

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  12. #12
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    We have been using inch rules for years, i think it comes as an easy conversion for people who already play minature games.

    We find game flow to actually be more fluid since your not restricted to rigid movement, but to do so we add a few house rules-

    .snap fire
    we do not do a fire allocation phase. we just shoot as many weapons as we want at whatever targets we want when it is our sides turn to shoot.

    It saves a great amount of time by skipping a declaration phase and by not wasting shots on units that are already dead from the previous weapon hit.


    .marker dice
    we place a small dice next to a unit that has moved to represent the move modifier for any enemy mech wishing to shoot at it.

    IE-gunnery+modifier dice+range=target number

    It is easy to figure out what you need, we have also been playing long enough that we keep track of our own movement modifier (+1 for walk, 2 for run and 3 for jump-it's pretty simple) without difficulty.

    Most of the other "paperwork" is taken care of by the fact our mech control sheets are all printed out using the heavy metal pro/vee/light/aero software.

    Well worth the investment IMHO.

    It can automatically convert everything to inch rules and also provides all the tables on the control sheet.

  13. #13
    Librarian threewolftats's Avatar
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    Re: classic battletech campaign log-picture heavy

    didn't know that about the heavy metal programs.... picked them up from someone who stopped playing.. will have to fiddle around and work out how to do it.....

    cheers for the info, many thanks, TWTs
    Brotherhood of the Fang (SM) W0 D0 L2

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  14. #14
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    Do the math-
    4 medium mechs
    1 quad
    7 legs between them


    We did a quick demo game to teach a guy how to play

    with a wolverine, bushwhacker, blackjack and blueflame onthe table. 3/4 way through the battle the only mech that still had all it's legs was the blue flame.



    Didn't snap any pics of that one

    However we did get a start on our next clan campaign arc-

    We ended up with so many people jumping into the game we had a full light star on the table.

    In order of tonnage-
    .stooping hawk(proxied by manOwar)
    .vixen
    .fire falcon (b)
    .piranha (b)
    .gnome battle armor

    We were dropped in the center of the table and told to prove ourselves worthy.

    The GM running the match decided we were going to fight captured IS mechwarrior bondsman in a heavy lance
    .berserker
    .no-datchi(2KO)
    .axeman 1N
    .ti'ts'ang

    The stoping hawk took the brunt of the damage early on, then we fell back and let the surats come to us. I got a head pilot kill on the ts'san after loosing 1 arm on my falcon

    the piranha chased the berserker around until he finally killed it with back armor shots.

    The vixen managed to open up the no-datchi and it fell, getting swarmed by battlearmor in the physical combat phase. they managed to blow out it's torso and score a mech kill.

    Then the little bugger got back on my ride (since i was the only omni on the table i ended up being the taxi).

    The stooping hawk managed to finish the axeman giving us a solid win for our first game. in this arc.

    http://i70.photobucket.com/albums/i1.../CLa812010.jpg

    http://i70.photobucket.com/albums/i1.../CLb812010.jpg

    http://i70.photobucket.com/albums/i1.../CLc812010.jpg

    http://i70.photobucket.com/albums/i1.../CLd812010.jpg

    This gave us a solid first victory and blooded a few of us in the sibko.

    Stay tuned for next weeks game.

    Cheers:

  15. #15
    Chaplain major soma's Avatar
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    Re: classic battletech campaign log-picture heavy

    I used to play this started with the edition heat was not your friend.
    40k armies: Blood Angels/ Imperial Guard

    Warhammer Army: Woodelves/ Brettonians [ret]

    8th ed games so far
    W/D/L
    13/20/18

  16. #16
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    Time for game 2 in the clan campain-


    Our objective on this one is a recovery mission, an possible old weapons cache has been discovered in the inner spher and it is our job to secure it for the clans.


    We ended up breaking out the snow table again.
    This time out part of the game was fought under driving gale force winds,

    There was also quite a bit of an electromagnetic disturbance, causing false readings and ghost images.

    The planetary militia pulled out all the stops, hitting us from behind first with a few mechs and then a swarm of battle armor.

    our rifleman pilot went down to a head hit, soaking a big LBX 20 (slug). our elementals also lost a single suite.

    The freebith managed to start up one of the mechs in the cache and he was quickly dispatched by the dragonfly.

    With only the one mech and one battle armor lost on our side our clanners decided to call it victory.


    http://i70.photobucket.com/albums/i1...cc2b882010.jpg
    http://i70.photobucket.com/albums/i1...cc2c882010.jpg
    http://i70.photobucket.com/albums/i1...cc2d882010.jpg
    http://i70.photobucket.com/albums/i1...cc2e882010.jpg
    http://i70.photobucket.com/albums/i1...cc2f882010.jpg
    http://i70.photobucket.com/albums/i1...cc2g882010.jpg
    Last edited by mughi3; 09-08-2010 at 20:55.

  17. #17
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy


  18. #18
    Chapter Master lorelorn's Avatar
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    Re: classic battletech campaign log-picture heavy

    Wow, you guys have some fantastic gaming tables there! The desert one was my favourite, and I also loved seeing those epic space marine buildings, what a blast from the past!
    Breathe deep... and visit Scent of a Gamer.

  19. #19
    Commander Darthvegeta800's Avatar
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    Re: classic battletech campaign log-picture heavy

    I'm currently running my own campaign. I'm the GM, my brother plays my beloved Fifth Sword of Light.

    We're currently have had 3 battles. 2 of an intro campaign to relearn the rules so to speak and now the career of the 'main character' has led his men to a new world and it's combat theater.
    Like you i'm aiming for 3 battles on average per campaign, on occassion 4, if truly justified 5.

    I'm rather liberal in handing out generic xp. (depending on the difficulty of the secondary objectives) And I use the rpg system's edge in a modified way. (1 EDGE is one reroll per battle)
    As time goes on I plan to give his unit a small special ability and some chars will unlock rpgish abilities. Like a specialty or a post battle reroll to see if they heal faster or the likes.

    I like the simpleness of the pre and during Clan Invasion Wars hence we're playing in the Successor Wars era when the Draconis Combine still was an intimidating bunch of fanatic mecha Samurai.


    However I do have a few questions for you:
    - How do you handle player death? I was told ejection seats were highly reliable and automatic. Do you do any rolls for this? What system do you follow? And when don't you allow automatic ejection (as in auto-death)
    - Did you notice any distinct difficulties in balancing scenario's? This is what looks hardest to me. One time I made it way too hard and usually it's a bit too easy.
    - What is your view on equalizing? Do you prefer Battlevalue? Tonnage? A mix? Or another method?
    - Do you use any advanced campaign rules?
    - Ammo explosions damage adjacent hexes too? I thought it was just the mech that went 'buhbai'? I'm having trouble seeing how so many could chainreact! In the case of ammo explosions is ejection still possible?
    - How does your 'fire as you go' rule work?
    Last edited by Darthvegeta800; 16-05-2011 at 11:37.
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  20. #20
    Chapter Master mughi3's Avatar
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    Re: classic battletech campaign log-picture heavy

    - How do you handle player death? I was told ejection seats were highly reliable and automatic. Do you do any rolls for this? What system do you follow? And when don't you allow automatic ejection (as in auto-death)

    Auto eject is any time you do not get a head decapitation, instant pilot kill, via crit or life support failure. and the mech is destroyed you get it on a roll of 8+ on 2d6, or you can chose to manual eject if the mech is to badly damaged to escape without you. We usually leave it on manual so that your pilots are not being ejected every time the mech hits an ammo crit threshold or engine hits.

    Right now we are doing pre-set scenerios so there is no player XP however in the past using the point system to increase, gunnery/piloting/maintenance crew and so forth we did occasinally have pilots die. i just make them start out with a basic standard pilot (4/5 for IS) again, it si better than risking a bad roll and having them be 5+ or worse in their stats. the game goes alot better when they can hit things.


    - Did you notice any distinct difficulties in balancing scenario's? This is what looks hardest to me. One time I made it way too hard and usually it's a bit too easy.

    Currently we are running scenerios out of the historical turning points which are glaringly unbalanced, but war generally is. with battletech there are so many bult in game balancers with the crit system i find arbitrary things like tonnage and battle value to be pointless even in one off games.

    Granted after 20 years of play i kind of have a thumb for how it can balance out. the big thing for non book scenerios i suggest is a backup plan. much like a DnD GM you set out a series of challenges for the units to face and if they do incredibly well you have back up units for them to face as the opposition, however if they have a night of bad dice rolling and such you may not want to bring in those reserve forces.

    On a couple rare occasions my guys have lost against my scenerios but thats a good thing every now and then because it keeps them on their toes. you also may need to adjust on the fly to fix a situation that has gone bad. for instance in one clan encounter the players were doing so poorly the clan commander withdrew a point of his force mid battle because he felt the opposition was "not worthy" of the honor, basically i made the battle easier because they were having a bad go at it.

    To add flavor to the game i suggest you get ahold of the various material like the field manuals that give the special rules for each specific unit


    - What is your view on equalizing? Do you prefer Battlevalue? Tonnage? A mix? Or another method?

    lance VS lance in general settings, or star vs star or 2 lances to face a clan star. with the basic guys being standard pilots and the lance/star commander having 1 better stats (normal 4/5 for IS with a 3/4 lance commander)
    This allows the players the freedom to field mechs they like or that may not be optimal but are fun to see on the table. the key is making them adapt and overcome.

    - Do you use any advanced campaign rules?
    Occasionally, things like forced withdrawl but not a whole lot since it can bog down the game at times.

    - Ammo explosions damage adjacent hexes too? I thought it was just the mech that went 'buhbai'? I'm having trouble seeing how so many could chainreact! In the case of ammo explosions is ejection still possible?

    We use the original Revised rules for the ammo explosions-
    add up all damage from explosive ammo not fired in the mech. everything within 2"/1hex takes the full damage in 5 point hits, 2-4"/2 hexes away takes 2/3rds of that damage and 4-6"/3 hexes away only takes a 3rd, but when a stalker goes up for 478 points of exposion damage and it is 1" away from a battlemaster who also has ammo, the explosions just start rolling.
    Gotta love them level 1 mechs with no CASE


    - How does your 'fire as you go' rule work?
    We basically ignore the "declare fire phase" and use snap fire.

    I.E.-say i want to shoot my clan ERPPC at that madcat and i hit head and kill the pilot., in order to speed up game play(and damage) i can then choose secondary targets(with normal penalties) in the same firing arc for my other weapons to fire at. or i may just go down the list of weapons i am firing at a mech until i feel i am pushing the heat to much or i want to push the heat a little to do a little extra damage and make them possibly fall down(we use the old +1 pilot check for every 20 points of damage per fire phase= 20+1, 40+2, 60+3 and so on). we use that along with other things to sped up game play, especially for large battles.

    Hope that helps.

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