A very cool collection so far!
Do you use non mech units frequently? Like planes, infantry etc?
And do you use Tactical Operations at times?
A very cool collection so far!
Do you use non mech units frequently? Like planes, infantry etc?
And do you use Tactical Operations at times?
WoTR: Easterlings
WH40K: Grey Knights, Black Legion Chaos Space Marines
Warhammer FB: Bretonnia (WIP), Dark Elves (WIP)
Mishra's Playground in Flanders, Halle:
http://z4.invisionfree.com/Mishras_P...ex.php?act=idx
Oh yes, i play hells horse-the clan known for it's use of conventional forces.
We had to tweak the aerospace on a ground map rules a bit to make them work with 3d terrain but it works out fine(think of them as very fast Vtols that always move after ground units but otherwise follow all the movement and attack rules found in AT2)
We also have started using the old field manual unit special rules to add flavor to the game.
For example all hells horse stars suffer a -1 to initiative rolls if infantry class units are not in play (i use protomechs mostly-part infantry part mech)
additionally the lota galaxy (the 9th ring of hell) i play gains the off board movement, hidden deployment special rules as well as absolute refusal to follow zellbrigan
The steel vypers galaxy pictrured previously can walk at half thier normal walk speed and ignore the target units movement mod.
and so on.
As for TAC OPS
things we use-
.advanced rules for ECM/ECCM/ghost imagining
.alternate ammo types
.rapid fire machineguns
.being able to shut down gauss rifles when you run out of ammo
and a few others
We print all our sheets off with heavy metal pro software which still has the level 3 damage tables (best for vehicles) movement mods and so forth.
More new games-
First off i did a pickup game with a guy who wanted to test out his missile boat clan star. since he has not bought any actually minis yet, since he wants to test out the units first, we ended up using a bunch of my mechs as proxies.
he had
.iron cheetah B
.night gyr D
.kraken 3
.nova cat A
.imp
I understand he was going for max volume of fire(number of guns he could fire per mech safely every turn) however the randomness of going missile boat heavy was his achillies heel.
He chose a few tons of specialised ammo from tac ops for his standard launchers but most had artemis IV already equiped.
I decided to show him the glory of combined arms hells horse style.
i ran
.thunder stallion
.hellstar
.point of enyo strike tanks
.point of demon tick protomechs
.point of xerxes ASFs
http://i70.photobucket.com/albums/i1...s/bt110910.jpg
As he was running artemis IV heavy i opted to take 2 tons with of anti-radiation missiles for my stallion.
As this was a standard game with alternating deployment i was rather suprised when he clustered all his units in one corner. i was tempted to do a strafing run right donw his line with my ASF but refrained going for a more potent strike shot against a single target.
I spread out a bit more with an eye to outflank him with my faster units.
The hellstar must really look scary since most of his fire went into it. it took several tunrs but he did manage to engine kill it. he also managed to savage one of the xerxes with a lucky shot but failed on most of his threshold crits only managing to kill a heat sink and the UAC 20 in the left wing.
he did minimal damage to 2 protomechs and i think he never even fired on the tanks. choosing instead to inflict some moderate damageon the stallion.
All told i lost the hellstar and defeated him to the mech. the anti-rad missiles worked as designed and helpd garner 2 kills.
I think he has learned a bit about putting his eggs in one basket so to speak, a linear force design with nothing but slow mechs leaves you open for other tactics to be used against you.
We used no other faction specific rules other than alt ammo from tac ops.
http://i70.photobucket.com/albums/i1...s/bt210910.jpg
http://i70.photobucket.com/albums/i1...s/bt310910.jpg
http://i70.photobucket.com/albums/i1...s/bt410910.jpg
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http://i70.photobucket.com/albums/i1...s/bt610910.jpg
Last edited by mughi3; 11-10-2010 at 05:55.
Now for the campaign finally. our intrepid ice hellions got boosted to big medium mechs and were sent out bandit caste hunting
On the clan side they had
.ryoken C
.nova A
.hoplite
.black lanner A
.point of epona tanks (b & C)
reserves
. one point (2)anhur transport VTOLs
facing off against them was
.custom loki
.canis
.savage coyote prime
.oro tanks
.shoden tank
.ku-tank
The objective here was simple-trial of annihilation bandits are worthy of no honor and recieve no quarter. a spate of raids recently suggested a skilled and equiped enclave so the unit weas sent to hunt and destroy them.
the thing about hunting somebody on thier own ground, they have the home field advantage.
The clan tankers got a bit over eager with the B model jetting out ahead of the lanner on point(with the BAP)
zooming headlong into a 3 sided ambush he didn't survive(facing structure destroyed and "crew killed" crit). the lanner quickly dispatched the oro(glass cannon that it is) and the star spent the next 2 turns killing the shoden after is savaged them with ATMs
the stars attention was distracted from the tanks when the loki and canis outflanked them. the star commander got a luckyhit on the canis cockpit and aided in its destruction via head damage later in the game. the loki proceeded to savage the nova and the lanner, then going after the hoplite.
The loki suffered for his troubles, loosing all but his strak 6 laucnher and having nearly no armor left. he jumped into the lvl 2 water after the hoplite and kicked him repeatedly as he tried to walk towards the bandit camp.
the other epona zipped ahead again and found......the first minefield and died trying to get out of it.
The hoplite also walked into the minefield and quickly blew off both his damaged legs. in a tit for tat exchange he died killing the loki but failed to eject. by this point the only forces left onthe table were the ryoken, the savage coyote, the ku, and the reserve anhurs that had rolled in.
The ryoken went ofter the camp while the tranposts finsihed off the tank. after that they started harrasing the coyote. who first blew the tail off of one transport and peppered the other blowing out it's cargo bay, then also taking out it's tail as well as it's engines with a lukcy hit from the clustered LBX 10 (got 8 one point hits, 5 took out the rotors, the other 3 went intothe already damaged rear taking it off)
The ryoken finsihed off the encampment and tried to slip past the damaged coyote and got engine killed for his effort.
The ice helions lost every single unit, and reduced the bandit force down to a single functioning mech. the only suviving hellion warrior that failed to escape was the hoplite pilot who failed to eject(canned meat) assumed to be captured and most likely executed by the surviving bandits.
Thus the campaign ends in the fires of battle for the ice hellion zeta galaxy.
http://i70.photobucket.com/albums/i1...ps/bc10910.jpg
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Awwwww such a shame that the campaign ended prematurely.![]()
WoTR: Easterlings
WH40K: Grey Knights, Black Legion Chaos Space Marines
Warhammer FB: Bretonnia (WIP), Dark Elves (WIP)
Mishra's Playground in Flanders, Halle:
http://z4.invisionfree.com/Mishras_P...ex.php?act=idx
With the campaign in limbo we decided to do a grand melee this week. it was a long affair with a trinary on each team
Team 1
Hells horse
lota galaxy
61st battlemech cluster(combined arms-me)
special rules:
off board movement/no zellbrigan
.cauldron born B
.thunderstallion 2
.demon tick protomechs
.point of XL-mars assault tanks(one proxied)
.point of xerxes ASFs
http://i70.photobucket.com/albums/i1.../bt101710d.jpg
Hells horse
lota galaxy
61st battlemech cluster
special rules:
off board movement/no zellbrigan
,HAG 40 marauder IIc
.mascari C
.super nova 3
.rifleman IIc
.glass spider 2
http://i70.photobucket.com/albums/i1.../bt101710b.jpg
Jade falcon
delta galaxy- first falcon strikers
Special rules:
-1 to attackers movement modifier
.mascari C
.black python
.madcat
X2 vixen
http://i70.photobucket.com/albums/i1.../bt101710f.jpg
Team 2
Nova cat
alpha galaxy
all units have targeting computers and take a +2 to target locations
.nova cat
.mascari C
.daishi
.thor
.turkina
http://i70.photobucket.com/albums/i1.../bt101710g.jpg
steel vyper
alpha galaxy
If they move at half normal walk speed they ignore the targets movement modifier.
.madcat MKII
.warhammer IIc
.battle cobra
.goshawk(proxied)
.daishi
http://i70.photobucket.com/albums/i1.../bt101710e.jpg
Ice hellion
zeta galaxy
3 re-rolls per game for pilot checks and to-hit rolls
1 mech free movement up to half walk speed at the
end of each turn
I don't remember what all he had he was running a behemoth with a bunch fo fast light mechs they were all proxied as well.
We also allowed all ammo varaint options for missile weapons
The table-
http://i70.photobucket.com/albums/i1.../bt101710a.jpg
Last edited by mughi3; 18-10-2010 at 04:29.
The battle itself went poorly for our side.
we won a grand total of 4 initiative rolls in over 15 turns.
The very first and the last 3.
we were on the defensive most of the game so by the time we actually started winning the roll our forces were so hammered that it was all but a suicide action.
suprisingly there were only 2 head caps the entire game, sadly both were on our side. the madcat II put a gauss through the undamaged supernovas face and one of the falcon vixens took 3 crits in the head.
The ice hellions did what they were supposd to do and got in behind the falcons and tore up the madcat through the rear armor.
the other team set up heavy in the far left corner using thier superior sniper abiltiies, forcing us to hug the hills. any time a mech got out a little to far ahead it was usually destroyed.
The tanks did a good job savaging the nova cat and vyper daishi's. mananging to kill the vypers unit through massed fire. they soon died to concentraited fire themselves after they made themselves known.
The biggest problem for us was the vypers. they kept my planes circling off the table till we could weaken them enough to not be a serious threat to the xerxes. even so one of the planes nearly crashed and took moderate damage. fortunately no criticals of serious note. the protos managed to kill the madcat II via multiple pilot shocks with gauss rifle and ammo hits.
We called the game as we only had 2 proto mechs and the 2 ASFs left on our team. with nothing really left to provide cover for the xerxes pealed off and the protos easily slipped off the table.
Our losses were heavy as you can see. loosing 11 round of intiative rolls really crippled us.
the other team lost
.vyper daishi
.vyper warhammer
.vyper battle cobra
.vyper madcat II
.nova cat daishi
.nova cat turkina
.one of the hellion lights
http://i70.photobucket.com/albums/i1.../bt101710h.jpg
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Last edited by mughi3; 18-10-2010 at 04:25.
Cool. How many Stars were involved on both sides? Could you give a more indepth overview of the forces used?
Btw did you use the 'retreat' rules that when you obtain specific damage, your mechs retreat from the field?
WoTR: Easterlings
WH40K: Grey Knights, Black Legion Chaos Space Marines
Warhammer FB: Bretonnia (WIP), Dark Elves (WIP)
Mishra's Playground in Flanders, Halle:
http://z4.invisionfree.com/Mishras_P...ex.php?act=idx
That would be 3 stars(a trinary) on each side of the table.
I don't really know what you mean be "in depth" we each chose our favorite units from our favorite clan factions as was listed with thier unit specific special rules. all of which is taken from the official field manual (crusader clans etc..)
We used standard clan honor rules-a mech that could no longer stand(IE lost leg or 2 gyro hits) or had no functional weapons was required to disengage from combat and is no longer a viable target.
It never really came into play since most everything that got hit died to engine crits, got cored, head caps or ammo/gauss explosions-pilot hits.
Most unpleasant I must say. Thank god the battle wasn't part of a campaign.
Big fan of the Clans I presume?
I was wondering if you had some tips for planning campaigns. I'm working on one myself atm.
WoTR: Easterlings
WH40K: Grey Knights, Black Legion Chaos Space Marines
Warhammer FB: Bretonnia (WIP), Dark Elves (WIP)
Mishra's Playground in Flanders, Halle:
http://z4.invisionfree.com/Mishras_P...ex.php?act=idx
Not a fan of clans particularly any more than inner sphere. i am a fan of the game. the rules are tight and well written. no unit or army build will ever be invalidated by a new edtion of the game. it does not lend itself well to WAAC players. it has more variety than you can shake a stick at.
Campaigns for battletech are much like D&D as a Game Master (GM) it is your job to make the game as challenging as possible yet not so tough as to make it impossible for the players. being a gracious looser is also paramount as you run the OP4 and if you win the campaign generally ends.
I usually recommend a 3 game set that are linked together with certain mission objectives that affect the mext missions setup. you must be ready in each game to effectively change things at the drop of a hat-
Are they doing really well? scoring rare head shots or criticals?
Always keep a little something extra to throw thier way just in case.
Are they having a hard go at it? dice rolls say they are not able to hit the side of a barn? you may have to reduce thier opposition or give them generic support units to help them along.
If your looking for an easier time of it you can always use the pre-planned historical turning point manuals for a series of games that are allready laid out for you.
Last edited by mughi3; 22-10-2010 at 10:35.
^^ thanks!
WoTR: Easterlings
WH40K: Grey Knights, Black Legion Chaos Space Marines
Warhammer FB: Bretonnia (WIP), Dark Elves (WIP)
Mishra's Playground in Flanders, Halle:
http://z4.invisionfree.com/Mishras_P...ex.php?act=idx
Switching gears a bit we decided to work on a pre-made campaign.
I recently got the glengarry historical turning points book so we decided to start from the begining and work our way through teh historical campaign.
Mission 1 -prison break
mission goals
1.fast getaway
the grey death legion(GDL) must keep at least 1 hover transport and a single mech in contact with the residence building where legion officers are being held for 2 full turns and then escape with them off the GDL table edge
If this fails-
2.show em who's boss
destroy or disable all defending planetary defense force(PDF) units
We were down a couple players this game(halloween parties and what not)
so we decided to do a smaller version of the first mission leaving out the PDF air assets and reducing the number of units involved.
All units were rolled up randomly and the forces came down as follows
GDL
pilot ranking-vetran/regular
.marauder 3r
.orion 1m
.jenner 7k
.patton MBT
.X2 hover APC
.1 HMG infantry platoon.
pilot rankiing-green
.X2 challenger X MBT
.X2 patton MBT
.po MBT
.1 svanah master
.1 skulker recon vehicle
.X2 rifle infantry platoons
The table-light urban-
http://i70.photobucket.com/albums/i1.../bta103010.jpg
http://i70.photobucket.com/albums/i1.../btb103010.jpg
http://i70.photobucket.com/albums/i1.../btc103010.jpg
The PDF engaged with half it's mobile force on the left flank while keeping it's heavy units and infanty in close support of the objective.
The jenner managed to chase down the lighter units and finally kill them will the mechs engaged in a slugout with the 3 tanks. one of the PDF pattons took motive crit damage early on and turned into a pillbox. the second threw a track while turning on pavement and the po took multiple hits to engien and motive systems. with all 3 tanks effectively immobile the GDl force easily dispatched them but not before an ammo explosion destroyed the marauder.
Action on the left-
http://i70.photobucket.com/albums/i1.../btd103010.jpg
http://i70.photobucket.com/albums/i1.../bte103010.jpg
http://i70.photobucket.com/albums/i1.../btf103010.jpg
Last edited by mughi3; 01-11-2010 at 07:25.
More of the left flank-
http://i70.photobucket.com/albums/i1.../btg103010.jpg
http://i70.photobucket.com/albums/i1.../bth103010.jpg
http://i70.photobucket.com/albums/i1.../bti103010.jpg
The GDL forces advace acrross the river- the engagement with the challengers blow a leg off the orion and eventually engine kill it. the GDL also looses both hovers and most of thier infantry.
the remaining forces failing the fast getaway plan opt to show em who's boss to salvage the situation. a lucky break, one challenger is destroyed and the other sufferes a turret locked critical. allowing the GDL units to attack it on it's blind side.
The GDL comes out victorious with 5 infantrymen a heavily damaged jenner and a turretless patton still holding the table.
Historically 2 mech pilots, several tanks and some infantry were lost by the GDL during their assault. suprisingly we came very close to the historical outcome of the battle.
http://i70.photobucket.com/albums/i1.../btj103010.jpg
http://i70.photobucket.com/albums/i1.../btk103010.jpg
Last edited by mughi3; 01-11-2010 at 07:22.
"Bake until warm"
Glengarry campaign mission 2
For those of you who are not familiar with classic battletech lore. during the free sky rebellion(FSR) of 3056 the grey death legion(GDL) held off a numerically superior force of rebels on the planet of glengary.
Mission 2
the free sky forces assuming they have safecon to land at dunklad spaceport set downa sizable force.
unbeknownst to them the GDL lays in ambush among the spaceport facilitities.
the goal of the GDL is to buy thier dropship "demios" time to power up and lift off
This game the FSR consisted of 11 mechs, 4 tanks and 1 VTOL
facing off against the GDL
6 mechs, 3 tanks and 3 BA infantry squads.
The FSR forces decided to fan out among the port and quickly found themselves ambushed the exchange rate was pretty even up unitl the end of the game when mechs started cokking off ammo from critical hits.
first to go was the FSR dervish which took the GDL shrek and another FSR razorback mech with it . a few turns later in thesame general center area of the table the FSR cyclops went up taking it's own alacorn tank as well as a GDL zeus, and GDL battle armor with it. while doing heavy damage to the GDL dervish. the dropship as in the fluff hit the start point and failed to ignite it's engines, forcing the GDL to hold for another round.
With thier drop ship away the GDL fell back with 2 remiaining functional mechs.
The losses for both sides were heavy with the GDL looing all but 2 units and the FSR loosing
4 tanks
5 mechs
The spaceport-
http://i70.photobucket.com/albums/i1...s/ba111210.jpg
http://i70.photobucket.com/albums/i1...s/bb111210.jpg
http://i70.photobucket.com/albums/i1...s/bc111210.jpg
The battle begins-
the FSR advances from the left table corner towards teh GDL dropship in the opposite corner
http://i70.photobucket.com/albums/i1...s/bd111210.jpg
http://i70.photobucket.com/albums/i1...s/be111210.jpg
http://i70.photobucket.com/albums/i1...s/bf111210.jpg
the battle continues-
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