Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
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Post by Alien Dave on Jan 7, 2016 21:34:13 GMT
aaand a 100 ton Behemoth Heavy tank. Because reasons.
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Post by ironskar on Jan 8, 2016 21:58:55 GMT
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Campaign
Jan 9, 2016 6:23:25 GMT
via mobile
Post by madphil101 on Jan 9, 2016 6:23:25 GMT
Which has 10% off at Wayland (if they get it, deliver it and if arrives this century... Lol)
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Post by stubram on Jan 11, 2016 15:01:24 GMT
An update on the current state of the DEAD SKYE RENEGADES (valued at a little over 80,000,000 c-bills currently)
The aim is to get a full second company of mechs and start playing campaigns company vs company, instead of lance vs lance. A little light at the moment, with only a 30 ton Javelin (currently attached to the Recon Lance) and 75 ton Orion, but hoping to expand to a full lance after the current campaign and perhaps shave a mech of each of the current lances to fill out the roster a little.
Blue Skye Uhlans
Atlas D Trebuchet 5N Hermes II 2S Zeus 6S Griffin 1S Spider 5V Awesome 8Q Dervish 6M. Commando 2D Grasshopper 5H Wolverine 6M Assassin 21
Orion ON1-K Javelin 10N
Black Skye Cataphracts
Von Luckner Goblin Infantry Plt Marsden II Goblin Marsden II Goblin Warrior H-7 Attack Helicopter Behemoth Goblin Warrior H-7 Attack Helicopter
Support
Buffel Heavy Battlemech Recovery Vehicle
Flatbed Truck Mash Truck
Flatbed Truck Mobile HQ
J-27 Ordnance Transport Coolant Truck (Hover)
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Post by stubram on Jan 12, 2016 10:23:38 GMT
BATREP: Dead Skye Renegades VS The Red Shirts
Scenario: Hide and Seek
Having completed their main mission objective, the DSR Command and Recon lances began boarding their drop ship. The Cavalry lance, performing a final sweep of the area, were ambushed by an under strength RS Recon lance. Despite inflicting some damage early on, it was clear that fighting from a static position in the Recon lance's light mechs was not going to end well, as demonstrated when DSR Sgt Flenser in his Trebuchet TBT-5N tagged a lurking Stinger STG-3R, blowing its left leg clean off in one salvo, forcing the pilot to power down. The remaining RS Wasp WSP-1A and Valkyrie VLK-QA gamely hung on, and even managed to strip the armour from three separate sections of the DSR Trebuchet by constantly outmaneuvering it, in addition to inflicting appreciable damage on the Cavalry lances Griffin GRF-1S and Wolverine WVR-6M . However, after the Valkyrie took crippling damage, forcing a withdrawal, the remaining Red Shirt mech quit the field.
One silver lining for the beleaguered Red Shirt forces is that, as the Renegades were in the process of embarkation, they were forced to leave the legless Red Shirt Stinger in the field for recovery.
Final Campaign Score -
DSR +4 RS -3
The DSR forces have been judged to have successfully competed their Recon Raid.
The RS, while not achieving their assigned Extraction Raid, fought the DSR to a standstill and were not pushed off planet. It will most likely be down to an employment tribunal to decide if their mission is counted as a success, draw or failure.
In any event, both forces took a real battering, with the Red Shirts losing three light and two heavy mechs - nearly half their forces (total cost 10,318,904 c-bills, though the Rifleman and Stinger should be repairable with a little work, and the Warhammer after extensive repairs). The Renegades are down by one light mech, two helicopters, one heavy tank, and an assault mech (total cost 11,720,210 c-bills - all of which were abandoned in the field) but salvaged a DS Stinger. Both the losses sustained and the damaged inflicted (including the extensive salvage obtained for their employers) may well count positively towards the Red Shirts final ruling.
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Post by stubram on Jan 13, 2016 11:55:56 GMT
The Outworlds Alliance must have been happy with the DSR's previous performance, as they've given them another Recon Raid. With no time to rest and refit, some mechs still have lingering damage (including the one-armed Griffin!). On the plus side, we finally managed to bag a 75 ton Orion ON1-K which is on its way to the battlefront even now.
On the negative side, I now have far too many combat units to transport in one go, which has had a brutal effect on my unit's reputation.
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Post by stubram on Jan 13, 2016 14:33:45 GMT
I've had a thought - thusly -
The new structure that we've been following for our min-campaigns (Linked Scenarios) has certainly offered some much needed structure and objective orientated games, but the last session with Dave did highlight a weakness in that the Linked Scenarios are arranged as a 'set piece' campaign, and assumes that the desired end objective is going to be the destruction or surrender of your enemy. Dave's mission was an extraction raid. Tony has less than a lance of mechs. Both of them aren't going to be going for full on head-to-head fights, which is where the Linked Scenarios lets itself down a bit. Currently the only way to win a Linked Scenario was to either destroy the enemies base, or get a Campaign Score differential of 10 or more.
My idea was to basically move the goalposts a little.
E.G. - There is a scenario called 'Extraction'. If Dave (or whoever) has that as their main objective, then they only need to reach that point on the Linked Scenario table (page 49 of Strat Ops). In that example, a force would only need to achieve a +1 Campaign Score to reach that point. After that, they simply play the scenario and succeed or fail as normal.
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Post by nemesis on Jan 13, 2016 15:02:30 GMT
I've had a thought - and then - It was gone Ive had moments like that too ,
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Post by stubram on Jan 13, 2016 15:19:28 GMT
I feel so violated. And not in the good way
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Post by nemesis on Jan 13, 2016 15:31:49 GMT
Im sorry !
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Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
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Post by Alien Dave on Jan 13, 2016 16:21:08 GMT
I feel so violated. And not in the good way That's f@ck all! I can tell you some stories.... One of them involves a coffee table, some ty-wraps, a broom handle a fridge full of beer and a bunch of bored sailors..
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Post by madphil101 on Jan 13, 2016 18:44:30 GMT
I feel so violated. And not in the good way That's f@ck all! I can tell you some stories.... One of them involves a coffee table, some ty-wraps, a broom handle a fridge full of beer and a bunch of bored sailors.. Did they make a raft?
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Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
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Post by Alien Dave on Jan 13, 2016 19:12:39 GMT
Nope. A lolly pop..... My name is Dyslexic of Borg. Your ass will be laminated.
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Campaign
Aug 14, 2016 14:14:56 GMT
via mobile
Post by stubram on Aug 14, 2016 14:14:56 GMT
aaand a 100 ton Behemoth Heavy tank. Because reasons. Anyone got any ideas how to best reflect different Command Rights when playing TW? E.g. Integrated Command - player has -1 (or however much) Initiative? Liaison - loss of reputation if the liaison dies? Anyone got any tried and proven ideas? Or just some fresh ones? Cheers guys.
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Post by stubram on Sept 7, 2016 7:25:41 GMT
I'm BACK! the one-man Battletech crusade on OOOOOOON mother-flippers!!
Tony and I played a game recently which involved a combination of campaigns that we've been using thus far, but now we've upped our game to include planetary strategic maps. A previous gripe has been that the Linked Scenarios are too rigid, but the open format is too vague and directionless.
Having bought Campaign Operations, we've hit upon a combo of issuing orders on a strategic map with a series (generally 4-8) objectives. This means that, if one person has a small objective raid, and the other has a full planetary invasion, they can both work on the same map and move in the same way, but simply have different goals once they get there (eg. one side has to scout a fuel depot, the other has to blow it up).
We've had one tester game so far, whereby my medium cavalry lance ambushed his light recon lance (reinforced by a Commando mech that they'd 'liberated' from a nearby factory!). It was a close game (9-8 to me) with lots of explosions, and kept the pace of the overall game going (my other lances were fortified around a city whilst looking for an informant, whilst Tony was trying to capture and persuade the population centers to openly revolt as part of his ongoing guerrilla campaign).
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Campaign
Sept 7, 2016 7:40:43 GMT
via mobile
Post by comstar on Sept 7, 2016 7:40:43 GMT
Nice sir is the new book worth getting or is it a couple of pages of use?
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Post by stubram on Sept 7, 2016 10:19:11 GMT
Nice sir is the new book worth getting or is it a couple of pages of use? 90% is what's already in the Beta versions of Force Creation, Force Operation, and Solar System Creation. Some minor tweaks (e.g. it no longer specifies the House that employs you, instead just saying 'Major Power' or Minor Power' and lets the player choose which House/State they want to use). The bit me and Tony found useful was the bit about running different styles of campaigns (Narrative, Map etc.). TBH, it was helpful for me, but I suspect that the experienced campaigners among us (of any game) would probably already have some ideas on that. Actually, it remind me a little of the first game you, me and Tony played where there were 3 objectives and we picked the order that we attacked them, with various consequences and benefits for achieving them.
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Campaign
Sept 7, 2016 12:05:23 GMT
via mobile
Post by comstar on Sept 7, 2016 12:05:23 GMT
I did the same with Tony with the ones out of the main book which worked well. Great for puck up games Are you free monday 26th September for a game?
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Post by stubram on Sept 7, 2016 14:26:28 GMT
I did the same with Tony with the ones out of the main book which worked well. Great for puck up games Are you free monday 26th September for a game? The hotel is still shut innit? Love to mate, but I'm moving house in the near future so don't wanna mess people around with last minute cancellations. I suspect I shall be accosting randoms with last minute game offers when I know I can escape.
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Campaign
Sept 7, 2016 14:43:39 GMT
via mobile
Post by comstar on Sept 7, 2016 14:43:39 GMT
Yes that's the last week of supposed closure. It would be at mine or yours sir. Where are you moving to sir?
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Post by stubram on Sept 7, 2016 15:08:12 GMT
back to Weymouth land. Finally buying a house (I hope!). Fear not though - I was living there when I first joined the club. I'm also looking to convert the loft into a dedicated games room for much merriment and hiding from the wife.
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Campaign
Sept 7, 2016 23:36:58 GMT
via mobile
Post by comstar on Sept 7, 2016 23:36:58 GMT
back to Weymouth land. Finally buying a house (I hope!). Fear not though - I was living there when I first joined the club. I'm also looking to convert the loft into a dedicated games room for much merriment and hiding from the wife. Games room well that would be good sir
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Post by stubram on Sept 9, 2016 9:34:41 GMT
The above system we're trialing needs some polishing - should forces that include conventional vehicles travel slower than all-mech units on the strategic map (I know hovercraft are faster, but they are also limited on the terrain they can pass through)? At the mo, we simply have numbered counters representing each portion of the force, so you don't know who you'll come across until the battle is decided. I'd like to include satellites (Tactical Ops), but don't want to overly complicate things. May look into it for the next campaign. Any better solutions?
We also are trialing a system whereby a force with an average speed of 6 or more can move 3 Strategic hexes, but anything else can only move 2. Should there be variations? Should units which have a cruising speed of 3 or less only move 1 hex? It would really emphasize the issues that the likes of the Lyrans have with their big assault mechs being outmaneuvered by more mobile forces.
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Campaign
Sept 9, 2016 22:04:00 GMT
via mobile
Post by comstar on Sept 9, 2016 22:04:00 GMT
Well movement i would say yes on slow only moving one hex or they get transported by dropship etc. As to conventional forces the same implies. Where Mechs can nearly go anywhere there main advantage over conventional forces.They can only go there at a cruise ie walk. If they went at speed of a run they will overheat badly if they do that for too long. Where as a hover vehicle can go over flat ground and water with no issues... but trees and rough ground then there's an issue. I would say speed is 1 hex per walk/cruise of 1-3, 2 hexes are 4-6, 3 hexes are 7-9, 4 hexes 10-12 etc. And slow down as per terrain to what is travelling through it and if you want to leave something behind to make up time well then so be it Well enough rambling on I'm going to zzzzz land
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Post by stubram on Sept 12, 2016 12:21:06 GMT
Cheers for your thoughts my friend. I like the mini-table of strategic movement - we'll give it a crack. I'm currently desperately painting another mech company so we can increase our games from lance vs lance to company vs company, with the occasional Alpha Strike Battalion level game for the big assaults.
Huzzah!
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