Author Topic: FINISHED: 12 random-roll scenarios for tournaments or pickup games!  (Read 24417 times)

iamfanboy

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One thing I did not make entirely clear when I first posted this list: the goal of these random-roll scenarios, with no one knowing whether they would be attacker or defender, is to make it absolutely necessary to have as broad a variety of units as possible - yes, in pickup games one could load up on Alacorns and sit atop a hill, blowing apart anyone who comes within line of sight; but such a choice of OpFor would be crippled if they rolled up Attacker in a Depot Raid or Extraction in my tables.

While many of these scenarios do seem weighted in favor of the lighter designs, several of them are probably losses if you go with nothing but lights and mediums; The Duel, for example (though one of the more exciting playtest games I engaged in was where a Phoenix Hawk dueled with a Warhammer and won!)

The point of using two 1D6 rolls instead of a 2D6 was to avoid the bell curve inherent in 2D6; I wanted all scenarios to be equally likely to show up in a regular tournament game to avoid people weighting their forces in favor of the most likely rolls.

And yes, the original version of this was in the Ground Combat section of the forum; but here seems to be a better place for it as it IS an article, a fan-made one in fact. I'll be posting a link in that thread to this one.

A lot of these scenarios are even more exciting when using my single-table, easy double-blind rules so take a look at those, too!

12 SCENARIOS FOR USE IN BV2.0-BALANCED PICKUP GAMES OR TOURNAMENTS

This is a list of 12 scenarios, designed to be randomly rolled, for use in tournament settings (and casual play!) Several of them are adapted from the end of Total Warfare, but are expanded upon and balanced for forces using the same total BV regardless of the scenario.

Some of them are designed to favor fast units, even going so far as to exclude the slowest units; others favor the slower, powerful units. Some scenarios have a definite advantage for expensive, small units, whereas others will give an advantage to the player with cheap hordes. This variance is to encourage construction of flexible opfors with as broad a variety of unit types as possible.

Note, though, that the terms 'attacker' and 'defender' are used in a tactical sense, not a strategic one; if using these in a campaign then it's entirely likely that the strategic defenders might stage a strike against the attacker's supply depot (but would be considered the Attacker for purposes of that mission) or similar.

Each scenario consists of seven sections:

QUOTE: A humorous or educational quote that illustrates something about the scenario.
BRIEFING: A short explanation of what led to the scenario.
MAPS & DEPLOYMENT: An explanation of how mapsheets should be laid for the scenario, as well as where and how the attacker and defender may place their miniatures. Each scenario assumes two mapsheets for up to 2,500 BV, four mapsheets for up to 8,000 BV, and nine mapsheets for up to 12,000 BV. Whenever used, the term "map" refers to the spread of mapsheets as a whole, rather than one individual mapsheet.
OVERALL SPECIAL RULES: Any special rules that apply to both sides.
ATTACKER SPECIAL RULES: Any special rules that apply to just the attacker.
DEFENDER SPECIAL RULES: Any special rules that apply to only the defender.
VICTORY CONDITIONS: An explanation of what is required to win the scenario, which is (for most scenarios) based on BV destroyed by either side, with the side having destroyed the most BV being judged the victor. When using the Forced Withdrawal rules, a unit forced to withdraw that makes it off its side's table edge is worth half its total BV towards the total (unless otherwise noted).

To use these properly, follow this procedure:
1) Roll to determine who is the attacker and who the defender, by rolling a d6: on a 1-3 the dice-roller and 4-6 the other).
2) Roll 1d6 to determine whether or not you are on Table 1 (1-3) or Table 2 (4-6), then roll a second dice to determine the specific scenario:

Quote from: 1-3=Table One
1 MEETING ENGAGEMENT
2 SCORCHED EARTH
3 EXTRACTION
4 THE DUEL
5 DEPOT RAID
6 FINAL STAND

Quote from: 4-6=Table Two
1 BREAKTHROUGH
2 RESOURCE RUSH
3 CONVOY ASSAULT
4 RAVENING HORDE
5 AMBUSH!
6 HEADHUNTING

3) Having rolled the scenario, each player rolls a d6: highest roll picks which map edge they deploy on.
4) The game plays as normal. Recipe serves between 2 and 1,562 Battletech tournament fanatics.


MEETING ENGAGEMENT
Quote
"Best damn job I ever had. Travel the universe, visit exotic locations, meet interesting people, and try to kill them."
-Sergeant Mitchell Belluci
BRIEFING: During the initial stages of an invasion, two sides will send out their faster-moving units to pin down the opposing side for long enough to attack with their slower units.
MAPS & GAME LENGTH: Set up the mapsheets in a square arrangement, with each side deploying along the long map edges.  Any maps will do other than city-oriented types. The game ends at 20 turns or if one side withdraws completely.
OVERALL SPECIAL RULES: Any units with a Walk/Cruise MP of 6 or higher is deployed within 3 hexes of their side's map edge, with the rest being held in reserve.Units with Walk/Cruise MP of 5 move in from their side's map edge at the start of the 5th turn. Units with Walk/Cruise MP of 4 move in from their side's map edge at the start of the 10th turn. Units with Walk/Cruise MP of 3 or lower may not be deployed unless they are transported by faster units.
ATTACKER SPECIAL RULES & DEPLOYMENT:  Forced Withdrawal.
DEFENDER SPECIAL RULES & DEPLOYMENT: Forced Withdrawal.
VICTORY CONDITIONS: Units destroyed before the 10th turn passes (when the 4 MP units deploy) count for double BV, with units forced to withdraw before that turn counting for their full BV rather than half.

SCORCHED EARTH
Quote
"In recent decades, as armies attempt to capture and hold targets intact, scorched earth has become an extremely rare policy. It is only used when long-term victory is impossible or when the target is too valuable to fall into enemy hands."
-TRO 3025, Firestarter entry
BRIEFING: The defenders cannot allow the attacker to take the buildings here intact - conversely, the attacker must not permit the defender to destroy the valuables contained therein. 
MAPS & GAME LENGTH: The mapsheets should be laid out in a square arrangement. Half the maps must be urban/city maps, with 2 buildings per 1,000 BV of the game. The game ends at 20 turns, when all the buildings are destroyed, or if one side withdraws completely.
OVERALL SPECIAL RULES: Each building is considered to have 40 CV, with half of them being Level 1 buildings and the other half being Level 2 or higher.
ATTACKER SPECIAL RULES & DEPLOYMENT: The attacker must deploy within 3 hexes of the edge farthest away from the urban maps. Forced Withdrawal.
DEFENDER SPECIAL RULES & DEPLOYMENT: The defender may deploy anywhere within the urban maps. Forced Withdrawal.
VICTORY CONDITIONS: In addition to the standard BV rewards, each building that the defender destroys adds 200 BV to his total. Each building intact at the end of the game adds 200 BV to the attacker's total.

EXTRACTION
Quote
"Because the needs of the one... outweigh the needs of the many."
- Admiral James T. Kirk
BRIEFING: The remains of a battlefield can leave valuable debris for the victor, but only if he knows that it's there. In this case, he left an ejected and wounded pilot behind, one that is important... and now, he has to retrieve the pilot before the other side does.
MAPS & GAME LENGTH: The mapsheets are deployed end-to-end to give as long of a field as possible (if using more than four maps, place the other maps alongside the first four in a second layer.) Place a single token in the very center to represent the damaged full-head ejection pod of the pilot. The game lasts 20 turns or until one side achieves the victory condition.
OVERALL SPECIAL RULES: In order to pick up the pod, a 'Mech must have two operational hand actuators remain and cannot move for one turn in a hex adjacent to that pod. No 'Mech can run while carrying the pod. Because of the pod's weight and awkwardness, a light 'Mech has its Walk MP reduced by one while carrying the pod. If a 'Mech carrying the pod fails a piloting test, has any of its arm actuators destroyed, is destroyed itself, or if the player chooses to, it drops the pod in the hex directly in front of it.
ATTACKER SPECIAL RULES & DEPLOYMENT: The attacker deploys his units within the unit's Walk/Cruise MP of one short edge. Forced withdrawal.
DEFENDER SPECIAL RULES & DEPLOYMENT: The defender deploys his units within the unit's Walk/Cruise MP of the short edge opposite the attacker's. Forced withdrawal.
VICTORY CONDITIONS: The side that carries the ejection pod off its deployment zone map edge wins. If time runs out, the player whose deployment zone is nearest the ejection pod is declared the winner.

THE DUEL
Quote
"...The rest of the battle had stopped in an informal truce around the two Assault 'Mechs. All of them knew that those two pilots would decide the outcome of their petty struggle. This battle would make history, and the two MechWarriors fighting it were destined for immortality."
- Warrior, En Garde
BRIEFING: Battles are won most easily by breaking the will of an enemy to fight. There are few more effective ways to break that will than to destroy their champion in front of their eyes, and the leaders of both OpFors have chosen this path.
MAPS & GAME LENGTH: The mapsheets should be arranged in a square arrangement, with an area in the center as free of terrain obstacles as possible. The game lasts for twenty turns or until one side is completely destroyed.
OVERALL SPECIAL RULES: Each player nominates a unit with the highest BV OR overall weight (their choice as to which) as the commander. The only unit that can fire on the commander is the enemy commander until one of them is destroyed or forced to withdraw. If random effects would ordinarily hit one or the other (artillery scatter, Swarm missiles) they automatically miss.
ATTACKER SPECIAL RULES & DEPLOYMENT: The attacker deploys within 3 hexes of one map edge, with the commander unit deployed in the center-hex of their map edge.  The unit chosen as the commander gets a 1-point bonus to their Gunnery and Piloting skills. Forced Withdrawal is in effect.
DEFENDER SPECIAL RULES & DEPLOYMENT: The defender deploys within 3 hexes of the opposite map edge, with the commander unit deployed in the center-hex of their map edge.  The unit chosen as the commander gets a 1-point bonus to their Gunnery and Piloting skills. Forced Withdrawal is in effect.
VICTORY CONDITIONS: The unit chosen as the commander is worth double BV if destroyed or forced to withdraw by the other player's commander. Otherwise ordinary victory conditions are in effect.

DEPOT RAID
Quote
"Amateurs study strategy, professionals - well, you know the rest. The keystone of warfare is logistics, and the key of logistics are supply depots. More planets have been won with a lance of Locusts striking behind the lines than a company of Atlases lumbering forward."
-General Andrew Redburn (attr.)
BRIEFING: The supply depot located here is invaluable to the defender's strategy; unfortunately for the defender, the attacker has located them and staged a strike.
MAPS & GAME LENGTH: The mapsheets are placed in a square, with two counters (representing a supply pile) per 1,000 BV placed in the center of the mapsheets, plus one extra to make the total number of counters odd. The game ends at the 20th turn, or when all the counters are destroyed.
OVERALL SPECIAL RULES: Each counter represents a building with a CV of 20. Once all the CV is gone, the building is destroyed.
ATTACKER SPECIAL RULES & DEPLOYMENT: The attacker may only deploy units that have a Walk/Cruise MP of 6 or higher, unless they are transported aboard a unit that qualifies. He deploys within 4 hexes of any map corner (note: can be multiple corners!)
DEFENDER SPECIAL RULES: The defender may only deploy an amount of units equal to 1/4th the total BV (rounded up to the nearest 1k) initially.The defender deploys those units within 3 hexes of any supply pile counter. At the start of the 5th turn, 1/4th more may move in from any map edge. At the start of the 10th turn, the remainder of the defender's force deploys from any table edge.
VICTORY CONDITIONS: If the attacker has destroyed more supply depots by the end of the 20th turn, then the attacker is the winner. If the attacker has not destroyed more total, than the defender is the winner.

FINAL STAND
Quote
"All men die. Not every man chooses where and why he dies. Today, we choose to die as heroes."
-Tai-sa Jessica Alberez, final words
BRIEFING: A token force has been left behind to delay the enemy for as long as possible; victory is not measured in survival, but in time purchased with blood.
MAPS & GAME LENGTH: The mapsheets are deployed in a square.The game ends at the 20th turn.
OVERALL SPECIAL RULES: None.
ATTACKER SPECIAL RULES & DEPLOYMENT: The attacker may only deploy units that have a Walk/Cruise MP of 6 or higher at the beginning of the game, unless they are transported aboard a unit that qualifies. The attacker deploys those units within 3 hexes of one long map-edge.  At the start of the 5th turn, any units that have a 4 or greater Walk/Cruise MP may move on from the attacker's map edge. At the start of the 10th turn, the attacker may move any remaining units on from his map edge. The attacker uses the Forced Withdrawal rules.
DEFENDER SPECIAL RULES & DEPLOYMENT: The attacker splits his units into two equal (or as close as possible) halves according to BV, then rolls randomly to see which half he deploys and which half he leaves behind. He may use the Hidden Deployment rules for up to half of his deployed force. The defender deploys his units within 3 hexes of the maps' long center-line.
VICTORY CONDITIONS: If the defender has destroyed or forced to withdraw more than half of the attacker's BV total (note that units forced to withdraw still only count for half their BV) before being destroyed, he wins. Otherwise, the attacker wins.

SECOND HALF

BREAKTHROUGH
Quote
"Long ago, when the advent of tanks meant that truly mobile warfare was possible, the concept of schwerpunkt was first named. Schwerpunkt is the focal point of a battle, which if you could break through, you could encircle and destroy the shattered remnants of the enemy line. A full ten centuries later, the schwerpunkt remains a key concept of warfare."
-Republic of the Sphere command training manual
BRIEFING: The lines have clashed, and the both sides have a clear goal. The attacker: penetrate the enemy lines. The defender: prevent same.
MAPS & GAME LENGTH:  The mapsheets should be placed short end to short end to make as long a map as possible, up until four mapsheets. If using eight mapsheets, place the second four mapsheets in a line next to the first four.  The game lasts 20 turns or until one side achieves victory.
OVERALL SPECIAL RULES: At the start of the combat, roll a d6. On a roll of one, the first five turns are fought using night-fighting rules. On a roll of 6, the last five turns are fought using night-fighting rules.
ATTACKER DEPLOYMENT & SPECIAL RULES: The attacker deploys within 10 hexes of one map edge, and is only subject to Forced Withdrawal for the half of the map closest to his map edge.
DEFENDER DEPLOYMENT & SPECIAL RULES: The defender's deployment zone starts 25 hexes away from the attacker's table edge. The defender may use Hidden Deployment rules for up to one-fourth of his total force, and is subject to Forced Withdrawal.
VICTORY CONDITIONS: The victory is calculated using BV, with the following modifications: Any of the attacker's 'Mechs which are destroyed or forced to withdraw are worth double the normal BV to to the defender's total, while the attacker adds the BV value of any 'Mechs which leave the defender's map edge to his own total.

RESOURCE RUSH
Quote
"Lostech. Water. Food. Land. Ammunition. Treasure. Even knowledge. All of these and more have been the underlying cause beneath the roiling turmoil of war for centuries, and will continue to be for the centuries to come."
-Commodore Skuld the Scorpion
BRIEFING: Scattered across the battlefield are invaluable resources that must be taken, or if not taken then controlled so the enemy doesn't have easy access to them.
MAPS & GAME LENGTH: Roll a d6: On a 1-3, the battle takes place in a cityscape with 1d6 buildings per map. On a 4-6, the battle takes place in a wilderness area. The mapsheets are laid out in a square formation. The battle lasts for 20 turns or until one side achieves victory.
OVERALL SPECIAL RULES: There are two counters for every 1,000 BV of the battle size chosen, representing the resources being fought over. Each player takes it in turns to place them, with the following caveats: No counter may be placed within five hexes of either deployment zone, or closer than five hexes to each other, and if the battle takes place in a cityscape, each counter must be placed within a building. The counters may be picked up, carried, and put down by 'Mechs, but only if the 'Mech has at least one functioning hand actuator.
ATTACKER DEPLOYMENT & SPECIAL RULES: The attacker deploys within 5 hexes of one long map edge. Forced Withdrawal.
DEFENDER DEPLOYMENT & SPECIAL RULES: The defender deploys within 5 hexes of the opposite long map edge as the defender. Forced Withdrawal.
VICTORY CONDITIONS: Standard BV rules apply, with the following additions:
+200 BV per counter 'controlled' at the end of the battle (the side with the highest-BV unit closest to the counter controls it.)
+500 BV per counter carried off one side's respective map edge. 'Mechs which carry a counter off may not return to the battlefield, but do not give 1/2 their BV for Forced Withdrawal unless they were subject to Forced Withdrawal.

[DEV NOTE: In practice, this means that light 'Mechs tend to rush in, carry off what they can, and the big boys stay in to duke it out over the rest - with Forced Withdrawal pathways often trying to go over a counter so the damaged 'Mech can pick up a counter on the way out of the battlefield. It's fun!]

CONVOY ASSAULT
Quote
"Given the choice between a death sentence and J-27 duty, many choose the death sentence. At first this claim was dismissed as hyperbole, but studies have shown this to be true.... and may be no choice at all. The mortality rate for J-27 crews is triple that of any other military vehicle."
- TRO 3025, J-27 Transport entry (paraphased)
BRIEFING: A convoy of much-needed ammunition and armor is being taken to the front. The attacker's goal is to disable or destroy as many transports as possible, while the defender's goal is to get them off the table, or to throw back the attackers - whichever might be easier.
MAPS & GAME LENGTH: The mapsheets are laid out lengthwise, short end to short end, to form as long a map as possible, up until four mapsheets long. If using more, place the second row of mapsheets alongside the first. The defender deploys his J-27s in a line one hex apart, starting at one short edge of the map, and may deploy his forces within three hexes of any J-27 once finished placing the J-27s. The attacker moves on the map at the start of the first turn, from any of the three map edges which are not the defender's starting edge. The game lasts for 20 turns or until the last J-27 is off the board, either destroyed or moved from the far map edge by the defender.
OVERALL SPECIAL RULES: For every 1,000 BV of the match, the defender controls one J-27 transport in addition to his regular forces. (tracked 5/8, 6 armor per side, 1 MG armament for those who lack the information).
ATTACKER DEPLOYMENT & SPECIAL RULES: The attacker may only deploy units that have a Walk/Cruise MP of 6 or higher, unless they are transported aboard a unit that qualifies. Forced Withdrawal rules are in effect for the attacker.
DEFENDER DEPLOYMENT & SPECIAL RULES: The defender may not deploy any vehicles or Battlemechs that weigh greater than 75 tons. (The heaviest units would be at the front line, not escorting a ammo convoy, after all.) The defender's pilots will NOT retreat using Forced Withdrawal - no doubt afraid of ending up on a J-27 crew themselves!
VICTORY CONDITIONS: In addition to standard BV rules, each J-27 destroyed is worth 500 BV to the attacker, or if intact is worth 500 BV to the defender.

RAVENING HORDE
Quote
"Ravannion theorized that 'Mech warfare should be carried out by swarms of ultra-light 'Mechs to attack and overwhelm heavier, but numerically inferior defending 'Mechs."
-TRO 3025, Blackjack entry
BRIEFING: Whether by lunacy, luck, or genius, one side has an almost unstoppable mass of lighter 'Mechs to throw against the other.
MAPS & GAME LENGTH:  Use half the normal number of maps, arranged in a square, of the defender's choice. The game lasts for twenty turns or until the defenders are destroyed.
OVERALL SPECIAL RULES: None.
ATTACKER DEPLOYMENT & SPECIAL RULES: The attacker may not deploy any units over 35 tons, or any infantry/battle armor that is not transported in another unit. At the start of the game, the attacker moves his units on from any board edge. Every five turns, the attacker may recycle any destroyed units, and remove any units he deems too damaged to continue, and move them on as a fresh unit from the table edge.
DEFENDER DEPLOYMENT & SPECIAL RULES: The defender counts the number of units deployed by the attacker and chooses a number of units equal to that number to deploy. All of those units gain a +1 bonus to all skills.
VICTORY CONDITIONS: Each of the defender's units is worth one victory point, totalled at the end of the game, with destroyed units going towards the attacker's total, and still-functional (with at least one weapon system and one movement MP) going toward's the defender's. If the attacker has more, he wins; if not, the defender wins.

AMBUSH!
Quote
"All's fair, in love and war - pfagh! Nothing's fair in war, and that's the way I like it."
-Lt. Colonel Aserin "Silver" Bulat
BRIEFING: The attacker is about to spring an ambush onto an unsuspecting defender. The defender's goal: Survive. The attacker's: Wipe them out utterly.
MAPS & GAME LENGTH:  The mapsheets are placed long-end to long-end for a maximum of three mapsheets (the fourth is discarded if playing with four mapsheets). If playing with six mapsheets, place the second row alongside the first. The game lasts for twenty turns or until the defenders are destroyed.
OVERALL SPECIAL RULES: Roll a d6. On a 1-2, the first five turns take place under darkness conditions. On a 5-6, the last five turns take place under darkness conditions.
ATTACKER DEPLOYMENT & SPECIAL RULES: The attacker deploys his entire force according to the Hidden Deployment rules, within 5 hexes of any long map edge or 15 hexes of the short edge opposite the defender's. In addition, he may place two vibromine fields per 1,000 BV of the game anywhere but in the defender's deployment zone. He is under effect of Forced Withdrawal.
DEFENDER DEPLOYMENT & SPECIAL RULES: The defender deploys in a zone extending 15 hexes from one short map edge and not closer than 5 hexes to either long map edge. He may not deploy any ground units with an Walk or Cruise MP greater than 5.
VICTORY CONDITIONS: The defender gains normal BV points per attacker unit destroyed or forced to withdraw, but also adds to his total the BV of any of his own units that successfully move off the far table edge.

HEADHUNTING
Quote
"While some commanders at regimental level might wish they could command from their 'Mechs, the truth of that scale is that it requires a dedicated HQ post - which can be dangerously vulnerable."
BRIEFING: The attacker has found and prepared an attack on the defender's headquarters. The defender wants to throw back the attack, and the attacker wants to decapitate the defender's HQ before it has a chance to respond.
MAPS & GAME LENGTH:  Place the mapsheets in a square, with wilderness maps chosen. The defender places in the middle of the map a building with a CF of 60: this is his HQ building.
OVERALL SPECIAL RULES: Roll a d6. On a 1-3, the first five turns are under the darkness rules.
ATTACKER DEPLOYMENT & SPECIAL RULES: The attacker may deploy within 5 (10 on any maps larger than 4 mapsheets) hexes of any map edge, and may only deploy units that have a Walk/Cruise MP of 5 or higher, unless they are transported aboard a unit that qualifies.
DEFENDER DEPLOYMENT & SPECIAL RULES: The defender splits his force into two equal halves, then rolls randomly to see which he places within 10 hexes of the HQ and which are in reserve. In addition, he designates the highest-BV OR highest weight unit as belonging to the regimental commander: this deploys next to the HQ building and may not take any action for the first five turns, but recieves a +1 bonus to both skills.
VICTORY CONDITIONS: If the attacker destroys the HQ and the command unit, he wins. If he does not, the defender wins.



OK. I'm gonna try to do up a .doc version of this soon, but I've got lots of work to do; rent due soon so must pick up the pace!

PurpleDragon

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lurking
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

The secret to winning the land/air battle is that you must always remain rigidly flexible.

I like tabletop more anyway, computer games are for nerds!  -  Knallogfall

iamfanboy

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OK, at first I was doing this the hard way (manually formatting the basic post) and then I wondered, "What if i just copy the text as it is on the finished post?"

Bam boom, formatted properly.

I put it in double-column format to better fit in with Battletech products; each mission gets its own column except for the Escort mission (which overlaps a bit into the next column) and the rules fit neatly into the first page.

bakija

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While I'm yet to digest all of the scenarios, I wanted to say that this is an impressive piece of work. Good stuff!

winteriscoming77

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Can I assume the special rules like "darkness" and "night-fighting" are in Tac Ops?
Please check out my gaming blog at http://klecser.wordpress.com

It is not all Battletech (video games, game design, game philosophy, etc.), but has battle reports and my (inexperienced) musings about the game.

evilauthor

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I may have to start using this format for some of my Tactical Challenges.


Lyran Archer

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 [applause] Very well done! I've already saved myself a copy!
LCAF German Expeditionary Militia Kampfgruppe Panzerfaust: 1 Overlord class DropShip, 1 Fortress class DropShip, 2 AeroSpace Fighters, 4 BattleMech Companies, 1 Vehicle Company, 1 Infantry Battalion
Motto: STAND (behind a hill) AND DELIVER (indirectly via spotter)!

iamfanboy

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Can I assume the special rules like "darkness" and "night-fighting" are in Tac Ops?
Yes, they are actually. If you don't have them, then don't fuss them too much - they were thrown in there mainly for the flavor of a night/dawn raid than for game balance issues, and to spice things up for long-term players.

And thanks, Lyran Archer. If you take interest, that's always a good thing.

winteriscoming77

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Thanks.  I'm new to Battletech, but an experienced gamer, and I think this game lends itself very well to scenario play.  You did a great job with these twelve!
Please check out my gaming blog at http://klecser.wordpress.com

It is not all Battletech (video games, game design, game philosophy, etc.), but has battle reports and my (inexperienced) musings about the game.

mutantmagnet

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This along with the Industrial Tycoon Construction rules have made this a very good week for fan projects. Kudos.

TylerDurden

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Nice work!  I downloaded a copy for myself.   O0
If it wasn't for disappointment, I wouldn't have any appointments.  -- They Might Be Giants


iamfanboy

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This along with the Industrial Tycoon Construction rules have made this a very good week for fan projects. Kudos.
Thanks, but you may want to look at the dates on this - I first created these over a year ago!

I guess this is just a good week for people to WANT to look at fan projects?

Now all I need to do is get some more folks interested in my single-table, double-blind rules as in my signature... So simple that anyone can do it and it makes every game of BT 8 times more tactically interesting!

iamfanboy

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #13 on: 14 November 2013, 19:56:47 »
THREADCROMANCY AWAY!

So I've been thinking more and more on how to rework this for Alpha Strike on a 6'x4' table. First of all, is Forced Withdrawal even a thing in Alpha Strike? I really don't think so. Perhaps rewording it to "Any unit with damage to its Structure counts for half of its BV/AV in Victory Points" would be better, since that's the core of the Forced Withdrawal rules - a guy whose Battlemech gets severely damaged retreats.


Meeting Engagement requires no real alteration; the only variable is based on game size and a set table size fixes that.

Scorched Earth can probably change to "At least two table quarters must be city terrain" and "2 building per 50 Alpha Value" or "2 buildings per 20 Battle Value" as a straight conversion.

Extraction is possibly easy. A healthy portion of it is the long table length, so deployment on the short edge of table, placing the pod in the middle, and keeping the goal the same (pick the pod up, Size 1 Battlemechs have their Movement reduced by 2")

The Duel, I think, doesn't need to do much changing either. Each side chooses the unit with the highest BV/AV to fight it out, and they receive a 1-point bonus to Skill.

Depot Raid, once again, doesn't require much changing. Two depot counters per 20 BV/50 AV +1 to make it an odd number, the Attacker may not deploy units with a Movement of less than 12" may be deployed unless carried on a higher Movement unit, and the defender may only deploy 1/4th of his force in BV/AV initially, 1/4th more on the 5th turn, and the rest on turn 10.

Final Stand needs a smaller map space. I'm tempted to say restrict it to half the board, with the Defender deploying within 6" of the middle and the Attacker moving on from one of the 3' board edges. The Movement restriction on Attacker deployment changes - 12" units initially, 8" at turn 5, and the rest on turn 10.


Anyway, that's my thoughts on the first half. I'm gonna get to working on the second half soon, but I've got some homework sittin' in my inbox.

glitterboy2098

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #14 on: 14 November 2013, 20:56:55 »
First of all, is Forced Withdrawal even a thing in Alpha Strike? I really don't think so.
Page 27 of the rulebook.
any unit that takes crippling damage (no armor left and half structure remaining; or reduced to 0 on medium and long range damage) has to begin withdrawing towards it's home edge at best possible speed. once it reaches the edge, it is removed from the game. if the withdrawing unit is immobilized before it reaches the home edge it is considered destroyed for victory conditions.

withdrawn units count half for determining points for figuring victory conditions (basically if you make a unit withdraw, you get half as much as if you destroyed it. but a withdrawn unit also gives a quarter the normal points to the side that owns it when it comes to victory points.)

it is an optional rule though.

so basically, in AS you can just say "Forced Withdrawal is in effect"

also, for meeting engagement and other scenario's, it might be a good idea to say "blip counters are in effect".. it's a 'fog of war' optional rule that basically has units represented by tokens ('blip counters') until close enough to be spotted, either directly or via various sensor abilities. it gives an element of double blind to the game without requiring a GM or extra maps.


pensiveswetness

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #15 on: 14 November 2013, 21:09:55 »
Interesting...

iamfanboy

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #16 on: 14 November 2013, 21:19:56 »
Page 27 of the rulebook.
any unit that takes crippling damage (no armor left and half structure remaining; or reduced to 0 on medium and long range damage) has to begin withdrawing towards it's home edge at best possible speed. once it reaches the edge, it is removed from the game. if the withdrawing unit is immobilized before it reaches the home edge it is considered destroyed for victory conditions.

withdrawn units count half for determining points for figuring victory conditions (basically if you make a unit withdraw, you get half as much as if you destroyed it. but a withdrawn unit also gives a quarter the normal points to the side that owns it when it comes to victory points.)

it is an optional rule though.

so basically, in AS you can just say "Forced Withdrawal is in effect"

also, for meeting engagement and other scenario's, it might be a good idea to say "blip counters are in effect".. it's a 'fog of war' optional rule that basically has units represented by tokens ('blip counters') until close enough to be spotted, either directly or via various sensor abilities. it gives an element of double blind to the game without requiring a GM or extra maps.
You mean... they're using my single-table, double-blind rules?

*bounces around pony-style* Yesyesyesyesyes! That is soooo great!

glitterboy2098

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #17 on: 14 November 2013, 21:25:39 »
using counters to hide units is hardly a new idea.. i'd actually suggested something similar 5 years ago, based on some battlereports i'd read from historical microarmor games.. and then there are games like SpaceHulk, which had 'blip counters' (actually called them that too!), and that was from 1989.


personally i intend to use both forced withdrawal and blip counters whenever i run a game. blip counters force a more realistic "probe and counter probe" type early game, and encourage players to bring actual recon units (or at least some 'disposable' units for recon by fire).. while forced withdrawal encourages a more realistic endgame, since very few fighting forces would literally fight to the last man. it also forces some evil choices.. do you guard your crippled units and thus end up with less forces to fight the main enemy.. or do you leave your cripples on their own, at the risk of an enemy unit picking them off?

the same with the Battlefield Intelligence ratio's.. taking recon units and mobile HQ units (like C3 and such) gets you an advantage in initiative and if it is high enough over the enemies, the option to deploy some units as hidden units. helps simulate the very real advantage of better knowledge of the enemies location and abilities.
« Last Edit: 14 November 2013, 21:46:44 by glitterboy2098 »

Jimmyray73

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #18 on: 23 November 2013, 23:03:01 »
I like it, this should help set up a few beer & pretzel games at the homestead!
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beyond.wudge

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #19 on: 16 January 2014, 03:30:57 »
Haha looks really good. :)

I enjoy the breadth and depth of the quotes.

WarGod

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #20 on: 16 January 2014, 05:36:24 »
awesome will use
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You're falling through the air in a Grenadier. Style went out the window long before you did.

jairb

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #21 on: 24 January 2014, 00:07:26 »
I just tried Extraction for the first time with two opposing lances in Alpha Strike.  If I hadn't had CBT record sheets available we'd have had to make it up with respect to which of the mechs had TWO Hand Actuators to carry the ejection pod.  More importantly, once all of those mechs were destroyed the mission was automatically a draw using the Victory Conditions as written.  Even if one of us had annihilated the other, with no two handed mechs remaining on the field there is no way to satisfy the Victory Conditions.

We are both "common sense" players so we resolved it like gentlemen and had fun the entire time.  For pick up games or tournament play with strangers the Victory Conditions should likely be explicit that if you choose to destroy your opposition in its entirety, you win.  :)

When do you think you want to start working on converting the missions to 6' x 4' table descriptions rather than maps?

Slotus2005

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I have played a few of these scenarios, and I like them better than most published scenarios. The only problem we had was the slower units were quite heavily penalized for our taste.

I like the idea of delaying heavier units because I have seen too many battles that were just a slugfest.

We reworked the Extraction scenario to where mechs with a single hand could carry out the objective. It turns out that there are a lot of mechs that do not have two hands.

The assassination scenario with the buildings and the elite commander was pretty well balanced.

The meeting engagement scenario... I had a few lighter units (Galleons, infantry in a Blizzard, and a Javelin). I was against all 4/6/4 units, except a Dervish. There really was no reason for me to try and engage before the rest of my army came on the board. I am thinking that there could be some reason to try and engage early before the heavier stuff shows up.

However, with all this being said this is far more work than I have ever done. I feel that a game needs a core of generic scenarios for pick-up games... not everybody wants to play a series of games that follow a story line.

Thanks again for your work on this.



truetanker

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #24 on: 07 October 2018, 23:49:14 »
You're welcome - that does seem like a fine idea, though since I've abandoned basic Battletech for Alpha Strike long since.

Then you'll need to re-work these into Alpha Strike content! And then add more, preferably with Society and or Word of Blake forces in mind.

These fit well, but are too ungagly for the afore mentioned forces.

TT
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That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
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iamfanboy

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #25 on: 05 November 2018, 00:54:44 »
Then you'll need to re-work these into Alpha Strike content! And then add more, preferably with Society and or Word of Blake forces in mind.

These fit well, but are too ungagly for the afore mentioned forces.

TT
I... think I will. But I wanted them to be as generic as possible, so people could bring a tournament list and then drop it.

truetanker

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #26 on: 05 November 2018, 21:02:21 »
Most of the scenarios can be re-worded with another one or even two other units, just account for their BV encounters. Like by adding another 1K more BV should work for each map, based on the clan / WoB foe.

If using Society, one has to remember they use really poor mechanics than regular Inner Sphere warriors, so a +1 G/P skill set should work, Clans are generally a -1 G/P skill set over IS. Same for the Manei Domini, better than standard IS, the Word forces are on same par as the regular IS warriors.

Confusing? Here's a breakdown from worst to best:

2/3 Manei Domini, elite, Clan, Commander ( if one is available )
3/3 Manei Domini, reg. / Clan, elite
3/4 Clan, reg. ( including BA ) / IS, Commander ( if one is available )
4/4 IS, elite / Clan, most ASF - Tankers - Infantry ( not BA ) / Society, Commander ( if one is available )
4/5 IS, reg. / Word, reg. / Society, elite
5/6 Society, reg.

There are exceptions, but these are few and between.

TT
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Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

iamfanboy

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #27 on: 06 November 2018, 18:24:48 »
So the main problem with revising these is that the central thought I had for them is encouraging players, in BV2.0 games, to pick the worst units: lights. While not all of them were balanced to move players away from "four assault 'Mechs and upgrade Gunnery as much as possible", most of them WERE, and it's giving me some fits when thinking about how they should relate to Alpha Strike.

I think I may repost this in the AS subforum and get their thoughts on it as well.

Xeno426

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Re: FINISHED: 12 random-roll scenarios for tournaments or pickup games!
« Reply #28 on: 22 November 2018, 23:40:17 »
Good thread, though in the depot raid, I'm not sure how it's supposed to work. "If the attacker has destroyed more supply depots by the end of the 20th turn"
More than what? Half the supply depots?

saab14

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Hello,

I’m getting a lot of mileage out of these scenarios, but am a bit confused on the BV stuff. The author says, for example:

MAPS & GAME LENGTH: The mapsheets are placed in a square, with two counters (representing a supply pile) per 1,000 BV placed in the center of the mapsheets, plus one extra to make the total number of counters odd. The game ends at the 20th turn, or when all the counters are destroyed.

Now does that refer to the battle value per side, or the total battle value of all units in the game?