Author Topic: Phoenix, AZ - Campaign 2017  (Read 1958 times)

Joel47

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Phoenix, AZ - Campaign 2017
« on: 15 March 2017, 12:34:00 »
Ongoing Battletech Campaign (monthly games, Tempe, AZ)

Rules are here: https://docs.google.com/document/d/19OwgNoldoGaAGuujXkLKuiRNB88Vc6j2SWOeKnsTuCE/edit?usp=sharing
Player forces are here: https://docs.google.com/spreadsheets/d/1KG7jRnaZQ0NoYKRaqUkMMnEmt29qw7IiB0cUp0ev4x4/edit?usp=sharing


Scenario: Convoy Escort
Location: Game Depot, March 18 @ 1pm
 

Scenario Basics:
BV limit: 2500 (only applies for forces not submitted at least 48 hours before the game)
Unit max: 2 (applies to all forces; one carried infantry does not count against this total)
Convoy units: Each player will be given two wheeled cargo vehicles to escort. They are limited to on-road only, and have a maximum speed of 4.
Victory Condition (240 SP): Cargo vehicle is mobile at the end of the battle. This includes being carried by a combat recovery vehicle. (This reward is per cargo vehicle, and is divided equally between the players.)
Salvage: Yes
Intel: Ammunition must be stockpiled in preparation for the final assault. This convoy is carrying a significant amount of that ammunition; failure will make the final assault more difficult. The sensitive nature of the cargo has the vehicle crews nervous, however, so you will need to escort them closely and keep any enemy raiders well clear of the vehicles. (If a crew bails, it may be replaced by two conventional infantry troopers, or two members of a combat vehicle crew.)
 

Force Composition: See the campaign rules.

Force Composition, Short Version: Create a mercenary force according to the rules (or ask the GM for one). Pick two units from that force to bring to the battle. (If you submit these to the GM by Thursday there is no BV limit. After that, max 2500 BV.)

Terrain: The battle will be played on a 4'x6' table (2" hexes) with small hills, light forestation, and a road crossing the map. Setup will be along the short edges. We'll have at least two tables, and will split players evenly between the tables so that we don't have more than four players per table.

Force Changes
I know I'm behind on the record keeping for a few of you. I'll have it done in the next week.

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #1 on: 16 March 2017, 21:18:21 »
Unit max: 2 (applies to all forces; one carried infantry does not count against this total)

Convoy units: Each player will be given two wheeled cargo vehicles to escort. They are limited to on-road only, and have a maximum speed of 4.

Couple questions.

1.  Is that unit max the new standard for infantry or is that just for this mission?

2.  Is the enemy trying to shoot these wheeled cargo vehicles? 
If so, how tough are they/what model vehicle is it?

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #2 on: 16 March 2017, 23:36:29 »
1. Just this mission for now, but I'm on a crusade to speed up play. If I have to reduce unit count, so be it.
2. Trying to decide between something canon and something custom. Regardless, the enemy wants to capture them. They can achieve this by driving off the players, and they can also force a cargo vehicle crew to abandon/surrender by declaring (but not actually carrying out) an attack against it. (Don't panic -- within 3 hexes, can't be done by crippled units or VTOLs, and only if there isn't an escort player unit within 3.)

Jim1701

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Re: Phoenix, AZ - Campaign 2017
« Reply #3 on: 19 March 2017, 14:00:53 »
I think this game was a step in the right direction.  I just think that between the restrictions on the GM (attempting to capture rather than kill the trucks), unit selection and some bad luck the balance tipped things the other way. 


Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #4 on: 19 March 2017, 14:37:12 »
So how did the games go yesterday?
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #5 on: 19 March 2017, 14:57:10 »
Both total walkovers. A lot of dice luck & unluck, plus the GM forces lost several units to immobilizing crits early.

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #6 on: 19 March 2017, 15:43:56 »
Any idea on the date of next game yet?
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #7 on: 19 March 2017, 17:05:19 »
Between a lot of store tournaments and my own stuff there weren't a lot of free days, so this is what I could make work:

April 15th (day before Easter): Painting day. "Don't paint eggs, paint minis!" The combination of holiday plus Game Depot only being open until 6 would make a regular scenario difficult, and when I floated the idea Patty said people had been asking when the next painting day would be, so it works out.

May 13th: The next campaign game. (That's the day before Mother's Day, but that should be OK for most people.)

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #8 on: 22 March 2017, 19:00:56 »
Hey Joel,

Thank you for the game yesterday.  I am showing the following salvage from table 2.

Standard Tech Longbow - Lost left torso - XL engine destruction
Standard Tech Enforcer III - critical hit to head - lost cockpit
Standard Tech Guillotine - Head shot off
Musketeer - Immobile - Crew abandoned
Musketeer - Immobile - Crew abandoned
Alacorn - Immobile - Crew abandoned
Standard Tech Valkyrie - Lost right torso - XL engine destruction
Standard Tech Locust - Lost left torso - XL engine destruction

HOLY LOSTECH BATMAN!

I think that is more salvage than any 2 previous games combined, from BOTH tables.... 5 Mechs ?!?!?!?!
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #9 on: 05 April 2017, 13:58:35 »
Upcoming events:

April 15 - Paint Mechs, Not Eggs
Game Depot has shorter hours that day, so I'm going to be there painting. I'll have airbrush and decals for those who want to learn about them.

June 3 - "Final Battle" Campaign Game
Not the last game of the campaign, but the last game before you change planets (and I do some re-work on the campaign to make the battles feel more connected).

Jim1701

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Re: Phoenix, AZ - Campaign 2017
« Reply #10 on: 07 April 2017, 11:16:11 »
HOLY LOSTECH BATMAN!

I think that is more salvage than any 2 previous games combined, from BOTH tables.... 5 Mechs ?!?!?!?!

The flaw in this scenario, I think, is that Joel did to himself what he had done to the player forces in a few previous games.  He restricted himself to trying to capture (i.e. immobilize) rather than kill the trucks plus he had to deal with the defenders at the same time (i.e. the player force) and on top of that he had his normal BV penalty.  Given those restrictions there wasn't much of a realistic possibility of a GM win barring a fair bit of luck which neither GM got any of.  I know Joel in particular was not having any luck at all on to hit rolls and I don't think either of the regulator (RAC-5) got more than one shot at the trucks each before they went down. 

In hindsight to have made this difficult for the players given the opfor mission parameters Joel would have need to go one of a couple different ways. 

1. Send in a horde of throwaway units in after the trucks.  Send in as many cheap, fast units with crit seeking capability as possible and use them in a suicide charge to disable as many trucks as possible.  Of course this does violate the principle of trying to limit unit count to keep the game moving as much as possible. 

2. Use primarily snipers to set up an ambush from long range.  If limited to 3 or 4 gunners shots would be poor but it would force the players to go after the ambushers or hope to get the trucks off the table before they got too lucky.  I'd give the opfor a number of lbx-5's and lt. gauss rifles to make it interesting.  Such a force would not have stood up to the players long though OTOH I know our table ended up split pretty even between slow assaults and fast cavalry units. 

I probably would have required the trucks had to move at their best rate too so no one could park them in the middle of the table while they finished of the opfor. 

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #11 on: 07 April 2017, 11:17:53 »
I probably would have required the trucks had to move at their best rate too so no one could park them in the middle of the table while they finished of the opfor.

That was actually the main mistake on my part. You didn't do that on my map, and had it not been for some terrible dice rolling on my part the game would have been a lot closer.

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #12 on: 20 May 2017, 22:43:53 »
Copied from the email that was sent out...


Quote
Scenario: The Last Stand
Location: Game Depot, June 3 @ 1pm
 
Scenario Basics:
BV limit: 2500 (only applies for forces not submitted at least 48 hours before the game)
Unit max: 3 (applies to all forces; one carried infantry does not count against this total)
Victory Condition (300 SP): Hold the field at the end of the game. This is defined as having more BV and units on the board at the end.
Salvage: Yes. (Note salvage changes in the campaign rules.)

Intel: Thanks to your previous successes, the enemy has been under continuous bombardment. Expect a stand-up fight against near-parity force that has suffered some battle damage with only field expedient repairs.
Force Composition: See the campaign rules: https://docs.google.com/document/d/19OwgNoldoGaAGuujXkLKuiRNB88Vc6j2SWOeKnsTuCE/edit?usp=sharing

Force Composition, Short Version: Create a mercenary force according to the rules (or ask the GM for one). Pick two units from that force to bring to the battle. (If you submit these to the GM by Thursday there is no BV limit. After that, max 2500 BV.)

Terrain: The battle will be played on a 4'x6' table (2" hexes) with small hills, light forestation, and a road crossing the map. Setup will be along the short edges. We'll have at least two tables, and will split players evenly between the tables so that we don't have more than four players per table.


3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #13 on: 21 May 2017, 00:00:10 »
Thanks -- I sent the email and headed out to dinner, planning on posting here when I got back.

BTW, copy-paste error: The unit max is 3, despite the "two" further down.

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #14 on: 29 May 2017, 23:22:18 »
/Rubs hands together.

Finally I get to play my forces for the 1st time since November!
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #15 on: 04 June 2017, 14:35:59 »
Thanks to Joel for a great "end of contract" battle royal yesterday.


Only 5 people showed up yesterday since many were on vacation as I understand it, but with only 2 players v/s 1 GM on each table, for a Total of 6 Units per side, we were able to get in 8-10 rounds each which is 50-100% better than some of our games have gone.


So to break it down by table w/ outcome.


East Table:  Guest GM & 2 Players

GM forces entered from the South:
Salamander-5T  (4/5)   [Destroyed by CASE'd Ammo to XL]
Bombadier-12D  (3/4)   [Heavy Damage, missing both arms]
Hitman-2   [Destroyed by XL]

BlackHawk-KU-O  (3/5)   
MenShen-O-F  (4/5)   [Crippled by Damage - 5 Pilot Hits - Bailed Out]
Drillson-Standard  (3/5)   [Crippled by 1 Stripped Location - 2 Motive Hits - Abandoned]


Players enter from the North:
Ontos-Fusion-Custom-D  (4/5)   [Minor Armor Damage]
Rifleman-II-3N-2-Custom-D  (3/4)  [Moderate Damage]
Crow-Dragonfly  (4/5)   [Crippled by 1 Stripped Armor Location]  -  More on that later.

Wolverine-8K-Custom-C (4/5)   [Destroyed by XL]
Griffin-4R  (3/4)   [Light? Damage]
Wolfhound-5-Custom-A  (3/4)   [Heavy Damage?  Crippled?]



Game went 8 turns.
1 - Move on - No Shots - Players loose Round 1 Initiative but win Rounds 2-4 which leads to good spotting.
2 - More Moves & Early Shots fired - Rifleman cripples Drillson going internal + 2 Motive hits.  Drillson strips armor from Crow "crippling" it but leaving it at full power to hide & spot.  -  Fast Mover trio are sniping from range & moving into position to "merge"
3 - Salamander & Bombadier find Partial Cover & Woods respectively & begin Parking - Menshen takes TAC Gyro from Rifleman-II Cluster & goes down.   
4 - Menshen fails all 3 attempts to stand - Hitman takes a lot of small shots from Ontos but is still standing. 
5 - After 5th failed attempt to stand & 5th Pilot Hit the Menshen is down for the count. - Hitman takes even more hits & goes down, but not before finally landing a NARC on the Wolverine.  2 turns of fire from the Rifleman has the Bombardier down an arm & lots of armor.  Fast mover Trio are bouncing/zipping all over the enemy delivering fire where they can.
6 - Salamander becomes the focus of fire from Ontos, Rifleman, & Griffin as Bombardier takes deeper woods cover & unloads on the NARC'd Wolverine.  Bombardier looses 2nd arm.
7 - Ontos, Rifleman, & Salamander all leave their fire positions to move closer to woods cluster where the other 4 mechs battle near the destroyed Menshen/Hitman in the middle of the map.
8 - In the final turn of the game the Salamander & Wolverine both loose Side Torso XL's to Ammo & Full Internal loss respectively.


The game was lots of fun & the scenario & sides felt like good matches.

However there were a couple key points that were "gamechanger" effect points in the battle.

1.  3/5 Initiative split to Players w/ Turn-1 being being a GM win leaving it a 2/5 split on "critical" turns.
2.  Horrible GM Piloting Checks for the Menshen.   Failing 2-9's was one thing but then failing 5-8's in a row to stand up was just BAD LUCK.
3.  Salamander going 1/9 in LRM-15 Fire at the Rifleman in 3 consecutive turns of decent target #'s (8's or so)
4.  Blackhawk-KU being slightly out of position for about 2 turns left it unable to do the kind of damage a KU-O can do in close till later in the game.

Other than the 1 mistake w/ the KU the rest of the above is just pure bad luck for GM.

I'd call the game a Moderate/Decisive win for the Players, but it could easily have been a Draw but for luck of the dice, but isn't that always the case.


Salvage Pool East Table Sub Total:
Salamander-8T   (Mission Destroyed = 400 Possible SP)
Menshen-O-F   (Crippled = 825 Possible SP)
Hitman-2   (Mission Destroyed = 150 Possible SP)
Drillson-Standard   (Crippled = 125 Possible SP)

Player Repairs
Wolverine  (Out for 2 Games)
Crow  (Out for 1 Game)  More on this later
Griffin & Wolfhound - Unknown but possibly crippled by open armor locations?
« Last Edit: 04 June 2017, 15:31:02 by Hellraiser »
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #16 on: 04 June 2017, 15:04:30 »
Continued for West Table

West Table:  GM Joel & 2 Players

GM forces entered from the South:
Atlas-7K  (3/5)   [Mission Destroyed]
Falconer-9R  (3/4)
Drillson-Standard  (3/4)

Nightstar-9J  (3/4)
Hatchetman-6D  (3/4)   [Truly Destroyed]
Regulator-RAC  (3/4)


Players enter from the North:
Avatar-O-Custom  (2/4)
Thunder-1L-Refit-D  (3/4)
PhoenixHawk-6D  (3/4)

King Crab-005  (3/4)     [Mission Destroyed - Out 2 Games]
Champion-3P-Refit-D  (3/4)   [Crippled?]
Ostscout-9CS  (3/4)



Game went 10 turns.
I can't give a play by play per turn as I was on the other table but here are a few key highlights.

1.  Hatchetman crested a hill early & took massive fire opening holes that proved to later be fateful as it hindered tactical options & eventually was destroyed.
2.  Atlas took some early head damage & when failed a PSR later, fell backwards & took more head damage to destroy a functional mech.


Salvage Pool West Table Sub Total:
Atlas-7K   (Mission Destroyed = 500 Possible SP)
Hatchetman-6D   (Truly Destroyed - CT Cored = 0 Possible SP)

Player Repairs
King Crab  (Out for 2 Games)

Remainder of the forces are unknown, but:
I heard the Champion was close to death so might be out for a single game?? 
Meanwhile the GM was close to loosing the Nightstar or Falconer in another Turn which would have been more salvage.

With Kingcrab & Atlas being equal it ends up a Minor Player win due to the Hatchetman being destroyed.



Salvage Pool Total of both Tables:
Menshen-O-F   (Crippled = 825 Possible SP)
Atlas-7K   (Mission Destroyed = 500 Possible SP)
Salamander-8T   (Mission Destroyed = 400 Possible SP)
Hitman-2   (Mission Destroyed = 150 Possible SP)

Drillson-Standard   (Crippled = 125 Possible SP)
Hatchetman-6D   (Truly Destroyed - CT Cored = 0 Possible SP)


While there was some serious consideration given to a couple players wanting to add the Drillson to their forces, in the end, SP was the final decider & the 4 highest paying items were selected by the 4 players to claim as group salvage with the remainder going to "employer/rest of the unit"

REWARDS:
Total SP in salvage is 1875 which comes to 469/Player
After adding in the Mission Goal Reward of 300 earned by both tables this brings total payout to 769 SP for all 4 Players & Guest GM.


My partner said he would probably be taking the Salamander & I "think" I'll be taking the Menshen but I think we all were looking at how much SP we would have for Factory Grade Refits after this game so please, send Joel your requests to claim/buy any of the 4 chosen items above once you know for sure how much SP you have & if you are planning to buy/claim a mech.


« Last Edit: 04 June 2017, 15:46:46 by Hellraiser »
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #17 on: 04 June 2017, 15:23:31 »
I have a suggestion for a rules change in healing/repair times based on something I realized in today's game.

The Crow took a single LL shot for 8 points, no internal but stripped a location exactly.
In Forced Withdrawl this counts as Crippled now & while I can still play it, repairs are a full game.
Compare this to a Mech with Destroyed Leg that is repaired instantly between games & I noticed a problem.

Currently the rules are as follows:
Destroyed: Out for 2 games.
Two or more locations destroyed: Out for 2 games
Gyro destroyed: Out for 2 games
Crippled: Out for 1 game.

My suggestion involves the final line about Crippled.

Based on the differences in what is "Crippled" by Unit Type in TW, I'd like to suggest that "Crippled" be removed & instead have a 1 Game Repair time to ANY unit that takes a single "successful" critical hit to destroy a component.  IE. Any single Weapon, Actuator, Stabalizer, ECM, etc etc, Any Component at all.

I like Forced Withdrawl for GM forces, & I like them for deciding when a unit is "crippled", but, the extreme differences between units & the way we already have heal times for crews/infantry doesn't match up well in actual repair times, IMHO.

So basically that is my suggestion
The 1st 3 stay the same but change Repair time #4 to be "Anything was Critically Hit"
I think this better represents the time needed for Replacing a Hip/Engine Hit, etc etc, v/s just armor damage also lead to "crippling".
« Last Edit: 04 June 2017, 15:33:27 by Hellraiser »
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #18 on: 07 June 2017, 11:07:03 »
On my table, the Falconer was confetti due to an ammo explosion. The Champion was not crippled, though it had taken a crit to every single slot in its left leg. So yes, a re-work of the repair times is coming. For starters, I'm going to increase the maximum repair time to three games for destroyed units. I also need to introduce a "salvage" rule for totally destroyed (CT destroyed, but not by ammo explosion or area-effect weapon) units, probably 10%. This would apply to both player and enemy units. The table will probably look something like:
MechVehicleInfantryRepair Time
DestroyedDestroyed75%3 games
Gyro destroyed, location destroyed, 5+ critical hits  Immobilized, crashed (VTOL)50%2 games
1-4 critical hitsMajor motive25%1 games

Maybe make an exception for "location destroyed" in the case of "limb blown off" that drops it to 1 game if the limb is recovered.

Hellraiser has also suggested that infantry healing be reduced to 25%, and pilot hits to 1/game, and I'm strongly considering that. I still have to figure out how to treat crew injuries to vehicle crews (thinking 2 games for Commander Hit and Driver Hit, 3 games for Crew Killed, and ignoring Crew Stunned).

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #19 on: 09 June 2017, 00:23:30 »
MechVehicleInfantryRepair Time
DestroyedDestroyed75%3 games
Gyro destroyed, location destroyed, 5+ critical hits  Immobilized, crashed (VTOL)50%2 games
1-4 critical hitsMajor motive25%1 games


I still have to figure out how to treat crew injuries to vehicle crews (thinking 2 games for Commander Hit and Driver Hit, 3 games for Crew Killed, and ignoring Crew Stunned).

Crew Killed should be just that. 
Crew is Killed, much like Cockpit Critical Hit.
It counts as a single Crit Hit towards repairs but you have to buy a new Crew now.

I'd go 1 Game for Each Commander/Driver hit crit that is rolled. 
Similar to Mechwarrior Hits.  Every one is another game.

Agree w/ Ignoring Stunned.
Its a temporary effect that fades after the turn is over, so its not really "permanent" to be healed.



As mentioned in Email, a Crashed-Vtol is destroyed so that shifts up.
Adding Crit Counts for the Vehicles seems to be the way to go there.
Maybe 1 or 2 for 1 Game & 2-3+ for 2 Games.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

coloradog1

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Re: Phoenix, AZ - Campaign 2017
« Reply #20 on: 10 June 2017, 17:59:49 »
Sorry. Posted to the 2016 thread before realizing there was a 2017. I will be moving to the Phoenix area (Chandler) in two weeks. Never actually played the game, but have purchased quite a few books and the intro set. Hoping to find others who play in the area. Please let me know.

Thanks
Tony

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #21 on: 10 June 2017, 20:03:54 »
Welcome! I run a game about once a month at Game Depot in Tempe. Additionally, Ian, another Catalyst Demo Agent, runs occasional games at Games University in Gilbert. Finally, if you're up for a bit of a drive, there's a group that plays nearly weekly in Tucson.

My next games at Game Depot are July 1 (Alpha Strike) and July 15 (Battletech Campaign). If you're worried about being new to the game, for the campaign I'd have you spend your first game or two helping me run the opfor -- that's a good way to learn the rules without having the pressure of keeping up with everyone from day one.

coloradog1

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Re: Phoenix, AZ - Campaign 2017
« Reply #22 on: 10 June 2017, 21:49:20 »
Welcome! I run a game about once a month at Game Depot in Tempe. Additionally, Ian, another Catalyst Demo Agent, runs occasional games at Games University in Gilbert. Finally, if you're up for a bit of a drive, there's a group that plays nearly weekly in Tucson.

My next games at Game Depot are July 1 (Alpha Strike) and July 15 (Battletech Campaign). If you're worried about being new to the game, for the campaign I'd have you spend your first game or two helping me run the opfor -- that's a good way to learn the rules without having the pressure of keeping up with everyone from day one.

Thanks for the response. Not too interested in alpha strike, as I don't like the idea of measuring, but will plan on coming July 15.

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #23 on: 11 June 2017, 02:10:19 »
Welcome to the Valley of the Sun!  See you on the 15th!
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

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Re: Phoenix, AZ - Campaign 2017
« Reply #24 on: 17 June 2017, 21:03:05 »
Results from the June 3rd game

John's Table
Players = Dennis, John B.
Held the Field: 300/player
Salvaged: Salamader (400) [John B], MenShen (825) [Dennis?]
Other table salvage: Atlas (500), Hitman (150)

Repairs:

    John B. - Wolverine (2 games)
    Dennis - Crow (1 game)

Earned SP: 300+(1875)/4 = 769 Each.

Joel's Table
Players = Jared, Jason
Held the Field: 300/player
Salvaged: Atlas (500) [Jared], Hitman (150)
Other table salvage: Salamader (400), MenShen (825)

Repairs:

    Nothing crippled. (Damage/repair rules will be changing for next game. See below.)


Earned SP: 300+(1875)/4 = 769 Each.
(John D. also earns 769 for running the other table)

Upcoming Changes:
  • Since "Crippled" almost never happens without proceeding directly to "Destroyed," and there have been some seriously messed-up 'mechs that weren't technically crippled, Destroyed will move to 3 games out instead of two, and most existing 1-game damage will become 2 games. That will allow lesser damage (critical hits, etc.) to become 1 game out.
  • The next set of missions will be chained together, making the games more like a campaign than a monthly slugfest. Results of one game will lead to choices that must be made for the next.
  • That last mission was the last in the set, so players may perform modifications all the way up to Class F. Those are due by July 1.

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #25 on: 17 June 2017, 21:33:57 »
Global Alpha Strike Event: FedCom Civil War (Not part of the campaign)
7/1/17 Game Depot @ 1pm
Scenario Brief: When Victor Steiner-Davion returned from exterminating the Smoke Jaguars, he found that his sister Katherine had usurped his throne. While he hoped to avoid war, she forced his hand and the civil war began. Like circling sharks, other great powers joined in, and soon most of the Inner Sphere was embroiled in total war!

Force Composition: Each player will control a 400 point group of Alpha Strike forces. All units must be available during the Civil War (3062-3067) according to the Master UnitList. Each player will have one "Luck" point (ASC p54); if the player has at least one unit represented by the correct, painted miniature they will get a second Luck point. The first can be used by any of the player's units; the second (if available) can only be used to benefit painted, correct miniatures. GM-provided forces will be available as well. No aerospace. Special abilities not in the Standard Alpha Strike rules will not be in effect. (Note that on-board artillery has been added to the standard rules as of the 2.1 errata.) Lance Initiative will be in effect, so all forces must be grouped into the minimum number of groups.
For Faction, you may choose from one of the following:

  • Inner Sphere General, plus one Inner Sphere power from this list: FedCom, Lyran Alliance, Draconis Combine, Capellan Confederation
  • Inner Sphere General and Mercenary General
  • Clan Jade Falcon and Clan General
Inner Sphere forces are Max 16 units grouped by fours; Clan forces are Max 15 units grouped by fives.
For any force other than FedCom or Lyran Alliance, you must declare for one of those two powers; this can be done on game day.

Terrain: The battle will be played on a 4'x8' table with hills, forests, and urban areas. We'll have at least two tables, and will split players evenly between the tables so that we don't have too many players per table. Setup will be along the long edges.

Advanced Rules: Glancing Blows, Lance Initiative. Also note that Errata 2.3 has been released and will be in effect (including the nerfs to area-effect weapons that make me very happy).

Victory Conditions:
The side that still has the most points on the board at the end of the game wins. (Crippled units do not count for points.)

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Re: Phoenix, AZ - Campaign 2017
« Reply #26 on: 15 July 2017, 00:24:11 »
Website has been down but for anyone that sees this, we have a game scheduled for 1PM Saturday.


Quote
Battletech Campaign

Scenario: The Next Job
Location: Game Depot, July 15 @ 1pm
 
Executive Summary:

Having succeeded in your previous mission and completed refitting (save a few units that still need spare parts), you have been hired by House Steiner (specifically, Algernon Lamar Moon-Holger) to retake Cavanaugh II from the Free Worlds League. You have been admonished to minimize collateral damage and civilian casualties, so your initial drop will be well away from the capital of Caerleon.

Scenario Basics:
BV limit: 2500 (only applies for forces not submitted at least 48 hours before the game)
Unit max: 2 (applies to all forces; carried infantry does not count against this total, but the infantry must be drop-capable or carried inside a drop-capable unit)
Unit limitation: Must be drop-capable (Mechs, Protomechs, BattleArmor, WiGE vehicles)
Victory Condition (300 SP): Hold the field at the end of the game. This is defined as having more BV and units on the board at the end.
Salvage: Only if victorious. (Note salvage changes in the campaign rules.)
Next Mission (Success): Attack air defenses, or engage defenders in a stand-up fight
Next Mission (Failure): Breakthrough

Intel: Your transport was able to jump in-system using a pirate point, allowing you to achieve strategic surprise. If you can defeat the quick reaction force you should be free to maneuver.
Force Composition: See the campaign rules: https://docs.google.com/document/d/19OwgNoldoGaAGuujXkLKuiRNB88Vc6j2SWOeKnsTuCE/edit?usp=sharing

Force Composition, Short Version: Create a mercenary force according to the rules (or ask the GM for one). Pick two units from that force to bring to the battle. (If you submit these to the GM by Thursday there is no BV limit. After that, max 2500 BV.)

Terrain: The battle will be played on a 4'x6' table (2" hexes) with small hills, light forestation, and a road crossing the map. Setup will be along the short edges, with both sides moving on at the start. If turnout is high we will split players evenly between two tables.

Campaign Rules Changes: See the changes on repair times.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

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Re: Phoenix, AZ - Campaign 2017
« Reply #27 on: 27 August 2017, 12:08:03 »
Worldwide Event 2017 results from yesterday:
Lilihammer, New Oslo, Free Rasalhague Republic, 22 July 3050.
Clan Wolf: Nova C, Ice Ferret Prime, Adder B, Kit Fox S, Mist Lynx B, 5x Elemental (MG). All 3/4, except elementals 3/5.

Free Rasalhague Republic (4/5 unless stated): Stalker STK-3Fk (3/4), Victor VTR-9B, Grasshopper GHR-5N, Patton Tank (3/5), Vedette Medium Tank, Centurion CN9-AH, Talon TLN-5VNO, Saladin Assault Hovertank (armor), Scorpion Light Tank (SRM), 2x Jump Platoon (Laser). Stalker, Patton, and both jump platoons started out hidden.

Turn-by-turn report:

1.    Wolves win initiative. Both sides advance. FRR hidden forces stay hidden.
2.    FRR wins initiative. Both sides advance.
3.    Wolves win initiative, and reach the city's south edge. The Stalker reveals itself as hidden in the north side of the city (didn't want to have to walk across the map). Both sides continue to advance. The FRR Saladin reaches the target. The Stalker and the Nova see each other at opposite ends of a long street; the Nova hits the Stalker with a gauss, snake eyes, crit destroyes a Streak 2 (luckily for that walking bomb). [FRR scores 3]
4.    Wolves win initiative and push into the city. The Ice Ferret finds the hidden Patton the hard way, and loses most of the armor on one leg from the ambush. Half the FRR forces surround the target. The Nova hits the Talon with its gauss, nearly severing its left arm. [FRR scores 9]
5.    Wolves win initiative, allowing the Mist Lynx to get behind the Grasshopper and Talon. The main N/S street is the scene of a giant inline fight. Having lost initiative three turns in a row, the FRR is having trouble bringing all their guns to bear on the faster Wolves. However, the maneuvering is keeping the Wolves away from the target. The Puma gets shot up and falls; the Grasshopper is mauled but remains upright. [FRR scores 15, Wolves score 2]
6.    FRR wins initiative, letting them finally get some big guns pointed the right way. The Ice Ferret is hit by two AC/20s, one ripping off the ambush-damaged leg, and the other opening the CT and doing 2 engine hits. In return, the Wolves miss a lot of 7s. The Fenris falls on its CT, resulting in another crit that finishes off its engine. The Mist Lynx gets hit in the leg, taking a foot crit that sends it to the ground -- where the Talon kicks off it's RT. The death of the Ice Ferret kept the FRR at >2:1 for scoring. [FRR scores 15, Wolves score 2]
7.    Wolves win initiative. Mist Lynx fails to stand on its first attempt, making it an easy target. The FRR forces are still outmaneuvered, however. The Stalker takes a crit to the LA, critting the SRM ammo and blowing it to bits. The untouched Centurion is hit by Elemental SRMs, the first of which rolls a possible crit, LT, LRM ammo, boom. With that, the Wolves were back in the game! The poor Mist Lynx was obliterated by the Victor's AC/20. [FRR scores 8, Wolves score 8]
8.    Wolves win initiative. Lots of missing. The Elementals, having been delivered to the target over the preceding two rounds, begin scouring it of FRR infantry. [FRR scores 12, Wolves score 8]
9.    FRR wins initiative. Kit Fox finally runs out of armor and structure and ideas, expiring messily. The Patton, which has been dealing with initiative-winning jumpers getting behind it for most of the game, is finally destroyed. The Elementals attain full control of the building, and request a shipment of mops & buckets. [FRR scores 6, Wolves score 8]
10.    Wolves win initiative, but can't dance around and still maintain majority control of the building. The Victor hits the Nova in its right leg, opening it for the Scorpion's SRMs that blow it off. [FRR scores 12, Wolves score 12].

Game called. Final score: FRR 80, Wolves 40. The Wolves have 4 points of Elementals inside the target, but their only allies outside are one more point of Elementals and a one-legged Nova about to meet its maker (in the shape of a very angry Victor).

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #28 on: 02 September 2017, 12:46:43 »
Sounds like a heck of a game!

Never heard of couple of those mech variants (Stalker/Talon), very curious to see what new goodness those are.

Love the look of that map too.

So was this Alpha Strike or Battle Tech rules?
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #29 on: 02 September 2017, 13:38:53 »
The Stalker is listed without a record sheet in Era Report 2750; the Talon variant was created for this event. The Stalker is a Star League relic kept functional by the factory workers. The Talon is a locally-produced introductory tech Talon (slow, prone to overheating, but still a light 'mech with a PPC).

This was Battletech; the worldwide event had three scenarios -- one BT, one AS, and one AToW (the RPG). I only had time for the one; I was hoping someone else would run one of the others, since the AS scenario can be affected by the outcome of the BT scenario.

And since I haven't mentioned it lately, nor have I finished writing the scenario...
The next campaign game is two weeks from today, on Sept 16.

 

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