Author Topic: Tactical Challenge #6: King of the (sinking) Hill  (Read 1428 times)

evilauthor

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Tactical Challenge #6: King of the (sinking) Hill
« on: 02 June 2012, 02:28:12 »
The Scenario:

Welcome back to Solaris VII, mech fans! The newest Arena, Krakatoa has opened up and boy are the fans in for a show. It's a free for all King of the Hill battle folks as our mech warriors battles to be the last one standing. And they better be quick about it because they are on a VERY strict time limit!

The Contestants:

12 to 36 mechs enter the arena (depending on player preference). All mechs will be in the same weight class, agreed upon before the match starts. Each mech must be a canon design. No LAMs.

Each mech is its own team and it's every mechwarrior for himself. Cooperative tactics between competitors is allowed, but keep in mind that there is nothing preventing your "buddy" from stabbing you in the back.

Pilots are all of roughly equal skill level.

The Krakatoa Arena:

At the very center of a Arena is a column one hex wide, 10 levels tall. Surrounding it are a series of concentric rings of more columns. Each surrounding column is two hexes in size. The innermost ring of columns are 9 levels tall. The next ring of columns is 8 levels tall, and each successive ring is one level lower than the last.  The gaps between any two columns ranges from 1 to 3 hexes in size. The tops of all the columns are very slick and should be treated like an ice surface.

The outermost ring is at level 0 and denotes the edges of the arena. The outermost ring is not a series of islands but a solid ring, but is otherwise like the columns. The contestants start evenly spaced around the outer ring.

Inside the outermost ring encases a depth 2 lake of molten lava. The columns are rising out of the lava lake.

Arena Special Rules:

At the end of each turn during the match, the lava lake will RISE one level and flood any surfaces it rises over. Any mechs  ending a turn on a suddenly flooded level will take damage in accordance with Battletech rules regarding molten lava. At the start of the match, the surface of the lava lake is just below that of the start area and not flooding it. The lava stops rising when it reaches 10 levels.

The surfaces of the columns are very slick. So slick in fact that if a mech loses its footing and falls down for any reason, it will fall into a neighboring hex. Roll 1d6 to see which hex a mech falls into. On a 1, the mech falls into the neighboring column hex (unless the column is the center one which is only 1 hex in size). On a 2-5, or if the mech is on center column, the mech falls into a neighboring lava hex.

The victor of the match will go to whoever has the last functional mech.

Alternate Matches:

If playing individual mechs is not your thing, try team play. When using team play, there must be at least a minimum of four teams, all teams must be equal in number of mechs, and the central column will have just enough space to accomadate all team members and no more.

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So what mech (or mechs if using team play) do you choose to take into the arena? And what tactics do you use? And why did you choose them?

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The first thing that comes to my mind is that anyone who gets on the center tower early is probably going to draw a disproportionate amount of fire and get knocked off.

Martius

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Re: Tactical Challenge #6: King of the (sinking) Hill
« Reply #1 on: 02 June 2012, 04:07:25 »
XNT-50 for IJJ, quad bonus and damage soaking abilities.

YingJanshi

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Re: Tactical Challenge #6: King of the (sinking) Hill
« Reply #2 on: 02 June 2012, 16:28:01 »
Sounds cool.

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Kopfjager

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Re: Tactical Challenge #6: King of the (sinking) Hill
« Reply #3 on: 04 June 2012, 04:07:34 »
Canon Mechs only?

Septicemia... I think it was A or B. The one that goes 5/8/7 with dual TCed LPLs.

If IS-only, then I pick the C-EID-001 Eidolon or its Capellan knock-off the Yao Lien. :3