Author Topic: Revisiting an old topic- Player's Marduk campaign  (Read 3240 times)

Colt Ward

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Revisiting an old topic- Player's Marduk campaign
« on: 05 March 2012, 11:32:31 »
Hello,

I cannot remember who or what group posted a topic series about their table top campaign covering the battle for Marduk between FS and DC.  I have some questions about how they did certain mechanics.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

Saint

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #1 on: 05 March 2012, 15:17:51 »
I might be able to help. I was part of a group that did a SW era Marduk campaign, hope it's the one your looking for.
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


Colt Ward

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #2 on: 05 March 2012, 16:12:00 »
The one with the two sides on a campaign map, pictures on here and eventually pictures with background.  It included aero, artillery and other combined arms aspects.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

Saint

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #3 on: 06 March 2012, 15:13:23 »
Sounds right I came in at the middle of that one,but I help where I can.

It was 100,000 BV1 (may need to adjust). Mechs and tanks were picked by the GM.

A strategic map for unit movement (double blind), table top for battles.

Artillery was free but resticted to one lance of 2 Long Toms, and 2 bodyguard tanks.

Each side had two repair/resupply units that included mobile mech repair unit, and a lance of hover tanks as bodyguard.

Mech pilots were free but assigned:
Warriors 4G/5P, Lance Commander 3G/4P, Company Commander 2G/3P, XO 2G/2P, CO 1G/2P
Tank crews 4G/5P

Aerospace was a little more abstract. The GM used some Flames of War rules for fighters and their missions. If they had a bombing, or straffing mission once on the board he used aerospace rules.
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


Colt Ward

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #4 on: 06 March 2012, 16:43:58 »
It was more the strategic map rules I was interested in, as well as maybe strategic turns.

Forces, support and supplies will be determined based on the scenario and for the major NPC forces, randomly rolled.  I am planning to fight the destruction of the ComGuard 11th Division on Fletcher Nov '67 - Jan '68 using MegaMek and of course spreadsheets.

Depending on who I can find to play the ComGuards, it will likely be manuever warfare that retreats into fixed fortification seiges.  Which means, the recon elements will be important with double blind and advanced sensor options.  I want to go with limited satelite recon, forcing the various NPC and player forces to use scout/recon assets of (real) mechanized infantry, VTOLs, conventional fighters, ASF, and scout mechs.  The info war will be an interesting opening phase of the fight.

So my questions are . . .

Stragetic Map Questions
How did the Marduk rules handle ASF on recon flights?
How did the Marduk rules handle hidden LP/OP units, like BA, infantry and scout vehicles/mechs?
How did the Marduk rules handle recon patrols, say like single/pair/lance of units with Beagle Actve Probes and their sight range?  or non-electronic equipped units on patrol?
How did the Marduk rules handle movement across the various terrain as represented on a strategic map?

Strategic Turn Questions
How long was a strategic turn?
How were the repairs set up for strategic turns? (IE, 1 turn repairing armor & reloading, 2 turns repairing X systems, 3 turns repairing a engine, etc)
How were strategic assets divided up per turn?  Could artillery fire in support of two different battles in a turn?  How many strikes could ASF make in a strategic turn?  How long were they down to refuel & reload for strategic turns?  What about Air Mobile infantry/BA?  Could survivors from one battle hop on a Karnov and fly to another in the sam strategic turn if it was close enough?  What about Small Craft transport?  Strategic movement by DS?

Thanks for your help, I used to have the Marduk thread saved, I just loved what that group shared with us and it gave me so many campaign ideas.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

Saint

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #5 on: 07 March 2012, 15:24:22 »
Stragetic Map Questions
Q: How did the Marduk rules handle ASF on recon flights?

A:I don't remember it well, but I we picked a hex on the strat map and we got to see if anything was in it and the surrounding hexs.

Q:How did the Marduk rules handle hidden LP/OP units, like BA, infantry and scout vehicles/mechs?

A:We had no infantry or BA, everything else flowed the standard rules (older book set at the time?).

Q:How did the Marduk rules handle recon patrols, say like single/pair/lance of units with Beagle Actve Probes and their sight range?  or non-electronic equipped units on patrol?

A:No BAPs for that one, later campaigns we only used BAPs in battles, non electronic was not done at all. We later on discussed allowing recon units to be able to detect enemy forces in adjacent hexs as they moved.

Q:How did the Marduk rules handle movement across the various terrain as represented on a strategic map?

A:1 Strategic Map movement is 1/2 speed of the slowest mech in the unit ,rounding up (example: A unit with 3 Wasp and a Urbanmech would have Strategic Map move of 1)

2 Terrain features on the Strategic map cost one extra point of movement. To a minimum of one movement.

3 Units that consist of all mechs with jump-jets may ignore intervening terrain on the Strategic Map (example: A unit with a 3 Wasp and a Stinger would have Strategic Map move of 3 no matter the terrain). VTOLs ingnore terrain features.

Strategic Turn Questions
Q:How long was a strategic turn?

A:Roughly one day.  Time was only really used for the fluff parts.

Q:How were the repairs set up for strategic turns? (IE, 1 turn repairing armor & reloading, 2 turns repairing X systems, 3 turns repairing a engine, etc)

A:I did not get to see that part, but here is what we did in later campaigns. It's very generic but it worked.
Repair/Re-supply: All locations bellow allow units to re-supply their ammunition.

Small Cities/Moble Repair unit allow players to repair 2 units per strategic turn,

Large Cities allow 3 units to be repaired,

Repair faculties allow 4 units to be repaired

Bases allow 6 units per turn to be repaired

Q:How were strategic assets divided up per turn?  Could artillery fire in support of two different battles in a turn?  How many strikes could ASF make in a strategic turn?  How long were they down to refuel & reload for strategic turns?  What about Air Mobile infantry/BA?  Could survivors from one battle hop on a Karnov and fly to another in the sam strategic turn if it was close enough?  What about Small Craft transport?  Strategic movement by DS?

A: Artillery could only give support to one battle at a time. ASF made straffing/bombing runs through out the battle but they would have to spend one two turns off map to turn and line up for a run. Refueling was one Strat turn , repairs same as mechs. Sorry again no infantry. Dropships could move a force anywhere on the strat map, but risked being shot down if ASF had a intercept mission in that area.
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


Saint

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #6 on: 07 March 2012, 15:26:31 »
Hope that helps, and keep us posted if you can. O0
"Our eyes lie on Glory, Honor, Strength. Burned worlds will declare our name as cause."


Whyphandler

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #7 on: 23 January 2025, 04:47:29 »
Sorry for late reply.  That was me, been gone for awhile, but I’m back.  Nice to be fondly remembered.  Still have questions?  I’m getting ready to start another.
Started CBT in 1990, ran Marduk campaign about 2005, left scene for a decade, back in hard now!

CarcosanDawn

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #8 on: 23 January 2025, 04:54:04 »
Sorry for late reply.  That was me, been gone for awhile, but I’m back.  Nice to be fondly remembered.  Still have questions?  I’m getting ready to start another.

Where do you play these?
Size sometimes matters.

Colt Ward

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #9 on: 23 January 2025, 06:11:38 »
I liked and enjoyed reading the battle summaries, wish I could get something that large going.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

Whyphandler

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Re: Revisiting an old topic- Player's Marduk campaign
« Reply #10 on: 24 April 2025, 01:48:17 »
Where do you play these?
South Florida.  Ft Myers area.  Starting up a new one shortly, Ardoz campaign, non canon battle IS vs Clan right after Tukkayid.  Will post in campaign section.  AS rules this time.
Started CBT in 1990, ran Marduk campaign about 2005, left scene for a decade, back in hard now!