So after two years of non stop Alpha Strike Campaigning :drool: we decided to give poor Kibitsu a break. I had in mind a 3024/5 era Star Vikings theme where the players would have to manage the overstretched defenses of a sector against non-player Pirates who would strike at will, and somewhat at random, depending on an intelligence chart. But the players jumped at the concept of playing the pirates. A quick vote later and it was unanimous for a Pirate campaign. Arrrrrr.
The core concept was to use the Alpha Strike rules for their speed and simplicity not to allow larger and more epic scale battles, but instead to allow multiple very personal battles to be ongoing at the same time, and for the same player to be able to perform a drop, raid a world, get back for supply and repair, and then pick another target and drop again. To give the Pirates flexibility to choose their target, the missions for the entire campaign would all have to be generated ahead of time.
That's not easy to pull off with GM made scenarios, but I hit on the idea of each planet having its own mission and Op For predetermined, and sealed up in an envelope. This did mean that there was an awful lot of overhead to create the entire campaign in advance, and I also had to make sure that we didn't go over the limit of the number of each mech, tank, and plane that was painted, number of buildings available, that sort of thing. Luckily the gang helped out when my math was bad, and it worked! Each planet had an envelope with a description of the mission(s), the map, the Op For sheet, and if the Pirates were really successful, possibly another colored envelope to advance "The Big Score".
It was like a tournament combined with a campaign where anyone could drift in, play, and drift out as they desired. Narrative information would be provided between rounds, and the various named Pirates could work toward their individual advanced capabilities, and possibly also form alliances together. The Op For mainly worked to kill the named Pirates and Pirate mechs to weaken the band and eventually put it out of business. Some players committed to be dedicated Op For, and had their own email channel, with the Victoria Commonality Security Level going up with each successful Pirate raid, with some worlds mattering much more than others. The Pirates themselves were in competition with each other to form workable lances for what they thought might be the expected mission, based on limited intelligence. There was no mercy shown there, and the heaviest, best mechs were chosen early and often, typically
The first night was nuts. I thought that there might be 4 drops or so. Nope! Eight systems were hit, for a total of 10 missions. There were people I had never even met, let alone invited to the event showing up and playing. People who had never played Alpha Strike before, but loved classic were there trying it out. The old timers who had been playing for years were all over the place, helping out too.
Notable intrusions:
Massacre selected a Centurion for her ride, and manged to sneak her Lance onto Panzyr through the debris field, and then destroyed a local Lord's Highlander and got out. In addition to valuable supplies the pay out allowed her to form a Rogues Alliance with Deathclaw, who then teamed up and raided an old SLDF base with active defenses, coming away with advanced technology of the laser kind.
Ack-Ack took a Bombardier and hit the Capellans hard, capturing badly needed Spare parts, Ammo, and Armor to keep the enterprise moving along on two different worlds, taking out a Thunderbolt and an Awesome to do it. Sadly he was forced to abandon a potential salvage of a crippled Orion, as the Pirates were so low on Spare parts that they wouldn't have been able to repair it anyway!
Deathclaw in his Warhammer also manged to hit the miners and excavators of an old SLDF research base. He came about totally empty handed, except for this thing that Ace really was super interested in.
The Death Commandos executed an impromptu ambush on an unsuspecting light Pirate lance, leading to a bad situation that the Pirates were lucky to get out of.
A local mechwarrior ruling as Lord over a primitive civilization proved his divine godhood to the natives by repelling the Pirate invaders, and the 10th Sian Dragoons, destroyed in all but name, managed a last stand for the ages with crippled museum pieces.
A critically damaged Awesome is no match for a fresh Pirate lance.
Turret at the ready to repel Pirates.