Author Topic: Quickstart for Two New Players  (Read 2678 times)

Eugee

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Quickstart for Two New Players
« on: 16 August 2016, 23:00:55 »
So I spent a lot of time last year making a mod for Tabletop Simulator to play Alpha Strike over, then took a break from the computer for awhile mostly because of work.  I've got a pretty large collection of mechs and such in my garage, but I live in Montana and there's no one to play with here.  So a couple of my friends online said it sounded interesting, and wanted to give it a try.  I slapped two Battletech maps together side by side and had them pair off with the Training scenario in the Quick Start book.

Seriul played the Marauder & Firestarter, while OZZIEWOLF and myself play the Warhammer and Hatchetman, respectively.  I don't have a model for the Hatchetman yet in TTS, so I used a Vindicator for similar size.  I've imported all these models from MWO with a white paint scheme, and when you use the Colorize feature in TTS, their armor changes color but not the base, weapons, or cockpit.  Note that while we used the hexmap boards I modeled for TTS, we did not use hex rules--as each hex is 2" edge to edge it's scaled for Alpha Strike--and when you pick up a figurine in TTS you can hold Tab down to show how far it's moving.  Very nice for finishing 1.9" away so you can melee.  :)

Anyway.

So we started off deployed up to 5" in, and the objective is to kill the other teams SZ 3 mech.  The WHM and MAD both set up on top of their respective hills with woods and partial cover.  We lost initiative on the first round; the WHM and MAD both hugged their positions while I jumped forward with the HCT and Seriul advanced with the FS9. 



Shots are fired with not a great chance to hit, but the WHM pounds the Firestarter from across the map for 2 damage.  Bad start for Seriul, who proceeds to lose initiative SIX turns in a row.  In the next turn he retreats the FS9 behind the cliff again, and I push the HCT up to the water, trying to pressure him into protecting the MAD.  But instead the MAD pegs the Hatchetman, stripping away all his armor.




In the following rounds Seriul (remember, losing initiative every round) backs up to the board edge to protect his back and hides from the WHM, who is now advancing across the map.  I kamikaze in with the Hatchetman to get out of the FS9s arc and go for a hatchet attack (I'm 1.9" away here).  First I eat a 2 point short range hit (no critical) but manage to strip 3 armor off the MAD with my hatchet.  If I die now I at least advanced the objective.



Next Seriul wins initiative (finally) and goes agressive.  I hide my badly wounded Hatchetman around the cliff while the Marauder lumbers up the hill, and the warhammer loses his rear arc to the FS9, taking heat and damage all at once.  Since he didn't shoot though, he clears the heat at least.  I miss my shot on the FS9 making for a pretty solid turn for Seriul.



The battle shifts again as the Marauder moves back down the hill for cover, the Warhammer moves around the cliff for a clear shot, and I'm left to deal with the FS9 that has his rear arc again.  The Firestarter misses his short range rear arc shot by 1, and then the MAD & WHM punch each other in the face.  The WHM does 3 @ short vs the MADs 2, and I tomahawk the Firestarter with a Melee hit.  I'm down to 2 internal but hanging in there.  The WHM goes internal at this point I think, picking up a Weapon Systems crit.  The Marauder goes critical as well, with an Engine Crit.



The next couple rounds are awesome.  The MAD keeps backpedaling to protect his rear and trading shots with the WHM.  I can't catch him (as we're the same speed) so instead I just keep missing.  The WHM takes a sensor hit now, just barely clinging to a sliver of internal structure.  The last turn, they both go Standstill to ensure they hit.  I'm charging over for a finishing shot with the hatchet, but they both blast each other at medium range, killing each other simultaneously.

The Hatchetman returned to base, taking credit for both kills since his battle recorder malfunctioned mysteriously.

A draw.  :)

They both had a good time, and are anxious to try a fight with larger forces, as losing initiative with 2 units really strips your ability to make tactical decisions.

I'll continue this post with the Veteran and Elite scenarios, and then we'll be doing some 400 PV battles in the big city maps I made last year!
« Last Edit: 17 August 2016, 07:01:22 by Eugee »

Tai Dai Cultist

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Re: Quickstart for Two New Players
« Reply #1 on: 16 August 2016, 23:14:50 »
I've loved seeing the fruits of your labor of love ever since you've been posting the pics.

Amazing job!

Eugee

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Re: Quickstart for Two New Players
« Reply #2 on: 16 August 2016, 23:32:56 »
thanks tai   

i love reading your aars and wish i had locals to play with!

Eugee

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Re: Quickstart for Two New Players
« Reply #3 on: 18 August 2016, 22:17:53 »
Had another buddy that wanted to learn Alpha Strike today, so I fired up my AS mod in Tabletop Simulator, and we got down to it!

[Deployment](https://puu.sh/qGmC7/f78e099e8a.jpg)

We just used two battletech maps for the simple training mission.  He had a WHM-6D and HCT-3F, while I had a MAD-3R and FS9-H. Objective is to kill the other guy's heavy.  We deploy 5" in from the edge; I started the Marauder right in the middle to narrow the fire lane, with my Firestarter ready to flank, while he started the Warhammer on the west (I'm calling the Marauder's facing North) of the ridges while his Hatchetman set up in total cover.

[First Turn](https://puu.sh/qGn6G/0a32c3d678.jpg)

First turn I win initiative; he moves his WHM up into woods for cover and I barrel towards him in the Marauder--I want to get to medium range and keep it there--his Hatchetman moves up for partial cover and my Firestarter rips across the board to lead the charge (12" move vs everyone else's 8").  Shots are exchanged, the jumpers all miss, but the Marauder connects for [first blood!](https://puu.sh/qGn7m/cd5536fe11.png)

[Second Turn](https://puu.sh/qGnox/0c0bf353a0.png)

I lose initiative; I lead off by vaulting the FS9 across the map and protecting my back in the lake (the water doesn't collide with the models), and the Marauder shimmies up against the cliff for partial cover.  The WHM & HCT both reposition to keep their TMM up but stay at medium range.  Were I him I would have barreled in to get into short range, where the Warhammer does more damage than the Marauder, and the Hatchetman can start using that melee attack.  I told him after the game, he didn't want any suggestions while playing.  So the Marauder is a monster, and connects again, [stripping off 3 more armor](https://puu.sh/qGnwD/59d080db1e.png), with no hits in return.

[Turn 3](https://puu.sh/qGo9C/28dda41589.png)

I win initiative this time, and his Hatchetman goes defensive back into partial, the Marauder slips up over the hill and into more trees, while the Warhammer moves 2" to keep his TMM up.  The Firestarter vaults across the map again into short range.  The marauder connects and scores a weapons critical, and then the firestarter connects as well, scoring a second critical, and bumping his heat up 1, leaving the Warhammer [barely standing](https://puu.sh/qGorS/31ce84837f.png).  Unfortunately all his shots miss again.

[Turn 4](https://puu.sh/qGoSt/b6eb98c44e.png)

Oops.  I lose initiative, and elect to have the Marauder go Standstill for this turn; I haven't taken a hit and the Warhammer can't get out of my LOS with only 6" of movement.  His Hatchetman jumps behind my Firestarter and I reminded him that I still get to move and he was like, I know.  So I start looking and think--oh he's dashing for that partial cover!  I forgot he only had 6" move though (and couldn't make it) so I ran over there like an idiot (so focused on getting cover from the Hatchetman) that I didn't twist, so the warhammer just scooted over to get out of the FS9s arc!  Well crap.  Oh well, time for some shooting.

Poor bastard missed with everything again... while my [Marauder did not.](https://puu.sh/qGp0L/9ff851e4e0.png)

I felt bad for the solid spanking he got, but he assured me that he had a great time and likes how quickly it plays compared to BT.  In his defense he was really rolling badly--the heavies needed 7-8 to hit every turn and he didn't connect once.  The lights needed 10s most turns with all their jumping, so them missing is expected--but four turns of shooting his Warhammer should have connected *once*, and I basically couldn't miss.

[Warhammer Down!](https://puu.sh/qGpab/c9f678e57c.png)

I'm really excited to have three other people to play Alpha Strike with now, though!

 

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