Author Topic: Phoenix, AZ - Campaign 2018  (Read 22352 times)

Joel47

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Phoenix, AZ - Campaign 2018
« on: 15 March 2017, 11:34:00 »
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.
« Last Edit: 07 January 2018, 10:45:52 by Joel47 »

Hellraiser

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Re: Phoenix, AZ - Campaign 2017
« Reply #1 on: 16 March 2017, 20:18:21 »
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, 22:36:29 »
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, 13:00:53 »
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, 13:37:12 »
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, 13:57:10 »
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, 14:43:56 »
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, 16:05:19 »
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, 18:00:56 »
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, 12:58:35 »
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, 10:16:11 »
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, 10:17:53 »
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, 21:43:53 »
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: 20 May 2017, 23:00:10 »
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, 22:22:18 »
/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, 13:35:59 »
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, 14:31:02 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, 14:04:30 »
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, 14:46:46 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

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Re: Phoenix, AZ - Campaign 2017
« Reply #17 on: 04 June 2017, 14:23:31 »
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, 14:33:27 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, 10:07:03 »
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: 08 June 2017, 23:23:30 »
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

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Re: Phoenix, AZ - Campaign 2017
« Reply #20 on: 10 June 2017, 16:59:49 »
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, 19:03:54 »
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.

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Re: Phoenix, AZ - Campaign 2017
« Reply #22 on: 10 June 2017, 20:49:20 »
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.

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Re: Phoenix, AZ - Campaign 2017
« Reply #23 on: 11 June 2017, 01:10:19 »
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, 20:03:05 »
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.

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Re: Phoenix, AZ - Campaign 2017
« Reply #25 on: 17 June 2017, 20:33:57 »
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: 14 July 2017, 23:24:11 »
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, 11:08:03 »
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).

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Re: Phoenix, AZ - Campaign 2017
« Reply #28 on: 02 September 2017, 11:46:43 »
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

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Re: Phoenix, AZ - Campaign 2017
« Reply #29 on: 02 September 2017, 12:38:53 »
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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Re: Phoenix, AZ - Campaign 2017
« Reply #30 on: 02 September 2017, 19:11:38 »
Very cool.
See you in a couple weeks.
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 #31 on: 07 September 2017, 17:51:42 »
So are you still tweaking the scenario?  Are we going to be dealing strafing runs?  strikes?  bombs? 

Joel47

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Re: Phoenix, AZ - Campaign 2017
« Reply #32 on: 07 September 2017, 17:54:12 »
You're attacking an airfield. You'll have friendly aerospace cover that will keep you from constant bombardment, but you should be prepared in case any enemies slip through.

Here's the scenario, for those not on the email list:

Scenario: Airfield Attack
Location: Game Depot, September 16 @ 1pm
 

Executive Summary:

You have succeeded in getting a foothold on Cavanaugh II, but until you can gain at least local air superiority your dropships will be hard-pressed to keep you in supplies... which is why you've sent a fast strike force to capture an enemy airfield. Judging by the blips that just popped up on the long-range scanner, however, your "fast strike force" wasn't fast enough -- an easy "blow up everything" mission just got complicated.

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)
Unit limitation: Must be at least 4/6, or be carried by a unit that is.
Victory Condition (300 SP): Hold the field at the end of the game. This is defined as having more BV and units in the airfield area at the end of the game. Bonus 100 SP if none of the alternate victory conditions were accomplished.
Alternate Victory Conditions (100 SP per, max 400 SP): (Only if the field is not held.) Destroy the control tower, fueling station, repair bay, and at least three hangars.
Salvage: Only if field held. (Note salvage changes in the campaign rules.)
Next Mission (Success): Stand-up fight or, if at least one field is held, Defense
Next Mission (Failure): Breakthrough
Intel: From the number of enemies on your threat display, you're outnumbered and maybe outgunned; additionally, if they were able to scramble aerospace fighters you might be vulnerable to air attack. With excellent tactics you may be able to hold the field, but the safe plan is to destroy the facilities and get out.

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 minimal forestation and an airfield complex in the middle. Setup will be along the player's choice of edge, with the GM defenders placing half their units before the edge choice. If turnout is high we will split players evenly between two tables.

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Re: Phoenix, AZ - Campaign 2017
« Reply #33 on: 08 September 2017, 10:15:44 »
I knew there was another question I meant to ask. 

It doesn't say anything about short vs. long edge.  Does this mean the players can choose any of the four edges to come in on?

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Re: Phoenix, AZ - Campaign 2017
« Reply #34 on: 08 September 2017, 10:17:21 »
Yes. You can analyze the visible defenses and come up with a plan; you can also choose to play range games, or immediately go toe-to-toe.

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Re: Phoenix, AZ - Campaign 2017
« Reply #35 on: 08 September 2017, 10:51:01 »
Cool.

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Re: Phoenix, AZ - Campaign 2017
« Reply #36 on: 09 September 2017, 18:00:15 »
Unit max: 2 (applies to all forces; 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 in the airfield area at the end of the game. Bonus 100 SP if none of the alternate victory conditions were accomplished.

Alternate Victory Conditions (100 SP per, max 400 SP): (Only if the field is not held.) Destroy the control tower, fueling station, repair bay, and at least three hangars.

Salvage: Only if field held. (Note salvage changes in the campaign rules.)

Intel: From the number of enemies on your threat display, you're outnumbered and maybe outgunned; additionally, if they were able to scramble aerospace fighters you might be vulnerable to air attack. With excellent tactics you may be able to hold the field, but the safe plan is to destroy the facilities and get out.

Terrain: The battle will be played on a 4'x6' table (2" hexes) with minimal forestation and an airfield complex in the middle. Setup will be along the player's choice of edge, with the GM defenders placing half their units before the edge choice. If turnout is high we will split players evenly between two tables.


Some questions based on what I'm reading.

1.  Unit Count is for ALL forces, but the Intel says we are out numbered.
This is contradictory, so I'm wondering if this is a typo & if so in what way.


2.  More BV in the airfield area to win? 
Do you mean a specific section of the map or the map itself.
If its a specific section, how large are you talking?


3.  IF they were able to scramble fighters?
We don't play with Aero units so are we actually under attack from fighters?
If we are, are they part of the allotted BV?
If we are, are we able to shoot back?      IE.  FLAK = Good
If they are & if we can, then is a shot down fighter salvageable?  (For points, not playing in the future)



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 #37 on: 09 September 2017, 18:07:58 »
1. The "all" refers to both types of player forces, not the enemy.
2. About a quarter of the map. It's mainly to avoid stuff in the corner of the map counting.
3. The odds are you'll get strafed or bombed at least once. You have allied fighters that will put severe restrictions on the enemy. Shooting back will help quite a bit.  If you shoot something down, it crashes; you're welcome to salvage the confetti.

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Re: Phoenix, AZ - Campaign 2017
« Reply #38 on: 15 September 2017, 16:27:54 »
Tomorrow (Sept 16) game canceled, sorry. Family stuff (nothing bad, just takes precedence).

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Re: Phoenix, AZ - Campaign 2017
« Reply #39 on: 24 September 2017, 13:17:29 »
Any news on when the replacement game will be?
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 #40 on: 30 September 2017, 22:53:33 »
Saturday, October 14th.

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Re: Phoenix, AZ - Campaign 2017
« Reply #41 on: 16 October 2017, 15:19:06 »
Thanks for the fun game Joel & Jim as Guest GM.

Kind of glad the ASF didn't end up working, that always seemed rather complex to mix the 2.
That said, an actual AT battle with Fighters -> Warships every year or 2 would be awesome.


For the games/results.


For Table West it was GM:Joel47 v/s 2 Players.   (? v 4 Mechs?)
No idea what the GM had but the players had a new Wolfhound customized, a Jump-9 Griffin?, a Catapult of some type, & a 4th mech that I didn't catch.

I don't know the specifics of each round, because I was on the east table but I got the impressions that the GM forces took out 2 mechs while 2 more retreated off the board to preserve themselves, but not before the players destroyed 2 of the Airfield objectives.



Table-East:   Guest GM:Jim1701 v/s 3 Players  (9v9 Units)

GM Forces:   (2 H-Mechs, 3 M-Mechs, A-Vee, M-Vee, 2 L-Vees)
Warhammer-9M?   (Lt Gauss)
Bombardier-11D?   (2750)
Lynx-9Q?
Hunchback-5M
Cicada-3MA?   (Snubby)
Partisan (AC2)
Drillson  (Standard)
Hunter ?  (LRM10+2ML)
Harasser  (LRM)

Player Forces:   (A-Mech, H-Mech, 2M-Mechs, 2M-Vees, 3-BattleArmorSquads)
Rifleman-II-3N  (Custom/Snubbies)
Avatar-O  (Custom-ERPPCs/MLs/TC)
PhoenixHawk-6D
Firestarter-O  (Custom-Plasma/MLs)
Musketeer (3080)  x2
Kopis  x2
Taranis


The Players started out with less mechs, less Vees, over 100 tons less in raw tonnage & less mobility.
What they did have is some advantage in Skill & Quality of units over some lemons in the GM forces.

In hindsight, as players, I think we made 2 small tactical errors on turn 1.
Both our 4/6 heavies entered in 1 corner of the board which meant it took a while to get them range for big contributions.
We also dropped off the Battlearmor on turn 1 at the edge of the airfield so they also were not able to be right in the mix early on.
Neither was major but if round 1 had gone a bit different, I think there might have been quite a bit more destruction in the game.

These 2 things combined with some great play by GM:Jim lead to a far more even battle than we thought it would be after seeing some of the lemons that he was forced to work with.  (Hunchback & Warhammer,  yikes)

Quick round by round as I remember it, and only got 5 of them in sadly, partially due to my own lateness in arriving.


Round 1.
GM forces deployed on map (slow) or enter from the far end (fast).
Players enter from closer side to air base.
Avatar/Rifleman-II were on the SE Corner,  Pixie on the SW Corner,  Firestarter & Hovers w/ BA roll up the middle into cover of buildings & drop off BA Squads.

Round 2 the Firestarter & Hovers move West to back up the Pixie as the GM throws multiple hovers & mechs towards it.
The Partisan & Bombardier are still East side of the map & the Avatar/Rifleman try to take down the partisan.
Fire goes badly for the players & BOTH Musketeers are immobilized that round by Engine or Motive.
Minor damage to the GM forces left the players feeling a bit unsure but determined to try to kill something v/s destroy buildings.

Round 3 & 4 saw the Players manage to keep 1 Musketeer alive while the other had to bail out.
The GM forces on the other had saw the Hunchback fall & loose most its firepower from LT Cased ammo explosion followed by eventual CT coring in turn 5.  The Cicada got stacked on by the Pixie from behind that saw 3 MLs go RT(R) for XL/Torso destruction.
The Partisan was crippled down to 1/2 MP with a +6 to PSRs.  The Warhammer fell over, but otherwise was minimal damage.

The final round, #5 ended with the Partisan & Hunter both destroyed & the Firestarter missing most its armor.
Personally, the best/worst parts for me however were in my final round of fire.
Rifleman goes 2 for 4 at the Bombadier on 6's & having both hits go into the partial cover it was behind...... so annoying.
I yelled Edge to burn both my points that I had been saving in case the Firestarter took internals & rolled 4x 6's.
Double Boxcars ?!?!?!?  on an LBX Slug & Snubbie from 3 hexes, 20 points to the head!  A Pristine Bombardier for Salvage!
Only to be told that you can't use offensive edge on the final round.  DOH.
I actually recall that rule but thought it had gone away when Player edge dropped from a Max of 2/Unit down to 2/Force thus removing any 4/6 Edge forces from play.    DENIED :(
Finally the physicals phase.  Firestarter Kicks Warhammer from behind, Right Leg, Crit, Crit Roll, 12!!!  Leg Snaps off, 3 sets of Box Cars in 4 rolls, and the crowd goes wild.   

GM Joel decided to take some pity after denying the headless Bombardier & lets us keep the de-legged Warhammer as the game ended since it wouldn't have been able to crawl away & we were not retreating.

The Bombardier, Lynx, & 2 Hovers were Pristine or nearly so & retreated while the Players took some damage to the Medium mechs & Kopis BA.  But with the big mechs & BA holding the Airfield there wasn't much for the Marik forces to do at that point.


Salvaged averaged to 270 for each of the 5 Players & Guest GM.
Total Awards were 470 for Table-West Players & Guest GM & 670 for Table-East Players.

Jared is going to claim the Cicada for salvage for 200SP.
No one wants the Warhammer from Table-East so if either of the Table West players want it its for sale 25% off at 1050 SP.
The 3rd choice was just some SP from a truly destroyed Hunchback so nothing to keep there.
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 #42 on: 16 October 2017, 15:43:33 »
For Table West it was GM:Joel47 v/s 2 Players.   (? v 4 Mechs?)
No idea what the GM had but the players had a new Wolfhound customized, a Jump-9 Griffin?, a Catapult of some type, & a 4th mech that I didn't catch.

I don't know the specifics of each round, because I was on the east table but I got the impressions that the GM forces took out 2 mechs while 2 more retreated off the board to preserve themselves, but not before the players destroyed 2 of the Airfield objectives.

I had a Warrior H7B VTOL, a Hermes 1B, and a Marauder 9W2 for one OpFor (John B's), and two Hunters (Ammo variant), a Wolverine 9M for the other "default new player" OpFor (I might be missing something). Thomas had the Catapult CPLT-K5 and an Owens A. The players lost initiative about 4 times in 5 to start the game, allowing me to split their force. Initiative was about the only thing I could roll -- I don't think I hit anything until round 3, and probably totaled 25 damage through round 4. My shots that hit connected hard, though -- a TAC to the Wolfhound's leg destroyed two actuators (John B edged the crit roll, and my re-roll was... also a 10), so he limped it off the board instead of trying to survive as the only +2 target on the board. Around that time, one of my Hunters hit the Catapult and detonated its ammo. CASEd, but XL engine. (That was one of two hits the Hunters made all game.) John's Griffin kept jumping 8-9 hexes and throwing shots into buildings while I kept missing, but the Owens managed to be just a little slow one round -- another ammo explosion, this time un-CASEd. Then followed 3 or 4 rounds of the Griffin winning initiative, forcing my units to stay wide and hope for shots. Finally I won a round, and managed to get halfway decent shots (10+ is halfway decent against that abomination), and reduced both side torsos' armor to paper. The Griffin looked at its two successful objectives, the state of the remainder (100+ structure on the weaker), and proceeded to exit via suborbital leap. The defenders were left with one crippled Hunter (immobile, but had only been hit once in the rear to do that, so they stayed on the board) and a badly-damaged (but not crippled) Hermes.

Given that the players' plan seemed from the outset to be building destruction, I'm surprised they entered the long way. It did improve the odds of the faster units avoiding the MAD & WLV, but the CPLT could have dropped a building every round if adjacent.

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Re: Phoenix, AZ - Campaign 2017
« Reply #43 on: 16 October 2017, 16:22:30 »
For the east table it is worth noting that I only won initative once abd had a significant lack of hole punchers to work with, Hunchback notwithstnding. 

I also discovered that I truly hate not having any influence in how many points I got so I'll pass on the GM duties from now on.

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Re: Phoenix, AZ - Campaign 2017
« Reply #44 on: 16 October 2017, 20:27:09 »
The Griffin looked at its two successful objectives, the state of the remainder (100+ structure on the weaker), and proceeded to exit via suborbital leap. The defenders were left with one crippled Hunter (immobile, but had only been hit once in the rear to do that, so they stayed on the board) and a badly-damaged (but not crippled) Hermes.

Given that the players' plan seemed from the outset to be building destruction, I'm surprised they entered the long way. It did improve the odds of the faster units avoiding the MAD & WLV, but the CPLT could have dropped a building every round if adjacent.

Oh wow, that was a far more even fight than I'd heard.  Didn't realize the Mad & Wlv were down for the count.
Yeah, not everyone knows about cluster hits v/s buildings at 1 hex. 
Makes for a much bigger damage option if you know that one.


For the east table it is worth noting that I only won initative once abd had a significant lack of hole punchers to work with, Hunchback notwithstnding. 

I also discovered that I truly hate not having any influence in how many points I got so I'll pass on the GM duties from now on.
I forgot to mention the initiative, I think you only won it during turn 3, so about the opposite rate of Joel's table.
PPCs are pretty common hole punchers & you had 3-4 of those with a couple 8 pointers as well in the LL & LtGauss.
Maybe better than we had, but, we also got a lot luckier with stacking smaller hits, where you got really lucky early with the crits & motives.

I don't think anyone likes the lack of control in points but someones got to GM, at least it rotates & this was your first time :)
After seeing what Joel wrote it sounds like he got really lucky with the crits to slow them down.
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 #45 on: 16 October 2017, 21:37:04 »
No, the MAD & WLV were fine, just having trouble catching the Griffin, much less hitting it.

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Re: Phoenix, AZ - Campaign 2017
« Reply #46 on: 16 October 2017, 23:42:13 »
Oh, I see.
I thought you were saying that is all that was left.
Your saying that was all the damage that had been done.
Okay, makes sense.
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 #47 on: 19 October 2017, 10:35:23 »
I was planning on having the next game be November 18, but it turns out I have a fiddle gig that afternoon. Stay tuned for the next available date...

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Re: Phoenix, AZ - Campaign 2017
« Reply #48 on: 02 November 2017, 13:39:08 »
Upcoming Battletech Events
(Scroll down for upcoming scheduled campaign game)

Scenario: King of the Hill
Location: Game Depot, November 11 @ 1pm
Executive Summary:
On Solaris VII, Arms dealers compete to have their new 'mechs be the first to the top of a small mountain, holding it against all comers.
Scenario Basics:
BV limit: None (see tonnage limit)
Tonnage: 120 tons
Unit max: 4
Unit limitation: Inner sphere, Tournament-legal, Canon, jumping 'mechs only.
Victory Conditions:  When a ‘mech ends a round on the summit, its owner scores one point in the round the ‘mech reached the summit, then two points for the second consecutive round on the summit, three for the third, and so on. The first time in the game a ‘mech or ‘mechs ends a round on the summit, a bonus point will be awarded to those ‘mechs. In the event of a tie at the end of the game, the first tiebreak will be being on the summit in that round, the second will be size of said ‘mech, the third will be number of ‘mechs on the summit, and the fourth will be how close any remaining ‘mechs owned by the same player are to the summit.
Terrain: The mountain will be created from BattleHex terrain on one 4’x6’ map sheet (2” hexes). There will be at least one cliff face of three levels high, which will have to be climbed or jumped up. It will be possible to reach the top with a jump of only 3, but there may be a shorter route requiring a jump of 4 or more. The top will be a small plateau, three hexes in area. ‘Mechs will set up in one of twelve marked starting areas that will be evenly spread along the edges of the map.  Placement will be in random order.

Campaign Update: Airfield Assault (Oct 14)
Joel's Table:  (John B.,  New player, plus GM Jim)
2 of 4 Objectives destroyed = 200 SP
No Salvage

Jim's Table:  (Dennis, Jared, Justin)
Held the Field w/o Building Damage = 400 SP
Salvage:
•   Warhammer-8M (1400 * .75) = 1050 (available)
•   Cicada-3MA  (800 * .25) = 200 (claimed by Jared)
•   Hunchback-5M  (1000 * .10) = 100 (destroyed; points only)

No Salvage on Table Joel
3 Choices of Salvage on Table Jim.

Warhammer-9M?  (1400 * .75) = 1050
Cicada-3MA  (800 * .25) = 200
Hunchback-5M  (1000 * .10) = 100

1350 Total SP in Salvage / 5 Players = 270 SP Each.

John B. & Jim as GM get 470 SP each.
Dennis, Jared, & Justin get 670 SP each

Next Campaign Game: December 9
Players need to choose between:
•   Defend Airfield (breakthrough defense)
•   Push into enemy (stand-up fight)



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Re: Phoenix, AZ - Campaign 2017
« Reply #49 on: 02 November 2017, 22:38:42 »
I'm inclined to vote for Defend the Airfield
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 #50 on: 03 December 2017, 21:41:57 »
In case anyone was not included in the email last week, this was sent out by Joel.




Battletech - Campaign - 12/9/17 - Game Depot - 1pm

Battletech Campaign

Scenario: Airfield Defense
Location: Game Depot, December 9 @ 1pm
 
Executive Summary:

Your foothold on Cavanaugh II is fragile. While you've captured an enemy airfield, allowing your dropships to land and resupply you, you're still surrounded on three sides. Long-range sensors have picked up several enemy strike teams coming your way, and you'll need to keep them away from your dropships if you want to keep your base.

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)
Bonus: Each player may bring up to 2 tons of Thunder LRM ammunition. (That's total for your force, and may not be given to other players.)
Victory Condition (300 SP): Zero enemy forces break through your lines. This is reduced by 30 SP for each 10% (rounded up) of the enemy force that makes it past you. (The percentage is by BV.)
Salvage: Only if at least 50% of the enemy is stopped -- otherwise you'll be too busy falling back.
Next Mission (Success on both tables): Stand-up fight or Deep Strike.
Next Mission (Failure on one or more table): Breakthrough.

Intel: You're outnumbered, but it looks like most of the enemy are in lighter units. Accuracy will be key.
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 minimal forestation. Setup will be along the player's choice of short edge, with the players placing their units anywhere on their half of the map. If turnout is high we will split players evenly between two tables.
 
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 #51 on: 04 December 2017, 10:34:48 »
I need automation that posts my games in all the places at once...

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Re: Phoenix, AZ - Campaign 2017
« Reply #52 on: 05 December 2017, 23:15:06 »
I need automation that posts my games in all the places at once...

The Dennis 9000

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Re: Phoenix, AZ - Campaign 2017
« Reply #53 on: 06 December 2017, 11:47:11 »
I don't know if a copy/paste a week after the fact counts as "automation".

But I do like the "9000".

I mean, do you want a Pentium 200 or a Pentium 9000.

Do you want a Ninja Blender 2, or a Ninja Blender 9000.

There must be some truth to Bigger is Better.

I think the Death Star proves that, after all, I don't think anyone would organize a fleet to attack the "kind of dangerous satellite".
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 #54 on: 10 December 2017, 00:43:55 »
Thanks for the fun game Joel.  :)


So quick overview of today's battle.

West Table:   Volunteer/Guest GM (Me)

3 Player Forces  (6 Mechs, 2 BA)
Avatar-O-Yankee (2/4)
Thunder-1L-TC (3/4)
IS Standard BA-LRR (4/5)
Uziel-8S-D (3/5)
Racturion-D5 (3/4)
Viking-3W (3/4)
Gurkha-8G (3/4)
6-Longinus-Magnetic (4/5)


GM Op-4  (8 Mechs, 3 Hovers, 1 BA)   (All 3 Gunners w/ 4 or 5 Pilots)
Enfield
Centurion-9D
Legionnaire-Raul
Venom-9KA
Hussar-950D
Hermes-3S
Raptor-OF
Locust-3M
J-Edgar-TAG
Harasser-Laser
Savannah Master
IS Standard-BA-Laser


The Players set up on the map between 1/4 & 1/2 way onto the field. 
GM Forces entered on Turn-1 & set about dodging lots of fire.
There was no Walking, there wasn't even jumping very much, just a lot of Run+Shoot or Sprint/Evade

The Player forces took minor damage all game, I'm not sure if there was even any internal hits.
The most I could do is force a couple PSR's of which I don't think they failed a single one & if they did it was edged.

Turn-2 saw the Savannah Master get off the board.
Turn-3 saw the J-Edgar, Harasser, & Hussar follow it but in turn the Locust & Hermes were both Cored.
Turn-4 saw the Raptor+BA & the Legionnaire get off while the Centurion was Cored & the Enfield lost a leg.
Finally Turn-5 saw the Venom escape (barely) as it probably would have shut down just off the board edge, damn single heat sinks & 2 engine hits.

The Op-4 managed to get about 65% by BV & Units get off the board while 35% was destroyed or missing a leg.
Since over 50% was off the edge there was no salvage, not that anything but the Enfield was in a recoverable condition anyway, so much coring.


Joel corrected my rounding & Earned SP = 90 + Salvage Split from Table East 285 = 375 Total for Table West Players x3



Overall it just came down to LOTS of running & dodging because none of the units could afford to stand up fight with the monsters that the players brought.
Of the 4 mechs that made it off the table with the Hovers & BA, all had taken damage, a couple were a turn away from splatsville.
I think only the Hussar was pristine & the Raptor was in decent condition, the Enfield was near pristine great except that whole missing leg issue  ;)
The Legionnaire & Venom were hurting at Moderate/Severe levels respectively.

The Op-4 MVP was the Hussar,  40/40 Damage going out in 2 turns & off the board on Turn-3.
The Player MVP was a toss up between the Thunder of Team Yankee & the mobile mediums of the Tasmanian Devils (Uziel/Centurion) the 3 of them had to deal w/ the bulk of my bigger units & while they only stopped a couple they did well given the potential to be over run on that side.


« Last Edit: 10 December 2017, 00:55:20 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

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Re: Phoenix, AZ - Campaign 2017
« Reply #55 on: 10 December 2017, 01:16:44 »
The "East" table had a bit different style of fight going on from what I could see/hear.

3 Player Forces v/s GM Joel

Players (6 BIG Mechs + 4 BA)
Atlas-II-7D-H2
Atlas-7D
Fafnir-5
Fafnir-5
Tempest-3M
Grigori-O-Invictus
Grenadier-II
3x Marauder-BA

GM Forces  (12 Units, 9 Mechs, 3 BA ??)
Perseus-O-?
Warhammer-8M
BlackHawk-O-E
Wraith-TR2
Chameleon
Firestarter-O
Hermes-II?
Mongoose-66?
Tarantula
Phalanx BA
2x Longinus BA-Magnetic

The Wraith, Chameleon, & Tarantula along with the 3 BA Units got off the field.

3 Mechs were cored IIRC & unrecoverable for anything but parts.  (Whammer, Firestarter-O, & Hermes-II, IIRC)

The 2 Omni's & the Mongoose were recoverable as Salvage & earned all players & guest GM a split of 285 SP Each.

All 3 mechs were recovered by the players at that table.
IIRC......... JJ=BlackHawkKU-OE,  RL=Mongoose,  AL=Perseus-O

Pretty sure some of the players units took enough damage to put them out some games.

35% got off the board so SP reward from Victory Conditions is 60% = 180 SP + 285 SP Salvage = 465 SP Total Earned for Table East & Guest GM.

This fight had some more stand & deliver units than my table did.
Perseus + Whammer + BlackHawk are all some good damage dealers, not counting the other 2 units that I can't recall what they were.
So more damage to the player mechs but also managed to not get 50% off the board, but per Joel several units went down to lucky hits/stacks/crits.

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 #56 on: 10 December 2017, 03:25:43 »
I have to say I was disappointed with another game that lasted 4 rounds.

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Re: Phoenix, AZ - Campaign 2017
« Reply #57 on: 10 December 2017, 10:59:02 »
While I agree that our games should go longer than that, it should be noted that the game was over on the 5th round early, mission accomplished, as opposed to the normal, only managed to get 5 rounds in, by the time the store closed.

I'm not sure how many turns got played on Joel's table but they played till the very end of the night.

This was mostly due to difference in OP4 units & player split.
He had things that you can fight with, where I had things that went internal or cored on a single PPC hit.

We discussed the possibility of having a rule where you can't leave till X-turn or till after you do X-Damage but in turn the units of the OP4 would need to be tailored being more "skirmisher/striker" focused compared to the plethora of "recon" type units that were on the board.

I'm also beginning to think the 85% BV limit needs to be raised to 90%+ &/or the GM forces need edge but in turn a lot of care needs to be put into the actual mission goals & terrain because we seem to be getting a lot of fights that go clearly 1 way or the other v/s games that are a struggle up till the last turn or 2.
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 #58 on: 18 December 2017, 14:37:11 »
Campaign Update: Airfield Defense (Dec 9)
Joel's Table:  (Alex, Robert, Jason J, plus GM Dennis)
Enemy got <40% past = 180 SP
Salvage:

    Black Hawk KU E (50% = 900) [Jason J; 2 games]
    Perseus P1 B (25% = 563) [Alex; 3 games]
    Mongoose MON-66 (50% = 250) [Robert; 2 games]


Dennis's Table:  (James, Jared, John D)
Enemy got <70% past = 90 SP
Salvage: None

1713 Total SP in Salvage / 6 Players = 285 SP Each.

Alex, Robert, Jason J, plus GM Dennis get 465 SP each.
James, Jared, John D get 375 SP each

Repairs: My notes are missing player damage. Please email me either a summary of your damage, or use the campaign rules to determine the number of games your units will spend in the repair bay and send that.

Lessons learned: I can't make people play faster, but I can set a minimum damage/minimum rounds before escape on all escape/breakthrough missions.
« Last Edit: 18 December 2017, 14:38:56 by Joel47 »

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Re: Phoenix, AZ - Campaign 2017
« Reply #59 on: 19 December 2017, 16:40:29 »
Lessons learned: I can't make people play faster, but I can set a minimum damage/minimum rounds before escape on all escape/breakthrough missions.

Agreed.

I think next time we will have to create some sort of list of units that are both mobile & hard to kill

To use clan examples....  We need more Grendels & Storm Crows in the forces, not Firemoths/Mistlynxs or Warhawks.
Or we need a mix of Firemoths & Warhawks, but basically being able to fight & run v/s just run.
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 #60 on: 31 December 2017, 12:00:06 »
Game is this coming Saturday.


Quote
Campaign Game
Scenario: Fighting Withdrawal
Location: Game Depot, January 6 @ 1pm
Executive Summary:
The enemy's raid was not a great success, but it did enough damage to your airbase's defenses to make it untenable. Your dropships have had to pull back out of range of the enemy's artillery, but loaded as they were your more mobile combat units will have to make their own way out.

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)
Victory Condition (500 SP): Get at least half of all your table's player forces off the far side of the map. If time runs out, escape probability for units still on the board will be judged by the other team's GM. If more than six rounds have been completed, any units that were ruled to have escaped late will be unavailable for the next battle to simulate extra damage.
Salvage: None. (Fallen allied units may be recoverable with a future mission.)
Next Mission: Raid (recovering lost units), Deep Strike (attack artillery), Stand-up fight (stall enemy advance)

Intel: If you move fast enough, you'll be able to punch through the blocking force before the attackers pursuing you can catch up and crush you. Bringing units that can travel 36 hexes in 6 rounds is highly recommended; carried infantry is probably a poor choice, unless you intend to drop them off as a sacrificial blocking force.

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 minimal forestation. The players will move on to one short edge, and attempt to escape off the other. If turnout is high we will split players evenly between two tables.

Campaign Update: Airfield Defense (Dec 9)
Joel's Table:  (Alex, Robert, Jason J, plus GM Dennis)
Enemy got <40% past = 180 SP
Salvage:
Black Hawk KU E (50% = 900) [Jason J; 2 games]
Perseus P1 B (25% = 563) [Alex; 3 games]
Mongoose MON-66 (50% = 250) [Robert; 2 games]

Dennis's Table:  (James, Jared, John D)
Enemy got <70% past = 90 SP
Salvage: None

1713 Total SP in Salvage / 6 Players = 285 SP Each.

Alex, Robert, Jason J, plus GM Dennis get 465 SP each.
James, Jared, John D get 375 SP each

Repairs: My notes are missing player damage. Please email me either a summary of your damage, or use the campaign rules to determine the number of games your units will spend in the repair bay and send that.
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 #61 on: 31 December 2017, 18:12:51 »
Updated version, to avoid the possibility of a "sprint 3 turns and go home" scenario.

Scenario Basics: (Note force composition and scoring changes from original!)
BV limit: 2500 (only applies for forces not submitted at least 48 hours before the game)
Unit max: 4, at least 50% mechs.
Victory Condition (up to 400 SP): Get 100 SP per full 25% of all your table's player forces off the far side of the map.
Salvage: None. (Fallen allied units may be recoverable with a future mission.)
Individual Bonus: 50 SP per 'mech, and 50 SP per vehicle of 60+ tons, that escapes. (This simulates the "full dropship" necessitating the fighting withdrawal.)
Next Mission: Raid (recovering lost units), Deep Strike (attack artillery), Stand-up fight (stall enemy advance)

Escape rules: If time runs out, escape probability for units still on the board will be judged by the other team's GM. If more than six rounds have been completed, any units that were ruled to have escaped late will be unavailable for the next battle to simulate extra damage. No unit may exit before turn 4 (simulating a soldier's unwillingness to abandon comrades).

Intel: If you move fast enough, you'll be able to punch through the blocking force before the attackers pursuing you can catch up and crush you. Bringing units that can travel 36 hexes in 6 rounds is highly recommended; carried infantry is probably a poor choice, unless you intend to drop them off as a sacrificial blocking force.

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Re: Phoenix, AZ - Campaign 2017
« Reply #62 on: 31 December 2017, 18:18:20 »
It occurs to me that I need to either change the subject line to 2018 or start a new thread...

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Re: Phoenix, AZ - Campaign 2017
« Reply #63 on: 06 January 2018, 22:02:26 »
Part-2, Game-4 (11),  Fighting Withdrawal

Today was fun, but ouch, several players took some big losses.


Table-East (GM Joel & Guest GM Steve)

Player Forces (3)   6 Mechs (1 Light, 3 Medium, 2 Heavy) 
Redshift
ShadowHawk
Griffin
Thunderbolt
Wolverine
Flashman


GM Blockade Forces (3) 
Blitzkrieg
Centurion
Legionnaire
Hussar
Saladin
Harasser

GM Pursuit Forces:
Wraith
Trebuchette
Hurron Warrior


Turn's 1-3 saw the players charging into the OP4 which split into 2 rough formations.
Legionnaire+Hovers v/s TBolt/Griffin on the West side of the map.
Blitzkrieg/Hussar v/s Flashman/Shadowhawk to the East with Centurion v/s Wolverine/Redshift more in the Middle/East.


Most the players were taking small amounts of Damage.
The Wolverine got tapped by the Centurion/Blitzkrieg to strip some armor but landed a Kick back that took out the lower leg of the Centurion making it a 3/5.
Flashman stopped to kick the Blitzkrieg & all that did was make him back-shot it for the rest of the game since you can't out run a Blitzkrieg w/ a Flashman, lol.
Redshift lost an arm to a single 10 point hit Hussar snubbie.
The Saladin got pasted by the Griffin after missing a back shot on the T-Bolt.

Turn-4 saw the Redshift take off to go get put the beer on ice ahead of the rest of the team while the pursuit forces entered from behind the players.
The Shadowhawk could have gone then too but stuck around for an extra turn just to make the Hussar think twice about getting too close to the back of the Flashman.

Turn-5 saw the Shadowhawk leave & it was the Wolverine that could have gone but stuck around for 1 turn extra to not leave the Flashman alone w/ 3 other mechs.

Turn-6 started out great but ended in some surprise bad luck for the players.
Wolverine & Flashman both leave the board & most of the east side is now out of position to stop the 2 slower units to the west.
However the Legionnaire? gets lucky & stacks & crits the T-Bolt from behind to set off the ammo which isn't CASE'd,  DOH,  65 ton bomb goes off & the CO of that force ejects to be ransomed.

Turn-7 the Griffin is left alone on the board with mechs behind & the Harasser in front but only has to weather a single round of fire before he can jet off in Turn-8.
However, in a 2nd round of shooting luck the Level-1 Trebuchette from mid board hits with both LRM15's on 10's from range.  The missiles manage to go internal & crit out one of the LRM bins, boom, but its CASE'd so surely he can survive & get off.  But no, the explosion sets off the 2nd ammo bay & a missile cluster hits the head.
He's now got to make Nappy Time Checks all the way to 11.   Finally fails on the 10 & falls over to take a 6th pilot hit.  Them eggs got scrambled.

Unbelievable shots coming in the last 2 turns after a mostly full of wiffs game.


GM Forces only end up loosing the Saladin w/ leg crits on the Centurion.

Players get 4/6 of the mechs off the board with 1 mech destroyed, 1 pilot killed, 1 mech captured, & 1 pilot ransomed back.


SP Awarded:
200 To Each Player & Guest GM.
Bonus 100 to Jason & I for getting 2 mechs off the board each.


For Next Game:
Barring a force recreation by Robert, my vote is Raid to recover his Griffin.
If on the other hand he decides to Restart a force then I say Deep Strike the Artillery.




Not sure how Table-West ended up.
Last I heard the Panther, Firestarter, & Wolfhound were all down & no units had gotten off the board but that was with a good hour left or more.
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 2018
« Reply #64 on: 07 January 2018, 11:02:55 »
The other table didn't commit to pushing into the blocking force immediately, preferring to utilize their range advantage to whittle them down. This proved to be a tactical mistake, as their slower units were then closely pursued by the pursuit force that entered on turn 4. They only got about 30% off.

Players:
Battlemaster-K4, Hunchback-5S, Firestarter-M4, Panther-16K, Uziel-2S, Wolfhound-5(mod), Griffin-4R.

OpFor blocking force: Wight-1LAW, Tarantula-3A, Regulator, Gambit-1L, Lightray-4W, Raptor-F, Spider-8M, Karnov-AC
OpFor pursuing force: Bombardier-12D, Jackal-55, Cyclops-11-A

Once the pursuing force arrived, their slower units were forced to move across the map while taking considerable rear-arc damage. They lost the Battlemaster, Hunchback, Panther, and Firestarter  (all destroyed) and the Wolfhound was captured (side torso destroyed). One of the destructions was a lucky ammo hit, but the rest was simply having large units in the back arc of their targets. (According to Jared the Karnov's AC/20 was particularly brutal.)


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Re: Phoenix, AZ - Campaign 2018
« Reply #65 on: 07 January 2018, 13:50:40 »
Ouch
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 2018
« Reply #66 on: 07 January 2018, 16:51:28 »
Yeah, I'm going to recommend the three players who got mauled restart their forces; given that they're only a few battles in, they come out ahead by rebooting. I have to say that, as GM, I don't really feel bad. The only player who played well and still lost a lot was Robert, and sometimes you can't do anything about ammo crits (I don't want to put large amounts of Edge back in). The second table's issues were primarily tactical (and, secondarily, in creating forces with few/no maneuverable units), so hopefully it's a learning experience.

I've actually seen that quite a few times in this campaign -- one table wins and the other loses, mainly due to tactical or force composition errors. If both tables lost I'd think the scenario was impossible, but with 50% I think it's just that some are difficult.

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Re: Phoenix, AZ - Campaign 2018
« Reply #67 on: 09 January 2018, 14:01:14 »
Spreadsheet updated. Alex must reboot or take some time off -- his remaining mechs are all in the repair bay for one more game (tough call with the salvaged Perseus in his stable). Robert and Thomas would come out ahead by rebooting, but can fight on if they wish.

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Re: Phoenix, AZ - Campaign 2018
« Reply #68 on: 05 February 2018, 17:07:18 »
Campaign Game
Scenario: Fighting For Time
Location:Game Depot, February 24 @ 1pm
Executive Summary: The battle on Cavanaugh II is in flux. While you've been forced away from your original landing site, you've managed to gather your forces for a hard punch at the Marik advance in the hopes that you can regain the initiative.

Scenario Basics:
BV limit: 2500 (only applies for forces not submitted at least 48 hours before the game)
Unit max: 2, plus any carried infantry.
Victory Condition 1 - Stall the Advance (150 SP): Have more BV on the field than the enemy at the end of the battle
Victory Condition 2 - Hold the Field (150 SP): Have twice as much BV on the field than the enemy at the end of the battle
Salvage: If VC1 is successful, you can recover your own units. If VC2 is also successful, you may salvage enemy units as normal.

Next Mission:
Success on both tables: Deep Strike (attack artillery and C3), Recon Raid.
Success on one or both tables: Flanking attack.
Failure on both tables: Fighting Withdrawal (requiring stunning victory to not be thrown off the planet).

Intel: This is the vanguard of the enemy's main force. Expected skilled pilots in heavy 'mechs.

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 some hills and forests. Setup will have both sides moving on to opposite long edges. If turnout is high we will split players evenly between two tables.

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Re: Phoenix, AZ - Campaign 2018
« Reply #69 on: 15 February 2018, 15:01:49 »
I've been thinking lately about how the campaign is coming along. A complaint I've heard (and it's valid) is that it's hard to make the campaign actually feel like a campaign at times. I can't do anything about the frequency of play (unless you all want to pay me more  8) ), but as I see more and more people across the Internet posting pictures of entire units painted up in canon colors I get jealous. I'd love to come up with a way to allow that, but it really doesn't work in our current format. In fact, our current format really doesn't incentivize much force growth; I know some players are collectors, wanting to put together a large stable purely for the challenge, but since they can only use 2-3 units at a time there's not much point.

I'd like to come up with a campaign system that has players making actual full mercenary (or house, whatever) units of their own, but how would they play each other in a balanced format? The "league" play of our campaign from several years ago didn't work out. Additionally, larger forces make it pretty hard for new players if they have to put together a company or more (especially with Game Depot having such a tough time getting minis in stock). Alpha Strike is a solution for battle size (plus it has a much more accurate point system, one that also gets updated every so often), but not the minis collection or disparate force size issues.

What if we went to a pseudo-league with lance-sized forces. With smaller setups (and maybe a slightly earlier start time) each game could be played twice, with each player playing their force once and a GM-provided OpFor once. (Optionally changing opponents for variety.) This format would also allow for different players to try to complete different missions. As forces grow, we could have the two tables set up as one table per rules set, allowing those who want a big battle the ability to play on a 4'x4' AS space, and the smaller-force BT players to use 2-3 map sheets on table #2.

Pros:
  • Bigger, cooler-looking forces
  • Games are more involving because players don't spend most of their time waiting on others
  • More choice in missions -- possible to make more of a story[
  • Able to use lances/stars/Level II's, instead of just 2-3 units
  • Players could choose a mission difficulty (easy/medium/hard), increasing OpFor strength in return for higher pay
Cons:
  • Have to use mapsheets instead of cool terrain
  • For AS, table size is a little small
  • Disparate player skill can be a problem. ("Oh, crap, I have to play Hellraiser again!")
  • Have to come up with a way to incentivize good play as a GM, because everyone would be playing an OpFor once a week.

Don't worry, I'm not going to make any wholesale changes without lots of players being on board; I just wanted to open a line of discussion.

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Re: Phoenix, AZ - Campaign 2018
« Reply #70 on: 15 February 2018, 15:37:32 »
Some quick thoughts:

  • I like the idea of controlling more than two units (would also have more control over unit cohesion i.e. Tag, C3, etc)
  • I like being in control of my own destiny (not reliant on other team members)
  • I like the idea of playing an OpForce with different units than I would normally play
  • Longer game days may face opposition at home
  • Difficulty levels would be helpful for newer/younger players
  • Rewards for GMs could be a percentage of destroyed BV and capped

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Re: Phoenix, AZ - Campaign 2018
« Reply #71 on: 15 February 2018, 16:19:19 »
I am just thankful to be playing with a consistent group.  If nothing changed, I would not have any issues.

I am not able to regurgitate the fluff like I used to, but I don’t recall ever hearing about Merc units growing anywhere near the speed that our forces tend to grow.  So if we don’t grow and grow and grow, I am fine with that too.   As for me and my force growth, my goal all along has been to get a reinforced company of mechs that are all painted alike.  I am only 2 Mechs away from this goal.  Then I will be increasing pilot skills and I will do a bit of customizing. 

Some quick thoughts to add:
•   The more units the better.  If we run smaller players per table, I can bring felt maps and hills.  Assuming Game Depot would give us more tables.  Or, an occasional AS game would cover this need for more units.  I like the idea of an AS game on the final planetary battle.  All we would need to do is convert the custom Mechs we have designed. 
•   My only request would be I to get more turns in when we play.  If there is anything we can do to increase the amount of turns I am open to hearing it.  An earlier start time would get us at least 1 and maybe 2 more rounds.  There was a campaign game that I played where I stuck with the 3 slowest players in our group, and I think we only managed to get in 4 or 5 rounds.  I spent more time trying to get them to make move and less time strategizing and having fun.  I definitely don’t want to have that happen again.
•   I like the idea of rewarding GMs they way we have it.  However, a bonus would be nice for those who can GM.  Currently we have very few GMs that can fill in and this means those who can GM will be needed more frequently. 
•   I like the idea of the league style format.
•   Lastly, I agree Joel, we have had people who have complained to make the campaign actually feel like a campaign.  Honestly, I only knew one player that was never happy, but was just his personality.  The biggest challenge I see in running a true mercenary unit in a campaign is the accounting.  Joel, I know you have mentioned this before.  I would be more than willing to take this on if needed.  Last time I looked the complainers were not playing anymore.  <PROBLEM SOLVED>

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Re: Phoenix, AZ - Campaign 2018
« Reply #72 on: 16 February 2018, 20:26:51 »
In regards to "Entire Merc Force":
One of the things that I believe a couple of us suggested is a much larger starting SP amount.   Like 20-25K instead of 8K

With that much, even a new beginner 2 years into the campaign has the ability to create something that can compete with a veteran.

It also allows a larger variety of units to handle any mission goal type & would likely not leave some w/o an effective force for certain scenarios.

Finally it undercuts salvage as being so important.  We'd still have Salvage Points & Can Purchase units, but it stops being a HUGE factor.


I myself would be a fan of "League" style play for a couple reasons.
1.  It allows for faster games since its 1v1 play.
2.  I've heard players over the years say they don't come because they don't like the 4v4 massed battles with all the cross talk & slow movement.
3.  Lower player count means we can bump up force size to be 4-6 units each.
4.  Bigger variety of terrain as we can use 2 maps per 1/2 game table & have 4 games going on at once.


I would suggest we remove the "GM" side of the game.  We only need 1 roving GM who is solely devoted to question answering.
Trying to get in 2 games is great if we have time but I'd rather just make sure my 1 game is actually played to 10-12 turns for sure.
Make it player v/s player with a couple tweaks.
1.  Remove "recovering" salvage from the game.  Players can't loose their units to another player.  They can still be destroyed like normal, just not captured.
  You would still earn "salvage" points that would add to your victory total for purchasing new units at regular new unit cost.
2.  Fix BV's per month. 
3.  Drop mission goals down to just a single goal per game that is above "destroy the enemy"
   So, 1=Destroy more BV than you loose.   2=Capture/Defend Supply Vehicle/Depot, etc etc.
   Or make those goals for opposite sides, attacker must capture, defender must just destroy attackers.
  You could even have 2+ mission types per month that players can choose from if we make those secondary goals very basic, and depending on the maps chosen could make for completely different feel between tables.
4.  Come to the game with 2+ forces so you can adapt if you end up being attacker or defender.



Cons:
  • Disparate player skill can be a problem. ("Oh, crap, I have to play Hellraiser again!")

I'm not sure if I'm offended, proud, or amused right now.   :-\ 


  • Longer game days may face opposition at home
I think he's just talking about moving the time back to Noon, which is what it was for many years, so only 1 hour, if that matters.


I am just thankful to be playing with a consistent group.  If nothing changed, I would not have any issues.

•   My only request would be I to get more turns in when we play.  If there is anything we can do to increase the amount of turns I am open to hearing it.  An earlier start time would get us at least 1 and maybe 2 more rounds. 
•   Lastly, I agree Joel, we have had people who have complained to make the campaign actually feel like a campaign.  Honestly, I only knew one player that was never happy, but was just his personality.  The biggest challenge I see in running a true mercenary unit in a campaign is the accounting.  Joel, I know you have mentioned this before.  I would be more than willing to take this on if needed.  Last time I looked the complainers were not playing anymore.  <PROBLEM SOLVED>

Agreed on all the above except accounting.
That level of play really is best at home, I like it, but wouldn't want it at Depot where we are basically doing pick up games with a roster & a score card attached.
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 2018
« Reply #73 on: 17 February 2018, 11:53:47 »
I myself would be a fan of "League" style play for a couple reasons.
1.  It allows for faster games since its 1v1 play.
2.  I've heard players over the years say they don't come because they don't like the 4v4 massed battles with all the cross talk & slow movement.

I agree, but it was overwhelmingly voted down when I was floating ideas for the current campaign. I'll ask again next week at the game, as we've had significant turnover and maybe thoughts have changed with the active players.

And yes, by longer I mean starting maybe an hour earlier (and actually starting then). We pushed it back to 1pm because I wanted to be the parent taking my daughter to her violin lesson (and my wife also wanted me to be that parent). I'll work that out, and see if we can start the next game (not next week's, the one after) earlier.

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Re: Phoenix, AZ - Campaign 2018
« Reply #74 on: 17 February 2018, 12:01:03 »
The reasoning for trying to get in two (smaller, faster) battles is to avoid one of the issues from the last campaign -- building a force to a target BV. When you're playing another person's force, getting exactly 5k BV (or whatever) is much harder in a campaign when you can't tweak pilot skills and unit choices. You'd have to design your entire company around "three forces for different situations at 5k BV," but then what happens when a pilot or crew improves? So if every person plays both their own force and a GM-generated OpFor, the players can improve their force organically rather than be bound by sterile accounting.

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Re: Phoenix, AZ - Campaign 2018
« Reply #75 on: 17 February 2018, 22:22:47 »
The reasoning for trying to get in two (smaller, faster) battles is to avoid one of the issues from the last campaign -- building a force to a target BV. When you're playing another person's force, getting exactly 5k BV (or whatever) is much harder in a campaign when you can't tweak pilot skills and unit choices. You'd have to design your entire company around "three forces for different situations at 5k BV," but then what happens when a pilot or crew improves? So if every person plays both their own force and a GM-generated OpFor, the players can improve their force organically rather than be bound by sterile accounting.

Which is why I said 25K,  give them loads of options to choose from & they still get to grow the unit after that.
The unit size increase to 4-6 per force means having several small "Filler" units in your overall force  (Infantry/Vtols/Hovers), in addition to being flexible tactical options, will also allow for shifting things around when your choosing between the 1500 BV mech or the 2000 BV mech.




Just assuming the 25K SP gets me 12 units, a mixed company, to mix/match with & prepare forces with various totals from 1500-7500

BV Per Unit.
100, 200, 300, 400, 500
1000, 1300, 1700, 2000
2500, 3000, 3500

The reality is, my starting 8K got me 8+ units so 25K will get me well over 12.
It will allow me to duplicate several of those BV points above and have plenty of other options as well.

Mission Rewards & Salvage will still allow me to expand my force from say 4 lances starting to 2 companies or more over time.

If a unit increases its skill & changes BV then that is fine, since by the time your ready to do that, you have probably already been in several matches & can bring on another unit to match the old BV if you really want something at that exact BV point.

Finally, one thing I would suggest is take away the "You must spend X% to start", let players buy as they go from the start since it still represents forces that were part of their unit, they just hadn't "fluffed" it out fully & gives them a chance to save on "oops, shouldn't have purchased that" regret & resale which then leads to more record tracking for you.
It lets the new folks see what sorts of missions your tossing out there before they finish out the entire roster.

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 2018
« Reply #76 on: 17 February 2018, 22:35:34 »
I agree, but it was overwhelmingly voted down when I was floating ideas for the current campaign. I'll ask again next week at the game, as we've had significant turnover and maybe thoughts have changed with the active players.

And yes, by longer I mean starting maybe an hour earlier (and actually starting then). We pushed it back to 1pm because I wanted to be the parent taking my daughter to her violin lesson (and my wife also wanted me to be that parent). I'll work that out, and see if we can start the next game (not next week's, the one after) earlier.

I get the parenting commitment & don't feel like you have to start earlier.
At the very least, I would say try the increased roster size & 1v1 battle options & see if those work & then you don't have to change any start time since your not the only parent

It also just occurred to me, though, the use of maps, while not as "cool" as terrain, would also REALLY speed up set up & tear down times.
We could still use the cool terrain for AS 1-offs or even a big end of planetary campaign battle to keep things from always being 1v1.
I love the stuff but it takes time prepare it for sure, v/s,"dice off for player pairings & then each pick a map, GO".

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 2018
« Reply #77 on: 19 February 2018, 10:35:26 »
Starting at noon is not a problem for me. I also have a large felt mat I used Geo Hex terrain for back in the day. I no longer have the Geo Hex, but I can bring the mat if needed.

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Re: Phoenix, AZ - Campaign 2018
« Reply #78 on: 23 February 2018, 14:59:38 »
I'm still like the "two games, trading off playing OpFor" idea, because:
  • Players don't have to tweak their forces to an exact BV
  • It keeps things from getting personal
  • For asymmetric battles (i.e., those with attacker/defender) players aren't forced into one or the other
  • It retains the "we are all part of a team" aspect
The trick is the time requirement -- it would be cool to be done in 4 hours instead of 6 (better for kids, and better for placating significant others). Also, if you wind up playing against someone you don't like, you have to play them twice.
While I've been avoiding it for math reasons, what if we could have everyone bring their entire force each game, and make a mission force for that based on their draw? It would require larger starting forces (as some of you have said); on the one hand, that reduces the "reason for expansion," but on the other hand at our rate of play that's probably fine. So the process would be to draw lots for mission + side, then construct forces for the mission. Some possibilities for flexibility:
  • Set "opponent's force size" at 4 and use the rules for Force Size effects on BV (TechManual p314)
  • Have a small stack of tanks and cheap (introductory tech) 'mechs available for rent for a small cost in support points (or just free -- "Your employer sent his nephew in his Urbanmech-R60 to help out.")
  • Some scenarios might allow defenders to bring gun emplacements, or for attackers to buy artillery strikes. (Tricky to balance artillery cost as BV; does anyone know if there's an official cost?)
  • Give the force worth less BV an advantage in map choice
  • Increase pay for doing more with less
We'd need an easy way of creating forces that can be private (no fair watching your opponent make up a force, then making the perfect counter), quick, and easy. It probably wouldn't be too burdensome to tell players the missions ahead of time; if it's all the same mission with the only variation being the map sheets, it would be only a little more time-consuming than it is now (the same for a symmetrical fight, two forces for attack/defense). It would be cool, though, to have a couple of pairs doing portions of the main fight while another pair is doing an attack/defense of an artillery park and a pair is off doing a deep strike against/defending a convoy.
You do lose the "timeline" nature we have now, where each game is based on what came before. If players are randomly assigned a side in the conflict each time, there's no reason for a timeline; if, on the other hand, they stay attached to a side, what if one side has more players show up for a game?

Ponder that. There will be a quiz at tomorrow's game.  ;)

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Re: Phoenix, AZ - Campaign 2018
« Reply #79 on: 24 February 2018, 10:26:41 »
You can speed this idea up by simply announcing the mission types ahead of time & the BV for said mission.

That way there is no assemble forces on the spot soaking up our play time.

Just come to the game with 2 forces, attack + defense, prepared.

(We already do this with our non campaign games when your not guaranteed to play on a certain side.



You could add an additional mission/BV & to create the need for 4 Forces,  Attack x2, Defend x2, which is still fine if there is enough notice to create them all.

You could also allow players to choose the mission/side they want, if they agree, if both want to defend or want different missions, then resort to draw/dice to decide.

But the key is making sure they come prepared for any mission/BV by announcing the mission/BV well in advance.



We could have a standing list of missions based on our most common scenarios & add stuff as we think of it.

Light Skirmish of Recon v/s Screen  2500bv

"Base/Facility"  Attack/Defense  4500bv

"Direct Confrontation" in the field   5500bv

"Urban Invasion" for confrontation w/ different terrain  3500bv


Actually,  BV for the month might be more interesting if it was randomly assigned by you after you picked the 1-2 missions that are able to be drawn from.

Something like......... 1K BV + 2D6x500 BV giving us amounts from 2K to 7K with the average being 4500.

Or perhaps 2D6-1 x 1000 BV for 1K-11K

Or 3D6 x 500 BV for 1500-9K, actually, I like that one the most I think.



Unit caps each month could be something like..... 3+1D3  (+ Carried Infantry)

That gives us at least a lance/platoon each game as a cap but could stretch to 6 with support units for some games.

I'm trying to look for the compromise size between too much for 2 maps & allow for more diversity than current 2-3 limit.

It also makes for some variety each month since you might be capped at 4 or 5 or 6.
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 2018
« Reply #80 on: 24 February 2018, 11:27:09 »
Yeah, that's what I was thinking -- "Next week will be missions A and B; bring forces for both." If people are on board (all but two of the current regulars will be there today, so we can talk about it), I think that's the way to go. Lots of details to consider, though:
  • Salvage -- players wouldn't be salvaging from each other, so is it removed entirely?
  • Beginners -- I guess they'd have to play me, but I wanted to keep myself open for weeks when we have an odd number of players.
  • Player Workload -- not everyone wants to do math before a game. They'd ask me to do it (and I don't always want to do math for other people before a game).
  • Uneven growth -- Have to deal with experienced players having an issue getting their point totals down if they play new players.

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Re: Phoenix, AZ - Campaign 2018
« Reply #81 on: 24 February 2018, 13:42:30 »
Yeah, that's what I was thinking -- "Next week will be missions A and B; bring forces for both." If people are on board (all but two of the current regulars will be there today, so we can talk about it), I think that's the way to go. Lots of details to consider, though:
  • Salvage -- players wouldn't be salvaging from each other, so is it removed entirely?
  • Beginners -- I guess they'd have to play me, but I wanted to keep myself open for weeks when we have an odd number of players.
  • Player Workload -- not everyone wants to do math before a game. They'd ask me to do it (and I don't always want to do math for other people before a game).
  • Uneven growth -- Have to deal with experienced players having an issue getting their point totals down if they play new players.

Salvage is best handled as raw SP awarded but not actual "Recovery" of the unit.
Units will only be purchasable at full normal prices just like at generation.

So,  if for example, my opponent destroys my XL Engined Flashman.   (75 Tons,  Mech,  Level-2 =  75 * 20 * .25%)  =  375 SP.
They get to claim a bonus 375 SP as Salvage, but they don't get the Flashman.
Instead they use that 375 SP to purchase something at "New Costs".
Which means salvage is still worth capturing units, but doesn't allow "expansion" at the fast rate that it was by also being a cheaper source of costs.

Basically the player earns more points that day but everyone still requests units through the Resupply Command which issues out Pristine Units, not damaged crap that you repair yourself.



Beginners are still playing regulars, but maybe we pair up by skill for them, and with their 25K forces they can still choose what is needed for a mission.


Math.  This is why I say put out the Mission & BV well in advance so they can come prepared w/ pre-made forces.


Uneven Growth?   I'm not sure what your saying there.   Are you saying they can't make small BV forces?
The GM will Set the BV limit that month ahead of time.   And 25K forces should NOT consist of half a dozen 4K BV Mechs with Elite Pilots, lol.
The point of larger force "Rosters" is to ensure that you always have access to 250 BV sized units as well as 3K BV units.

Everyone should be fully able to create a force to match any published BV closely.



Given the idea of changing it up each game & using the 3D6x500 BV limit I mentioned above,  we would know that we need to be able to flexibly build any force from 1500-9000 BV in 500 BV increments, & that the "Average" game would be 5000-5500.

I'm not seeing any issue with having plenty of smaller cheaper units in the 50-500 BV range.  Purchasing 1/2 dozen or so of those should allow a player to tailor any their force around a few larger units.


For example.  Just using my current 8K roster not an expanded 25K roster.
If I am building a 4000K force for a Recon Mission where Electronics will be useful.

1438 Firestarter-O
1212 Regulator
295 Beagle
503 Taranis
250 Marauder
186 Crow

Total 3884,  a bit short of what I'm shooting for, but I could easily fix that with some additional SP spending from the boost to 25K.



Meanwhile, defending against that same mission, maybe something with Pulse/TC & ECM, also at 4K.

1438 Firestarter-O
1774 Jagermech
752   Spider-7K  (Purchase w/ SP)
36     Mechanized Hover Platoon LRM  (Purchase w/ SP)


Infantry & Intro tech are both quite cheap so having some filler units shouldn't be an issue to meet whatever total you set.
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 2018
« Reply #82 on: 24 February 2018, 13:55:53 »
Salvage is kind of "swingy" -- dependent partially on dice luck for what you get. So even if it's just pay, it might cause some odd results.

Math -- I know, pre-made, but a lot of players don't even want to do that.

Uneven growth -- As pilots are improved, it becomes harder to make smaller forces. Still, the more experienced players will be the ones with the most difficulty, so it should work out. It's just an area of concern as I try to make something that works for everyone. Especially since I still want to keep unit counts somewhere sane (6v6 is a little tight on two maps, plus some players might have trouble reaching a conclusion after 4 hours).

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Re: Phoenix, AZ - Campaign 2018
« Reply #83 on: 26 February 2018, 19:40:39 »
Salvage is kind of "swingy" -- dependent partially on dice luck for what you get. So even if it's just pay, it might cause some odd results.

Math -- I know, pre-made, but a lot of players don't even want to do that.

Uneven growth -- As pilots are improved, it becomes harder to make smaller forces. Still, the more experienced players will be the ones with the most difficulty, so it should work out. It's just an area of concern as I try to make something that works for everyone. Especially since I still want to keep unit counts somewhere sane (6v6 is a little tight on two maps, plus some players might have trouble reaching a conclusion after 4 hours).

Hhmm.
Salvage variance between games is something I had not considered because of our "pool / players" current set up.
Once it becomes single games that could be an issue.

Perhaps we still need to keep doing something like that.
Though since each table will likely only have 1 person gaining salvage based on conditions, then it needs to default to "2 largest" units from each table & still take all tables into a single total & divide by # of players for an "average" salvage points reward still.

I can see the swinging your worried about, an Archangel with Pilot asleep (75%) from head hits/ammo feedback/falling is going to earn a whole lot more (2250SP) than a table where a CT cored (10%) L1 Locust (20SP) is the only thing that died.

The 2 largest might seem like too much but, given the new set up, there is almost guaranteed to be a loser & a winner at every table, where as currently both tables could defeat the GM right now & still earn Scenario Goal Award Points.


Math:
Isn't everyone forced to be use math to pre-make their forces currently?
Other than bringing something for Offense AND Defense, depending on assigned role, how is it more math than currently?


6v6 wouldn't have to be all the time, I was just using 4-6 to represent the basic organizational levels in the game (Lance-Star-LvlII).
I'd hope that if it was 6 units that much of that is in the smaller "filler" forces.
I doubt many people are going to be walking around with a full mech lance since I assume you'll still be doing BV caps in the 1500-9000 range.
Right now we have some folks that hit 6K on 2 mechs.
Agreed it might be tight, but given the felt maps have 4 forces on them sometimes & they are equivalent to 3 maps in total hexes, I'm not seeing it as too much difference.
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 2018
« Reply #84 on: 27 February 2018, 00:18:22 »
The salvage problem isn't quite what you describe, but it's similar. With games going to completion, there would be a lot more destroyed units, which would affect the economy severely. While there are no repair costs, the salvage could be high -- but not if everything gets blown to bits. (That might actually be a reason to allow artillery -- as anything destroyed by it would be completely unsalvageable it might be self-correcting.  >:D ) So the swing would be if you managed to cripple an assault 'mech, or destroy it instead. Lots of money in stuff that isn't totaled.

Math: Right now players just have to pick units. In my non-campaign scenarios players have to do math... and many choose to use one of my sample forces instead of picking units to a particular BV. The problem would be exacerbated for this because they'd have to create their own (much smaller) "faction" list, and try to have it support a number of configurations. That part could be covered with sample forces (I know several of you would whip up a pile just for kicks), but it still leaves them having to add up BV to a target for a force each game. I wonder if I can make Google Sheets do some of the Excel tricks, giving them buttons or checkboxes or something easy. (Or just put it all in a database and write a web app.)

Unit count: I figure always setting the max unit count at 6 might be fun to allow people who want to play ComStar/WoB Level IIs the chance to do so. But with the BV cap being the same for everyone (and a possible penalty for going over 4 so that people don't take two super cheap stands of leg infantry to hide behind a hill as initiative sinks), I suspect most players will go with fewer, better units. We can't fit three maps on a 4x4 table section, can we? The store has a few 4x6 boards that would allow it, but that's a pain.

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Re: Phoenix, AZ - Campaign 2018
« Reply #85 on: 28 February 2018, 18:38:51 »
With salvage being limited to just 1 per person I think we have cured a lot of the Salvage issue.
That said, if we still used the "Average" for the day from all tables like we have been, it would be must better IMHO.

Now I'm seeing what your saying w/ math.   Some just give you a list w/o looking at the total.   I wasn't thinking of it that way.


6 Seems like a good cap as you said.   As for maps/table section, pretty sure its 2.
There is just enough room around the edges for dice & such but no way for 3 maps, I don't think anyway.  I'll have to check it out to be sure.
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 2018
« Reply #86 on: 28 February 2018, 19:17:12 »
I'm not sure if penalizing for more than 4 units is necessary yet. If someone wants to hide infantry behind a hill and waste their BV on that, then let them. Either other players will figure out how to counter it or we can nerf it later.

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Re: Phoenix, AZ - Campaign 2018
« Reply #87 on: 01 March 2018, 10:50:56 »
Two movement sinks for 150 BV is a purchase I'd make every single time. But I'd start with "four units," and consider allowing other configurations later.

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Re: Phoenix, AZ - Campaign 2018
« Reply #88 on: 01 March 2018, 12:16:46 »
Perhaps simply a rule where ALL infantry MUST be carried.

Once you have to dump slots into APCs too it quickly eats up space.  (And apcs will start be known as fire-magnets)

I still like 6 as it lets you have a full lance of mechs or a full C3 Lance either way & still a couple other units v/s a Lvl-II

Or if you don't like the all infantry must be carried then only allow standing infantry units when your on the Defense as they are too slow for attackers.

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 2018
« Reply #89 on: 01 March 2018, 16:50:20 »
The cheapest standard-rules infantry with the XMEC ability (pro tip: when searching the Master Unit List for units with certain equipment, figure out the Alpha Strike equivalent) is Fa Shih Battle Armor (Support) [King David] at 185 BV each; I'd still be willing to bring those as initiative sinks, though the old standby of the Ferret Light Scout VTOL (Cargo) at 17 each (and no combat effectiveness other than making something useful on the enemy team move first) would be better.

I'd like to have some wiggle room on unit count and unit types, I just don't want "game-y-ness" (gaminess?) to intrude. Thus, my idea to have force construction assuming the opposition was using 4 units. Want to bring two? They can be even bigger. Want to bring eight? "BEHOLD, MY SWARM OF LOCUSTS!! >:D"

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Re: Phoenix, AZ - Campaign 2018
« Reply #90 on: 01 March 2018, 17:07:01 »
I never played in league style before so I defer to your expertise in how to make things enjoyable for everyone. Maybe have different force construction rules for each scenario and possibly different for defense vs offense on occasion.

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Re: Phoenix, AZ - Campaign 2018
« Reply #91 on: 01 March 2018, 17:09:19 »
That would be a good idea.

What I have to avoid is having players realize they have zero chance to win because of their force construction. "Do better next time" is OK for an online game that takes 15 minutes; for a once-a-month tabletop game requiring driving and several hours of play, everyone should have fun, and the chance to win should be affected more by play on the field than by one's ability to craft a force (but good force designers should still have an advantage).

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Re: Phoenix, AZ - Campaign 2018
« Reply #92 on: 01 March 2018, 17:40:11 »
I think you mentioned at one point maybe having the more experienced able to do less BV for a larger reward. That way the less experienced could use all their BV and be a little easier while the more experienced make it more challenging on themselves.

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Re: Phoenix, AZ - Campaign 2018
« Reply #93 on: 01 March 2018, 20:08:04 »
Maybe have different force construction rules for each scenario and possibly different for defense vs offense on occasion.

That would be a good idea.

That's what I've been suggesting.

The BV & the Unit count is set by Joel for each mission & varies from month to month.

BV could vary from 1500 Recon Missions to 9K full out assaults
Unit count could vary from 4-6 based on mission type as well.



I really don't like the idea of FSM as well, if you don't like Math with BV using simple addition, then adding in multiplying & dividing & fractions/ratios is going to be FFAARR worse. 
Toss in the fact that FSM was designed to cure 1 single problem type but basically did it very badly & created other problems when using it.
I see why it was removed from mandatory play.

What is worse, 2 infantry as initiative sinks, or, giving the Lance Player 50% more BV when he's against the Level-II player.
I know which one I'm choosing!
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 2018
« Reply #94 on: 02 March 2018, 10:11:52 »
FSM goes too far, but if we allow extra units we'll need to do something. As far as math goes, it looks like I can do it all with macros in Google Sheets. The only catch will be that that requires full access for all the players, so I'll need to create a sheet for each game that pulls data from the "master". (Not an issue, just new stuff to learn.)

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Re: Phoenix, AZ - Campaign 2018
« Reply #95 on: 03 March 2018, 14:44:06 »
Limiting infantry to only the carried stuff just like we have been will cut down on that.

Maybe the real limit since you mentioned Ferrets is

1.  Don't be a Dick.
2.  No More than 1 Unit of ~150 BV.
  A.  You use those small BV units to fill in a gap to make 5K or w/e the limit is, but you can't use multiple smaller units if a larger one would suffice.
  B.  One 300 BV unit, not 3x 100 BV units.
 
Not saying you cant still work in the max # of units, but it cuts down on lots of the same small BV units.


Examples of 3500 BV x 3-5 Units...... Ok v/s NOT Ok
Ok     2000 + 1000 + 500
Ok     875 + 875 + 875 + 875
NOT ok     3300 + 50 + 50 + 50 + 50



Really, none of this should be a surprise on game day either, as the first time someone purchases 5 sets of the same BA or 5 Foot Rifle Platoons on their Roster then you can ask them what is the point/purpose of said purchase.

We can still have a situation where submitting Rosters ahead of time on the website can/should happen & people can see ahead of time what you are bringing call BS on a force that is a TSM Atlas & 5 Ferrets.
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 2018
« Reply #96 on: 12 March 2018, 00:01:41 »
Campaign Game
Scenario: Danger Close
Location: Game Depot, March 24 @ 1pm
Executive Summary: Having pushed back the defenders of Cavanaugh II, your mercenary forces have dispatched a strike force to deal with the artillery that's been annoying you for the past few weeks. If you're lucky, they'll also be able to interfere with the defenders' command and control.

Scenario Basics:
BV limit: 2500/None (2500 only applies for forces not submitted at least 48 hours before the game)
Unit max: 2, plus any carried infantry. Minimum speed 4/6 (except for carried units).
Victory Condition 1 - Destroy artillery (100 SP): Destroy 2/3 of artillery units. Cripples count for half.
Victory Condition 2 - Destroy or capture HQ building (100 SP): Destroy the building, or have friendly infantry (and no enemy infantry) inside the building.
Victory Condition 3 - Destroy or capture Supply Warehouse (100 SP): Destroy the building, or have friendly infantry (and no enemy infantry) inside the building.
Victory Condition 4 - Destroy or capture Repair Vehicle (100 SP): Destroy the vehicle, or have friendly non-Battlearmor infantry in the repair vehicle's hex for two turns.
Salvage: Only what you can carry with hand actuators, or in cargo vehicles that are part of your force.

Next Mission:
Success on one or both tables: Flanking attack, Recon raid.
Failure on both tables: Fighting Withdrawal.

Intel: These are rear-echelon troops, but that doesn't mean they don't know how to fight... or bore-sight an artillery tube.

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 some hills and forests, and the defenders' installation occupying much of one half of the map. Setup will have the players moving onto one short edge, with the defenders in and near their installation on the opposite half of the map. If turnout is high we will split players evenly between two tables.

(This scenario based on an idea from Hellraiser, BTW.)

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Re: Phoenix, AZ - Campaign 2018
« Reply #97 on: 18 March 2018, 20:53:15 »
Hey All, 

FYI, 

If Joel is following my OPFOR suggestions you can count on multiple Infantry, Vehicles, & Buildings with Turrets in the area, but a lesser # of mechs since its rear area.

Also see the Salvage note about using hands & cargo space rules.


The optimal force has Hands, Cargo, & Infantry in it & the ability to kill Infantry/Tanks/Buildings.

So get creative with your roster selections  :thumbsup:

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 2018
« Reply #98 on: 25 March 2018, 12:11:49 »
Thanks Joel for hosting a fun game yesterday.

We decided to have the Artillery only get a single crewman to drive if needed & skip the artillery rules & added an extra tank to make up for that BV as it would be too difficult to get Infantry/Hovers into a base guarded by Artillery in the short time span we have to play.

Quick Review of Table East.

Players entered from the north.

Thunder - Custom
Black Hawk KU - Customized Pods
Shadowhawk - (6/9/4 w/ HPPC)
Maxim-I
Standard IS BA - 4 Flamers
Marauder BA - 6
Fa Shi - 6 PR
Grenadier - 4 Magshots, Firedrakes, & SRM5
Heavy Infantry Platoon



Firebase is set up on the South in a diamond shape (Turret up front, artillery park west, repair yard east, HQ in the middle, & supply depot in the back)

Lancelot-03
Trebuchet-6C
Partisan-LRM
Vonluckner-75N
Patton-Ultra
2 Heavy Tracked APC
6 Foot-Laser Platoons
Heavy Firebase Turret (Clan Invasion Era)
Command Post (All Eras)




All 3 mechs came up the east side with the Maxim coming up the middle in cover.

Treb & VonLuck held the east flank with Partisan on the West,  Patton, Lancelot, & APCs in the middle.

The middle forces moved out in front while the Partisan moved to the middle, the Maxim reversed & headed back NW to try to circle back & then make an end run up the west edge.

The Vonluckner took a early game crit to the crew & left it with a messy cabin & pristine salvage. 

My GM Forces started taking damage to the Patton & Lancelot as well.

Eventually the Patton was immobilized & pillboxed for a turn before the crew abandoned ship after 1 side was almost breached.  1 APC & the Partisan took motives of -1MP.

The Thunder got deep into the base behind the supply depot & blew it up over 2 turns.
The Black Hawk & Shadow Hawk got to the Repair Yard & killed the Savior parked there.
The Maxim got the Artillery Park & started dropping off infantry when the Partisan hammered it with LRMs to immobilize it .
The troops kept bailing out the next turn but the Partisan finished it off w/ 1 unit still inside & killed off a BA suit as well.
The BA had just about killed the 1st Artillery vehicle when the game ended.

Had the game continued I have little doubt that both Arti would have died.
I also think after seeing the Thunder & Blackhawk that they might have gone down too as both had massive armor damage.


SP Rewards
2 of 4 goals = 200 SP
Salvage 563 SP for Vonluckner split for 4 players = 141 SP each.
Total 341 SP Each


I heard Table West got achieved the same 2 goals but lost their Goliath to ammo explosion & didn't have the actuators needed to haul off salvage.


In hindsight, This was one of those games where the players have to do things counter to our natural desires  (Kill enemy & preserve our own forces)

The deployment of lots on 1 flank was solid & avoiding the middle neutralized that big turret.
The only change I could see to improve it might have been swap the Thunder & Maxim locations.
The Thunder solo on the West might have had he Firepower/Speed to kill the Partisan & the 2 Artillery w/o worrying about capturing anything.
Meanwhile grouping all the infantry together & dropping them on the Vonluckner, Repair Yard, & HQ in that order before turning & blowing up the supply depot could have netted 4/4.

But, as I mentioned above, that would mean full out sprint/run every turn & not walking or backing up to paste the Lancelot/Treb when I offered up a back shots, its counter to how we naturally think which is "KILLS IT" for most of our missions.

I really like the forces arrayed for this fight on both sides, lots of tanks instead of mechs for the defenders & plenty of infantry mounted on fast mechs/vees for the attackers.
It was very combined arms v/s our typical 2 mechs slug fests.

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 2018
« Reply #99 on: 27 April 2018, 18:11:12 »
Campaign Game
Scenario: Flanking Strike
Location: Game Depot, May 5 @ 1pm
Executive Summary: It feels good to be on the offensive again. With the defenders of Cavanaugh II reacting to you for a change, you've managed to spread them out enough to attempt to defeat them in detail.

Scenario Basics:
BV limit: 2500/None (2500 only applies for forces not submitted at least 48 hours before the game)
Unit max: 2, plus any carried infantry. No minimum speed, but faster units will aid in success.
Victory Condition 1 - Destroy first enemy force (200 SP): Destroy 2/3 of initial enemy units. Cripples count for half.
Victory Condition 2 - Destroy second enemy force (200 SP): Destroy 1/2 of forces attempting to reinforce the first enemy force.
Salvage: Only if both victory conditions are met; otherwise, just what you can carry with hand actuators, or in cargo vehicles that are part of your force. (That includes your own fallen units -- discretion may trump valor.)

Next Mission:
At least one victory condition on both tables and both on at least one table: HQ Strike.
At least one victory condition on both tables: Supply Raid.
Failure on either table: Fighting Withdrawal.

Intel: A smaller enemy force is vulnerable, but you'll have to deal with it quickly as reinforcements are close by. If you can take it out fast enough, though, you'll also outnumber the reinforcements...

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 some hills and forests. Setup will have the players moving on in the middle of one long edge, with the defenders' first force on the board near one short edge. Reinforcements will enter later from the other short edge. If turnout is high we will split players evenly between two tables.

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Re: Phoenix, AZ - Campaign 2018
« Reply #100 on: 01 June 2018, 16:41:47 »
The next game will be Saturday June 9 (a week from tomorrow).
Scenario: https://mailchi.mp/29a9548ce723/tat0azt8gq-1311413

The next several games will be related to the upcoming worldwide events; after that, we'll get started with the new, league-style iteration of the campaign. Draft rules can be found (and commented on) here: https://docs.google.com/document/d/11X_BJb9u1OrqrnZn_9MaICt7IdXq1p0Ls7e6FtcwJas/edit?usp=sharing

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Re: Phoenix, AZ - Campaign 2018
« Reply #101 on: 10 June 2018, 01:29:44 »
Thanks for the great game today Joel!



Overview Synopsis.


Table East:

Players-3
Tian Zong-3?
HammerHands-RAC/TC
MenShen-OF
Wolverine-9W2? w/ Snubbie
Wolverine-CustomTSM
Gun-O
Amazon BA x4?
Marauder BA x4  (x3 Squads)
Taranis BA x4


GM:   (3 Forces)
Stalker-6M  (Leader)
Orion-1K
Quickdraw-4G
Wolverine-7M  (Leader)
Night Hawk
Hermes-4S  (Leader)
Locust-3M
Ontos-Fusion
Hunter-MG?
Scorpion-MRM
3x Foot Platoons
3x Foot Squads


Ontos, Scorpion, Stalker start in the base area along w/ the conventional infantry.
The rest or also in city or entering map on turn 1


TianZong headcaps the Stalker w/ Gauss on turn 1
Players all move up the middle & into the base area to bring as much firepower to bear as possible

Lost of jumping, MASCing, running, walking, falling & shooting.

Then Game ends on Turn 6

Mission Destroyed =  Stalker, Wolverine, Hermes, most of the Infantry.
Truly Destroyed = Orion, Quickdraw, Ontos, Scorpion
Heavy Damage = Locust (CASE'd ammo explosion),  Night Hawk - Armor Breached
Minimal Damage = Hunter


Repair Time:
I know my Wolverine took a TAC that destroyed the Guardian, so that has to be a game of repairs I think for sure.
I recall lots of possible crits so I think some of the other units might be out for repairs too.


Salvaging 3 Leader Mech = 142 Per Player/Guest GM
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 2018
« Reply #102 on: 10 June 2018, 01:38:51 »
Table West.

Players-4
Battlemaster-3S
Marauder-5S
Avatar-Custom Pods
Black Hawk-KU-Custom Pods
Griffin-4R
Maxim-BA Factory Upgrade
Inner Sphere BA-LRR  x4 
Inner Sphere BA-Flamer  x4
Foot SRM Infantry
(Additional add on force of unknown units, but I think I heard Warhammer & some Magclamp BA)



GM Forces (4)   (Not sure about most of these)
Alacorn-3/4?   (1 of the AC Models)
Some other big tanks?
Lynx ?
4 Infantry Platoons
4 Infantry Squads



I overheard lots of groans & moans from this table.

Apparently GM Joel was on a role with "fixed" dice that had him rolling NINE sets of Boxcars on Turn-1 with a total of 17 sets of boxcars throughout the day.

The players were 3/4 on Leader mechs & less than 50% for HQ buildings so neither objective was completed on this table.

That said they get a portion of the SP from salvage for 142 each

You know how the saying goes...... "some days your the hammer......... some days your GM brings an Age of War Alacorn w/ Precision Ammo & proceeds to NAIL you to the floor with 17 sets of boxcars"
       Seriously those things should be banned in urban defense games, they are just MEAN I say.
« Last Edit: 10 June 2018, 08:45:45 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

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Re: Phoenix, AZ - Campaign 2018
« Reply #103 on: 10 June 2018, 11:20:40 »
In my defense, those were the same pairs of dice I've been using for the last several months. And I don't think the Alacorn III got any head hits. One, tops.  >:D But yes, round one had me forcing Jared to use both his Edge points on the same unit (two head hits, so he Edged one... and then he blew the "I only need a three" consciousness check). Later, a set of boxcars on a crit roll triple-engined John's Marauder. The players did it back to me on the Hunchback, but their rolls were gyro, 2x engine... and I rolled a 12 to remain standing.
It really wasn't just me rolling well, but the players rolling poorly -- I think their average to-hit roll was around 5.9-6.0, and they won initiative twice.

OpFor:
Alacorn Mk III
Crusader 7W
Von Luckner K65N
Scorpion LT (MRM) <-- Where has this been all my life? </me adds a pack of Scorpions and a pile of missile packs to his IWM cart>
Wolverine 7M
Hunter (LRM10)
Vedette RAC
Schrek AC
Jackal 55
Vulcan 5M <-- Other than a "whoopsie" on pavement, this guy was outperforming expectations, as we say in the business world
Hunchback 5M <-- Look, Ma, no precision ammo!
Trebuchet 3C
Lancelot LNC25-01
Cestus 6Y

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Re: Phoenix, AZ - Campaign 2018
« Reply #104 on: 13 June 2018, 20:17:56 »
Wolverine-9W2 Refit went internal on one leg, but no crits. With a repair truck I don't think he's out any games...?

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Re: Phoenix, AZ - Campaign 2018
« Reply #105 on: 14 June 2018, 09:05:37 »
No crits = no repair time, even without the repair truck.
  • Destroyed (Mech CT destroyed, Vehicle location destroyed, or similar): Unrepairable; salvageable for 10%
  • Destroyed (3 engine crits, etc.): Out for 3 games.
  • Two or more locations destroyed (Mech): Out for 3 games
  • Gyro destroyed: Out for 2 games
  • Two Engine hits: 2 games
  • Vehicle Engine hit: 2 games
  • 5+ critical hits: 2 games
  • Vehicle immobilized: 1 game
  • 1+ critical hits: 1 game.

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Re: Phoenix, AZ - Campaign 2018
« Reply #106 on: 14 June 2018, 09:07:35 »
Though it occurs to me -- why are we tracking that for this battle? Everything gets repaired for the next chapter of the campaign.

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Re: Phoenix, AZ - Campaign 2018
« Reply #107 on: 15 June 2018, 10:25:58 »
I don't think anyone realized that FULL repairs happened as we moved between worlds or that the rules shift would give FULL repairs either.

Poor Wolvy took crits early with full armor from a TAC,  luckily his ECM was no longer needed thanks to the Stalker's turn 1 headcapping  ;)
« Last Edit: 15 June 2018, 10:27:49 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

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Re: Phoenix, AZ - Campaign 2018
« Reply #108 on: 15 June 2018, 10:34:43 »
Considering the amount of force restructuring some people are doing, it seems easier.

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Re: Phoenix, AZ - Campaign 2018
« Reply #109 on: 07 July 2018, 17:18:05 »
Worldwide Event: "Dig, Defend, or Die"
Date: Saturday July 21 at Game Depot AZ

Stotzing, former Free Worlds League
8 April 3087


Nightcrawlers. The Green Ghosts, with ROM support, are attacking an archeological site defended by the Marik Protectors and Stotzing Militia. The attackers will attempt to destroy the site during a night attack by light of the full moon.

Worldwide Events are identical scenarios run by Catalyst Demo Agents across the world during a short time frame. The results are tallied and will affect the ongoing in-game storyline. Record sheets and miniatures will be provided. We'll split into multiple games to try and keep the groups manageable and complete games.

Get to the Dropper. There is a second scenario for Alpha Strike games. I'll run it if there's enough interest. PM me.

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Re: Phoenix, AZ - Campaign 2018
« Reply #110 on: 22 July 2018, 02:42:34 »
Thanks for the game today Joel, I have reaffirmed my hatred of night missions, lol, or anything that makes shooting in a game about shooting, more difficult.

That said its always a blast to do world events.



Quick review.

North Map:   (1 Move On Turn + 6 Combat Turns)

Green Ghosts+Wob+FC   (10Units:  Mixed LvII + Mech Lance)

Lancelot (ERs) (Special Night Fighting Ability)
BlackKnight-9?  (Hatchet)
Bandersnatch  (Ultra10)
Stealth
Night Hawk
Owens-O (LL/2ML)
Garm (ER)
Ontos-3053
Demon-2750
Galleon-MGs?

With 7 Mechs & 3 Tanks this force seemed to have some SERIOUS tonnage advantage to it.


Defender:  Marik Protectors + Planetary Militia  (2 Lances, 1 Big Mechs, 1 Light Vees)

Tempest  (Special Target a Hex ability)
Stalker-6M
Awesome-8Q
Quickdraw-5M?  (3050 OS SRM Model "crap")
Pegasus-Missile
Saladin-LBX
Harasser
HawkMoth



Turn-1,  The Ghosts get first blood by landing a single ERLL on the Stalker.

Turn-2,  Much more fire, but lots of wiffs.  (Also Notable as the ONLY turn I won Initiative,  grrr)

Turn-3,  More Contact fire & I think this is when the Owens gets pummeled & looses the leg to a 12 crit as well as 1 side torso, of course it only had 2 points of internal left & I scored NO crits in like 20 attempts on the Owens, Ontos, & Galleon.

Turn-4,  The Tempest jumps forward & even at +3 defensive mod in trees is hammered by fire from most of the ghosts.  Which wouldn't have been so bad if he had hit with his own shots or not rolled a snake-eyes on the PSR check.  DOH.  Ghost fail to kill the downed Owens pilot.  All the Hovers make close range strikes & sadly, The Peg is immobilized, Double DOH.

Turn-5,  The Tempest fails his PSR to stand up, ugh,  and takes another massive round of fire that is now internal in several areas.  Peg armor is down to 2 in the rear & crew abandons ship.    Saladin tries for another round of short range shooting & again lands the 20 in a well armored location but the Lancelot kills it with 2 ERLL through the side.

Turn-6,  Tempest Jumps away to trees behind the Stalker,  the Maelstrom is de-legged & now in forced withdrawal,  the Stalker gets killed by an SRM round & an ERPPC to the head when most the Ghosts alpha on its mostly pristine armor.  The Ghosts fire 3 units into the Owens to finally kill its pilot.


In the end the Ghosts finish up with 3 or 5 Points in last minute kills while the Mariks still have just the 2 for the Owens.

(Does the abandoned Peg count as a kill since its forced withdrawal that made it abandoned?   I know I didn't get credit for the Bandersnatch.)

This was certainly my turn with the unlucky dice this time around, too many snake-eyes & initiative losses.



Some thoughts.
I think both players felt the game was against them based maps, units, rules, etc etc.   So maybe that means it was balanced?

The Ghosts had minimal fast units to recon with & a boatload of trees & hills to get through to find the dig site.
They only scanned 3 building hexes in 6 turns & were not even close to the site.

Meanwhile the Marik group felt WOEFULLY under tonnaged & the Light Vehicles were not nearly as effective in such tight tree ridden quarters as they would have been on a normal map with less hills/trees.   (I also realized in hindsight that while the set up was bad, failing to win initiative & being outnumbered was also a major contributing factor)

Both of us pretty much hate the Night rules & +2 to hit because it meant doing anything but a Short Range Slug Match was basically out.

The Units themselves felt totally determined by a RAT table & had zero "focus" to them for either side and not at all optimized for the maps or scenario.


After looking at the total forces, it does look like almost 2500 BV less that was made up for in skills & 135 more tons to go with the 2 unit advantage for the ghosts.

So the Marik forces had skill on their side which would have been useful in a more open battlefield where maneuver was possible.


For other GM's out there still choosing what forces to field for this fight, my suggestion is some recon units need to be on the side of the attackers, while the defenders need jumpjets & close range guns for the late game because range & speed have minimal use on maps covered in trees, buildings, & hills.

For the Designers, you can tell they wanted to pull out the rare situations like Night & special mech rules, for the event, but like a bit too much to keep track of & no one likes not being able to hit anything.  Less is more IMHO.   Something with a movement penalty would have been less punishing for "environmental effects" and maybe keep the special abilities to something that doesn't require trying to pre-guess the enemies movement.

I think my opponent described it that the fight felt like a slow plodding struggle with terrain being in the way & no vision.




For the South Table,  the Defenders had several Missile Carriers for their vehicle lance & those made the attackers pay.
Also the attackers had several VERY fast units  (Locust, Hussar, Mercury, Beagle) that were able to find the building quickly.
I heard the score there was 7-6 Attackers when the game ended after Turn-5


So total so far is 10/12 to 8 in favor of the Green Ghosts with 50% finding the dig site and 50% destroying it.
« Last Edit: 22 July 2018, 12:00:48 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

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Re: Phoenix, AZ - Campaign 2018
« Reply #111 on: 22 July 2018, 10:54:49 »
South table destroyed the dig site -- that's why they were ahead by one despite having only about half their force left (no destroyed defenders).
When I was selecting forces, I did one with the attackers heavy and one with the defenders heavy. It looked like you did it right for defending with lighter units -- slow them down and keep them from being able to approach the objective without taking a lot of damage.

South table Batrep:
Round 1. Locust gets on a hill with searchlight on, and despite being +4 at medium/long range takes 2 LRM20s that cause 2x Engine and a Gyro hit. It goes down, but is not out. No other fire lands, but the attackers push their heavies and assaults quickly forward while the defenders try to screen from the lights.

Round 2. The flanking Hussar takes an LB-20 slug to the left arm, ripping it off. The Beagle and Gurkha reach the south-central buildings, but none of the three are the objective.

Round 3. The Beagle fishtails into a building for a moderate motive crit. The assault lance pushes into the center of the four maps; its lead mech, a Battlemaster, takes a TAC gyro hit. The Hussar finds the dig site in the NE corner of the SE map.

Round 4. The Locust finally limps off the board. The assault lance (including the Battlemaster, who made his PSR to stand) gets on the hill in the middle. As they stand in a line, the Bloodhound moves to their side and illuminates them all with its searchlight. Conversely, the assault lance pilots have an, "I thought you were going to turn on your searchlight" moment, and are forced to shoot a dark building. The Patriot fires at the Condor hover at max range and, needing a 12, hits and destroys it with a single LB20 round. The Gurkha, having thought the SRM Carrier had moved, gets obliterated when 8 out of 10 launchers hit, then stack missiles in an unlucky (for the Gurkha) manner.

Round 5. The dig site is destroyed as its fourth hex of six falls, causing it to collapse. The SRM Carrier manages to land two hits at 11s on the back of the Beagle, leaving it immobile. The Battlemaster takes its 2nd gyro hit, unnoticed by its unconscious-with-4-hits pilot.

Game is called on time, leaving the Green Ghosts up by a point; however, had the game continued any longer they'd have been down by about 8.

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Re: Phoenix, AZ - Campaign 2018
« Reply #112 on: 22 July 2018, 12:03:34 »
South table destroyed the dig site -- that's why they were ahead by one despite having only about half their force left (no destroyed defenders). 
Ah, ok,  I get it now, 15 points but lost 8 in damage,  makes sense.



Quote
Game is called on time, leaving the Green Ghosts up by a point; however, had the game continued any longer they'd have been down by about 8.

That sounds about the reverse of mine where if it went on any longer I was going to start loosing more & more units.
The confines were just too tight for the hovers & lack of initiative to place them w/o getting killed.
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 2018
« Reply #113 on: 23 July 2018, 23:47:05 »
Salvaging 3 Leader Mech = 142 Per Player/Guest GM

It looks like the Hermes-4S & Wolverine-7M are up for Salvage to anyone from the West Table at June's season finale game.

Sound off if your interested.
« Last Edit: 23 July 2018, 23:50:40 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

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Re: Phoenix, AZ - Campaign 2018
« Reply #114 on: 28 July 2018, 14:48:45 »
The new/altered campaign will kick off on August 25. The big change is switching to one-vs-one, which will give much faster battles.

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Re: Phoenix, AZ - Campaign 2018
« Reply #115 on: 08 August 2018, 18:33:40 »
Created a thread for the new campaign here: https://bg.battletech.com/forums/index.php?topic=62504.0