Author Topic: Night Of The Undead Urbanmech: 8/18, Alexandria, VA  (Read 440 times)

JadeHellbringer

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Night Of The Undead Urbanmech: 8/18, Alexandria, VA
« on: 02 August 2024, 11:37:26 »
Join your friends and fellow survivors for an afternoon of seemingly-endless horror and hilarity as the undead rise! Behind the beaded-curtain section of a tech library (you know the one, pervert), a hapless young mechanic read from the Technical Readout Of The Damned... the fabled Mechronomicon! Now, the nearby scrapyard is full of ruined Urbanmechs rising to get revenge on the living! The Waddling Dead! Urbie of Darkness! 28 Turns Later! Evil Urb! (The list goes on!)

Roll a random Mech, dive in, and see how many of the undead you can kill- just know that they'll probably get up again a bit later and come shambling your way again- undead, you know? And be careful- if your Mech goes down, you'll get to re-roll a new one, but your old Mech might just join the ranks of the zombie horde... no one wants to see an undead Masakari.

Date: August 18, 10 AM
Location: Your Hobby Place, 700 N. Washington St., Alexandria, VA
Requirements: Nah. I'm supplying the record sheets (via dry-erase), miniatures- including a sobering number of Urbanmechs- all of that. Bring your favorite dice and be ready for a weird day.

Oh- you know how in zombie movies, a few haggard survivors make it onto the mall roof and get in the rescue chopper? Well, we have a Leopard inbound to rescue survivors, but... only four Mech bays, so only the top four players by score (we'll cover that at the event) will be 'rescued', aka win. There's prizes for those winners, so be ready to compete for those Mech bays!

See you there!
"There's a difference between the soldier and his fight,
But the warrior knows the true meaning of his life."
+Larry and his Flask, 'Blood Drunk'+

"You know, basically war is just, like, a bunch of people playing pranks on each other, but at the end they all die."
+Crow T. Robot+

JadeHellbringer

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Re: Night Of The Undead Urbanmech: 8/18, Alexandria, VA
« Reply #1 on: 19 August 2024, 07:52:22 »
(Got home utterly exhausted last night, needed to get some housework done and just crash. Sorry for the delay! Chime in with any additional thoughts!)

AFTER-ACTION REPORT, 8/18

Well... that all happened. ;)

A few things first, for people not at the event. Zombies were starting near the rescue dropship, so players had to fight through them to get to safety- they had to kill at least one zombie before boarding the ship, so bum-rushing the boat wouldn't work. Player Mechs ran as-normal, zombies couldn't use run movement (walking and jumping only), but to compensate they didn't track heat (because they're undead!). And of course, any player Mechs that went down would get back up a couple of turns later on the zombie side of things- subject to those above rules.

The biggest surprise to the day, from a GM standpoint, was the makeup of the survivor's starting units. I don't know how many people looked at the random charts i brewed up, but for those not there, players rolled a D20 first to see which chart (Clan or Inner Sphere) they'd roll on (odd or even), then again to determine the Mech on that chart. While there were light and medium options on both, they were skewed in the heavy and assault range. And we got NONE of that for a long time- even the sole heavy that made the field early, a Thunderbolt, was the 6/9 version with the LPPCs. Based on my test runs at home to make sure things worked, that was VERY unexpected- rather than the zombies having time to get away from the ship a bit and roam the field before intercepting 4/6 and 3/5 units, they were getting run down by things like a Vixen and a Grendel- few Urbies got far from the ship before getting bogged down, and as time went on it was pretty much 'play goalie' for lack of another option for some of them, as well as their big boss (more on that later, that was a mistake on my part)- which was fun in its own way, forcing the speedy players to find a way around the mass of zombies, but it played out very different from the expectations.

The curve of the game though was exactly what I found in tests- early on, with a few scattered zombie Urbies, it was a shooting gallery- even in smaller, less-armed Mechs, the players and their excellent pilots (G2, P3 for all) were carving up the undead. Yes, they get up again if you don't kill them permanently with head hits or un-CASEed ammo explosions, but... well, to my surprise, several zombies- three total!- died via ammo crits regardless! Stupid Urbies! As time went on though, the trickle of added zombies wandering on, the arrival of the boss, and the first couple of player Mechs turning (the Thunderbolt in particular was a game-changer) started to turn the tide from 'this is easy' to '...we may have a problem here'. We called it before the Black Knight (the Clanbuster version) got back up, but that thing, with no heat tracking anymore... that was going to get interesting. So that was exactly how I saw it going- easy early, increasingly ugly as the day went on, nightmarish by the end.

The 'boss' was envisioned as a Resident Evil-style thing, a king of the zombies that would get player attention, make for a last hurdle to clear before reaching safety, and generallly just be terrifying. This was an ANH-2A Annihilator, because (as one player put it) that's just four Urbanmechs in a trench coat, so why not? It was... I mean, it did what I wanted it to do (I ran it myself), it was scary and big, and it did a lot of damage to a couple of victims (the Wolverine in particular), but... I started it on a hill. That was an unforgivable foul-up on my part- because without run movement, it almost literally had no way to move off that spot. It never actuallly moved during the game, at all. (It also lost an LB-10X on each of the first two turns on the field, soo THAT sucked!) I'm not saying I wouldn't do a 'boss' in the future in this event, but maybe something that had the ability to move around a little next time.

The Arrow IV Urbie though, regret it. On-board artillery is fun, but it was a little much, and won't be in future iterations of the event- I brought one for this in case we had players who spent the day hiding behind a hill or something as a way to encourage them out of their hiding spot. We didn't really have much of that in this game, though, so it was just kind of messy. (And no, it didn't have nukes- where would an undead-Battlemech get a nuclear weapon at? BE LOGICAL, people!)

Six mapsheets was too much for the larger units to be able to participate, and we eventually deleted two of them- in the future, I'd probably leave it at four maps, unless it's a truly epic turnout for the event. I noted at the game that the original draft used city maps, but tracking building CF and rubble and all that was more than I wanted to deal withg on top of already running several zombies- when I switched to the more open Rolling Hills terrain, I didn't really compensate for the increased options in moving, so that's a change I'll happily make. (If I can run this someday as a GM-only and not have too many things going on at once, I'd love to take charge of that urban environment and deal with building damage though!)

We eventually had our four survivors board the ship, and at that point... well, it's a Leopard, no room for anyone else, byeeeeee! Luckily I had prize support for five people, and we had five awesome players at the end (four survivors and one helpful zombie volunteer), so that all went out to them. Longtime Battletech veteran and dear friend Redshirt was also a huge help throughout the day running the undead masses, and deserves a special shout-out as well for helping keep things going. (As much as I'd liked to have had all players on the survivor side, you can see how easily I'd have  been overwhelmed by running a dozen or so zombies of assorted Urbie configs and turned player Mechs!)

Anyway. Feeback is appreciated, there's a significant chance this will get run again (a Halloween-adjacent event at Huzzah Hobbies is being investigated, depending on whether my wife has things planned or not at that point), and I should have another event at Your Hobby Place in late September (nothing concrete yet, keep an eye out here for announcements!)

And one more time, thank you to all who participated on both sides of the game for a great day of gaming, it was a pleasure to join you all at the table!

Brian Bunch / JadeHellbringer
"There's a difference between the soldier and his fight,
But the warrior knows the true meaning of his life."
+Larry and his Flask, 'Blood Drunk'+

"You know, basically war is just, like, a bunch of people playing pranks on each other, but at the end they all die."
+Crow T. Robot+

Jester006

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Re: Night Of The Undead Urbanmech: 8/18, Alexandria, VA
« Reply #2 on: 19 August 2024, 18:38:09 »
Had a fun time playing the game and thanks for hosting it for us there Jade.

Liked the idea of the zombie mechs not having to track heat and the different variants of Urbies was fun.  That hardened armor Urbie was a great choice.

6 maps was definitely too big of a play area if you intend to run mostly heavies and assaults, but thats what these play tests are for.

One idea I had was maybe not have any of the survivor mechs with a jump of more than 5; or perhaps no jump at all.  That Grendel was just too difficult to hit and having a 7 hex jump gave it too many tactical options. 

Another thought that popped in my head is if a zombie mech has at least one hand actuator, it can do a punch attack but instead of doing damage, it latches on and prevents the grappled mech from moving until it breaks the grapple (some sort of pilot skill check + MP cost).

If you run the game again, I'll help play on team zombie next time and hopefully there won't be as many perma-deaths that happen to the poor trashcans.
Did you hear about the LEGO store grand opening?  People were lined up for blocks...

Kilter

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Re: Night Of The Undead Urbanmech: 8/18, Alexandria, VA
« Reply #3 on: 22 August 2024, 09:52:41 »
It was indeed an awesome time! Just about the right amount of classic mayhem and choices that needed to be made. And multiple engine crits, gyro crits … zombie Urbanmechs with missing legs…

Being the only player starting out with a IS mech (the Wolverine) it was definitely a bit challenging. Pulse weapons and Streak SRMs are officially “OP” in my book. Amusingly enough it was an absolute beast once it became a zombie.

It seems like something that would work well with running the game as hexed Alpha Strike. Setting up the Urbanmechs to run with the beta version of BT Aces would have been a fun “play against the board” alternative. The backup with all the zombies showing up right at the Dropship was amusing. And the Loki getting on board and triggering the boss … uff that was painful. (Also painful shooting at it only to hit and realize that it had partial cover being the hill and all the leg shots were useless ….)

Coming back on and realizing that the Mad Cat apparently was running around with clown shoes and kept tripping in Level 0 water … ufff also painful. Especially as it was taken over by the zombie hordes at the end and didn’t make it out.

Still a totally awesome time! JadeHellbringer, thanks for running the event!

Daryk

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Re: Night Of The Undead Urbanmech: 8/18, Alexandria, VA
« Reply #4 on: 24 August 2024, 22:26:24 »
Sorry I missed it!  Hopefully I can make the next iteration...