BattleTech - The Board Game of Armored Combat

Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: BATTLEMASTER on 15 August 2022, 08:54:59

Title: At what point do you end a successful AtB campaign?
Post by: BATTLEMASTER on 15 August 2022, 08:54:59
This was partly inspired by a current General Discussion thread about the desired size of a mercenary force to play.  In a successful MekHQ/AtB campaign, when do you determine that you 'won' and roll up a new mercenary force?

I stop when my force becomes too much of a chore to manage.  Unfortunately that means tank and spaceship crews make this happen faster.  But I'm thinking if I got to that point, I'm doing something right and decide to quit ;D

Where do the rest of you call a successful game quits and start over again?
Title: Re: At what point do you end a successful AtB campaign?
Post by: Flame_Draken on 15 August 2022, 09:49:42
I usually start anew when I'm coming back to MekHQ after a long break.

I normally play a merc unit for a few months real time then something distracts me for a while.  The unit usually has grown to a regiment or larger formation by this point and coming back means I take time figuring out what I was doing before. 
Title: Re: At what point do you end a successful AtB campaign?
Post by: Lanceman on 15 August 2022, 10:11:24
One option instead of quitting/starting fresh is the cataclysmic event. Your unit's too big? Turn off AtB for a bit and send them on a custom mission where DOOM falls on their head. Fight hard, be ravaged, and come out with a leaner, meaner force ready to be rebuilt into something different.
Title: Re: At what point do you end a successful AtB campaign?
Post by: BATTLEMASTER on 15 August 2022, 12:00:01
One option instead of quitting/starting fresh is the cataclysmic event. Your unit's too big? Turn off AtB for a bit and send them on a custom mission where DOOM falls on their head. Fight hard, be ravaged, and come out with a leaner, meaner force ready to be rebuilt into something different.

That sounds like a neat idea and a fun way to put a nuke on the map  >:D
Title: Re: At what point do you end a successful AtB campaign?
Post by: dgorsman on 15 August 2022, 12:09:51
A few times it's when things are going predictably well, and another contract is reduced to just grinding it out as opposed to trying something different.  As others noted, sometimes it's been when the unit is too large (that was around hitting a Level IV at the end of the Jihad).

Most of the time it's when a new release comes out that solve a few annoying issues, and it's easier to start fresh than transfer things over.  Not so much at this point, as I've modified the availability XMLs so that takes a bit of diff-checking to merge in added units.
Title: Re: At what point do you end a successful AtB campaign?
Post by: Taron Storm on 15 August 2022, 12:20:45
For me, it is usually when I decide to play a different era.  For example, playing a game now that I started in 3034 and am currently in 3050.  I will probably start a new one in the 3rd Succession War next.  Or, like dgorsman said, when a new version comes out I will just start up a new campaign.
Title: Re: At what point do you end a successful AtB campaign?
Post by: Ironboot on 15 August 2022, 12:44:53
I like to start around the year 3000 and play up to/around the Clan invasion.  I will start of with around 10-12 mechs and build up to a battalion of mechs with a lance or two of armor and a couple of infantry units.
Title: Re: At what point do you end a successful AtB campaign?
Post by: yukamichi on 16 August 2022, 07:28:04
You guys have successful campaigns!?  :))