I'm going to work on a write-up of my experiences this year (not quite as many pictures as last year, thankfully!), 'cause I had a really fun time with the BattleTech events I played.
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Hey thread. It's been awhile.
So, one of the things I've been working on (in addition to that long-delayed Gen Con retrospective I promised) is an Alpha Strike scenario for an upcoming get-together a buddy and me are throwing.
It's a pretty big scenario, and I just finished up a first-draft of it after a couple of weeks of on-and-off work.
I'd be super appreciative if any of you grognards would be willing to read it over, and let me know what you think. It's a short read, only two pages of scenario description with a third page for the force listings. You can grab a copy of the scenario from my Google drive here.
Great scenario there @Nips I really love the setting and all the various objectives. This should challenge any player to use strategy and really good communication.
I have to echo hydro in requesting more back story of who the VIPs are, what significance the data has, and why are the Command Vehicles important. One thing I thought of for the reason the Command Vehicles are located in the city is to evacuate the Data Stores. This could explain why the Attackers wouldn't want to destroy them. Also could the Defenders blow up the Data Stores if they realize that the Attackers will get the data? If they do would that be a point since they prevented the Attackers from successfully download the data?
I know the Marauder IIc looks cool, buy I do wonder why a Star Commander would use it over a more traditional clan mech. Is this something that they did later on in the time line?
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Couple of quick replies before bed.
-Let's call the VIPs "Smoke Jaguar Command Staff".
-And that the data chunks contain "Smoke Jaguar troop deployments"
-And the Command Vehicles are infinitely more valuable captured than destroyed.
-The C* unit not being a full Level II, is because most Level II's are actually a mixed-arms grouping using both 'Mech's and vehicles. I actually have a pair of Badger transports painted up for this lance, I'm just disinclined to use them. Though it does give me an idea....
-Assume that the buildings are Heavy to Hardened, and more valuable intact than as rubble.
-On the MAD IIc: Reasons. Truth be told, dumb ones related to my OCD obsessions for grouping these figs into units. The Nova Cat is actually filling a spot normally occupied by a 5-man Minotaur ProtoMech point. Anyway, let's just use fluff reasons to explain it: the Star Commander came up as a bondsman, working her way up from second-line deployments, and kept her chosen second-line 'Mech with her as she rose through the ranks. Are you going to tell her no, when she can core you out with its triple Clan ERPPCs at long range in any duel, given her intense level of skill? Seriously, Skill 0. That's Natasha Kerensky levels of skill.
Sounds good, I love the backstory you cooked up for the Star Commander. I completely forgot about Bondsmen in BT, but not anymore. Been way too long since I delved into the universe that all the novels created around the game. So are you going to report back after you play this scenario to let us know how it went?
Sounds good, I love the backstory you cooked up for the Star Commander. I completely forgot about Bondsmen in BT, but not anymore. Been way too long since I delved into the universe that all the novels created around the game. So are you going to report back after you play this scenario to let us know how it went?
I will dump battle reports aaaalllll over this thread once we're doing playing this scenario.
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Alright, guys, I've hit a designer's block. This link goes to the draft version of the handout with the battlefield layout.
The map is to scale. Each Data building is 2" x2" x3" (50x50x75 mm), the Bravo Site tower is 4" (100 mm) square (and 10"/250mm tall), with 2"/50mm tall walls and 2"/50mm cornerposts.
See those huuuuuuuge empty green spaces? I'm not sure what to do with those. I've got a selection of low (1"/25mm) buildings, more walls and a few other larger/taller buildings. I'm not sure how to break up the spaces intuitively; ideally I want some breaks in LoS from east to west (left to right).
Well.... it's a town. Make it look like one. Houses, buildings, some wooded areas, parks, roads. So much potential.
Wood blocks of various height painted grey make quick stand in buildings. Slap on some roads printed and cut out from cardstock. Make a sprinkling of trees from bottle brushes and hills from flock and foamboard.
I loves me scenery.
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited September 2015
Trust me, scenery is hardly a problem for me (at least, constructing it that is. Constructing it on time, that's a challenge!).
A couple of potential layouts. Note that in the wider greenspaces, there will be a smattering of small, too-tiny-to-matter-for-LoS buildings.
Idea 1 - Walls
Idea 2 - Buildings
I'm also toying with the idea of rotating the positions of Beta Site and the Data Stores slightly. I'm worried that the entrance to Beta Site is too far for the SLDF forces to reach (barring jump jets), giving CSJ an overly-strong position at the scenario's start.
Some more builsings, some roads, some woods... 1000% more interesting
Add some water below the bravo site or in the top right!
That's the only problem I have with the whole move to 3d terrain. Water. Unless you have the play surface on a raised area with the water features carved in, it kind of breaks the immersion.
It's a city right? The water wouldn't have to be super deep, especially by mech standards. Just enough to come up to mid legs or whatever for the heatsink bonus.
Caveat: This scenario has not yet been playtested. All the following comments on balance are from a pre-conceived design standpoint, and have not been proven out through play.
Asymmetry is fine, if its effect on the scenario/game design is planned and understood. Let me walk through some design thoughts, and see what I need.
As it stands, the scenario as written so far is symmetrical, but the early game is balanced slightly in favor of the CSJ defenders.
-The forces are PV matched on a whole (1084 PV per side)
-The objectives, as written, are effectively symmetrical
-The CSJ force starts out with slightly more points on the board (728 PV vs. SLDF at 697)
-The CSJ force also starts with Units in position to score victory points (Garrison Star, which if positioned correctly can begin scoring victory points from all three objectives on Turn 1)
-This advantage is force-multiplied a bit, as the Garrison Units can hunker behind cover fairly easily for the first 1-3 turns, until the SLDF 'Mechs move up to contest the objectives. This is particularly notable for Bravo Site, which as-located will required most of the SLDF 'Mechs to travel for at least four turns to contest the objective.
-The CSJ force can roadie run their Elementals into scoring position more easily, on the backs of the Supernova Star 'Mechs
On the flip side:
-The SLDF has a slight advantage on number of Units (3 Total, +4 'Mechs over the CSJ force)
-The SLDF has an overall advantage on Pilot Skill (Veteran Pilots vs. Regular Clansmen) barring a handful of exceptions (Oosiks, Command Star, all Infantry)
...SHIT. I was running numbers as I was writing this post, and discovered something. I'm not sure what to make of this, given that is should be balanced by PV, but the CSJ force has a noticable advantage on overall firepower:
Force: S M L OV
SLDF: 95 80 45 8
CSJ: 106 96 64 26
Aside from having an overall damage advantage, that advantage is exacerbated at medium and long range (and to say nothing of potential Overheat damage, woof).
So, it looks like I'll need to bias the terrain a bit more in favor of the SLDF (lots of cover, to allow approaches to short range) to help balance that out.
Some more builsings, some roads, some woods... 1000% more interesting
Add some water below the bravo site or in the top right!
That's the only problem I have with the whole move to 3d terrain. Water. Unless you have the play surface on a raised area with the water features carved in, it kind of breaks the immersion.
I see what you did there.
(Please do not gift. My game bank is already full.)
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Alright. One quick trip to the DIY store, and $45 dollars of electrical boxes later I think I've got enough cover. Basically, all the grey or blue buildings are scaled as shown, and well over the height of any meddling BattleMechs. I also took account and crafted support corners for the walls I already had on hand.
I was going to make a joke about how your first city was so built by an Engineer since it was symmetrical. But now it is a proper randomly laid out city.
So is the walled place a mansion or sewer treatment plant?
I was going to make a joke about how your first city was so built by an Engineer since it was symmetrical. But now it is a proper randomly laid out city.
So is the walled place a mansion or sewer treatment plant?
For the record, I am an engineer. But I totally get the jab.
And the walled area on the SE corner is a factory with a water tower behind it.
Yeah sorry for the fellow Engineer jab, but you know how we always leave ourselves open like that. I remember someone mentioning that you were one this past weekend (or was it you, no idea with the chatter going on in vent).
Just read your final draft and it looks good. Can't wait to read how well it runs. The changing of the vehicles was a great idea and a perfect reason to not destroy them.
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Hey, I finally finished another lance! I can get back to working on Oosiks company now.
Draconis Combine Mustered Soldiery, Second Sword of Light (though you'd never know without the decals...that I don't have yet...)
Bonus points if you can correctly identify all the 'Mechs! There's a curveball in there, but here's a hint: all of the 'Mechs mount a C3 computer (slave or master).
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IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
Crusader, unseen.
No idea.
Hermes I.
Naginata.
...I've spent twenty minutes on school WiFi looking for that second one.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg) Backlog Challenge List
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I'm super proud the Hermes is recognizable as itself. It's actually the Hermes II from the Intro Box, that I remodeled into an Hermes HER-4K as it's the only variant that carries a C3 compy.
Also, I will never, ever buy another Hermes model again, on the grounds that the cross-designations between the Hermes and Hermes II can go eff themselves. Seriously, they're all HER-##. And there's a Hermes III, that's actually just a Hermes II, with the same designator (HER-4K) as my Hermes I have modeled in that pic. Goddamnit.
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Operation Bulldog, Wave 1
Combat Drops in T-1 Days
Also, is that the weirdest looking Locust variant? Dem's some oversized arm-cannons, yo.
I figured it was something alpha strike related just for the fact is uses the arrow looking things in its logo from the old quick strike rules. And since alpha strike replaced quick strike... well...
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Alpha Strike is still BattleTech, ''Mech designs and all. It's just a different way of representing the same (already canon) stuff.
I'm assuming those are medium lasers, with some seriously overgrown barrels.
And speaking of Alpha Strike, we played my scenario! I'm writing the battle report, hoping to have it done soon. I only took 64 pictures of the over eight-hour game :P
I got to talk to Jordan and some of the HBS people at PAX. It sounds like they've just started but everything they said sounded like exactly the sort of game I want. Plus their Shadowrun stuff has been great so I'm excited.
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Coming out of a jump is always disorienting. Giving the finger to relativistic physics comes with its dangers, I suppose. Barely more dangerous than what we're jumping into at least. I could see on my console the planet ahead; Hyner, one of the former Combine worlds. A world we'd be dropping onto in only a few minutes, to take it back from the Jaguars. Lucky for us, they don't know what's about to hit them. Danger's always relative, y'know.
Battle Report Time! Seven gentlemen gathered to play out the scenario I wrote. On the IS side, we had commanders Ryan (2nd Arkab, Oosik Irregulars), Kevin (2nd Sword of Light), Jake (Com Guard "Kat Killers"), and Eric (Com Guard "Snowhounds", FWLM Regulan Hussars). On the defending Clan side, we had me (Garrison Star, Command Star), Ian (Star Alpha, Elemental Star 1), and Sam (Star Beta, Elemental Star 2).
I'm going to spoiler this, because it's ZOMG long.
The forces laid out, prior to deployment.
The Clan defenders deploy onto the battlefield. Garrison Star sets up primarily around the entrance to Bravo Site, with two 'Mechs escorting the center repair vehicle. After conferring with command, the decision is made to abandon the far-eastern repair vehicle. It'll be left to the oncoming defenders to pick it up.
The Supernova arrives on-board, spread from center-to-eastward.
The IS attackers show up, moving on in-force. The 2nd Sword sets up on the west side defended by the Garrison Star, while the two Com Guard units take the center and the 2nd Arkab sets up on the far north-east corner.
Turn 1
The IS forces win initiative handily, but to no real effect. The Supernova moves up, 'Mechs with Elementals in tow, while the Garrison Star moves to consolidate their positions at the two Repair Vehicles and the gate to Bravo Site. The Warhammer IIc pilot, seeing an opportunity, moves to begin deleting sensitive Intelligence.
The IS line moves forward, but not fast enough for two of the Repair Trucks to begin their slow movement toward the southern edge of the battlefield. The IS 'Mechs, lacking proper handholds, force their infantry to hoof it on their own.
The Com Guard Hitman quickly moves up to the Data Center, employing its Active Probe in tandem with its pilot's computer to begin collecting sensitive intelligence from the Clan servers.
Victory Conditions: Intelligence (+2 IS, +1 Clan), Repair Vehicles (2 Moved), Bravo Site (1 Command Staff Evacuated)
Turn 2
The IS forces win initiative again, a trend that will wear on the Clanners' ability to react and position properly. Star Beta and its accompanying Elementals begin to emerge from the southern industrial zone to the No-Man's Land behind Bravo Site, a fleeing Repair Vehicle easily within reach.
Meanwhile, the ultra-fast Hermes of the 2nd Sword begins to exploit the Garrison Star's clumsy heavier 'Mechs, getting into Bravo Site and behind the unit's Stone Rhino. The rest of the 2nd Sword lance, coordinated through its C3 network, begins to rain heavy LRM fire on the Clan assault.
Just north of Bravo Site, an overeager Panther pilot moves to gain a line of site into the Data Center and No-Man's Land, but is caught out of position by the Warhammer IIc pilot barreling down on him. Panicked, the light 'Mech pilot wildy fires his PPC wide of the lumbering Clan 'Mech. The return fire, however, lands on-mark and cores the Panther out with a single salvo.
Over near the Data Stores, both the IS and Clan forces continue racing for the sensitive intelligence data. The IS has a slight edge in their Hitman. Fire is exchanged between the two sides, and in the clearing smoke a Raven, Cougar, and Elemental point are spotted downed.
Victory Conditions: Intelligence (+3 IS, +3 Clan), Repair Vehicles (2 Moved), Bravo Site (No Command Staff Evacuated)
Turn 3
The IS forces win initiative for the third straight turn, continuing to press the defending Clan units.
The Garrison Star, continuing to be caught out of position in initiative, moves to cover the Bravo Site courtyard from the invading Hermes. Between the Summoner, Stone Rhino, and assistance from the Black Hawk the site is covered...but the Hermes has vacated, taking up position behind the Star's Supernova instead! LRM fire rains down on the Clan Assault directed by the IS scout 'Mech, which contributes its own damaging pokes.
Meanwhile, the Warhammer IIc pilot, overeager with bravado from a fresh kill, moves to confront more targets...failing to adjust as they move into striking range from behind! Several alpha strikes later the Whammy goes down, its pilot disgraced by his foolish maneuver.
Star Beta and its attendant Elementals continue to push forward, but fail to find any viable targets.
On the opposite side of the Data Center, however, battle is well and truly joined as elements of Star Alpha push into the Com Guards and 2nd Arkab. Star Alpha comes out worse for wear, as its Mist Lynx and another point of Elementals are destroyed by IS attacks.
Victory Conditions: Intelligence (+4 IS, +2 Clan), Repair Vehicles (2 Moved), Bravo Site (1 Command Staff Evacuated)
At this point, the Data Centers have been completely looted or deleted, and the battle begins to swing in the direction of Bravo Site.
Turn 4
The Clanners finally win initiative, and move to put pressure on the invading IS force.
Star Beta clears the corner of Bravo Site, hungrily eyeing targets down the road.
(Zeh Summoner, zo ztately on eetz beelding-top perch, eyez itz tahrgehtz from afar and above...)
The Wolf Trap doesn't last long in the face of combined fire from Clan 'Mechs, crashing against the nearby wall on the way down. Inside the Bravo Site courtyard, the Clan Nova faces off against the Spheroid's Crusader. The Crusader gets the first shots off, fatally crippling the Clan 'Mech. Knowing his time remaining is limited, the Nova pilots opts to alpha strike with all ten of its lasers, likewise reducing the enemy IS 'Mech to scrap in a brutal trade.
Meanwhile, Star Alpha rapidly loses position, and unit advantage, in the Data Center.
The Grendel, despite its speed, is caught from behind by the IS Hitman. Caught between the scout and the rest of the IS forces, the Clan 'Mech goes down to combined attacks, leaving Star Alpha in a desperate position.
The 2nd Arkab employs their "Turtle Technique", maximizing their cover behind the nearby Data Center building. Despite this, the Thug is unable to cover itself enough, and takes enough Clan weapons fire to drop it.
The remaining points of Garrison Star outside of Bravo Site continue to lead the nearby Repair Vehicle to safety, and continue to be harassed by the Hermes. The Stone Rhino succumbs to the Naginata's massed indirect fire in the courtyard, spotted by Inner Sphere battle armor.
Victory Conditions: Repair Vehicles (2 Moved), Bravo Site (No Command Staff Evacuated)
Turn 5
The initiative swings back in the Inner Sphere's favor, putting the Clan defenders very much on the back foot.
Star Beta pushes down the road along Bravo Site, making a move toward the objective's gate in-force.
The Inner Sphere attackers, however, are well positioned for the push and catch many of the Clanners in a brutal killing corridor.
By the time the smoke clears, three squads of IS battle armor, three points of Elementals, the Supernova, Loki, and Vulture are all downed, giving a clear advantage to the Inner Sphere forces.
The remaining elements of the 2nd Arkab and Com Guards near the Data Center consolidate their positions, and begin to push in on Star Beta's location from behind. The remaining Clan Dragonfly, clearly outmatched, quickly retreats for opportune cover.
Victory Conditions: Repair Vehicles (2 Moved), Bravo Site (No Command Staff Evacuated)
Turn 6
The initiative continues to go against the Clan defenders, allowing the Inner Sphere attackers to press their positional advantages.
With a warhorn blare, Star Captain Julia Nevversen's Command Star arrives on the battlefield, moving on from the southern edge.
The FWLM Regulan Hussars likewise join the battle, moving on from the far north-west corner of the battlefield.
Their tactical positioning is...usual, though, to say the least.
Opting for a more direct approach, the Oosik Irregulars decide that a show of Shock and Awe is in order to fully secure Bravo Site. A Low-Altitude drop arrives via dropship, carefully positioning the mercenary lance along the inside edge of Bravo Site's courtyard.
The remaining Timber Wolf from Star Beta stares down the Thunder Hawk in the distance...
The T'Hawk likewise stares back, with Gauss rifles primed.
The ensuing exchange of fire ends with one triumphant Thunder Hawk pilot, and one smoking and still Timber Wolf.
At the entrance to Bravo Site, the Clanners become desperate to reclaim the courtyard, with a Battle Cobra foolishly rushing straight through the gate. It is to no avail however, as indirect fire from the Naginata claims another kill. Another point of Elementals is likewise downed in the courtyard, before the Oosiks even have time to complete their drop sequence.
By this point, the Clan forces have completely abandoned the data center, and retreated most of the distance down the road with the center-position Repair Vehicle.
The Quickdraw attempts to stop the retreating Repair Vehicle...but ends up face to face with the Command Star's Timber Wolf, taking significant damage for its efforts.
Victory Conditions: Repair Vehicles (1 Moved), Bravo Site (No Command Staff Evacuated)
Turn 7
The Inner Sphere continues to press the attack, winning initiative once again. While most of the field is content to reposition to find new targets, three of the five Command Star 'Mechs hunt through the southwestern industrial park for the ever-harrying Hermes. Their target remains elusive however, and manages to keep buildings between itself and the Clan's guns. The Com Guard are more effective, however, pushing their elements forward to contest the central Repair Vehicle. With the Clan numbers advantage anulled, the Vehicle is forced to stop for the turn. The gambit costs the Quickdraw however, as it is rocked to the ground by Clan weapons fire.
The Oosiks spread out within Bravo Site's courtyard, clearing it of the remaining Elemental point and consolidating their hold on the objective. In a further stroke of luck and masterful positioning, the combined presence of the Hermes and the Hussar Locust are able to contest the west-most Repair Vehicle, completely stymiing the Clan's retreat this turn.
Victory Conditions: Repair Vehicles (None Moved), Bravo Site (No Command Staff Evacuated)
Turn 8
Star Commander Julia, enraged at the surat dogs that dared challenge her charges, takes the initiative and pushes her Marauder IIc into the clearing outside of the Bravo Site gate. Though most targets have scurried to cover, her targeting computer picks up on Gorn Arming's Awesome clearly within sight through the gate. The resulting fire from her Assault 'Mech, and accompanying Clan subordinates, leaves Gorn only a slim moment to land some damage on the Star Captain's 'Mech.
The nearby IS forces are no help to the Oosiks within the courtyard.
At the southern end of the battlefield the Repair Vehicle begins rolling again, as both the Clan and IS 'Mechs make for cover, leaving the valuable asset uncontested. The luck of the Combine's Hermes also finally runs out, as it makes a play to stop the westmost Repair Vehicle but gets caught in the line of fire of the Command Star's Dire Wolf. One hail of lasers and autocannon fire later, and the IS 'Mech is left a smoking wreck.
Victory Conditions: Repair Vehicles (1 Moved), Bravo Site (No Command Staff Evacuated)
Turn 9
Pushing to close out the battle with honor, the Clans win initiative again. The IS Hitman and Phoenix Hawk move in close to contest the Repair Vehicle against the Clan's Timber Wolf and Summoner. Though their gambit is successful in stalling the vehicle, it costs both pilots their 'Mechs as the Clanners fire past each other to destroy the Spheroid scum.
The remaining Clan Dragonfly from Star Alpha, having worked its way through the southwest industrial zone, links up with the western Repair Vehicle and begins to escort it to safety.
Near Bravo Site, the Oosiks opt for a "Nut Up or Shut Up" push against the elements of the Garrison and Command Stars. As they near the gate, the clearing becomes a lightshow of weapons fire. When the smoke clears, the Inner Sphere forces continue to hold the Bravo Site courtyard.
Victory Conditions: Repair Vehicles (1 Moved), Bravo Site (No Command Staff Evacuated)
Turn 10
The Clans continue to hold a tenuous grasp on the initiative, but are unable to make a meaningful push in position. The Clans maintain firm control over the two Repair Vehicles though, and are finally able to retreat them off the battlefield. With those assets out of the way, the Clan MechWarriors arrayed themselves to engage their Inner Sphere foes.
A brutal exchange of weapons fire erupts at the west and south extents of the battlefield, and several 'Mechs hit the ground. Frosty's JagerMech is claimed by blasts, and is forced to punch out. His exit is swiftly avenged however, as combined fire from the Oosiks and Hussars down the remaining Garrison Summoner and the Star Captain's Marauder IIc.
In the southern industrial park, the roadway becomes a parking lot as the massed exchange of fire downs the three Clan 'Mechs and two of their Inner Sphere adversaries.
Victory Conditions: Repair Vehicles (2 Evacuated), Bravo Site (No Command Staff Evacuated)
Turns 11 and 12
At this point, the battle turns solidly against the remaining Clan forces, who opt for honorable deaths in combat. The Inner Sphere forces suffer the loss of Com Guard's Whitworth and Zeus, destroying the remaining the Clan forces in the process.
With the Clan forces defeated, the Bravo Site shuttle guns its engines for liftoff while the nearby Spheroid squads crack cold ones for their job well done.
Final Victory Point Tallies:
-Data Centers: IS (9) vs. Clan (6)
-Repair Vehicles: IS (5) vs. Clan (10)
-Bravo Site: IS (13) vs. Clan (2)
Overall: IS (27) vs. Clan (18)
Victory for the Inner Sphere!
In the end, the scenario took over ten hours to set up and play, but was great fun. On the Clan side, long runs of bad rolls absolutely worked against us. However, I feel like our strategic approach (abandon the eastern Repair Vehicle) and tactical execution (Star Bravo moving up through the middle, and largely failing to engage until far too late) really bit us in the end.
On the IS side, the DCMS Second Sword of Light really cleaned up. Having a C3 network with a Hermes to spot for five points worth of indirectly-fired LRM damage each turn was just gross; the Naginata bringing most of that was worth every point spent.
I feel like I need to rework the Bravo Site capture rules a little bit, as the Clan side had basically no chance to come back once the Second Sword 'Mechs and infantry took the courtyard. This might be as much the fault of Star Bravo's motions though, so I'm not sure.
Holy shit @Nips, that's one awesome battlefield! Thanks very much for the report. Someday I will paint up all my mechs...someday.
On the subject of 3d battlefields, one thing I have found with most mini wargames is that everything seems to work better when your buildings are set at an angle, somewhere between 20-35 degrees. It reduces symmetry and breaks up long fire lanes. Something like this (please forgive my terrible photoshop skills).
The buildings that got rotated off the map can be put back on in the empty corners.
I'm not sure how well this would would work in Battletech. It's almost a must in games like Infinity where firefights are quick and decisive and weapons can reach across the table. It also works very well in 40k and Bolt Action.
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I'm going to work on a write-up of my experiences this year (not quite as many pictures as last year, thankfully!), 'cause I had a really fun time with the BattleTech events I played.
So, one of the things I've been working on (in addition to that long-delayed Gen Con retrospective I promised) is an Alpha Strike scenario for an upcoming get-together a buddy and me are throwing.
It's a pretty big scenario, and I just finished up a first-draft of it after a couple of weeks of on-and-off work.
I'd be super appreciative if any of you grognards would be willing to read it over, and let me know what you think. It's a short read, only two pages of scenario description with a third page for the force listings. You can grab a copy of the scenario from my Google drive here.
And I understand the logic of the command vehicle movement... but I don't like it. Why not just destroy them if your the attacker?
Also... when did ComStar start organizing into Level 2s? I think you may be short 2 mechs in each unit for the time period if so.
Why is a star commander piloting a second line 2c mech?
I have to echo hydro in requesting more back story of who the VIPs are, what significance the data has, and why are the Command Vehicles important. One thing I thought of for the reason the Command Vehicles are located in the city is to evacuate the Data Stores. This could explain why the Attackers wouldn't want to destroy them. Also could the Defenders blow up the Data Stores if they realize that the Attackers will get the data? If they do would that be a point since they prevented the Attackers from successfully download the data?
I know the Marauder IIc looks cool, buy I do wonder why a Star Commander would use it over a more traditional clan mech. Is this something that they did later on in the time line?
Steam: betsuni7
-Let's call the VIPs "Smoke Jaguar Command Staff".
-And that the data chunks contain "Smoke Jaguar troop deployments"
-And the Command Vehicles are infinitely more valuable captured than destroyed.
-The C* unit not being a full Level II, is because most Level II's are actually a mixed-arms grouping using both 'Mech's and vehicles. I actually have a pair of Badger transports painted up for this lance, I'm just disinclined to use them. Though it does give me an idea....
-Assume that the buildings are Heavy to Hardened, and more valuable intact than as rubble.
-On the MAD IIc: Reasons. Truth be told, dumb ones related to my OCD obsessions for grouping these figs into units. The Nova Cat is actually filling a spot normally occupied by a 5-man Minotaur ProtoMech point. Anyway, let's just use fluff reasons to explain it: the Star Commander came up as a bondsman, working her way up from second-line deployments, and kept her chosen second-line 'Mech with her as she rose through the ranks. Are you going to tell her no, when she can core you out with its triple Clan ERPPCs at long range in any duel, given her intense level of skill? Seriously, Skill 0. That's Natasha Kerensky levels of skill.
Steam: betsuni7
I will dump battle reports aaaalllll over this thread once we're doing playing this scenario.
https://drive.google.com/file/d/0B_YEdzSswGjNSDVydkt4b0RZZGs/view?usp=docslist_api[
The map is to scale. Each Data building is 2" x2" x3" (50x50x75 mm), the Bravo Site tower is 4" (100 mm) square (and 10"/250mm tall), with 2"/50mm tall walls and 2"/50mm cornerposts.
See those huuuuuuuge empty green spaces? I'm not sure what to do with those. I've got a selection of low (1"/25mm) buildings, more walls and a few other larger/taller buildings. I'm not sure how to break up the spaces intuitively; ideally I want some breaks in LoS from east to west (left to right).
Looking for opinions.
Wood blocks of various height painted grey make quick stand in buildings. Slap on some roads printed and cut out from cardstock. Make a sprinkling of trees from bottle brushes and hills from flock and foamboard.
I loves me scenery.
A couple of potential layouts. Note that in the wider greenspaces, there will be a smattering of small, too-tiny-to-matter-for-LoS buildings.
Idea 1 - Walls
Idea 2 - Buildings
I'm also toying with the idea of rotating the positions of Beta Site and the Data Stores slightly. I'm worried that the entrance to Beta Site is too far for the SLDF forces to reach (barring jump jets), giving CSJ an overly-strong position at the scenario's start.
Add some water below the bravo site or in the top right!
That's the only problem I have with the whole move to 3d terrain. Water. Unless you have the play surface on a raised area with the water features carved in, it kind of breaks the immersion.
If you're gonna do it, do it right
I can't stand bland, symmetrical battlefields
Caveat: This scenario has not yet been playtested. All the following comments on balance are from a pre-conceived design standpoint, and have not been proven out through play.
Asymmetry is fine, if its effect on the scenario/game design is planned and understood. Let me walk through some design thoughts, and see what I need.
As it stands, the scenario as written so far is symmetrical, but the early game is balanced slightly in favor of the CSJ defenders.
-The forces are PV matched on a whole (1084 PV per side)
-The objectives, as written, are effectively symmetrical
-The CSJ force starts out with slightly more points on the board (728 PV vs. SLDF at 697)
-The CSJ force also starts with Units in position to score victory points (Garrison Star, which if positioned correctly can begin scoring victory points from all three objectives on Turn 1)
-This advantage is force-multiplied a bit, as the Garrison Units can hunker behind cover fairly easily for the first 1-3 turns, until the SLDF 'Mechs move up to contest the objectives. This is particularly notable for Bravo Site, which as-located will required most of the SLDF 'Mechs to travel for at least four turns to contest the objective.
-The CSJ force can roadie run their Elementals into scoring position more easily, on the backs of the Supernova Star 'Mechs
On the flip side:
-The SLDF has a slight advantage on number of Units (3 Total, +4 'Mechs over the CSJ force)
-The SLDF has an overall advantage on Pilot Skill (Veteran Pilots vs. Regular Clansmen) barring a handful of exceptions (Oosiks, Command Star, all Infantry)
...SHIT. I was running numbers as I was writing this post, and discovered something. I'm not sure what to make of this, given that is should be balanced by PV, but the CSJ force has a noticable advantage on overall firepower:
Aside from having an overall damage advantage, that advantage is exacerbated at medium and long range (and to say nothing of potential Overheat damage, woof).
So, it looks like I'll need to bias the terrain a bit more in favor of the SLDF (lots of cover, to allow approaches to short range) to help balance that out.
I see what you did there.
(Please do not gift. My game bank is already full.)
Ignore all the blue lines, they're my guides.
Steam: betsuni7
For the record, I am an engineer. But I totally get the jab.
And the walled area on the SE corner is a factory with a water tower behind it.
And I finished my first-final draft of the whole shebang! Feeling pretty good about it.
Just read your final draft and it looks good. Can't wait to read how well it runs. The changing of the vehicles was a great idea and a perfect reason to not destroy them.
Steam: betsuni7
Draconis Combine Mustered Soldiery, Second Sword of Light (though you'd never know without the decals...that I don't have yet...)
Bonus points if you can correctly identify all the 'Mechs! There's a curveball in there, but here's a hint: all of the 'Mechs mount a C3 computer (slave or master).
No idea.
Hermes I.
Naginata.
...I've spent twenty minutes on school WiFi looking for that second one.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
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Also, I will never, ever buy another Hermes model again, on the grounds that the cross-designations between the Hermes and Hermes II can go eff themselves. Seriously, they're all HER-##. And there's a Hermes III, that's actually just a Hermes II, with the same designator (HER-4K) as my Hermes I have modeled in that pic. Goddamnit.
Combat Drops in T-1 Days
{Transmission Received....validating....}
{...Confirmed...}
{Data Type: Stealth Spy Drone Camera Footage}
{Location: Wessen, Hyner [Quadrant Echo 75]}
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Fuuuuuuuuuuuck yes.
Also, is that the weirdest looking Locust variant? Dem's some oversized arm-cannons, yo.
I figured it was something alpha strike related just for the fact is uses the arrow looking things in its logo from the old quick strike rules. And since alpha strike replaced quick strike... well...
I'm assuming those are medium lasers, with some seriously overgrown barrels.
And speaking of Alpha Strike, we played my scenario! I'm writing the battle report, hoping to have it done soon. I only took 64 pictures of the over eight-hour game :P
Battle Report Time! Seven gentlemen gathered to play out the scenario I wrote. On the IS side, we had commanders Ryan (2nd Arkab, Oosik Irregulars), Kevin (2nd Sword of Light), Jake (Com Guard "Kat Killers"), and Eric (Com Guard "Snowhounds", FWLM Regulan Hussars). On the defending Clan side, we had me (Garrison Star, Command Star), Ian (Star Alpha, Elemental Star 1), and Sam (Star Beta, Elemental Star 2).
I'm going to spoiler this, because it's ZOMG long.
The forces laid out, prior to deployment.
The Clan defenders deploy onto the battlefield. Garrison Star sets up primarily around the entrance to Bravo Site, with two 'Mechs escorting the center repair vehicle. After conferring with command, the decision is made to abandon the far-eastern repair vehicle. It'll be left to the oncoming defenders to pick it up.
The Supernova arrives on-board, spread from center-to-eastward.
The IS attackers show up, moving on in-force. The 2nd Sword sets up on the west side defended by the Garrison Star, while the two Com Guard units take the center and the 2nd Arkab sets up on the far north-east corner.
Turn 1
The IS forces win initiative handily, but to no real effect. The Supernova moves up, 'Mechs with Elementals in tow, while the Garrison Star moves to consolidate their positions at the two Repair Vehicles and the gate to Bravo Site. The Warhammer IIc pilot, seeing an opportunity, moves to begin deleting sensitive Intelligence.
The IS line moves forward, but not fast enough for two of the Repair Trucks to begin their slow movement toward the southern edge of the battlefield. The IS 'Mechs, lacking proper handholds, force their infantry to hoof it on their own.
The Com Guard Hitman quickly moves up to the Data Center, employing its Active Probe in tandem with its pilot's computer to begin collecting sensitive intelligence from the Clan servers.
Victory Conditions: Intelligence (+2 IS, +1 Clan), Repair Vehicles (2 Moved), Bravo Site (1 Command Staff Evacuated)
Turn 2
The IS forces win initiative again, a trend that will wear on the Clanners' ability to react and position properly. Star Beta and its accompanying Elementals begin to emerge from the southern industrial zone to the No-Man's Land behind Bravo Site, a fleeing Repair Vehicle easily within reach.
Meanwhile, the ultra-fast Hermes of the 2nd Sword begins to exploit the Garrison Star's clumsy heavier 'Mechs, getting into Bravo Site and behind the unit's Stone Rhino. The rest of the 2nd Sword lance, coordinated through its C3 network, begins to rain heavy LRM fire on the Clan assault.
Just north of Bravo Site, an overeager Panther pilot moves to gain a line of site into the Data Center and No-Man's Land, but is caught out of position by the Warhammer IIc pilot barreling down on him. Panicked, the light 'Mech pilot wildy fires his PPC wide of the lumbering Clan 'Mech. The return fire, however, lands on-mark and cores the Panther out with a single salvo.
Over near the Data Stores, both the IS and Clan forces continue racing for the sensitive intelligence data. The IS has a slight edge in their Hitman. Fire is exchanged between the two sides, and in the clearing smoke a Raven, Cougar, and Elemental point are spotted downed.
Victory Conditions: Intelligence (+3 IS, +3 Clan), Repair Vehicles (2 Moved), Bravo Site (No Command Staff Evacuated)
Turn 3
The IS forces win initiative for the third straight turn, continuing to press the defending Clan units.
The Garrison Star, continuing to be caught out of position in initiative, moves to cover the Bravo Site courtyard from the invading Hermes. Between the Summoner, Stone Rhino, and assistance from the Black Hawk the site is covered...but the Hermes has vacated, taking up position behind the Star's Supernova instead! LRM fire rains down on the Clan Assault directed by the IS scout 'Mech, which contributes its own damaging pokes.
Meanwhile, the Warhammer IIc pilot, overeager with bravado from a fresh kill, moves to confront more targets...failing to adjust as they move into striking range from behind! Several alpha strikes later the Whammy goes down, its pilot disgraced by his foolish maneuver.
Star Beta and its attendant Elementals continue to push forward, but fail to find any viable targets.
On the opposite side of the Data Center, however, battle is well and truly joined as elements of Star Alpha push into the Com Guards and 2nd Arkab. Star Alpha comes out worse for wear, as its Mist Lynx and another point of Elementals are destroyed by IS attacks.
Victory Conditions: Intelligence (+4 IS, +2 Clan), Repair Vehicles (2 Moved), Bravo Site (1 Command Staff Evacuated)
At this point, the Data Centers have been completely looted or deleted, and the battle begins to swing in the direction of Bravo Site.
Turn 4
The Clanners finally win initiative, and move to put pressure on the invading IS force.
Star Beta clears the corner of Bravo Site, hungrily eyeing targets down the road.
(Zeh Summoner, zo ztately on eetz beelding-top perch, eyez itz tahrgehtz from afar and above...)
The Wolf Trap doesn't last long in the face of combined fire from Clan 'Mechs, crashing against the nearby wall on the way down. Inside the Bravo Site courtyard, the Clan Nova faces off against the Spheroid's Crusader. The Crusader gets the first shots off, fatally crippling the Clan 'Mech. Knowing his time remaining is limited, the Nova pilots opts to alpha strike with all ten of its lasers, likewise reducing the enemy IS 'Mech to scrap in a brutal trade.
Meanwhile, Star Alpha rapidly loses position, and unit advantage, in the Data Center.
The Grendel, despite its speed, is caught from behind by the IS Hitman. Caught between the scout and the rest of the IS forces, the Clan 'Mech goes down to combined attacks, leaving Star Alpha in a desperate position.
The 2nd Arkab employs their "Turtle Technique", maximizing their cover behind the nearby Data Center building. Despite this, the Thug is unable to cover itself enough, and takes enough Clan weapons fire to drop it.
The remaining points of Garrison Star outside of Bravo Site continue to lead the nearby Repair Vehicle to safety, and continue to be harassed by the Hermes. The Stone Rhino succumbs to the Naginata's massed indirect fire in the courtyard, spotted by Inner Sphere battle armor.
Victory Conditions: Repair Vehicles (2 Moved), Bravo Site (No Command Staff Evacuated)
Turn 5
The initiative swings back in the Inner Sphere's favor, putting the Clan defenders very much on the back foot.
Star Beta pushes down the road along Bravo Site, making a move toward the objective's gate in-force.
The Inner Sphere attackers, however, are well positioned for the push and catch many of the Clanners in a brutal killing corridor.
By the time the smoke clears, three squads of IS battle armor, three points of Elementals, the Supernova, Loki, and Vulture are all downed, giving a clear advantage to the Inner Sphere forces.
The remaining elements of the 2nd Arkab and Com Guards near the Data Center consolidate their positions, and begin to push in on Star Beta's location from behind. The remaining Clan Dragonfly, clearly outmatched, quickly retreats for opportune cover.
Victory Conditions: Repair Vehicles (2 Moved), Bravo Site (No Command Staff Evacuated)
Turn 6
The initiative continues to go against the Clan defenders, allowing the Inner Sphere attackers to press their positional advantages.
With a warhorn blare, Star Captain Julia Nevversen's Command Star arrives on the battlefield, moving on from the southern edge.
The FWLM Regulan Hussars likewise join the battle, moving on from the far north-west corner of the battlefield.
Their tactical positioning is...usual, though, to say the least.
Opting for a more direct approach, the Oosik Irregulars decide that a show of Shock and Awe is in order to fully secure Bravo Site. A Low-Altitude drop arrives via dropship, carefully positioning the mercenary lance along the inside edge of Bravo Site's courtyard.
The remaining Timber Wolf from Star Beta stares down the Thunder Hawk in the distance...
The T'Hawk likewise stares back, with Gauss rifles primed.
The ensuing exchange of fire ends with one triumphant Thunder Hawk pilot, and one smoking and still Timber Wolf.
At the entrance to Bravo Site, the Clanners become desperate to reclaim the courtyard, with a Battle Cobra foolishly rushing straight through the gate. It is to no avail however, as indirect fire from the Naginata claims another kill. Another point of Elementals is likewise downed in the courtyard, before the Oosiks even have time to complete their drop sequence.
By this point, the Clan forces have completely abandoned the data center, and retreated most of the distance down the road with the center-position Repair Vehicle.
The Quickdraw attempts to stop the retreating Repair Vehicle...but ends up face to face with the Command Star's Timber Wolf, taking significant damage for its efforts.
Victory Conditions: Repair Vehicles (1 Moved), Bravo Site (No Command Staff Evacuated)
Turn 7
The Inner Sphere continues to press the attack, winning initiative once again. While most of the field is content to reposition to find new targets, three of the five Command Star 'Mechs hunt through the southwestern industrial park for the ever-harrying Hermes. Their target remains elusive however, and manages to keep buildings between itself and the Clan's guns. The Com Guard are more effective, however, pushing their elements forward to contest the central Repair Vehicle. With the Clan numbers advantage anulled, the Vehicle is forced to stop for the turn. The gambit costs the Quickdraw however, as it is rocked to the ground by Clan weapons fire.
The Oosiks spread out within Bravo Site's courtyard, clearing it of the remaining Elemental point and consolidating their hold on the objective. In a further stroke of luck and masterful positioning, the combined presence of the Hermes and the Hussar Locust are able to contest the west-most Repair Vehicle, completely stymiing the Clan's retreat this turn.
Victory Conditions: Repair Vehicles (None Moved), Bravo Site (No Command Staff Evacuated)
Turn 8
Star Commander Julia, enraged at the surat dogs that dared challenge her charges, takes the initiative and pushes her Marauder IIc into the clearing outside of the Bravo Site gate. Though most targets have scurried to cover, her targeting computer picks up on Gorn Arming's Awesome clearly within sight through the gate. The resulting fire from her Assault 'Mech, and accompanying Clan subordinates, leaves Gorn only a slim moment to land some damage on the Star Captain's 'Mech.
The nearby IS forces are no help to the Oosiks within the courtyard.
At the southern end of the battlefield the Repair Vehicle begins rolling again, as both the Clan and IS 'Mechs make for cover, leaving the valuable asset uncontested. The luck of the Combine's Hermes also finally runs out, as it makes a play to stop the westmost Repair Vehicle but gets caught in the line of fire of the Command Star's Dire Wolf. One hail of lasers and autocannon fire later, and the IS 'Mech is left a smoking wreck.
Victory Conditions: Repair Vehicles (1 Moved), Bravo Site (No Command Staff Evacuated)
Turn 9
Pushing to close out the battle with honor, the Clans win initiative again. The IS Hitman and Phoenix Hawk move in close to contest the Repair Vehicle against the Clan's Timber Wolf and Summoner. Though their gambit is successful in stalling the vehicle, it costs both pilots their 'Mechs as the Clanners fire past each other to destroy the Spheroid scum.
The remaining Clan Dragonfly from Star Alpha, having worked its way through the southwest industrial zone, links up with the western Repair Vehicle and begins to escort it to safety.
Near Bravo Site, the Oosiks opt for a "Nut Up or Shut Up" push against the elements of the Garrison and Command Stars. As they near the gate, the clearing becomes a lightshow of weapons fire. When the smoke clears, the Inner Sphere forces continue to hold the Bravo Site courtyard.
Victory Conditions: Repair Vehicles (1 Moved), Bravo Site (No Command Staff Evacuated)
Turn 10
The Clans continue to hold a tenuous grasp on the initiative, but are unable to make a meaningful push in position. The Clans maintain firm control over the two Repair Vehicles though, and are finally able to retreat them off the battlefield. With those assets out of the way, the Clan MechWarriors arrayed themselves to engage their Inner Sphere foes.
A brutal exchange of weapons fire erupts at the west and south extents of the battlefield, and several 'Mechs hit the ground. Frosty's JagerMech is claimed by blasts, and is forced to punch out. His exit is swiftly avenged however, as combined fire from the Oosiks and Hussars down the remaining Garrison Summoner and the Star Captain's Marauder IIc.
In the southern industrial park, the roadway becomes a parking lot as the massed exchange of fire downs the three Clan 'Mechs and two of their Inner Sphere adversaries.
Victory Conditions: Repair Vehicles (2 Evacuated), Bravo Site (No Command Staff Evacuated)
Turns 11 and 12
At this point, the battle turns solidly against the remaining Clan forces, who opt for honorable deaths in combat. The Inner Sphere forces suffer the loss of Com Guard's Whitworth and Zeus, destroying the remaining the Clan forces in the process.
With the Clan forces defeated, the Bravo Site shuttle guns its engines for liftoff while the nearby Spheroid squads crack cold ones for their job well done.
Final Victory Point Tallies:
-Data Centers: IS (9) vs. Clan (6)
-Repair Vehicles: IS (5) vs. Clan (10)
-Bravo Site: IS (13) vs. Clan (2)
Overall: IS (27) vs. Clan (18)
Victory for the Inner Sphere!
In the end, the scenario took over ten hours to set up and play, but was great fun. On the Clan side, long runs of bad rolls absolutely worked against us. However, I feel like our strategic approach (abandon the eastern Repair Vehicle) and tactical execution (Star Bravo moving up through the middle, and largely failing to engage until far too late) really bit us in the end.
On the IS side, the DCMS Second Sword of Light really cleaned up. Having a C3 network with a Hermes to spot for five points worth of indirectly-fired LRM damage each turn was just gross; the Naginata bringing most of that was worth every point spent.
I feel like I need to rework the Bravo Site capture rules a little bit, as the Clan side had basically no chance to come back once the Second Sword 'Mechs and infantry took the courtyard. This might be as much the fault of Star Bravo's motions though, so I'm not sure.
On the subject of 3d battlefields, one thing I have found with most mini wargames is that everything seems to work better when your buildings are set at an angle, somewhere between 20-35 degrees. It reduces symmetry and breaks up long fire lanes. Something like this (please forgive my terrible photoshop skills).
The buildings that got rotated off the map can be put back on in the empty corners.
I'm not sure how well this would would work in Battletech. It's almost a must in games like Infinity where firefights are quick and decisive and weapons can reach across the table. It also works very well in 40k and Bolt Action.
I'm totally stealing that idea for the next scenario I write!