Monday, April 14, 2025

Coolant Truck Scenario

Coolant, gimme fresh coolant!

Mal & I got together last week for another game. This time trying out my coolant truck scenario which I based off of an Alphastrike scenario that I found...on reddit maybe? Below is said scenario (its a bit of a long one): 

Each player has 5,000 BV forces. 

Following a recent battle, the defending forces are falling back to a Forward Operating Base (FOB) for repairs and maintenance. As the defenders are approaching the FOB’s defensive perimeter, an enemy vanguard is detected on approach. Unfortunately, the defender’s battlemechs are in no shape for a direct engagement until they’ve undergone basic maintenance. 

The defender chooses a table edge and marks a zone (that is the size of my firing arcs template) representing the forward operating base. The FOB is placed anywhere along their table edge. It must be six hexes from the table edge, and at least six hexes from either side of the table. Place a coolant truck at the center of the FOB. The attacker’s table edge is opposite the defender’s table edge. 

Next, the defender places four watchtowers on the table. Place the first tower within 8 hexes of the base’s perimeter. Further towers can be placed anywhere on the table, but must be within 8 hexes of another outpost and not within the base’s perimeter. Towers may not be placed within 10 hexes of the attacker’s table edge. Each Tower is a heavy building with 40 CF. Outposts may be a spotter for indirect fire. 

The defender rolls for each of their mechs for pre-existing damage, either: 4 SRM hits or 3 small laser hits (ideally half of the force should take SRM damage, and the other half SL damage). Roll for locations using the front facing chart, rerolling head shots, critical hits are ignored. The defenders’ units are placed within their walk/ground speed of the table center in initiative order. 

OBJECTIVES 

Emergency Cool down: The defender’s mechs are damaged and need a coolant swap before they can be fully effective on the battlefield. A defender’s battlemech’s heat sinks function at half efficiency until they undergo a coolant swap. Each of the defender’s battlemechs must perform the Coolant Swap action to be restored to full efficiency.  Score 1 VP each time a battlemech completes the Coolant Swap sequence.  

Hold the Line: The defender scores 1 VP for each enemy mech that is destroyed or forced to withdrawal. 

Slash and Burn: The attacker must destroy as many watchtowers as possible to help clear the way for a future assault. The attacker also scores 1 VP for each enemy mech that is destroyed or forced to withdrawal. 

 

SPECIAL RULES 

Coolant Swap: A defending battlemech’s heat sinks function at half efficiency until the coolant swap action is taken. To perform this action, a battlemech must end the Movement Phase adjacent to a coolant truck and announce the mech is hooking up to the coolant truck. Hooking up requires the remainder of the turn and the mech may make no attacks, nor be attacked (per standard Succession Wars battlefield etiquette). The coolant swap takes 1 round (so 1 round to get into proper position of the coolant truck, and 1 turn to perform the coolant swap). Only 1 mech may perform a coolant swap at a time. 

 If during the coolant swap the battlemech expends any movement points or moves at least a hex due to forced movement, the mech takes a 5 point of damage grouping allocated by the Kick Hit Location and the coolant truck is destroyed. The coolant truck is too valuable to be directly targeted by the attacking forces. 

Forced Withdrawal: The attacker & defender must adhere to the Forced Withdrawal rules. A mech is considered crippled and forced to withdrawal when it suffers any combination of the following: 

  • 2 engine hits 

  • 1 gyro hit 

  • When it loses a side torso 

  • When all ranged weapons are rendered inoperable 

  • When at least 3 locations have suffered internal structure damage 


Here are some pics from the game, but with Mercuries running rampant in all directions, it was kinda hard to keep track of what was going on where.

I was fielding the Capellan Confederation (early succession wars era) with an Assassin ASN-21, A Mongoose MON-67, six Mercury MCY-98s, and a superfluous mountin infantry platoon to guard the FOB. 

The battlefield with the FOB plainly evident. I forgot that I don't have 4 watchtowers, so 4 apartment blocks were used in their place. 

The Mongoose undergoing an early coolant swap with a Mercury waiting in the wings for a swap next. 

Mal's always ready for a fight!

This week the Infernal Legion was fielding a 3/5 STK-3F, an Archer ARC-2R, A wolverine WVR-6R and a Commando COM-2D. 

Turn one and Mal's lance took down Watchtower # 6 for an easy VP. I tried to claim war crimes and the killing of civilians. To which Mal replied: Civilians don't spot for indirect LRM fire.
(Oh come on, it was only an LRM-5...).

By this point Mercury # 5 was into internal structure on it's leg and well too far forward for any hope of a coolant swap. Screaming For the Confederation! It unloaded into the rear armor of the Stalker and managed to hit with everything, including a few rear torso shots! Of course it's paltry weapons didn't punch through the Stalker's armor

Mercuries! Mercuries everywhere...

Having never fielded any of these mechs previously, Mal was having a hard time getting a feel for them as the Mercuries ran in all directions, sniping from every angle (all that was missing was the Benny Hill theme music). 

I screwed up and left the Assassin out of position, wasting a turn before got into proper place next to the truck. Here it is getting a coolant swap for a 3rd VP, while another Mercury is heading in. 

Oh btw, the Stalker reversed it's arms and destroyed Mercury 5, for Mal's 2nd VP. 

Chaos was reigning across the board when unfortunately we ran out of time, as the FLGS was closing. 

In the end, I won by a slim margin of 3VPs to Mal's 2. Had we not run out of time, who knows who would have won. Mal did pose a question to me after the fact of: how many victory points were needed to secure victory? Uhh...yeah, I dunno. I hadn't thought of that, 8 maybe?

I thought I was in trouble as I figured that she would simply take down the 4 towers for 4 easy VPs. However the horde of distraction bots did just that, and she forgot about targeting the towers after the first turn.

Honestly I am not sure how this would have worked out if she was defending as I likely would have surrounded the FOB and she'd more or less be forced to circle the wagons.

Here are Mal's thoughts on this one:

The "damaged lance needs to refuel" concept is cool, but I'm not sure how to balance it. Maybe they get some light turrets instead of watchtowers that can only do spotting? Or have a time limit for the attackers; if all enemy units (or a minimum of 4, if one has a swarm) get refueled, the attacker has to withdraw, with the premise being hitting the weakened lance is a target of opportunity, but if they get resupplied, it would just become a pitched battle the attackers don't need to force.

I guess I'll have to tweak this one some more and maybe try it without any small fast hordes to see how it would work out (though it was built for the Mercuries, something I forgot to mention to her before game.

We had fun though.

Friday, April 11, 2025

New Shadow Hawks

 

Let's just get this out of the way up front: Shadow Hawks suck. There, I said it and with that out of the way let's move on. 

I bought these from Reddogminis.com (who is having a sale it seems, so more minis are on the way). These two (three actually, I have one set aside for Nick 2.0) showed up within a week and flawlessly cast. Plus there are two arm options allowing for slightly different posing. Not much more to say than that so I'll just show off some my pics of these two. 


Alternate  arm options

I left the LRM-5 off of this one and covered up the SRM launcher to use as a Primitive Shadow Hawk. 

The Desert force Shadow Hawk, painted, sealed and ready to get dirty...

...and dirty it is! Slathered in the AK streaking grime. 

After a 10ish minute pause, the excess grime is removed via mineral spirits and severl Q-tips and here ya go! Easy peasy (and why the desert force has exploded in size so quickly). 

The primitive got the same treatment, but it is not as noticble on OD green as it is on the wraithbone primer. This one is painted for my 65th Lyran Regulars.

Callsign: Daisy, with the decals to match

Yes Votann players, it is a daisy. Get over it.

Finished Desert Force Shadow Hawk.

The 9th mech in the unit, there will be a full mech company in no time!

And they said Nuln oil was liquid talent...bah!

Two more, ready to go!




Monday, April 7, 2025

Let's get this beast home (take 2).

Mono y mono...

This past Friday evening, I played a game against Mal, a new opponent to me. This would only be Mal's 2nd tabletop game (having mostly played various video game versions of Battletech), and she asked for a scenario as she'd (correctly) heard that the fight to the death slugging matches can take forever. 

The original scenario:

Unfortunately one of our mechwarriors has fallen gravely ill and had to be medevac'd out immediately. His (canon though quite) unique mech is unfortunately still out in the field and his senior technician is the only other person who knows how to pilot the monster. As he pilots the miserably slow (Urbie slow) machine back to base, a small escort has been detailed to accompany the priceless mech home, we can only hope that enemy forces don't try to ambush us along our route...

As such I suggested we give the above escort the Dragoons Behemoth scenario another try and she readily agreed. We fielded 4K points each, with the defender also having the Behemoth with a 5/5 technician at the controls. We rolled to see who was attacking and who would be defending. I don't recall which of us won said roll, but I would be attacking and she would be defending. 

Mal's backdrop for this particular game:

In the spring of 3031 on the planet Cammal, a small unit action occurred that featured a singularly large 'Mech: the Behemoth. Thought to have fallen to Kurita forces on Misery in 3028, this titan that once was seen only amongst Wolf's Dragoons suddenly appeared in the employ of the Infernal Legion. The infamous 'Mech suddenly faced the possibility of a third change of hands as a twist of fate left the titan' s MechWarrior ill, and his machine piloted by an inexperienced technician. A forward Capellan Lance's Raven detected the massive 'Mech, prompting a fight to steal the warmachine away, or destroy it completely.

Here's how it all went down: 

Mal's force: The Infernal Legion. 

Looking to acquire said Behemoth were my 'filthy Capellans' fielding a Raven RVN-1X, Catapult CPLT-C1, Cataphract CTF-1X (this was my lance's CO with a 4/4 pilot) and of course no Capellan force is complete without an Urbanmech UM-R60. 

The initial deployment with  The Infernal Legion and their charge starting midfield in hopes of actually making it across the board. My Capellans were hugging the board edge. 

Finally! A worthy opponent of the mighty Urbanmech!

Mal & her forces were in high spirits as they charged forward leaving the ponderous Behemoth in the dust.

Mal's left (my rght) flank is already looking like it will be the site of the initial close-in fighting. 


The opposing light mechs immediately started harassing one another, trading medium laser and SRM fire. 

Much to my surprise, Mal kept the Behomoth stationary, sniping from afar while it's escort rushed up into point blank range!

They singled out my Cataphract as their primary target and started to abuse the heavy mech with concentrated fire!

Moving a bit too aggresively, the Capellan Raven give the Legion's Firestarter and Javelin the slip and makes a run for the backfield, keeping intervening terrain between itself and the Behemoth.

While a scrum breaks out on the left flan, the Raven kept running, opting for the long way around to get behind the Behemoth. Not needing to worry about the Behemoth, the Firestarter gives chase, via a shorter route.

The Javelin meanwhile was peppering the generally inaccurate fire from the Urbie. Though the Urbanmech did at least manage to wreck one of the Javelin's arms. 

Pushing in a little too aggresively, the Cataphract slips thru the Legion's line (taking a beating on it's way through). 

Soon almost everybody was behind the Behemoth, and concentrating fire, the Capellans make an attempt to eliminate the Firestarter. They were not successful, though the Firestarter took several hits nonetheless. 

The Marauder turns around to come to the defence of the Behemoth, while the Urbie and Javelin continue slugging it out at point blank range.

The tech driving the Behemoth had had enough of this shit and was making a run for it! Running guns blazing at the Urbie though failing to hit due to his/her lack of training. 

The Firestarter tries to fall back to a safe distance, and too small to really hurt the primary target, the Raven continues to engage the Firestarter. The two damage each other further, though not enough to matter too much.

At this point, the Urbie's plan was to put it's face to the board edge, reverse guns and support the attack on the Dragoon's mech, as it's rear torso armor was thicker than what was left on the front. However, the damned Javelin was still in the backfield forcing it to face that mech head on. I believe both hit each other, but no kill shots were to be had.

The Centurion finally punches thru the shredded armor of the Cataphract, inflicting 1 engine and 2 gyro hits, taking the mech out! 

At this point we called it as the hour was getting late, and my Catapult & Raven were too heavily outgunned to be able to  inflict enough damage on the Bemehoth to end it's trip home. It had taken several licks, and one arm was looking fairly rough. However, unlike the first time we tried this scenario, it's legs were holding up just fine. 

I am thinking that in the future, when/if we try this one again that the attcker should have 5K to balance things out a bit more. We may have discussed that the last time (or something to that effect), but I honestly do not recall, and didn't think of it this time until after I was back home. 

For Mals' second ever table top game, she had an impressive grasp of the rules resulting in smooth game play with very little coming up in question. As such, I am looking forward to more games with Mal in the future!

I think we were both impressed by just how much damage the Cataphract took before falling. It was quite the sponge for enemy fire!