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No gaming for me this week, but I did at least finish off another lance's worth of mechs. That said, they are split amongst three different factions as you can see.
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No gaming for me this week, but I did at least finish off another lance's worth of mechs. That said, they are split amongst three different factions as you can see.
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I just some random updates this time around.
First up, Nick 2.0 and I played the rematch of the mission from my last post, with just the roles reversed. Again, this one was a lot of fun and while I only took 3 photos, it had a few memorable highlights. Sadly for Nick and fortunately for me, one (1) of his AC-20 rounds hit all game! That said, that one round deleted my Javelin from existance, coring out the CT with 2 points of damage to spare!
That said, two of those missed AC-20 rounds, coming from the King Crab allowed my Charger CGR-1A1 to make it's first ever successful charge attack! Crossing 3 hexes prior to impact, it inflicted 24pts of damage on the KC (taking 10 in return) and better yet, the Crab failed it's PSR and hit the ground taking another 10 points on the way down.
In the end, Nick's Spider and Centurion fled the field successfully, the mauled Hunchback was 1 hex away when we called it. While the poor King Crab managed to stand up from the pummeling going on above, it was soon immobilized and the pilot ejected.
Speaking of Nick, he gifted me with some terrain that he 3D printed, and I painted up the first 6 of 8 buildings. There are also several mutli-level hills in the paint queue as well.
Lastly, I finished the first three mechs for yet another faction: The Marion Hegemony's III Legio or conversely, the FedCom and later Lyran Alliance's 4th Alliance Guards. The Marion's get 1st dibs as I have a Cyclops CP-11-H from the Black Remnant box in-progress (the one with all of the rocket launchers) for this unit, as well as a Blackjack to round out the star century of five mechs.
******
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Nick 2.0 came over to my house for a game last week and he had a scenario all set to go. Prior to the battle, all the information I received was the following: 4800BV, Lostech era with at least 1 assault mech required for each force.
The Scenario:
The attacking force's dropship took a hit coming in and the attacker's mechs were randomly scattered across the field in an emergency evac from the dropship. Over the middle of the board, a D6 for each mech was dropped onto the map and wherever a die landed, so did a mech. The defender would roll to see which long map edge side they would deploy from. Of the attacking mechs, the assault mech's navigational systems were damaged in the emergency drop, and so would need to be escorted off of the field to safety. All attacking mechs needed to flee the field on one of the short board edges, with the escorted assault mech being neither the first or last one off of the field.
Points were also awarded for mechs that were crippled, had limbs blown off, etc., as well as destroyed and for those that successfully escaped.
We rolled and I would be the attacker. My 65th Lyran Regulars force consisted of: a Blackjack BJ-1, Whitworth WTH-1, A Javelin JNV-10N, a Griffin GRF-1S, and lastly a Charger CGR-1A1 (which, turned out to be rather fortuitous). Nick was fielding his wife's mercenary command (so why doesn't she come to play?) the Green Knights consisting of: a Spider SDR-5V, a Hunchback HBK-4G, a Centurion CN9-A, a King Crab KGC-000 and lastly (and for only 4 turns when darkness fell and it flew home) a Shilone SL-17.
Nick modified the aerotech rules a bit to make the fighter playable and it worked fairly well. Here is how the game went:
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I don't recall when I first stumbled across this canon mercenary unit but it was quite some time ago. Like so many merc units in Battletech (and Space Marine chapters in 40K), they exist as a random name in a blurb, in a book. That's it. Their minimal background says they inflicted a serious defeat on the St. Ives Cheveau-Leger during the Lostech era, inflicting particularly heavy losses on their air lances.
So, the defeated a regimental sized unit (or more likely a smaller detachment thereof) with air support? Did the Cavaliers have extensive AA units? Their own aerospace forces? Did a CGR-1A1 stumble across an airfield and simply run amok? No other details, really? No of course not, these fuckers don't even have a color scheme.
Well, they didn't until the Unit Color Compendium created one which is about as official as this bunch is going to get. Also, for those that don't know, my name is: Corey, and decades ago when I was in the SCA, my persona was of a Cavalier, so I'm almost obligated to paint some of these up. Also, the UCC color scheme is both striking and pretty easy to paint.
With their only known action being well within the Lostech era (another favorite of mine), I opted to make my first lance for the Cavaliers (I rarely stop at just one...) as what my old buddy Hoss would call a Lostech FUBAR lance: All crummy/mediocre mechs that are thrown into a front line role because there is nothing else left. Thus far I only have 3 mechs painted for this lance of Corey's Cavaliers, but the fourth (a Vulcan) finally arrived in the mail and is now in progress.
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I played the next mission in the 3rd leg of our ongoing campaign this past Thursday. This one ran more or less on rails with limited set piece actions over the course of the first half dozen turns. We were told not to make a list until we were told of the scenario rules/situation once we got there. To save time, I showed up with 9 premade lists from my campaign company and chose what I thought would be the best one.
This post is as much a rant as it is a bat rep. Basically my forces were 'pursing' the fugly command truck to a fortified building. In said truck was a mole whole would go in, collect the spy and then make a run for it back along said road (5 hexes movement, no bonus for pavement) hoping to survive where the OpFor would then target the truck over all else.
Prior to the esceape, the OpFor would be defending what they thought was a friendly vehicle from my forces. I took my commander's STK-4N, my CPLT-C1 from the previous mission which was down to 3 volleys of LRM ammo per launcher My intent was to have it running & jumping with lasers so was fine with that given the map, a LCT-1Vb and an HBK-4J.
I was facing a tower with 2 turrets armed with 4 AC-2s each, 10HP per gun to be targeted and destroyed individually (really?). On said tower was also a spotter, and all were high enough to not have to suffer any terrain penalties. Also a pair of std. Scorpion light tanks, a std. Bulldog medium tank (proxied with a goblin) and an LRM carrier. There where no bonuses for pavement on the road and the scenario required a PSR to leave the road at any speed. Additionally, there was a 3MP cost to enter/exit water (6 to cross!) no MP penalties to move in water aside from no running. and once the spy was on the run, a fresh, randomly rolled for OpFor lance would appear 1 mech at a time per turn to take out the spy's truck.
My mission: destroy everything and make sure the spy & mole escape in the truck. A cakewalk right? If you haven't figured it out from the preceeding pics and captions, it was anything but.
Okay, so all objectives accomplished basically, I took out all of the guns, tanks, the tower, and damaged the new lance of mechs somewhat. I haven't said to much on damage suffered in this meat grinder. It was extensive, behold:
Now, I have no issue with feeding mechs into the proverbial woodchipper on a weekly basis as you all know. What I take issue with is an overly complicated set up that (as Digger put it) 'railroads you into slogging thru a meatgrinder of a mission' (again, not really unhappy with this, but..). We now need to use the same surviving mechs (I didn't lose any, Digger lost 2), without any repairs for a part 2 pursuit mission (whatever the fuck that means) which follows this one. Sure, the enemy mechs will be in the same boat, but they came on late (and in my game, the Jackalpoe didn't even make it on the board), so their damage is minimal. Well, Guillotine aside, I did beat that one up pretty good.
Now, at the beginning of this track of the campaign, all mechs were transported to the planet of this campaign after being stuck with the same 4 mechs which caused some discontent in the previous leg, especially if casualties were suffered. So rather than grab some of the 7 pristine mechs I have on site, I need to use these 4, where the Locust is held together with prayers, 3 of the 4 have gyro hits, and all have considerable damage?
What the actual fuck?
There has been a lot of grumbling and negative feedback. Funnily enough, I've played the current organizer, and he gets really pissed when his mechs take heavy damage, so I have to wonder if this is all out of some sort of spite. He's a generally nice guy, so don't want to think that, but it's hard to tell at this point.
Nobody who had played thru this scenario has anything good to say about it really for one reason or the other (and several of us won), and one player who is new to the game isn't sure he wants to continue playing if this is how it is always going to be. Seriously guys, what did you learn from the Solaris feedback?
Notta fucking thing by the looks of it.