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.

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