Showing posts with label Steel Haven Campaign. Show all posts
Showing posts with label Steel Haven Campaign. Show all posts

Monday, July 28, 2025

Exercising the Nuclear option...

Right were this debacle fell apart...

Following my last campaign game and its subsequent rant. Last Tuesday I finally played the follow up mission where my wrecked lance, and a second 4100BV relief lance had to escort the spy again. My relief force was an Assassin, Phoenix Hawk, Panther and Valkyrie, all base models with 3/4 pilots in all but the Valk which had a 4/5.

We used my coolant truck rather than the ugly mini provided for the spy's truck. The spy was once again riding in the same 40HP vehicle with and SRM2 turret, 1 whole vehicle hit location, and the movement curve of a Demolisher tank. My mission was to escort him/her to safety, 3 maps away (where the relief force was coming from), as well as get all of my mechs off of the board, inflicting what damage I could on the OpFor along the way. 


Victory lay waaaay over there on the right edge.

The OpFor was a lance  consisting of a Mongoose, Locust, Wyvern, Crab and a Partisan tank. All base models I believe. I had 2 *free* turns of movement before the persuing OpFor arrived. My locust ran like hell, as did the slow ass truck on road for what little benefit that provided. My relief force did the same but was so far away that only the Assassin, moving almost like a LAM and the not far behind Phoenix Hawk would really take any part in this debacle.  

 Only the all but destroyed Royal Locust would manage to get across the whole board, the rest of the original lance would perish on the first map, with the truck barely making it onto map two before it's demise seen here. 

When the OpFor arrived, my last stand started with pummeling the Wyvern with all the Stalker and Hunchback could muster. In return, my commander's stalker was decapitated by a large laser hit (the head took a medium laser in the prior game), killing my CO instantly and dropping her shattered machine. The following turn, as the OpFor (unsurprisingly) caught up with and destroyed the truck, the Hunchback Alpha struck, and would have risked a shutdown from heat due to a last game engine hit had it not been destroyed out right (as it was). 

The Buffet Assault Group's roster post-game.

The only saving grace was the Assassin managed a snake eyes location on the Mongoose, inflicting an engine and gyro hit, sending it into withdrawl. The following turn my forces started to retreat enmass with the Catapult also falling to 2 more engine hits. 

Sounds fun doesn't it? 

On top of the suicide mission with no hope of victory, I was penalized -30 warchest points (about the cost of a light mech) for each mech lost, and a further -40 warchest points for the loss of the truck. This was somewhat mitigated by gaining +25 WCP for each OpFor mech sent into with drawl, those being the Mongoose and the Wyvern which was down to 1 structure point left in it's left leg. 

This scenario was so much fun that after the game I posted on the campaign discord channel that (quote):

 After playing back-to-back not at all fun to play scenarios & I’m not throwing any shade at Shadowstar either, The Buffet Assault Group is breaking contract. 

I’m out of the campaign, best of luck to the remaining players.

Shadowstar who was running the OpFor and had already suffered thru this scenario himself and was apologizing profusely throughout the game (and preemptively before any mechs were even deployed). His game ran better than mine only as he managed 3 consecutive headshots on the OpFor. That said, his spy truck died at the same approximate location as mine did. Extremely good die rolls should not be the only path to victory (I think his game was more or less a draw). We have no idea how the spy truck was supposed to cross the whole map, and why this didn't pop up in 'play testing'. 

The cat herder returns!

My exit caused a bit of an uproar, many private convos with folks in and out of the campaign, and ultimately is causing this leg of the campaign to end on this game. Digger will be once more taking the reins of scenario creation back. The guys who were running don't want to 'deal with the dysfunction' and don't understand why nobody is having any fun getting pasted repeatedly in no-win scenarios (they seem to be enjoying themselves, go figure). 

It wasn't my intention to kill this leg of the campaign, but after taking a month and a half of the summer off from the campaign itself, my first game back felt like an infuriatingly wasted night, instead of a fun time as it ought to be. I've also been told that the nerd rage was steadily building across the board and all that I said in my private convos with Digger post-exiting the campaign has already been said by most everyone else on the players side.

So my TBAGers will return, no doubt enticed back by a lack of other employment options and perhaps a meal plan tossed in to sweeten the deal.  


Monday, May 26, 2025

Escort the Spy

 o/


I need to get a Mobile HQ mini so my games don't need to keep using this god-awful 'Command brick truck' model. 

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. 

I started off with a wedge 'pursuing' the truck, with my locust flanking out at long range. Unfortunatly, terrain and the multitude of AC2s and the indirect firing LRM carrier would make mince meat out of it!

Shadowstar was playing the OpFor, he suffered thru this mission the week prior.

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. 

The Catapult sat back and used the last of it's ammo (from the prior mision) up taking down AC-2s on the tower. Unfortunately, the cluster chart meant you had to more or less fire 2 LRM launchers or large lasers (from the Stalker) to guarantee a cannon kill. 

Just as the Bulldog goes up in flames, a pair of SRM turrets pop up and replace it. If the popup turrets brings to mind the Solaris debacle, yeah well, the same guys are runing this leg of the campaign.

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. 

Struggling to remain upright due to a gryro and foot hit, and a multitude of other damage from slogging thru hellish terrain and high angled enemy fire, the Royal Locust lasered the LRM carrier to death before fleeing the board with 1 point of remaining CT structure. 

Something like 2-3 turns were spent pounding on tanks and turrets (and vice versa) while waiting for the Mole to fill out the government-like release forms in triplicate. By this point my Stalker's side torsos were so thin that I had dumped all of it's almost 3 full tons of remaining ammo, turning it into a laser boat. 

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. 

Once the truck left, the Hunchback and stalker dropped the building in 1 turn, taking its 2 remaining AC-2s with it. Oh an look, the first randomly rolled for OpFor mech arrives, a Guillotine with a 3/3 pilot. Yay, that shooting exclusively at a box with 40 HP sounds fair. 

Followed by a Crab the next turn, I think the truck was down tot 20ish HP by this point, while I was pounding the Guillotine.


Next a Whitworth arrives and the Stalker punishes it for doing so, unfortunately the reversed arms' medium lasers all missed the Crab and it's rear armor. Meanwhile the still in the water Hunchback alpha strikes hitting the whitworth with it's 1 remining LRM and the Gullotine with everything else. In return the Gillotine kicks it in the chest as it was 1 level higher. Technically Shadowstar rolled a headshot, but knowing it would kill my pilot (who had already taken a head hit) he insisted on rerolling it to prevent me from losing a pilot in what he felt was an unfair scenario.

1-turn from the board's edge with 2 remaining hit points...

What? It blew up? The hell you say! The spy & mole managed to clamber out of the wreck after I rolled for them. With the loss of the truck aside, I accomplished all objectives. The cost of victory however...

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:

If this mech does indeed used in part 2, I am dumping its ammo beforehand out of self preservation. Hell, it only has 1 functional LRM-10 anyways.

Were it not for the gyro hit, I would be fine with this one fighting on as is. 

1 point of CT internal structure holding it together and I am supposed to use this? Sure. I should have left it on the board to die.

The part 2 mission is supposed to be some sort of 'pursuit' mission by the OpFor lance. Thinking it will be a rearguard action, and as slow as a Stalker is on the best of days, my CO may try and sacrifice herself while the other mechs escape. 

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. 

Tuesday, March 25, 2025

Pickett's Charge, but this time with Mechs!

 o/

We're coming to get ya!

Friday night I played the final game in the 2nd section of our campaign. I was teamed up with another player (Kevin) and we were to assault a fortified position and kill the enemy commander's CGR-SB. The enemy force consisted of an Enforcer ENF-4R, Blackjack BJ-1DB, A Hunchback HBK-4G, a Griffin 1N, CGR-SB, Grasshopper-GHR-5H, a Victor & a Longbow (I think that was all of them) and they were supplemented with 5 defensive turrets (and a hellova lot of intervening terrain). 

 A whole lotta whoop ass!

I had a Stalker STK-4N, a Charger CGR-SB, a Merlin MLN-1A, Catapult CLPT-C1 and a Hunchback HBK-4N & Kevin's St. Ives force had a Marauder MAD-3D,  Highlander HGN-733C, Grasshopper GHR-5H, Warhammer WHM-6D, Phoenix Hawk PHX-1D, Griffin GRF-1N and a Charger CGR-1A5

Our primary Target, piloted by Katrina...something.

Here's how it all went down:

The initial surge forward with my allies going after the forward deployed Griffin whereas I zeroed in on an Enforcer and we both shot up some turrets as well. 

Turn 2 was much the same though the enemy griffin was still in the backfield and would continue to be a thorn in our sides. I got a lucky CT crit on the enforcer inflicting 2 engine hits. 

Unfortunately, if I recall correctly the charger's AC-20 missed in this scrum 

In this round my shooting vs. the Enforcer was largely inaccurate, whereas it continued to blaze away, heat be damned!

Hi there!

I thought this side would be an easy shot over a small hill and into the backfield. But there was the small matter of a twin PPC turret and a pair of AC-20s heading my way...

My Hunchback lobbing LRMs forward while somehow that damned Griffin is still over there...

My Stalker unloaded into the approaching mechs (I forget which one) and received an AC-20 slug to the right torso in return! It would fall back the next turn to dump the SRM ammo stored in said torso as a safety precaution. 

My Catapult, closed to point blank range and hit (but didn't kill the Enforcer). No, it's ammo cooked off due to overheating so much!

The Hunchback breaks off to savage the Marauder, while the Victor continues towards my Stalker. 

My Catapult's hoppers start to run empty (no reloads from the last game) as it trades fire with the Longbow on the hill. My charger meanwhile got the absolute shit kicked out of it this turn, taking 2 head shots including a 2 crits that took out the medium laser and the sensors!

Whilst the damned enemy Griffin had gotten the absolute shit kicked out of it, it was still back there and went in for the DFA to try and crush what little was left of my Charger's head!

The Victor closes into knife fighting range and gets lit up as does my Merlin, I didn't direct any fire at the Griffin with a Victor running straight at me!

Which is fine because one of my shots punched thru and hit it's AC-20 ammo bin, vaporizing it!

...and the Griffin failed it's to-hit roll and fell right on by my Charger for an 18 point landing!

At this point, the FLGS was closing and we had to call it. While the enemy Charger had not been destroyed we were declared the winners having inflicted more damage than was taken. In the end the Pirates lost an Enforcer, a Victor, and four of their 5 turrets. all remaining mechs on the table were damaged to varying degrees, but none were down. 

Kevin & I split the salvage, he got an armorless T-Bolt and I got a 1-legged Locust (might not seem even but I have a Locust mini and not a T-Bolt so was fine by me), 200 warchest points, and a pile o' loot as well, huzzah!

Scott (in the blue shirt) playing the OpFor for Barry in the 3rd round scenario that I played here.  


Monday, March 17, 2025

Defend the base

 o/

Spoiler alert!

I finally got to play the next mission in our campaign. There was a 'bonus' mission that I skipped over given that my force on Mica II has been reduced to a lone HBK-4J, and I knew that I would be able to get some of my own reinforcements in this mission.

The battlefield

My force: the last remaining Hunchback HBK-4J, plus 3 'borrowed' mechs from Larsen's Loaners (2 of which were my minis): a Flea FLE-17, a Panther PNT-9R and a Hunchback HBK-4P which I proxied with an HBK-4SP model as my HBK-4P is painted in Swords of Light colors and more importantly not in my miniature case at the time.

My mission was to defend a power generator & communications tower inside a walled fortification. The gate to said fortification as inoperable and open. Also, I would be getting reinforcements from my company: a lance with no BV limitations, which would arrive on a randomly rolled for turn. The OpFor's mission was to destroy the 2 objectives, and then flee the table after passing back outside of the fortification walls. 

The OpFor consisted of a Victor VTR-9B (I think?), x2 Locust LCT-1Vb, a Stinger STG-3b, a Thunderbolt TDR-5S-T Tallman, and a Wolverine WVR-6M.

In my opening move, I sent the Loaner's mechs forward, with the Flea hugging the inside wall.

Checking line of sight (there was a building right behind one of my mechs, blocking my view) as the Stinger hops over the defensive wall.

On turn 2, I got a lucky roll and my reinforcements arrived, Huzzah! Unfortunately, they were all big, slow, and way out in the backfield. Sad face. 

The HBK-4P takes a fall in a nasty firefight which saw more than 20 medium lasers hammering my Hunchback and the T-Bolt. The Hunchback also suffered a thru-armor crit that dealt 2 engine hits! Not good for a laser boat. 

My HBK-4J & the Loaner's Panther try to score hits on all of the fast moving enemy light mechs with disappointing results. The Flea was doing pretty good, but unfortunately the FLE-17 is only a dangerous opponent when fghting against infantry. 

The second wave, mosying forward. The Catapult was aiming for the closest high point from which to lob in some LRM-15 fire support.

While I scored a few hits here, the full potential of this opportunity was lost due to those 2 engine crits. 

Objective #1 comes under fire. 

And in short order goes up in flames!

In a particularly nasty exchange (see the pic below), the Loaner's HBK-4P gets walloped in a crossfire suffering 70 points of damage in one turn! Not only does it stay on it's feet, hitting the T-bolt with 4 mediums and the small laser, it then delivered two punches as well!

Ouch! Nonetheless, I think this mech deserves to have it's paint job completed for not only surviving that onslaught, but for fighting right on thru it.

The HBK-4J hugs the wall, and offers supporting fire while the Flea dukes it out with the locusts, giving as good as it got, from the green & tan Locust (the black one missed entirely).

The 2nd wave still slowly trundling forward, except for the Catapult which perched on a level 3 hill was just barely in LRM range.

With only 3 points of center torso structure left, the HBK-4P alpha strikes with it's remaining 7 mediums and 1 small laser, hitting the Stinger a few times and ending said volley at +12 heat! It died shortly thereafter. 

These two, each down an arm, continue to slug it out in an oddly evenly matched fight (considering the Locust's die rolls).

The Loaner's HBK-4P's funeral pyre.

Finally the comms tower is taken out, causing me to lose by default. 

There were no more pics after this point as time was running short. The OpFor manuvered towards the exits while my reinforcing second wave spread out for a good ol' fashioned roadblock. Unfortunately, it was already past the FLGS' closing time and we had to call it there. 

The Larsen's Loaners' mechs took a beating, whereas none of my 5 TBAGers mechs suffered any damage at all. So while not a win, I'm calling it a moral victory. Also, at the game's beginning I secured another Mobile Repair Unit which I didn't need (unless I wanted to replenish ammo, which I'm opting to not do), so I'll be saving that for the aftermath of the next round.