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| Pay no attention to the chaos Marines in the background... |
Monday, June 8, 2020
Firing up the old GM-Coldstart 285 fusion engine...
Monday, November 11, 2024
Steel Haven Campaign game: The Jig is up!
o/
Here's the battle report of my latest campaign game that went totally not the way it was supposed to! I could field no more than 325 tons of mechs from my TBAGers company, with a minor payout bonus at the end if I opted to bring less than that. I had no idea what my objective as to be aside from kill the enemy.
I opted for a 310 ton force consisting of:
Stalker STK-4N (my commanding officer for the TBAGers Catalina Styner)
Catapult CPLT-C1
Charger CGR-SB (Challenger)
Hunchback HBK-4SP
Urbanmech UM-R60
Initially, the OpFor played by Dylan consisted of a Longbow, Thunderbolt, Shadow Hawk, 2 Locusts and a Wasp. Every other turn Dylan would roll a D20, and on a 15+, 1 or 2 (I think he had a roll of 20 to get 2) mechs would show up as reinforcements. Pretty daunting considering his choices of reinforcements are all of the mechs pictured above!
Starting out, my Catapult lobbed some long ranged shots (It wouldn't move all game earning it's pilot a name: Happy Camper). Oddly, (to me), Dylan was using his bug mechs to call in max ranged indirect LRM fire at my...Urbie?!? What the hell? I mean the assault mechs didn't mind, but seriously, what the hell. Dylan's still a new player and apparently had his first encounter with a UM-R60L recently, and that experience scarred the boy. The Urbie would survive the game unscathed.
After the Charger had dropped one locust and then kicked the leg off of a Wasp that was hell bent on suicide (you're welcome), Dylan switched targets to murderous effect! An ungodly number of LRMs just kept raining down, turn after turn, it was brutal!
Thursday, January 23, 2020
Scenario playtesting
The following is a sorta bat rep for a scenario game I came up with aways back. This was it's first run and predictably, we found several issues with it, but I'll get to those in a bit. Firstly here is the back story and scenario, with the bat rep to follow, and then thoughts/needed revisions at the end. Hope you enjoy!
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| The battlefield. Note Felis Gigantus lurking off to the side... |
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| Yes, I will make several strolls thru the middle of your game, and yes I will plop down right in the middle of it too! |
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| Turn one. Due to range, fog and movement, my Anduriens make no shots. Screech's Capellans fire a few times, but no hits are landed. |
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| Turn 2 and the Tbagers arrive, and note the lonnnnnnng road ahead of them.... |
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| Multiple modifiers or not, they can't hit me if there's a water tank in the way! |
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| Turn 3 the ammo carriers arrive, and prepare for their high speed dash across the table. |
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| At the bottom of turn 6 we called the game due to the late hour. |
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| The final, parting shot. |
Okay so, thoughts?
Well first of all, success was impossible as I'd handicapped my forces too much. Thus the game essentially ended as a draw when we called it due to time. Had we gone another turn, the APCs would have exited the board, though at the minimum the Longbow and the one Awesome would have needed another 2 turns to exit as well. No units on either side were lost, though mine were sporting heavier damage than his mechs.
I had thought that a straight run across the board would be too easy. Perhaps had we been using a standard mapsheet it would have been. However mine is a 36"x36" map, meaning there was literally no way my lumbering assault mechs could make it in 6 turns! We realized this early on and revised it to 8 turns, but even then 10 might be more realistic, that or use faster mechs. However this was kinda tailored to my Tbagers so the latter isn't much of an option. Placing the Şoarece in the middle of the intersection as a roadblock didn't help matters either.
The fog needs to go! Exhausted 5/6 pilots, running, and shooting at moving targets (at range) are all but impossible to hit. Adding in a further +1 meant more often than not, I needed a 13 or 14 to-hit roll on 2D6! Yeah, not happening. Indeed, all game my lowest to-hit number was a 7, however the vast majority were 10+ rolls, and box cars were kinda the norm.
Movement: Screech suggested my units be allowed to run on the turns they arrived. Tired or not, mechwarriors still react quickly to the situation and those few extra hexes of movement were sorely needed!
Deployment: He also suggested deploying his force on a flank. It would have been too easy to overload one side or the other, namely on the road itself to all but eliminate any hopes of escape from the outset. It was a conscious decision on his part not to do so.
Still, it was a fun time and we'll give this another go (with revisions) in the future.
Friday, March 1, 2019
The TBAGers take on Panda-Monuim!!
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| GLORIOUS COMBAT!! |
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| The Battlefield. |
I found the above on a forum...somewhere, so I claim no credit for its creation. There are only two height levels present: 1 & 4. As such, only Hoss's Griffin had jump jets powerful enough to propel it up on top of these ridges. We ignored the black objective things in the middle, pretending they weren't there in order to create at least one large open killing zone.
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| My list. The 'Catalina' part of my Awesome is a simple refit moving the ammo out of the center torso to the sides. |
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| Hoss's list. Hoss loves all things Panda, hence the name I chose for his unit. Now he's thinking of painting his mechs black and white! |
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| Hoss, my wily opponent during the game's opening maneuvers. |
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| My first hit of the game! My stalker hit the Griffin on the ridge with 2 large lasers and an LRM 10. His mech fell, though not off of the ridge. |
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| The next turn, the Panther rerouted for the main battlefield, whilst the Whitworth made pursuit. The assault mech meanwhile continued to hammer one another... |
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| We called the game here, making it a draw. Neither side was beaten though both were very much bloodied. No mechs died, though most will be out of commission for quite some time due to repairs. |








































