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Apr-11-2011

Twilight of the Clans, The Great Refusal

This is a series of battles played at Cold Wars 2011 held in Lancaster Pa.  The Great Refusal was the culmination of the invasion of the Clan homeworlds under the aegis of the reborn Star League.  Led by Victor Steiner-Davion, the combined armies of the Inner Sphere launched a Trial of Refusal to put an end to the Clan invasion once and for all.

The Great Refusal was a collection of eight battles pitting the best of the Inner Sphere against the might of the Clans.  The side with the most victories would win the Refusal.

At the convention, we had five of our oversized 3D maps for players to battle on.  Players could come and go as they pleased and participate in as many battles as they wanted.  All told, we have five full battles completed, each one was a fast paced battle to the bitter end.  Did the Inner Sphere prevail or were the Clans able to defy history?

Draconis Combine vs Clan Blood Spirit

The Combine started well and managed to gain a slight advantage by delivering damage early.  The No-Dachi faced off against the Blood Kite while the Daishi (DC) took on the Battle Cobra.  As the fight dragged on the Combine continued to push and managed to knock out the Blood Kite’s arms.  Without weapons, the Blood Kite was forced to withdraw in shame.  Meanwhile the Combine Daishi was having a turn for the worse in luck and was waning as the Battle Cobra began making solid hits with it’s ER PPCs.  Once inside the internal structure of the Daishi the Clan player rolled a miraculous string of critical hits.  The Daishi ended the turn with 9 points of internal damage but 5 center torso critical hits, taking out the engine and gyro in one fell swoop.

The Battle Cobra turned to the No-Daichi.  The Battle Cobra was showing the wear of battle.  It had lost it’s entire left side while the No-Daichi damage was more spread around.  First turn into the new duel the Battle Cobra head caps his opponent with it’s one remaining ER PPC.

The Clans claim first blood.

Free Rasalhague Republic vs Clan Hells Horses

The FRR attempted to keep their distance from the potent Gnome Battle Armor and  the close-in specialist Gargoyle C.  This allowed the Clan force to take up superior positions in the middle of the battle, taking advantage of the only available cover.  The Spartan and Flashman fought the good fight and killed two of the gnomes and severely damaged the rest.

Unfortunately it was only a matter of time before the Clans could close in and bring their superior knife fighting weapons to bear.  The Flashman was brutalized before succumbing to side torso destruction.  Now two on one, the Spartan could not last against the heavier Clan weapons.  In the end, a through armor critical hit took out three engine locations spelling the end for the Spartan and the Inner Sphere’s chances in this match.

St. Ives Compact vs Clan Wolf

This was the longest battle of the bunch and went back and forth as the two players fought skillfully and energetically for their side.

The match starts and the St. Ives Ryoken faces off against the Gargoyle while the Pillager takes on the Timber Wolf.  The St.Ives Ryoken piloted by none other than Kai Allard-Liao wastes no time to close the distance to bring his UAC20 into the action.  The Pillager attempts to keep some distance from the Timber Wolf to take advantage of his Gauss Rifle.

Kai Allard-Liao trades point blank shots with the Gargoyle and in a fast sequence of turns finds his opponent legged but suffered the loss of his UAC20 in the process.  The two MechWarriors would not yield to each other and continued to pour weapons fire into each other.  The Gargoyle is forced to prop to fire but finds luck on his side.  A stream of laser and PPC bursts find soft armor and blast through Kai’s center torso destroying the ‘Mech.

Meanwhile, the Pillager and Timber Wolf are stalking each other at medium to long range.  The Pillager had a horrible time hitting anything with it’s Gauss rifle despite decent to-hit numbers.  The Timber Wolf savaged the Pillager’s armor, pot marking it with gaping holes.  A few heat sinks, an arm actuator, and a single engine hit begin to whittle away at the St. Ive assault Mech.

And then the Gauss rifle found home and crushed the Timber Wolf’s cockpit into scrap.

The Pillager is now at long range against the crippled but still dangerous Gargoyle.  Over a series of turns, the two traded long range weapons fire eating away at each others battered and broken frames.  The Pillager has one leg ripped apart and the last few turns are spent with each ‘Mech propping up to shoot.  In the bitter end the last round of weapons fire from the Pillager cored out the Gargoyle giving the win to the Inner Sphere.  The Pillager had only 28 armor points total remaining out of a starting 307.

Draconis Combine vs Clan Blood Spirit (a repeat due to player request!)

This game began much like the first with the Combine coming out strong but fading fast.  The crit seeking ability of the Blood Kite once again proved vital to the Clan force.  The No-Daichi ended up legged and broken on the ground while the Battle Cobra succumbed to arm destruction (no weapons) but not before head capping the Combine Daishi.

The final rounds of the contest involved the battered Blood Kite tearing apart the internal structure of the No-Daichi for the eventual win.

Capellan Confederation vs Clan Fire Mandrill

This match began with the Liao Thunder going up against the Fire Mandrill Warhawk A while the Emperor took on the Gargoyle C.  The Thunder rushed the Warhawk with hopes of bringing it’s AC20 into play.  Despite some early solid hits, the Thunder succumbed quickly to the advanced targeting computer in the Clan Warhawk which gutted the center torso and scored three quick engine hits.

The Emperor put up a better fight against the Gargoyle and managed to trash almost the entire front facing armor.  All three torso locations were open and a few lucky shots got inside and damaged the gyro and engine but not enough for the kill.  The Emperor in turn was decimated by a spread of weapons fire which blew off one arm and critically hit all of it’s own front torso locations.  After an impressive barrage from the Clan Gargoyle, two engine hits in the center torso followed by a single engine hit in a side torso spelled the end of the Inner Sphere ‘Mech.

Battles From the Past

The ScrapYard has fought several of these battles in the past.  You may recognize the terrain and miniatures from older after action reports.  here are some links to previous battles and the results.

The Final Score

After nine total games, the Inner Sphere was only able to pull out three victories.  In a stark contrast to the canon results, the Clans dominated the warriors of the Inner Sphere.  I had a lot of fun watching so many different people play these games and experience the fast paced action.  These are quick battles on average and there are still a few of the battles that we have yet to try. 

Let me know if you have had any experience with these battles from the Twilight of the Clans sourcebook.  I’d love to add your results to the pile and see if the Inner Sphere could do any better given a larger sample size!

Posted under After Action Report
Jun-23-2009

Twilight of the Clans: St. Ives versus Clan Wolf

Twilight of the Clans: Battle 2

The second battle of the Great Refusal takes place on the standard Battletech map.  The fearless St. Ives warriors, led by none other than Kai Allard Liao himself, take on the ruthless Clan Wolf to stop the invasion of the Inner Sphere.

See other battles from the Great Refusal in the After Action Category or by searching for Twilight of the Clans in the sidebar search.

St. Ives Compact

  • Duke Kai Allard-Liao (0/0) Ryoken B
  • Colonel Adele Tsang (3/3) PLG-3Z Pillager

Clan Wolf

  • Khan Vladimir Ward (2/1) MadCat Prime
  • saKhan Marialle Radick (3/2) Man O’ War A

TotC Battle 201TotC Battle 203Turn 1 – St. Ives Wins Initiative

Both forces maneuver closer while the Pillager and MadCat immediately open fire on each other, locking themselves, 1 on 1,  in zellbrigen.  Both Gauss from the Pillager miss while the MadCat places some lasers on the Pillagers right torso, shaving a few short tons of armor away.

Turn 2 – Clan Wolf Wins InitiativeTotC Battle 202

The Pillager and MadCat look to trade blows at long range while Kai starts a run towards the Clan Wolf Man-o-War.

The Pillager lands only one Gauss Rifle slug on the MadCat, shedding armor on the right arm.  The MadCat returns fires and hits with both missiles and lasers.  The Pillager stands despite the punishment.

Kai is not yet at optimum range and is unable to damage his foe.  Meanwhile the Man-o-War unloads and manages to score a through armor critical that damages the Ryoken’s gyro.  Only Kai’s magnificent piloting skill saves him from a near certain fall.

TotC Battle 206TotC Battle 207Turn 3 – Clan Wolf Wins Initiative

The Pillager stands his ground as the MadCat closes the distance.  The Man-o-War feels lucky and rushes to point blank range after Kai maneuvers slightly.

The Pillager’s aim continues to fail missing both Gauss Rifle shots.  The MadCat continues to pummel the Pillager at range, up to now evenly distributing damage across the assault ‘Mech’s frame and one shot to the head that fails to do critical damage.

Kai seizes the opportunity and alpha-strikes the opposing Clan ‘Mech.  The combination of UAC slugs and ER Medium Lasers shred off the Man-o-War’s left leg.  The Ryoken’s heat spikes to 19 but the ‘Mech does not shutdown.   The Man-o-War delivers a furious beating to the the Ryoken’s center torso, gutting the internal structure and delivering a second gyro hit.TotC Battle 208

TotC Battle 209Turn 4 – St. Ives Wins Initiative

With the Ryoken and Man-o-War both unable to move, the two ‘Mechs resort to proping and firing available weapons. The Pillager finally jumps from it’s perch as the MadCat backs up slightly to keep distance between himself and the Pillager’s assortment of lasers.

Weapons fire is horrendous for both sides.  The Pillager and MadCat completely miss each other while the two downed ‘Mechs continue to strip only armor.  Kai uses his UAC20 this turn to try to punch a larger hole in the Man-o-War.

TotC Battle 210Turn 5 -Clan Wolf Wins Initiative

The MadCat and Pillager now close to short range. Both looking for the deathblow.

The Pillager again misses most of his weapons fire, hitting only the left leg.  The MadCat critically hits the Pillager’s gyro and lands a laser to the head.  The Pillager remains conscious and steady through the punishing rain of weapons fire.

Kai switches to lasers looking for the wounds opened up by his UAC20 shells.  He hits with everything but not the right locations for a kill.  The Man-o-War’s weapons gouge through the remaining internal structure silencing the Ryoken.

TotC Battle 211Turn 6 – Clan Wolf Wins Initiative

The MadCat stands his ground and trades fire with the Pillager.  The Pillager finally begins landing meaningful hits, destroying an LRM rack and a double heat sink.  The MadCat’s return fire is less accurate as luck turns on the Wolf player.

Turn 7 – St. Ives Wins Initiative

The MadCat wisely pulls away from the Inner Sphere assault and opens up at longer range.  The Pillager lands both Gauss Rifles ripping apart the MadCat’s left torso, but for naught. The MadCat unleashed a hail of laser fire and missles that tore away the Pillagers leg.  As the ‘Mech fell, the pilot was again injured and fell unconscious.  Clan Wolf holds the battlefield and claims victory for the Clans.

Posted under After Action Report
Jan-20-2009

Twilight of the Clans: Falcons versus Comstar

Twilight of the Clans: Battle Four

The fourth battle of the Great Refusal takes place near a Mountain Lake.  Can the Comstar elite defeat the ferocious Jade Falcons to save the Inner Sphere?

See other battles from the Great Refusal in the After Action Category or by searching for Twilight of the Clans in the sidebar search.

Jade Falcons

Khan Marthe Pryde (Piloting 2, Gunnery 2)
Summoner Prime
saKhan Samantha Clees (Piloting 2, Gunnery 2)
Nova Prime

Comstar

Precentor VII Harris Harvison (Piloting 3, Gunnery 2)
BL-6-KNT Black Knight
Demi-Precentor Julius Havanna (Piloting 4, Gunnery 2)
ST-8A Shootist

Turn 1 – Comstar Wins Initiative

totc_falcons_comstar_turn1Both forces rush towards each other forgoing the protection of nearby forests.  Khan Marthe challenges totc_falcons_comstar_turn1aDemi-Precentor Havanna who accepts, thus pitting saKhan Clees in her undersized Nova against Precentor Harvison’s Black Knight.

Luck is not on Comstar’s side early on.  All weapons fire directed at the Clan Omnis miss their mark.  The Falcons ended up in a slightly better range bracket.  Marthe fires and hits with everything in her Summoner, stitching energy beams, missiles, and autocannon shells across the Shootist’s torso.  Of six lasers fired, only one hits the Black Knight.

Turn 2 – Comstar Wins Initiative

totc_falcons_comstar_turn2saKhan Clees triggers her jump jets sending her Nova into a ballistic arc landing inside a dense group of trees.  The Black Knight races in close to engage.totc_falcons_comstar_turn2a

Cautiously eyeing the Shootist’s dangerous AC20, the Summoner backpedals to the edge of the battle tempting the Shootist to advance.  Demi-Precentor Havanna is happy to oblige and rushes forward, hoping to eventually corner the Falcon and bring the AC20 to bear.

The Nova unleashes another volley of six ER Medium Lasers netting four hits of which three are through armor criticals.  Only one critical results, destroying a heat sink.  The Summoner fires and hits with everything again ripping through an already damaged torso and critically damaging the Shootist’s gyro.totc_falcons_comstar_turn2b

The Shootist misses with the AC20 but hits with medium lasers; one to the head, injuring Khan Pryde.  The Black Knight unleashes a torrent of laser fire at the Nova nestled in the woods.  The shots are concentrated and burrow deep into the left torso but no criticals result.

The Shootist falls from the Gyro hit injuring Demi-Precentor Havanna in the process.

Although her Black Knight is armed with a formidable hatchet and the Nova would make a great place to put it right now, Precentor Harvison knows what is at stake and is careful not to break clan tradition knowing that if Comstar is the victor, she cannot give the Jade Falcons any reason to declare the battle invalid.

Turn 3 – Comstar Wins Initiative

totc_falcons_comstar_turn3The Nova brazenly rushes into the open.  The Black Knight follows the Clanner and positions himself for a near point blank fire fight.  Meanwhile, the Summoner begins to circle to his left, unable to keep the Shootist at bay any longer.totc_falcons_comstar_turn3c

The Nova senses an opportunity and lets fly all twelve lasers at the Black Knight.  Ten hit, causing massive damage.  Alas, the only critical hit is a lower leg actuator.   The Black Knight returns fire, ripping completely through the left torso and with it six of the Nova’s lasers and four heat sinks. The inrush of heat from the weapons fire forces the Nova to shutdown.

The Summoner fires and yet again hits with everything, slagging away tons of armor but again not finding internal locations.  The Shootist finally connects with the AC20, landing square in the center torso.  The Summoner shrugs off the damage while Demi-Precentor Havanna fails to keep the Black Knight upright taking another point of damage from the fall but remaining conscious.

Turn 4 – Jade Falcon Wins Initiative

totc_falcons_comstar_turn4Havanna struggles with the controls of the Shootist managing to stay conscious from another fall.  Undeterred, she forces the controls to do her bidding and the 70 ton machine finally cooperates.  The Summoner, meanwhile, kicks into a run and puts some distance between her and the AC20 Khan Pryde fears so much.totc_falcons_comstar_turn4b

With the Nova shutdown, and Havanna keeping Khan Pryde busy, Precentor Harvison lines up the killing blow. A point blank alpha strike reply for the shutdown Nova.  Amazingly, the damage does not destroy the Clan Omni.  A crueler fate is in store for saKhan Clees.  The Nova’s right arm is ripped from the shoulder leaving no weapons remaining.  When the ‘Omni manages to start up, saKhan Clees will be forced to withdraw from combat, defeated and disgraced.

The excess heat from the barrage released by the Black Knight is more than its own heat sinks can handle resulting in an emergency shutdown.

The Shootist strikes out at the maneuvering Summoner but only manages to hit with one laser at the longer range. Torso twisting back, the Summoner once again hits with her entire arsenal, coring through the Shootist’s center torso.

Turn 5 – Jade Falcon Wins Initiative by Default

totc_falcons_comstar_turn5totc_falcons_comstar_turn5aKhan Pryde wraps around a grouping of woods for a clear shot at the last Comstar ‘Mech.  The Summoner hits with everything a final time, racking up no less than five critical hits in the center torso resulting in two engine hits and three gyro hits.

Precentor Harvison succumbs to the inevitable and cedes the battle to the Jade Falcons.

Posted under After Action Report
Jun-29-2008

AAR: Twilight of the Clans, Battle 1

Federated Commonwealth vs Clan Smoke Jaguar

This battle represents the first battle of the Great Refusal. The game was played at NJCon08. For this battle, Clan honor rules were in effect.

Federated Commonwealth

  • Archon-Prince Victor Steiner-Davion (2/4) – Daishi A
  • Danai Centrella (3/4) – FLC-8R Falconer

Clan Smoke Jaguar

  • ilKhan Lincoln Osis (2) – Elemental Battle Armor Point
  • Star Colonel Kit Furey (1/2) – Masakari C

Fed Com vs Smoke Jags - Turn 1Turn 1 – Clan Smoke Jaguar wins Initiative

The Falconer jumps up to a high point on the canyon while Victor throttles his Daishi forward. The Masakari drops down into a woods filled depression and disembarks it’s mechanized elementals.

The Falconer issues a challenge to Star Colonel Kit Furey in his Masakari who accepts.Closing the gap

The Masakari opens up with two ERPPCs and two Large Pulse Lasers, all of which hit and melt armor from the Falconer at a quick pace. Danai barely keeps her ‘Mech standing. All of her return fire misses wide.

Fed Com vs Smoke Jags - Turn 2Turn 2 – Federated Commonwealth wins Initiative

Star Colonel Furey stays put, confident in his superior position. The Falconer jumps toward the Clan position behind cover. Meanwhile, the elementals jump from one side of the canyon towards Victor in his Daishi. Cautious of being swarmed, Victor slows his advance and awaits the outcome of the current challenge.

There is no line of sight for either side.

Turn 3 – Federated Commonwealth wins InitiativeElementals remain cautiousFed Com vs Smoke Jags - Turn 3

Seizing the initiative, Danai uses her jump jets to power her Falconer over top the stationary Masakari for a rear shot. Victor move up the canyon closer to the evading elementals who again chose not to break cover.

Reaching back with one arm, Star Colonel Furey makes called shots to the center torso with both ERPPCs. Both hit their mark, collapsing the heavy ‘Mech’s armor but without doing critical damage.

The Falconer alpha strikes in return ignoring a rapid spike in heat (+13). The gauss rifle and two medium lasers miss but everything else hits dead center. The rear armor of the Masakari melts away and the ‘Omni’s XL engine and gyro take damage.

Amazingly, all pilots made their rolls to stay upright.

Fed Com vs Smoke Jags - Turn 4Turn 4 – Clan Smoke Jaguar wins Initiative

Overheating and forced to make a decision, the Falconer stays steadfast in the face of the heavier Clan ‘Omni. Star Colonel Furey turns his Masakari around to face his attacker. All the while, the elementals slowly stalk Victor’s Daishi, staying close but always out of sight.Face to face

Without jumping heat to worry about, Danai opens up again, this time hitting with her gauss rifle to the leg. Her ERPPC misses and the rest of her lasers pepper the torso of the Masakari.

Sensing the end, Star Colonel again calls his shots against the already broken center torso of the Falconer. His ERPPC strikes another location but even without the aid of the targeting computer, one of his two large pulse lasers finds the center torso coring the ‘Mech.

Fed Com vs Smoke Jags - Turn 5Turn 5 – Federated Commonwealth wins Initiative

Victor challenges Star Colonel Furey who accepts. Victor brings his Daishi to the edge of the canyon while Furey turns his ‘Omni to face. Free from the threat of return fire for now, the elementals jump up from hiding and daringly watch the Daishi above them, ready to pounce if needed.One down, one to go

The Masakari is overheating slightly and chooses his fire carefully this turn to cool down. No called shots are made, but ERPPC and pulse lasers scatter across the Daishi’s torso, arms, and legs without much effect.

Victor fires on the Masakari, hitting with all three large pulse lasers, raking the ‘Omni’s torso. The gauss rifle misses but both short range launchers lock on and riddle the Masakari with tiny explosions, including one to the head, rattling Star Colonel Furey.

Fed Com vs Smoke Jags - Turn 6Turn 6 – Clan Smoke Jaguar wins Initiative

The Masakari maneuvers back, hoping to bring more terrain between him and his opponent next turn. The Daishi, lacking jump jets, cannot close the gap and remains steady despite the elementals seemingly dancing at his feet.

The Masakari pours damage into the Daishi left leg, hitting with both ERPPCs while a lone pulse laser burrows into the center torso armor.

The Daishi critically hits the center torso with his gauss rifle, hitting the engine shielding and spiking the Masakari’s temperature. Another two pulse lasers manage to crit the left torso, damaging two separate double heat sinks.

Fed Com vs Smoke Jags - Turn 7Turn 7 – Federated Commonwealth wins Initiative

After taking an engine hit and losing two heat sinks, the Masakari is dangerously overheating and cannot move to a better position. The Daishi remains stationary, confident of his range.

Sensing the end again, Star Colonel Furey fires with everything but this time, he calls his ERPPC shots on the Daishi’s left leg. Both ERPPCs and one additional pulse laser hit and tear the leg off.

The Daishi gauss rifle and one pulse laser rips into the Masakari’s center torso, finishing off the engine shielding.

Missing a leg, Victor cannot break his ‘Omni’s fall, and takes damage. He remains conscious and watches as the nearby elementals ready themselves for the kill.

Fed Com vs Smoke Jags - Turn 8Turn 8 – Federated Commonwealth wins Initiative

With the initiative to the Federated Commonwealth, the elementals chose to pick their fight and dodge behind cover, wary of the still dangerous Daishi armament.

Turn 9 – Clan Smoke Jaguar wins InitiativeFed Com vs Smoke Jags - Turn 9

With the initiative in their favor, the elementals rush the grounded Daishi, knowing that the Daishi cannot return fire inside his own hex.

The elementals launch their SRMs and pepper the Daishi with small lasers.

In an act of desperation, Victor thrashes his ‘Omni around, striking and killing two elementals outright and damaging two more. (TW pg. 151 ouch!)

Turn 10 to the End

The remaining few turns were a flurry of dice rolling. The elementals needed to stay at the back of the Daishi to avoid weapons fire, but they also could not survive another thrash attack.

Down but not outVictor decides to force the issue and attempts to stand each of the next few turns at a 9+.

The first attempt fails and Victor takes damage but remains conscious. The elementals stay at his back and spread damage on the Daishi with missiles and lasers, hoping to find the kinks in the armor.

The second attempt to stand fails and Victor takes another hit but makes his roll again for consciousness. The elementals continue their attack with lasers now that their SRMs are depleted. The damage from falling and the elementals is beginning to add up. The left torso armor is gone. The right arm has only two remaining points of armor and center torso only four.

The third attempt happens while Victor has the initiative. The ‘Omni struggles to stand but cannot. He falls again, taking damage again but remains conscious. This time however, the fall lands him directly facing the attacking elementals.

Perching on one arm the Daishi raises up three pulse lasers and both SRM launchers and disintegrates the remaining battle armor. The last volley from ilKhan Osis and his remaining elementals manages to hit the Daishi in the head. The fourth wound to Victor knocks him out.

Victor would awaken three turns later to realize the battle was won.

Posted under After Action Report
Jun-28-2008

AAR: Twilight of the Clans, Battle 5

Free Worlds League vs Clan Star Adder

This battle represents the fifth battle of the Great Refusal.  The game was played at NJCon08.

Free Worlds League

  • Colonel Dana Briggs (2/3) – P1B Perseus
  • Force Commander Nisa Geller (2/4) – MR-5M Cerberus

Clan Star Adder

  • Khan Cassius N’Buta (2/3) – Kingfisher D
  • saKhan Tabitha Paik (1/2) – Cauldron-Born Prime

FWL vs CSA Turn 1Turn 1 – Free Worlds League wins Initiative

Both sides advance towards each other over the rolling green hills, careful to not get caught with easy shots this early in the battle.

Both sides decide to split their fire, scattering auto cannon shells and laser fire across torsos and limbs. All of the gauss slugs miss their target this turn.

Turn 2 – Free Worlds League wins InitiativeFWL vs CSA Turn 2

The Cauldron-Born and Kingfisher both find a grouping of trees to fire from with the Cauldron-Born leading the attack. The Cerberus moves down, behind the cover of a hill while the Perseus pilot bravely charges down hill towards the Clan ‘Omnis.

Both Clan ‘Mechs pour fire into the lone Perseus, shedding more than 2 tons of armor combined from it’s right torso and left arm. The Perseus, unphased, returned fire, scoring two large pulse laser hits on the Cauldron-Born, one of which strikes the head. saKhan Tabitha Paik shakes off the wound and remains conscious.

FWL vs CSA Turn 3Turn 3 – Free Worlds League wins Initiative

The Cauldron-Born defiantly stands his ground atop the wooded hill. The Perseus, knowing his lancemate was close behind him, rushes up the wooded hill to face the saKhan. Smelling blood, the Kingfisher inches his ‘Omni closer for a clear shot. The Cerberus manages to crest the hill that hid him a turn earlier, finally able to contribute to the fight.Face to Face

The Perseus gauss rifle finds fresh armor on the Cauldron-Born’s left torso but his PPC manages to crit the left leg, destroying the ‘Omni’s upper leg actuator. The Cerberus misses with most of its medium range lasers but aims true with the gauss rifle, critically hitting the left torso, damaging the shielding of the Cauldron-Born’s XL engine.

The Clans relentlessly assault the heavy Perseus ‘Omni with weapons fire. The Perseus’ left arm is ripped clear off its frame while the left torso armor shatters. Amazingly, no critical damage is scored in the torso. The Perseus continues the fight, minus its two Large Pulse Lasers.

FWL vs CSA Turn 4Turn 4 – Free Worlds League wins Initiative

The Cauldron-Born and Kingfisher both stand their ground. The Cerberus continues down the hill he climbed earlier to face both Clan ‘Omnis while the Perseus backs up and goes prone to avoid being targeted this turn.

The Cauldron born and King Fisher combine firepower and unleash hell on the lone Inner Sphere ‘Mech. More than 3 tons of armor vaporize off the Cerberus ‘Mech without a single penetration.The Cerberus lines up a shotThe Perseus goes prone

The Cerberus fires at the wounded Cauldron-Born striking the center torso for critical damage, completely destroying the ‘Mechs gyro. The gyro destruction wouldn’t matter though, the Cerberus’s volley of medium pulse lasers ravaged the Clan ‘Omni and managed to strike the previously damaged head, killing saKhan Tabitha Paik.

The Cerberus however, was throw off balance by the wave of weapons fire that turn and fell. The ‘Mech bore all of it’s weight on it’s right arm, crushing it and his ERPPC beyond usefulness.

FWL vs CSA Turn 5Turn 5 – Free Worlds League wins Initiative

The lone Clan ‘Omni stands his ground. The Perseus manages to do little else but stand while the Cerberus gets up on a run and rushes up the hill to meet the Kingfisher.Closing the distance

The Perseus misses with all of it’s remaining weapons. The Cerberus groups three pulse lasers into the left torso of the Kingfisher and lands a gauss slug to the left arm.

The Kingfisher unloads on the Cerberus, spiking his heat but hitting with everything. Autocannon slugs tear into the Cerberus’ right torso. Large lasers scour the ‘Mech’s torso, leg, and remaining arm. The gauss rifle takes a critical and explodes, ripping through the ‘Mechs remaining arm internal structure and into the torso, stopping just short of coring the XL Engine.

FWL vs CSA Turn 6Turn 6 – Free Worlds League wins Initiative

The Perseus stays put while the Kingfisher backs up behind a hill. The Cerberus advances on the retreating Clan ‘Omni but takes cover hugging a cliff face. No line of sight for either side.

Turn 7 – Free Worlds League wins Initiative

The Perseus and Cerberus both push their advantage after the Kingfisher is unable to move to a better position.Close to the endFWL vs CSA Turn 7

The Kingfisher desperately fires all of it’s weapons after cooling off last turn. Only it’s lasers hit the Cerberus who loses armor off it’s left torso but fails to breach to the already battered internal structure.

The Perseus lands another gauss rifle slug into the Kingfisher’s left torso. Without any criticals in that location, they transfer to the center where the gyro and ER Large Laser are hit. The Cerberus scores hits with it’s medium lasers, all of which find internal structure without producing critical damage.

The King Fisher lists painfully and is unable to right itself due to a damaged gyro.

FWL vs CSA Turn 8Turn 8 – Free Worlds League wins Initiative

The Kingfisher stands and moves back trying to put more terrain between him and his attackers. The Free World League ‘Mechs stand their ground and line up their cross hairs.

The Kingfisher’s lasers are ineffective, somehow finding fresh armor on the Cerberus’s center torso. In return the Kingfisher loses it’s autocannon, it’s right arm and another large laser.

The Cerberus makes his shutdown roll after heating up this turn. The Kingfisher is unable to remain standing and falls again.

The Final TurnTurn 9 – Free Worlds League wins Initiative (again?!?)

Despite his damaged gyro, the Kingfisher manages to stand and accepts another volley.

The Kingfisher loses all but one of his lasers and falls again under a constant barrage of fire.

The best Khan Cassius N’Buta can do is to critical the Cerberus’s hip in the exchange. The Cerberus would make his own roll to remain standing.

The lone Clan Warrior, unable to continue to fight effectively, acknowledges the Free Worlds League victory.

The Cerberus had two points of internal structure remaining in it’s left torso. The Perseus had a single shot of gauss ammo remaining.

Posted under After Action Report
Jan-1-2012

Best of 2011

2011 is in the rear view mirror and it was a great year.  The 25th anniversary box set hit the shelves to overwealming interest from gamers.  I played some great games in 2011 and am looking forward to more in 2012.  For all that the past year has given us, 2012 promises much more.  We have a lot to look forward to including the realeas of the next major installment of the Mechwarrior franchise, community playtesting of specific parts of Interstellar Operations, and more great products from Catalyst Game Labs.

Catalyst Game Labs continues to be a force in the gaming industry and reguarly supplies the BattleTech community with new material for our games covering multiple eras.

The ScrapYard has been busy as always and have a full compliment of games, miniatures, and articles to write about in the coming year.  Here are the most popular articles from the past year based on a weighted average of page views.

  1. Portable MercRoster
  2. Breaking and Entering
  3. BattleTroops Reborn in A Time of War
  4. Hold the Line
  5. Twilight of the Clans, The Great Refusal
  6. 25th Anniversary Box Set
  7. Dark Age Turning Points: Liao
  8. Bad Intel
  9. Chaos Reaving
  10. Wolves in Exile for a Friend

Thanks to all those who took the time to comment on the many articles here on the ScrapYard.  I really enjoy your feedback and will continue to bring great material to the BattleTech community.

Heres to a great 2012!  Get those dice rolling!

Posted under Misc
Mar-14-2011

Cold Wars 2011

The first convention of the year is complete.  Lots of great games and fun with friends.

This year more than others, the Lancaster Host seemed to show it’s age.  The secluded corner where the BattleTech games were being held  was constantly overheated with very poor ventilation.  Added into the mix was poor lighting and water stained fixtures that made the venue appear more like a mildewed basement than a proper convention hall.

Poor lighting and bad ventilation aside, the crew did a fantastic job as they always do.  We had a great selection of games to select from BattleTech to BattleForce to A Time of War.  Demo Agent Speck and his minions are an example for other demo agents out there.

About Those Minions…

Most of my readers know that the ScrapYard is a two man operation.  My partner in crime is SaxyWolf who is often behind the scenes but is a vital component to making this blog possible.  I couldn’t ask for a better minion and I really owe him big this time around.

We got to the parking lot at the Lancaster Host around 11 and started fetching supplies for our noon game.  I looked around the back of the car and to my horror, I could not find my minis.  We have a full set of miniatures for our Twilight of the Clans game and I left then in SaxyWolf’s garage.

The trip to Cold Wars is a two hour drive.

Without missing a beat, we touched base with “Speck” to switch our game to the evening slot and SaxyWolf volunteered to hit the road while I sat in on the afternoon BattleTech games to generate after action report material.

SaxyWolf gets a gold star this convention.  Thanks for taking one for the team.

Iron Wind Metals

Iron Wind was in attendance as usual with a plethora of blisters on sale.  The selection of available units included many fan-funded, online-exclusives, and archive items, all at regular prices.

I love seeing Iron Wind at conventions because you are always able to find something for your collection.

Also on display were a few samples of the mini-mech line due to appear within the next month or so.

BattleTech Gaming

We had games from the animated series to the depths of the Jihad on the agenda.  The ScrapYard will have no less than three after action reports from the con.  Before the full featured reports are prepared, here is a sneak peek at some of what’s in store.

And All the Rest

There is always more to conventions than BattleTech.  I didn’t get around to play any other games this con but I did sneak away from running or recording games to snap pictures of some of the coolest set-ups out there.  Enjoy the visual goodness!

Posted under After Action Report
Jun-15-2009

NJCon 2009 Report

NJCon is in the books for 2009.  Here is a brief recap of what went down.

The Grinder

I had three people play in the Grinder.  Each made it at least into their heavy ‘Mech before either the session ended or they had to leave.  I ended up handing out five CDs filled with introductory materials to both players and passers-by.  I had a lot of compliments on the terrain setup as well as my use of Mechwarrior figures.

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Twilight of the Clans

There was only one taker for the Twilight of the Clans event.  Together we finished two battles before the Con began cleaning up.  The Clans and Inner Sphere each won one battle.  Look for an After Action Report in the near future covering the St.Ives Compact versus Clan Wolf battle!

There were lots of compliments on the terrain and miniatures by on lookers.  I hope that future Cons will be a little bit better attended but the way I see things, I won’t get anyone to play if I don’t ever try.

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Painting Contest

I ended up entering the bring in painting contest with my 15th Lyran Warhammer.  I did not originally intend to enter that particular miniature but the fates were against me as I rushed to complete a new miniature in time for the Con.  Long story short (I’m saving the long version for a later post) I ended up ruining the mini in the eleventh hour and used the Warhammer instead.

The Warhammer was a strong entry and placed third in a popular vote.  I’m proud that my painting skills consistently place but I need to learn a few more tricks in order to vault myself to the next level.  I plan on taking advanced painting classes at GenCon this year.  I hope to learn as much as I can and use those new skills to bring home a first place in the future.

Other Event Photos

Here is a collection of photos from around the Con.  There were a lot of great games to play besides Battletech.  Between running games I played in a medieval wargame using the Hack in the Dark rule set.  The game board was gorgeous and the rules well done.

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Posted under News
May-2-2009

NJCon 2009 Battletech Events

njconlogoNJCon 2009 is getting close and the preliminary events list is up at the convention website.  I will be running three games this year, two grinders and Twilight of the Clans.  Both events are ones I ran last year, but if you weren’t at NJCon last year, you have a lot to see.

The Grinder will make use of Mechwarrior figures on an oversize (2″) hex mat with hills woods, water and maybe a building or two.  Twilight of the Clans will have an impressive array of painted miniatures in fast paced games that will put you in direct control of forces on sculpted 3D terrain.  All materials for all games are provided for you so you only have to bring yourself (and a lucky pair of dice if that’s your preference).

There is finally a good reason to come to Jersey.  So come on out and blast apart a ‘Mech or two!

Friday Evening, 6pm-10pm
FE-7: Battletech Grinder
Description: Leap into action with the Grinder! The Grinder is a fast paced game of armored combat in the 31st century. Battle it out in an every ‘Mech for itself brawl!
No experience required. Rules taught. All materials provided.
Club or Sponsor: http://www.ScrapYardArmory.com
No. of Players: 12

Saturday Morning, 9am-1pm
SM-14: Battletech Grinder
Description: Leap into action with the Grinder! The Grinder is a fast paced game of armored combat in the 31st century. Battle it out in an every ‘Mech for itself brawl! No experience required. Rules taught. All materials provided.
Club or Sponsor: http://www.ScrapYardArmory.com
No. of Players: 12

Saturday Evening, 7pm-11pm
SE-38: Twilight of the Clans: The Great Refusal (Battletech)
Description: The brave warriors of Task Force Serpent secretly made the thousand-light-year journey to the Smoke Jaguar home world of Huntress to eliminate the last of the Clan’s holdings. What they find there will test the limits of their skills, their endurance and their loyalty. Come and relive a pinnacle moment in Battletech history as the combined forces of the Inner Sphere, under the banner of the Star League, seek to end the threat of the Clan invasion once and for all. All materials provided. Some experience recommended.
Club or Sponsor: http://www.ScrapYardArmory.com
No. of Players: 12

Posted under News
Jan-21-2009

Painting Test Pieces

As a player and a collector I love seeing large uniformly painted forces in my battles.  I kicked off this quest with my first demi-company of Free Worlds League Militia.  For the most part, the militia were easy.  The colors just worked and I found little trouble duplicating the color scheme later on when I added a Perseus and a Cerberus for the Twilight of the Clans collection I painted for a friend.

So I moved on, and started an even bigger force, this time a reinforced company of Regulan Hussars.  For whatever reason, orange is just difficult for me.  The worst part of it is, the full company is sitting on my work bench on corks waiting to be finished because I am not happy with how they are coming out.  Since I decided to do the whole kit and kaboodle at once, I have all those miniatures waiting for me to break out of a color confused malaise.

Test Pieces

Make a test piece before you embark on anything larger than a lance.  Get a representative miniature, not something too difficult to prepare or anything with a complicated pose and slap some paint on.  Work out the details and don’t be afraid to toss the results and try again.  Pine Sol cures all woes.

Since I’m a little embarrassed to show my Hussars, I’ll let you in on a few other examples that I am working on for a friend and ScrapYard commenter Quigs.

In the first picture are two different tries at an admittedly difficult 2nd Donegal Guards.  I’m not happy with either attempt.  The first (the one on the right) came out far too flat and the second (the one on the left), far too dark.  I am going to Pine Sol both and adjust my technique for a third and hopefully successful paint job.

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Moving on, I attempted another Lyran scheme in a color I think I am usually pretty comfortable with.  The 15th Lyran Regulars use a familiar drab green with khaki highlights.

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Suffice to say, I am much happier with the results.  I think the only thing I would change is making the highlight color a little bit lighter.  It looks more light brown than it does khaki.  For the most part, this mini seemed to paint itself.  I painted him up start to finish in a single day.  Dry times between coats were absorbed with other tasks, like coding for Solaris Skunk Werks and writing this blog.

I’m looking forward to replicating this paint scheme to give this lonely Avatar a lancemate or three.

Take Some Chances with Your Brush

You never know what is going to work and what isn’t until you try.  You’ve got to pick up the brush and give it a go.

Life’s too short to play with badly painted minis.

Posted under Minis