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Archive for the ‘After Action Report’ Category

Jul-28-2010

Reign of Chaos: Radstadt

This battle was played at Historicon 2010.  Thanks to Chuck “MetalCarnage” Stocky for putting together a great game.

Radstat

In 3074 The Word of Blake assaulted Radstadt, a core world in the newly formed Ghost Bear Dominion.  Elements of the Bear’s Sigma Galaxy were on a training assignment when the 43rd Shadow division clashed with the trueborn warriors of the Third Claw and 5th Bear regulars.

Clan Ghost Bear – Sigma Galaxy

  • Arcas (3/4)
  • Warhammer IIC 4 (3/4)
  • Supernova 2 (3/3)
  • Bane 2 (3/5)
  • Kodiak 3 (2/3)
  • Tyr Infantry Support Tank (2/2) x 2
  • Golem Battle Armor (2/2)
  • Rogue Bear Battle Armor (2/2)

Word of Blake – 43rd Shadow Division

  • Preta Dominus (2/2) *
  • Flashman 7B (2/3)
  • Seraph Dominus (3/3) *
  • Seraph Infernus (3/3)
  • Archangel Infernus (2/1)
  • Archangel Dominus (3/3) *
  • Purifier Battle Armor (2/2)
  • Challenger MK XI (3/3)

* indicate Manei Domini pilots

Turn 1 and 2Ghost Bears win Initiative Both Turns

The armies are separated by a large winding hill in the center of the battle.  As such, the first two turns feature little action.  Line of sight is blocked as each force slowly stalks forward in a foreboding line.

The Word of Blake stay relatively concentrated in a tight group to the North.  A Preta and Flashman are the point ‘Mechs, running fast but keeping out of view for the time being.

The Ghost Bears are fanned out in a wide attack line.  The slower ‘Mechs steadily climb up the mountain face.  The speedy Tyr Infantry carriers sweep around the hill instead of going over the top.

Turn 3 - Word of Blake wins Initiative

Both forces cautiously approach the other at first but begin making bolder moves to attack.  The Bears get close to the top but still cannot see the main force of Blakists.  Both Tyr deploy infantry behind partial cover.  The threat of the heavy Battle Armor will have to be dealt with eventually.

In a quick attack, the forward Preta jumps over the top of the mountain and puts itself behind the lumbering SuperNova.  A flurry of PPC and laser fire shed 25 points of armor in the left leg and arm.

No other fire is successful this turn.

Turn 4Ghost Bears win Initiative

All Clan ‘Mechs except the slightly bruised SuperNova crest the mountain and line up shots against the Blakists.  The Tyr Infantry carriers speed into short range to harass.

A Ghost Bear Arcas makes a long jump behind the Blakist Flashman.  Meanwhile, the Blakist Preta assumes a harasser role and lurks just out of sight behind the Clan force, positioning for an attack.

The Ghost Bears spread their shots across available targets.  Critical hits are scored on the Blakist vehicles.  One of the Seraphs takes enormous damage from PPCs but manages to keep its balance.  In a surprising long range hit, the Preta gets tagged with an AC20 shell from the far off Kodiak.

The Blakists choose to pile most weapons on the Arcas who jumped into their midst.  Even at such short range the Wobbies managed to miss far too many Heavy PPC shots for their liking.  One Snub Nose PPC did hit the head but failed to score a critical hit.

Turn 5Ghost Bears win Initiative

Both Archangels and one Seraph stay back while the Flashman and the second Seraph push forward.

The wounded Arcas jumps to cover as the Supernova finally brings its weapons to bear.  The Warhammer IIC and Bane hold their ground behind partial cover.  The Kodiak brings up the rear and is flanked by the lurking Preta.  The Tyr infantry carriers sprint behind the big Archangels for rear shots.

This turn featured a lot of misses (some due to partial cover) with lots of damage soaking.  A significant amount of armor was shed by both sides without hitting any internal structure.  That would change in the physical attack phase.

The forward Seraph is running hot with TSM active and gives a solid kick destroying 34 points of armor from the SuperNova’s right leg.  There is one critical hit, and it finds the Advanced Tactical Missile ammunition stores.  The resulting explosion takes off the leg and severely injures the pilot.  The return kick is not quite so successful but manages to topple the TSM monster.

Turn 6Ghost Bears win Initiative

The Flashman and Preta get bolder and pick spots directly in front of the camping Bane and Warhammer IIC.  The Seraph stands his ground in front of the downed SuperNova while the remaining Blakist force inches closer while keeping the top of the mountain in sight.

The Kodiak runs to close with the main fray.  The Warhammer IIC and Bane continue to hold their position.  The battle armor all the while have been pestering the main Blakist force but fail to make a significant dent in their impressive armor.

The Blakist pile most of their fire on the Warhammer IIC while spreading enough fire to hit every target in some way.  The Ghost Bears consolidate fire on the two targets on top of the hill, leaving the Archangels and their Seraph cohort to the harassing Battle Armor and Tyr combat vehicles.

The Flashman is receives a heap of PPCs and is gutted by three engine hits.  The Seraph beside him is just as lucky.  After soaking two AC20 rounds and taking it, one last medium laser severs the the remaining structure holding  the right arm on.  Further fire from the Arcas peppers the torso and head with SRM hits.  After the pilot takes his damage (needing only a 3 to stay awake), he promptly falls unconscious.  And then it got worse.  The resulting fall would end with critical hits to BOTH hips.  Without an arm to prop with, the red Seraph was now out of the battle.

Return fire from the Blakists is just as cruel.  The Warhammer IIC takes a beating from multiple sources and finally takes an ammo critical hit.  Combined with a prior head hit and damage from the fall, the Warhammer pilot is knocked unconscious, needing a 10+ to wake up.  The Arcas, although not heavily targeted, meets a similar fate and takes pilot hits from ammo explosions and fall damage.  Both lie knocked out on the battlefield.

Turn 7Ghost Bears win Initiative

The main Blakist force slowly moves back, still being harassed by the Tyr.  They remain wary of the slowly approaching battle armor.  The Preta makes a long jump away from the thick of the battle.

The Ghost Bears stand their ground where they can while the Warhammer and Arcas dream sweet dreams in their cockpits.

Weapons fire is well spread as available targets show the fatigue of battle.  The downed Seraph soaks hits from the SuperNova in front of him.  The damage inflicts an engine and gyro hit and also destroys a leg.  Interesting choice of targets since the Seraph was unable to prop and fire.  Return fire from the other Seraph at the bottom of the hill sends two Heavy PPCs to the center torso, coring the SuperNova.

The Kraken is successful in hitting with both Ultra AC10s at double rate but manages to find fresh armor on an Archangel when very little remains anywhere else.

Turn 8Ghost Bears win Initiative

The Blakists reverse their previous course and walk forward toward the mountain into the awaiting arms of the Rouge Bear battle armor.  The Preta makes a long jump again, preferring to stay at a distance.

The conscious Ghost Bear pilots concentrate fire on the closest Archangel while the Blakist return in kind with fire directed mostly at the Bane.

The Ghost Bears tear into the Archangel but fail to shed enough armor to reveal internal structure.  The first Heavy PPC shot directed at the Bane evaporates the cockpit.  The remaining three Blakist ‘Mech’s pummel the headless ‘Mech.

In a surprise turn, the immobilized and almost forgotten Tyr combat vehicles score two engine hits on the Seraph from rear shots.  The Seraph is staggered but not out of the action.

Turn 9Ghost Bears win Initiative

The Ghost Bears rolled a 3 for initiative.  The Blakists did them one better with snake eyes.

The Warhammer IIC wakes up!  Meanwhile the battle armor are now out of missiles.  The Blakists move back again trying to get the troublesome Tyr out of rear arc.

The Warhammer is quickly put down again by a gyro hit causing him to fall behind partial cover.  The advancing Kodiak’s head is disintegrated by a Heavy PPC from an Archangel.

Return fire from the active Ghost Bears only manages to score a gyro hit and destroy a Heavy PPC in the Seraph.

End Game

All that remains of the Ghost Bear force is an unconscious Arcas, some battle armor without missiles and the immobilized Tyr.  The remaining Archangels and Seraph are more than a match for what’s left and are victorious on the battle field.

This was an excellent game with lots of action.  When the Word of Blake and the Clans meet with their best equipment, you are bound to see lots of fireworks.  This battle did not disappoint.  Kudos to Chuck for putting together this well thought out game.

Posted under After Action Report
Jul-20-2010

BattleTroops Infantry Recon

This game was played at Historicon 2010 using the RPG combat rules from A Time of War.  Two infantry forces face off in a race to gather intelligence on the area when no ‘Mech forces are available to assist.

There are eight objective on the board worth between one and four victory points.  Each enemy kill is also worth a victory point.

Lyran Alliance

  • Field Commander, Pulse Laser Rifle
  • Heavy Weapons Team, Support Pulse Laser
  • Soldiers, Pulse Laser Rifle x 2
  • Soldiers, Intek Laser Rifle x 3

Draconis Combine

  • Heavy Weapons Team, Portable Machine Gun
  • Heavy Weapons Team, Light Recoiless Rifle
  • Soldiers, Auto Rifle x 2
  • Soldiers, Imperator AX Rifle x 2

Record Sheets and Cheat Sheets

After playing quite a few games with the Time of War rules set, I made a few adjustments to suit my own particular taste.  I also created my own record sheet that helps to ease the learning curve.  All skill numbers are listed as the raw to-hit number.  The fatigue and injury modifiers are also listed for easy reference.  I also boiled down some key points into a simple two page rules summary for the players to use during the game.

I’ve included my record sheets and the rules reference here for you to take a look.  I expect to do a future post on the Time of War combat rules with further insight into the game and maybe even some new and improved record sheets.

Turn 1Lyrans Win Initiative

Both teams sprint towards the central area of the map.  The Kurita side makes a dash to the north corner of the map with their Recoiless Rifle team while the bulk of their forces fan out along a wide line.  The Lyran side sets up their Support Pulse Laser early while the remaining team spreads into a diamond pattern with the Lyran Field Commander bringing up the rear.

Both teams tag up on their 1 VP objective.

No shots are available just yet as the bombed out building and the gentle rise of the terrain prevent line of sight.

Turn 2Kurita Win Initiative

Alarmingly each team elects to sprint one member to claim the 2 VP objective which lies in front of available cover.  The Lyrans send another soldier to the corner of the center building neglecting to take cover.

The Kurita Recoiless Rifle team takes more time getting into position in the sniper nest in the north-western corner of the battle.

The Lyran heavy weapons teams begins the break down their equipment in hopes of moving to a better location.

The Kurita Recoiless Rifle support member manages to take an extreme range pot-shot at the advancing Lyrans with his side-arm but fails to hit.  Two Kurita soldiers with Auto Rifles land three shots total against targets in the open.  The Lyran soldiers to the North and South take hits.  The Northern Lyran fails his knock-down check.

Three of the Lyran squad are lined up in the center of the battle behind the main buildings and cannot draw line of sight to any targets and can do nothing but watch as two of their teammates take damage.

Turn 3Kurita Win Initiative

The Kurita soldiers in the North take cover behind a low wall and send bullets down range at incoming Lyrans.  The Lyran take cover at the corner of the center building.  One additional Lyran takes cover in woods.

The Lyran heavy weapons team sprints forward in hopes of finding a better spot to plant their support pulse laser.

The Lyran soldier to the south suffers bleeding wounds from numerous shots from the line of Kurita soldiers across the battle.  Amazingly he keeps his balance through the barrage.    The Kurita Recoiless Rifle team is now in position and fires their first ordinance towards the Northern corner of the center building.  The round deviates marvelously and detonates a High Explosive round in range of two Lyrans.  Both are wounded and knocked down.

The Lyran soldier in the woods inches forward and fires two single shots at the Kurita soldiers behind the wall.  The first shot misses but the second hits hard, knocking the soldier down and causing a bleeding wound.

Turn 4Kurita Win Initiative

The Kurita machine gun team wastes no time and fires a burst at the Lyran soldier against the wall to the South killing him.

The Lyrans sneak a soldier into the center building and tags the 4 VP objective.  The Recoiless Rifle team takes aim and misses by a wide margin.  The shot deviates far enough to land at the feet of another Lyran soldier who was already injured.  The resulting explosion kills the soldier.

The Lyran previously in the woods sprints to claim the 3 VP objective in the pit to the North.

To the South the Lyran player sprints a soldier to the other pit and is quickly followed by two Kurita soldier.  Both Kurita soldiers happen to be armed with Vibro-Katanas for a melee weapon.

Turn 5Lyrans Win Initiative

The Lyrans win initiative and make good use of it.  The Lyran in the Southern pit scrabbles out and drops a grenade in behind him.  Both Kurita soldiers are knocked down and bleeding.  One of them is knocked out as well.  The Kurita Machine Gun team is in perfect position and shoots up the Lyran who dropped the grenade.  The soldier is knocked down and bleeding.

In the North, the Kurita soldier behind the low wall stops his own bleeding while his partner trades fire with the Lyran in the pit.  The Lyran luck is not holding out.  Despite good cover the soldier in the pit is hit while missing his own shots.

The Recoiless Rifle team continues to rain explosives onto the Lyrans.  This time the dice roll is perfect and the Lyran who claimed the objective in the center building is killed outright.

Turn 6Kurita Win Initiative

Things go from bad to worse for the Lyrans.  Once again good cover doesn’t save the Lyran soldier holding the pit in the North.  The Kurita player rolls boxcars on a burst attack for the kill.

The Machine Gun team finishes off the Lyran on the ground to the South.

The body count is now vastly in favor of the Kurita player and the game is called.

Fighting the Good Fight

Unfortunately there is not much to say about this game.  The Lyrans were picked apart by a more spread out adversary.  There was a missmatch of equipment that I am to blame for.  I overvalued the long range of the Lyran weaponry.  The Recoiless Rifle team was probably overkill.  That weapon proved very powerful by itself and devastating when combined with good dice rolls.

The gentle rise of the terrain crippled line of sight and prevented the Lyrans from using the full effect of their longer range.

What both players didn’t do is make use of suppression fire.  Maybe the rules were too complicated or I just didn’t explain it well enough.  Suppression fire is an excellent way of denying your opponents movement and I would love to see a game where it really came into play.

I learned a lot during this game and hope that the players who gave it a shot had a good time despite the uneven battlefield.  Just more reason I should start cooking up a Time of War Battle Value.

Posted under After Action Report
Jul-11-2010

Historicon 2010

A New Home

Historicon has a new home at Valley Forge, Pa.  The venue has more modern accommodations while providing much needed breathing room for the growing convention.

The one major problem was the long and twisted walk to the BattleTech area.  There were around 50 or so gaming tables tucked away on the Radisson side of the convention while the main tables were near registration at the Scanticon.  I felt that I spent too much time traveling between the two locations to get to one game or another.

While the convention site grew, the BattleTech specific gaming room did not.  The regular crew never seemed to mind.  BattleTech folk are a hearty breed after all.  The room almost always looked full especially when we ended up filling tables all the way around for the more popular games.

BattleTech Games

For the first time since I started attending HMGS events, I ended up hosting games rather than just participating.  My partner in crime minion, “Saxywolf” built terrain for one of the events and assisted preparing minis.  The first was a multi-battle big game using a unique system of synchronized battles that involved Aerospace Fighters and off-map Artillery to compliment the regular assortment of ‘Mechs and Vehicles.

Our second game was a BattleTroops skirmish using the Time of War combat system as our framework.  While not as well attended, I had a great time watching players discover this great system.  I will admit that the forces were not as balanced as they should have been.  I should have put more effort into playtesting but the effect of the terrain we used, which was not completed until the 11th hour, had a huge effect on weapon balance that I did not have the foresight to account for.

“Speck” and crew put on another great show with lots of games ranging from 2821 to 3074.  I’ll have no less than three full battle reports from the convention in the near future.  Check back for more!

Grinder and Demos

While the Grinder table always seemed full the demo table was rarely used.  The normal influx of passers-by interested in a quick 10 minute demo were far and few between, no doubt due to the location of the BattleTech room.  Demo Agent “Speck” and his crew of minions did their best to bring in visitors and put up their own signs to direct people to the demo location.  No venue is perfect and this one certainly had it’s flaws.  I find it curious during my many  long walks between the Scanticon and Radisson that there were many conference rooms available or being used by other parties.  If HMGS attends Valley Forge again, I think it would be better to use these spaces to keep the game rooms closer together.

Painting Contest

BattleTech regulars took no less than three prizes in the painting contest!  Mark’s brother Dave took home honors for his Wolf’s Dragoons and TotalWar BattleMaster while Scott “Wemic9″ was awarded for his museum scale Vulture. Congrats to both on their entries!

Iron Wind Metals and the Vendor Hall

Iron Wind was in attendance with Ral Partha banners on display.  Sadly, they still have not gotten their BattleArmor sorted into new bins so they were absent.  The regular assortment was on hand though and I picked up a Limited Edition TDR-10M Thunderbolt which I plan to add to my Marik roster.

I noticed a few more painted miniatures in the display case that I had not seen before.

The rest of the vendor hall was spacious and well stocked with all manner of miniatures, terrain, tools, and random wargaming goodness.  I saw many old favorites and some new faces too.

Other Games

There are always a lot of great games at Historicon.  BattleTech will always be my bread and butter, but I love showcasing some pictures of the best I saw while walking around.  Historicon is always a huge event and a great time for any wargamer.

Posted under After Action Report
Apr-18-2010

The End of Necromo

In 3071 the Word of Blake Jihad came to the Capellan Confederation planet of Necromo, home of the warship yards for the Capellan Navy.  The Shin Legion and Home Guard were protecting the planet until the 48th Shadow Division invades with intent to destroy all defenders and the factories.

Word of Blake – 48th Shadow Division

Alpha Level II

  • RJN-200-C Raijin II
  • Grigori Dominus
  • EXT-5F Exterminator
  • Archangel Dominus
  • VQR-5V Vanquisher
  • Deva Dominus

Beta Level II

  • Nexus II
  • Malak Luminos
  • Preta Dominus
  • Preta Infernus
  • CRB-45 Crab
  • LGH-6W Lightray

Capellan Confederation – Shin Legion

Command Lance

  • CTF-3LL Cataphract
  • VTR-10L Victor
  • EMP-6L Emperor
  • PLG-4Z Pillager

Recon Lance

  • JA-KL-5S Jackal
  • SYU-4B Sha Yu
  • PXH-4L Phoenix Hawk
  • VND-4L Vindicator

Support Lance

  • THR-2L Thunder
  • WHM-4L Warhammer
  • LHU-3C Lao-Hu
  • Y-H10G Yu Huang

Conventional Support Lance

  • Po Tank
  • Zhukov Heavy Tank
  • Manticore Tank
  • Vedette Medium Tank

Objectives

The Shin Legion will win a partial victory if they keep the key factory buildings intact (central office, R&D Lab, and power substation).  They win a complete victory if they also destroy at least 50% of the attackers.

The 48th will win a partial victory if they destroy the objective buildings and a complete victory if they also destroy at least 50% of the defenders.

Special Rules

Due to surprise, the 48th win initiative automatically the first two turns.

Turn 1 and 248th Win Initiative (automatic)

Both opening turns see only movement and missed long range shots.

The Capellans hold the core of their force on the small hill overlooking the battlefield.  They are not making any attempt to bring the battle to the Wobbies.  The lighter units swarm around heavy cover provided by a large hill to the north.

The Word of Blake marches forward ominously, without fear.

Turn 348th Win Initiative

A lone Preta jumps on top of the north hill for a better look and attracts the attention of several Liao ‘Mechs.  Amazingly the tiny scout gives worse than it receives in the exchange thanks to a very large target modifier from jumping and heavy woods.

The main force of Heavy Liao ‘Mechs stays grouped together but begins to stray from the defensive position they took in the opening turns.  The vehicle lance darts around cover trying to avoid shots from the slowly approaching Word of Blake Heavy Level II.

Turn 4Shin Legion Win Initiative

The Preta from last turn jumps again and takes cover in woods.  This time luck is not on its side as a Gauss Rifle rips into the left leg.  However, no internal damage results.

The Liao ‘Mechs stubbornly refuse to close with the enemy, ever fearful of the threat from the complete C3i network deployed by the enemy.  To support the tanks to the south, a Thunder keeps close behind a building avoiding contact but positioning within a short run of potential targets.

The Word of Blake light assets continue to dance around the hill to the the north.  They avoid damage while delivering timely long range hits on targets of opportunity.  The Liao decision to stay at long range is resulting in unreasonably high to-hit numbers.

A Yu Huang of the support lance is picked out from the crowd and pummeled with Heavy Gauss Rifles, ERPPCs, and ER Medium Lasers and forced to fall.  No internal damage but lots of lost armor.

Turn 5Shin Legion Win Initiative

The Word of Blake continues to press the advantage and scores more hits against the Yu Huang and a Zhukov Tank.  The scattered response from the Liao forces is barely able to break the concentration of the invading Manei Domini.

The Vanquisher decides not to dwell in a partial cover protected sniper position and struggles to keep pace with his faster allies.

Turn 648th Win Initiative

The Heavy Level II to the south is not showing any signs of slowing down and is now in range of the objectives.  The Tanks cannot stand up to the potential firepower and choose to attempt escape past nearby buildings.  The nearby Thunder fires into the ground to build up heat, activating TSM.

The center of the power plant is destroyed in a single volley and some damage is placed on the office buildings deep in the Liao deployment zone.  The Word of Blake forces begin taking shots at anything in range, ‘Mech or building.

The Zhukov, unable to match the speed of his lance mates is struck solidly from Word forces and sustains an engine hit.  A Liao Sha Yu who rushed in to disrupt the advance of the Light Level II sheds armor to concentrated firepower and takes an engine hit as well.

In a stunning turn, the Word of Blake Nexus is caught in a short but precise stream of PPC and Autocannon shells from various sources.  Almost all shots land in the center torso, coring the ‘Mech through.  First kill goes to the Shin legion!

Turn 748th Win Initiative

Unimpeded, the Heavy Level II marches to the front of the Liao ramparts where the speedy Raijin II joins them to level what was left of the Office Building and Power Plant.  The Light Level II to the north consolidates and continues to pressure the main segment of the Liao forces who are still near the base of the hills overlooked by the Research Center.  The Research Center is also victim to long range volleys and is in danger.

The Liao forces unload on a Preta who had rushed forward.  In a roar of Heavy PPCs and laser fire, the Preta has a leg ripped off and two engine hits.  The Archangel is hit with both a light and regular gauss rifle to little effect.  The Thunder who finally rushes into enemy forces lines up a LB-20X shot to a Lightray.  The cluster roll is a full complement which tears apart the weak rear armor and delivers an engine and gyro hit.  Amazingly the Lightray takes the damage and remains standing.  A TSM kick would miss during physical combat.

The Word of Blake is storming into Liao territory and shows no signs of slowing down.  The Cappellans can do nothing to prevent their facilities from getting sacked and cede the battlefield.

Aftermath

As a player on the Capellan side I confess to being a little too worried about the C3i across the board.  We were sure to lose a few ‘Mechs to the network but overkill is a factor that would work for us in the bigger picture.

We really should have challenged the Word of Blake front line sooner.  Once that Heavy Level II got close, it was all over for our poor buildings.  No superior positioning was going to save the day.

What do you think?  What would you have done differently?

Posted under After Action Report
Mar-30-2010

Last Stand of the Davion Guards

In 3063 with the Fed Com Civil War heating up, the 1st Davion Guards on New Avalon knew their days were coming to an end.  Their commander, Marshal Bishop Storek decides to set the final fight on his terms.  By October, Marshal Storek made a final stand with two assault companies at the mountain pass to prevent the Loyalist forces from following the 1st Davion into the pass.

This game was played at Cold Wars 2010 under the stalwart guidance of Demo Agent “Speck”.  This was a BattleForce game with each unit representing a lance of ‘Mechs.

1st Davion Guards

Assault Lance

  • EMP-6A Emperor
  • HGN-732 Highlander
  • MAD-5A Marauder II
  • PLG-3Z Pillager

Command Lance

  • AWS-9Q Awesome
  • Templar Prime
  • CP-11-G Cyclops
  • Sunder A

Support Lance

  • LGB-12C Longbow
  • Templar B
  • VKG-2F Viking
  • AS7-K Atlas

3rd Robinson Rangers

Command Lance

  • HBK-4G Hunchback
  • BLR-4S Battlemaster
  • BNC-5S Banshee
  • MR-5M Cerberus

Fire Lance

  • DV-7D Dervish
  • DV-7D Dervish
  • GRF-3M Griffin
  • LNX-9C Lynx

Heavy Lance

  • CTS-6Y Cestus
  • CES-3R Ceasar
  • WHM-7S Warhammer
  • DGR-3F DragonFire

Recon Lance

  • ALM-9D Fireball
  • JR7-D Jenner
  • SPR-5S Spector
  • WLF-2 Wolfhound

Strike Lance

  • Blackjack A
  • Blackjack A
  • MAD-5D Marauder
  • PTR-6M Penetrator

Support Lance

  • CN10-B Centurion
  • WR-DG-02FC War Dog
  • AWS-8Q Awesome
  • STK-5S Stalker

Objectives

Kill everything.  The Robinson Rangers only win by eliminating every last one of the Davion Guards.

Turns 1 and 2Robinson Rangers win Initiative

In the first two turns, each force begins the march towards the enemy.  The Davions tend to be reserved and are more comfortable to allow the Rangers to advance.  The Rangers have a small amount of woods in front of them to give cover.

On turn 2, the Rangers begin to have some separation between their faster units and the larger slower Heavy and Command lances.  In the next few turns the Ranger commanders begin slowing down the attack to allow the slower units to catch up.

Turn 3Davion Guards win Initiative

The Davions use their initiative to good advantage.  After committing the Heavy Lance to long range the Davions pounced and managed to isolate a small segment of the Rangers without support.  The numerical advantage at long range pays off big resulting in 13 damage delivered versus 6 received.  An excellent start for the Davions who must fend off the larger force.

Turn 4Robinson Rangers win Initiative

Back on the attack, the Rangers try a similar strategy of divide and conquer.  The Davions don’t take the bait and move back to avoid any major exchange of fire.  No shots were fired as no units ended movement within range.

Turn 5Robinson Rangers win Initiative

The Rangers are fully cohesive now and rush forward as fast as the Command Lance can follow.  The Recon Lance strays slightly closer to the Davions.  Still in long range but positioning for a flanking opportunity in the future.  The Guards have the terrain advantage and superior long range weapons.  All shots are at long range this turn.

The superior firepower of the Guards is felt by the Rangers.  Half of the Heavy Lance is destroyed (Cestus and Caesar) while the Rangers can only answer with 6 damage to the previously scratched Templar.  There were lots of misses by the Rangers this turn.

Turn 6Davion Guards win Initiative

In an interesting move, the Guards pull back and bring the fight out into open terrain.  While the bulk of the Rangers is slowly advancing in a solid group the Recon Lance is now solidly in medium range and threatens the Davion flank.  Three of the Ranger’s Mechs are still at long range while the front two lances (Command and Fire Lances) are now in medium range.

The Davions focus all firepower on the forward leading Command lance delivering a hail of fire that amazingly only destroys the Hunchback.  The Hit to Miss ration is frustratingly high for the Davions.

The Rangers have a much more successful round of shooting and manage to waste no shots on overkill at all.  Both Templars fall to combined damage from the Ranger forces.  The final point of damage on the Command Lance Templar came from a lowly Fireball from the Recon Lance.

Turn 7Robinson Rangers win Initiative

Feeling rather smug, the Rangers hope to press their advantage.  They brazenly rush to trap the Davion assault lances in melee range.

Weapons fire for the Davions is mixed but the shots that do hit are devastating.    The Davions concentrate fire on two lances and combined with physical attacks the rest of the wounded Heavy Lance and the entire Command Lance is destroyed.  Perhaps going to melee range was not the best choice by the Ranger commanders?

Not to be outdone, the Rangers unleash a blistering volley of fire on the Davion Lances.  Each lance received at least some attacks and very few missed.  The Viking in the Support Lance was killed by an unfortunate headcap very early into it’s internal structural.  A Pillager, Emperor and Longbow all join their fallen comrades, the latter two from physical attacks at the end of the turn.

Turn 8Davion Guards win Initiative

The Davions try to spread the field by jumping the Assault lance to high ground.  The Rangers have ample jumping ability to counter Davion maneuvers.  The Ranger Fire Lance and Recon Lance both have rear shots on Davion lances.  The noose is beginning to tighten around the Guards.

The Davions concentrate on the Recon and Strike Lances and kill 3 ‘Mechs in the process, a Jenner, Fireball, and Marauder.

The Rangers continue to make lucky rolls and destroy 3 ‘Mechs; one by a headshot.  All this while the entire Fire Lance misses and three ‘Mechs have no targets due to overkill.  In the Physical attack phase, the Rangers pile damage on the opposing Marauder II.

Turn 9Davion Guards win Initiative

The initiative advantage is not enough to save the battered Davions.

The last damage the Davions manage to muster is to kill the Recon Lance Spector.

The Rangers begin cleaning up and finish off the Assault Lance with rear shots and heavily damage the Command Lance Sunder.  The last remaining member of Command Lance is a lone Awesome who manages to survive one more turn against the Robinson Ranger onslaught.

Thoughts on the Game

I honestly did not think that this game would be as one sided as it was.  Certainly some of it was luck.  The Davions had several opportunities to do some serious damage early on but missed some easy rolls.  Honestly, when I saw the Davion Guard record sheets I cringed.  Several lance members could do 5 or 6 damage at most ranges.  Whatever these things hit, they were going to hurt badly if not outright kill.

It’s obvious that the Davions held the weapon and skill advantage but the shear volume of opposition ‘Mechs was too much.  In the war of attrition, the Davions lost.

One more point.  I think the Davions should have done more to secure the better terrain positions early in the game.  In BattleForce, it is key to remember that you receive FULL benefit from your individual movement without even moving.

Posted under After Action Report
Mar-3-2010

Recon Cavalry

This battle was played during Dreamation 2010 in Mt Morris NJ.  Thanks go to Anthony “ShadHawk” Hardenburgh for the great mission, map and minis!

Clan Hells Horses

  • Fenris
  • Dasher
  • Koshi
  • 2 Epona Pursuit Vehicles
  • 2 Hephaestus Scout Tanks
  • 5 Points of Elementals

Clan Nova Cats

  • ShadowCat
  • ShadowCat
  • Dragonfly
  • Uller
  • Puma
  • 5 Points of Elementals

Mission Objectives:

  • Recon the main buildings in the city – Recon units include elementals and any unit with active probes
  • Escape the city with the data to fight another day

Turn 1Nova Cats Win Initiative

Both forces move towards their objectives.  Very few shots are within range and none of those have line of sight.

Turn 2Hells Horses Win Initiative

Each force moves up carefully and begin dropping elementals next to objectives.  Again there are no shots but this time it is due to no line of sight and not necessarily range that is the culprit.

Hells Horses leave the Fenris behind to scan a building, sacrificing position for an early objective advantage.

Turn 3Nova Cats Win Initiative

The first objectives are finished scanning this turn and movement forward continues.  Positioning is becoming crucial as more weapons begin to get in range, however all weapons miss their targets.

Turn 4Hells Horses Win Initiative

Combat is inevitable.  One of the Nova Cat ShadowCats activates MASC only to have it fail causing critical damage to a hip and a leg actuator on the other leg.  The other ShadowCat moves to support causing the Hells Horses to duck behind cover to avoid engaging.

On the other side of the battle, the Hells Horses push to attack the Nova Cat Uller using the buildings to cover their vehicles.  The Fenris is bringing up the flank and positions for a long range shot.

Weapons fire goes disastrously for the Nova Cats.  The only bright spot was a solid Gauss Rifle hit to the center torso of the Hells Horses Koshi.

The Hells Horses weapons hit often, including a long range ERPPC from the Fenris.  The Dragonfly receives several critical hits to it’s right arm, destroying a SRM4.  The Uller has it’s right torso ripped off, which takes out the offending Gauss Rifle in its right arm.

Turn 5Nova Cats Win Initiative

The Nova Cats continue to press and manage to line up a rear shot on the Fenris.  The Hells Horses Dasher backs up the Fenris forming a small conga line.  The Hells Horses vehicles move quickly to attack targets of opportunity.

All the while, elementals from both Clans are fighting in one of the objective buildings.

The Nova Cat Uller and the Horses Koshi mutually kill each other.  The Puma who is slowly getting into the action is hit from behind by an Epona.  The Horses vehicles continue to defy the odds and are kept safe by continuing to move fast.

In the conga line, damage is done to each member except the Dasher.  The Dasher, however, causes the only critical hit destroying an arm actuator in the DragonFly.

The wounded ShadowCat loses it’s balance and falls after sustaining heavy damage, slowing the ‘Mech down even more.

Turn 6Hells Horses Win Initiative

The Nova Cat Puma makes a bold move and rushes to an objective building and drops an elemental squad.  The Horses are quick to pounce and line up four units with rear shots.  While the wounded ShadowCat is harassed by elementals the other makes a run to help the out maneuvered Puma and manages to gain line of sight to the Fenris’ rear arc.

The Dasher and DragonFly both seek cover, each not willing to risk damage without a significant advantage.  They scatter to very safe locations away from the main fray.

The ShadowCat with the broken MASC is blistered by elemental SRMs and can’t return fire successfully.  The other ShadowCat has better luck and rips through the Fenris’ armor on the left torso and cuts deep into the internal structure. The Puma takes too much damage from too many units and has a leg ripped out from under him.  One of the Hephaestus Scout Tanks runs low on luck and takes massive motive damage rendering it immobile.

In the objective building under contention, the Nova Cats take a decisive advantage on damage dealt.

Turn 7Hells Horses Win Initiative

With the initiative advantage, the Horses begin to back away from the downed Puma putting distance between them and the approaching ShadowCat that damaged the Fenris last turn.  The Nova Cat DragonFly and ShadowCat sandwich a Horses elemental.  The Dasher takes advantage of the wide open DragonFly and lines up a rear shot.

The Horses move another point of elementals to replace forces lost in the contested building.

Elementals continue to kill each other with lasers and machine guns.  The other Hephaestus Scout Tank takes motive damage but not rendering it too slow to escape.  The Dasher makes the most of his position and cores the Nova Cat DragonFly.

At this point, the Nova Cats see the writing on the wall and begin to withdraw from the battle to lick their wounds.  Hells Horses hold a 5 to 3 objective advantage and have destroyed or crippled 3 ‘Mechs while suffering only one ‘Mech destroyed and an immobile hover tank.

Posted under After Action Report
Feb-6-2010

Side Show

This battle was fought using the RPG combat rules from A Time of War (which was still in beta at the time, it has since been officially released).  Both players had a squad of seven characters based on the sample characters provided in the RPG rule book.  The mapsheets and figures were used from the original BattleTroops box set.

Playing through this game gave me a lot of ideas.  Combined with the enhancements that came out of the RPG beta period, I think we have a very good candidate for a BattleTroops 2.0 game.  More on that later but first, lets get into the action!

This is the first mission in the original BattleTroops box set.  The objective is not to rack up the body count but instead break through to the opposite side of the map.  Victory points are awarded for surviving soldiers that exit off the map prior to turn 12.

Quick Note: Yellow Chips = STUN, Red Chips = BLEEDING, Blue Chips = HOLDING ACTION

Turn 1

The Davions rush forward two down the center, three to the north and two entering a building near their deployment zone.  The Liaos sprint four soldiers around the southern flank while two stay put to take shots at the approaching Davions.  A lone soldier sprints to the north towards the larger group of Davions.

One of the Davions who sprinted up the center of the battlefield was cut down when rifle and blazer equipped Liaos walked out from cover and did heavy damage causing bleeding and unconsciousness.  Not a great start for the Davions.

Turn 2

The Davions continue working inside buildings leaving two soldiers in the open in the center corridor of the battle.  They trade fire with the two Liao soldiers who have not ventured far from their deployment zone.  The Davions miss while the Liaos hit once at long range.  The bleeding Davion from the prior turn’s fire succumbs to his injuries.

The group of southern flanking Liao take some long range shots across the battlefield but do not connect.

Turn 3

The Davion in the middle of the battle holds his position and fires at the group of flanking Liao to his south.  In one well rolled volley, an SMG carrying Combat Tech is killed instantly by the Blazer wielding Davion.  The rest of the Liao don’t bother firing back and instead run behind or into the nearest building getting closer to the objective.  The Davions in the area work themselves out of the building and toss grenades past the corner of the building mildly injuring one Liao soldier.

Near the center of the battle, another grenade toss, this time by a Liao, is much more devastating.  The throw goes long but it bounces back into the intended targets.  One Davion is severely wounded while another takes mostly fatigue damage thanks to his armor.  The last Davion in the area is too far away and his armor absorbs all of the damage.

Turn 4

In the middle of the battle the Liao soldiers begin to fan out around the building and pick off Davions who can’t roll well enough to return fire successfully.  Another grenade is well tossed in the middle of an already wounded group of Davions.  The results are devastating.  One Davion dies while the others are stunned and bleeding.

Towards the south, the Davions begin moving towards the objective edge while one holds action to cover their retreat.  A Liao soldier tries to make a break for it and sprints past the Davion’s field of view.  The Davion reacts quickly and rips the Liao apart with a well rolled hail of bullets.

Turn 5

To the north, the Liao soldiers begin cleaning up, putting the wounded out of their misery while selectively holding action to cover the middle corridor.  The remaining Davions sprint from their positions using buildings for cover.  The last Davion holds action to possibly take out any Liao foolish enough to cross his path but in the end sprints to meet his comrades.

Turn 6

With a clear path to their objectives in sight, the remaining Liao and Davions move solomly towards their respective map edges.

In a final bold move, a Davion finds an opportunity to round a building corner and shoot a Liao in the back.  He hits but doesn’t do enough damage to take the soldier out of commission.  The Liao un-stuns and dashes to cover.  The last shot is fired and done.

Aftermath

Lots of fun and it appeared that grenades are a killer tool when used correctly.  Also, I think you need to always be aware of the threat and use a 5m spread for all engagements.  Keeping your soldiers too tight is just asking for a grenade toss in your general direction.

Victory in this game goes to the Liao player with five live soldiers to three.

Posted under After Action Report
Jan-22-2010

Look Who’s Coming to Dinner

Look Who’s Coming to Dinner is the first mission in the Chaos Unbound campaign found in Dawn of the Jihad (now available as Blake Ascending).   Starting out, we selected a force of 2,000 points to take us through the whole campaign.

The mission at hand is a stealth raid on a warehouse facility owned by Kallon Industries.  The reasons don’t matter, only the money does.  The Defenders are a rag tag Merc unit made up of mostly infantry and vehicles.  Not a bad gig if you can pull it off right.  For this mission we can only use 25% of our total force.  For 500 points here is what we get:

  • Thor
  • BlackHawk
  • JES III Missile Carrier
  • DI Morgan Assault Tank

Objectives and Bonuses

The objectives are simple.  Destroy four buildings (selected at random and kept hidden from the player) and kill everything in your way.  With only infantry and vehicles to defend it should be a cake walk.

Available bonuses include Blizzard, Electrical Storm, and Overwhelming Force.  Each of these would only inhibit our ability to destroy and maim the Opposing Forces so none are taken.

Campaign Adjustments

  • Buildings (CF 25) will be 5 clicks to destroy

Look Who’s Coming to Dinner

Turns 1 – 3

All of the mercenary units begin to move closer with the infantry leading the (slow) charge towards the attacking Dragon’s Fury force.

In response, the Dragon’s Fury army is content to sit tight and pummel the approaching the infantry with long range attacks, crippling or outright killing several infantry.  The BlackHawk meanwhile stalks to the east of the city, drawing a formation of infantry to follow.

Hovercraft get closer but stay just out of reach, positioning themselves for a rapid unified attack.  Both Dragon’s Fury ‘Mechs are running hot as they attempt to get ahead of the body count early in the game.

Turns 4 – 5

The Defenders lurch forward and manage to base every attacking figure except the BlackHawk.  All of a sudden the “sit back and wait” approach is not looking too good!  The Dragon’s Fury takes a turn causing as much damage as possible before the inevitable.  The DI Schmitt Tank deals heavy damage to a JES I Missile Carrier and two Kage Battle Armor bite the dust.

An errant artillery round from the Defender’s Thumper scatters right on top of a friendly infantry, killing them.

Turns 6 – 7

The wounded JES I pushes for a last gasp attack and critically hits the Dragon’s Fury DI Schmitt!  Infantry continue to harass and maneuver for rear shots on the attacking vehicles.  The Black Hawk to the east continues it’s cat and mouse game away from the main action.

On turn 7 another artillery round crashes down off target and kills another friendly, this time the JES I.  The defending Condor tank finally draws blood and weakens the Dragon’s Fury JES III with a solid hit.

The BlackHawk continues to put distance between himself and the pursuing infantry, heating up the whole way.

Turns 8 – 9

A Merc Bellona Tank hits the Dragon’s Fury DI Schmitt and it’s not looking good.  Both Dragon’s Fury ‘Mechs are on the run and pausing only to vent excess heat when absolutely necessary.  So far they are one step ahead.

The JES III also takes a nasty hit from the Merc Condor.  At the end of turn 9 the BlackHawk fails to break away from the infantry at it’s feet.

Turns 10 – 11

The Merc artillery finally earns it’s keep and rolls high enough to spell the end for the Dragon’s Fury DI Schmitt.

The BlackHawk fails a second break attempt and is heating up again.

The Thor finally starts to damage nearby buildings while venting when possible to stay mobile.

Turns 12 – 13

The pursuing infantry take their opportunity and hit the BlackHawk on a push.  The BlackHawk shakes off the damage, breaks and runs for his life!

The Thor destroys the first building while evading the Merc DI Schmitt and momentarily shuts down due to over heating.

Turns 14 to the End

All of the units left on the field are maneuvering around trying to get the upper hand.  The BlackHawk pushes to crush the Bellona Tank with a melee attack, and nullifies its offensive capability.

Nearby vehicles ram the Thor unsuccessfully while the Bellona Tank pushes to shoot at the BlackHawk but misses.

The Thor crumbles another building once it starts up again and dances to cover keeping the Merc DI Schmitt out of sight.

The Infantry continue to harass the BlackHawk while the Bellona Tank pushes too hard trying to get in one last shot and destroys itself.  Outpacing the remaining infantry threat, the BlackHawk pauses to vent or single out lone infantry squads.

The Thor continues to spread damage around to the buildings while avoiding damage from the dangerous DI Schmitt.  Eventually the opportunity presents itself when the DI Schmitt over extends itself and cannot escape the Thor who takes advantage of the DI Schmitt’s minimum range.  The DI Schmitt starts to fade quickly after the Thor begins to pummel it.

With only infantry and severely damaged combat vehicles in the way, the BlackHawk and Thor run the table and clear off the remaining buildings and defenders.

Finishing the Campaign

The mission was a success but the price was high.  After paying the track cost (300 WP) both objectives were achieved (+200 WP).  Salvage from the mission was worth 38 WP but repairs for both ‘Mechs and the destroyed vehicles will run 74 WP total.  That leaves our final Warchest balance at 864 (1,000{starting WP} – 300{track cost} + 200{objectives} – 74{repairs} + 38{salvage}).

In the repair calculations below, the 2.5 is my Force Size Modifier (2,000 / 800).  See my previous post Chaos Campaign:  Mechwarrior Conversion which describes FSM in more detail.

REPAIRS

Repair Calculations
Thor (Damaged) (203*0.3) / 2.5 24
BlackHawk (Damaged) (156*0.3) / 2.5 19
JES III (Destroyed) (35*0.6) / 2.5 8
DI Schmitt Tank (Destroyed) (94*0.6) / 2.5 23

SALVAGE

Salvage Calculations
Bellona Tank x2 (Destroyed) (37*0.4) / 2.5 12
Condor Tank (Destroyed) (37*0.4) / 2.5 6
Thumper Artillery (Destroyed) (41*0.4) / 2.5 7
DI Schmitt Tank (Destroyed) (84*0.4) / 2.5 13
Posted under After Action Report
Oct-4-2009

BattleForce: Covet Thy Neighbor

There are not many better wedding gifts in the 31st century than an entire nation.  In 3028 Hanse Davion sparked an interstellar war with a toast to his new wife.  This is just one of those battles fought on a distant planet for control of military objectives and opposing head quarters.  Covet Thy Neighbor - 1

The battle was fought using Battle Force rules in Strategic Operations.  Each side had a reinforced battalion to command which included three BattleMech companies with one elite command lance, one Vehicle company, and one Infantry company.

We used a few special rules/tweaks to make our game resolve just a bit faster.

  • Attacks were resolved as they were declared.  It made our game slightly more deadly/efficient, but kept the action moving smoothly.
  • Damage from attacks was applied randomly against a target lance’s units.  Very similar to firing on Battle Armor in Total Warfare.
  • Dice/tokens were used to mark units that had moved.  As the units fire was resolved the token was removed.  An easy way to avoid confusion on both sides of the table.

After spending a significant amount of time preparing record sheets (something Solaris Skunk Werks will soon help) we plunged into the action, foregoing the optional command rules.  Each side has two objectives and a single HQ.  The objectives are worth 50 points and the HQs are 25 points.   This is not strictly per the rules in Strategic Ops but a simplification for us so we could begin playing sooner.

Deployment

Covet thy neighbor 00

Turn 1 – Liao Wins InitiativeCovet thy neighbor 01

Each side moves towards their objectives.  Movements appear even across the battle line.  Not much action but much thought for later position.

(Davion: 0 pts, Liao: 0 pts)

Turn 2 – Davion Wins Initiative (Davions: 0 pts, Liao: 0 pts)Covet thy neighbor 02

More movement as both sides tip their hands.  The Davions are employing a more even attack while the Liaos are concentrating the bulk of their forces closer to the southern objectives.

The first Davion unit crosses the river while to the North several units cover the Liao objective.  Each force has units close to their Southern objectives and are looking for an easy capture in the turns to come.

(Davion: 0 pts, Liao: 0 pts)

Turn 3 – Liao Wins InitiativeCovet thy neighbor 03

Davion units bypass the Northwestern Liao objective and begin the long trek across the lake.  To the South the Davions envelop their objective and begin slugging it out against Capellan troops in range.

A single Davion light Mech is dropped by long range fire as the Liao forces occupy their Southeastern objective.

(Davion: 0 pts, Liao: 13 pts)

Turn 4 – Davion Wins InitiativeCovet thy neighbor 04

Northern Liao troops make a major shift South at the last minute.  A huge firefight erupts around the Davion objective.  To the North a skeleton defense force is left behind to protect the Davion objective.

Davion troops make headway against their attackers, eliminating eight combat units while losing only three.  However the Southern Liao objective is captured uncontested.

(Davion: 13 pts, Liao: 59 pts)

Turn 5 – Liao Wins InitiativeCovet thy neighbor 05

Liao forces make a dash across the river and begin to threaten the Davion bulk from the rear.  A single lance of jump infantry to the North takes cover from the attacking Davions allowing uncontested control of the objective for now.  A lone light lance of Davions makes a dash towards the Liao HQ but is cut down by a far luckier opposing light lance.

The fight centered around the Southern Davion objective turns sour for the Davions.  The Liao forces strike down seven units while only losing six.  While numerically close, Davion casualties were far heavier units.

(Davion: 23 pts, Liao: 76 pts)

Turn 6 – Liao Wins InitiativeCovet thy neighbor 06

Liao infantry units to the North  jump into combat to keep the North objective free of Davion control and are joined by a light lance of ‘Mechs.  A Liao hover lance is within one turn of occupying the Davion HQ.  The Davion assault on their Southern objective is crushed while an understrength company can only hope to delay the capture of the Northern Liao objective.

(Davion: 52 pts, Liao: 98 pts)

It was agreed by both players that the scenario was not as fair as it could have been.  The Liao force was heavier than the Davions and the terrain placement hampered the Davion advance enough to severely hinder their ability to threaten objectives or respond to enemy movement.  In addition, poor force combinations further complicated the Davion’s movement woes.

A rough loss for the Davions but from what canon history tells us, not at all representative of the 4th Succession War in total.

Posted under After Action Report
Sep-29-2009

Kicking the Tires

A Time of War is here in Beta form and for $10 it seems silly to skip on this opportunity.  To be honest I am not much of an RPG fan. What I am interested in is an infantry level skirmish game set in the oh so familiar 31st century I love.

Besides the Gamemastering Guide and certain skills and traits, almost everything appears to work well in an infantry skirmish game.  I wanted to kick the tires to see how combat flowed and if there really was any substance behind that thick RPG exterior.  I gathered up my miniatures (not even painted yet!  I’m so embarrassed!) and set the stage for a quick fight.  No objectives, no missions, just a kill or be killed fight to the finish.

Our battle takes place in a familiar Factory.  Not much cover to be had but plenty of area to move around.  The scale is 5m to a hex.  All characters used are based on the sample characters provided in either the Quick Start Rules or the full Beta rules.  All miniatures are from Reaper Miniatures’ Chronoscope.RPG Tactical Close - 1

The Soldiers

  • Veteran Soldier (Assault Rifle)
  • Two Soldiers (Assault Rifles)
  • Gunslinger (Ambidextrous dual wielding Magnums)

The Scouts

  • Veteran Scout (Ambidextrous dual wielding SMGs)
  • Two Scouts (Laser Pistols and Vibro-Swords)
  • Combat Tech (Shotgun)RPG Tactical Close - 2

Tactical Action Resolution is in effect.  Damage does not take effect until the end of the turn so no killing characters before they get a chance to act.

RPG Tactical - 01Turn 1Soldiers Win Initiative

Nothing but movement for both sides. Important to note, each unit may only use ONE movement action a turn and must declare that mode before moving.  All troops are moving on a run so far.

Turn 2Soldiers Win InitiativeRPG Tactical - 02

The Scout Veteran kicks it into high gear and sprints to the ramp in the large building.  Meanwhile the Soldier Veteran reaches the elevator of his own building on a simple run and pushes the button to move up one level.

RPG Tactical - 03After a Scout moves to the near edge of the building, we have our first combat as Soldier 1 runs to the right enough to cut the corner and bring a shot to bear.

Target Number is (TN) 6 and the roll modifiers are: +1 Small Arms Skill, -2 Running, -1 Target Movement, -2 Medium Range.  The die roll is 10.  10 – 4 = 6 is a HIT!

The 4AP/4B shot is not impeded by the Infiltration Suit’s 4 Ballistic Armor rating so the Scout takes the full 4 damage, 1 fatigue, and a stun.

Scout 1 sprints to the door to support his wounded comrade.  Sensing an easy mark, the other Soldier moves against the Combat Tech while the Gunslinger moves towards the two Scouts.

Turn 3Scouts Win InitiativeRPG Tactical - 04

NOTE: Since each activation is resolved individually, when an attack is made before an opposing unit has activated yet, use the prior turn’s movement mode for the target modifier.

Forced to act first, the Gunslinger runs to the nearest Scout to unload both Magnums at point blank range.

TN 6.  +2 Skill, -2 Running, -1 Target Movement, -1 Magnum (for a total roll modifier of -2).  Rolls are 7 and 11.  One hit and one miss.

The magnum deals 5 damage and once again the armor does nothing.  Toughness reduces the damage taken by 1.

RPG Tactical - 05The Scout is now pissed and unleashes two Vibro-Sword attacks with his two actions.  This is now an opposed melee roll rather than a simple skill check.

Scout TN 6; +1 Skill, +1 Dex Link, -1 Target Movement. Rolls are 4 and 11.

Gunslinger TN 6; -2 Running.  Rolls are 7 and 9.

In the first combat the Gunslinger gets lucky and scores a counter-strike of 1 fatigue damage.  In the second the Scout solidly defeats the Gunslinger with a total MoS (Margin of Success) of 2 (5 – 3).  The Sword easily tears through the Gunslinger’s flak vest and deals 6 damage! Sword damage + STR/4 + MoS/4 each rounded up and then added.

The Gunslinger needs to make a BOD (body) check to avoid bleeding.  Roll is 7 + 6 BOD = 13.  One short of the required 14.  The Gunslinger is now bleeding from her wounds.

Now that you get the drift of the rules, I’m going to speed up the game play and let the bullets and swords fly fast and furious!

Soldier 1 is content to fire away at his prior target who has not activated yet.  One shot hits solidly, doing 5 damage and starts bleeding.  The wounded Scout now activates and shakes off his stun, walks forward and delivers a short range shot to the GunSlinger.  The laser pistol just misses thanks to prior injuries.

Soldier 2 runs for a shot and fires at the mortally wounded Scout 2 but misses at medium range.

The Combat Tech finally moves out for a shot and unloads a shotgun shell at extreme range towards Soldier 2 and poorly misses.

The Soldier Veteran walks out onto the cat walk and takes two shots at the Combat Tech which surprisingly miss.

The Scout Veteran moves last and walks up the ramp to see the Soldier Veteran across the catwalk.  Both actions are used to unleash three round bursts from his dual SMGs.  Unfortunately at long range, all of the shots miss the mark but no jams result.

At the end of the turn wounds bleed and the Gunslinger fails her consciousness check and slumps to the ground in a heap.

Turn 4Soldiers Win InitiativeRPG Tactical - 06

The Veteran Soldier walks to short range and unloads twice on the opposing leader hitting once for 4 damage.  Scout 1 shakes his stun, walks and fires at medium range dealing 3 damage to Soldier 2.   Soldier 1 and 2 both fire on Scout 1 remaining stationary to do so.  Three of four shots hit delivering a staggering 12 damage dropping the Scout dead.

Scout 2 tries to make something out of nothing, shakes his stun, walks and takes a shot at Soldier 1. The shot hits solidly for four damage.  The Combat Tech runs and pumps the shotgun but misses (Combat Techs are all Tech and no Combat!).RPG Tactical - 08

The Scout Veteran walks forward and opens up his SMGs again with four three shot bursts (don’t worry, each SMG has 50 rounds per clip).  Two shots hit, but one is for double damage thanks to the burst mode.  Once again lucky to avoid jams.  The Veteran Soldier badly fails his bleed check.

The Gunslinger wakes up with a solid consciousness check.  The Soldier Vet fails his own while the opposing Scout leader passes with flying colors.

Turn 5Scouts win InitiativeRPG Tactical - 09

Soldier 2 puts Scout 2 out of his misery with a well placed rifle shot while the Scout can only bleed in response.  The Gunslinger shakes her stun and walks towards cover to tend her bleeding.  Unable to help his commander, Soldier 2 backs up and fires on the approaching “Combat” Tech but misses twice.  The Combat Tech continues her bull rush and finally closes to short range to deliver a shotgun blast that once again misses.

With an unconscious opponent in front on him, the Scout Veteran walks forward and fires down onto the Soldier below.  Both shots hit and grievously injure the Soldier for 9 damage.RPG Tactical - 10

During the end phase the Soldier Veteran wakes up staring at the Scout Veteran’s boots.

Turn 6 - Soldiers Win InitiativeRPG Tactical - 11

Soldier 2 has to act first and hits the Combat Tech for 3 damage with a point blank rifle shot.  Her flak vest surprisingly saves her from more serious damage.  The shotgun roars again and this time… also misses.  Soldier 1 fires on the hapless Tech and hits once for 3 damage and starts the bleeding.

With only 1 point of life left, the Gunslinger tries to stem the tide of blood from her numerous wounds but fails her MedTech roll.

The Soldier Vet stands up and fires point blank at his opponent but misses due to extreme weakness from his wounds.  The Scout Veteran uses single shots to deal the killing blow.

Turn 7Scouts Win Initiative

Faced with a killer range, the Veteran Scout opens up with double bursts while stationary on the closest Soldier.  One of his SMGs jams on the first action’s shooting and only one of the following bursts hit for a marginal 3 damage.  That would however be enough for the kill.

In return, the Soldier fires up at the catwalk and hits with one shot which starts a bleeder.  The Tech shakes her stun and runs for cover.  The remaining Soldier walks forward but can’t get to optimum range.  Still, one shot hits and deals the killing blow to the Veteran Scout on the Catwalk.

Faced with a showdown between a bleeding Combat Tech and a slightly wounded Soldier, we call the game.

Notes from the Game

When using Tactical Action Resolution, mark damage during the turn in half filled circles.  After the turn is complete, make your consciousness rolls and then fill them in fully.  That way you will have an easier time remembering what your current injury modifier is.

So what do you think?  RPG be damned, what about some squad level infantry battles to mix in when you get tired of 10m tall BattleMechs?  I think there is definite potential.  Let me know what you think.

Posted under After Action Report