ScrapYard Armory

A BattleTech weblog

Archive for September, 2009

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
Sep-13-2009

Custom Battleforce Tokens

Have you played a game of BattleForce yet?  Strategic Operations has officially hit the streets so you have no excuse.  We all have printable counters available for free download as well as on the Battleshop.  We have plenty of calculated stats available for use via some amazing fans in the forums.  I’ve already had some fun with the QuickStrike variation and my ready stock of MechWarrior figures.  The one thing stopping me from playing some serious games of vanilla Battleforce has been converting the available printable counters into something worth spending some time on.

The Basics

I’ve been kicking around a few ideas for a simple token construction technique.  My particular variation is only slightly different than the Catalyst recommended method.  I hope you will enjoy the slight but meaningful difference.

Print out you favorite faction’s tokens and cut them out as you would expect, keeping the Radar side together with the unit side.  We are going to fold these two halves together and with a bit of glue attach them.

BattleForce Tokens 01BattleForce Tokens 02BattleForce Tokens 03

We are almost there already.  Pretty easy.  Now you could mark up your tokens and start rolling dice.  But I like a little more polish to my game counters.  Get out some clear packing tape (the good stuff.  Cheaper brands will not be as crystal clear.) and place your token on one side of the tape.  Cut another piece and carefully lay it over top.  After pressing around the edges you have a nicely protected and sturdy token.  Cut off the excess and throw the completed token into your game.

BattleForce Tokens 04BattleForce Tokens 05BattleForce Tokens 06

A side benefit of the tape is that it will take a dry erase marker quite well.  Your tokens can change their representation if you find yourself using a slightly different organization later on down the line.  Don’t like the markings?  Wipe them away and try something different.

Oh By the Way

Did you notice yet that some of these tokens make perfect tokens for normal BattleTech games?  Buildings, Fire, Minefields, Debris, it’s all here for FREE from Catalyst.  Simply amazing.  By using my packing tape method as above, you get even easier record keeping possibilities.  You can jot down the remaining construction factor right onto the buildings.

BattleForce Tokens 10BattleForce Tokens 11

Something More Substantial

Now that’s pretty cool, but you know as well as I do that no matter how much weight that tape added, a good stiff breeze will still clear your game faster than Herb with his pockets full of Davy Croketts.

I wanted something that would be more substantial while still easy to move.  I experimented with a few methods but came back to a familiar product.

I use Warmachine 30mm round bases for all of my BattleTech infantry (they don’t have a facing so why mount them on a hex base unnecessarily?).  If you take two bases and connect them together, you get a very nice token that fits very nicely into a standard BattleTech hex.  This was the base for my BattleForce token.

I attached the two sides together with an ample amount of glue from a hot glue gun.  The excess is easy to wipe away and it’s cheap too.

It just so happens that the radar blip circle is the perfect size to fit into the 30mm inset.  Using this as a guide, I cut out samples.  I used tape to seal each token as above and glued it to base with rubber cement.

BattleForce Tokens 07BattleForce Tokens 08BattleForce Tokens 09

Now obviously, there is a substantial cost increase with this method.  I like the hefty feel of the finished token though.  It feels almost made for the game.  If you find this idea helpful do leave a note in the comments letting me know.

What Are You Waiting For?

Get in those BattleForce game now!  You haven’t any excuses left!  You can fight a Battalion on Battalion in a few short hours now so why not let loose the dogs of war and smash massive armies together.  BattleForce makes it possible and better tokens make it look even better than ever!

Posted under Articles
Sep-6-2009

Word of Blake Shadow Division

I have two more ‘Mechs to add to this unit before they are completely done but thought I should share what I have so far.  This particular Shadow Division uses a black to gray fade with gold highlights on the arms.

Shadowdiv 6

The Seraph is the miniature I entered for the GenCon 2009 painting competition.  I was sure blown out of the water in that competition.  The CamoSpecs crew are a hard bunch to beat when it comes to slapping paint around.

The lava base was inspired somewhat by the last battle in the Wolf and Blake starterbook.  I wanted to add more color to the models besides the simple green jeweling and cockpits.  While the technique I used is not as precise it is fast and effective.

Shadowdiv 1Shadowdiv 4

Shadowdiv 2Shadowdiv 3

Easy Lava

I started by tearing apart a cork and gluing the jagged looking pieces to my hex base.  I filled in the gaps with medium ballast from Woodland Scenics.Shadowdiv 5

After allowing the glue time to completely dry I laid down a thick layer of bright yellow paint.  From there I simply dry brushed up with orange then red, and finally black.  Each dry brush is successively smaller in scope with the exception of the black which was brushed heavy enough to cover the tops of the cork where the ‘Mechs are supposed to stand.

Each ‘Mech had to be trimmed down at the feet and attached to the cork via 5-minute epoxy. Simple as that you have a very nice looking lava base.  I think it is a little over the top but there is nothing saying you couldn’t cover a smaller area and have a more appropriately scaled lava.

Posted under Minis