Thursday, December 24, 2009

Classic Battletech Merry Christmas

Just in time for Christmas, well if the 24th is just in time, Catalyst Game Labs reduce prices on all of of it's core rulebook PDFs That means you can get PDFs of Total Warfare, The TechManual, Tactical Operations, and Strategic Operations for $15.

Catalyst Game Labs have released two Technical Readouts to PDF. Technical Readout: 3060 PDF and a new release the Experimental Technical Readout: Mercs. I will be writing a review of the Experimental Technical Readout: Mercs in my next article.

Sunday, December 20, 2009

Extraction Scenario - Follow up

I ran the extraction scenario and I ran into a couple of issues. In hindsight I might have been a little vindictive about by getting my hindquarters handed to me so quickly the previous game.

Setup: The Jade Falcon opposing team consisted of a pair of Mad Dog (Vulture) Omnimechs. The defending forces were quite a bit different. I used an Atlas AS7-D,  a Cyclops CP-10-Z a Crusader CRD-3R and a Warhammer WHM-6R. The Atlas and the Cyclops are assault mechs with mucho armor. The prevalence of Autocannon 20s, Autocannon 10s and PPCs on the board lead one to think I might have gone a wee bit overkill.

On the board: Only one of the Mad Dogs actually found a supply counter. Both ran into hidden mechs. Mad Dog #1 found the hidden Hunchback HBK-4G. That unit was also engaged with team #1: the Cyclops and the Warhammer. Team #1 holding up pretty well against the Mad Dogs pulse lasers. Team #2 consisted of the Atlas and Crusader. They were engaged with Mad Dog #2 and had retreated to Autocannon 20 range of Mad Dog #1. That particular round all 3 Autocannon 20s were in range and scored hits as well as a host of other weapons including a PPC, a couple of LRM 15 racks, and a LRM 20 rack. Oops.

The entire left side was vaporized. The right side didn't look to good either. After the Mad Dog fell and took even more damage we noticed the two XL Engine crits in the left torso were now gone and added 10 more heat to the list of things that were contributing to a very bad day for him. All things considered though it held up surprisingly well ;)

Mad Dog #2 found the Enforcer ENF-4R. The Enforcer hit with everything and definitely put a crimp in #2's day. However the Mad Dog did get the better of the Enforcer. The gyro hit and the two engine hits took it out of the list of the useful pretty quick and it never got back. Mad Dog #2 kicked it while it was down. What about a kicking good mech when he is down eh? But even with all that the Enforcer could not be considered a kill.

At this point in the game only 4 rounds had passed and 4 hexes had been over turned. Two were mechs, one was a rubble hex and the other was a supply hex. Unfortunately it was Mad Dog #1, no longer with a left side, that found the supplies. It was hard to get up and carry away the supplies with a missing leg and all. Even if he could it would have been a neat trick to hop of the board with 3 Autocannon 20s, a LRM-20, 2 LRM-15s, 2 PPCs, a truck load of medium lasers, and a partridge in a pair tree aiming squarely at it's remaining right side. One more round of that would have definitely finished it off. Since they were busy trying to make the Vulture look like a Flamingo Mad Dog #2 was in better condition, albeit not much, as it only had to fiddle with the Enforcer. Considering the conditions of rest of the units on the board, Mad Dog #2 wasn't going to make it either.

Results: Right now I've got this 4 round game thing down. The first game finished me off and the second game all but wrote off the attackers. We might have gone two more rounds. Three rounds at the most. Not quite the 4 hour introduction to Battletech I had in mind for the convention on January 30th.

Here are some suggested revisions:
1. Calculate 2.0 Battle Values for the teams to determine a closer game.
2. Run teams of heavy and medium mechs. No assault mechs. Keep the AC 20's at a minimum
3. Put a 10 round limit on it.

The 10 round limit thing might be surprising considering I can't seem to get past 4 or 5 rounds. My logic is that if they invaders do not have a time limit, and the defending mechs on the board are retreating, there is no impetus for the invaders to move until the defenders retreat off the board. Once off board the invaders can check the hexes at their leisure with only the hidden mechs to concern themselves with. With a 10 round limit the defenders can fight a delaying action and actually impede the invaders progress without having to be powerful enough to kill the invaders with a couple of rounds of an Autocannon 20.

I put these to the test and see what happens. Maybe I can get past 4 rounds? Probably not...

Saturday, December 12, 2009

Iron Wind Metals announces updated BattleTech New Release Schedule

Iron Wind Metals has released its Release Schedule for Battletech miniatures:
Iron Wind Metals BattleTech new release schedule – Updated 12/11/09

The following release will ship to stores the week of 12/28/09...

Battletech - TRO 3075 and 3058
MSRP
20-475 JKR-8T JackrabbitTRO 3075 – 25 ton$8.50
20-479 FRB-2E Firebee MechTRO 3075 – 35 ton$9.75
20-480 DFN-3S Defiance MechTRO 3075 – 75 Ton$12.95
20-481 Maultier Hover Vehicle (2)TRO 3058 – 15 Ton$9.95


This release, originally set for December, will ship the week of February 8th, 2010...

BattleTech – TRO 3075

MSRP
20-482 XNT-30 Xanthos MechTRO 3075 – 100 ton$14.25
20-483 O-66 HMRV “Oppie” Recovery Vehicle and Salvage Bed
TRO 3075 – 150 ton per$19.95
20-484 Cecerops Proto Mech (5)TRO 3075 – 3 ton$12.95


The original February release will then ship on or about the week of March 8th, 2010...

BattleTech – TRO 3075

    MSRP
20-485 Balius Omni MechTRO 3075 – 65 ton$12.25
20-486 Sun CobraTRO 3075 - 55 Ton$11.25
20-487 Shade WOB Light Omni FighterTRO 3075 – 35 ton$9.95
20-488 Rusalka WOB Medium Omni FighterTRO 3075 – 65 ton$10.50


And the original March release moves back to on or about  the week of April 5th, 2010...

BattleTech – TRO 3075
MSRP
20-489 Helepolis HEP-2HTRO 3075 – 75 ton$12.95
20-490 Ymir BWP-2BTRO 3075 - 90 Ton$13.75
20-491 Striga WOB Heavy Omni FighterTRO 3075 – 85 ton$11.25

Download the word document here

Friday, December 11, 2009

Scenario Idea: Extraction

I ran a game at Organized Play With a Jenner JR7-F, a Warhammer WHM-6K, a Archer ARC-2R and a Valkyrie VLK-QA against a pair of Mad Dogs (Vulture) in their primary configuration. According to the Battle Value of the forces it was supposed to be a fair fight. In fairness to the system it was version 1.0 not the latest system from the Classic Battletech TechManual.

We are gearing up for a gaming convention and were looking for a way to play a game of Battletech start to finish in less than 4 hours. I suspected the large pulse lasers would be overkill. It was so. I lost the Warhammer, Archer and the Jenner in 4 rounds of play. I jumped the Valkyrie off board. With yackin' and foolin' around it took less than 2 hours.

A game of battletech based on kills has some disadvantages. One player can work hard scrubbing off armor then another player, lurking in the shadows, can move in for the easy kill. Who gets the kill? Not easy to figure out. If you are keep track of who did what kind of damage (say with multi-colored pencils) then how many points does the guy who hits the Machine Gun Ammo get?

Alternative: Extraction

The benefit of the Extraction scenario is that the object of the game is capturing the scenario objective. There is no advantage in holding back for the last shot for a kill. The first one to the objective wins. The mechs defending the objective are only in the way. A unit is more likely to get the kill it is shooting at than having his partner move in at the last second.

The following is an attempt at making the static extraction objective to be a little more interesting.

Scenario: Clan Jade Falcon fighting a running battle on a Steiner world (I'll look up) and they have out run thier supply vehicles. Clan Jade Falcon have sent a unit out into a valley to get stores of supplies and ammo needed to continue the fight. The Steiner forces are not going quietly into the dark night. Their slowest mechs, heavy and assault mechs, have fallen behind the main force and are making a fighting withdraw. Some of the Steiner mechs hidden themselves to shoot the Falcon mechs at point blank range.

Setup: 12 "objective" counters placed on the board: 4 are supply stores; 4 are hidden mechs; 4 are rubble hexes. Each counter will be numbered from 1 to 12 . The counters will be shuffled and randomly placed, number side down, before play. A sheet of paper will list the contents of the counters. The list contents be randomly assigned by rolling 2d6 until 4 mechs, 4 supply stores, and 3 rubble hexes are assigned a number.  The first hex on the list will always be a rubble hex as one cannot role a 1 on 2d6.

Each attacking unit (up to 4) will have two Inner Sphere mechs that are attempting a fighting withdraw. The IS mech will be composed of either 2 heavy mechs or 1 heavy and 1 assault mech with 3025 technology. The 4 hidden mechs are a Hunchback HBK-4G, an Urbanmech UM-R60, a Hatchetman HCT-3F and an Enforcer ENF-4R.

The contents of the counters can only be discovered by spending the movment points to enter the hex. If the hex is a objective hex or rubble hex then the pilot must make a successful piloting skill roll to remain standing or pick up the contents. A failure of a pilot skill roll means the unit falls. If the unit successfully completes a piloting skill roll in the objective hex then they cannot perform any kind of weapon or physical attack for that round as they are busy picking it up.

If the hex contains a mech then movement is terminated in the adjacent hex and the unit must make a piloting skill roll or fall in the adjacent hex. If the unit falls then it is subject to the rules regarding Prone Mechs (firing when down/attacking prone targets.

Victory Conditions.
  • The one with the most objective counters or objective counters + kills wins.
  • 3 kills = 1 objective.
  • A kill is a BattleMech that is Destroyed according to the conditions described in the Destroying a Unit section of Total Warfare.
  • Friendly players can attempt to kill one another to take possession of the objective counters. A unit that is killed drops all its objective counters. Units must not move or make any attacks for 1 round while picking up counters.
  • Kills cannot be transferred.
  • Objective counters are successfully delivered once a unit is 3 hexes away from the home edge of the board. However units that return to these hexes are considered out of play.
 


Sunday, November 15, 2009

Ebay Addiction

I have become addicted to eBay.

I have been out of the battletech universe since shortly after the publishing of the Technical Readout 3058 although I do seem to have the Record Sheets 3060 which puts me around 1998. Since then a number of strange things have happened to the Inner Sphere. Most of which I don't care for which is neither here nor there.

More importantly Ral Partha (now IornWind Metals I think) quit producing many of the Mechs from the traditional Technical Readout 3025. The Revised Technical Readout 3025 no longer contains the Mechs I am talking about. These are now called the "Unseen". There are some of these I never got around to getting. Now I may never have a change to get them.

Enter eBay.

I am now keeping an eye on some sellers of the "Unseen" Miniatures. My favorite is dave_the_toymaker. Not only does he have a truckload of "Unseen" mechs he has also fixed them up so they are ready to paint. In a past life he taught people how to paint Mechs and create dioramas. Many of these he leased out to various hobby stores. Now most of them are coming back and he is cleaning them up and putting them on eBay. If you are in the market he is great to deal with. Very understanding. Of course he is also subsidizing his income with a large chunk of mine.

So now I surf eBay at least once a day. I have even installed the eBay desktop which I'm pretty sure makes me a junkie.

You could help me out by donating to the cause. I take money, old Mechs, and a Map of the Inner Sphere 3025 from the Succession Wars box set. You can also help me out with my Amazon Wishlist. Thank you for your support :-)

Saturday, October 24, 2009

LT-MOBLT-MOB-25 Mobile Long Tom Artillery

I've just made and entry at the Battletech Wiki for the LT-MOB-25 Mobile Long Tom Artillery. Although the Technical Readout: 3025 has an entry for the LT-MOB-25 Mobile Long Tom Artillery it wasn't in the wiki. Actually information about the LT-MOB-25 Mobile Long Tom Artillery is sparse on the internet.

This suggest that finding information for the Long Tom Artillery Piece will be even harder to find. I have made an entry for the Sniper Artillery Piece. There currently is no entry for the Long Tom Artillery Piece. Finding information on the artillery pieces will be difficult.

If it wasn't a challenge it wouldn't be fun now would it?