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...

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