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Battltech, Any Players out there?
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05-09-2010 11:34pmSo I've been a long time Battletech fan.
That wonderful game that all the Mechwarrior games are based upon.
http://www.classicbattletech.com/
I play with a good group of lads most weds in Gamersworld Dublin.
BtechAAR
Some shots from our games over the years.
Over the years we've gained and lost players. And can generally be found at the cons playing out a Scenario of some sort. Our group has a great cross section of the factions available And I've really enjoyed the games over the years.
But recently the lads at Gamersworld got offered persons collection. And It contained a large amount of Btech stuff. Which was great as some of my regular players got to fill in holes in their collections.
But the Bad side of it is that here was a guy who had a lovely collection and in my 16 years of playing the game I'd never met the owner(nor has any of my group).
And this saddened me.
So I'm trying to broaden my scope of players or fans. I mean how many more are out there that I don't know about. Or who don't know about us.
So I'm extending an Invite to any players or heck even anyone who wants to learn a little more to Join us in Gamersworld on a weds should they feel the urge to play.
I know Limerick has a large group of players and we've crossed swords every so often. But who else lurks out there with a love for Big stompy robots.2
Comments
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Weds 15th September. 1830hrs.
Gamers world.
6th Lyran Guards Vs 40th Shadow Divisions
vs
Operation Steel Hammer
The Forces of Word of Blake have assaulted the planet Hesperus II. In an attempt to take and deny the defiance production facilities located there.
After using their pocket Warships to overwhelm the Lyran Navel forces.
The 40th Shadow Divison make planetfall.
Could this be the first time in 312 years that Hesperus II falls to an enemy invader.
As Word of Blake assault the Defiance_Industries facility it's up to the 6th Lyran Guards to stop them.
Could this be the first time in 312 years that Hesperus II falls to an enemy invader? Or have the Saucy Sixth Got what it takes to keep the streak going?
Feel free to drop by and help decided the turnout of the Battle.
All you need to bring are your favourite Dice as all equipment will be provided on the night.0 -
After Action report
6th Lyran Guards.
Blitzkrieg BTZ-4F
Shadow Hawk SHD-5D
Black Hawk-KU BHKU-O F
Archer ARC-7S
Archer ARC-7S
Maelstrom MTR-5K
SalamanderPPR-7S
Longbow LGB-7V
Hauptmann HA1-O E
Atlas AS7-S2
Atlas II AS7-D-H2
Fafnir FNR-7S
The 6th get three rerolls from their special abilities. Permitted to use one a turn.
VS
40th Shadow Division
Legacy 01
Toyama 1C
Vanquisher 5V
Grigori Luminos
Buccaneer 5W
Gurkha 4G
Zephry C3i
Burke HPPC
Demon HGR (x2)
Phalanx-A Level I
Purifier Level I
4 squads of Tau Demons with ER Support Lasers and Mauser 1200s
The Defenders have 4 Pit Traps on the board. These are two level pits.
The Attackers have successfully infiltrated with their Tau Squads and are already hidden in the Defiance Facility.
Turn 1.
The Defenders set up on the Wall to await the Shadow Division who where entering Via the mountains the facility is located in. This is the standard Lyran Steel wall tactic in use here.
The Gurkha is the first to discover a pit trap. And take a tumble.
The Toyama manages to hit the Fafnir with some long range fire.
The lighter elements of the Lyran forces leave the safety of the base.
Turn 2.
The Lyrans hold on the wall. The Word closes the gap.
Small amounts of fire connect despite the Vet and elite levels of the warriors on the Field.
The Zephry changes it's ECM to Anti ECM. And hides itself behind the hills.
Turn 3
The long range weapons of the Lyrans prove far too effective as they take out the Gurkha and Demon.
The Longbow quite happy with his shots on the gurkha
Close up on the Grey Blurr from above.
The Zephry preforms a circle move to end up in the same spot.
The 40th only manage some minor damage in return. Again shots that should hit just go wide.
The Shadowhawk jams his main gun.
Turn 4
The Word are a little miffed after the loses last turn. And pump all their fire at the Fafnir. The logic being it's the most likey one to go down with the two heavy gauss in the torsos likely to explode.
It takes a beating but is still alright.
The Lyrans return fire strips more armor and slows the Burke if that's even possible.
The Lighter elements fall back to the base. The Shadowhawk jumping over the wall.
The Zephry changes back to ECM to counter all the AFC
Turn 5
The Fafnir steps away from the wall into cover. The Word select an Archer for their fury this time.
The Burke is finished off.
The Hauptmann decides it needs to move to have an effect on the fight.
The Shadowhawk unjams the RAC
The Zephry swaps back to Anti ECM with plans for the next turn.
Turn 6
The Shadowhawk runs through the base to reach the side with the fight. In the process gets ambushed by some Tau zombies. Their ambush fails but the shadowhawks return fire hits but dosn't kill even one of the six troopers. WTF!
The Zephry and Buccaneer rush forward to provide targeting info for the remaining Word forces
The Fafnir has stepped back up to the wall and immobilizes the Zephry. But gets his head taken off for his efforts.
The Blitzkerg attempts to flank the invaders. With the BlackHawk dropping back to try stop the Buccaneer.
Turn 7
The rest of the Units hidden in the base appear. And so begins the discussion on how best to deal with them. Apparently the easiest way to kill them is to just bring the buildings down on thier heads.
The Buccaneer makes it over the wall. And smacks the Atlas II in the head with the plasma rifle. Then attempts to finish it off with an aimed attack with the hatchet. The Lryan reroll being the only thing saving the atlas from a decapitation.
The Wobbies make an all or nothing push towards the wall.
They loose the Legacy to lighter Lryan mechs outside the wall taking advantage of the damage done to the Legacy previous turns.
The Vanquishers heavy guass explodes. But the mech Soldiers on.Gotta Love/Hate those zombie mechs.
The Maelstorm,Hauptmann and Longbow manage to kill one of the squads of Zombies not in a Building.
Turn 8
The Buccaneer goes further into the base. With the Shadowhawk in hot pursuit. It recieves a head shot and sensors and life support hit for it's troubles.
The Toyama Vanishes to mass fire.
And the Lryans loose anther warrior when one of the Archers gets it head taken off.
The Grigori is left half the mech it used to be.
The Shadow divison units are looking a tad worse for wear. Well past a CLG. There is little chance that they will take the facility with what they have left. But take solace in the fact that the Lryans are going to have to wreck the factory in order to deal with the Zombie Treat.
All shots can be found here.
http://s743.photobucket.com/albums/xx77/BtechAAR/Other/0 -
know anywhere i can buy mechs in dublin or is it all online these days ?
wouldnt mind doing a bit of research and painting up a unit0 -
Gamersworld places orders for mechs for us. We generally Put in an order every couple of months.
So if there's anything you're after I'll try and help you out.
Also the 25th anniversary box set is due for release in November and it comes with Excellent start up materials and 24 plastic mechs.
If you ever drop in on a weds I'm sure we can help you out with your research.
We have plenty or material to share.
What are you considering for a force?0 -
Tomorrows Game:Ghost bears Vs Draconais Combine.
The Ghost Bear - Draconis Combine Border
Sometime in 3086
With the massive turmoil of the Jihad behind us and many new and relatively untested warriors and designs filling armies, raiding has once again become the choice for warfare in the Inner Sphere. Blooding exercises take place frequently, but they don't always go according to plan.
Your Trinary was ordered to skirt around the edge of a DCMS formation and attempt to headhunt their commander, but the line of battle has shifted too fluidly, leaving your forces well out of position. Sensors have just detected a DCMS patrol, so there's still a chance for some glory. However, while your forces are on their own, it remains to be seen if there are any DCMS reinforcements nearby...
Shall be starting around 7 if anyone feels up for Joining in.0 -
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im unsure at the moment. thinking some form of inner sphere anyway. gonna go look back over the oodles of books and stuff in my gaff for ideas0
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Well there is plenty to chose from. In all time lines.
Are you following the current Jihad Plotline?0 -
Weds 6th/10
The Ghost Bear - Draconis Combine Border
Sometime in 3086
With the massive turmoil of the Jihad behind us and many new and relatively untested warriors and designs filling armies, raiding has once again become the choice for warfare in the Inner Sphere. Blooding exercises take place frequently, but they don't always go according to plan.
Your Trinary was ordered to skirt around the edge of a DCMS formation and attempt to headhunt their commander, but the line of battle has shifted too fluidly, leaving your forces well out of position. Sensors have just detected a DCMS patrol, so there's still a chance for some glory. However, while your forces are on their own, it remains to be seen if there are any DCMS reinforcements nearby...
Ghost bear forces.
ThundraRoughriders,Omega Galaxy.
Grizzly Shadowcat Gnomes X5
Stooping Hawk X2 Viper
Ninbori Nin Peregrine
Nova cat Hankyu
Ryuken-Nin
Raptor Peagus X4 Plus 2 heavy lances of reinforments.
Valiant
Wright
Panther
Turn 1 to 3.
The Bears come on separate sides of the board. The Dracs do similar. Using the mountain to keep hidden from the larger bear force.
Turn 4
Some of the Gnomes are Dropped.
While the Peregrine manages to Take an arm off the clantech Raptor taking half it's weapons.
Turn 5
The Valiants shield pays for itself.
A Gnome on the Hankyu takes a shot meant for the mech.
The Close range pissing match results in little damage to ether sides mechs. But the Viper does land a kick on the Valiant.
And One of the Peagsi gets killed by the Gnomes
Turn 6
The NovaCat takes a Leg and Arm off the Wright taking it out of the game for the foreseeable future.
The Stooping Hawks continue to miss. As does most of the Clanners fire.
Even with nice backshots and the Shadowcat being a sneaky Bugger.
Turn 7
Reinforcements arrive for the Dracs.
some long Range fire is exchanged. The Ninbori Nin Knocks the Panther on its ass with some help from the Stooping hawks.
And the Warhammer suffers a shutdown roll thanks to two well placed Plasma shots.
Turn 8
The Blooding of the New Warriors is not going well. Against the Inferior force. Now Faced with an Extra two lances of Elite warriors. The Bears Commander Orders his command to lay down a suppressing fire with the Long Range guns. and fall back by squads.
The bears loose more armour on the way up the hill.
One of the Widges is dropped from the sky. But the Infantry inside survive and will get to Bail out.
And the Valiant Finally looses it's shield But manages to Maul the Hankyu before Fleeing to the far side of the mountain with the remaining tanks in tow.
With the mountain between us. The Dracs don't push the advance. Happy to have saved the forces they did.
And Having lose none of their new recruits but teaching a Lesson in how things can always go wrong. The bears return to their lines hoping the rest of their forces have had better hunting.
Rest of the pictures.0 -
Weds 13th. 1900 Gamersworld.
All welcome.
Thus Shall it Stand.
In 3058 the Jade Falcons Launched an assault on the Lyran Commonwealth side of the Fed Com.In an attempt to blood some of their new warriors.
Clan Jade Falcon's Incursion was halted on the planet Coventry. Up to that
point Coventry was a mess of small fights and this is one of them.
A lance Of Wolf Dragoons has found a star of Rookie Falcons. But have they bitten off more than they can Chew when the star Commanders assault mech arrives.0 -
Gaelcon went well for us. With a lot of interest shown for Btech in it's various guises.
Some pics of the weekend can be found here.
http://s58.photobucket.com/albums/g267/lorcan_nagle/gaelcon/2010/BattleTech/
The Quickstrike game from TP: Red Corsair ran well.
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This Weds the 3rd of November. We're kicking off Battletechs Operation Klondike Event. Shall be starting around 7pm at Gamers world. And will be providing everything required to play the game.
http://www.sarna.net/wiki/Operation_Klondike0 -
Weds 13th. 1900 Gamersworld.
All welcome.
Thus Shall it Stand.
In 3058 the Jade Falcons Launched an assault on the Lyran Commonwealth side of the Fed Com.In an attempt to blood some of their new warriors.
Clan Jade Falcon's Incursion was halted on the planet Coventry. Up to that
point Coventry was a mess of small fights and this is one of them.
A lance Of Wolf Dragoons has found a star of Rookie Falcons. But have they bitten off more than they can Chew when the star Commanders assault mech arrives.
Coventry
Jade Falcon Star
Marauder IIC 2/3
Griffin IIC3/4
Griffin IIC3/4
Baboon3/4
Baboon 3/4
Wolf Dragoons
Nova A(Mod) 3/4
Enforcer 3/4
Hatchetman3/4
Vindicator 4/5
As this was a small game we decided to try some of the Tac Op Rules.
Extra rules in play for the game are
Glancing Blows
Hurried movement
Hull Down
Expanded Critical table
And to remind us this was placed at the end of the table.
The first few turns involved a the Falcons closing their group around the Dragoons units.
With mechs pairing off into Duels.
The Marauder IIC vs Vindicator
A Baboon vs a hatchetman
The Nova vs the other Baboon
And the Enforcer Vs one of the Griffins.
The other Griffin did fire on the Nova till it hit the Baboon. Then opted out of the fight and awaited its chance for Glory.
The Baboons gave a great account of themselves. Pinging the Nova and Hatchemans Armour a fair bit. In the early turns.
The Vindicator feel back from the Marauder while exchanging long range fire. It lost most of it's right side armour.
The Griffin and Enforcer played bouncy with each other the Griffin coming off the better for most exchanges. The enforcer and hatchetmans heat scale was worked overtime throughout most of the game.
It was around turn 7 that the first issue for a Baboon accured. Failing a Hurried movement roll he tumbled. Allowing the Hatchetman to get in Pulse range. And lost the right torso to the fire. The Baboon went into hiding but didn't leave the field.
The Nova chasing the other Baboon spent most of his time firing over the Baboons head. And for several turn slipping on failed hurried movement rolls.
While Honour had been maintained. It was all about to go pearshaped.
The hatchetman taking full advantage of the ass shot here. managed to open the rear armour and knock the Marauder down and outcold for a turn.
Before leaping away to cool.
The Nova followed suit by Flipping it's arms and taking off the right torso of the Griffin.
Leaving it only an empty ammo bin for its remaing LRM's.
Then managing to finally ping the Baboon and removing the right side altogether.
A little put out by the downing of their big gun. The first Baboon attempted to punch the Hatchetman. taking a kicking to the legs for his trouble. the Griffin continues to harrassh the hatchetman but fails to do any real damage to the mech.
while the enforce and vindicator pick on the downed Marauder.
Which wakes up pissed off.
And combines his efforts to finish off the enforcer who's been dancing on 14 heat for far too long. After suffering an Engine hit.
The Vindicator was happy to sit in the woods and tag the Maruader who was fairly hurting now. And the over heating hatchetman in a moment of madness decided to close with the clanners.
Using up the last of it's LB-X ammo it failed to drop the Marauder. But his kick did remove the left leg.
Leaving him on a nice and toasty 24 heat.
With the fall of the maraduer and the clans only having 1 and a half griffins left. And the nova making his way into the fight we decided that Victory was the Dragoons. With the Griffins making a bolt for the treeline.
Rest of the pics.
A really fun game despite getting pasted.
I enjoyed most of the new rules we tried out. The Glancing blows is a nice way to extend survivability of mechs.
A tad annoying when armed with a lot of LRM's.0 -
Sea Fox forces
* Wolverine WVR-7H 3 3 Wolverine WVR-7H 3 4 Phawk PXH-1b 2 4 Stinger STG-3Gb 3 4 Firestarter FS9-H 4 5
T-~Bolt TDR-5Sb 2 3 Marauder MAD-2R 3 4 Warhammer WHM-7A 3 3 Highlander HGN-732b 3 4 Victor VTR-9A 4 5
The Sea fox Khan is in use. As are the Sea Fox Special rules.
As we rolled for a -2 and the Khan provides a +2 it didn't really matter.
Babylon Forces
Locust LCT-1Vb
Stinger STG-3G
Mongoose MON-66
Spider SDR-5V * * * * * * * * * * *
Firestarter FS9-H * * * * * * * * * *
Panther PNT-9R * * * * * * * * * * * *
Crab CRB-27 * * * * * * * * * * * * *
Hunchback HBK-4G
Shadow Hawk SHD-2Hb
Wolverine II WVR-7H * * * * * * *
Warhammer WHM-6Rb * * * * * * * * * *
Black Knight BL-6b-KNT
Zeus ZEU-6S
Longbow LGB-7Q
Stalker STK-3Fb *
Harvester Ant KIC-3 (LRM) Quad
Harvester Ant KIC-3 (LRM) Quad
Harvester Ant KIC-3 (MG) Mandrill
Crosscut LoggerMech ED-X2 (RL)Piranha
Buster HaulerMech BC XV (AC) *BAboon
Buster HaulerMech BC XV (PPC)BAboon
Points of note.
The mechs are fairly badly damaged to begin with.
The Wolverine has no ammo.
Crab has only one large laser.
Because the Buildings hadn't gotten back to us from Gaelcon. I was forced to improvise and used the Heroscape terrain to represent the city.Different colors for the different classes.
The home force start out in the city while the Sea Foxes attempt a two pronged push. On Them.
One half of the defenders leave the city to engage.
Right from the start it proves to be an entertaining game. With a Spider running in to make a push attempt on the Highlander. The Wolverines strip its armour but fail to stop its attempt. The Highlander gets lucky as it attack misses.
As do all the return Kicks upon the Little Bugger.
The Fire from that side does manage to remove the Victors AC arm thou. And there was much rejoicing amongst the light defenders.
The Hunchback Leads a lone attack upon the right flank. While the sea foxes lights attempt to bugger up some mechs.
And decide that the Longbow is too dangerous back there.
From the left flank comes work that the Victor has lost it's other arm.
The Hunchbacks Ammo gets detonated. But the Marauder suffers major Armour loss for the cause. The rest of the forces dance around each other not really achieving anything.The Sea fox lights give up on any ideas of hunting in the city.
A big push on the right side by the defenders sees the marauder get knocked down. And the T-Bolt lose a lot of armour.
The Zeus gets know down. But bounce right back up again.
The defending Begin to harass the Highlander choosing to ignore the Armless Victor.
The Foxes mediums start their push on the city. And combine fire to knock down the Black knight. A little damaged but by no means out.
The Wolverine looses it leg to the warhammer and the Zeus closes with the T-bolt and suffers an ammo explosion for its troubles. But with only two rounds left it survives. The Victor crosses the water to see if it can fair better on the right side.
The Foxes mediums make it into the city and mess of the industrial mechs left in there. While the Heavies keep the pressure on the Highlander.
The T-Bolt and Marauder have seen better days. Now sporting a hip hit and Gyro hit respectively.
They still manage to finish off the Zeus. While the Warhammer drops the Crab. And Lays anther boot into the Wolverine whose still proping itself up to shoot its remaining med laser.
Both sides Firestarters push their heat in an attempt to prove useful. It dosn't pay off. Especially when the Stalker Ignores the Victor and removes the Seafoxes Leg armour knocking it on its ass.
Having cleared up a minor danger the Sea Fox mediums Bust fourth and take out the Stinger. The highlander goes into the saftey of the woods. where a Panther attempts to maul his back.
The right flank is cleaned up for the sea foxes with just the Wolverine left operational. But down much like the T-Bolt and Marauder of the Foxes. The sea fox Warhammer manages to catch fleeing Firestarter in the back sending it Sprawling so very close to safety. And a swift kick from the Hammer ends the annoyance of the wolverine.
The Warhammer and stinger push forward on the right flank with some cover fire from the downed Marauder.
On the left flank things are a little harder for the defenders as the Foxes mediums return the favour and Push the Warhammer into *the river. Where it's torsos are flooded. leaving the Blackknight very outnumbered.
We called it there. With the Stalker pulling back to the city to team up with the longbow and the two busters.
The Lights where gona scatter wide and meet up further back in the city.
The Sea Foxes where going to call for some Fresh mechs and Push further into the city. There was payback due after all.
A nice start to our Klondike experience. The industrial mechs and starting damage adds levels to the game.
The laugh we had watching the damage being rolled *was worth the effort alone.0 -
Last Wednesday saw the first of the Operation Klondike: The Descent games held in Gamers World on Jervis St. here in Dublin and the fighting was as bloody as the weather.
Part 2 is Wednesday 23rd of November.
Clan Star Adder forces.
Command Star
Highlander -732b
Crockett -5003-1b
Emperor -6A
Black Knight -6b-KNT
Archer -4Mb
Medium Star
Excalibur -B2b
Crab -27b
Griffin -2N
Wolverine II
Shadow Hawk 2Hb
Union Class Dropship
All Clan pilots were 2/3 while the dropship was 3/4
Shogunate Forces.
Banshee
Longbow
Archer
Warhammer
Kintaro
Scorpion
Pheonix Hawk
Panther
Spider
Firestarter
Wasp
Stinger
Armoured units
Rotunda x2
Thor x2
Merkava x2
Zephyr x2
Demon x2
Burke
Galleon
We ended up fighting in hills with the Dropship putting down on one of the few peices of flat ground available and the Command Star deployed on Rolling Hills to it's left and the Medium Star in Woodland to the left as the Shogunates started a steady advance up the middle with the lighter units starting an end run on the flank.
The opening turn saw the usual spray and pray fire from long range that opens proceedings from the Pentagon force but the Emperor gives a much more credible answer with an LB-10X and Large Laser tearing the Right side off the approaching Spider.
Turn two was when things started to get interesting with the Shogunate bringing their long range elements into range of the Dropship and starting to hammer away at its thick armour. The Star Adder Command Star started advancing to engage the lead elements while the Medium Star started a flanking move of its own on the opposite side of the battlefield. The main worry for the Star Adders was the prescence of the two Thor artillery vehicles, at what point would they start raining shells on the dropship?
This was were things started to get bloody. In an attempt to reinforce the light mechs hooling around the Star Adder flank the Shogunate P-Hawk leaps forward but is engaged by the Black Knight. The move may have partly countered the P-Hawk but the Knight paid for it by exposing itself to murderous fire which opened its Left Arm and shattered large amounts of armour, knocking it to the ground where it was kicked by the offending P-Hawk, humiliatingly it's own fire missed.
The big boys of the Command Star made up for it with a vengeance though as the Emperor finished off the Spider with a spray of LB10-X cluster shells and the Crockett planted a beautiful DRT on the Wasp with a Gauss slug straight to the Center Torso.
On the opposite side of the field the Shoguante Archer and Longbow opened up on the Dropship and gave a lot better then they got in the LRM exchange, blasting chunks out of the side armour. The Star Adder Khan in his Highlander and the Archer returned fire trying to work some magic on the big Longbow but it weathered the storm while the Mediums mostly concentrated on the tanks with the Crab & Shadow Hawk damaging a Merkava and the Wolverine II killing a Rotunda because it could.
Turn three and it was time to quit messing about for the Adders with the Assaults advancing forward and ignoring the remaining light mechs. The Shogunate forces had the Banshee and Warhammer joining the Scorpion & Kintaro on the heights and were laying down a murderous covering fire while the Rotunda that remained and the Galleon revealed they were packing Rocket Launchers. The Thors had also worked their way forward and it was time to try and take them out as the Griffin and Wolverine II went for a straight in run to try and take them out before they could start dropping Artillery all over the place.
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IT'S A TRAP!!! Too late the Griffin and Wolverine realise why the Thors aren't firing, their Thumper guns have been removed and replaced with AC/10s and other weaponry that they gleefully use to pound the Griffin. It goes down with massive armour loss, its Center Torso wide open and its Gyro damaged. The return fire barely scratches the tanks while on the opposite flank the Black Knight is once again on the receiving end with its Left Arm blown off by a double six crit from the Panther. The Stinger, Firestarter and P-Hawk get behind the Emperor and Crockett and start trying to open up holes in the weaker back armour but most of the fire misses. Unfortunately the same cannot be said of the Dropships covering fire as a massive volley of LRMs, ACs and Lasers tear the P-Hawk a new rear orifice.
Concetrated fire on the Archer and Longbow knock them both over but they continue to shoot and damage the Dropship while the Shadow Hawk manages to take out a Demon with a lucky shot right down the Commanders hatch with an LB-X clster round that destroys the Turret. The two Zephyrs close in on the Black Knight thinking it's an easy kill and both get immobilised for there trouble.
With time running out on the evening (and for the Shogunate) we had time for just one more turn. The Crockett and Highlander began engaging the Shogunate heavies on the hills while the Crab and Shadow Hawk completed their flanking manouver and got behind the Archer and attempted to open it up from behind. The griffin started to withdraw trying desperately to avoid any more damage to its front.
The remaining light units of the Shogunate flankers launched multiple attacks against the Emperor but failed to seriously damage it while their comrades continued to attack the Dropship with both LRMs and the Merkavas, one of which was immobilised but the other started to close ont he big ship in a valiant attempt to bring more guns to bear.
In the end it was shaping up to be a victory for the Star Adders. The Shogunate forces were shattered with most of their armour smashed or immobilised and several mechs either dead or on the edge of a CLG. They would have most likely claimed some victory however as it was likely that the Union was going to go, its armour was below 50% and enough enemy units remained that a concerted effort against it would have finished it.0 -
I've been looking at CBT for a while, but I'm not quite sure what to get, I've a list of minis I like from the 3025-3026 era. Unfortunately I can't make it to the shop most wednesdays0
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We do occasionally Play at the weekends or on Friday Daytime.
If you want to shoot me a mail.
I'm sure we can come up with a way to get you out and about.
We can be quite generally do other nights with a little notice.
Markhall2@gmail.com
Can also help you out with some of the Free downloads from CBT
http://www.classicbattletech.com/index.php?action=downloads
Some of the old house books and rules available here.0 -
This Wednesday we're running
The 6th Lyran Guards Vs Ryuken-ni
VS
So if you feel like taking a Mech for a test Drive you'll find us in the Back after 7.0 -
Might end up going depending on the weather and trains tomorrow0
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In the first game the Star Adders managed to hold off the attacking Shogunate forces without taking serious casualties but this time they were outnumbered and faced with a difficult task, attacking a mobile and well protected convoy.
Star Adder Forces
Flashman
Bombardier
Champion (Royal)
Exterminator (Royal)
Pheonix Hawk (Royal)
Hastur Forces.
Shootist (Thunderbolt)
Griffin
Sentinel-Royal (Locust)
Crab
Hermes (Hermes II)
Thorn (Stinger)
Talon
Alacorn
Dump Truck (J27)
2 Zephyrs
2 Galleons
2 Rotundas (Savannah Masters)
2 Von Luckners
2 Platoons of Motorised Infantry with LRMs
3 Platoons of Motorised Infantry with Field Guns (AC/5)
10 Industrialmechs
10 Convoy Trucks
Pre-existing damage had been lucky for the Hastur mechs with only the Hermes suffering Heavy Damage and the Talon and Shootist intact, thoguh the Shootist had only a single round for its AC/20. The vehicles were not so lucky with the Alacorn down to a 2/3 from Heavy Motive Damage and one of the Von Luckners only able to provide Morale support as it was out of ammo.
Maps were Hills and the board was a 2x3 grid. Unfortunately due to unavoidable problems we had to substitute several mechs as one of the hoped for players was unable to attend and he had the missing models in his possession, subs are in brackets above.
From the start it was obvious that the Adders were going to face an uphill struggle but since when did that stop Clanners. The convoy started down the center of the board clearly intent on ploughing through whatever was thrown at it. The mech escorts stayed tight but did move a little ahead. Meanwhile the Adder Bombardier headed straight down the center also to get a firing solution as early as possible while the Flashman and Champion flanked left and the Exterminator and P-Hawk went left.
It wasn't until Turn 3 that the first few shots started to happen, mainly because of the distance. The Adder Champion had found itself a good sniping position on a hill while the Bombardier had closed the range sufficiently for decent shots while the Flashman made for some woods just behind the Bombardier for support. The P-Hawk and Exterminator started to try a wide flanking move to get behind the convoy. The opening shots saw a smattering of damage to the lead Crab from the Bombardier and the Champion hitting the Shootist with a PPC. Meanwhile the Hastur Griffin, Hermes and Thorn moved to block the advance of the P-Hawk and Exterminator.
This started to get bloody, fast, at this point as the Hastur convoy tried to blow past the Adders. The fact that the Adders were constantly winning Initiative was offset though by the fact that the Industrials were refusing to move far from the convoy. Realising that getting close enough to use the surrender rules was unlikely the Adders began firing directly on the convoy, though they limited themselves to usng the Bombardier in th hope that the missiles fom it would lead to incapacitating damage instead of destruction. The Champion continued its sniping and savaged the Crab with a double hit to the arm with Gauss and PPC, tearing it off. Meanwhile the Hermes went down to a furious barrage fo close range fire from the P-Hawk and Exterminator, finished off by a kick to the already damaged torso that tore it free and wrecked the engine.The Hastur struck back though with the Zephyrs and Talon getting a measure of vengeance against the armour of the Bombardier.
The Star Adders were starting to have serious problems though as the need to constantly keep moving to avoid devastating fire was proving difficult as the range closed. While the Champion was fine for this turn the Flashman and Bombardier were finding it hard to manouver. Once again the Bombardier fired its LRMs at the convoy hitting two trucks and disabling one, the flanking P-Hawk and Exterminator found there progress hampered though by the Griffin and the concentrated fire from the tanks, with a volley of Gauss rounds from Alacorn and Sentinel finding the P-Hawk and mauling it.
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Once again the Adders get the initiative, not that it helps much, by this stage the sheer number of targets is causing problems as the escorts are refusing to drop while the Trucks just keep plowing forward. The Adders haven't taken serious damage yet but with the ranges getting closer all the time the amount of incoming fire is starting to be felt, worse the Bombardier is starting to run out of missiles and the Champion is reluctant to fire on the trucks as a double hit to the same side would destroy the truck instead of disabling it.Meanwhile the P-Hawk is forced to disengage for a turn due to overheating but the Hastur are reluctant to let it go and continue to pound it despite its best efforts at evasion.
The persecution of the P-Hwk finally pays off as the mech goes down to a shattered engine. The Exterminator turns back in and tries to cut down the numbers a bit by shifting fire to the Industrials but with so many targets it's unable to do much. The Bombardier has been bypassed and is still firing LRMs at trucks but down to it's last 4 rounds, another truck is inmobilised though. As the convoy continues to pass by the Champion is finally forced to abandon its position on the hill but continues to provide fire support, taking a piece of the still barely scratched Shootist while the Flashman begins a desperate chase.
Time constraints forced us to call the fight after this turn, which was a little unsatisfying as it was still very close to call. The Bombardier was starting to be engaged by the REAR elements of the convoy as it continued to try and stop trucks, another two suffering heavy Motive Damage and being forced to drop back. Meanwhile the Flashman manages to get in front of the Convoy and using the Surrender rules, stops another truck, unfortunately this leads to it being the focus of a lot of fire and a lucking 'Floating Crit' hits the AMS ammo underneath the engine destroying the mech.
In the end we reckoned the fight would probably have ended in a draw, the Adders would have gotten the necessary 5 trucks but most of the escorts were still alive and fighting fit while the Adders themselves suffered very heavy casualties, we didn't expect the Bombardier to get away.0 -
We decided to try something a little different for the last of the Operation Klondike: The Descent scenarios with a Quickstrike game. A few adaptions had to be made to allow for the use of terrain but we managed to keep the basics intact with the Hastur holed up in an old military base and the Clans assaulting.
Clan Star Adder Trinary
Wolverine II WVR-7H
Shadow Hawk SHD-2Hb
Shadow Hawk SHD-2Hb
Griffin GRF-2N
Starslayer STY-3C
Flashman FLS-8K
Excalibur EXC-B2b
Bombardier BMB-12D
Bombardier BMB-12D
Crab CRB-27b
Marauder MAD-2R
Archer ARC-2Rb
Warhammer WHM-7A
Thunderbolt TDR-5Sb
Crusader CRD-2Rb
Hastur Defense Force
2 alacorns
2 von luckners
2 Galleons
2 Rotundas
2 thors
2 Zephyrs
4 infantry platoons
1 Highlander
1 Hunchback
1 Orion
1 Warhammer
1 Dervish
1 Kintaro
1 Panther
1 Thorn
6 gun turrets (Peer scenario rules)
and 8 industrial mechs, 4 quads and 4 bipeds.
As is usually the case with Quickstrike games things started nasty right from the off. The faster of the two heavy Stars went straight down the middle while the slower heavy Star advanced on its left and the mediums with the lake in front of them went right. The Hastur had deployed their four heaviest tanks in revetments in front of the base and had put some of their heaviest mechs on the walls, the Clans were advancing straight into a wall of fire.
Fortunately for the Clans however the gunnery of the Hastur wasn't great, the Warhammer drew most of the fire and was damaged while the return fire from the fast heavies damaged one of the Alacorns and the Warhammers comrades destroyed one of the gun turrets covering the front of the base.
Turn two and the Clans weren't slowing down with the fast heavies closing the range to the tanks down to medium while the slower heavies continued to move up along with the mediums who were working their way around the lake. Some of the Industrials joined their comrades up ont he wall to pour more fire in at the Warhammer and its compatriots, inflicting more damage and making the clanners a little worried about its long term survival but again a lot of Hastur fire went wide while the Star Adders manage to finish off one Alacorn and damage another while also removing the second gun turret.
Turn three saw the Hastur's defences starting to crumble as the tanks in front of the base continued to take fire leaving only one left intact. Most of the Adder forces used the small bit of woods in front for cover but managed to force the Hastur Commanders Highlander back with an engine critical. Again the bulk of the defenders fire concentrated on the slower mechs, scoring some more hits but failing to drop anything.
Turn four and the fast heavies make a break for the wall, suppression fire from one of the Bombardiers and the Crab wipes out the Infantry platoon on the right flank and the rest of the Star drop a Harvester Ant Industrial on the Wall leaving the Hastur Warhammer to try and hold that section alone. The remaining Von Luckner receives cockroach status as most of the medium Star miss their shots though the two Shadow Hawks manage to take out the Hastur Turrets on the flank. The Hastur return fire is once again subject to dismal dice rolling and the best they can manage is a smattering of light hits.
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Turn five and the Star Adders had finally secured the outer wall. The last of the tanks was destroyed and the Fast Heavies and mediums were up along the wall regrouping for the last big push but the Hastur were not giving up without a fight as a trio of the mechs inside the base took several potshots at the Flashman. Meanwhile the Hastur Orion that had moved forward to take over from the damaged Highlander received the attentions of the slower heavies and paid for it with its life.
Turn six and the fight slowed slightly as the fast heavies regrouped for the final push in and the slow heavies started to close up. The mediums were a little impatient and actually entered the gateway and exchanged fire with the camped out defenders, receiving a smattering of hits and knocking out a Galleon in exchange.
Turn seven and the endgame was upon us. The fast heavies took over from the mediums and the Flashman, one Bombardier and the Crab went straight in the gate while the Excalibur and second Bombardier found a firing point on the wall for a wicked crossfire. The Hastur defenders responded with a valiant charge with their remaining tanks and mechs as the medium star used its jumpjets to get high ground position as well. The murderous fire from all sides turned the area into a killing ground with the Hunchback dropping to a double 6 critical and the Highlander similiarly going down as well as the bulk of the Hastur armour, the Clans got there first casualty though as the Flashman was unable to withstand the harsh volleys directed at it and dropped.
We decided to call it there as time constraints were starting to press and the end was pretty much a foregone conclusion with a crushing Star Adder victory on the cards, more then anything the downfall of the Hastur defenders was bad luck on the dice with one of the Hastur players literally managing to miss with every single shot fired in the game, something I have never seen before and others missing shots of 5 and 6 by wide margins.0 -
If anyone is interested in trying out the Quickstrike Rules for Battletech.
We are running an all day game on Tuesday the 28th in GamersWorld starting at 12pm. And on going throughout the day.0 -
I'm very tempted I have to say0
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You'd be most welcome.
All you need is Dice.
Oh and a "child like Awe of Robots!"
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Tuesdays game was very entertaining.
For those bodies Based around the South and West of the Country.
They can Find Battletech being Played in The Gathering Fairly regular.
http://www.thegatheringlimerick.ie/
And they are a great spot to get minis and Books from as well.
I should have mentioned them sooner. But like so many things I focused only upon my little section of the Universe.
They are currently Running a League.
And are very friendly to new and old players alike.0 -
For the Tuesday game we decided to give a large scale Quickstrike game a go.
I Broke out Five companies of my 2nd Robison Rangers While Nenechan Unleashed a whole lot of Wobbie Woe.
Setting up a six by four city and Welcoming back one of our Group from his Canada Travels. The Rangers attempted to route the Wobbies from the city.
The Wob forces had a +3 initiative Bonus.
The Rangers used their special rules.
The Full force list attached below.
The Wobs set up in the City awaiting the Rangers assault.
The Rangers got to chose two sides to come in upon. I chose the L choice rather than opposite sides.
We like to leave the destroyed mechs where they fall.For a sense of carnage as the game goes on.
With the Wob forces spread out over the city. The rangers brought two companies on from the South. This drew out some of the Wob foces. Who where then ambushed by the Rangers from the East. In an attempt to take out the more celestials while they where isolated.
While the Wobbies targeted the Rangers Ecm carriers.
The Archangel taking a company worth of fire to Put it down.
The Blackknight survives after one of the Locust fails to hit.
The two companies on the south assault fired upon the Grimreaper but failed to connect.
Turn 2
The center Wob line falls back. While the Rangers chase em down. With the south edge attempting to close the gap.
The Blackknight goes down.
And the Raptor makes an appearance and proves quite useful and bloody effective.With an overheat on the blackknight.
The Preta starts his reign of terror against the light Rangers.
The Rangers command Company take down anther Celestial and several of the Battlearmour.
The far off MD prove effective at long range. Dropping several Rangers units from afar. Including the Blackknight.
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Turn 3
The Rangers finally grouped up and attempt to force the center wobs apart.
Some of the Tanks suffer movement issues.
The Raptor Shutsdown the Warhammer. Which promptly dies under enemy fire.
The MD arrive and show the south flank why they are scary Mo-fos.
The Rangers are dropping the Wobs but are starting to take heavy casualties. Loosing both thier heavy units and the Preta taking a light. It has to die. But refuses.
As does the Vanquisher* who flees to the woods
Turn 4
The wobs lose Initiative this turn finally.
The Rangers get annoying by playing switch-a-roo with the many Enforcers swapping the damaged ones out for Fresh ones. And use the building to take cover from the tanks incoming.
The Marshal* unable to keep up with the rest of his Company hangs back to provide covering fire.
The Hermes Lance scarifies 2 of its number to take down the Grandtitan.
And the damaged Vanquisher gets removed form play.
And finally the Preta and the Raptor get taken down. It's a lot of fire but worth dropping those two.
Even in its final moments the Raptor Shutsdown the Valkery
And the last of the cestials falls this turn now.
More battlearmour go down.
Wrap up.
Things are not looking too good for the Word of Blake forces.
Their loses are mounting and the Rangers are still looking strong in numbers.
So The word did what they did best.
BOOOOOOOOOOOOMMMMMMMMMM!!!!!!!!!!!!
NUKE U LAR! It pronounced NUKE U LAR!0 -
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We've decided to do the three games in the Lamenkov's Liability dossier as a mini campaign, with game 1 kicking off tonight.Words stolen from Lorcan Nagle.
Lamenkov's Liability consists of 4 custom mechs - a Thunderbolt (represented tonight by an unseen Thunderbolt), a Karhu (represented tonight by a Dragon), a Prefect (represented tonight by a Deva), and an Osprey (represented tonight by a cicada)
the ambushing SELF forces consist of a Wolverine, a Trebuchet, a Mongoose, an Initiate, 2 Pattons, 2 Vedettes (LGR variant), 2 Harassers, and 2 Strikers (3058 upgrade). Most of the units are 5/6.
Now, I messed up slightly as there was a weight limit on the SELF forces of 55 tons, but I thought it was 'mechs only and realised it too late.
Liability objectives are 1: to withdraw at least three mechs off the far end of the table; 2: destroy as many enemy units as possible. The Liability also began with random pre-generated damage.
When the fight began the SELF forces deployed in a clump of woods near the middle of the map, and the Liability rushed on and begun to take potshots - the harassers were early casualties, but managed to shred the rear armour on the Prefect and Thunderbolt before they died. As the battle closed ranks the SELF forces anchored themselves around the woods, the Liability decided to swing left around the woods, drawing the Vedettes and Pattons out and around, where they fell casualty to concentrated fire (the vedettes), and infernos (the Pattons). The Wolverine and Mongoose did sterling work as harassers, but the mongoose eventually fell to a heavy PPC shot severing the right arm and penetrating the right torso, with a transferred crit taking out the Gyro.
The Wolverine was doing very well until a failed MASC roll killed a jump jet and a foot actuator, generating a PS which it failed, and it failed another attempt to get up, eventually rising with heavy damage to the legs. it was easy prey for the Thunderbolt, who managed to crit another leg actuator and Jump Jet (making it a 3/5/3!).
At the end of the fight, the Liability was badly shot up, but the vast majority was armour with a small amount of internal structure and no crits. SELF managed to pull a Vedette and an Initiate with minor damage out, and a Trebuchet with heavy armour damage and one destroyed LRM 15.
and now, the photos:
a view of the battlefield
SELF forces deployed
The Liability escape one ambush only to fall into another
The first Harasser dies to a plasma rifle hit
The Mongoose and Wolverine begin a backstabbing campaign
The Osprey engages two SELF mechs
A lucky crit detonates one of the Pattons' ammo bin
The Karhu goes toe-to-toe with the SELF Trebuchet
The Ambush has turned away from the SELF forces as the battle comes to a close0
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