Showing posts with label Battletech. Show all posts
Showing posts with label Battletech. Show all posts

Saturday, September 18, 2021

Some skirmishes...

 I haven't made much in the way of hobby progress this past half month.  Mainly I've been gaming (a solid excuse) and working on game design, including a quick project I decided to begin.

Some playtesting has occured.

Busting out the old Mordheim terrain!
Four warbands sneaking through the ruins looking for trouble.
Some fighters have just finished off an opponent.
My captain challenges another captain to a single combat on the bridges above.
 
The project is a simple deck-driven skirmish game for medieval or fantasy miniatures.  Just a quick side-project that may or may not find a place in our stable of games.

I did acquire and paint (very simply and quickly) some cheap 3D printed battlemechs in case I join some of my friends who have started playing Battletech lately.  Followers of the blog know I sold off massive collections of plastic Battletech mechs a while ago - but these new 3D prints are much nicer designs.  The ones I have are pretty mediocre print-quality so I spent to time painting them well.  Just a quick paint, wash, drybrush.

Left to right: Dervish, Jenner, Archer and Crab.


Thursday, September 22, 2016

Battletech Alternative Skirmish (Elbowtech!)

Inspired by some of the fellas on the thread over at Beasts of War, I decided to unbox my Elbowtech project and give it a run.  It inspired me to start work again on the rules.

I threw together a small battle report, so here goes!

The Convoy
Simple.  The Rhodes Regulars (Green/yellow mechs) have been called in to cover the progress of a supply convoy heading for a nearby depot.  A Ghost Regiment (grey mechs) heavy reconnaissance lance has been spotted nearby.  The Rhodes Regulars must engage the Ghost Regiment and give the convoy time to make it out of the city.

 Rhodes Regulars deploy on the left with the convoy, the Ghost Regiment on the far right of the table.





The convoy succeeds if it gets off the opposing table edge.  It will move D6" along the roadway each turn (on the Rhodes Regular's turn).  It must remain on the roadway at all times and may not be targeted as the Ghost Regiment wants to steal the supplies, not destroy them.  The Ghost Regiment may stop the convoy by simply standing a mech in front of it.


The convoy heads into town...

The Forces
For this engagement I decided to run a mixed lance for each side, consisting of (drawn at random) a Heavy Mech, two Mediums and a Light.  As I hadn't played my own game in quite some time I didn't bother with random skill charts or random conditions.  This would be a simple fight.

The Ghost Regiment draws a Thunderbolt, Wolverine, Shadow Hawk and Jenner.

 The Rhodes Regulars draw a Grasshopper, a Hunchback, a Blackjack and a Jenner.

When I drew the two forces I felt the Ghost Regiment had an immediate advantage.  I simply think the mechs were better all-around, so the Rhodes Regulars would start on the back foot.  The Ghost Regiment lance also outweighed the Rhodes Regulars by 30 tons.

I drew three strategy cards for each side.  The Ghost Regiment drew Blaze of Glory, Jump Troopers, and Gun Crew.  These were all decent, and having two infantry cards meant I could hammer the Regulars when they came into town.  The Regulars drew Comms Blackout, Scrambled Comms, and Infantry Suppression.  Not a bad draw, and good on the defensive side.
The Game
I rolled for initiative and the Ghost Regiment won out.  I felt there was a bit of a good omen when I rolled the perfect activation:

In BAS you roll command dice, and may activate mechs of that class - I rolled a Heavy, two mediums and a light - exactly what I had on the table.  Full steam ahead!

 As with many wargames the first turn or two involved running headlong for cover and trying to gain the best position.  The Ghost Regiment had three of its four mechs running "fast" (making them harder to hit).  The Regulars didn't fare so well activating only a few mechs in the first two turns, while the convoy put the pedal to the metal and drove 6" both times!  At this rate the convoy was outpacing the escort!

The convoy speeds into town, heedless of the warnings.
 
As the two sides closed the Rhodes Regulars benefited from a perfect activation roll.  I chose at this point to play Scrambled Comms.  This would reduce the Ghosts' command dice by one next turn.  I then played Comms Blackout.  This removed all strategy cards from both sides.  This was safer than going into town with infantry nearby.  In order to gain back strategy cards for either side, they'd have to sacrifice command dice, which was unlikely given the fight about to take place.
The first shots rang out.  The Regulars' Jenner firing down a street, scratching the paint on a Wolverine.

In response the Ghosts activated three mechs.  The Wolverine unloaded on the Jenner (running his autocannon dry in the process!) His SRMs and medium laser smashed the Jenner, and a critical hit crippled the Jenner, reducing it to walking speed only.  It didn't matter.  The Ghosts' Jenner unloaded its own battery of Medium Lasers and the targeted Jenner collapsed, a burning heap.

Just as the pilot of the Ghosts' Jenner cheered himself he was battered around by a wave of fire from the Blackjack and the Hunchback.  His armor falling off in plates he dove around the corner and crunched to a halt in front of the convoy.  He was shielded by a nearby building.

 The Ghosts' Jenner and Wolverine take cover as the Regulars arrive, their Jenner already dead.

Just as the Regulars were appearing around the corner of a building the Ghosts' Thunderbolt wandered into range.  He let loose with an LRM15, smacking the Blackhawk.  In response the Regulars engaged all around.  Just as the Thunderbolt became engaged the Grasshopper jump-jetted over a nearby wall and landed - unloading his arsenal toward the heavy mech.  His small LRM package missed but his Large Laser struck home.

 The Grasshopper and Thunderbolt begin a gunfight, shooting over the convoy.

The Grasshopper scores a deadly Large Laser hit. (Note: This picture was taken later when the Tbolt has suffered even more damage!)
 
The Grasshopper's large laser cut through the Thunderbolt, igniting one of its ammo bins for the machine guns.  The ammunition went off, blasting a large part of the Thunderbolt's internals.
 
Behind the Grasshopper the Hunchback was running forward, hoping to eliminate the Jenner and allow the convoy to move or to push back the Wolverine.
 
As the Grasshopper was peppering the Thunderbolt from long range, the Ghosts activated their Shadow Hawk.  Using his weak jump jets, the Shadow Hawk leapt onto a nearby building and opened fire on the Grasshopper.
 
The Shadow Hawk delivers a bit of the ole "pew pew" to the Grasshopper.
 
The Rhodes Regulars were suffering at this point.  They were down one command dice (having lost the Jenner) and the Blackjack was falling behind.  With no strategy cards, they were in a bad way.  Almost all of the Ghosts were in decent positions and the convoy was static.
The Ghosts' Jenner had begun making pop-up attacks.  It was nearly out of armour itself, so it continued to jump jet, firing off medium lasers as it did so.  The Shadow Hawk was pumping out fire each turn while the Wolverine was waiting to strike when the Regulars committed to a direction.  The Thunderbolt was engaging now with its large laser and LRM15, battering the Grasshopper - setting it on fire.

The Regulars tried one desperate charge - hoping to find a way to kill the Jenner and release the convoy and maybe take down the Shadow Hawk if lucky.  The Shadow Hawk was drawing fire and covering the Jenner.  The Grasshopper and Hunchback both engaged the medium mech.  The Hunchback's AC/20 tore big chunks of armor off and the Grasshopper fired all of its weapons (despite being on fire and generating excess heat - he inflicted two internal points of damage on himself).

Last charge of the Rhodes Regulars.
 
The damage was intense, tearing off most of the Shadow Hawks' armour and inflicting several points of internal damage - but not enough to drop the machine.  Behind them, the Blackjack fired at the Wolverine, destroying its targeting computer.
 
Moments later the Ghosts unloaded on the already damaged Hunchback and it collapsed.  With this the Blackjack and Grasshopper began retreating, under fire.
 
The Rhodes Regulars cannot dislodge the Ghosts and begin retreating, ceding the field.
 
Result: Ghost Regiment Victory
 
 
  

 





Saturday, January 16, 2016

Stompy Reinforcements.

I finished up a couple more old Citytech plastic mechs.  The Orions are dreadful and unfortunately you can't really kit-bash them without a lot of work.  The Victors were easier to change up.  Short of a few LAMs I may steal from my Robotech minis this is probably near the end of the Mechs until new plastics show up (rumored that the next Btech box set is Clans vs. Inner Sphere so that'll be a whole new era/project).


The Ghost Regiment is 42 mechs strong.  The mechs along the bottom don't have mech cards from the second printing, so I'll use first print cards.


The Rhodes Regulars, also 42 mechs strong.  Again mechs missing their cards will get first print cards until I find a new source for printing.


Newly finished mechs - cards will be added to their respective posts shortly.

Tuesday, January 12, 2016

Robots new and old!

I've been cleaning off the hobby table (ya know, when you look and have a dozen half-projects sitting in one corner collecting dust...).

The results are a Wyrd Malifaux scarecrow figure done up as an automaton/golem/construct, and a couple of more Battletech figures.


Two Javelin light mechs (older Citytech plastics) and two kit-bashed Wolverines from gashapon figures.  I was going to give one to each side, but I like a bit of difference between the factions so I opted for assigning both to a different side.




A very cool Wyrd Malifaux scarecrow...I removed the crows and didn't bother with the silly pumpkin head.  I opted for blood n' guts instead of straw pouring out.  I figure he may look like a scarecrow but can be used for a heap of other bad stuff.  He's mounted on a 40mm round renedra base.  Really had to have this figure the second I saw it.  It sat neglected on the table for far too long!

Elbowtech Additions:
 
Additional mech cards have been added to the Light and Medium mech card posts, adding painted versions of both Javelins and Wolverines.

Thursday, November 19, 2015

Cabinets, altars and trucks.

I've broken one of my own cardinal rules and let my hobby table become a bit piled-upon by projects which are all on-going.

I normally try to discipline myself and build...prime...paint...complete a small project before moving onto something else.  My blitz of hobbying over the last week or two has left my table scattered with some bits and pieces.  Time to finish them up.


A remaining cabinet, a Reaper altar (with some books/scrolls added to it)


These are four little collected trucks which are about 1/300 scale.  They came with a service crane (pictured below) and were sold alongside some Japanese Dougram gashapon figures I was using to make some Battlemechs.  I pulled a bunch of bits out of my box and assembled four different utility trucks for use as terrain and mission objectives.  One is a coolant/fuel truck, one is a scrap/recovery truck, one is a communications/radar truck and the last is the maintenance truck (the crane below is how the trucks are delivered via ebay).


You'll notice heavy dip on the trucks.  I did a quick and dirty paintjob on them and as my Army Painter starts to thicken (sadly happens every can) I use it on more and more terrain bits and stuff I don't care about.  The heavier dip actually gives them a dirty worn in look, so I didn't remove all of the puddles with my normal method.

I also started to finish up a couple of suspended bridges I'll be using for the dungeon crawl, and painted up a handful of tokens for Blood on the Sands (gladiator game) which I was too lazy to snap pictures of.

Sunday, November 1, 2015

Updates (11/1)

Light:
  • Added 3025 Javelin, Wasp, Stinger, Locust, Urbanmech, Ostscout, Firestarter, Valkyrie blank cards.

Saturday, October 31, 2015

Edits and Updates (10/31)

Assault:
  • Added 3025 Charger w/ modified special ability.

Heavy:
  • Added 3025 Marauder, Crusader, Ostsol, and Ostroc.

Medium:
  • Revised Hemes II (missing "fast" icon)
  • Revised Assassin special rule.
  • Revised Cicada special rule.
  • Replaced all cards for the above w/ new ones.
  • Added 3025 Wolverine, Vulcan, Scorpion, and Phoenix Hawk.
  

Tuesday, October 27, 2015

3025 Assault Mechs

Here are the Assault Mechs (Note: The first test mech from 3050 is included here, notated by the red "3050" tag on the card)
















And painted mechs