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Battltech, Any Players out there?

  • 05-09-2010 10:34pm
    #1
    Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭


    So 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.


«1

Comments

  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    Weds 15th September. 1830hrs.
    Gamers world.
    6th Lyran Guards Vs 40th Shadow Divisions
    Lyranguards06th.png vs 40th_shadow_div.png

    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.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.
    IMG_1126.jpg
    IMG_1127.jpg
    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.
    IMG_1133.jpg

    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
    IMG_1136.jpg
    Close up on the Grey Blurr from above.
    IMG_1137.jpg
    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!
    IMG_1144.jpg
    The Zephry and Buccaneer rush forward to provide targeting info for the remaining Word forces
    IMG_1143.jpg
    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.
    IMG_1149.jpg
    The Wobbies make an all or nothing push towards the wall.
    IMG_1146.jpg
    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/


  • Banned (with Prison Access) Posts: 6,315 ✭✭✭Jazzy


    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 unit


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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?


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.


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  • Banned (with Prison Access) Posts: 6,315 ✭✭✭Jazzy


    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 ideas :p


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    Well there is plenty to chose from. In all time lines.

    Are you following the current Jihad Plotline?


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.

    IMG_1198.jpg
    IMG_1197.jpg
    IMG_1200.jpg
    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
    IMG_1201.jpg
    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
    IMG_1208.jpg
    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
    IMG_1209.jpg
    IMG_1211.jpg
    IMG_1210.jpg
    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
    IMG_1212.jpg
    IMG_1213.jpg
    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
    IMG_1219.jpg
    IMG_1218.jpg
    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.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.
    PA250079.jpg
    PA250082.jpg


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  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.

    72546_487966333342_712533342_7236174_5528460_n.jpg
    http://www.sarna.net/wiki/Operation_Klondike


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    MarkHall wrote: »
    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
    IMG_1288.jpg
    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.
    IMG_1264.jpg

    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.
    IMG_1283.jpg
    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.
    IMG_1280.jpg

    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.
    IMG_1286.jpg
    IMG_1294.jpg

    While Honour had been maintained. It was all about to go pearshaped.
    IMG_1287.jpg
    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.
    IMG_1293.jpg
    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.
    IMG_1298.jpg

    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.
    IMG_1299.jpg
    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.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.

    IMG_1405.jpg
    IMG_1404.jpg
    IMG_1406.jpg
    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.


    IMG_1408.jpg
    IMG_1409.jpg
    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.


    IMG_1410.jpg
    IMG_1411.jpg
    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.

    IMG_1412.jpg

    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.


    IMG_1413.jpg
    IMG_1414.jpg
    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.

    IMG_1415.jpg
    IMG_1416.jpg
    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.


    IMG_1417.jpg
    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.

    IMG_1419.jpg
    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.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.

    10112010426.jpg

    10112010427.jpg

    10112010428.jpg

    10112010429.jpg

    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.

    10112010431.jpg

    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?

    10112010432.jpg

    10112010435.jpg

    10112010436.jpg

    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.

    10112010434.jpg

    10112010435.jpg

    10112010439.jpg

    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.

    10112010448.jpg

    10112010443.jpg

    10112010457.jpg


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.

    10112010458.jpg

    10112010460.jpg

    10112010462.jpg

    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.

    10112010464.jpg

    10112010463.jpg

    10112010465.jpg

    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.


  • Registered Users, Registered Users 2 Posts: 23 BTJ


    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 wednesdays :(


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    This Wednesday we're running
    The 6th Lyran Guards Vs Ryuken-ni
    6lguards.gif VS100px-Ryuken-ni.jpg

    So if you feel like taking a Mech for a test Drive you'll find us in the Back after 7.


  • Registered Users, Registered Users 2 Posts: 23 BTJ


    Might end up going depending on the weather and trains tomorrow


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.

    24112010471.jpg

    24112010470.jpg

    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.

    24112010479.jpg

    24112010478.jpg

    24112010476.jpg


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  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.

    24112010484.jpg

    24112010480.jpg

    24112010483.jpg

    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.

    24112010482.jpg

    24112010485.jpg

    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.

    24112010486.jpg

    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.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.

    IMG_1592.jpg

    IMG_1593.jpg

    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.

    IMG_1594.jpg

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    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.

    IMG_1594.jpg

    IMG_1595.jpg

    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.

    IMG_1598.jpg

    IMG_1600.jpg

    IMG_1601.jpg

    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.

    IMG_1603.jpg

    IMG_1602.jpg


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.

    IMG_1605.jpg

    IMG_1604.jpg

    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.

    IMG_1606.jpg

    IMG_1607.jpg

    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.

    IMG_1612.jpg

    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.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.


  • Registered Users, Registered Users 2 Posts: 23 BTJ


    I'm very tempted I have to say


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    You'd be most welcome.
    All you need is Dice.
    Oh and a "child like Awe of Robots!"
    :)


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.
    IMG_1752.jpg
    IMAG0095.jpg

    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.
    IMG_1755.jpg
    IMG_1754.jpg
    IMG_1756.jpg



    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. :(

    IMG_1758.jpg
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    IMG_1760.jpg


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    IMG_1762.jpg
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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
    IMG_1764.jpg
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    IMG_1767.jpg
    IMG_1768.jpg

    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.
    IMG_1769.jpg
    IMG_1771.jpg


    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!!!!!!!!!!!!
    IMG_1753.jpg
    NUKE U LAR! It pronounced NUKE U LAR!


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  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    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.
    For those who don't know, Lamenkov's Liability are a Republican independent lance which has been sent to Schedar to investigate a belligerent group of rebels or pirates. When they first engaged the enemy, they discovered they were in fact a well-equipped and well-lead rebel force called SELF (Schedar Elightenment and Liberation Force), who've just suckered the Lance into an ambush, and now the team has to fight their way clear!

    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:

    P1050176.jpg

    a view of the battlefield

    P1050177.jpg

    SELF forces deployed

    P1050178.jpg

    The Liability escape one ambush only to fall into another

    P1050181.jpg

    The first Harasser dies to a plasma rifle hit

    P1050187.jpg

    The Mongoose and Wolverine begin a backstabbing campaign

    P1050188.jpg

    The Osprey engages two SELF mechs

    P1050189.jpg

    A lucky crit detonates one of the Pattons' ammo bin

    P1050195.jpg

    The Karhu goes toe-to-toe with the SELF Trebuchet

    P1060196.jpg

    The Ambush has turned away from the SELF forces as the battle comes to a close


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    This Evening from six pm.
    The Steel Vipers shall attempt to stop Invading forces from taking thier Mountain.
    38421_franchise_icon0029.gif
    They really do like their mountain.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    http://www.warpcon.com/?page_id=79
    Warpcon will be hosting Several Battletech competions over its weekend.
    These are being run by the Gathering.
    Should be a fun event.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    WolfvDragonpromocopy.jpg

    With the PDF release of both Historical Turning Points: Misery and Death to Mercenaries or group decided to try something EPIC! So starting this Febuary and running every fortnight until the final battles, the Battletech group in Gamers World, Dublin will be running from start to finish, the ENTIRE campaign.

    Starting with a 28mm tactical game using the rules from A Time of War and running right through to the final battle on Crossing. All minis, sheets, maps etc will be provided so just turn up and play if you want to take part.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    In the chaotic withdrawal from Clan space it was not unusual for units from different factions to bump into each other in the Deep Periphery as they scavenged for supplies en-route to the Inner Sphere. On a remote planet these two Clans found themselves skirmishing.

    While loading there Dropships a detachment of Snow Ravens detected a unit of Hells Horses, including a detachment of artillery tanks, closing on their positions.

    Unwilling to risk their Dropships the less experience heavy trinary was forced to engage a significantly better trained force, only the Ravens air supremacy could give them a chance.

    1st Raven Chasseurs Heavy Trinary.

    Thor - G
    Mad Cat - Pryde
    Vulture - H
    Nova Cat - F
    Cauldron Born - E

    IMG_0623.jpg

    IMG_0624.jpg

    IMG_0625.jpg

    Star of Sylph Battle Armour

    IMG_0618.jpg

    IMG_0621.jpg

    3 Points of Aerospace Fighters

    2x Turks - D
    2x Batus - B
    2x Bashkirs - C

    Hells Horses units.

    Vulture - E
    Thor - G
    Thor -
    Mad Cat - F
    Cauldon Born - C (I think)

    2x Hueypochilfnhohoivznbknb\z (sod it, those big tanks with the twin Arrow IV's and HAG 20s, call them Hueys, everyone else does)

    1 Star of Gnome Battlearmour.

    Turn 1.

    Not much happens, Ravens enter angling for the right flank, Thor, Nova Cat and Cauldron Born keep their Sylphs on board while the Mad Cat and Vulture dump early to free up their missile racks. Hells Horses start to advance while the Cauldron Born hangs back to protect the Hueys. The fighters stay away for the opening round.

    IMG_0626.jpg
    IMG_0628.jpg
    Turn 2

    The first casualties occur early as the opeing artillery volley from the Horses hits home and destroys two fo the recently dismounted Sylph points and damages the Nova Cat. Worse is to come though as a long range sniping shot from one of the Horses Thor's headcaps the Raven Cauldron Born with an ERPPC, all the Raven manage is minor armour damage to their opponents. The fighters however move towards the battlefield and are now in striking distance.

    IMG_0631.jpg

    IMG_0630.jpg

    Turn 3

    With casualties mounting it was time to call in the Fighters while the Mechs and Battlearmour continued to close. The Raven Mad Cat got to close to a Thor and the Vulture and paid for it with a savaging by ATM's and lasers, honour had gone out the window the turn before so the Ravens returned the favour as the Nova Cat jumped a ridiculous distance to get behind the Vulture and tear open its Right Rear Torso taking off the section. The heat overload sent the Vulture into shutdown.

    IMG_0635.jpg

    The real action was at the back though as the Hueys found themselves beset by a Turk and a Bashkir each while the Batu's went after one of the Thors and the Mad Cat with bombing runs. The combination of bombs and strike attacks destroyed both Hueys while the Batu's savaged the Thor and destroyed two points of Gnomes, suitable payback for the earlier artillery strike.

    Sadly the Ravens paid the price as two Air Defence Arrows slammed straight into the ass of a Batu sending it out of control and straight into the ground while HAG flak shots did the same to a Turk.

    IMG_0632.jpg

    Turn 4

    With it's charges destroyed the Cauldron born decided to start advancing while the Ravens tried to avoid its line of fire as they took on a Thor on the Right flank with their own Thor, the Vulture and a point of Sylph. Meanwhile two more Sylph teams decided to mug a point of Gnome that found itself isolated and the Madcat backed away and found itself right in fron of the shutdown Vulture.

    IMG_0636.jpg

    IMG_0637.jpg

    Net result of the carnage was a good chunk of damage to the Horses Thor as the Sylph did a Pidgeon Poop with their cluster bombs and lasers on the Gnomes and wiped out the point, Gnomes got to take a point of Sylph with them though. The Mad Cat got some payback by putting all it's lasers straight into the Vultures alredy damaged Center and finishing the engine.

    Turn 5 was the last turn but it was the decider as the fighters came back for more. The surviving Batu dumped it's remaining bombs on a Thor ripping it's back armour to shreds while the remaining three dogpiled on the Cauldron Born savaging it. The Raven Thor ended up dualing with its counterpart and while it didn't do as much damage the five Inferno missiles that did hit meant it was in trouble if it had gone to another round. The Nova Cat began to take note of the Mad Cat as did the Vulture and the Ravens own Mad Cat finally inflicting some damage.

    IMG_0639.jpg

    IMG_0640.jpg

    In the end we reckoned the fighters would have tipped the balance in favour of the Ravens, the remaining Turk, though badly damaged by ground fire would have been able to wipe out the remaining Gnomes with impunity with Strike attacks and the Batu would savage anything it liked with the Pulse lasers. A narrow victory for the Ravens but they would not have much to return to their ships with.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    Recently the group here in Dublin decided we needed something EPIC to work on, so after sorting through a few ideas we came across the wonderful scenario packs of HTP: Misery and Death to Mercenaries and thought....

    .... why not run this, ALL of this.

    So we are, both packs, start to finish, every two weeks a scenario of old school Battletech madness but to start with, we came up with something REALLY different.

    Since we had recently (and finally) gotten out hands on A Time of War we thought about were this particular story arc starts, not on Misery but on An ting and not in the streets and alleys but in a quiet Comstar compound.

    Wolf Dragoons 7th Kommando.

    1st. Squad
    Captain Anton Shadd equipped with SMG.
    Chief Tech Scott equipped with SMG
    Trooper 1 equipped with SMG & compact Grenade Launcher
    Trooper 2 equipped with Blazer Rifle & V-Law
    Trooper 3 equipped with Blazer Rifle & V-Law
    Trooper 4 equipped with Sniper rifle
    Trooper 5 equipped with Light Machine Gun

    2nd Squad
    Trooper 1 equipped with SMG
    Trooper 2 equipped with SMG & compact Grenade Launcher
    Trooper 3 equipped with SMG & compact Grenade Launcher
    Trooper 4 equipped with Blazer Rifle & V-Law
    Trooper 5 equipped with Blazer Rifle & V-Law
    Trooper 6 equipped with Sniper rifle
    Trooper 7 equipped with Light Machine Gun

    All Dragoons equipped with IR/Camo Sneaksuits.

    Kurita Civilian Guidance Corps

    Squads 1,2,3 & 4

    Squad Leader equipped with KA-23 SMG
    Troopers 1-6 equipped with Auto Rifles

    All CGC troopers equipped with Kuritan Armour Kit

    Kurita 'Volunteer' Squad

    Squad Leader equipped with KA-23 SMG
    Troopers 1-6 equipped with Auto Rifles

    All 'Volunteers' equipped with Flak Vests

    1 Vulcan Battlemech.

    We put this together from the Tactical Combat rules from A Time of War and the old scenario in the original Battletroops plus a bit of re-reading of Wolves on the Border.

    The two squads of 7th Kommando started off scattered around the Comstar HPG building with one squad each of Kuritan CGC entering the board from each side, ranges were set to 2 meters = 1 inch to allow for the tight space.(relatively speaking). We used Starship Troopers minis for the Kuritans and Warzone bauhaus figures for the Dragoons.

    Dragoon Set-up

    IMG_1927.jpg

    IMG_1926.jpg

    Anton Shadd and Chief Tech Scott started in the 2nd floor control room along with the two snipers while the rest secured the ground floor, though most kept back from the windows.

    IMG_1928.jpg

    Kuritans entered on Turn 1, one squad from each table edge.

    IMG_1929.jpg

    IMG_1930.jpg

    IMG_1931.jpg

    The carnage started early as the Kuritans coming through the fuel tanks came under accurate fire from the snipers that had them diving for cover, a few ineffectual return shots snapped back but with the Sneaksuits and the cover the Snipers weren't exactly worried. Meanwhile on the opposite side of the building one of the Dragoon LMG's decided not to mess about since the cat was already out of the bag and laid down suppression fire on the front entrance as did his colleague on the adjacent flank.
    The last squad got the worst of it as they tried to make a dash for the nearest entrance they were hit by a pair of Grenade Launchers and suffered heavy casualties.

    IMG_1932.jpg

    IMG_1933.jpg

    Turn 2 and the Snipers continued to pin down the troopers around the fuel tanks though the return fire was starting to get a little close for comfort, while the squad around the main entrance contemplated how to get in without getting cut to ribbons, a well placed Grenade Launcher shot wounded most of the squad though as they tried to make up their minds. Squad number three had made the building though and in a clever move headed for a roof access stairs to try and bypass the main body of 7's and assault the control room through the windows.
    Meanwhile the survivors of the last squad took cover in some woods and tried the slow and steady (and safer) assault technique.

    IMG_1933.jpg

    IMG_1934.jpg

    Turn 3 was when things started to get serious for the Dragoons with both snipers going down in a hail of bullets from both the troops still holding out around the fuel tanks and back shots from the squad that had finally made the roof and fired in the opposite window. Their victory was short lived however as Shadd laid most of them out with a Grenade Launcher shot followed by a hail of bullets they were too tightly packed to avoid.
    The squad at the front door decided that since they were dead either way they would Banzai in the door through the suppression fire that was still being laid down and which promptly tore them to pieces. The remainder of the squad in the woods finally made the back entrance and started inside as the remainign troopers from the fuel tanks followed.

    IMG_1938.jpg

    Turn 4 and more Kuritan CGC troops showed up heading for the front entrance but this group was more cautious, having learned from their comrades mistakes they spread out and covered themselves to minimise casualties though more Dragoon Grenade Launchers started picking them off one by one. Round the back the fighting was getting hand to hand as both sides had to fight for every room. Finally though the Dragoons catch a break as Chief Tech Scott finally manages to hotwire the HPG and send the signal.

    IMG_1936.jpg

    IMG_1935.jpg

    IMG_1937.jpg

    With the message sent the remaining Dragoons headed downstaris and prepared to make a break for the perimeter, with both the main and rear entrances blocked they had planned to exit by the windows on one of the blind sides but unfortunately their luck ran out.

    The Vulcan arrived.

    Vaulting over the building the mech aimed it's Flamer at the window and let loose a stream of plasma that incinerated the gathered Dragoons and even several Kuritans in an inferno that left no trace of their valiant actions.


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  • Registered Users, Registered Users 2 Posts: 3,308 ✭✭✭quozl


    That's really cool, Mark. I made those buildings for Infinity, it's nice to see them being used for other skirmish sci-fi games :)


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    They are excellent and quite easy to defend against a horde attack.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    While making the push through the Free Worlds League THOMAS HOGARTHS!! Forces came across some Regulan troopers and his brilliant mind immediately tagged them as enemy WOB units. Left with no other course of action he took his forces into the field to put an end to their reign of terror.

    Lorcan's Regulans are normally not quite such good shots. But he upped their skills to match HOGARTHS BV.
    It gave him a 16 units to my 12. His a mix of weights. Mine heavies and assaults.
    He won choice of sides and opted for a lenghtways game as it gave his guns a slight range advantage.


    The First few turns consisted of Hogarth closing while the Regulans held their position.
    A bit of fire exchanged caused an Archer to get nervous and back away. And a Trebuchet to loose an arm.
    IMG_2037.jpg
    IMG_2038.jpg
    IMG_2039.jpg
    IMG_2040.jpg

    Turn 4
    This saw the first of a mental moment as a Ostol charged one Flank all by itself. It did a fair bit of damage to a T-Bolt but paid for it by being knocked down with major leg damage.

    Hogarths Warhammer attempted its own solo run. And got away a little lighter than the Ostol when the Light lance attempted to mug it.
    Main focus of the Regulan fire so far has been the Goliath who has managed to take most of the hits upon it.
    IMG_2041.jpg
    IMG_2042.jpg
    IMG_2044.jpg
    IMG_2045.jpg
    IMG_2046.jpg


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    Turn 5
    The Ostol is removed from Play by combined fire of the Ceasar and Archer.
    The Trebuchet detonates.
    And the Fafnir joins the Goliath on the hitlist as they pour fire into it.

    IMG_2048.jpg
    IMG_2049.jpg

    Turn 6
    The Warhammer jumps away to cool after the spectacular mess it made last turn trying to hit the enemy.
    The Regulan Recon follow it using the woods as cover.
    The Marauder become target of Hogarths forces on the city side.
    While the Goliath and Fafnir attempt to use the trees to keep some fire off themselves. Under Hogarths orders they begin firing upon the GrandTitan in an attempt to force it from its hiding spot.
    The Pillager attempts to scare off the Stinger that lands on front of him.


    IMG_2050.jpg
    IMG_2051.jpg

    Turn 7
    The Archer and Marauder both go where ever bad Regulans go when they die.
    In Return a floating crit from the Battlemaster sends a Pristine Ceaser to the scrapheap with a hit on the heavy Gauss.
    Hogarths Archer managed to breach the center torso on the flanking Spider and scores 3 engine hits taking it out.
    The Goliaths and Fafnirs Gauss go up the hard way and both go down hard.
    The Fafnir even has time for a little nap.
    IMG_2052.jpg
    IMG_2053.jpg
    IMG_2054.jpg
    Turn 8
    HOGARTHS forces attempt to push to keep fire off the downed units.
    The mechs on the city side harass the Battlemaster.
    While the Warhammer and Archer throw in support fire.
    The pillager manages to remove the pest of a Stinger finally. While the T-bolt welcomes the Shadowhawk to the game.
    The Madauder II tears chunks off the Rifleman.

    The Regulan command lance all focus fire on HOGARTH! A smattering of head hits later and the Atlas lies headless.
    The Lyran troopers rejoice as this now means they have a chance of surviving this mission.

    IMG_2055.jpg

    We finished up there.
    The Mariks had their command lance, A Battlemaster and a Stinger still left operational.


    Hogarth had
    a lance of heavy's with plenty of fight in them.
    2 assaults and a Mad II with a slight issue over the Heavy Gauss.

    It was too close to call. But we game the Regulans the Win since they managed to kill THOMAS HOGARTH!!

    I Blame this on my second in command who seconds after the line.
    "Command lance on Hogarth!!
    Says
    "It'd Be funny if they managed to kill him."

    He has promptly been given a hero's welcome where ever he goes by Lryan troopers.


    It was also nice to do more moving than the enemy forces. :)


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall




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  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    So the planned game couldn't happen for a variety of unfortunate reasons this week. And at last minute I threw The BV for Hogarths unit at Dahtac(Otherwise know as Kieth) We have no mission beyond waste each other.
    But we figure the Vipers where in the way of HOGARTHS new Summer home. And that is the reason for the fight.

    Specials rules in play.
    HOGARTH!! -5 to initiative
    Steel Viper + 1 to initiative.
    Hogarth only managed to draw the initiative roll twice all game. We Lost every turn of it.

    To: Kommandant-General
    From:
    RE: Fitness for Duty of Leutnant General Thomas Hogarth.

    Turn 1 to 4
    All reports that Leutnant-General Hogarth is unfit to for duty after his brush against the Mariks last month are completely unfounded. Sure it seemed odd as he refused us perfectly good shots upon the Vipers until he was ready to engage the enemy himself. But his tactic paid off by allowing us to close quicker as we didn't have to focus on targeting. This assisted the recon unit who feinted to the far side of the lake only to bounce back under the protection of the larger assets.
    IMG_2102.jpgIMG_2103.jpg
    IMG_2104.jpg
    IMG_2105.jpg
    IMG_2106.jpgIMG_2107.jpg

    Turn 5
    Then in an inspiring show of the skills he has honed over the decades. He selected an enemy Masakari as his target and ordered weapons free. With the first Gauss slug he dropped the clan beast in its tracks. Cleanly removing the cockpit from the unit.Giving the Clanners pause for thought. It did appear to take some of the wind out of their sails.
    IMG_2108.jpg
    IMG_2109.jpg

    Turn 6&7
    Pushing this advantage all units pushed for behind the cover. The Clanners did similar with two of their own. And we exchanged short ranged fire over the hilltop. Dropping one of them. They promptly got up and attempted to flee. It was at this point that the unit first noticed something off with the Leutnant-General. As he let his Atlas fall back behind the main force to allow it to cool after the last salvo of fire. It was very unlike him to sit by like that and let the Fafnir and MarauderII take fire.
    The Vipers where still holding to their rules of warfare and demanding we behave similarly. Leutnant-General Hogarth ordered a great volume of fire on the enemy Dire Wolf hiding on the hill. While others focused on the Kingfisher.
    I personally got my First clanner kill when the Linebacker obliged by running past my T-Bolts feet allowing me to Kick the head clear off it.

    IMG_2110.jpg
    IMG_2111.jpg

    Turn 8
    Noticing how they where starting to get desperate sending one lone medium mech in an attempt to slow down our advance.
    We pushed on out of the cover provided by the hills and the trees. Some protested and held back. But Hogarth assured us.
    "That being able to target the enemy clearer makes it more likely that you will put them down."
    And can one find fault with that? No sir. Considering the Ryuken losts its autocannon. And both the Kingfisher and Direwolf where put down. And for the cost of a few tons of armor.


    IMG_2112.jpg
    IMG_2113.jpg

    Turn 9
    Again we noted signs of a change of temperament in the Leutnant-General. He commanded the light unit remove the Ryuken from his sight. And when the crafty begger managed to skulk away the Leutnant-General seemed in no way putout. It could have been the fact he was so focused on hitting the Viper and yet again showing us the bad side of a Gauss to the command couch dropping it as it attempted to flank our forces. The Fire from the rest of the unit caused the remaining clan assaults to start falling back from our force. By now Whytes and my T-Bolts shared the fact that we had less armor than a Commando. But we were still capable of preforming the duties asked of us.
    IMG_2115.jpg
    IMG_2116.jpg

    Turn 10
    Sensing the end of this battle. The Vipers made an attempt upon the rear of Hogarts Atlas with their Black Lanner. And the Leutnant-General chose to focus on the fleeing assaults rather than it. He commanded the units on the mountain to destory it.
    And again behaved very unHogarthy when they failed to do this simple task and ended up costing him a ton of his guass ammo. To be fair thou Crowleys Fafnir was suffer with a Gyro problem at the time.
    I personally had my own issues when the Battlecobra that had been sniping all game suddenly rushed me. A flurry of fire exchanged between us. And I left him sprawled on the grassey floor as the heat spiked in my mech.
    IMG_2117.jpg

    It was at this point Hogarth order us to cease pursuit of the Fleeing Viper assaults and to focus on the smaller units who where now stuck unsupported. It was simple work for the unit to finish them as there was nowhere for them to escape to.
    This leads us to the last change in the Leutnant-Generals behavior the fact that all members of the squad survived is beyond me. Looking back over the commanders history I think this could be a first time we've not had to put in requests for new personal and equipment.
    So if there is something amiss with Hogarth since the Marik Incident we hereby request that no attempt is made to fix it.This is not the Hogarth who said "I would gladly loose you all to down one of them" This is a new and downright Impressive Thomas Hogarth.
    We welcome this new Thomas Hogarth with open arms. And foresee many a victory under his command.
    Leutnant-Colonel Arquinsiel




    A Fun game for my side. As soon as Hogarth dropped the Warhawk it sort of broke the Viper line. They just didn't have the firepower after that loss.
    We did however see some interesting moments.
    The Direwolfs attempt to use its TC to aim for the torsos on the Fafnir in an attempt to end it quicker.
    Thankfully it only got one turn of this.

    The Battlecobra proved far more useful than I expected. Those Er LL do make for and excellent sniper chassis. Only suffering when it went "BIG RED BUTTON!" in the last turns of the game.

    And yet again Kingfishers who why they are mean sons of guns. Takes such an aweful lot to put them down for good.

    Mech of the match:
    Hogarths
    I would have to give it to the man himself. Two kills and 1 assists.
    Vipers:
    I would give it to the BlackLanner for that moment of madness running behind Hogarth.
    But the vipers may feel differently on this.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    At the Start of the Month we had Leprecon

    A few of us ran a demo game. And did our best to pimp Btech for all we where worth.
    IMG_2061.jpg

    We got a lot of interest and handed out a fair few quickstart Rules Printouts to folks throughout the day.
    And had a mostly enjoyable game of Battletech.


    Swerve Pass, Spittal, September 3050
    The Bear forces Chased the fleeing Spittal Knights units Into Rutger's pass. Where the rasalhagians has set up a vibrobomb Field. When the Vibrobombs failed. The Knights fell back to their fallback position in Swerve Pass. The Bears followed them.
    And using their Jumpjets for teh firstr time,Rosing out if the pass onto the ledges.
    The Mech forces quickly fell.





    The Ghostbears forces consisted of 140th Striker Cluster of Delta Galaxy.

    Star 1 2 Stars of Elementals.
    Thimberwolf A 3/4 Basically an A
    Thimberwolf A 2/3
    Hellbringer Pr 3/2 mostly a prime
    Stormcrow 3/4 LPL +MPL Combo
    Summoner A 2/4 replacing the srm ammo for guass ammo.
    Star 2
    Executioner A2/3
    Executioner A 3/4
    Viper B 2/4
    Viper B 3/4
    Nova Prime 3/4
    Star White
    Summoner D
    Nova B
    Koshi C
    Thimberwolf S
    Viper C
    Star Blue
    Direwolf S
    Thimber wolf Pryde
    Summoner G replace the heavy laser with an er version please
    Mad Dog Mod
    Warhawk Mod


    The Bear Players Bid for the right to attack.
    The Starting Forces
    IMG_2058.jpg
    The Reserve forces
    IMG_2059.jpg
    The We're in trouble Forces.
    IMG_2060.jpg


    The Free Rasalhauge Forces.
    They set up along the route to the Dropship.


    Turn 1
    IMG_2062.jpg
    The Bears Surprised the FFR Forces by coming down along the High canyons Walls.
    The Defenders had set up most of their mines and traps in the lower portions of the Canyon. They only got lucky with one of the Vibromines being triggered by an Executioner.
    The Stormcrow warrior bids away his Targeting computer.
    Some long range fire was exchanged. Nothing major to report.

    Turn 2
    IMG_2063.jpg
    The Bears Right flanks focused on the troops further up the canyon.
    While the Left flank focused on the forces closer to the them.
    The Summoner changelled the Catapult to combat.

    Turn 3
    IMG_2064.jpg
    The FFR Forces attempt to stall the bears advanced by running into the rear of the right side.
    The Vipers Active probe reveals one of the hidden Behemoths.
    This reveal allowed the tank to plink the Vipers CT with a Floating Crit and take out the gyro. Halting the Vipers forward momentum. The Viper kills the tank drive system in return.
    The Stormcrow lays claim to the Zeus as his target.


    Turn 4
    IMG_2065.jpg
    The Clans find anther tank.
    The Rear FRR forces decide to start leaving the area. The Jagermech loses an AC 5 to the downed Viper.
    Elementals make the call not to try take down the tanks and continue.
    The Wolverine goes into hiding.
    The Grasshopper continues to survive despite itself.

    Turn 5
    IMG_2066.jpg
    The Summoner and Stormcrow continue to push on the left flank. Chasing down their targets all the while taking fire from multiple enemy units.
    The Thimberwolf gets a similar serving of punishment and ends up with an open leg. The Trebuchet screws up the attempted kick and ends up kissing rock. But winds up the main target of the tanks on the mountainside. And finds itself toppling to the fire.


    Turn 6
    IMG_2067.jpg
    More Hidden tanks decide to break cover.

    The Summoner and Stormcrow close. The Summoner manages to cause a shut down on the Catapult throu the use of Infenos.
    The Hellbringer and the Wolverine trade shots. And the Thimberwolf fails yet again to put down the Grasshopper.
    The Executioner dives into the canyon to deny some shots from the tanks and attempts to take out Trebuchet. It succeeds in removing a leg.
    The Bethmoth ends the Vipers attempts at combat by removing both arms. Leaving the mech a usless Torso.
    But not before he helps remove one of the new arrivals.

    Turn 7
    IMG_2068.jpg
    IMG_2069.jpg
    The Dragon and Jagermech do their best to get up the mountain.
    Infantry pop up like flowers throughout the canyon.
    The Summoner fires on the tanks in the distance while offering the Catapult a chance to be taken bondsman.
    The Hellbringer makes an impressive shot to take down the Wolverine. Ending any danger from the rear.
    The Executiner pore fire over the tanks on the hillside.
    While the Elementals make an Ill attempted attack on the Warhammer. It's AMS handling the missles with ease.
    The ones on the Trebuchet have better results.
    The Thimberwolf takes a volley of combined fire from the tanks and mechs around it. A few shots to the head end the warriors life. A cheer is sounded from the Sphereoids.
    The Clan commander makes the call to bring in the reserves to deal with the units in the canyon allowing the lead elements to chase down the advance forces.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    Turn 8
    IMG_2070.jpg
    IMG_2071.jpg
    The Reserves enter in the same manner as those before them. Using the same paths they know to be safe

    The Zeus makes a stab at killing the Executioner who has made the Warhammer his focus.
    Finally breaching the armor the Stormcrow sets off the ammo within the mech.
    The Catapult attempts to regain its feet and fails.

    Turn 9
    IMG_2077.jpg
    IMG_2078.jpg
    IMG_2079.jpg
    The Dragon makes it to the safety of the dropships guns.
    The Summoner leaps away in an attempt to cool after the Catapult returns to its feet.
    The Reserves drop the Grasshopper and hurt the tanks.
    The Stormcrow crests the hills Setting his sights on the Jagermech.
    The Pikes start making a move for the dropship.



    Turn10
    IMG_2081.jpg
    IMG_2082.jpg
    IMG_2083.jpg
    IMG_2084.jpg
    The Stormcrow makes it to the top of the hill. And his Lasers savages a leg on the Jagermech.
    Just falling short of removing the leg.
    The Summoner Catapult battle comes to a head. With the Summoner criting an ammo bin on the catapult.Which had been emptied several turns ago. The Cat used the last two salvos from his missiles to core the summoners center torso. [tickedoff]
    The other two Pikes get immobilised. And the Hunters make the break for the ship.


    IMG_2085.jpg
    An Elemental piont shows some infantry just how dangerous they can be.
    Turn 11
    IMG_2088.jpg
    IMG_2089.jpg
    IMG_2090.jpg
    The Stromcrow pushes its luck and tries for the Jagermech again. The dropships fire takes a chunk of armour from it.
    The Executioner attempts to stop a Hunter. Leaving the Elementals to deal with the tanks.
    The Hunter stalls when the engine gets taken out.
    The Jagermech and Dragon get on the dropship and it makes prepartions for takeoff.
    The Myst Lynx finishes the Warhammer. And the Hellbringer targets the Catapult.

    Turn 12
    With the dropship pulling out. The Bears offer the FRR a chance to surrender.
    Those that refuse are going to suffer.

    Aftermath.
    An Interesting chase. The spheroids did a lot better than expected. Still can't get my head about the Catapult beating the Summoner. Really should have finished it off when it was on the ground.
    The clanners had some bad luck early on with the floating crit and the headcap.
    But they still gave a good account of themselves. Cleaning up the fleeing mechs fairly easily.

    Mech of the game:
    Clan side it goes to the Hellbringer who lasted a lot longer than was expected of it.

    I can hazard a guess that the Catapult will take the honor for the FFR Side.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    Currently sitting on the Shelf in Gamersworld.

    189568_10150172772313343_712533342_8579504_4492377_n.jpg


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    Attempting a different approach to this one. Got creative with some fiction to match the game.

    Operational Order -23rd April 3028

    Elements of Beta Regiment to conduct recon in force of Hamar Valley. Locate any enemy forces and return with scans of main body if possible and/or enemy captives for intelligence. Engage if necessary to complete mission but preserve own forces were possible.

    On Thin Ice.
    The Wolf Dragoons mechs raised clouds of snow as they pelted towards the mountain range. Every mech left welts in the white landscape as they went.

    IMG_2013.jpg

    Victor Maclane' Griffin moved towards the higher ground his companions skirted around. His mechs sensors passed intel on to the rest of the unit allowing them to see what he was seeing. There was a collection of at least five Dracs sitting at the highest point of the mountain. There where probably more just out of view.

    IMG_2014.jpg

    The radio squawked " Watch yourselves lads. We've an iced river here. I just about made it across." reported Paul Orville as his Locust slid across the frozen river. Hickeys Commando followed suit.

    "Take it slow and Steady Dvirovitch. Don't want you going under." Clive Tanner ordered.

    As Ivans Wolverine reached the treeline he retorted. "No worries Boss. Sure Jessie will tiptoe over to them Dracs."

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    Closing with the river Victor could only watch as some of the enemy fired on Hickeys commando. He triggered his jumpjets as he came to the iced edge throwing the fifty five ton beast into the sky and out past the river. He landed noting only Tanners Centurion hadn't made it across.

    "Contact!"

    Twopine called out, as she broke her Pheonix Hawk into a dead run away from the Ryuken Jenner and Pheonix Hawk that came bounding down off the mountain.

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    Let them come! Victor thought as he lined up the Wolverine trying to harm his mates Locust. The blue blot of the PPC tore into the mechs legs while the missiles peppered the arms. The heat spiked for a few seconds as the mech tried to dissipate it. His own warning screens flashed as the enemy Jenner pegged him with some laser blasts.

    "Someone swat this gnat for me!"

    He uttered as he pushed the Griffin into a run and waited for the weapons to recycle so as he keep the Wolverine in his sights as it attempted to flee back up the mountain. More fire joined his PPC as chunks of the enemy mech fell away.He saw the Ryuken Pixie take a pounding including Tanners cannon to the head. In an impressive feat the Mech remained upright.
    Victor had to respect that even if he did not like the fact. The lad managed to run behind Tanner in an attempt to get some revenge on him.

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    Triggering his jets, the mech again took flight. "I got your back Tanner!" The mech fell short as a jump jet cut out. Bloody Jenner must have fragged it. He landed on the wrong side of the Pixie. And was just in time to see Ivans Wolverine turn back and take the head off it.
    Coming over the comm chatter came Tanners slow bass "Rather you than me mate!" Victor turned his mech to face the still fleeing Wolverine. His missiles unloaded in time to hear Twopine bitch out Orville.

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    "Get out of the Bloody Woods. If you don't get that Locust moving you're walking back to camp"
    The missiles hit the target and the torso became a ball of fire as the ammo detonated inside the mech.
    "That's two for those of you keeping track."
    "Can it Ivan!" ordered Twopine. "Get your ass up there and support Tyler instead of keeping count."
    "Rest of you form up on me and we'll try draw them off Tyler."
    The Griffin groaned as he ran it to the front of the mountain. Cursing the lost jet that meant he could not sail onto the hillside as he navigated the woods. He chose to take a pot shot at the Panthers raining fire from the top of the mountain. He missed but Captain Twopines lasers all pegged the PPC arm. He doubted that sparking was a good thing.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


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    He kicked in his jets again aiming for the tree coverage towards the edge. Tylers Jenner went whizzing past him.

    "Where you going Tyler?" he asked.
    "Outa here mate. They're a lot bigger than me. And my poor Wing can't dish out the damage like I could." Jenny told him as he noticed her one of her arms was missing. "Shouldn't poke the big boys little lady."
    The trees around him exploded as enemy fire went wide.
    As Carps Wolverine came back into view Twopine announced. "Bug out people.! Jobs done. There's too much support here to break through."
    His jets fired again and he flew backwards while lobbing missiles at the Trebuchet that had holes all over it. His whole body jolted as he hit the ground. Or maybe that was the missiles that just bounced off his canopy.

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    "Making a run for it. Can you guys cover me till I get back across the ice?" Tanner asked as his Centurion left the safety of the woods.
    "Rest of Striker cover him. Everyone else regroup far side of the river."

    A host of affirmations met Twopines orders.

    Victor leapt his mech off the mountain. He held off on his fire to allow the mech systems to cool. He smiled as Carps Wolverine Kicked the foot off the Jenner sending it crashing into the trees around it.

    His enjoyment was shot down as Twopines scream broke over the Comm line.

    "TANNER!"

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    On his sensor screen the triangle that represented Tanners Centurion vanished over the riverbed. The ice that they crossed minutes before had not been able to support the mechs return journey. The ice gave way plunging the Centurion into the icey water below.

    "Turner, sound off!" Twopine frantically ordered.

    "He'll be fine boss. Take more than to stop Em."Orville Offered.

    "He's got holes that you could run your Locust through in his chest. His reactor has to have breached. Get over there and check on him Orville."

    "Roger."
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    Victor kept his focus on the Ryuken mechs who had begun to file down the hillside firing as they moved. A well placed volley of fire into the Trebuchet took its torso off and make its pilot reconsider its decision to keep pushing down the mountain.

    "Tanners okay. He's made it out. Not sure how long he'll last in the cold though. My leg is open. I can't get him."

    "Who can?"

    A moment passed as the Dragoons checked their mechs status.

    Vic's torso was badly mauled but his legs and arms were okay.

    "I'll get him. Let him know Paul." He ran Thor towards the River." Cover my ass guys."

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    The Dragoons spread fire across all the incoming Dracs. The Dragoons pushed their heat curves in an effort to keep the Dracs from pushing forward or focusing upon Victor.

    He could see Tanner struggling in amongst the ice. Victor slowly made his way into the water. Lowering the hand he let Tanner climb onto it. The hand cupped as he asked "You fit for a Jump Buddy?" He got a Thumbs up before Tanner griped the hand for dear life. He covered it with his other hand. He was as gentle as he could with a fifty five ton mechs hand.

    "We're outa here Guys." And the mech rose the plasma coming form the jets melting more ice and raised a could of steam as he rose up and over the trees. It landed with a deafing thud. He worried about poor Tanner who was encased in a metal womb. Separating his hands he was revealed to see Tanner a little cold but alive. Orvilles Locust appeared beside him and the hatch popped. He lowered the hand down. And Tanner vanished inside the mech.

    "Got 'im boss. He's fine but dripping all over my upholstery."

    "Good work people. Maximum speed. We are done here."
    Their mechs fled towards the Dragoon camp. Leaving the Kuritians to waste thier time firing at where they used to be.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    From Keith O Sullivan.

    Not a full battle report but a bunch of highlights from a game myself and peter crowley played yesterday in Gamer's World, Dublin.

    I brought in my in progress Steel Vipers force, An Assault Star and a Medium Star from the 104th Assault Cluster. Pete brought along a company of stinking Lyrans. For once the forces were evenly matched, I had 10 mechs, he had 12 and we both had roughly similar pilots. Playing on 4 maps, only 2 of which ever saw any real action, the game quickly turned into a short range slugging match in the centre of the table. Both sides suffered horrendous losses and damage but the balance eventually came down on the Lyran's side as the extra two mechs on their side weathered the attrition better.

    So anyway, highlights:

    First Shocking Moment of the Game

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    Look, I'm flanking!

    So yeah I FLANKED! Not usually known for aggressive movement, I rapidly moved part of my medium star down the left flank. In the picture that would be the Linebacker, Black Lanner and Stormcrow. Little did I know how much that would pay off later on

    A Brief, Yet Painful Learning Experience

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    I Learn Just How Much Punishment a Kingfisher Can Take

    Ouch. At this stage I hadn't fired yet and with declared fire...my problems were only going to get worse...

    A Brief, Yet Painful Experience

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    Meet my Quadriplegic Battle Cobra

    So yeah, my battle cobra managed to lose both side torsos, both arms (obviously) and both legs in a round of fire...leaving a slightly battered centre torso and head to drop to the ground with a loud clunk

    No Pics for This One but...

    Another highlight of the game was the performance by the Star Commander for the medium star (piloting the Stormcrow B) , having pulled off the flanking manoeuvre and peppering the rear of the Lyran mechs, found himself flanked by a Starslayer and a damned Shadowhawk (The RAC on that thing was unbelievable). Anticipating his imminent demise, he offloaded an alpha strike at long range into the back of the Lyran's Zeus. The six med lasers all missed the mark and in a pique of rage he powered up the UAC 20 to double rate. A foolhardy effort to be sure (I needed 11 to hit) especially considering his heat from the energy weapon fire. He somehow managed to hit the target (I rolled a spectacular 12) with both slugs (Barely) which both (much to our amazement) impacted with the Zeus' centre torso. This left us both laughing for several minutes before we removed the now pulverised mech from the table. The Stormcrow's heat then spiked to 28 and all system's shut down.

    The rest of the game was as bloody. The Viper's managing to remove more or less all of the assaults and heavies from the Lyran's force...although some took some killing. The Atlas and the Marauder took a silly amount of fire before they dropped. Eventually though the clan's firepower began to dwindle and superior numbers won the day.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    The Fine folks at Catalyst are offering free PDFs on all the base rules for Battletech at the moment.
    Some handy stuff at the link for anyone interested.

    Leap into the action.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    Since Gamersworld have a new set of stock in for this.
    So this seems a good a time as any for some Thread Necromancy.


    Visitation Rite

    This senario was based upon the "Visitation Rites" From TPD: Vega.


    A Ghost Bear Patrol attempts to stop some fresh Combine Troops from reaching the Capital.

    Attackers consist of elements of
    Sword of Light guys were:

    Kabuto 7B (3/4)
    Trebuchet 8B (3/3)
    Marauder 9M2 (Commander, 2/3)

    Benjamin Regulars were:
    Wight 1LAW/SC3 (3/4)
    Avatar C (Commander, 3/4)
    Pegasus X-pulse (4/4)
    LRM Carrier 3055 (3/5)
    Hiryo (4/5)
    2 squads of Raiden Tsunami (4/5)
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    Defenders Consist of Elements of the Bears Omega Galaxy.
    Shadow Cat O A Prime that replaces the Guass with an Arrow IV (3/4)
    Huntsman A (3/4)
    Grizzly(2/3)
    Stopping Hawk O Mounts 2 Plasma Cannons. (3/3)
    Summoner G (2/4)
    Sylph 2
    Sylph 2
    They start the game hidden.
    Objectives:
    My obejctives:
    Kill/Cripple half The Bear forces
    get guys off the Far side of the table (to recon a taget for later)

    The Bear objectives:
    Kill/Cripple half Drac forces
    Kill Drac commanders


    Turn 1

    The Dracs forces enter the combat zone. The Bears remain concealed.
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    Turn 2
    Having seen where the DCMS forces where concentrating the Bears sprang to life. And left their hidden areas and closed on the enemy.
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    The DCMS continue to advance with a Hill between them and the main bear forces.
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    Turn 3
    The Bears keep on closing the gap. While the Shadowcat remains in its woods and attempts to Boresight upon the Wight.
    The Huntsman pegs the Wight.
    While the DCMS focus on the Summoner. Thanks to the Pegasus providing targeting data. Which bravely parks itself behind a hill safe from return fire. Then Fires upon a squad f Sylph killing one of the troopers. Who are making desperate attempts to hit the Hiryo.

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    Turn4
    After a bit of an argument between the unit commander and the BA they reluctantly agree to try and close down the Pegasus.
    It does Zip around them. But the detour left it in range for the Huntsman who managed to take out the drive system Immobilizing it.
    The Stooping Hawk manages to pump the heat of the Marauder to a staggering 15 extra points.
    The Kabuto takes fire from the Summoner but stays kicking. The Trebuchet takes enough of a pounding to be knocked off its feet.
    And the Hiryo continues it beeline for the city.

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    After copping that he has Left the Dracs a gap they can get around his weapon through. Mechwarrior Russell gives up Boresighting and sends a Volley skyward.


  • Registered Users, Registered Users 2 Posts: 1,144 ✭✭✭MarkHall


    Turn 5

    The Hiryo is gone. Off to the city to wreak havoc.
    And remember that Arrow shot the Shadowcat Unleased.
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    It was aimed for the Hex to the right side of the Marauder. Unfortuantly Russell may have been a little excitable at the controls and the shot falls short onto the Poor Grizzly who was minding his own business lining up shots on the Avatar.

    The Bears push to the close the gaps the DCMS are running through. The Trebuchet stands and makes a run but with its slower movement. It become Target of choice for a high percentage of the bears. The incoming fire takes it toll on the mech and wrecks its vital engine and gyro.
    The Dracs spreed their fire over the bears mechs to little major affect.
    The Summoner puts the loyal Pegasus crew to the test by stepping on the front compartment. They die a Gooey paste Loyal to the Dragon

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    The Kabuto makes it dash for the mountain. It looks unlikely that it will be caught.
    The Summoner puts the loyal Pegasus crew to the test by stepping on the front compartment. They die a Gooey paste Loyal to the Dragon
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    Turn 6
    The Sylph catch up with the Wight. And attempt to hack the Bone on his leg. But fail in the task.

    The Avatar and Marauder set up firing line on the Summoner and strip most of the mechs torso armor from it.
    The Shadow Cat lobs a shell towards them but it has little effect as it explodes between them.
    But the combine Stooping Hawk, Summoner and Grizzly fire takes out one of the Marauders arms.

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    And the Huntsman is looking at a longshot on the Kabuto.Who is about to Crest the mountain into safety.
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    Two Large Pulse later and the Kabuto looses a torso and that vital Engine leaving it rubble atop the mountain range.IMG_4556.jpg

    Aftermath
    We ran out of time here. But at this stage based on points the game was a Draw. So we quickly played out the Huntsman chasing down the Wight.
    While the rest of the bears held off the remaining DCMS troops.
    The Wight was chased for 2 more turns before the Huntsman dealt it a death blow. Making it a Marginal Victory for the Bears side.

    There was much debate over just how the fight between the
    Marauder,Avatar and LRM Carrier Vs the Summoner,Shadow Cat, Stooping Hawk,Grizzly and remaining Slyph would have gone down.
    But that was not important. :)


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