Monday, 18 July 2011
Epiphany Play Test Review
This is a review of the Epiphany game rules we used to play the Battle for South Boring with notes and amendments from our discussion on how the game went.
Guideline 1: Amended to movement and range now to be two inches per hex/movement point equivalent. Needs further play testing.
For the game we used two inches per hex for movement, and doubled the range of the weapons to four inches per hex. This played a lot better than using one inch per hex for both weapons and movement, which is what we had done in earlier games, but it had the effect of putting everything into short range.
Guideline 2: No changes were deemed necessary as the game played well with this house rule. So movement is now just measuring the distance and having a free facing change at the end for all units.
The modified movement rules really sped up play a lot with minimal loss of tactical flavour.
Guideline 3: Amended to we will colour code the weapons on the record sheets, use one matching die for each colour, plus one die for the base roll that all the weapons will share for their targeting solution. So still one roll, but many dice, so needs to be play tested.
We started the game by rolling 4D6 and discarding the two lowest results to calculate whether or not all the weapons for a unit has hit or missed, but it became apparent we didn't need to stack the rolls for the players. However, on reflection we didn't on balance like the all miss, or hit effect this produced.
Guideline 4: Roll 4D6 and discard highest and lowest results for all the missile weapons fired to get an average of number of missiles hit e.g: you fire five LRM launchers of say three fives, and two 10s, you would then roll on the 35 missile to hit table, rather than for each launcher in turn.
We kind of fumbled this, so it needs to be properly play tested, which we will do next time.
Guideline 5: Ammo explosions are calculated as the value of one round of the ammo cooking off when they explode. However, after applying the internal damage, roll again on 2D6 (the usual roll of plus eight) to see if more critical damage is done to the mech (if the ammo bay is hit again, this too will explode one round and so on).
Not tested as no mech suffered a critical hit to the ammo, so again this guideline needs to be properly play tested, which will hopefully happen next time.
Guideline 6: No change to Ferro-fibrous armour, endo-steel count and empty slots count as valid locations for an internal hit and need not be re-rolled.
Happened a few times, didn't seem to affect the game balance either.
Guideline 7: No change to head hits do not automatically kill the pilot, instead the auto-pilot is assumed to eject the pilot, unless of course there is no ejection system or auto-eject is turned off for some reason. Pilots only die from wounds received.
People like this, even though the only pilots that ejected were the enemy, when Dan was hit in the head he appreciated the fact that had it all gone terribly wrong his pilot character would have survived.
Guideline 8: Initiative to be governed by using cards, which will randomise what moves when during a turn.
While there were some problems with some of the special cards, and how to use them without unbalancing some aspects of the game, but in principle this was the outstanding success of the Epiphany game guideline changes, as it really was a game changer.
For instance I lost count of how many turns we played after we got to turn seven in the first 90 minutes of playing. What was really good was that it eliminated up the tactical dithering that plagues most games of BattleTech, as you really didn't know when the turn would end as the it was based on the draw of the cards. I will explain the cards more in a separate post.
Guideline 9: No changes needed to the idea that we just use the Introductory Rules as the jump off point with the minimum amount of extra rules from other books as necessary.
If you can't remember a rule, or it can't be added to a record sheet, or quick reference sheet, then for all practical purposes it doesn't happen in the game, as it slows down the game to be constantly referring to rule books during a game.
Mummerset 07.18.11: The Battle of South Boring AAR
The session started with me bringing the players up to speed on real life and in game developments.
Trevor couldn't make it so I accounted for that by having some in game problems develop that allowed his mech to be detached, and unfortunately, Graham was required to be in Bournemouth, which meant that I would be both the GM and have to run the OPFOR; the 1st Battalion of the 1st Republican Guards under the command of General Spencer.
Background
At the end of last session the players had taken off in their dropship and were heading towards the jump point.
But the flight plan was a ruse, and that in fact they were only boosting out on an extended elliptical orbit, by using the local satellites to swing back and fall back to Mummerset pulled by gravity, rather than boosting all the way in.
Meanwhile, there are two incoming dropships from the Lyran jumpship inbound for Landfall that will take about a week to arrive and therefore land about three days after the the battle that is about to occur.
In addition, the so called "pirate" jumpship has used the pirate point and released a dropship that will arrive in orbit around Mummerset at about the same time as the players will be dropped off at South Boring.
This will mean that their dropship can't be used to dominate the airspace over South Boring.
While all this is happening General Spencer has led the 1st Republican Guards out of Clear Water Boring and is heading towards South Boring to deal with Colonel Whales and his 3rd Royal Guards Regiment.
This move will take him approximately three days, with the attack beginning on the third day.
General Spencer has managed to pin Colonel Whales force in South Boring with his 3rd Battalion, while the 1st and 2nd Battalion's are sweeping round the flanks.
The 1st Battalion is under General Spencer has three battlemechs; an Awesome with a command console for the general, a Blackjack and a Hornet. The 2nd Battalion has one battlemech and two industrial mechs; a Fireball and two custom converted industrial mechs with weapons.
Colonel Whales is in a bit of a pickle as his naval convoy that was moving the 3rd Royals up the Fork River was attacked on route by Republican Guard air units. This sunk one of the boats, damaged another and this has meant that the only one battalion of the 3rd Royals in actually sitting in South Boring, and it has been forced to take up a defensive position in the town.
The good news is that he does have two of his four industrial mech with him, but these are seriously outclassed by the enemy Fireball, and the Colonel requests that one battlemech be sent to ease the pressure on his left flank, with the players being tasked to stop General Spencer's attack on his right flank.
1st Republican Guards 1st Battalion
1x Awesome AWS-8P custom modified 3132 Inner Sphere tech worth 1768 bv (move 3-5-0, armour 232 points, and 11 double heat sinks). Loadout 1 x autocannon 10 (with 20 rounds of ammo), 1 x large laser, 2 x PPCs, 2 x ER medium laser, and 1 x small laser.
1 x Blackjack BJ2-0P custom modified 3132 Inner Sphere tech worth 1134 bv (move 4-6-4, armour 125 points, and 10 double heat sinks). Loadout 2 x Er large lasers, and 2 x autocannon 2s (with 45 rounds of ammo each).
1 x Hornet custom modified 3132 Inner Sphere tech worth 585 bv (move 5-8-5, armour 69 points, and 10 single heat sinks). Loadout 2 x medium lasers, 1 x LRM5 (with 24 rounds of ammo), and 1 x small laser.
4 x Vedette light tanks worth 475 bv each (total 1900 points)
4 x Striker light missile tanks worth 564 bv each (total 2256 points)
4 x 3039 wheeled APCs that could carry one squad of infantry worth 157 bv each (total 628 points)
4 x 3039 GEV APCs that could carry one platoon of infantry worth 102 bv each (total 408 points)
1 x mechanised infantry platoon
2 x jump infantry platoons
2 x foot infantry platoons
Also on call were three artillery batteries and one possible airstrike.
4th Battalion of the House Steiner 4444 Regimental Combat Team
1 x Zeus 2C XP custom modified 3132 Clan tech worth 2973 bv (move 4-6-4, armour 240 points, and 16 double heat sinks). Loadout 1 x ER PPC, 1 x LRM20 (with Artemis with 24 rounds of ammo), 3 x ER medium lasers, 4 x ER small lasers, and 1 targeting computer.
1 x Scorpion 2C XP custom modified 3132 Clan tech worth 1763 bv (move 6-9-0, armour 192 points, and 10 double heat sinks). Loadout 1 x ER large lasers, 1 x ER medium laser, 1 x LRM5 (with 24 rounds of ammo), 2 x SRM2 (with 50 rounds of ammo to share), and 1 targeting computer.
1 x Commando 2C XP custom modified 3132 Clan tech worth 1067 bv (move 6-9-0, armour 86 points, and 10 double heat sinks). Loadout 2 x ER medium lasers, 1 x LRM5 (with 24 rounds of ammo), 1 x Streak SRM4 (with 50 rounds of ammo), 1 x ER small laser, and 1 targeting computer).
4 x Anhur VTOLs that could carry one platoon of infantry 720 bv each (total 2880 points)
1 x Grey Death scout battle armour platoon 16 bv each (total 320 points)
1 x Grey Death assault battle armour platoon 43 bv each (total 860 points)
4 x foot infantry platoons
Initial Deployment
As the players had aerial recon and orbital dominance General Spencer's forces were deployed on table in order of the line of march.
As can be seen above our Captain Green (Dan) looks as happy as Larry as he surveys the oncoming battle. I'm using MechWarrior Dark Age models for the vehicles, with all the vehicles being stand ins for General Spencer's forces.
From the other side Captain Magnusson (Clive) is feigning his usual indifference to such trifles, as for him the battle is won or lost prior to the deployment. He may not look it, but he was feeling quietly confident.
This is the first kill of the game as the 1st Republican Guard Hornet is
caught in open by Dan's Zeus that manage to blow both legs off, the
left arm and gut the left torso completely in one round.
Prior to this
move Susan's Scorpion had blown the left arm off the Blackjack.
The
two Republican Guard Vedettes, next to the Hornet, are eliminated by a
combination of Susan's Scorpion and House Steiner infantry attacks from
the buildings they occupied when the players VTOLs swept in and
deposited infantry in choice buildings that then were able to act as
choke points to threaten the Republican Guard infantry forces.
We are well into the battle at this point.
Clive's finger is pointing to where the Dan's Zeus is as it lines up to brew up the 1st Republican Guard APCs. One of the Strikers has also been taken out by Susan's Scorpion, which you can just see a bit of a leg of in this picture (the orange blob between the destroyed tank and the tree).
The Blackjack is taken out by Susan's Scorpion, which takes out both gyros and leaves it with one functioning autocannon 2, so at that point the pilot ejected as he was no longer combat effective.
Meanwhile Dan's Zeus takes out the first Republican Guard APC, but misses the shots on the second, third and fourth, which at least allows the remaining infantry to de-bus. Not that it will do them any good, because they then come under a hail of withering fire from the House Steiner infantry that have occupied the building they were about to try and enter.
The MechWarrior mono-cycle horde represent a motorized infantry platoon that was delayed getting onto the battlefield.
Finally, one of the Republican Guard jump infantry platoons was able to deploy while the Awesome and the Zeus face off to exchange pleasantries with each other.
While the Awesome held its own against the Zeus it was forced to move as the Susan's Scorpion was flanking it.
I was trying to get the Awesome off the table at this point, but assault mechs are just too dam slow, and I had nothing that I could use to slow down the House Steiner advance at this point.
However, I was able to move the Awesome away from the Susan's Scorpion and avoid my mech being shot in the side. But, Clive's Commando had been keeping up small scale indirect harassing fire all this time and it was chipping away at my armour, and I felt quite put upon by the cheekiness of it!
Unfortunately the Zeus was waiting and this time Dan got the better of me, as my shots missed, and his didn't.
By this point the Awesome had 5 points of armour left on the right torso, had lost its left arm and had taken internal hits on the right arm, left torso and center torso sections with a gyro hit. The left leg had 12 points, and the right leg 5 points of armour left.
Needless to say as it fell over from failing the piloting roll and the General with his pilot ejecting to be retrieved by the motorized infantry platoon.
And above is the final shot showing the position of the Susan's Scorpion that had herded my Awesome into the Zeus's kill zone, with Clive's Commando snuck in between two buildings lurking with intent.
So another glorious victory for House Steiner, which has saved Colonel Whale's from ignominious defeat at the hands of the Republican Guards.
We of course still have the second battle of South Boring to fight, where Trevor's Firestarter will be facing a Republican Guard Fireball.
All I have to do now is work out when we can fight this next action? Once this battle has been resolved this will bring this phase of the campaign to a neatish resolution, in that the Republican Guards are now going to be very much on the defensive.
This then just leaves the Freedom Army of Mummerset to be dealt with by our heroes. I suspect that this will be a far trickier proposition.
Note: No points cost were used in the creation of this scenario, I just added them in so that BattleTech players could see what the totals added up to to satisfy any curiosity about the balance.
Saturday, 16 July 2011
BattleTech Infantry
I've been painting infantry today, and yesterday, and the day before. Surprising how long it takes to paint a load of infantry, when it the bigger scheme of things I'm only painting a couple of hundred troops per side. Mind you in BattleTech terms that is a pretty large infantry force, but when one steps back not so much in the broader scheme of things.
Anyway, not going to write about the numbers being painted, rather about some thoughts I've had on playing with said infantry tomorrow. If you play BattleTech you kind of know that everything has a record sheet. I'm okay with that for mechs, can live with it for vehicles, but even then I want to simplify the records sheets down some more, but plain infantry it just bugs me to do the paperwork.
So I had a thought, like one does when one is cogitating stuff as one is painting, and I think I can simplify the paperwork for infantry by throwing it out. See it doesn't get simpler than that does it? No seriously, use the bases to keep track of the infantry, and either use dice as casualty markers, or base the infantry so that one can remove bases. I mean this is done all the time as standard in miniature wargames, so let's apply the idea to BattleTech is what I say.
As for calculating damage I'm going to use the rule of thumb that each infantry man is worth half an attack point, add up by squad, section or platoon and round down, and that is the number of attack points they do; in groups of two as per the standard rules. The difference between a rifle armed infantry versus rockets launchers, or laser armed men will be range, mg units will get a 1D6 bonus against other infantry, and flamers will catch stuff on fire as per the standard rules. Swarm attacks are calculated exactly the same way, but the damage is applied to the legs of the mech, or the transmission of the vehicle. I think this keeps infantry nice and simple, but still effective when used properly, but we shall see tomorrow what happens when the guys go to it.
As a result of this brainwave I realise that I now have to make up some infantry bases for my militia with two figures per base and mix these with the three man bases I have, which will double the number of platoons that I have. Now the question is would it be reasonable to treat four platoons as two Company's and therefore call them Battalions? Especially considering I'm going to be adding APCs, and helicopters for transporting the troops with integral artillery and some tanks to make a fairly formidable combine arms team. Let me know your thoughts on this?
Saturday, 9 July 2011
Next Weekend
Next weekend is the big one, as the three way clash between General Spencer's Republican Guard face off against Colonel Whales 3rd Royal Guards, and the 4th Battalion of the Spirit of Steiner Regimental Combat Team.
I have managed to invite a my friend Graham, who is a WW2 gamer, to come and play as General Spencer, while the players will each manage their own battlemech. Colonel Whales forces will be in defense and only react to orders from the players, assuming said orders are received and passed on by Colonel Whales HQ?
Trevor can't make it for the big battle of South Boring, so I've devised a cunning plan to account for his absence and have adjusted the battle lines accordingly. Actually makes for a fairer game, for definitions of fairer that don't include easy, or walk over, for the players.
Anyway, enough of me letting the plot out of the bag before hand, I've been busy all day painting up four town boards, and in eight hours I've gone a long way from white undercoat with a wash, to something that at least looks presentable, if not finished.
I will be spending more time tomorrow as I'd like to flock the boards with static grass just to get them up to a basic standard that won't look to bad to me.
I've also chosen the other terrain boards for the set-up and really would like to add some tree trunk stubs into the two original open terrain boards I've chosen for the game.
So, another job for tomorrow, and I still have to slap some paint on the infantry units for both the Republican Guards and the 3rd Royals. As luck would have it this scenario doesn't require the players infantry, which are of course all pretty much painted up and ready to go.
However, they will be deployed at a future point. So hey ho, nose to the grind wheel.
Wednesday, 6 July 2011
Evil is as BattleTech Does?
One definition of evil is that it is something defined by some source or another. For instance, from deities, religion, nature and evolution, morality, or from common sense, whatever that means? Such an approach can be described as one of moral absolutism. Here if an action is wrong, then regardless of any good that might arise, it remains a wrong thing to do.
The dichotomous opposite would be that there is no such thing as evil per se. So killing someone is neither right or wrong. Obviously, the consequences will depend on whether or not the action takes place within a framework where the rules permit, or do not permit such an action, and therefore the term evil is something we create to describe the breaking of rules that have been made by mankind.
Another stance is to look at evil from the perspective of moral relativism, which leads to the position that what is evil is a subjective product of local customs, mores and prejudice. To me this seems so open minded as to be a position where one has no brain because it has fallen out.
Finally, another approach to the definition of evil is to come from the position that one has to compromise between the absolute and the relativist position to find a third way. This way posits that morality has to be flexible and one must finds ways of measuring happiness and suffering to find the common denominator of what is considered evil.
Needless to say all of these arguments are rooted in ethics and philosophy and can make for an interesting discussion in any group, depending on the definition of the word interesting?
Within the BattleTech universe background I think that one can see that all the majors powers have done things that would be considered evil from at least one of the above four perspectives. Depending on one's beliefs the individual details of the various evils will appeal, or disgust you accordingly. Therefore I am of the opinion that any Inner Sphere polity that either all are evil, or none are truly evil.
Sunday, 19 June 2011
Mummerset 05.21.11: Aftermath
Summary of Events
Post Attack Developments
However, a compromise between the Marx led Northern Alliance, and the Spencer led Southern Factions, led to the announcement of the "New Deal" making everyone citizens of Mummerset with rights protected by a constitution that would be drawn up with representatives from all the factions.
The Rise of the Republic
Further investigations and intelligence reports from the Second Attache David Bradford, the diplomatic missions spook, indicated the Marx & Spencer coalition had eight of the 13 mayors of Mummerset in their pockets, but that four towns were sitting on the fence.
The Marx & Spencer coalition formally invited the Marion Hegemony and Outworld Coalition to set up diplomatic missions on Mummerset, which suggested to the players that the "pirates" were aligned to one of the ruling families, probably the Southern faction under Lady Spencer and the Right Honourable Sir Henry Bewley.
Soon after the existence of the "pirates" as an onworld faction was confirmed, after leaflets for the Mummerset Freedom Party (MFP) were found, and further investigation showed that this was the political wing of the Freedom Army of Mummerset (FAOM).
Rumble in the Jungle
Meanwhile Colonel Whales had taken his forces to Whales Land and appeared to be in exile, but in his journey into exile had managed to liberate four of the six industrial mechs that House Steiner had brought as part of the diplomatic mission to secure the boron market.
Inevitably, Lady Spencer then declared that the Southern Federation would support the Mummerset Freedom Party's application to be recognized under the new constitution, and in a surprise move the former 2nd Royal Guards regiment declared itself loyal to the Southern Faction of the Republic.
Meanwhile, Colonel Whales requested access to transmit a message over the House Steiner communication satellites under the banner of the World Wide Broadcasting Company WWBC.
By this time we had reached week 48 of the campaign, and the Republican government made it quite clear that they knew that the players had been helping the royal faction and the Duke announced that House Steiner would be leaving Mummerset.
The plan was to deceive the Republican Guards and lure them out of Clear Water Boring where they were dug in.
The game ended with the Northern Lights drop ship taking off from Mummerset, and General Spencer leading the Republican Guards out of Clear Water Boring to attack Colonel Whales's forces at South Boring.











