Thursday, November 25, 2010

Battletech Basic Training Training Scenario #1: First Run

I've been playing Battletech again at my FLGS for a couple months. It's been almost ten years since I was a regular Battletech player. My wife use to play Battletech before our daughter was born 14 years ago so we are both very rusty players. Since I've been playing with a local group I've dug out my old mechs and started painting and re-painting them. I've also started purchasing new mechs. My wife and daughter are both gamers so when my daughter expressed an interest in learning the game my wife decided she would start playing again as well. I've got the newest rule book "Total Warfare" but most of my mechs and record sheets are classic Inner Sphere so I turned to my 3rd edition boxed set for training scenarios. Fortunately Battletech has changed very little in 30 years compared to other games so this worked out just fine.
The scenario calls for Wasp and a Griffin as the Defenders and a Stinger and a Wolverine as the attackers. The first side to score a kill wins the simulation. I chose to run the defending mechs. My wife chose the Stinger and my daughter chose the Wolverine.

Early on the Wolverine took several hits but it's tough armor held out quite well. I chose to keep my mechs mobile through jumping and running. This also made it harder for me to hit but not that hard. My wife jumped the stinger quite a bit too but the Wolverine had no jump jets so it ran quite a bit which it why it took some damage.

Later on in the game all that jumping and shooting was really starting to overhead my Griffin. The old 3025 mechs have very poor heat management. Usually they have only single heat sinks and more fire power than they have heat dissipation. The 3025 Griffin-1N is notorious for it's heat problems since it carries a PPC and a LRM 10 launcher which generate 14 heat alone. With only 12 heat sinks you can't walk and fire for more than a couple turns without starting to take overheating penalties. Another problem is the PPC has a minimum range of 3 hexes and the LRMs are even worse with a minimum range of 6 hexes. This ment that I had to stay mobile to stay at range especially since my wife and daughter were doing the best they could to stay inside my minimum ranges. Eventually I had to start walking and firing only one weapon at a time but I was still having heat issues.

With my Griffin overheating I decided to try and get my Wasp into the fight a bit more. The Wolverine had taken some heavy armor damage at this point but had lost no internal systems. My Griffin's heat was going down but I was still taking movement and heat penalties. I tried to jump my wasp behind the Stinger to get in a physical attack and some close range back shots. Unfortunately I miscalculated the Wolverine's run and was able to get into physical attack range with me. The Wasp managed to shoot the Stinger but only managed to hit a leg. The Griffin missed entirely due to the fact that the Stinger had jumped the the Griffin was still suffering a +1 to hit due to heat. To make matters worse the Wolverine blew the Wasp's arm off in the firing phase. I missed my kick on the Stinger during the physical attack phase but the Wolverine connected sending the left leg of the Wasp flying off and knocking it on it's back.

On the last turn my Wasp managed to stand back up but it's SRM 2 pack did minimal damage to the sturdy Wolerine. I decided to fire both the Griffin's weapons at the Stinger in an attempt to get a draw. One good shot on the Stinger with the PPC could easily take it out and the LRM 1os can do massive damage to a light mech too. Unfortunately despite being at perfect range for the LRMs neither shot hit. The Wolverine completely opened up on the poor Wasp with everything it had blowing the 20 ton mech into several pieces.
The simulation was over with a solid victory for my wife and daughter.

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