Showing posts with label Game Reports. Show all posts
Showing posts with label Game Reports. Show all posts

Monday, June 13, 2011

AE Bounty Battle Report "Valkyrie Ambush"

The Bloodborn pirates under the command of Captain Cyclopse had been causing problems for the citizens of Station 42 and the surrounding area. Eventually their victims decided to do something about it. Pooling their resources they hired the well known bounty hunting team known as "The Valkyrie".

The
Valkyrie


(Standard Crew)





Valarie (Gunsel Individual Elite
Hero)


M/3 RC/3+ CC/3 A/3(4) S/2 DR/6 W/4


Equipment: LRF Slugthrower, Shock
Grenades, Light Armored Suit


Abilities: *Solo *Hunter (Human)


Hero Type:Unkillable


Traits: Impervious (5+), Unstoppable


Action Points: 4





Kara (Bounty Killer Individual
Regular)


M/3 RC/4+ CC/3 A/3(4) S/3 DR/5 W/3


Equipment: LRF Slugthrower, Adrenal
Booster, Light Armored Suit


Abilities: *Solo *Hunter (Human)


Traits: Berserk


Action Points: 2





Vera (Bounty Killer Individual
Regular)


M/3 RC/4+ CC/3 A/3(4) S/2 DR/5 W/2


Equipment: LRF Slugthrower, AP rounds,
Light Armored Suit


Abilities: *Solo *Hunter (Human)


Action Points: 2





Alecia (Lurker Individual
Regular)


M/3 RC/4+ CC/3 A/3 S/2 DR/5 W/2


Equipment: Shock Gloves, Electrolaser
Pistol, Cloaking Field


Abilities: *Solo *Hidden Deployment
*Hunter (Human)


Action Points: 2




The Bloodborn Pirates


Standard Crew





Captain Cyclopes (Human Veteran
Blooded Warrior Hero)


M/3 RC/3+ CC4 A/5(7) S/3 DR/5 W/3


Equipment: Particle Beam Rifle, Light
Armored Suit, Personal Magnetic Field


Ability: Apathetic, Command, Get up and
shoot!








Quartermaster Grimm (Human
Regular Individual)


M/3 RC/4+ CC/3 A/5(7) S/2 DR/4 W/2


Equipment: Particle Beam Rifle, Light
Armored Suit, Personal Magnetic Field


Ability: Apathetic, Issue Equipment





Quartermaster Vinnie (Human
Regular Individual)


M/3 RC/4+ CC/3 A/5(7) S/2 DR/4 W/2


Equipment: Particle Beam Rifle, Light
Armored Suit, Personal Magnetic Field


Ability: Apathetic, Issue Equipment





The Ductrats (Human Green Squad)


M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1


Equipment: LFR Slugthrower, Light
Armored Suit


Ability: Apathetic, Random Equipment








Da Gurlz (Human Green Squad)


M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1


Equipment: Slugthrower Pistol, Light
Armored Suit


Ability: Apathetic, Random Equipment



Knowing that pirates can't pass up a free ship the Valkyrie use their own ship as a decoy to draw out Captain Cyclopes and his gang. The pirates close in to inspect their new prize.
The Valkyrie spring their trap. Early in the fighting one of "Da Gurlz" is shot down by Valarie's LRF slugthrower. Grim and Vinnie take cover in a rocky outcropping while the Captain and the Ductrats make a long flanking maneuver.
The fighting gets serious. Da Gurlz rush forward and shoot at Vera on the hill but they are gunned down in turn by the Valkyrie. Captain Cyclops, completely unfazed takes two shots at Vera on the hill and she falls. Kara and Alecia trade shots with Vinnie and Grimm the two pirate quartermasters. Kara takes a would and the Valkrie quickly discover that both pirates have personal magnetic fields. "That's going to make them hard as hell to kill in that position! Flank em!" shouts Valarie.
Captain Cyclopse takes up a positon in the rock after his own personal magnetic field fizzled out and he took two wounds. Valarie fires a hail of lead into his position and the Captain goes down. "Die Scum!" she exclaims.
Kara and The Duct Rats shoot it out on the other side of the hill. "I'm hit...again" Kara says as the she guns down the last of the crewmen. Vinnie and Grimm snap off several shots with their particle beam rifles but for the most part miss their targets. "Guess we shouldn't have drank the Captain's rum eh Grimm!" says Vinnie.
Vinnie and Grimm attempt to move into better positions seeing that they are getting flanked. Kara and Alecia charge Vinnie who puts up a stronger than expected defense. Alecia is wounded in the exchange but they take the pirate down. "Take that Sucka'" Alicia stays as she kicks Vinnie in the head.
Kara then moves up to get in a better position to take out Grimm but Valarie shoots the last pirate down with a barrage of fully automatic fire.
"Damn that was a hard win" says Valarie. "Those people better pay up" replies Kara.
Note: I ran the Bloodborn Pirates who suffered their first loss in this fight. My wife and Daughter ran the Valkyrie. This is the first time we have played with the Bounty Hunter crew and it's a nasty crew to face. The scenario was "Ambush". The Pirates has Tertiary objective as a dirty trick with Assassination and Delaying action as their secondary objectives. The achieved both of these objectives by Assassinating Vera and lasting for over 6 rounds. The Valkyrie had "Faulty Technology" as a dirty trick which they used on Captain Cyclopes's Personal Magnetic Field and their secondary objective was also delaying action. The Valkyrie won the primary objective as well and their faction objective and their secondary objective. A clear victory for this bounty hunting crew.

Saturday, June 11, 2011

AE Bounty Battle Report " Boon's Irregulars assault a smuggler's hideout

A truck pulls up outside the hideout of the crew of the "Hotrod Pricess"
Whisper the crew's hacker points out the window. "Hey boss these must be the guys my contact back at Statin 42 told me about". Vincent the crews pilot looks out the window "Alright Lisa and I will go see what they want You guys stay here and cover us". "Hey it's going to be hard for us to cover you with this storm blowing in" replies Tommy.
Several men and women get out of the truck and spread out. They seem to be armed and they start making their way towards the old abandoned com bunker that the smugglers are using as a base. Vincent and Lisa take cover behind some rocks. "They don't look friendly" Lisa says.
The Storm is making it hard to see very far ahead. Redjack scans the field in front of him and sees some movement over near some old fuel barrels. "Got you" he says under his breath. A shot rings out and Lisa is struck in the arm by a high caliber bullet. Moments later another shot hits Vincent in the leg.
Vincent and Lisa flee away from the sniper. "Damn that guy is good!" Vincent says as he ducks behind an old crate.
Vincent hears the sound of boots splashing through the mud behind him. He spins around and brings his boosted particle beam pistol "Betty" to bear on a large target. Chuck goes down screaming and clutching his leg as the beam burns through his thigh.
Vincent and Lisa reach the bunker as the intruders close in. Tommy and Mike spot Carson Boon the leader of the militia group "Boon's Irregulars" moving up along the edge of an old crater. The pair opens fire and several shots ping off Boon's personal magnetic field although one shot gets through. "Damn it!" Whisper yells. "I was trying to hack that idiot's field but it's defense software kicked in and gave me a virus!"
From inside the bunker the smugglers put up a strong defense as the militia members move in. The bunker was built for a full scale war and most of the militia members shots are in vain. Whisper continues to try and hack Carson Boon's personal magnetic field. "I got it!" he exclaims.
At almost that exact moment Boon appears in the doorway of the bunker and open fires on the first target he sees. Whisper goes down in a hail of fire before he is even aware of his attacker. Tommy and Mike are both gunned down moments later by Redjack.
The fight turns desperate. Boon and Vincent tangle briefly in hand to hand but Vincent give boon the slip and makes a break for the door. He turns and snaps off another shot which hits Boon in the shoulder. Lisa guns down two militia members hiding near some rocks but more close in.
Vincent takes another shot at Boon and hits him in the arm then turns and runs but Red lifts his rifle and takes a whot. Vincent goes down shot in the back by a green militia member. "That's for Chuck you bastard!" Red yells. Bleeding from several wounds Boon opens up on Lisa and takes the last smuggler down. Bonnie walks into the bunker and looks around at the carnage. "Hey Boon isn't that the hacker we were suppose to capture?" Boon just shrugs.
Note: This is the first game of AE bounty I have run with my home brew smugglers list. Even though they were wiped out to the man I felt the list did exactly what it was suppose to do. I did forget that Vincent the crew's pilot has a personal magnetic field which would have helped him resist the wounds he took but I don't think that would have changed things in the end. I'll be posting the crew stats for the smugglers and my rules for this in the next day or so. We were afraid that the hacker rules would be too powerful but they seemed quite balanced. The hacker got two viruses trying to hack and only managed to hack one piece of gear although he did fry Boon's field.
I think we are about ready to begin an actual AE Bounty campaign based in our Spaceport setting. We just need to finish a couple more projects and play a few more practice games.

Saturday, May 28, 2011

AE Bounty Battle Report "Pirate Raid"










We played our second game of AE Bounty Thursday night playing with pretty much the same crews as we did in our first report. The only major change in the list was that the green squads in Boon's Irregulars replaced their grenades with AP rounds.

We randomly selected the "Robbery" scenario from the book. The pirates has the secondary objective "Assassination" and the militia had the secondary objective "Capture".





I was playing the pirates and my objective was steeling loot from the militia's warehouse in the center of the table. The dirty trick I had selected for the battle was "scouts" which allowed me to set up the "Duct Rats" in hidden deployment. In the last battle this served me having three pirates with sub machineguns gunning down militia from turn one however the battlefield condition we rolled was "darkness" so they needed a 6 on a d6 to hit anything. Still with a rate of fire of 3 it seemed like a good idea.



Rolling 9 dice helped the "Duct Rats" score hits but their targets all had medium cover which added quit a bit to their armor saves. Redjack the militia sniper has the "Hunter" ability with "human" chosen as the target race. That gave him +1 strength to his shots. He was also a crack shot and he also had the "Crack Shot" ability which allowed him to ignore up to 2 points of cover. With two shots and a better ranged combat skill than the pirates he quickly started eliminating them.




By the 2nd turn Captain Cyclopes had managed to pick up a bag of loot and head for the table edge. I had to get two bags of loot off the table to achieve the primary objective of the battle. I chose to use my captain and my two quarter masters to be my looters because they had more action points than my crew and just picking up a bag of loot cost an action point.



Things just kept getting nastier for the "Duct Rats". My wife moved two militia around to flank me and I managed to shoot one down but Redjack dropped another pirate.

By the third turn Carson Boon had got into the fight. Fortunately for the pirates Vinnie the Quartermaster had picked up another bag of loot and was heading off with it. Grim was not so lucky and ended up in hand to hand with the militia leader so "Da Gurlz" charged down the hill to help him. Boon was wounded in the first turn due to being highly outnumbered.

By the end of the third turn Captain Cyclopes had made it off the tabled edge. Vinnie looked close behind with the 2nd bag.

By the fourth turn militia members Smith and Jones charged into the combat at the warehouse. During the fighting "Da Gurlz" were wiped out but Grimm the quartermaster managed to put another wound of Boon.



By the end of the 4th turn Vinnie was right at the tables edge with the 2nd bag of loot but it would be another turn before he could get off the table with it.




Grim managed to hold off the militia with some amazing hand to hand combat rolls. He even managed to take Jones down. What really helped him was that Quartermasters get a natural 4 armor value and he had a light armor suit with made his armor value 5. Since no one in the fight had any hand to hand combat weapons it was pretty easy for him to resist strength 2 attacks.


At the end of the battle the pirates had achieved the primary objective of getting two bags of loot off the table. The militia had achieved their faction objective of 1000 creds due largely to the 500 cred bonus for wiping out two thirds of the pirates. According to the rules it was a tie. Playing this scenario was quite a bit of fun and I think you could easily add it into a story or map based campaign. We will hopefully be starting some kind of AE Bounty campaign soon in our "Station 42" setting.

Saturday, February 5, 2011

AE Bounty Battle Report "Bloodborn Pirates vs Boons Irregulars"

We tried out first game of AE Bounty and we used out new spaceport terrain for the first time tonight. The game pitted Boon's Irregulars against the Bloodborn Pirates. Boon's men were trying to destroy a pirate starfighter which had been repaired at Rosie's workshop. The pirates were attempting to save their ship.


The Bloodborn Pirates
Standard Crew

Captain Cyclopes (Human Veteran Blooded Warrior Hero)
M/3 RC/3+ CC4 A/5(7) S/3 DR/5 W/3
Equipment: Particle Beam Rifle, Light Armored Suit, Personal Magnetic Field
Ability: Apathetic, Command, Get up and shoot!


Quartermaster Grimm (Human Regular Individual)
M/3 RC/4+ CC/3 A/5(7) S/2 DR/4 W/2
Equipment: Particle Beam Rifle, Light Armored Suit, Personal Magnetic Field
Ability: Apathetic, Issue Equipment

Quartermaster Vinnie (Human Regular Individual)
M/3 RC/4+ CC/3 A/5(7) S/2 DR/4 W/2
Equipment: Particle Beam Rifle, Light Armored Suit, Personal Magnetic Field
Ability: Apathetic, Issue Equipment

The Ductrats (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: LFR Slugthrower, Light Armored Suit
Ability: Apathetic, Random Equipment


Da Gurlz (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: Slugthrower Pistol, Light Armored Suit
Ability: Apathetic, Random Equipment

Dirty Trick: Scouts



Boon's Irregulars
Mercenary Large Crew

Sargent Carson Boon (Human Veteran Unkillable Hero)
M/3 RC/4+ CC/3 A/4(6) S/2 DR/6 W/4
Equipment: LRF Slugthrower, Personal Magnetic Field, Cybernetic Eyes
Abilities: Inspiring, Command, Get up and shoot!, Impervious (5+), Unstoppable, Night Vision, Aim

Redjack Unit Sniper (Human Regular Sniper Individual)
M/3 RC/3+ CC/3 A/3 S/2 DR/3 W/2
Equipment: Slugthrower Long Rifle, AP Rounds, Cloaking Field
Abilities: Hunter (Human), Crack Shot

Smith and Jones Hired Guns (Human Regular Squad)
M/3 RC/4+ CC/3 A/3 S/2 DR/3 W/1
Equipment: LRF Slugthrower, Fragmentation Grenades
Abilities: Inspiring

Frank and Jessie Fresh Meat (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: Slugtrower Rifle, Fragmentation Grenades
Abilities: Inspiring

Bonnie and Mr. X Fresh Meat (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: Slugtrower Rifle, Fragmentation Grenades
Abilities: Inspiring

Chuck and Red Fresh Meat (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: Slugtrower Rifle, Fragmentation Grenades
Abilities: Inspiring

Dirty Trick: Satchel Charges


The pirates set up the Duct Rats as scouts. Armed with LRF Slugthrowers these guys did some nasty damage to the approaching mercenaries.

The fighting started to heat up around the objective. Early on it looked as if Boon's men might over run the pirates and end the battle quickly.

Things started to get nasty. Both the group leaders were trading shots and both sides were taking wounds and casualties. The particle rifles that the pirate captain and quartermasters started taking their tole on Boon's crew.

In the end the pirates prevailed pretty handily. The particle weapons and the personal magnetic fields made the pirate individuals very nasty to deal with. Vinnie the quartermaster was able to get to the fighter and fly it to safety although most of the mercenaries had been taken out of action by then.

Sunday, December 12, 2010

Battletech Rio Jihad Campaign:3076 Raid on the Artillery Convoy

Tonights Battletech campaign game was quite a bit closer than a lot of the previous battles. Stone's mercenaries were ordered to capture a number of "Long Tom" artillery pieces from a convoy being supported by six battlemechs and a number of Arrow IV carriers. The Word of Blake forces fought a hard battle against the mercenaries supported by their artillery which had a devastating effect on the mercs.
Three of the mercs battlemechs were destroyed in the battle but they did manage to capture several artillery pieces.

Monday, December 6, 2010

Battletech Rio Jihad Campaign 3076: Supply Raid

We had another campaign battle for the Rio Jihad Campaign yesterday. Again I was playing the Opp. Force for the players with the help of my friend Mike. The senerio called for Stone's Mercenaries (the players) to break through the lines of the local militia and intercept a supply convoy. The militia consisted entirely of super heavy LRM carriers and infantry spotters.
Although Sone's Merchs had several mechs damaged in the fight they lost no mechs or pilots and were able to intercept the convoy.

Sunday, November 28, 2010

Battletech Rio Jihad Campaign 3076: Assault on the Repair Base

I played the Opp Force in another Jihad campaign game for the local Battletech group. This battle was a Manei Domini assault on Stone's mercenaries repair facility. The mercs had just received a airdrop of supplies (the little white rectangles) and were in the process of moving them into the base. Additionally a group of pirates called Grimm's Anarchist had heard of the assault via a contact. They planned to raid the base for some of the supplies.

The Manei Domini brought 8 celestial omnimechs and the pirates brought 6 assorted mechs. Stone's mercs had a company of heavy mechs and a few vehicles. The mercs defended the base well suffering only a single mech out of action. Some of their other mechs were damaged including a Black Knight who lost his targeting computer half was through the battle. The pirates suffered the loss of a Locust who ran into a mine field at the start of the battle. The Manei Domini suffered at least 50% losses due to the fact that the defenders chose to concentrate on them.
This is a map of the Blake Protectorate. Rio is in that eastern peninsula near Tikonov.

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.




Monday, November 22, 2010

Battletech Rio Jihad Campaign 3076: Battle of the Com Station

I played the opposition force again for the local Battletech campaign. This time I got the low down on more of the campaign details. The campaign is taking place on the planet Rio. Devilin Stone has hired mercenaries (the campaign players) to take Rio from Word of Blake forces. So far Stone's mercenaries have fought mostly mercenaries hired by the Blakest.
This particular battle took place near Orinoko City.
The Word of Blake had a com station outside the city they were using to jam communications. The facility was defended by four lances of the "Shark Hunters" mercenary company and some infantry. Stone's mercenaries brought about a company to assault the facility.

Again Stone's mercenaries pretty crushed the "Shark Hunters" effectively wiping out the mercenaries as far as the campaign is concerned. To add insult to injury the Word of Black sent an entire bomber wing to indiscriminately bomb the battleground. The bombers of course did more damage to the defending forces than the attackers. In the End Stones mercenaries took the facility with no casualties.

Monday, November 15, 2010

Classic Battletech "Battle at Wilson's Farm"

I'm still playing the opposition forces for one of the local Battletech groups. This week I was put in command of a force of 6 Manei Domini mechwarriors and battlemechs. We were stationed at the Wilson farm. Wilson was the leader of the local Blakest militia. A force of Inner Sphere invaders approached the far and met with Wilson. Unfortunately the Manei Domini commander observed the farmer and the invader's diplomats shaking hands at the end of the meeting. Traitors cannot be tolerated so the closest Manei Domini battlemech was ordered to fire on Wilson's truck vaporizing it instantly.

The Manei Domini sprung the trap and at first it looked like things were going perfectly. The Blakest Militia and Manei Domini were surrounding a single lance of Inner Sphere mechs and the other Inner Sphere lance was some distance away from the fight. One Inner Sphere mech, a Clint IIC was damaged badly in the opening salvo. However the Manei Domini commander noticed that the Blakest Militia did not fire nor did they make any moves to engage the invaders. A Militia Crab mech moved up to the road and appeared to be scanning the area where Wilson's truck had be destroyed.

Shortly after determining that Wilson was actually dead the Militia units changed sides which infuriated the Manei Domini commander. Unfortunately it left the Manei Domini battlemechs outnumbered over two to one. The Manei Domini concentrated their fire on the traitors virtually ignoring the Inner Sphere lances. The Clint IIC was forced to withdraw and the Crab mech of the traitor militia was destroyed. Some of the other militia mechs were heavily damaged and a few of the Inner Sphere mechs were damaged but the Manei Domini suffered the loss of a Malak and several of the mechs took critical damage. In the end what looked like an easy victory for the Word of Blake turned into a shameful loss.