All right BattleTech fans, we’re back for part 3 of
our series on unit construction using the Campaign Operations rules set for
Battletech. Looking back at least week’s
write-up, we’ve got the first company of the Tombstones identified and their
battlemechs acquired. This week we’re
going to try to fill out the second company and make some moves on some other
unit ideas.
I have conjured the raging Wookie known as
Drewbacca, and in the ten minutes I had to speak with him about it, he has
committed to the following:
“Well, I mostly like lights and mediums, so I will probably go Federated Suns”
“Well, I mostly like lights and mediums, so I will probably go Federated Suns”
So, we’re going to have a Federated Suns unit, circa
3025 running around at about the same time as the Tombstones.
Other Important notes for the next week or two:
·
Hopefully I get my camera operational again and we can
have pictures of the tombstones (I’ve got all 36 battlemechs painted, I need to
put in the canopy details and gun metal up the weapons and jump jets before
giving them a final once over)
·
I have a write up for Combat Manual:
Kurita that is mostly done, aside from
some art, and then I’ll either cover the historical series or I’ll dig a bit
deeper into the Alpha Strike side of things.
·
Me poking Drewbacca until he gets his
butt into gear and gets some dice rolled and a unit built
Once we have units operationally constructed, we’ll
try to show you how the Operations side works and maybe run through a campaign
for you folks. Also keep an eye out for
the breakdown on how the force construction rules for Alpha Strike work
compared to Campaign Operations.
On to the Crunch:
Last week we assembled the first company of the
Tombstones, and we spent some C-Bills and rolled some dice. This week we’re going to look at expanding
into a second company of assault battlemechs.
Looking at the 4th operational lance, I want to put some
ammunition carrying cannons onto the field, and after checking my collection, I
am going to angle for a Nightstar, a King Crab, a Thunder Hawk and an Atlas. Remembering our chart from last week, I need
to roll at least a 9 to acquire a battlemech of the assault class with a
regular pilot. We roll the dice and are
crushed with disappointment. We end up
rolling a 5 for the Nightstar, a 6
for the King Crab, and a 2 for the Thunder Hawk. We did succeed at scoring another Atlas with a roll of an 11.
Checking back at the MUL, and the collection of
models I have, I want to pick up a Cyclops
and hopefully another Atlas. The Dice are good this time and I end up
slinging both the Cyclops and the Atlas with a pair of 10s. To round out the lance, I opt to try for
another Cyclops, and pick it up with
an 11. 4th lance is done, lances
five and six to go for the second company.
For lance
number five, I think I want to try for some longer ranged fire support with
some speed. So I am really keen on a
pair of Stalkers and a pair of Banshees (And I happen to have two of
each of them in miniature form). So I roll
for each, the Banshee and the Stalker, and fortune is on my side this
time, I roll a 10 for the Banshee and
a 9 for the Stalker. Needing to acquire one more of each, I roll
the dice again and come up with a 10 for the Stalker and an 11 for the second Banshee. Both of these units
have an interesting mix of long and short range firepower, and for the 3025
era, decent speed. The only thing that I
could get that’s faster would be a Charger,
and I don’t think that’s on my MUL availability table.
So lance 5 is in the books, and now it’s on to lance
6 to finish off the second company. Ideally,
this lance is a mix of unit types to back up the other two lances in the
company, so I am rolling for a Victor,
a King Crab, that pesky Nightstar, and a Highlander. The dice are
firm in their denials this time, and I can’t roll higher than a 6 for
anything. For Round 2 I aim for an Atlas, a Battlemaster, an Awesome and
a Goliath (because quads are
battlemechs too). The dice are less
fickle, and I fail to acquire an Atlas
(rolled a 3) and a Goliath (rolled a
5), I do manage to pick up the Battlemaster
with a 9 and the Awesome with an
11. I note that I only have one more Battlemaster in my group after this one,
and I roll to pick up another one of those and a Cyclops. The dice decide
that’s okay, and I come up with a 10 for the Battlemaster and a 12 for the Cyclops.
This adds 12 more assault battlemechs to our growing
force, and puts at a total of 24 assault weight battlemechs. My cash reserves are looking a little light
at this point, and my collection of assault battlemechs is also rapidly
depleting. The third company (which you
can see next week) is going to be predominantly heavy battlemechs. Our unit has grown and includes all of the
following units.
1st Lance
King
Crab (O)
Atlas
Atlas
Battlemaster
Atlas
Atlas
Battlemaster
2nd Lance
Highlander
(O)
Highlander
Victor
Victor
Highlander
Victor
Victor
3rd Lance
Battlemaster
(O)
Awesome
Awesome
Awesome
Awesome
Awesome
Awesome
4th Lance
Cyclops
(O)
Cyclops
Atlas
Atlas
5th Lance
Stalker (O)
Stalker
Banshee
Banshee
Cyclops
Atlas
Atlas
5th Lance
Stalker (O)
Stalker
Banshee
Banshee
6th Lance
Battlemaster
(O)
Battlemaster
Awesome
Cyclops
Battlemaster
Awesome
Cyclops
All of the units are rated at Regular experience,
and the officers for each lance are listed with the parenthetical (O)
Looking ahead, I am probably going to want to try
and transport the entire group using one dropship, or failing that, as few as I
have to pick up. I think I am going to
be aiming for an Overlord class
dropship, or failing that, as many Unions
as I can lay my hands on.
Anyway Game Fans, that’s our post for the week on
Campaign Operations, and there might be some more goodies that go up between
now and Monday, so check back when you have the free time.
Game on, Game Fans
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