Following the Pirate raid on Rynn's Steading, Wilson's Hussars have settled into their new contract to garrison the world and defend the Magistracy's newly established industrial sites.
The Pirates have seemingly been driven offworld but Captain Wilson is keen to keep his mercs busy and a recent scan of the rolling plains between Rynn's Retreat, the planetary capitol and the outlying Agri stations has seen him dispatch a lance to scout the area.
Having spotted a possible hit on his scanner, trooper Durant in his Griffin Low Blow, has split off from the rest of the lance to investigate.
Rynn's World Campaign Map
"Wilson command, this is Low Blow. I'm getting an intermittent scanner trace South East of our current location and a range of 5 klicks."
"Roger that Low Blow, investigate the trace and then loop back to the rest of the lance. It may be nothing but I'm feeling a tad jumpy so be careful and report what you find asap."
"Sure thing ElTee. Low Blow out."
As his mech climbs the ridgeline, the merc can see a yellow and red painted Wolverine approaching from the South and ignoring his shouted command for it to identify itself and power down it's weapons, the mech instead turns and opens fire.
"This is Low Blow! Enemy Contact sighted two klicks south from previous contact. Have spotted a Marauder's Wolverine and am engaging!"
Wilson's Hussars V Red's Marauders
Wilson's Marauders are represented by Trooper Durant in his GRF-1N Griffin, Callsign Low Blow whilst the Marauders have a WVR-6R Wolverine at present it's callsign and pilot are unknown as its transmissions are coded.
Rules Used: Battletech Basic Rules (ammo depletion but no piloting rolls, criticals, internal structure or close combat).
The skirmish takes place near a small lake surrounded on two sides by hills and sparse patches of scrubby vegetation. The Wolverine enters from the South and the Griffin from the North.
The game started with Low Blow maneuvering his Mech around the northern hill whilst the Wolverine began running toward him in an attempt to close range so he could bring his full array of weapons to bear on the mercenary Mech.
Initial fire from both sides were ineffectual but as his greater range came to effect, Low Blow managed to blast the Wolverines centre torso with his PPC but things got a bit dicey as the Wolverine repeatedly used it's jump jets to try and close with the Griffin.
This close range fire began to tell as Low Blow took several shots to the centre torso but fortunately a well placed PPC to the cockpit of the Wolverine put the opposing mech out of commission.
As the remainder of the lance approached, they discover their lance mate standing guard over the smoking wreck. What was this lone Pirate mech doing out here and more importantly, does it have any friends...
Conclusion
Well that was an interesting skirmish and I have learned that using jump jets really add an extra element to the game. I hope to play the advanced rules that I have in the 3rd edition book that I have found which will introduce heat and piloting checks which would probably have had quite an impact on this game if I'd played it using them.
I have to admit that I'm finding the Griffin looks like it would work best with a lancemate to keep an opponent occupied whilst it snipes them as it's long range weapons are pretty shooty but when the enemy gets close, it gets a bit hairy.
It also runs through it's LRM ammo frighteningly quickly as that's two games where I've depleted it badly without it having much effect.
I think that as things stand, I may have to tweak the Gunnery Skills of my Mechs as in each game I've played, it's very difficult to hit at anything beyond short range which is a bit annoying. I think I'll change regular pilots to Gunnery Skill 3 rather than 4 which should allow for some better long range shooting. Other than that, I'm quite excited about getting a new round of campaign gaming going on Rynn's Steading soon as who knows what information can be salvaged from the wrecked Wolverine?
There does seem to be a lot of calculating hit chances in BT that result in no hits. I think it's one of the reasons it runs slow. I remember contemplating a global improvement of 1 or 2 points in order to make stuff happen.
ReplyDeleteTrue!
DeleteThe lower skill stats are fine for poorly trained troops or representing mechs with faults but it does slow stuff down a bit so I plan on tweaking things a bit!
Love what you're doing there. Ons should simply play and not just paint all the time.
ReplyDeleteMany thanks!
DeleteI really have enjoyed simply playing some games rather than lots of painting prep work. With papertech its possible to throw together a lance, company or whatever really quickly for whatever force you fancy!
The Griffin is at a disadvantage in this matchup. The Griffin needs to be able to maintain distance (both of his weapons have short range penalties, AND he runs hot). The Wolverine, on the other hand, can win if he just closes the distance and gets to within the Griffin's donut hole of doom (the penalty zone for his weapons).
ReplyDeleteOn a map that small ,there's almost nowhere to hide, and they both have the same movement, so the Griffin can't run away fast enough for the Wolverine to close the distance and pound him to smithereens at close range with all of his weapons.
A buddy would actually help in this scenario, to draw attention and to act as an artillery spotter.
And just FYI, the Griffin's weapons are fine. LRM's are GREAT if you know how to use them. It's just that this scenario heavily favors the Wolverine.