Saturday, 16 November 2024

Painting and rule changes

Wargaming continues to take a back seat as pretty much every day I am driving to the house and spend my time painting rooms (not models alas). This gives me plenty of time to think about and ponder the mech rules. However, the downside is that when I do manage to fit in a quick game, I often have new rule changes I want to test, which is slowing down the progress of my mech campaign.

A random mech photo made to look cartoonish.

Rule Changes…

I have tried various activation methods over the past few weeks while developing some simple mech rules and may have now settled on a playing card-based activation system (I hope). In this activation approach, the cards are shuffled, and each mech is assigned a card. Activation begins with the mech holding the highest card and continues in descending order until all mechs have been activated. Mechs that are attacked but have not yet had the chance to activate can take defensive countermeasures to reduce the effectiveness of combat, but must sacrifice their card and be treated as activated. The main drawback of  the cards is they do clutter up the tabletop. To address this, I might create numbered counters to draw from a bag or look to purchase some very small playing cards to use instead.

A test game using the card activation.

Another rule change I tried out previously which has returned, is the critical system failure check. This check occurs whenever a mech takes a hit. A D6 is rolled and if less than the total number of hits accumulated, the mech has a critical systems failure and is eliminated. The mechanism adds a greater level of uncertainty to taking hits where a well aimed shot can eliminate a mech.

A mech now with 4 hits passes the critical failure test. Requiring a 4 or more for the number of hits a 5 is rolled.

Painting…

Returning to the topic of painting, I am halfway through painting the house and one of the rooms completed is my wargaming room. A photo of which can be seen below.

The wargames room painted and waiting to be filled with shelving units loaded with models and terrain.


Monday, 4 November 2024

Battle of Sekigahara Boardgame

To take a break from my mech campaign, I decided to try something different and purchased a print-and-play game from Wargame Vault. This was my first time picking up one of these games, and with limited wargaming options on hand until we move into our house, I figured it was worth trying one out.


The game I chose was “Battle of Sekigahara Game” by The Historical Game Company and Blue Panther LLC. I was intrigued by this game because uses event cards to determine the number of moves and attacks each player can make during their turn, along with special events that affect play. The events can range from combat or movement benefits, to major shifts in the battle like an allied clan switching sides.


The rules are straightforward and fit easily onto four pages. The only thing that tripped me up in my first game was remembering the defensive fire phase, where the opponent can shoot with missile units (arquebus and bow) right after movement and before the combat phase. I found the card mechanics with their events work well when playing solo adding a level of uncertainty.


A recent print and play purchase

After purchasing and downloading the game, the next step was printing. Since I don’t have access to a printer and needing the map on A3 paper (approximately 11 x 17 inches) I decided to go with an online printing service. The process proved to be quite simple: I just uploaded the rules, counters, cards, and map, and for each selected the paper size and quality. For example I had the map printed on their highest quality paper so it will be more durable. The printing arrived two business days later, not long to wait.


Once the printouts arrived, I glued the counters onto card stock using a glue stick, then lined up and stuck on the counter backs. Finally once the glue was fully dry I cut them out. As for the cards, they came on one sheet of paper with the faces on one side and the backs on the other which all lined up nicely. These I covered with clear contact plastic, front and back, before cutting them out. This gave the cards some extra thickness along with durability. There are no pictures of this process as it is quite tricky putting the contact plastic on, one mistake and it all turns to custard.


The printed front and back of the counters are glued to a piece of card and cut out.

The completed cards. The printed cards came on one sheet of paper with the faces on one side and the backs on the other which all lined up nicely. These were covered with clear contact plastic, then cut out.

So far, I have managed to play one game, where the Eastern Army under Tokugawa Ieyasu quickly defeated the Western Army under Ishida Mitsunari. Although the game ended up being a one-sided affair, probably due to my erratic tactics, I will definitely be playing some more games in over the next few weeks as a change from my mech games. One feature of the game I liked is each army has two clans on their flanks that are unreliable and may switch allegiances during the game, as directed by the event cards.

The game setup ready to play.

End of the game with an Eastern Army win.

Looking ahead I am curious if parts of the game’s rules might be adapted for my samurai tabletop games. Something I would like to try once the house is finally set up. The ship with our goods has left Melbourne and with travel and customs it is looking like it we will be in around mid-December, which feels like it’s still a ways off. Although things are progressing, yesterday I was preparing and undercoating the room where I will be setting up my table and models.

Tuesday, 29 October 2024

Limited time

I've been busy house painting every day to get the house completed before all our belongings arrive via ship. This is not exactly the kind of painting I enjoy, but there is satisfaction in getting the rooms complete. All this painting has meant my wargaming and blogging time has been limited. I did manage to fit in a mech game, though I have not found time to write it up yet.

The start of a mech game which has to be written up.

Yesterday, I took a break from painting as it was a public holiday here in New Zealand, and we were able to organise a family games day. In between having food we played two board games, starting with “Heat - Pedal to the Metal”, a racing car game where you manage a hand of cards to push your engine to its limits to get to the finish line first without spinning out on the corners. It was a very enjoyable game with some clever mechanics that kept everyone in the contest. At some point we all held the lead at different times, and no one fell behind until the last corner, where we pushed our engines to the maximum in a sprint to the finish line.

The first game played

The first lap underway

The second game we played was “Betrayal at the House on the Hill”. A game where players explore a haunted house by placing tiles, gathering items and omens, and improving their characters’ abilities. At a certain point, the omens cause a shift in the game, transforming it from a game of exploration into one of survival. In our game, one player became an evil zombie lord tasked with hunting down the other characters using zombies. There are other survival scenarios in the game and the one selected is dependent upon the last omen found. 

The second game played.

The haunted house is explored.

It was a fun games day.


Tuesday, 15 October 2024

Mech Campaign - Part 7 - Rule Changes and Game Report

While painting our new house, I have had plenty of time to think about the mech rules (see draft rules here) and consider amendments. The area or the rules I was not overly happy with was how mechs take damage. The rules currently has mechs simply accumulating hits until a certain threshold is reached, at which point they are destroyed.

More rule changes.

The first change I wanted was to allow mech shooting to be able to inflict multiple hits on a target. Instead of rolling a single die with modifiers to hit on a 4 or higher, mechs now roll multiple dice. The number of dice can increase or decrease based on factors like long range or a target in cover. Each 5 or 6 rolled counts as a hit.

For example:

  1. A titan-class mech normally rolls 3 dice, but when shooting at a target beyond half its range, it is reduced to 2 dice. It rolls a 5 and a 6 and inflicts 2 hits.
  2. A raider-class mech, which has fewer weapons than a titan-class, rolls 2 dice. If it shoots at a target within half its range but the target is in cover, the dice rolled are reduced by 1.

The second change adds a check whenever a mech takes any hits to determine if a critical system is damaged causing the mech to be destroyed. The chance of destruction increases as the mech accumulates more hits. After applying the hits, a dice is rolled. If the result is lower than the total number of hits, the mech is destroyed. 

For example:

  1. A mech with 2 accumulated hits takes 2 more hits, bringing the total to 4. It then rolls a 3 on the die, which is less than the total hits, so the mech is destroyed. (If it had rolled 4 or more it would have survived.)

This approach means that a mech will be automatically destroyed upon taking its seventh hit, as it's impossible to roll a number equal to or greater than 7 on a dice.

The following battle report tested the above rule changes.

Battle Report…

The game features two groups - Rorek Syndicate mechs (blue) and StarCore Corporation mechs (red) - converging on two mines located near the Rift of Perdition, an impassable crevice. These mining complexes are strategically important, as they are the only way to cross the crevice.

The tabletop setup. StarCore mechs are closest.

Both mech groups advanced quickly. Rorek deployed their lighter, faster raider-class mechs to reach the mining complexes, staying hidden behind the buildings. The StarCare mechs struck first, focusing their fire on a Rorek titan-class mech that had strayed within range and managed to destroy it. In response, the Rorek mechs delivered some highly accurate shooting, hitting critical systems on several StarCore mechs, effectively splitting the StarCore force into two groups around the two mining complexes. 

StarCore strike first.

Rorek shooting proves to be accurate hitting critical systems.

Rorek maintained their momentum by downing another StarCore mech. The tide of battle briefly turned for the StarCore force when their remaining titan-class mech secured one of the mining complexes after destroying a Rorek mech that had been contesting control of it. After a period where both sides exchanged fire, Rorek’s superior numbers eventually proved decisive, and they destroyed the last StarCore titan-class mech. With their forces depleted, the remaining StarCore mech retreated, allowing Rorek to move in and capture both mining complexes, securing victory.

StarCore try to change momentum and move on the mine complexes, taking more damage in the process.

StarCore capture and control the left hand mine complex.

The loss of their last titan-class sees the remaining StarCore mech retire. 

Campaign Implications…

The Rorek Syndicate has secured two more prospecting territories in the disputed zone, bringing their total claims to match those of StarCore. This back-and-forth exchange of territory can continue for a while, but eventually one of the organisations will need to change their strategy from focusing solely on expansion, to one of disrupting the opponent's claims or attempt to seize some of their rival's territory.

Claimed territories - Rorek in blue and StarCore in red.

The campaign rules and the possible strategies can be found here.

Rule Changes...

I am definitely keeping the rule for checking damage to a mech's critical systems, as it adds a level of uncertainty as the hits accumulated. However, I'm still unsure about the other rule change allowing for multiple hits from an attack. I will need to play a few more test games before deciding about this rule.


Sunday, 6 October 2024

Mech Campaign - Part 6 - Deep Strike

This week, we arrived in New Zealand, and I had the chance to play the next game in the ongoing Aridain campaign (more details can be found here). Both the Rorek Syndicate and StarCore Corporation forces are continuing to expanding their territories. For this game, I repurposed the "Deep Strike" scenario from the “Sci-Fi Skirmish Scenario” book by John Lambshead to better fit the campaign's narrative.

Background…

The StarCore Corporation is preparing to launch a raid into the disputed mining territory. However, they first need to break through a Rorek Syndicate defensive line which is positioned among an abandoned mining operation and surrounding hills made from the mine’s tailing. To succeed, StarCore must get the majority of their mechs through the defensive line. Their strike force consists of five mechs - two heavy titan-class mechs and three lighter, raider-class mechs. The Rorek defences are made up of three titan-class mechs and two static sentries.

A Rorek Titan-class mech stands guard.

An automated sentry fills in gaps in the defensive line.

The Rorek mechs are positioned in centre, stationed in cover around the mine buildings, while they have sentries are positioned on the hills on the flanks.

Tabletop setup is just under 3x3 foot.

StarCore Corporation Mechs - 2 titan-class and 3 raider-class.

The Game…

The StarCore mech force quickly advanced in the centre towards the mines and on the left flank to the hills. They were able with concentrated fire neutralised not just the Rorek automated sentry unit, but also the titan-class mech. Although in this initial clash two of their own mechs sustained heavy damage. Taking advantage of their success, the mechs pressed forward swiftly before any of the Rorek titan mechs could react. On the back foot, one Rorek titan-class mech took a defensive stance blocking the way while a second mech made a flank attack. StarCore mech’s successfully repelled the flanking threat while concentrating their other mechs to assault the Rorek mech blocking their path. After a fierce fire-fight, they were able to disable the defending mech, allowing three of their mechs to break through the Rorek defensive line. The two remaining, and badly damaged, mechs retired back to their starting line.

StarCore mechs advance while fending off a flank attack.

3 StarCore mechs make their way through the defences.

Campaign Update…

With this victory, the StarCore Corporation secured control of two additional zones in the disputed territory.  As both sides gain more zones there may be a change in tactics before the next game.

Map of the disputed territory.


Sunday, 29 September 2024

Mech Campaign - Part 5 - Battle Report - Eviction with Extreme Prejudice

This is the second game in the Aridain Prime campaign, where StarCore Corporation and the Rorek Syndicate are vying to claim a newly reopened mining zone. Previously, the Rorek Syndicate secured two territories in the zone after their mechs defeated a group of StarCore mechs.

Both organisations are continuing with their strategies of trying to expand their territories under the campaign rules (see here). The winner of this next encounter will be able to claim another two unclaimed territories.

A Titan Mech of the Rorek Syndicate stands guard.

The Scenario…

The StarCore Corporation mechs are planning an assault on an old mining complex currently guarded by Rorek Syndicate mechs. For this scenario, I have adapted Scenario 4.2 (Eviction with Extreme Prejudice) from the book “Sci-Fi Skirmish Scenarios” by John Lambshead to fit the mech campaign narrative. 

To win, StarCore must destroy three or more of the five mine buildings in the complex. To destroy a building they must first be the only mech within 4 inches of the building and score 4+ on a dice roll.

The tabletop setup with Rorek mechs (Blue) defending the mining complex of 5 buildings.

Forces…

StarCore Mech Force (Red):

  • 2 Titan Mechs
  • 2 Light Mechs
  • 1 Tracked Mech (which can use the existing mine tunnels and excavations make a surprise appearance on either flank)
Rorek Mech Force (Blue):
  • 2 Titan Mechs
  • 2 Light Mechs
  • 1 Drone and Drone Launch Vehicle

StarCore Mechs

Rorek Mechs

The Game Report…

The Rorek forces were positioned in cover and guarding the mining complex. The StarCore mech force arrives in two combat groups, each comprised of a titan mech and a light mech. They quickly secure the high ground around the complex and engage the Rorek defenders at long range. Meanwhile, their tracked mech emerges on the right flank having used abandoned mining tunnels for a surprise flanking move. After a brief firefight, one of the Rorek titan mechs sustains heavy damage and is destroyed, an early and valuable success for StarCore, allowing them to press forward into the mining complex.
 
Tabletop setup with Rorek mechs guarding the mining complex.

StarCore combat groups arrive.

An early success for StarCore as they destroy a titan mech.

Seizing the opportunity presented by the exposed left flank of the Rorek defence, the StarCore mechs advance and, with some precise shooting, they manage to damage one of the mining buildings. Caught off guard, the Rorek mech force suffers another setback when one of their light mechs unable to repair its damage is also destroyed. After this success, StarCore press their luck further and attack a second building. However, in the process of damaging the building, a Rorek drone swoops down and successfully destroys StarCore’s tracked mech.

Outnumbered and unable to prevent a third building from being damaged, the remaining Rorek mechs  choose to retreat to avoid further damage to their units.

StarCore advance and damage part of the mining complex buildings.

StarCore continue and destroy a second building, but in doing so lose their tracked mech to a drone attack.

StarCore mech damages the third building to secure victory.

This victory sees StarCore securing claims over two territories in the campaign.

Campaign Map. StarCore territories shown with red stars and Rorek territories with blue stars.


Tuesday, 24 September 2024

Mech Campaign - Part 4 - Draft Game Rules

Before playing any more games in this mech campaign, I figured it would be timely to do a post about the draft rules I am using. They are fairly simple, as I prefer rules that fit on a single, double-sided sheet of paper. These rules are designed for a small-scale game using between 4 to 6 miniatures per side. The majority of units will be mechs, large, human-piloted robotic machines built for combat in the harsh planetary environment. However, for a bit of variety, the rules also feature drones, sentry guns, and tracked mechs.

I have kept combat simple and it is all via ranged attacks, with mechs armed with advanced guns and missiles. These weapons allow them to inflict damage, provide suppressive fire, and lock onto targets to boost the accuracy of other mechs shooting. However, to counter this, the mechs are also equipped with sophisticated defensive repair systems. 

Given the limited number of mechs in play, the rules allow multiple actions per unit, creating I hope a fast-paced game. I did not want the games to always finish with the last man standing, or in this case last mech standing. So fitting in with the campaign background, mechs are costly on the remote mining world and pilots will break off the battle before facing complete destruction.

The units I am using are:

Mechs - These make up the core of most forces, as they are specially designed to function in the planet's hostile environment. Typically, they come in two varieties: light mechs, which are fast and agile, and heavy mechs, which can carry extensive weaponry but sacrifice speed. 

A large mech - Slow but with powerful weapons.

A small mech - fast and agile.

Tracks - These are tracked mining vehicles repurposed for combat and used to make up the numbers. They are slow and have limited firepower. Their one advantage is their ability to navigate the warren of underground tunnels left by mining operations and suddenly appear to ambush the enemy.

Tracks - repurposed mining equipment.

Drones - Built to operate in harsh, thin atmospheres, using advanced propulsion like anti-gravity stabilisers and thrusters to fly. They are remotely controlled from a base unit and also use AI to direct their movement and attacks. Though lightly armed, they are useful for providing target locks and suppressive fire.

A drone and base launching vehicle.

Gun Sentries - Mining operations frequently deploy gun sentries as a cost-effective way to safeguard their assets. With limited weaponry, these stationary defences rely on AI to control their targeting and firing.

Gun Sentries.

Sequence of Play

Each game turn consists of two player turns. During a player’s turn, the following steps are performed in order:

  1. Calculate the player's available action points.
  2. Spend action points to activate units one at a time, until all action points are used or the player wants to take no further action.
  3. Remove all suppression and target lock markers from the player's units.

Calculating Action Points

To determine the number of action points a player has for their turn, total up the total number of active units (excluding any eliminated ones) and add the result of a dice roll. These will determine how many actions a player’s units may perform.

Activating Units

Select a Unit: Choose a unit to perform one or more actions. Complete all actions for the selected unit before choosing another unit.

Action Limits: Each unit may perform up to three actions per turn. Actions require action points to be spent:

  •    The first action costs 1 action point.
  •    The second action costs 2 action points.
  •    The third action costs 4 action points.

A unit cannot perform an action if a player has insufficient action points. Keep track of the remaining action points as they are used.

Available Actions:

The available actions a unit can take are:

  • Movement
  • Shooting
  • Suppressive Fire
  • Target Lock
  • Repairs
  • Recover from Suppression
  • Special Action

Movement

Heavy and tracked mechs are limited to 1 move action per turn, while light mechs may perform multiple move actions. Move actions must be consecutive; a unit cannot move, perform another action, and then move again.

Ground Unit Movement:

  • Ground units allowed to move may advance 4 inches in a straight line per move action. Turning at the start and end of their movement. Heavy mechs and tracked mechs are limited to 1 move action per turn, while light mech units can perform multiple move actions. 
  • Movement must stop if a unit comes within 4 inches of an enemy unit. Ground units already within 4 inches of an enemy can only move if they are moving directly away from the enemy.

Air Unit Movement

  • Air units, such as drones, have unlimited movement in a straight line. Turning at the start and end of their movement. However, movement must stop if they come within 4 inches of an enemy air unit. 
  • Air units are required to perform at least one movement action each turn, even if it means circling to stay in the same position. If a player opts not to move an air unit, it is removed from the tabletop and may return in a future turn, placed anywhere on the battlefield.

Note: Air units must complete a movement action before they can perform any other action, eg, shoot.

Shooting

To perform a shooting action, a unit must have line of sight to the target, be within the frontal facing 180 degree arc, and be within a 12-inch range. Heavy mechs may take up to 2 shooting actions per turn, while all other units are limited to 1 shooting action. After shooting, units may only perform additional shooting actions (if allowed) and cannot take any other actions.

When shooting, roll a die. On a roll of 4 or higher, the target is hit and takes 1 damage point. The roll can be modified by the following factors:

-1 if the target is in cover.

+1 if the shooting unit is on higher ground.

+1 if a target lock is active on the target (remove target lock marker once used).

-1 if the shooting unit is a drone or gun sentry.

Suppressive Fire

Units may choose to use their firepower to suppress enemy units rather than inflicting damage, forcing the enemy to spend action points to remove suppression. A maximum of 2 suppression marker per enemy unit is permitted. All suppression markers are removed at the end of the owning player’s turn.

Note - Suppression is a good way to force an opponent to use up their action points or tie up heavy mechs.

Target Lock

Units, excluding sentry guns, may place a target lock on an enemy unit to enhance the shooting accuracy of other friendly units. Place a target lock marker on the target unit. 

Repairs

Any unit, except fixed defences and air units, with more 2 or more damage points may attempt 1 repair action per turn. Roll a D6. On a score of 4+, remove 1 damage point. For example, a unit with 2 damage points may repair 1, but a unit with only 1 damage point cannot repair. They carry that damage for the remainder of the game.

Recover from Suppression

Units with suppression markers must use 1 action to remove the marker. For example, a suppressed mech spends 1 action to remove the suppression (1 action point) then moves (2 action points).

Special Actions

Any special actions specified by a scenario. The action may be automatic or require a dice roll to determine their success.

Eliminating Units and Resolve

Units are removed from play after sustaining 4 or more damage points. They can perform repair actions to recover from some hits, but they cannot fully restore all damage points. Whenever a unit is eliminated, the player must test the mech group’s resolve. Roll the dice and add 2, then subtract the eliminated units. If the score is less than 1, then the force retreats and the game is lost.

End of a Player’s Turn

At the end of their turn, a player removes all suppression and target lock markers from their units.