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.


Tuesday 17 September 2024

Mech Campaign - Part 3 - First Claims

As a quick reminder of the campaign setting. A previously mined area in the southern hemisphere of the planet Aridain Prime has become available for prospecting again after the collapse of a mining house that previously owned the rights. Both StarCore Corporation and the Rorek Syndicate, whose mining operations border this region, are actively vying to claim the territory. (Refer to the previous two blog posts for the campaign setup details).

A StarCore Mech has taken position on a hilltop.

Before the battle, or hostile prospecting, both StarCore and Rorek Syndicate choose their campaign actions. Since this is the beginning of the campaign and neither side has claimed any territory yet, both selected the same action, to expand their territory. So, the winner of this battle will be able to claim two territories on the campaign map. In the event of a draw, both will select on territory.

The Battle Setting…

An isolated group of StarCore mechs has taken control of the derelict mine in sector Alpha-457. Meanwhile, a team of 5 Rorek mechs is advancing from the south to investigate these two StarCore targets, when they detect three more targets approaching from the north, which are expected to arrive shortly. This scenario is based on "Take the High Ground," Scenario 4 from *One-Hour Wargames*.

Each side has 5 mechs, consisting of 2 heavy mechs and 3 light mechs. Two of StarCore's mechs have already taken position on the ridge. Their reinforcements will arrive on turn 2.

The force occupying the ridge uncontested at the end of the game wins.

The Rorek Mech team investigates the two primary targets, aiming to secure the ridge. To the east are the remains of the old mining works.

The Battle Report…

The five Rorek mechs (Blue) swiftly advanced from the south toward the two StarCore mechs (Red) stationed on the ridge. They used their lighter and more agile mechs to lay down suppressive fire on the larger StarCore mech while their heavier mechs closed in and started to join the attack.

Opening game moves.

The nearby reinforcements from StarCore soon arrive from the north and move swiftly to support the two mechs holding the ridge, who are now under heavy fire from the larger Rorek mechs and their powerful weaponry.

Reserves arrive for StarCore.

The Rorek mechs are able to secure a foothold on the ridge. Additionally they were able to inflict significant damage on the StarCore mechs defending it. However, they are now beginning to accumulate hits from the StarCore reserve mechs as they move into range and engage.

The Rorek mech team gain a foothold on the ridge.

The StarCore mechs were able to destroy the Rorek mech that had secured a foothold on the ridge, but their mechs on the ridge eventually fell in swift succession to the concentrated fire. With their loses, the resolve of the remaining mechs failed and they withdrew, allowing the Rorek team to claim control of the ridge.

Out numbered and with increasing losses the StarCore mechs withdraw.

The Rorek mech team claim control of the ridge for victory in this first skirmish of the campaign.

The Campaign…

The Rorek Syndicate claimed victory as their mechs secured the ridge, clearing the way for them to take control of two territories in the prospecting area (shown by blue stars).

The Rorek Syndicate have been able to claim two territories following their victory at Alpha-457.

What’s next?

While I enjoy playing scenarios from Neil Thomas’ One Hour Wargames, these battles played with just a handful of mechs feel much more like skirmish games to me. Therefore, with my next few games I plan to select scenarios from Sci-Fi Skirmish Scenarios by John Lambshead and adapt them to the narrative of this campaign.

Future scenarios will be inspired from this book.



Saturday 7 September 2024

Mech Campaign - Part 2 - The Campaign Rules

Having decided the high level background for the campaign in my previous post, the next step is deciding upon a specific campaign setting and campaign rules. I found some simple campaign rules in the “One Page Fantasy Rules” by John David Stor which seemed to fit the bill nicely and with minimal modification would work for my sci-fi setting. But before getting into the campaign mechanics the setting of the campaign needs to be described.

Not all mech are walkers. Miners have upgraded mining equipment with weapons.

Campaign Setting…

"Possession is nine-tenths of the law," as they say, and the mining corporations and mining houses will race to seize or claim as much prospecting territory as possible before the Aridex Prime Prospecting Claims Council (APPCC) steps in. This council, composed of representatives from the major corporations and mining houses, holds the authority to decide on prospecting rights.

Aridain Prime. The campaign is taking place in the southern hemisphere.

A prospecting area has recently become available in the southern hemisphere of Aridain Prime, situated between the existing claims of StarCore Industries and The Rorek Syndicate. This land once belonged to the now-defunct mining house, Trogan Trading Company, founded by one of the original prospectors, Dyrk Trogan, the house remained under his family’s control after his death. However, internal disputes and mounting debts eventually led to its downfall. The rights to the land were nullified, as it was believed that the area had been completely depleted of Nyxium from previous mining operations. However, recent surveys have revealed sizeable traces of Nyxium still remain, both in the ground and in the old mine tailings, as earlier mining techniques were far less efficient than today's methods.

The prospecting area of 20 territories to be contested by StarCore Industries and Rorek Syndicate.

Campaign Rules…

At the start of the campaign, there are 20 unclaimed prospecting territories. The objective is to secure more territories than your opponent. The campaign consists of 8 battles. Before each battle both players must choose one of the following objectives:

  1. Expand Territory – If the player wins they claim 2 unclaimed territories.
  2. Recover Territory – If the player wins they steal 1 of the opponent’s claimed territories.
  3. Hostile Claim – The player wins they take 2 of the opponent’s claimed territories. Otherwise, the opponent claim 1 of their territories in addition to their chosen objective's rewards. Note you must have 1 claimed territory to select this objective.
  4. Disrupt Claims – If the player wins, then 3 of the opponent’s territories become unclaimed.

After all 8 battles are fought, roll a D3 for each territory claimed. Add up your total D3 results. The player with the highest combined score wins, representing the total amount of Nyxium deposits available for mining.

Drones are used to support the mechs.

Setting up a game…

The games are setup using one of the scenarios from One-Hour Wargames. For this game the “Take the high ground” was selected.

A small, isolated team of StarCore mechs (Red) has secured a hill near the abandoned mine in sector Alpha-457. Meanwhile, a group of 6 Rorek mechs is advancing from the south to investigate two StarCore targets. As they move in, they detect an additional 4 targets approaching from the north, expected to arrive soon.

Tabletop setup

The next post will have the game report.

Thursday 5 September 2024

Mech campaign - part 1 - background

With everything now packed up ready for the impending move, my gaming has been restricted to playing a few quick Mech games and trying different rules or rule mechanisms. I seem to be settling on a set of rules suitable for a series of games in a campaign, so the next step is to begin developing a campaign background to make these Mech battles more interesting and with a linked theme. The background is still in its early stages and is fairly basic for now. I expect to add to the detail as the campaign progresses. 

A Titan-Class Mech 

For a bit of fun and challenge, I've been using the "Clip 2 Comic" app to give the photos of my models a cartoon-like look. I’m not sure yet if I’ll continue doing this throughout the campaign, but for now I hope it will make things a bit more interesting.

Campaign Background…

In this sci-fi future, Nyxium is a rare mineral found on only a few planets. Its unique atomic structure allows it to channel and amplify energy, making it a critical component for powering the quantum engines of starships. Without Nyxium, quantum space jumps would be impossible, making it a most valuable and useful resource.

One source of Nyxium is Aridain Prime, a desolate dwarf planet located on the fringes of the solar system beyond the asteroid belt. The planet’s surface is dotted with massive mining complexes where workers and automated machines struggle to extract the precious Nyxium from deep within the planet’s core. Recognising its vital importance to their wealth and power, the Terra Alliance closely guards Aridain Prime, but takes a hands-off approach to managing the mining operations. Instead, they leave governing of the planet to the corporations and mining houses established by the original prospectors, intervening only when the Nyxium supply is disrupted.

Aridain Prime is a desolate world dotted with rocky outcrops and mining complexes.

Left to their own devices the mining corporations and houses are often in conflict over access to mining rights and new sources of Nyxium. They have turned to mercenary groups to defend their mines and patrol the areas where they are prospecting.  The mercenaries use large mechs, designed specifically for the planet’s harsh, unforgiving environment. They can be walkers standing up to 50 metres tall or tracked armoured vehicles. They are equipped with an array of weaponry, including plasma cannons, rail-guns, and missile launchers. Some well funded mercenaries will also upgrade their mechs with shield generators for additional protection.


Two lighter (Raptor-Class) Mechs engage a larger (Titan-Class) Mech.

Mercenary mech groups on Aridain Prime are commanded by seasoned captain pilots, veterans who have survived numerous engagements. Leadership structures vary between different types of mercenary groups. The more independent, freebooting groups typically elect their captains through a democratic process, with pilots voting for the leader they trust most to guide them in battle and ensure their survival. In contrast, mercenary groups employed by the mining corporations operate under a more hierarchical system, where captains are appointed by corporate management. These captains are often ex-military personnel, handpicked for their combat expertise and loyalty to the corporation’s interests.

A free-booting mech pilot

Corporate mech pilot

Each pilot is responsible for their own mech, They will employ a support team dedicated to the maintenance, repairs and upgrades of their mech. For the larger Titan-Class mechs, these teams can also serve as crew members, operating various systems and weapons on board during combat.

Next up will hopefully be details of the campaign and possibly a scenario and battle report.