Rules

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.