Alpha Strike Lance Packs and Box Set – Draconis Combine

Following up on my construction of house affiliated Alpha Strike companies that have flavor, are balanced, and are only using the Alpha Strike Lance Packs and Box Set miniatures I give you a Draconis Combine Company:

Support Lance Pack
Charger – CGR-1A1 = 18
Vindicator – VND-1R = 28
Firestarter – FS9-H = 19
Awesome – AWS-8Q = 39 = 104pts

BattleMaster – BLR-1G = 40
Dragon – DRG-1N = 30
Jenner – JR7-D = 20
Panther – PNT-9R = 20 = 110pts

Striker Lance Pack
Panther – PNT-9R = 20
Guillotine – GLT-3N = 37
Dragon – DRG-1N = 30
Quickdraw – QKD-4G = 30 = 117pts

Totals for this company comes in at 331 points.

 

Alpha Strike Lance Packs and Box Set – Wolf’s Dragoons

Good day to you all. I have had a goal for a while that I have finally got some work on. I have wanted to create some house affiliated companies for Alpha Strike that had favor and were balanced. The constraint was that I wanted to only use the Lance Packs and the Box Set plastic mechs. I will be posting what I have come up with in the next couple of weeks. Of course first up is a Wolf’s Dragoons Company:

Fire Lance Pack
Shogun – SHG-2F = 43
Dervish – DV-6M = 30
Trebuchet – TBT-5N = 27
Stalker – STK-3F = 42 = 142pts

Victor – VTR-9B = 37
Hunchback – HBK-4G – 28
Grasshopper – GHR-5H – 39
Hermes II – HER-2S – 21 = 125pts

Recon Lance Pack
Flea – FLE-15 = 13
Spider – SDR-5V = 16
Vulcan – VL-2T = 19
Cicada – CDA-2A = 16 = 64pts

Total points for this company is 331.

A Special Day, both Fictional and Real World…

Today is a special day, in gaming and real world alike.  In the US, today is Veterans Day. Today is a day set aside for us to recognize and appreciate all the men and women who have served, are currently serving, and those who have given the ultimate sacrifice for our freedoms.

To each and every one of you, and their families, I want to express my deepest thanks and gratitude to you.  Without your service and sacrifice, we would not be the country or have the freedoms we have today. Simply, thank you.

As this is also a site dedicated to Wolf’s Dragoons, I would be remiss to not note the significance to them as well. Today is Resolution Day, on this day the Wolf’s Dragoons decided that they would turn their backs on their Clan heritage and go their own way. They decided to follow their orders by Kerlin Ward and prepare the Inner Sphere for the coming of the Clans. In this they became a special blend of Inner Sphere and Clan ways, forging a new way all their own.

Harebrained Schemes: Operation Alpha Strike

Attention on deck! Attention on deck! Attention on deck!

>>> On September 29th, at 10:00am Pacific, Harebrained High Command will initiate a FULL-SCALE INVASION of Kickstarter, using the full force of the Global BattleTech Community.

Join the #BATTLETECH #Kickstarter Invasion! 9.29.15 – Alpha Strike commences 10am PDT http://battletechgame.com

End Transmission <<<<

THE GAUNTLET

This has been something I have seen people ask for on the forums and I have been meaning to put this up for a while now. This is taken from the MechForce Quarterly North America Volume 2, Issue 2.

A Solo System for the BattleTech Game – by Mike and Ian Nelson
Most BattleTech scenarios are intended for two or more players. Well, “two or more players” is great if your roommate enjoys BattleTech or if you have a friend nearby to game with. Maybe, if you are lucky, you belong to a gaming group or know people who play at a local hobby shop. But what happens if you can only play once a month because opponents aren’t readily accessible?

We were on the BBS where one of the past winners of the BattleTech Open at the GEN CON Game Fair was asked what he did to prepare for the tournaments. He replied that he played every day he could. He studied all of the hex maps and read and reread the rules.

But how do you practice if you’ve read all the books, looked at all the maps, and don’t have a regular gaming partner? the answer is the Gauntlet. It is a set of basic rules designed to allow solo BattleTech play. You fight against a force of drones that are randomly located.

EQUIPMENT
You will need a half dozen six-sided dice of the same color; two 20-sided dice of different colors; Map Set #3, Rolling Hills #2; SDR-9K Venom with Record Sheet; assorted dice; and pencils.

SETUP
The Rolling Hills #2 map should be placed so that you can read the hex numbers. The top is considered north.

DEPLOYMENT
The attacker enters from the south edge of the map after the drones have been deployed.
Each of the six defending drones is placed by rolling 2D20. Assign one color D20 to columns and the other to rows. Both dice are rolled together, with 16 through 20 on the column die and 18 through 20 on the row die being re-rolled. The resulting numbers show where to place the drones. The drones are represented by the same color D6s, with each drone having its own number. When you are finished, you should have six dice with numbers one through 6 showing. The drones are left in place for the remainder of the game. The drones automatically face toward the attacking ‘Mech at the beginning of each round. Drones can torso-twist, as allowed in the BattleTech rules.

DRONE WEAPONS
The weapons cannot be greater that one-half the Combat Value of the attacking ‘Mechs weapons. The drones can have up to 10 weapons. For example, the attacking ‘mech is a SDR-9K Venom with four medium pulse lasers. Each laser has a Combat Value of 32, for a total of 128. Therefore, the weapons on each drone cannot be worth more than 64 points.

DRONE MODIFIERS
Use standard modifiers for the drones the first couple of times you run the Gauntlet. The best way to do this is to calculate their modifiers using the same Movement, Piloting, and Gunnery as your ‘Mech and pilot. Calculate the modifiers for drones 1 and 2 as if they had walked their full movement; for drones 3 and 4 as if they had run their full movement; and drones 5 and 6 as if they had jumped their full range. Add all other applicable modifiers.

Drones Weapons Movement Gunnery
#1 2 MPLs Walk-8 4
#2 2 MLs Walk-8 4
#3 1 LRM 10 Run-8 4
#4 1 A/C 5 Run-8 4
#4 10 MGs Jump-8 4
#6 1 SRM 6 Jump-8 4

GAME PLAY
The attacker moves onto the board after the drones have been placed. His objective is to score a single hit on each drone within eight rounds. The attacker then stalks and destroyes the drones with a second hit as quickly as possible. All the rules in the BattleTech Total Warfare are in effect.

VARIATIONS
1: Drones are re-rolled and placed on a new hex each round
2: At the start of each round, 1D6 is rolled for each drone. The result is used as a direction indicator. Use the Scatter Diagram from Total Warfare. The drone is moved that number of hexes in the indicated direction, based on the assigned Movement rate. If a drone’s movement takes it to the edge of the board, treat it like a bounce.
3: When one drone is destroyed, another replaces it. The new drone cannot fire or be fired upon until the next turn.
4: The Level of Difficulty can be adjusted by increasing or decreasing a drone’s weapons, Gunnery skill, Movement rates, and the number of hits required to destroy it.
5: Drones can be assigned an armor value and must receive the corresponding damage to be destroyed.