Showing posts with label Catalyst Games. Show all posts
Showing posts with label Catalyst Games. Show all posts

Monday, October 9, 2017

Rampant Stars: Battle Report- Ambush- Battletech

Welcome to my RAMPANT STARS battle report.  This is a generic ruleset for Sci-fi games that are miniature line agnostic, scale agnostic, and usable in any sci-fi setting from a grim dark universe, to Vietnam in space, to the war against the machines.  Rampant Stars uses relatively broad unit types and Sci-Fi traits to allow you to customize for the game you want.  In addition, Rampant Stars uses a three tiered scenario generator that allows for countless variations for the games you play.  Finally, it is designed to be played in one hour of game time.  

Polanski’s Lancers have been hired by Lacstar Industries to grab some rival Klan Enterprises executives from a corporate off-site on the Low-Grav world.  The executives are travelling under the protection of Thor’s Hammers.  Thor’s Hammers have been contracted to protect the Klan executives while having their off-site team building excursion.   

Polanski’s Lancers
Enforcer
Elite Infantry      Effectiveness rating:  10                                Points: 4 (+2 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              2+                           2+                           3+                           2+           1
Traits:
Commander
Rapid Fire- 2 Points

Trebuchet
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+3 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1(+1)
Traits:
Blast Radius- 1 Point
Armored- 2 Points

Quickdraw
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+4 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1(+1)
Traits:
Armor-piercing- 2 Points
Armored- 2 points

Assassin
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+2 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1
Traits:
Rapid Movement (+1 Point)- Roll 1 d6 for Double time
Enhanced Senses (+1 Point)- Ignore battlefield conditions

Total= 24 Points


Thor’s Hammers
Dragon
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+3 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1 (+2)
Traits:
Commander
Power Armored (+3 Points)

Dervish
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (+3)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1(+1)
Traits:
Armored- +2 Points
Blast Radius- +1 Point

Hunchback
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+6 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1
Traits:
Heavy Weapons- +4 Points- 1 Hit counts as 3.
Armored- +2

Whitworth
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (+2)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1(+1)
Traits:
Armored- +2 Points

Total Points= 24 Points


Mission
Missions are generated by rolling 3d6 three times and consulting a mission, complication, and Location chart.  Of course, you don’t have to roll any at all, but for a test game we might as well go for it!  

Ambush
The attacker sets-up terrain per the guidelines.  The defender sets-up their models as close to the center of the board as possible without violating zones of control.  The Attacker can place units touching any board edge.  Defenders are trying to move off the board edge voluntarily and in good order without routing or retreating off.  Once a unit leaves the board they can not return.  Attackers are trying to stop them.  If 10 points or more of the defenders starting units escape, the defender wins.  If they do not, the attacker wins.   

The Attackers are Thor’s Hammers.

EMP Storm
The world is clouded in swirling EMP that threatens communications and disrupts electronics.  The Commander can not use his +1 Command Check bonus due to the disruptions on the comm. channels. 

Location
Abandoned Outpost

Bases and Outposts tend to have a lot of small buildings, bunkers, roadways, fences, and walls to break-up the areas of the base.   Double Time moves always are considered to get the full additional movement roll.     

Set-up
This board is 4x4 in size with ruins scattered all over the board.  The Lancers are around a center building.  Thor’s Hammers are moving in from all sides to attack. 
  

Turn 1
Thor’s Hammers go first after a roll-off.  The Dervish decides to Double Time forward to try and get into a better firing position.  The Dragon decides to Move and Fire and closes in on the Enforcer.  His weapons open up at long range and….due to the range and reduced firepower from moving fails to cause any damage.  The Whitworth moves forward to cut-off the escape route of the Assassin.  The Hunchback stays put and opens fire on the Quickdraw at long range which knocks him down to 4 hits!  Again, the heavy weapon upgrade rules!

A terrible turn for the Lancers as they all fail their Command checks and are shaken except for the Trebuchet who rushes forward into cover. 



Turn 2:
The Dragon and Dervish are impacted by the EMP Storm and shaken.  Meanwhile, the Hunchback opens fire on the Quickdraw, and destroys him utterly!  The Whitworth moves an snap fires on the Enforcer, and  the range and cover educe him by 1 hit.     

The Assassina dn Enforcer rally, but this time the Trebuchet hesitates unsure how to avoid the enemy attack. 



Turn 3:
The Dervish and Dragon rally.  The Whitworth continues marching forward and shooting at the enforcer, but fails to cause any hits this time.  The Hunchback double times to a new firing position. 

The Enforcer rapid fires the Whitworth with his gatling cannon and the hail of fire causes the inexperienced pilot to fallback.  His mech took 3 damage in the attack.  The Assassin uses its rapid movement to make a break for it and stay away from the Hunchbacks firepower.


Turn 4:
The Dragon, Dervish, and Whitworth are all shaken as their scanners struggle to stay clear in the EMP storm.  However, the Hunchback tries to cut-off the fleeing Assassin.    

The Trebuchet stays shaken as well as the EMP storm swirls around.  The Assassin continues his full speed race to the edge of the outpost with the Hunchback stalking him.  The Enforcer follows to give covering fire. 


Turn 5:
The Dervish, Dragon, and Whitworth rally.  The Hunchback turns the corner spraying auto-cannon fire as he slices the pie.  A shell tags the Assassin and reduces him to 7 Effectiveness.  That means even if he escapes it won’t be enough to win now.  Another Lancer must also escape the board edge.  

The Trebuchet rallies.  The Assassin runs to safety outside of the ruins.  Meanwhile, the Enforcer decides to move rapidly to cover instead of shooting at the exposed Hunchback.  Either the Trebuchet or the Enforcer must also escape the board edge now to secure a victory. 


Turn 6:
The Dervish is shaken again.  This time the Dragon Moves and fires, catching the rear of the Trebuchet and reducing him 1 Effectiveness. The Hunchback maneuvers around the outpost and sees the Enforcer rushing away.  He snap fires but the massive Auto-cannon only needs to graze the light mech to do damage.  The Enforcer is knocked down to 5 Effectiveness but passes a morale test to keep in the fight. The Hunchback pilot calls to the Whitworth to help finish off the Enforcer, but the rookie pilot is shaken by the damage to his mech and does not respond.

The shooting from the Dragon must have woken up the Trebuchet pilot who rapid moves away from the source of the shooting.  The Enforcer also uses a burst of speed to get away fromt eh Hunchback and into cover. 


Turn 7:
The Dervish and Whitworth rally.  Too little too late.  The Dragon loses sensor contact again and it shaken.  The Hunchback continues to stalk his Enforcer prey, but the light Mech is out of sight.  It looks like he may escape too!  The Whitworth looks like he is going to let him scoot past. 

The Trebuchet breaks cover and runs for the board edge.  All the Enforcer needs to do is pass a Command check to escape and win the game for the Lancers.  Which he promptly does and escapes!

Conclusion
No turn 8 is necessary as Polanski’s Lancers have managed to complete the Mission victory conditions.  It is hard to call it a victory when one mech was completely destroyed, and all the others were damaged.  However, Thor’s Hammers were trying to keep 10 Effectiveness points from escaping the board, and 12 managed to escape. 

Some key failed morale checks and Command checks by the Whitworth secured the victory.  If that rookie had kept his head together then the Lancers may have been destroyed.  The Heavy Weapons on the Hunchback again proved their worth as they devastated enemy mecha, even with reduced dice, long range and cover.  It only takes one hit to reduce a target with 3 or less armor 1 Effectiveness, so it packs a punch. 


Overall, another fun game!    

Monday, September 11, 2017

Rampant Stars: Battle Report- Executive Extraction: Battletech

Welcome to my RAMPANT STARS battle report.  This is a generic ruleset for Sci-fi games that are miniature line agnostic, scale agnostic, and usable in any sci-fi setting from a grim dark universe, to Vietnam in space, to the war against the machines.  Rampant Stars uses relatively broad unit types and Sci-Fi traits to allow you to customize for the game you want.  In addition, Rampant Stars uses a three tiered scenario generator that allows for countless variations for the games you play.  Finally, it is designed to be played in one hour of game time.  

Today, I wanted to try the rules out using Battletech miniatures for a different style of game.  Instead of unit sof 10 Effectiveness Points, each Mech will have 10 Effectiveness Points.  This will be two mercenary units in the employ of rival Corporate States.   Let’s see how it went.     

Polanski’s Lancers have been hired by Lacstar Industries to grab some rival Klan Enterprises executives from a corporate off-site on the Low-Grav world of Toth Secundus.  The executives are travelling under the protection of Thor’s Hammers.  Thor’s Hammers have been contracted to protect the Klan executives while having their off-site team building excursion.  Trust falls on low-grav worlds are so much safer.     

Polanski’s Lancers
Enforcer
Elite Infantry      Effectiveness rating:  10                                Points: 4 (+2 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              2+                           2+                           3+                           2+           1
Traits:
Commander
Rapid Fire- 2 Points

Trebuchet
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+3 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1(+1)
Traits:
Blast Radius- 1 Point
Armored- 2 Points

Quickdraw
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+4 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1(+1)
Traits:
Armor-piercing- 2 Points
Armored- 2 points

Assassin
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+2 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1
Traits:
Rapid Movement (+1 Point)- Roll 1 d6 for Double time
Enhanced Senses (+1 Point)- Ignore battlefield conditions

Total= 24 Points

Left to right: Quickdraw, Enforcer, Trebuchet, and Assassin

Thor’s Hammers
Dragon
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+3 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1 (+2)
Traits:
Commander
Power Armored (+3 Points)

Dervish
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (+3)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1(+1)
Traits:
Armored- +2 Points
Blast Radius- +1 Point

Hunchback
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+6 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1 (+1)
Traits:
Heavy Weapons- +4 Points- 1 Hit counts as 3.
Armored- +2

Whitworth
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (+2)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1(+1)
Traits:
Armored- +2 Points

Total Points= 24 Points

Left to Right: Dervish, Dragon, Whitworth, and Hunchback

Mission
Missions are generated by rolling 3d6 three times and consulting a mission, complication, and Location chart.  Of course, you don’t have to roll any at all, but for a test game we might as well go for it!  

Abduction Mission
The attacker sets-up the terrain per the guidelines.  The defender places one unit in the approximate center of the board.  Place a single “NPC” model with the unit.  The defender deploys the rest of their force on any one other board edge of their choice with one model touching the edge.  The Attackers can deploy on any other board edge touching the edge as well. 

The attackers must secure the  NPC.  They can take the NPC by eliminating the Unit accompanying it with shooting or assault and then moving  the NPC into their Zone of Control.  The unit with the NPC may not leave the board and if they retreat/rout the NPC is left behind.  The NPC can be passed off between enemy units this way many times.  The game last 8 turns, one hour, or until one side is destroyed/routed.  If the attackers have the NPC they win.  If the Defenders have the NPC they win. 

The Attackers are Polanski’s Lancers.

Rain
Tut tut, feels like rain!  The entire board is considered difficult terrain as a wall of blizzard like snow hangs across the battlefield. 

Location
Outdoor, Low Gravity

The battle takes place outdoors, but is on a low-gravity world.  All units have their movement increased by 1d3 inches, and Double Times roll 2d3 and add the results together.  You can really move in this gravity! 

Set-up
This board is 6x4 in size with trees, two hills, and a pond.  The Trees are covering the center of the board with hills on both sides.  The Executives are placed in the center of the main forest.   

Thor’s Hammers’ Dragon mech is accompanying the executives as close protection for their team building exercise.  It is during their trust falls that the Dragon detects Polanski’s Lancers coming in from the west.  They are approaching in groups of two, using the hills as a screen for their approach.  The rest of Thor’s Hammers respond to the Dragon’s call for aid and arrive on their board edge.  The rain obscures visuals and targeting computers, but not the high powered early warning detection scanners equipped all of the machines of the future. 



Turn 1:
The Lancers all Double Time forward, but the blizzard is hampering the speed of their approach. 

The Dragon detects the approaching Lancers and shephards the executives away at full speed.  The Dervish moves forward to assist at double time, but the other two mech pilots nervously scan their sensors instead of moving up. 

Turn 2:
The Lancers pursue at max speed, but the Trebuchet is momentarily blinded by a gust of snow and falls out of formation.

The Dragon continues moving out of the forest, but poor communication and blinding snowfall cause the others to miscommunicate.  The Hunchback rallies, but the others are shaken. 

Turn 3:
The trebuchet rallies.  Meanwhile the Quickdraw forges ahead at double time.  The Assassin gets momentarily confused as they approach the woods edge.  The command Enforcer barely sees the Drgaon through the woods and snowfall, and opens fire with is gatling blaster.  The few shots that find the mark ping harmlessly off the Dragon’s heavy armor.



The Dragon ignores the fire and moves leads his wards closer to safety.  The Hunchback moves up to support the Dragon, while the Dervish stays shaken and the Whitworth rallies. 

Turn 4:
The Lancers charge forward into the woods and close on the Dragon. 

The Hunchback double times up to support the retreating Dragon.  He is in a good position to cover the retreat now.  The Whitworth is again shaken due to the inexperienced pilot, and the Dervish rallies. 

Turn 5:
Both the Quickdraw and the Enforcer move and fire on the Dragon, but fail to penetrate its heavy armor due to the range and terrain.  The rest move up as fast as they can to support the attack, but so far things look grim for the Lancers. 

The hunchback drew a bead on the Enforcer, and opened fire with his heavy weapons on the much lighter mech.  The heavy weapon on the Hunchback does its worst and shreds 7 Effectiveness Points from the Enforcer despite terrain and range.  This causes the Enforcer to fall back out of the fight after a completely failed morale test.



The Whitworth stays shaken, while the Dervish rallies.

Turn 6:
The Assassin races forward towards the enemy lines.  The Trebuchet opens fire with a barrage of long range rockets at the Hunchback, hoping to retaliate.  The blasts catch the Hunchback, but barely damage it.  The Quickdraw also riddles the Dragon with armor piercing shells, and a few manage to penetrate the Mechs armor and reduce it 1 damage point.

 
This time, the Hunchback targets the Assassin, and again a light mech takes horrendous damage to the Hunchback’s heavy weapons.  The Assassin loses 6 effectiveness and is force to retreat shaken!



The Dragon keeps moving to safety but has to bypass the confused Whitworth. 

Turn 7:
The destruction caused by the Hunchback causes the pilots of the Trebuchet and Quickdraw to hesitate, and they are shaken.  The Assassin rallies. 

The Whitworth final decides to double time towards the fight.  Meanwhile, the Hunchback targets the Quickdraw at long range and opens fire.  This time, the Mechs firepower is much less effective against a heavier target.  The shells ping harmlessly away or outright miss. 

The Dragon’s detail cause a moment of hesitation as he regroups his executive wards.    

Turn 8: Final Turn
The Trebuchet and Quickdraw rally.  The assassin darts forward and fires some parting shots at the Hunchback, who easily absorbs them all. 

The Hunchback is shaken from the incoming fire and fails to return fire.  The Dervish and Dragon both rally.  The Whitworth opens fire on the battered Assassin, trying to claim a kill.  The shooting manages to peel off one armor from the light mech, and forces it to retreat again. 


Conclusion:
The defenders, Thor’s Hammers win the battle.  Polanski’s Lancers failed to even shake the executives loose from the Dragon. 

Using the heavily armored Dragon Commander as the escorting unit was a good idea.  He rarely was going to fail Command Checks to escape and methodically moved away from the attackers.  Plus, his heavy armor shrugged off my pursuing shots.  Once the Hunchback got in position between the Lancers and the Dragon it was all but over. 

The heavy weapon upgrade on the Hunchback made short work of the armor 1 targets in this game.  The lower skill of the Dervish and Whitworth pilots made them non-factors, and I forgot to use the Enhanced Senses on the Assassin to move him faster.  However, that would probably of just gotten him shredded faster. 

The combination of Rain as a Complication and Abduction made for a tough combination.  Thank goodness we had a Low Gravity world and no one would have been moving anywhere!    

I think I want to try this Battletech version of Rampant Stars out again with a different set of complications, terrain and mission.       

     

Thursday, August 17, 2017

Random: JUGS: A Game of BIg, Stompy Robots- Old Photos

With the death of Photobucket, I have been going through old photos.  I found a few old images from games of JUGS: A Game of Big Stompy Robots.  I think these were when I was doing some initial playtesting of the rules.  However, that was a long time ago, and I may have been trying out the rules for Classic Battletech from the 50th Anniversary boxset.  I honestly do not remember.

It was playing Classic Battletech that initially made me want to look at creating my own mecha game int eh first place.  I wanted to avoid some of the low-tech aspects of Battletech.  Plus, I was not a fan of modifier stacking and wanted a success based model.  Finally, I wanted an excuse to buy a Reaper Dictator model..... which I never did! Life is funny that way.

Since I have no idea what I was doing with this pictures it is not a battle report, but more of a picture dump.  I think these are circa 2010 or 2011?  Anyway....










I think that was the end of that battle.  It was a 1-on-1 between a Whitworth and an Enforcer.  The Whitworth won the battle and forced the Enforcer to withdraw.

Below I added a Hunchback and an Assassin.





I have no idea what the outcome was with this one.  However, it looks like the Assassin and the Hunchback got pasted.  However, no one was kocked over, so no one was taken out of action.  

Like I said, I have no idea if this was Classic Battletech or Jugs: A Game of Big Stompy Robots.  Either way, I hope you enjoyed this "lost" pictures from my archived Photobucket.