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My 1st Scenario
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Kiris65
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PostPosted: 31-Mar-2004 15:43    Post subject: My 1st Scenario Reply to topic Reply with quote

Just for the fun of it, am because I've never designed one myself, I would like to create a scenario from scratch and would be the first of a series that will compose a campaign.

I have a couple of ideas on the storyline, but I have some questions regarding the design.

Since it is a campaign, the first scenario would be something in the effect of the attacker securing a "beachhead" area as a LZ for dropships. Of course the defender would prevent the attacker from doing it.

For playability's sake, I would like to hear your oppinions on how big should the composition of the forces involved be?





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ralgith
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PostPosted: 31-Mar-2004 17:36    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

Well, if you intend to allow capture then use of enemy machines heres how I do it. Either start each player off with 1-2 mechs, or limit it by tons (I normally do 75 so that the unit starts w/out any assaults, but thats cause I usually run merc campaigns). Then allow each player to build up to a single lance. Any mechs captured after everyone has a full lance either replace one in someone's lance or get shuffled into the reserve formation. I allow the unit commander to have full reign over what is kept and what is sold also, but if they can't afford mantinence on all of em they are forced to sell of course. Most times my commanders have only kept a small reserve so that they could stay financially solvent.

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Kiris65
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PostPosted: 01-Apr-2004 08:52    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

That's more or less what I had in mind...4-6 players would put a maximum of two companies worth of mech on the board.

In my old college days when i started playing BT, there would be 4-5 players per session, but never played a game where more than 12 mechs total were fielded, so having 24 mechs on the field is quite a lot for me. We used six mapboards. So I would imagine that for that number of mechs together you would need 9-12 maps?

Another question I have is supplies and supply depots. Back in the old days I remember one game were certain hexes were designated by each side and declared them depot. The supplies available would sum up the ammo needed for all mechs to do one reload.One hex would be for LRMs, one for SRMs, one for A/C2 and so on. This was interesting when a light mech would dash accross the board and raid to capture or destroy those supply caches. Anybody has a formula? Should I base it in tons/turn? or tons/mech? Attacker would be limited (I guess) to what a dropship can carry: mechs + supplies. Logically the defender would have more available, but would be subjected to capture by the attacking forces.

I also remember having a hex designated base camp or a mech as a team commander. A successful attack on that hex would add moddifiers to the initiative roll for that player for so many turns. I don't recall exactly how many turns that was, but has anybody played with house rules similar to the ones I have described?

other comments or suggestions are appreciated.



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PostPosted: 01-Apr-2004 18:28    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

Quote:

On 2004-04-01 08:52, Kiris65 wrote:
That's more or less what I had in mind...4-6 players would put a maximum of two companies worth of mech on the board.

In my old college days when i started playing BT, there would be 4-5 players per session, but never played a game where more than 12 mechs total were fielded, so having 24 mechs on the field is quite a lot for me. We used six mapboards. So I would imagine that for that number of mechs together you would need 9-12 maps?

Another question I have is supplies and supply depots. Back in the old days I remember one game were certain hexes were designated by each side and declared them depot. The supplies available would sum up the ammo needed for all mechs to do one reload.One hex would be for LRMs, one for SRMs, one for A/C2 and so on. This was interesting when a light mech would dash accross the board and raid to capture or destroy those supply caches. Anybody has a formula? Should I base it in tons/turn? or tons/mech? Attacker would be limited (I guess) to what a dropship can carry: mechs + supplies. Logically the defender would have more available, but would be subjected to capture by the attacking forces.

I also remember having a hex designated base camp or a mech as a team commander. A successful attack on that hex would add moddifiers to the initiative roll for that player for so many turns. I don't recall exactly how many turns that was, but has anybody played with house rules similar to the ones I have described?

other comments or suggestions are appreciated.





The maps greatly depend on speed, if your fastest unit is 6/6 then 8 maps would be good, any if you only have 1-2 faster would still be ok, however if you have more than 2 that are 7/11 or faster better go with at least 10 maps.

The supply Cache idea sounds kinda neat, never done anything like it myself. Now for the init thing I would do 2-3 turns at -2 init for base damage, and 2-5 turns for base destroyed/commander killed, based on a die roll with 1 and 6 counting as whatever, I normally use 1 as a berserk frenzy for my troops (+4 init and -1 for all to-hit rolls, -2 for to-hit rolls against the attacker who made the kill) This don't apply to clan forces since they dont get emotionally attached to commanders.

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PostPosted: 02-Apr-2004 08:32    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

i would like to ask how many players
it will run the campaign?
How long you will dedicate?
Than do you use minis to play?
Sorry if i'm asking instead of answering
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Col. Dwight Chandra
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PostPosted: 02-Apr-2004 12:34    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

I'll toss out some ideas that I have experimented with in the past:

1) Keep an overall map of the planet (or continent) where you can track the locations of all of the forces and resources on planet. This allows you to realistically produce adversaries (or reinforcements) for your players, and gives you a ready supply of possible mission objectives (factories, etc) for your players.

2) Public sentiment. Each player's unit has a "reputation" that impacts how other mech units and even "civilians" will perceive them and react to them. Units with a bad reputation among civilians may find their supply depots sabotaged from time to time.

3) Create two battles meant to be played in sequence. The outcome of the first battle impacts the playing conditions of the second. Examples...
a) the survivor mechs of battle 1 show up in the middle of battle 2 as reinforcements
b) the outcome of battle 1 determines how well-supplied the units in battle 2 are. If you lose battle 1, then maybe your supply convoy couldn't get through to you, and your mechs start off battle 2 with less ammo than a full combat loadout.


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ralgith
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PostPosted: 02-Apr-2004 14:22    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

Those are some pretty good ideas I think, I really like the planbet map.

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PostPosted: 02-Apr-2004 15:13    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

The last point is especially important; armor is not too hard to fix if you've got a supply line...but critical shots can be crippling. Ever see an Archer with an engine hit try to fight?

Another point...look over the support units. There are things in there no company should be without, like a MASH truck, an ammunition carrier, a coolant carrier, and a salvage truck.
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Seraph
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PostPosted: 02-Apr-2004 22:01    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

Good point -Mud. How often do you see those support vehicles on a battlefield? Not as often as they should be. Nothing better than to take a pot shot at a J-27 with an AC/2 and wait for the fire works!!
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PostPosted: 02-Apr-2004 22:54    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

Quote:

On 2004-04-02 22:01, Seraph wrote:
Good point -Mud. How often do you see those support vehicles on a battlefield?



That's another two scenarios right there. Attack enemy supply lines and defend your own. The one who loses supplies will be left without ammo reloads for a future battle.

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Kiris65
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PostPosted: 03-Apr-2004 12:10    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

Quote:

On 2004-04-02 12:34, Col. Dwight Chandra wrote:
I'll toss out some ideas that I have experimented with in the past:

1) Keep an overall map of the planet (or continent) where you can track the locations of all of the forces and resources on planet. This allows you to realistically produce adversaries (or reinforcements) for your players, and gives you a ready supply of possible mission objectives (factories, etc) for your players.

2) Public sentiment. Each player's unit has a "reputation" that impacts how other mech units and even "civilians" will perceive them and react to them. Units with a bad reputation among civilians may find their supply depots sabotaged from time to time.

3) Create two battles meant to be played in sequence. The outcome of the first battle impacts the playing conditions of the second. Examples...
a) the survivor mechs of battle 1 show up in the middle of battle 2 as reinforcements
b) the outcome of battle 1 determines how well-supplied the units in battle 2 are. If you lose battle 1, then maybe your supply convoy couldn't get through to you, and your mechs start off battle 2 with less ammo than a full combat loadout.




thinking along the same lines. I like the overall map idea, but I was thinking more on the lines of a provincial planet.
The campaign I though connected scenarios together , where supplies and mechs available to the opposing forces would be available depending on the outcome of previous ones.
Right now my draft includes 12 standard BT maps, arranged in 4 rows 3 columns.
The first couple of scenarios the would take place in the first row, where the attacker would have to secure a LZ, expand "beach head" and set up security. Defender would of course would have to prevent the attacker reaching winning conditions, but I admit that I would stack the odds in the attacker's favor, but then as the campaign progresses, the defender would start benefitting of reinforcements.
As the campaign progresses, the following rows of maps would open up, until the attacker and defender meet in the last row. Since the campaign's theme at this moment is a raid, the objective (I still don't know if it will involve stealing a mech prototype or the destruction of something. Regardless of the attacker achieving this, they following scenarios would involve the defender's counterattack, and a race back to the LZ.
Winning conditions would be determine by points. the capture of mechs and supplies would add and subtract points to the players. the attacker achieving a certain hex in so many game turns would be worth points, to the attacker for achieving it, or to the defender for preventing it, and so on. At the end of the scenario you add up the points and you achieve a decisive or marginal tactical victory, each worth points. A draw would be worth points as well. you don't get anything for losing. At the end of the campaign you add up the points and the one with the most points wins the campaign.
I like Mud's idea of including vehicles. This would certainly be an interesting addition, but I would definetely need help here since I don't have any experience with these.
I figure that the forces totally in this campaign would be two opposing battalion's worth of mechs. However I would place tonnage restrictios to the attacker in the beginning (a dropship can only carry so many mechs and supplies). The defender would be restricted in the number of available mechs in the beginning of the scenarios, but as the game progresses they receive reinforcements.
I intend the campaign to tax not only the tactical planning abilities of the players, but the strategic planning as well.
Once I have the complete draft, I'll submitt here so you can look at it, critique it (constructively of course). I'll resubmitt with changes. Hopefully (and it's wishful thinking and a fantasy for me) someone will love it so much as to run it in one of those conventions that I can only read about.



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Kiris65
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PostPosted: 27-Apr-2004 08:53    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

I admit that I've not been working on my scenario/Campaign lately, but want to post some details so you can comment on this.

As explained before, want to create a series of scenarios that would test the tactical, strategic and logistic abilities of the players.

The backround behind the scenario is a planetary raid (no House or mercenary units as of yet). The scenarios would involve the attacking forces in securing a "beachhead", patrols, assault on defensive position, secure an objective, extraction, etc...
The defending forces would of course try to prevent the attacker on all the above, ambush, etc...
For now am concern about the limits that should be imposed on the forces involved.
I was thinking on the following:
For the attacking forces:
540 T./10600 BV limit per Company

For the defending player
800T./ 12000 BV limit per Company

the BV limit does not include pilot/gunnery skills (for now)

Yes, the attacking forces would be undergunned under this limits, but I plan to have a 3:2 or even 3:1 (more challenging) ratio on the number of mechs involved.
I could be a battalion attacking two companies etc.

If anyone has any comments on the ratio, would appreciate them in a constructive manner.

I want to include vehicles in the game, but I'm not too experience with them and I'm not sure if I want to include them in the attacking forces. Definetely would include them in the defending forces, but don't know if to include them in the tonnage/bv limits.


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ralgith
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PostPosted: 27-Apr-2004 15:14    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

Well, Vehicles should be arranged into their own companies, and I'd say count them as 1/2 tonnage and BV towards your limits. Or something along those lines

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PostPosted: 27-Apr-2004 15:19    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

Why not try a 'mech heavy attacking force vs. a well-entrenched conventional force. Here's a suggestion:

Attacker:

One medium 'mech battalion.
One medium armor company...Bulldogs might be nice here
One battalion mechanized infantry + some APCs
mobile Arrow IV unit
two lances conventional fighters (aerofighters are assigned to defend the orbiting dropships)


Defender:

One regiment heavy infantry (including detatchments of anti-mech infantry, field gun anti-tank units, and jump infantry).
One battalion conventional heavy armor
One hovertank company
One reconnaissance, EW (TAG, Beagle, ECM) company
One VTOL company
One Lance artillery

The defender will have the terrain advantage, and will be able to deploy large numbers of hidden infantry, minefields, pre-sited artillery fire, and other nasties to try and wear down the attacker's 'mechs. The attacker has lots of 'mechs, air superiority, and enough infantry to flush the defender out if used wisely.

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PostPosted: 27-Apr-2004 16:05    Post subject: RE: My 1st Scenario Reply to topic Reply with quote

That is basically the scenario Seraph and I have started. I get to be the attacking mech force.

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