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The Darkened Arena
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chihawk
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PostPosted: 30-Jan-2013 08:41    Post subject: The Darkened Arena Reply to topic Reply with quote

Side "A"
Alpha Lance
Marauder II 5A (CT)
Imp 2E (LT)
Banshee 3M (H)
Emperor 6A (RT)

Beta Lance
Defiance 3S (H)
Penetrator 4D (CT)
Marauder 5S (LT)
Warhammer 9D (RT)

Gamma Lance
Wraith (H)
Trebuchet 5N (RT)
Starslater 3D (LT)
Phoenix 3R (CT)

Side "B"
Kappa Lance
Shogun 2F (H)
Longbow 7Q (LT)
Battlemaster 1S (RT)
Awesome 8Q (CT)

Sigma Lance
Rakshasa 1B (CT)
Marauder 5M (H)
Falconer 8R (RT)
Black Knight 7KNT (LT)

Omega Lance
Lancelot 01 (CT)
Helios 3D (RT)
Grand Dragon 1G (H)
Champion 3N (LT)

Mapboards
2 x CityTech maps, arranged with 0101 being in the upper left and lower right corners so that the mapboard is 17 hexes x 31 hexes. Treat all ferro hexes as level 1 hills.

Set-up
Each side "owns" half the mapboard, with the unnumbered hex down the center being considered "no man's land" to start the battle. Each side will secretly list the starting location of each mech, and when both sides have finished documenting the starting locations for each until they will be places in those hexes.

Victory conditions
The side with the most "battle worthy" mechs remaining after four hours is the victor.

Scenario rules
The Arena is in complete darkness, so all rules for night combat will be in effect with the exception of any that are overridden by the variant rules.

Variant Rules
Modified initiative:
Each side will roll 2d6 normally. The losing side will move half its units, followed by the winning side moving half its units. Each side has two minutes in which to move. Then the losing side will move its remaining units, followed by the winning side moving the last of its units. Each side has two minutes.

LRMs are +4/+2/0 at ranges instead of the usual 0/+2/+4. The minimum range of LRMs will be ignored.

Spotlights:
All units are equipped with a spotlight, listed at the top of the mech sheet as being in the torso (LT, CT, or RT) or the head (H). The spotlight, when active, illuminates a target in the firing unit's front arc (after any torso twist). The maximum range of the spotlight is 17 hexes, subject to the usual line of site rules. Any unit illuminated or illuminating is visible, subject to the line of site rules, to all other units in the arena. The spotlight is considered destroyed if its location receives damage and a second roll of 10+ is made. It is also destroyed when all armor in its location is destroyed. The spotlight can only be turned on or off during the end phase.

All units must have its heat clearly visible on the mech sheet (if it's zero there is no need to note this) and must have spent ammo clearly marked. If a player is not marking ammo on the mech sheet any ammo bin struck will be considered full for damage purposes. The penalty for not disclosing your unit's heat will be that it will be considered that your unit is at the maximum possible heat for the number of turns played.

A prone unit may declare it is making a “careful stand, which costs an additional two MP and one additional heat. The unit then makes a standard pilot roll plus all applicable modifiers, with a modifier of (-3) for using a careful stand. A bipedal unit must have both of its legs to make a careful stand, while a quad mech needs only three of its four legs. A unit that has used “careful stand”, regardless of the outcome of the pilot roll, suffers a (-1) penalty to be hit and a +1 penalty for all attacks it makes that turn per attempt (Note: not phase). A unit may not combine “careful stand” and a standard attempt in the same phase.
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Mordel
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PostPosted: 30-Jan-2013 10:49    Post subject: The Darkened Arena Reply to topic Reply with quote

Are you just randomly posting scnearios? Or are you trying to flush this out for TotalCon? Smile
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chihawk
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PostPosted: 30-Jan-2013 11:06    Post subject: Re: The Darkened Arena Reply to topic Reply with quote

Mordel wrote:
Are you just randomly posting scnearios? Or are you trying to flush this out for TotalCon? Smile


Bingo.

I played it a little and it seemed to work, now I'm hoping folks might see some complications I don't.
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Vagabond
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PostPosted: 30-Jan-2013 23:19    Post subject: The Darkened Arena Reply to topic Reply with quote

will you be allowing the sensor rules?
IDF?
Flamers may deal heat?
Floating Crits?
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Vagabond
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PostPosted: 31-Jan-2013 04:09    Post subject: The Darkened Arena Reply to topic Reply with quote

ok, I ran a single pass of this using two AI teams on various settings. I plan to run a few more. Rules differences: searchlight not in a set location, enhanced anti-missile, flamers can cause heat, default init, and no inverse to-hits on LRMs. Light was set to pitch black.

My first observation: i do not think the AI yet knows how to use searchlights. lol.

my 2nd observation: the AI hide several units in the level 1 water prone for most of the fight.

now, the results were that the 2nd team trounced the first. As both sides had about an equal number of units prone in water as well as an equal number and type of units die first turn via hull breaches in the water i'd say that variable was minimized. If my memory serves, team B will under your rules benefit most from your LRM rule.

So my feedback for now is watch team B until further tests can be done; they may be to powerful by a few degrees.
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chihawk
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PostPosted: 31-Jan-2013 17:38    Post subject: Re: The Darkened Arena Reply to topic Reply with quote

Vagabond wrote:
will you be allowing the sensor rules?
IDF?
Flamers may deal heat?
Floating Crits?


The standard sensor rules are used.

IDF?

Flamers could do heat, but I'm not sure there are any nor why it would matter with DHS

Floating crits are used.
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chihawk
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PostPosted: 31-Jan-2013 17:44    Post subject: The Darkened Arena Reply to topic Reply with quote

One side does have more LRMs than the other, but what the second side has over the first is faster mechs to better use their spotlights. That extra speed is the equalizer
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Vagabond
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PostPosted: 01-Feb-2013 18:46    Post subject: The Darkened Arena Reply to topic Reply with quote

indirect fire
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chihawk
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PostPosted: 01-Feb-2013 22:20    Post subject: The Darkened Arena Reply to topic Reply with quote

No indirect fire...
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chihawk
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PostPosted: 04-Feb-2013 11:11    Post subject: The Darkened Arena Reply to topic Reply with quote

Anyone else?
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chihawk
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PostPosted: 19-Feb-2013 15:38    Post subject: The Darkened Arena Reply to topic Reply with quote

I've made a change...
The Emperor 6A has been replaced by a Piliager 4Z
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PostPosted: 23-Feb-2013 21:06    Post subject: Re: The Darkened Arena Reply to topic Reply with quote

So, how'd it go?
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chihawk
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PostPosted: 24-Feb-2013 00:27    Post subject: Re: The Darkened Arena Reply to topic Reply with quote

(Moved to general because the scenario has now been played)

It was an unqualified success.

Side A was the winner, and much of that is because they won initiative for the first several (like 6 or 7) turns. After so many in a row after initiative was rolled in turn 7 or 8 I declared side B the winner despite them losing again.

In the last turn I also awarded the initiative victory to side B to give them a chance to catch up for the victory, and they made a damn good run at it but fell a little short.

I took some pictures at the convention, and I'll be making a blog post about it soon.
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