ScrapYard Armory

A BattleTech weblog

Oct-8-2011

Portable MercRoster

Back in September of last year I reviewed the open source BattleTech tracking tool MercRoster.  After helping a reader through the process of setting up their own instance I thought it would be appropriate to provide a step by step guide to make it portable.

MercRoster is a great tool and I want to show how easy it can be to setup and use.  All you will need is an internet connection (you got here didn’t you?) and a USB stick.

My web stats tell me the vast majority of ScrapYardArmory readers use Windows, so that’s what I’ll use in this post.

XAMPP

Visit the XAMPP project website and download the latest ZIP option.  http://sourceforge.net/projects/xampp

Extract the files into the root of your thumb drive. For me, that ends up being the E: drive but your system is likely to be different.  Inside the xampp directory you will find a executable batch file called setup_xampp.  Go ahead and run it.  It’s job is to figure out what drive letter you are using and map xampp correctly.

Setting Up PHP

To make sure we have a smooth experience I have found that a small modificcation is needed to the php.ini configuration file.  On your thumb drive locate the php.ini file in the following directory E:/xampp/php.

Find the line in the file that sets up error reporting.  It will start with something like error_reporting = E_ALL | E_STRICT.  Change it to the following: error_reporting = E_ALL & ~E_NOTICE.

Running XAMPP

In the xampp directory find the xampp-control executable and run it.  Start both Apache and MySql.

Once they are up and running you can head over to your favorite web browser and go to http://localhost.

You should see the following screen if everything is up and running.  If you don’t, check the XAMPP icon or the Xampp control panel  to see whats the matter.

Select your language to get to the next screen and on to the next step.

MercRoster Installation

Next, head back to sourceforge.net and download MercRoster.  http://sourceforge.net/projects/mercroster/

Extract the files to your thumb drive web directory.  The directory on my machine was E:/xampp/htdocs.  You will have to replace the index.php provided by the xampp installation with the new one from MercRoster.

Back in your web browser, access PhpMyAdmin at the following address: http://localhost/phpmyadmin.  At the top of the screen click on the tab titled SQL.  In your MercRoster directory open up the file mercenary_roster.sql.  Copy all and paste into the SQL text box in your browser.  Click GO and give it a generous few seconds to build your database.

Final Configuration

We are getting close.  Go to the directory E:/xampp/htdocs/htdocs.  You will find two files, appsetup and dbsetup.

In appsetup change your site path to the following: $sitepath=”http://localhost/”.

In dbsetup change your db user and password to the following: $dbuser = ‘root’; and $dbpass = ”;

These are the default settings and are fine for a local thumb drive portable app.  If you ever attempt to use MercRoster on a real webserver, you will need to change your mysql password to something a bit more secure. You can find password settings in the Privileges Tab in PhpMyAdmin.

Now everything should be setup.  Open your browser and point to http://localhost and you should be treated to a fully functional MercRoster installation.  It’s your sandbox to play in and is a great tool to help tell your BattleTech unit’s story.  Best of all it fits in your pocket and is easily transported to wherever your game takes you.

Let me know if you have any trouble with this installation guide and I’ll be happy to help you out if I can spare the time.

Posted under Articles
Sep-5-2011

Breaking and Entering

An elite strike force loyal to Devlin Stone has managed to infiltrate the Word of Blake Space Defense System (SDS) protecting the Devils Tower Castle Brian.  Their mission is to cripple the SDS by any means necessary.  Will they be able to locate the Command and Control and knock it out in time?  Or will the WoB defenders rule the day?

This game was played at Historicon 2011 and uses the A Time of War combat system.  Several modifications are in effect as well as redesigned record sheets more suitable for skirmish level infantry combat.

Miniatures are a mix from MERCS and Iron Wind Metals.  Terrain used is from World Works Games and was painfully constructed by Saxywolf and myself.  We used their TerrainLinx system to build the two level SDS.  I plan on having a full post describing the construction of the terrain later on.

Delvin Stone Loyalists

  • Heavy Weapons, MG
  • Heavy Weapons, Dual SMGs
  • Heavy Weapons, Man Pack Flamer
  • Assault Leader, Rifle
  • Assault Leader, SMG, Vibroblade
  • Soldier, Rifle
  • Soldier, SMG
  • Assassin, SMG, Vibrodaggar

Word of Blake Security Detail

  • Manei Domini Leader, Rifle and Vibroblade, Full Body Myomer
  • Manei Domini Assassin, Pistol, Vibrodaggar
  • Security Guard Captains, Rifles
  • Lots and lots of Redshirts, Pistol, Rifle

Prototype Record Sheets

We used a new record sheet for this game and I’m glad to share a few examples with you.  I’m not 100% happy with the result thus far but it showed a lot of promise during the game.  A few more adjustments and it will be ready for prime time.

Breaking In

Our adventure begins with the group of loyalists already inside the SDS.  A compromised set of security codes helped them gain access.  Standing in the opening hallway they are undetected… for now.

The main door towards the elevators to the lower level is blocked by a hardened security door.  The security code they have doesn’t work.  The team has to find another way through.

Instead of splitting up, the team decided to stick together and makes a right turn into what appears to be a barracks or living area.

The Barracks

The team fans out and attempts to sneak into position.  As luck would have it, the Assassin is the first to fail a stealth skill check and alerts a nearby guard of their presence.  The hapless guard peeks out his door and gets a bullet through the eyes for his trouble from one of the Soldiers in the back of the room.

The Soldier did not have a silenced weapon though and all the rest of the guards in the room go on alert and draw weapons.

As the guards pile out of their comfortable quarters, they are gunned down by numerous concentrated volleys from the Loyalists.  The team fans out and secures each room in sequence leaving no witnesses.  The team recovers fatigue, reloads and positions themselves to advance through an adjoining long hallway.

Corridor A

Two guards are chatting about halfway down the hall.  The assassin takes a quick peek to setup a shot but again fumbles his Stealth check and the two guards turn to attack.  One fires away while the other runs backwards and around a corner for better cover.  The guard that stands and shoots is quickly gunned down and the team moves up to take positions at the open door.

A strong perception check alerts even more guards in the room on the opposite side of the hallway.  Five more guards rush into the fight and take cover in the small L section of the hallway out of sight for now.

The assault team moves into the hallway, forsaking cover to lay down a wall of suppression fire at the corner of the hallway.  Two guards test their luck and move for a shot but win the bullet catching contest.

The Loyalist assault leader readies a grenade and rushes up to the corner after suppression fire dies down.  A quick reflexed guard at the corner sneaks off a double shot and hits twice.  The point blank shots rip through the Assault Leader’s armor and kills him.  And then there were seven.

The Loyalists take no chances now and spray the area with suppression fire again.  As one of the guards readies a grenade of his own the team seizes the initiative and overtakes their position gunning down everyone in their way.

Corridor B

Meanwhile in the other attached hallway a set of guards lie in wait alerted by the noise of gunfire close by.  As the team attempts to move in, they are greeted by several volleys of suppression fire.  As one guard lays down cover the other edges closer for a potential kill shot next turn.

Sensing the danger, the Heavy Weapons wades into the suppression fire, taking a hit in the process, but manages to stay on his feet (thank you pain resistance…) long enough to shoot up the near guard.  The assassin and dual wielding Heavy Weapons back him up and pummels the other guard with longer ranged gun fire.

Searching the Area

With the hallways clear, the team once again reloads and restores fatigue.  The room at the end of Corridor A appears to be an armory of sorts.  There are plenty of HE and AP mini grenades, TK Assault Rifles and plenty of associated ammo that won’t fit most of the team’s weapons.

The other hallway is a security room.  The assassin goes to work and unlocks the video feed to all of the security cameras.  Green markers are placed on the map to represent guards that are not yet alerted.  The next task is to disable the lock on the hardened door blocking their way to the elevators.  The Assassin fumbles his skill check and the door remains stubbornly locked.

Moving Back

The security and armory are dead ends so the team moves back to the main entrance.  As they make it to the door a frustrated guard opens the security door to take a pot shot at the incoming team.  His shots miss and the Assault Leader lays down suppression fire wounding the closest guard but failing to hit a guard further behind.

More guards from an adjacent room begin to threaten as they take up positions behind their closed door.  The team is caught in a tricky balancing act trying to cover two directions at once!  Overlapping suppression fire and overwatch actions do the work and prevent the guards from overwhelming them.  As the rest of the team moves into position the pressure subsides as more guns in the area make it easier to divide up tasks.  With the security door unexpectedly open, the team can push towards their objective but not without coving their flank from potential attacks from alerted guards in unexplored rooms.

Moving On

With their teammates covering the rear the two Heavy Weapons shuffle down the main corridor spewing lead.  The guards manage to sneak a shot onto the MG Heavy who shrugs off the damage and mows them down to the last man.

With the way clear the team peels off the rear guard one by one and moves into the large center room which happens to be an infirmary.  After numerous perception checks by almost all members of the team they end up finding less than useful supplies.

The Assassin takes the lead now and makes his stealth check turning the corner on a pair of guards.  With the drop on them both he primes a grenade and gently rolls it between their feet.  BOOM!!!  No more guards.  The team gains access to the elevators and pushes the button to go down.

Second Level

As the elevator door opens the MG Heavy Weapons unloads a fierce volley into two unwitting guards who dodge most of the long range shots and trade bullets with the team for a turn before being done in.

The team moves aggressively down the long hallways and use copious amounts of suppression fire to clear the way.  There are two doors to the SDS control room.  The team splits up to cover both doors while the guards inside scurry around to take positions to ambush.  The players then notice a curious looking barrel of potentially volitile contents.  With two teammates on overwatch covering the door they roll the barrel into place in front of the left door.

After taking cover, they pull the pin on a grenade and toss it on the barrel.  The resulting explosion kills two guards outright and blasts the door into bits.  On cue, the team at the other door burst through and lay down cover fire.  The hapless guards can do nothing but flail about and get shot up.

Easy Street

As the team makes entry the door to the center of the SDS flashes open and a Security Guard Captain pumps a burst into the chest of the Dual SMG Heavy Weapons.  Another Captain peeks out the other door and sprays a suppression fire action into the tightly grouped Loyalist squad approaching from the right door.

The Flamer and MG Heavy Weapons both take hits as well as the Soldier.  The Soldier is KO’d, the Flamer starts to bleed from a wound and the MG can’t keep his footing and falls to the floor.

Return fire from the Dual Wielding Heavy knocks down and bleeds one of the Captains.  The Manei Domini Assassin moves into the fray from the doorway but misses both of his shots.  The Loyalist Assassin returns the favor and hits solidly, causing a fortunate KO.

The Manei Domini leader now moves into view and lays down another pattern of suppression fire covering the team coming from the left door.  Every one of the Loyalist Assault Squad is now inside a suppression fire area of effect and cannot act without first potentially getting shot up!

The Dual Heavy Weapons tries to break the suppression fire but takes more wounds in the process and now takes a stun as his Pain Resistance has reached it’s limit.

In a desperate act the Soldier near the left door primes a grenade and chucks it wildly at the Manei Domini Leader.  The throw is awful and manages to bounce off a wall and BACK into the Loyalist squad.  The explosion kills the Assassin, mortally wounds the Heavy Weapons and mildly damages the Soldier who threw it.  Lesson learned, try to throw grenades from the FRONT of a group of friendlies and never from BEHIND them.

Redemption

Things are looking grim when the Man-Pack Flamer Heavy Weapons avoids the numerous suppression fire rounds and pours plasma onto the Manei Domini and the Security Captain.    The Captain is put out of commission while the MD Leader is stunned and bleeding.  The suppression fire trap is broken and the remaining Soldier, Assault Leader, and Flamer Heavy Weapons move in to finish off the wounded Word of Blake troops.

With the Word of Blake forces defeated, the remaining Loyalist force takes control of the SDS and makes contact with the anxious leadership topside.  The SDS is down and the invasion can proceed!

Posted under After Action Report
Aug-10-2011

GenCon 2011 – Wrap-up

GenCon 2011 is in the rear-view mirror.  I was not able to go myself this year but the tales of games and news from my roving reporters fired me up.  The excitement of GenCon is infectious even if you are not personally there.  As news, pictures and rumors made their way through the assortment of blogs and message boards, you could feel the excitement build.  This final GenCon post will cover all of the areas I missed earlier to wrap up coverage for 2011.

Catalyst always does a great job with the major conventions.  I hope to be there again next year.  Time will tell though if that wish will make it to reality.

Boot Camp and Grinders

The boot camp games ran all the way to the end of the convention.  Even with a slow start on Sunday (proof that you have to sleep sometime at GenCon) business picked right up.  Both the Grinder and the Boot Camps had full tables most of the convention as eager gamers had a blast tearing ‘Mechs apart.

Lance Tactics

The lance tactics games were held on a beautiful assortment of terrain from Wild Child Gaming.  Those who managed to get to GenCon last year will remember their terrain being used for the QuickStrike games.  This year’s setup was brilliant as well.  Rumor has it that there will be new items going live on their website soon.

Not Covered…

Unfortunately there is no way to be everywhere at once and so reporting is sketchy when it comes to the following events:

  • Flight School
  • A Time of War, held in a different building, boo urns GenCon…
  • Daily Canon Events
  • Grand Melee, a damn near full event…

This is a testament to the epic scale that is GenCon.  Catalyst puts on a great show and has just about every kind of BattleTech available to be played and enjoyed!

Battle the Masters

The capstone event of Saturday featured the Masters of the BattleTech brand going up against the fanatic fans that make this community possible.  The Masters divided into teams of two to take on opposing teams of fans.  Each player brought two ‘Mechs to the party and a lance on lance battle beatdown ensued.  Here is one battle of many…

The Masters

  • Hellstar
  • MAD-2R Marauder
  • YMN-10-OR Yeoman
  • NGS-6S Nightsky

The Fans

  • Hellstar
  • Marauder IIC
  • MAD-6L Marauder
  • BLR-1G BattleMaster

The Masters jumped to an early lead by putting crippling damage on the fan’s Marauder leaving it with a single Plasma Rifle.  The rally was on shortly thereafter though.  At first the fan’s Clan units tried to stay at range to bait the Masters into the open.  High to-hit numbers forced an advance.

The Nightsky fell first over three rounds from the BattleMaster and 7 CLan ERPPCs.  The fans then split fire using the Clan units against the opposing Hellstar while the BattleMaster and 6L Marauder took on the 2R Marauder.  The Yeoman tried to support his lancemates but just could not output enough damage to make a difference before the Master’s Marauder fell.

The Marauder IIC was destroyed after shutting down from overheating but the rout was already in progress.  The BattleMaster tore through the Yeoman while the fan Hellstar dealt a deathblow to the Master’s Hellstar.

In another heated battle the Masters (which included the line developer Herb) had two Celestials, a Pariah and one other ‘Mech against the fans who brought a Thunderhawk and others (sorry for the sketchy details, the evening ran very late!).  By the time the end of the game came around the Thunderhawk had devoured the Celestials leaving the lone Pariah on the field.  Unfortunately the fans lost initiative over and over again which allowed the Pariah to jump for back shots with impunity.

That game was the ONLY game that the Masters ended up winning that evening.

Thanks to the Fans

From the perspective of gamers and demo agents I have reports that spoke highly of the conduct of all fans who partook of the BattleTech festivities at GenCon.  The level of trust between players was notable.  Events seemed to run themselves which made the job of hosting events a pleasure.  Demo agents are a great bunch and work their tails off to make these games available.  Great fans just make the entire package better.

Also bravo to Catalyst for moving to a staggered Demo agent schedule which gave every game a sense of continuity.  There was never a cold shift from one team to another. A decided improvement from previous GenCons.

Thanks to My Reporters

A great many thanks go to JPArbiter and nckestrel who have provided the reports and pictures for this year’s GenCon.  I could not have been able to have any coverage this year if not for their love of the game and willingness to help out.

Till next year!

Posted under Convention
Aug-7-2011

GenCon 2011 – Day 3

News and pictures are flooding in from GenCon and there is a lot to talk about.  GenCon is living up to it’s reputation as the best four days in gaming.  As always the companion podcast to the ScrapYardArmory GenCon experience is being provided by Arbitration Studios.

Canon Event: The Wars of Reaving

This year’s canon event is centered around the Wars of Reaving, further promoting the recently released sourcebook courtesy of Ben Rome.

***SPOILER ALERT***

Clan Steel Viper is on the defense protecting their genetic repository from an onslaught of Clan Blood Spirit.

Blood Spirit gains victory points by destroying buildings that make up the Steel Viper repository and lose points whenver they call in reinforcements.

The Steel Vipers gain victory points by destroying attacking units.  The regular bounty is actually quite small but Star Commanders are worth much much more.  Star Commanders on the Blood Spirit side are assigned in secret before each gaming slot.

The early game had the Vipers bottled up inside the canyon holding the repository.  The Blood Spirit players split their way through the defenders or climbed over the canyon walls to get at the repository.  With few options to repulse the attackers, the buildings kept falling resulting in a sizable lead for Clan Blood Spirit.

The final score as of last night was about 70VP to 35VP with Clan Blood Spirit in control.

***END SPOILER***

Late Night Quick Strike

The CamoSpecs crew are at it again with several off the schedule battles of epic proportion.  When you absolutely positively have to destroy a regiment/galaxy of units in a single evening, only the Quick Strike rules from Strategic Operations will do.

The game featured the Word of Blake versus Coalition forces in a massive game hosted by Demo Agent Incridibl. As in previous years most of the players ended up being either Demo Agents or CSO artists but there was always a slot or two available for the adventurous convention goer ready to command a few lances/level II.

Coalition forces were a mixed crew featuring several Clans alongside Inner Sphere regulars as well as off-board artillery.  The Word of Blake also brought artillery but also included several aerospace fighter wings.

The first two turns were fairly standard with some long range shots but little damage as a result. The third turn is when it all hit the fan.  An initial flight of Word of Blake artillery (8 Arrow IVs) slammed into the Coalition front line. Weapons fire, now at medium range was dropping ‘Mechs.  The Word of Blake aerospace assets came out in force and dive bombed the coalition armor assets.  Anti-aircraft fire brought down a third of the fighters but the bombs did their work, damaging almost half of the Coalition force to some degree.

The Coalition forces took a beating but pushed forward bravely to claim the forward objectives.  At the end of the evening the consensus from the field was that despite higher losses, the Coalition forces won the event due to the early objective grab.  Thanks to the CamoSpecs Online crew and Incidibl for hosting the event!

The Painting Competition

The Machines of War category is again well represented by BattleTech minis.  Is another sweep in store for the fans of the Inner Sphere this year?  There are some stunning minis in the field and I wish the very best for any BattleTech mini!

Eye Candy for All

Ben Rome, assistant line developer and photography enthusiast was gracious enough to post a link to his flicker album.  There are some great shots in the collection and are definitely worth a click.

Ghost Bear’s GenCon Flicker Album

Keeping it Interesting

Here are a few more pictures from around the convention!

ScrapYard Armory Photography provided by JPArbiter and nckestrel.

Posted under Convention
Aug-5-2011

GenCon 2011 – Day 2

What’s Up with BattleTech and Catalyst

A big part of Day 2 is the BattleTech seminars where the loyal fans of the game get to hear about the state of the game from The Powers that Be in person.

At the front of the house for this year’s convention was Herb, Jason S, and Ben Rome.  Loren Coleman and Randall Bill managed to visit towards the end.

New Product in the Pipeline

Closing out the end of this year we should be expecting the A Time of War Companion (previous edition conversions, advanced cybernetics, archaic weapons, creature creation), Jihad Reckoning (featuring an early Republic/Liao conflict), and Field Manual 3085.  Moving into 2012 we should be looking for Handbook Kurita and Historical Liberation of Terra.

The Clan Introductory Box set is still in the works but is facing some serious difficulties.  The hope is for all of the miniatures to be made in High Impact Plastic similar to the Loki and Thor from the regular box set (and also to fantastic looking Leviathans minis).  Topps remains a jealous guard of plastic minis.  They are not in the mood for anyone to make an attempt to redo the Click-Tech plastic miniatures even though that is absolutely not what Catalyst is doing.  At one point Catalyst had permission to go forward but then Topps somehow forgot they gave them permission.  The whole situation is frustrating but Catalyst remains cautious.

High detail plastic is in the future for the Clan Box Set AND the normal Intro Box Set.  Not this reprint but the one after that, Catalyst hopes to at least partially do away with the soft plastic miniatures in favor of high impact plastic.  The current reprint in progress is around 7,500 boxes.  At MSRP of $49.99 that is $374,925 of product.  Start bugging your friends to buy one this Christmas season!

Keep in mind that this is a hope and not a promise.  Catalyst can’t confirm anything until it is a done deal so the future of plastic miniatures is very much in flux.

The PDF Turning Points series will be going strong with several titles in various stages of work.  Titles that were mentioned include the following in no particular order;

  • Vega
  • Lurzerne
  • Chesterton

A few other titles were also noted.  These would be in the very early stages of work and few details were available surrounding their scope.

  • Solaris 7
  • Clan Widowmaker Absorption
  • York

Interstellar Operations is the Duke Nukem Forever of BattleTech (a title previously held by Operation Klondike).  Randall is the one to bug about this monster.  I highly suspect that baby seals everywhere will be on guard until it’s release.

Randall has a lot of big ideas and would love to do a large scale high production value “Twilight Imperium” style game in the same color as the old Succession Wars board game.  Interstellar Operations is taking priority though.

Novels are going to happen.  “If we don’t get them out … I’m going to hurt somebody.” – Herb.  This is a big issue for the Catalyst guys and they are working several angles to get it done.  Unfortunately the collapse of Borders has tightened everyone’s grip on their purse strings.  A major brick and mortar like Barnes and Noble pays on a delayed schedule which makes things challenging to say the least.  Catalyst is actively talking with several other vendors that may be able to bring novels into reality quicker and with less risk (think epub or print on demand, btw the Cosmic Patrol rulebook was done via print on demand).

A BattleCorps Anthology was not available this year due to work load issues with the Leviathans launch.  Ultimately, they would like to have one available each year.  There is at least a chance for one before the year is out if not early next.  Regardless the series will continue to be produced and will highlight the best fiction available on BattleCorps.

The Plot Line Moves (and shakes!)

There is going to be a concerted effort to remove the white hat worn by the Republic of the Sphere.  Nothing in BattleTech is completely white hat anyways.  Davions are crooks.  Steiner, which is Herb’s favorite, are also crooks.  Liao have been the punching bag of the Inner Sphere for what seems like forever and have come by their black hats honestly.  The Republic will be more of a stepping stone for the plot.  No much happens over the course of 60 or so years so a jump is called for.  3150 will be the beginning of whatever era is next for the BattleTech line.

All the Rest

BattleCorps has been a bit slow since Jason has been tapped to review several products all at once.  A new update is in the works that will provide additional functionality including ePub capability.  This is still in early development so don’t hold your breath.

Rumor has it that the MechWarrior game had been sidelined lately but shows signs of movement once again.  However, there is very little contact between Catalyst and the game developer so take this rumor with a Tharkad sized grain of NaCl.

There has been a recent shake up in the status of the unseen.  Art previously thought to be back on the OK list is again off limits.  The licensing issue and confusion at Topps have muddied the waters significantly.

Photography provided by JPArbiter and nckestrel.

Posted under Convention
Aug-4-2011

GenCon 2011 – Day 1

While I may not be there in person this year, my gaming heart is in Indianapolis.  The ScrapYardArmory has two roving reporters snapping photos and taking notes to make sure BattleTech fans from near and far are kept in the loop.

The Line Starts Where?!

The lines for Will Call were very long.  The GenCon staff seemed overwhelmed as it took attendees several hours to pick up their badges.  This got so bad that some stalwart fans were forced to miss their first games.  Other sources have suggested that the GenCon powers that be are hoping for/expecting a record attendance this year.  They may very well be getting their wish.

For those of you lucky enough to be at Indy for the festivities remember to keep your badge near and dear.  The GenCon staff are rather draconian when it comes to enforcing their badge policies.  If you lose your badge, you need to buy a whole new entry.

Catalyst Game Labs

Several major product releases made the trip to Indy and were available for purchase at the Catalyst booth.

  • Wars of Reaving
  • Historical Reunification War
  • Era Report 3062
  • HexPack Cities and Roads
  • BattleTech Dice

The BattleTech Dice are available in several colors and feature a BattleMaster profile on the 6.  These are a prototype run that may be expanded to feature faction logos.  There are no promises as always.

Of particular note is the heft of the Wars of Reaving sourcebook.  This item is Randall worthy in it’s size and ability to do physical harm when thrown.  I can’t wait for the print product to make it to store shelves!

Iron Wind Metals

The team representing Iron Wind Metals brought their “A” game to GenCon this year.  There was a wealth of new product on display including the Bounty Hunter packs.  The “A Time of War” scale Nighthawk BattleArmor will be a welcome addition to many tabletops.  Finally there is something reasonable to go up against the 28mm Clan Elemental!

BattleTech Games

BattleTech games were packed in the early sessions and into the night.  From the arenas of Solaris 7 to the training sessions in the Boot Camp there were plenty of ‘Mechs getting bashed together to the delight of convention goers.

In Solaris 7 there was a fantastic shake-up when a janitor suited up in a BlackHawk to stir the pot!   After a few frightening volleys, the players at the table wised up and began to team up to put an end to the wayward janitor.  No mop-jockey was going to steal the show in this arena!

Leviathans

The rumors are confirmed, the Leviathans Box set missed GenCon due to failed promise from a foreign printer.  Randall Bills had tweeted about a printer snafu prior to GenCon and now we know what product was the victim.  That said, there was plenty of Leviathans goodness to be seen.  Demos were running full tilt and the big ships were drawing quite a crowd.  Too bad the box set missed, it would have been an epic unveiling.

The Camo Spec Diorama

The diorama this year features a pivotal moment in the Wars of Reaving.  The Kerensky Blood Chapel stands protected by Clan Wolf as a horde of attackers advance to claim the founder’s legacy.  More pictures cause I know you love em…

Other News

Outrider Hobbies has unveiled a custom BattleTech themed miniature bag.  The final product will be available this fall.  The bag will have the following trays:

  • Three 1 inch trays for vehicles
  • Three 1.5 inch trays for large vehicles
  • Four 2 inch trays for ‘Mechs
  • Logo Patch, one of the following
    • Clan Wolf
    • Clan Jade Falcon
    • Davion
    • Kurita
    • Comstar

Bryan Wade from Outrider Hobbies contacted the ScrapYard shortly after this post went live and graciously provided the following images.  Thank you Bryan and Outrider Hobbies!

 BattleTech PodCasting GenCon

Keep your eye on Arbitration Studios for podcasts as the convention continues!

Photography provided by JPArbiter and nckestrel.

Posted under Convention
Aug-4-2011

GenCon 2011 – Day 1 Preview

The Wars of Reaving are Upon Us

Photography by JPArbiter

Posted under Convention
Jul-30-2011

Hold the Line

This game was played at NJCon 2011 in Somerset NJ.  Thanks go to Jim “RatBoy” Williamson for hosting the event and making a great game.  The game used the QuickStrike rules available in Strategic Operations.

Jim debuted a new record sheet creation that proved very useful and helped to keep the game moving.

Hold the Line

The Initial Word of Blake operations on Terra were carried out by Blake agents already on planet – most notable the so-called Shadow Lancers. ComStar headquarters on Hilton Head Island was perhaps the most important target assigned to the Lancers. While Lancer BattleMech forces dealt with the two battalions of the Com Guard 201st Division at Salina, the Lancer’s armor forces struck Hilton Head. Advancing under the cover provided by bad weather that covered much of North America, the unit had traveled to within 50 kilometers of the Hilton Head HQ before the defending Com Guard forces detected it.

With their computer and communications sabotaged by the Word of Blake, the Com Guard forces were unable to prevent the Lancers from crossing to the island and seizing control of the city of Hilton Head. At the first Circuit compound, however, the Com Guard forces rallied and made their desperate stand.

You can read more about this battle and the rest of the war for control of Terra in 3058 in the Fasa scenario book, The Fall of Terra.

Comstar

Flight of Arrows II – Lambda

  • Mantis Light Attack VTOL
  • Mantis Light Attack VTOL
  • Hunter Light Support Tank
  • Hunter Light Support Tank
  • Striker Light Tank
  • Striker Light Tank

Great Resistance II -Iota

  • Scimitar Medium Hover Tank
  • Scimitar Medium Hover Tank
  • Maxim Heavy Hover Transport
  • Jump Laser Platoon
  • Maxim Heavy Hover Transport
  • Jump Rifle Platoon

Word of Blake

Assault Lance

  • Scimitar Medium Hover Tank
  • Scimitar Medium Hover Tank
  • Patton Tank
  • Patton Tank

Support Lance

  • Blizzard Hover Transport
  • Blizzard Hover Transport
  • Myrmidon Medium Tank
  • Myrmidon Medium Tank

Recon Lance

  • Pegasus Scout Hover Tank
  • Pegasus Scout Hover Tank
  • Galleon Light Tank
  • Galleon Light Tank

Objectives

The Word of Blake units must exit off the opposite side of the battlefield with at least 50% of their units surviving.  The ComStar force must stop the Word of Blake forces at all costs.

Turn 1Comstar wins Initiative

Comstar begins the game deployed as far into the map as allowed but remain concentrated in the center.  The Word of Blake begins more spread out with the Patton tanks to the far North to evade attention.

The battle begins with each force advancing predictably across the map.  Only medium range shots are available to either side.

Comstar forces concentrate all fire on the lead Galleon Tank but only manage to hit once.  The Word of Blake return fire and astonishingly manage to destroy a Scimitar.  First blood goes to the Word of Blake!

Turn 2Comstar wins Initiative

The middle of the battle becomes a mess as the forward Comstar elements and Word of Blake hovercraft converge.  Comstar VTOLs flank behind the hovercraft for rear attacks.

The damaged Galleon from last turn and a Blizzard Hover are destroyed by Comstar.  The second Galleon is lightly damaged as well.  The Word of Blake concentrates on both Striker Tanks, killing one while the other survives due to bad rolls.

To the North, the Word of Blake Patton tanks move at flank speed safe from harm for now.

Turn 3Word of Blake wins Initiative

The injured Word of Blake Galleon seeks refuge in nearby woods while the faster hover units sprint past Comstar defenses.  The slower Word of Blake tanks creep up as fast as their treads will carry them.

Comstar forces hold the line in the center while breaking off select forces to hunt the Galleon and Myrmidon tanks.  The Comstar VTOLs keep their speed up and move behind the out-maneuvered Blizzard hover tank which is destroyed in short order.

Comstar forces make good use of the turn and strip the armor from one Myrmidon and slightly damage the other.  No shots against the Galleon Tank find their target.

Return fire is concentrated on the Hunter tanks which each take strong damage.  The lead Hunter Tank has a crew hit criticals inflicted but lives to fight another turn.

Turn 4Word of Blake wins Initiative

The Word of Blake tanks in the center of the battlefield dodge into woods for cover.  Hover forces remain on the field but at long range.  The Patton tanks continue at flank speed across the North edge of the battle.

Comstar forces surround and attempt to trap enemy tanks where possible.  Several short range and rear shots are made possible.

Comstar does a lot of missing this turn and only manages to scrape armor off the healthier Myrmidon.  All other shots miss.

The Word of Blake strikes back and destroys a Hunter Tank.  Both VTOLs are hit this turn, one of which is killed outright.  One of the shots was made at long range from the Word of Blake hover tanks far across the battle.

Turn 5Comstar wins Initiative

The Word of Blake is taking no chances and exits one hover tank off the map while three more lurk close to the objective edge.  The remaining tanks make best speed and dance between cover hoping to spread out the defending Comstar forces.  The Patton tanks are perilously slow as they weave around terrain to the North.

Comstar ends up giving chase to the Galleon tank with the one remaining VTOL and two supporting tanks.  Remaining forces try to anticipate Word of Blake movement and end up with poor shots.

Luck begins to shine again on Comstar who manage to destroy the Galleon Tank and one of the injured Myrmidons.  Return fire from the Blakists is ineffective.

Turn 6 – Word of Blake wins Initiative

The Word of Blake moves three more hover tanks off the objective edge while remaining tanks move as quickly as possible.  The last Myrmidon attempts to stay covered by woods as the Patton tanks continue their slow march.

Comstar is running out of available targets and swarms on the Myrmidon tank which is destroyed under a massive barrage.  The Word of Blake does not manage to deal any damage in return.

Turn 7 – Comstar wins Initiative

The last two Word of Blake tanks throw caution to the wind and give up rear shots as they frantically rush towards the edge of the battle.  Comstar forces converge with all forces and fire with everything in range.

Word of Blake shots miss badly.  Comstar forces combine fire and whittle away armor until a lucky strike finds the ammo bins sending the first Patton tank up in smoke.

Turn 8 to the End

The last Word of Blake Patton tank pushes towards the objective edge but is surrounded by adversaries which pummel the vehicle until it is reduced to scrap.

  • Word of Blake: Exited the battle with 4 live units (33%)
  • Comstar: Destroyed 8 units (66%)

Victory to Comstar!

Posted under After Action Report
Jul-23-2011

GenCon 2011 Reporter Needed

It was a good run while it lasted but this year I am not going to make it out to Indy for the best four days of gaming.

In order to keep the coverage going, I’d like to reach out to someone from the BattleTech community to help me provide the news and pictures this year.

If you are going to GenCon this year and love BattleTech drop me a line.  At the very least here is what I would require from you.

  • You must own your own camera.  It can be a point and shoot but it should be able to take nice miniature pictures. (macro mode)
  • Be able to upload pictures to the ScrapYard.  I will provide FTP access for you.
  • You should be planning on attending the What’s Up with BattleTech/Catalyst Seminar and take notes.

I wouldn’t be asking for help if I wasn’t able to make it worth your while.  In addition to the soul altering satisfaction of helping the ScrapYardArmory meet the insatiable demand for BattleTech GenCon coverage I am able to offer the following incentives.

  • I’ll cover the cost of internet access at your hotel room if needed.  (last year the convention center had great free wireless coverage so this is just in case)
  • For each day of coverage you help me provide, I’ll give you a new in box BattleMech from my collection.  I have at least a hundred or so minis to choose from, you are sure to find something you like.

While I am not able to go myself this year, I hope that somebody will be able to help continue the excellent BattleTech coverage this site has delivered.

brian@scrapyardarmory.com

Posted under Misc
Jul-13-2011

Historicon 2011

Historicon 2011 is in the rear view mirror and it was a great one!  Demo Agent “Speck” was on hand with several car loads of new miniatures, new terrain and a fine crew of volunteers to aid in the heavy metal mayhem.

There were multiple BattleTech games available throughout the four days of gaming.  I hosted two of them with the help of SaxyWolf on Thursday.

Iron Wind Metals and the Dealer Room

I love shopping at conventions for a lot of reasons.  Chief among them is the ability to grab online exclusive units, limited editions, ala carte battle armor, no shipping, and the convenience of seeing exactly what you are buying.  I’m not afraid to say I’ve more than once put a mini back on the shelf after seeing just how complicated the assembly will be.  I’m not afraid of a challenge, but I try not to go out of my way to invite complexity.

Jim from Iron Wind Metals was graciously ringing up customers and holding the fort as convention goers browsed the many BattleTech, fantasy, and space miniatures available.

The rest of the dealer room held the usual suspects with a few notable absences.  The number of dealers at the convention was definitely smaller than years prior.  Certainly some of that is due to the uncertainty caused by various inner workings within the HMGS.  Regardless, there was plenty to see and plenty to buy.  There were also multiple demos available for those willing to spend the time.

I ended up buying a bunch of the new BattleTech infantry, some battle armor, a squad of fantasy elf archers, and a load of MERCS minis for use in A Time of War.  I’ll hopefully have more pictures of the infantry with size comparisons in a future post.

Breaking and Entering

With a brand new load of terrain, SaxyWolf and I hosted an A Time of War mission to disable a Castle Brian Space Defense Station from the inside.  Two squads of elite assault troopers infiltrated the facility and raced to find the command and control systems and take it over by any means necessary.  Expect a more in depth after action report on this event.  It was a lot of fun to run.  We had two brand new players playing and they picked up the rules quickly.  I also debuted a second iteration of my revised A Time of War tactical record sheet which helped lower the learning curve.

Dusting for Scraps

In the second event of a ScrapYard double header, the forces of the Free Worlds League faced off against the Word of Blake on Atreus.  This game is a repeat of a game featured in an after action report here at the ScrapYard.  See The Fall of Atreus for a full run down of the units involved.  We ended up not using the artillery or the mines this time to help balance things for the Word of Blake.

The Free Worlds League forces fared better than the Word of Blake defenders but did not make ample progress towards their goal of escaping the battle.  In the end it was probably a draw.  We had two new players on each side who needed a bit of help to move things along but did a great job commanding their troops.

Devil’s Tower BattleForce

This event was an all day affair with regiments of units in action alongside artillery, minefields, and gun emplacements.

Between the three time slots (the players had to eat sometime…) forces were shifted to represent the relative progress of the coalition forces invading the Castle Brian.  This was an amazing game using the new miniature BattleMechs to represent lances or Level IIs.  As the end drew near the coalition forces breached the walls and made significant progress against the defending Word of Blake.

Kudos to Mark for pulling off such a massive game.

East Coast Commandothon

For the first time, a HMGS event was host to the East Coast Commandothon.  Demo agents from near and far converged at the table for some ‘Mech stomping goodness.  There were lots of familiar faces among the crowd.  A full recount of the event is available on the Classic BattleTech forums.

Grand Melee

The traditional last event of the convention is the Grand Melee.  This year’s event used the Castle Brian terrain as the center piece for the combatants to fight over.  It was a fantastic battle ending with a final head cap.

2012 Location in the Works

There is a lot of speculation as to where Historicon will land next year.  The Valley Forge convention center is going to be putting in slots and gaming tables in some of the spaces that would be required for games.  Other prospective locations are in Virginia and possibly York Pa.

A move to Virginia would be the most disruptive but I’m sure that the Demo team is up to the challenge.  The Pennsylvania based HMGS conventions are always so convenient for me in New Jersey.  The longer trip will force me to do more to save costs to make the trip doable.

All the Rest

There is always more to Historicon than BattleTech alone.  I spent a good bit of time playing other game systems from historicals to fantasy.  I had a great time at Historicon and would encourage anyone who hasn’t had the privilege to make the leap next year.

Posted under Convention