A Capellan Confederation Light Lance versus Four Patton Tanks!
April 19, 2018
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This game’s been a long time coming.
Ever since the release of CityTech, I have wanted to use the BattleTech vehicles rules. But Mecha are so danged fun in an of themselves, they dominate whenever anyone puts the game on the table. No one ever wants to play with the tanks! Sigh…. Ah, CityTech… another victim of the Pareto Principle!
I went all out for this one, too.
- I used first edition Mechwarrior to create a lance. One of the more interesting rules here is that you can take a penalty on your ‘mech assignment roll in return for additional character points. This resulted in a set of Green mechwarriors with ‘mechs weighing in at 45, 45, 40, and 30 tons.
- I used the awesome force faction tables from Combat Operations to select ‘mechs that would have been available to the Capellan Confederation circa 3025: VND-1R Vindicator, BJ-1 Blackjack, CLNT-3T Clint, and JVN-10N Javelin. (I also used the Battle Value numbers in there to determine a fair situation that slightly favored my opponent.)
- I used the old FASA Master Rules to create a scenario for these guys: a breakthrough situation where four Patton tanks are attempting to break through this recon lance across three map sheets. (There really is a nice selection of “stock” scenarios in there.)
The action was furious. Lots of hard decisions and tough lessons here!
- The AC/20 looks fearsome, but the ‘mechs can really soak up a lot of punishment. So much so, they’re safer than you’d think. The Clint lost a leg. The Blackjack lost an arm. The Javelin had an arm blown off and would have survived, but when its leg got blown off at the end, it fell down. As it clambered to its feet, it ended up taking one last AC/20 shot to the center torso.
- The Javelin is an effective anti-tank unit due to the SRM-6’s. Every single hit against a tank has a chance of dropping its cruising speed, immobilizing it altogether, or eliminating it altogether via a critical hit. (The Javelin did just that with an impressive ten missile hit, scoring the first kill.)
- The Pattons would have gotten more tanks off the board if they had focused entirely on running away. Those short ranged AC/20 shots were just too fun to pass up, though.
- The Green 6/5 mechwarriors and tank gunners could not hit anything unless they were at short range. The 7/6 pilot in the Blackjack had a devil of a time hitting anything. (Can’t recommend handing such a character to anyone to play, though working him up to 4/5 would be quite an achievement.)
Game time ran into the four hour mark. The play was so immersive and the desire to know how the next turn would play out was so great, I didn’t notice that it was a bit long. And for a continuing role-playing game type situation like this, I have to say… going with ‘mechs versus tanks was perfect. There’s plenty of decisive action, but the players are relatively safe. Plus, you get to play with the “big boom” stuff.
The next scenario writes itself, of course. While the Clint and the Blackjack go back to the shop for repairs, the Vindicator will be tapped to lead a conventional force of tanks and infantry to raid a supply depot. The lance is shorthanded now, too…. The replacement ‘mech will be (rolls dice…) a 20 ton Locust, because shame on you for wasting such an awesome light ‘mech as the Javelin!