Friday, September 23, 2016

Battletech Alpha Strike - The Next Generation




A couple of events have come together to get me back into playing Battletech Alpha Strike. Over the last few months I have enjoyed painting up some of my Battletech miniatures that have been wasting away in boxes for years. Then my friend Bryan, who happens to be a huge Battetech/Mechwarrior fan, moved back into the area. As I found out with my FOW Six Days War gaming and rules, it is impossible to stay motivated about a game, if no one else is interested and our gaming group here has virtually disappeared. So Bryan and I got together and started talking about Mechwarrior online and the new Battletech computer game, I then mentioned that I still had all my Battletech miniatures and well, thats all it took!

We played a few games to just knock the rust off and then meet up at the shop for a larger game. One quick complaint, I bought the Alpha Strike rulebook years ago when it first came out and since then there have been many changes. While I have found various FAQ's and posts online about the updates and changes I am still struggling to know what has changed and what is the same. I wish there was a clear official document with everything laid out.

The game of Alpha Strike that we played this weekend was a 200 pt Inner Sphere battle. We just mixed and matched random mech that we liked to get our lists.

The Stalker, Black Knight and Wolfhound were skill 3 pilots.
My force consisted of a Stalker, Centurion, Mauler, Wolfhound, Black Knight, Crab, Cyclops and an Enforcer.

The Thunderbolt, Battlemaster and Zeus were all Skill 3. The Stalker was Skill 2!

Bryans force contained a Thunderbolt, Battlemaster, Warhammer (he substituted a Hammerhands model as he hates the IWM Warhammers), a Bushwacker, Zeus and a Stalker. He had a smaller force as most of his mechs were better models and better trained.



We set up the board with some general terrain but later realized it was pretty wide open for Battletech Alpha Strike as almost all mechs could be hit from nearly anywhere.

I deployed my force mainly center and to the left as I planned to shift my faster forces to where I needed them the most. Bryan spread his rather evenly across the board.

The Battlemaster and Stalker represented the majority of Bryan's firepower.

My equally dangerous Stalker and the Black Knight, one of my favorites.

All the miniatures we used were mine, but Bryan has recently started his force.

A Zeus on the move.

This seems like enough to take out three mechs, right?

My center force moved to the left to go after his heavier elements for a few turns. The first couple of turns saw a few shots back and forth but little to no damage dealt, my Wolfhound did take a stray shot and loose its armor.

That Battlemaster is tall!
I was planning on enveloping his left flank.

The FOW dice represents that the Stalker is Narc'ed.
Turn three ended up being the turn where the game was likely decided. He had the initiative and were alternated our moves, then I began shooting. I had all eight of my mechs able to shoot. His Battlemaster and Stalker were the primary targets as they were the most dangerous. All eight mechs fired and when the dust had settled only a single mech had hit taking two armor off the Battlemaster. The average score to hit was an eight on two six sided dice...

Bryan's choice to increase his pilots skill then paid off. The Battlemaster, Stalker, Thunderbolt and Zeus returned fire and all hit. They absolutely gutted my Stalker and hit the Enforcer and Cyclops.

With my assault blunted I turned to face the flanking force.

The Bushwacker and Warhammer moving around my flank.

But the Black Knight was waiting.
My Stalker was wrecked by long range fire from the Bushwacker.

By best mech never even scored a hit...
I really thought the game was done after turn three as four of my mechs already had suffered critical hits that limited their performance and I had landed only a total of two hits against all of Bryan's mechs.

However things looked a little brighter this turn as several of my medium mechs hit the Zeus. Then the Centurion and Black Knight combined to totally destroy the Warhammer, even if the Black Knight did have to overheat to do so. As expected Bryan's mechs finished off the Stalker. It couldn't escape as it is not a fast mech regularly and one of the critical hits had halved its movement. The Mauler to a few hits as did the Black Knight.

Victory or Dea..Ahhh!

One on one.

Of course...
Autocannon to the back!
On turn five Bryan moved his Thunderbolt around to face the damaged Mauler and shifted the rest of his forces toward the center. I jump the Enforcer right up to his Zeus, and also to draw fire away from my healthier mechs.

The Enforcer, of course, misses and is annihilated in return and his Thunderbolt destroys my Mauler with the Mauler missing its last shots back. The Centurion gets behind the Zeus and finally takes it down.


AC shot to the cockpit!

It is a knife fight on the left.
Bryan jumps his Thunderbolt into my forces but I am able to move behind him. The Crab takes a point blank shot at its back and misses. The Wolfhound hits but its damage is reduced due to a critical hit. However the Centurion hits the Bushwacker at point blank range and puts one damage on structure, I then roll boxcars on the critical and destroy it! A shot right to the cockpit. That lets me cool the a heat point down on the Black Knight.

None of my mechs can hit anything!

And they die in return.
There is little movement as most things are trying to avoid being seen. The crab does poke its nose around to shoot the Battlemaster but misses, the Battlemaster does not miss and destroys the crab.  I land a few hits from the Cyclops and Centurion on the Battlemaster. All the while the terrifying Stalker is backed against a hill watching the entire board ready to kill anything I move out with its horrifying 6 damage at medium range.
The Centurion is the VIP of my force as he bags the Zeus.
On the next turn the Thunderbolt moves around and knocks out the Cyclops, but I do destroy the Battlemaster and am able to remove the last heat from the Black Knight.

The Black Knight is not dead yet!
In the most cinematic moment of the game the badly damaged Black Knight, dragging itself forward with a destroyed leg, takes aim and overheats all its weapons to try and take out the Stalker. In game terms I was just able to get to medium range, with my movement halved from a critical hit, where I could overheat my weapons to do more damage. I then hit his untouched Stalker with a whopping seven damage. Unfortunately the Stalker has plenty of armor and destroys the Black Knight in return. 

The Wolfhound and Centurion rush forward and fire on the Thunderbolt but only the Wolfhound hits, doing two damage and a crit! I roll a 5 meaning there is no additional effects from the critical.


Can the Centurion get the job done?

A light and medium versus a heavy and assault.

Any hits from the Stalker are certain death for either of my mechs.


The Centurion would go out without a fight.
The last few turns came down to a David and Goliath struggle, my two mechs were outweighed by 65 tons. But they wouldn't let the Black Knights sacrifice be in vain! Both fired on the Stalker and hit doing two criticals, destroying a leg and damaging its targeting computer.
The Wolfound couldn't outrun the Stalkers weapons.
It was likely a little overkill.

Alas, it would not be enough. The Stalker, even with a damaged targeting computer, destroyed the Wolfhound. The Centurion did hit the Thunderbolt on the last turn and damaged its weapons, but the return fire was too much for the little mech. In the end the Stalker had four points of structure remaining, the Thunderbolt only one.

The sturdy Centurion was last to go.

The game turned out to be an incredibly fun one, even though I thought that it was over in the third turn. 

I'll leave you with a teaser of whats to come!




Friday, August 26, 2016

Emchas hold out against StuG III's (FOW)


Today I have another Flames of War battle report with my Soviet Hero Lend-Lease Tank Brigade taking on ze Germans!

We played a 1750 point game with the Hasty Attack mission, and my Soviets were defending.

I was running, what is becoming, my standard force of Hero Emchas from the Berlin (digital) book. It contains Dmitriy Loza, four 76mm Emchas, three 75mm Emchas, four Valentine VIII's, three ISU-122's, three SU-100's and a battery of four 122mm Mortars. All of my force were hero units.

Grayson was running his German StuG batterie with an HQ of Stug III's, three platoons of 2 StuG's and a StuH each, two Tiger I's and a platoon of pioneers.

The terrain was rather open with a few small fields and woods scattered around with a village blocking most of the center of the board.




Loza and the 76's holding the right most objective.
They need all that fuel for the push on Vienna.
Holding down the center.
SU-100's on the far left.
Grayson concentrated his forces on my right side objective.
The board before the game began.
But my reserves are delayed and he rolls for his on turn one.
Going "gone to ground" with Tigers watching.
The Panther is standing in as a Tiger I today.
I begin to shift the SU-100's over to the right as it looks like that will be where the main push happens.
Very cautious StuG's.
Once again my slow tanks are out of position. I have to worry about my flanks as he has reserves.
Very good rolls for saves.
Bad firepower rolls on my part...
It is a grind to knock each other out.
Things are getting hot for the Emchas.
More StuG's arrive!
Grayson used his stormtrooper rule very effectively.
I made some oldschool bailed out markers.
It is a stalemate.
But the Germans are closing in.
My ROF 1 assault guns are really struggling to move up and hit the Germans.
The Pioneers rushing up for the second Soviet objective suddenly have a bad feeling about this.
I go "gone to ground" trying to save my last few 76's.
I was very cautious with my assault guns, not wanting them to get behind me.
Only Loza remains on the objective.
He stays gone to ground and is veteran.
But that doesnt save him from the ROF 3 Tigers, but the mortars come in where in need them.
The assault guns are grinding down the Germans.
That is a lot of front armor 9!
The Tigers want no part of those guns!
A StuG platoon fails its check to stormtrooper.
There was an entire German pioneer platoon in there earlier.. but no more.
The StuG's get aggressive, bailing two ISU's!
This is not the combat any of these vehicles were design to fight.
Again my 120mm Mortar commander is saving me by contesting the objective.
Hoping no one notices him.
The Valentines are slowing coming to the rescue!
But the net is closing in.
The Panther/Tiger I fails a stormtrooper roll.
The StuG bails another ISU.
He stormtroopered away from the SU-100's but found more danger.
It was a Valentine from the front that ended the StuG.
The ISU-122's clean up the other remaining StuG and the Germans are left with only a single Tiger I.
Just to recap and fill in some blanks from the pictures above. The less frequently I play the rustier I get! I once again deployed my SU-100's poorly, they should have been in the center where they could more easily shift to one side or the other, as their range was useless due to Grayson great maneuvering. Also one of them bogged in the woods and stayed bogged for several turns.

The StuG's and the 76mm Emchas fought in out for far longer than Grayson or I would have thought, as we both either struggled to hit or to pass firepower tests. I didn't get many pictures of his pioneers as they came on, then doubled for the far left objective the next turn, then I rolled and got both the 75mm Emchas and the Valentines right in front of them. I shot up the doubled infantry and the next turn assaulted the few remaining teams. The 75mm Emchas the rushed around to Grayson's deployment zone to take his objective. That is why the last Tiger hung back for the remaining two turns.

Grayson did very well, especially with his movement, by hiding from my big assault guns for several turns while he engaged the Emchas. The only thing that I think hurt him was stormtroopering his Tigers so much. He would move them back behind the buildings each turn so that the 76mm Shermans could not see them. While that is a good most of the time, he was rate of fire 3 with his Tiger ace skills for the commander, so moving back up each turn really limited his shots and he had StuG's right in front of me as well so it would have made me divide my fire more.

Another fun game of Flames of War!