Showing posts with label Battle #1. Show all posts
Showing posts with label Battle #1. Show all posts

Monday, July 11, 2011

Off Board Time: After Battle #1

Off Board tracking page for all transactions after Battle #1.

This will be the one stop place to see what everyone has done with their off board time.

The off board time order was determined by the order of elimination.


1) Mayday (Mitch)

Repaired Urbanmech UM-R70
Sold Urbanmech UM-R70
Bought Thunderbolt TDR-7SE








2) Ace (Dereck)

Repaired Hunchback HBK-4P 









3) Irish (Jay)


Repaired Brigand LTD-X2
Sold Brigand LTD-X2
Bought Hunchback HBK-5H








4) Crash'n'Burn (Gregg)


Repaired Locust LCT-1V
Purchased Jenner JR7-D 







5) Bad Wolf (Jeff)

Given fallback mech Wolfhound WLF-2




6) Fritzkrieg (Scott) 

Mechwarrior Viper KIA, Watchman WTC-4DM mech given to Dave
CIP: Made new Mechwarrior (Fritzkrieg)
Given $4,000,000 C-bills
Purchased Hunchback HBK-5P



7) Honey Badger (Dave)

Given Watchman WTC-4DM (Scott headcap)
Repaired Watchman WTC-4DM
Sold Watchman WTC-4DM
Repaired Hatchetman HCT-3F


8) Firebush (Kyle)

Repaired Blackjack BJ-3








9) Flashy (Fab)   

Repaired Firefly FFL-4A
Sold Firefly FFL-4A
Purchased Locust IIC
 

 




10) Peacekeeper (Rob)

Repaired Vindicator VND-3L








 



END OFF BOARD TIME - On to Battle #2


After Action Report: Battle #1

Setting: The Factory

Entrants:

Dave Hatchetman HCT-3F
Dereck Hunchback HBK-4P
Fab Firefly           FFL-4A
Gregg Locust       LCT-1V
Jay Brigand        LTD-X2
Jeff Wyvern WVE-5N
Kyle Blackjack       BJ-3
Mitch UrbanMech UM-R70
Rob Vindicator VND-3L
Scott Watchman WTC-4DM

 Order of Elimination

  1. Mitch - Ejected - No kill credit given (no one shot the prior turn)
  2. Derek - CT destruction - Dave, Gregg, Kyle Kill
  3. Jay - Surrendered - Rob solo Kill
  4. Gregg - Withdraw
  5. Jeff - CT destruction - Rob / Fab kill
  6. Scott - KIA - Dave solo kill
  7. Dave - CT destruction - Kyle solo kill
  8. Kyle - Surrendered - Rob / Fab kill
  9. Fab - Ammo Explosion / ejected - Rob solo kill
  10. Rob - Winner
Key Moments:

Mitch showing us all the wonders of the Rotary AC5.
Jeff attempting and failing to both DFA and then Push Scott off the 8 level high building.
Jay losing a leg in the fall after being kicked.
Dave rolling boxcars twice - head capping Scott with an AC10 round...12, I'll use my edge, 12....WOW!

Unfortunately the Factory seating did not sell out so the contest was blacked out for broadcast....meaning I forgot to bring the camera down and take any pictures...GAH!  Someone please remind me next time.

(Going through the kills I noticed some scoring stuff was missed...making adjustments to the current standings.  Missed both of Fab's assisted kills one of my assisted kills and I had messed up )

Tuesday, June 28, 2011

Battle #1, Fight Card

Hello Solaris Fans!

Welcome to the Factory!  The old building will be the launching point of the 1st ever Solaris Olympiad.  Mechwarriors from across the inner sphere and beyond have come to Solaris to to represent their nation, clan or employer in a year long series of Battlemech contests.

In this evening's event we have Eleven mechwarrior's squaring off.  One contestant from the Lyran Alliance (Larry) was delayed in the Lancaster system on his way here due to Jumpship issues.  Our lone representative from the Draconis Combine (Lee) will also miss our opening event due to a Battlemech computer core issue.

That brings us to our 11 competitors.  They bring a wide range of mechs, each with their own strengths and weaknesses.  The odd makers have chimed in and here ar the current projections on the chances they feel each contestant has on winning this evening's contest.


That Outworld Alliance mechwarrior must know something that we don't about bringing a Locust into this match.  He is massively under armored and under gunned compared with many of his competitors.  Most all outweigh him at least two to one.  He is the favorite to be eliminated first. 

The Top Spot goes to "Viper" from the Federated Suns.  That upgraded Watchman is a fine machine, and he should be one of the last few standing.

Dark Horse of the match will be "Irish" in his Brigand.  Those Rocket Launchers can bring a world of hurt to one target if he so chooses.  He might not be around at the end, but he can have his pick who will be joining him on the side lines...

Wednesday, June 22, 2011

Solaris Olympiad 1st Session, July 8th



Figured I should go over the agenda for the 1st night.  It is a little ambitious, but I'm pretty sure we can do it.  Goal is to get two games in.  1st is with all players, 2nd will split the players over the two tables.  Smaller battles will go faster.

We will go over rules and any questions folks may have first thing.

Will review....
  1. How prizes work (Murphy's awards, and Event winners)
  2. Killing other mechwarriors (-10 Fame, but you get their mech)
  3. Starting Positions (Init cards)
  4. What counts as a "Kill" (Solo vs Assisted)
  5. Fire declaration (Init cards)
  6. Movement (Init cards and egg timer)
  7. How "Off Board Time" works


I'm thinking we will start rolling dice before 7pm.  If we do and there is a player running late...we can have their mech run by two other folks until they can arrive.


Battle #1:  The Factory (Free for all)

Our 1st battle will be a Free for all in  the "Factory" arena.  All players will take part.

First we will flip the Initiative cards to determine starting positions.  As your card is flipped, you will pick up one of the 16 gold markers on the map and place you mech there.

Assuming we have 10+ players, The first 4 players eliminated will get their Murphy Awards.

The first 6 players eliminated (5 players if we only have 10 players) will do their "Off board time" and Move on to start Battle #2A.

The remaining 5+ players will finish Battle #1.

The top 3 will get the Contest Awards.  (Choosing from House Marik Random mech assignment tables or their factions)

Those 5 players will do their off board time, and Move on to Battle #2B

Battle #2A: Ishiyama (Free for all) 

Roll 1D6 and place those terrain coins


Again use init cards to determine starting positions, choosing any space along the board edge.  With the limited number of players, You may not select a space adjacent to a space already selected (leave one at least open space, between players)

With the smaller amount of players the first two eliminated will get the Murphy awards.

Only the final two combatants will get Contest Awards.  (Choosing House Kurita random mech assignment tables or their factions tables)



Battle #2B: Hartford Gardens (Free for all)   

Clear off the Factory terrain and set up Hartford Gardens terrain.

Roll 1d6 and place Terrain coins.

Follow rules for setting up starting points.  Use init cards to determine starting positions.  Leaving 1 empty space between mechs.

With the smaller amount of players the first two eliminated will get the Murphy awards.

Only the final two combatants will get Contest Awards. (Choosing ComStar random mech assignment tables, or their factions tables)

-----

This is where we will call it for the night.  Off board time can be handled during the month before our next match.     Still working the details for the August event.  Should have the Steiner arena done by then, so we can do the same format with the Coliseum, the Jungle and Devils Bath as the three arenas in August.

So what you could do to prep is, have a couple of plans in place as to what to do if you have some extra C-Bills.  Would you get a sponsor, or a stable, or skip that and get a bigger mech?

Having a spare Laptop or two in the basement on the wireless would help with the Off Board Time as well, so if you have one your willing to share, please consider bringing it.

Monday, June 20, 2011

Repairs Prep for Battle #1

Lets go over the repair rules a little bit. I created a self generating table in Excel that calculates the repair bill for your current mech, if you use the simple repair method. I even did some conditional Formatting, so that if you do not currently have enough C-Bills, the cell displays in the Light red. Unfortunately, Google docs doesn't like the Conditional format conversion process, so I'll post an image every month.

Click image for larger chart that is easier to read...

The three levels of "Full Repairs" are...Destroyed, Crippled or Damaged.

Remember all Armor repair is free, so if you only have armor damage, you have a $0 repair bill. The three "Full Repair" options takes care of all damage to internals, criticals, destroyed components, and lost limbs.

To fully repair your Destroyed mech it cost 45% of the base price.
To fully repair your Crippled mech it cost 35% of the base price.
To fully repair your Damaged mech it cost 25% of the base price.
You add 10% to the repair cost if you ejected from the mech.

"Destroyed" is just that...your mech was destroyed, be it Ammo explosion, engine destruction, Head destruction, etc...only 45% to put the pieces back together.

"Crippled" means your mech was crippled at the end of the match. You either Won, made it off the board, surrendered or ejected from it, before it was destroyed.

"Damaged" means during the battle you did not reach the "Crippled" state. Chances are the folks that are at this level of repair either Won, or surrendered when they were shutdown due to overheating.

There are two potentially cheaper means to repair your mech. Spot repairs,, and jury rigging repairs. I've covered those in the "Off Board Time" link up top.
The Spot repairs go through each section of the mech doing repairs and will quickly become more expensive than "Full repair" options. The Jury rigging repair is a last ditch "Get your mech running because you are broke".

You don't have to do repairs on your mech. The only rule for entering a mech in a battle is that it has to be able to walk. So if you can only enough repairs to get your mech moving again, you are still in the game.

The other option is a "Fallback" mech, any time you can not afford to get one of your mechs fully repaired, you may take a fallback mech from your faction. Details on the fallback mechs are in the fallback link above.

The real point of this post is that looking at all the light red on the chart above...You may want to do some quick math and figure out how many C-Bills you will need to earn in the worse case scenario.

Look at my guy for an example: I have $475,630 in the bank, and a full repair cost for a Vindicator VND-3L Destroyed with Ejection will cost me $1,938,404. So I will need to earn at least $1,462,774 from this first match, or might be in a fallback mech next battle. Looking at the Earning C-Bills tab...I can make that with a Solo Kill of the same level or even 1 level less. I'll get close to what I need just crippling a same level mech. So if it is getting down to the end of the match and I still can't cover my repairs, desperation might step in looking at that $1,000,000 pay out for a DFA that connects.