Monday, July 11, 2011

Off Board Time: After Battle #2

Off Board tracking page for all transactions after Battle #2.

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 alternating between Battle 2A and 2B, with battle 2A getting the first slot.

*** Current Player *** by your player name indicates it is that players turn to purchase a mech.  You can purchase a mech after everyone has had a chance, but it is first come first serve at that point.
Will move this marker down as players email me their choices.  Watch this page as it will update all month long.

1) Irish (Jay)

Repaired Hunchback HBK-5H








2) Fritzkrieg (Scott)  - tiebreaker - lower fame than Kyle

Repaired Hunchback HBK-5P
Sold Hunchback HBK-5P
Bought Black Knight BL-12-KNT





3) Bad Wolf (Jeff) 

Repaired Wyvern WVE-5N
Returned fallback mech Wolfhound WLF-2



4) Firebush (Kyle) 


Repaired Blackjack BJ-3
Joined Tandrek Stables
Purchased Cool Hand Skill
Purchased Toughness Ability
Sold Wasp WSP-1A (award from Battle #1)





5) Crash'n'Burn (Gregg)  

Repaired Jenner JR7-D
Sold Locust LCT-1V (Starting mech)
Purchased Cool Hand Skill








6) Truckasaurus (Dave) 

Lost Hatchetman (But not given to Fab as it was not a headcap, but Fab didn't lose the Fame either)
CIP: Created new Mechwarrior - Cyril "Truckasaurus" Spencer
Given $4 million C-bills for new mech.
Bought Awesome AWS-9Q
Bought Ability: Weapon Specialist: Inner Sphere PPC...(Hmmmm...4 PPC's shooting at a base skill of 1)


7) Mayday (Mitch) 

Repaired Thunderbolt TDR-7SE
Sold T-Bolt
Sold Enforcer
Bought Hatchetman HCT-6D
Purchased Cluster Expert (Direct fire) skill
Learned Melee Expert Skill



8) Peacekeeper (Rob)  

Repaired Vindicator VND-3L
Joined Tandrek Stables
Upgraded Vindicator VND-3L to VND-5L variant using "A rated" Stable
Added Sponsor: OSG Productions 
Purchased Toughness Ability
Sold Snake SNK-1V (Award from Battle #1)
Sold Panther PNT-9R (Award from Battle 2B)
Purchased Improved Piloting (1) Ability
Added Sponsor: Shengli Arms


9) Ace (Dereck) 

Repaired Hunchback HBK-4P
Sold Thunderbolt TDR-5S
Bought Ostroc OSR-2D
Brought in Barrymore Munitions as a Sponsor
Bought Toughness Skill
Purchased Cool Hand Ability





10) Flashy (Fab)   

Bought Two Fame Points
Joined Zellbrigen Stable
Repaired Locust IIC
Sold Locust IIC
Sold Jenner IIC
Sold Fire Moth A
Purchased Vapor Eagle (Goshawk)
Purchased Dodge skill



11) Katana (Lee)

Bought Diamyo DMO-4K












12) Apollo (Larry)
Bought Hunchback HBK-4H








13) Prez (Josh)
Bought Kintaro KTO-19

Bought Dodge Skill
Purchased Speed Demon Skill










End Off Board Time for Battle #2, Start Battle #3 Preparations 
(all players free to buy and sell on a first come first serve basis)

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 #2B

Setting: Ishiyama "Stone Mountain"

Entrants:

Dave Hatchetman HCT-3F
Fab Locust IIC
Kyle Blackjack       BJ-3
Rob Vindicator VND-3L
Scott Hunchback 
HBK-5P

 Order of Elimination

1. Scott - Surrendered - Kyle Solo kill - tied for 1st out
1. Kyle - Surrendered - Scott Solo kill - tied for 1st out
3. Dave - KIA - Ammo explosion - Fab Solo kill
4. Rob - Surrendered - Fab Solo kill
5. Fab - Winner
    Key Moments:


    Scott and Kyle pounding each other to the point of falling over and surrendering the same turn.
    Dave running around and hitting 3 treasure flares for 250,000 C-Bills
    Fabby flanking Dave in his Hatchetman, and critting the CT ammo...no ejection in the tunnels so Honey Badger is dead.
    Rob missing with the ERPPC twice at close range on the Locust IIC,  then falling after taking 20 Points of damage twice.


    (Going through the kills I noticed some scoring stuff was messed up...I had incorrectly marked my surrender as -3 fame rather than -1...corrected)

    After Action Report: Battle #2A

    Setting: Ishiyama "Stone Mountain"

    Entrants:

    Dereck Hunchback HBK-4P
    Gregg Jenner       JR7-D
    Jay Hunchback HBK-5H
    Jeff Wolfhound WLF-2
    Mitch Thunderbolt
    TDR-7SE

     Order of Elimination

    1. Jay - Surrendered - Jeff, Gregg, Mitch shared kill
    2. Jeff - CT destruction - Mitch solo kill
    3. Gregg - CT destruction - Dereck solo kill
    4. Mitch - Surrendered - Dereck solo kill
    5. Dereck - Winner
    Key Events

    Jeff needing a fallback mech, as he was unable to repair his Wyvern.  
    Jay and Mitch going toe to toe off the bat.
    Dereck finding a level 2 pit
    Jay showing us how to scrape the paint off his mech using the walls of the caverns.

    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 )

    Sunday, July 10, 2011

    S. O. S. Profile: Fritz "Fritzkrieg" Gruber - KIA

    Name: Fritz "Hans" Gruber 

    Callsign: "Fritzkrieg"

    Player: Scott

    Faction: Federated Suns - House Davion

    Rank: None

    Unit: None

    Current Battlemech:
    Black Knight BL-12-KNT

    Arena Kills:1.5

    Best finish:
    7th (of 12) - Boreal Reach "Devil's Bath" - Battle #3 (KIA)

    Current Stable: none

    Current Sponsors: none

    Background: 

    Fritz Gruber is an interesting sort with a sordid past. He started life on the edge of civilized Davion space on a backwater planet near the periphery. His childhood saw him leading his friends into trouble by concocting all sorts of overly complicated schemes that  would generally not end as planned. As a young adult this trend continued as he began to run a crime spree throughout the planet and eventually neighboring systems with larger and more complex capers that either failed spectacularly, or were somehow were wildly successful. 

    He made a great deal of money and bought some land from some of the outland barons and set up a ranch, where he fancied himself a pulp hero from the ancient vids, even going so far as to carry outdated pistols and dressing up like a cowboy and fighting pistol duels. He also used his wealth to buy mechs and set up duels and contests versus other mechwarriors, eventually becoming proficient as a pilot. 


    Eventually one of his failures led to his capture, conviction and sentencing to a penal facility on "The Rock" far in Lyran area of the Federated Commonwealth.  When the planet was attacked by the clans in 3049, the prison was destroyed.  He used his pistol skills to kill a clanner who was doing field repairs, and his mech skills to capture some more mechs and supplies. Leading a number of prisoners, he lead several daring raids and earned a name for himself. Although he was using the situation to enrich himself and had dreams of an eventual return to being a robber baron, this scheme also did not turn out as planned. He had so many high profile victories, he was eventually pardoned, and even considered a Davion hero. 

    He was not sure what to do with this newfound fame but determined to use it to amass a new fortune, and happened across a Davion sponsor for Solaris 7, and a new Star was born. His fighting style is much like his life, force a decisive engagement, and plan to  hit the jackpot.  This almost always leads to fireworks, if not victories, making him a fan favorite.

    Friday, July 8, 2011

    The table edge, and other odd rules...

    Just a couple of final rule clarifications before our first night.

    1) The table edge.
    With the Grand Melee style we will be playing, it will be tempting to put your back to the table edge to keep it safe.  This is good however, should a mech Push you off the table from either a Push, Charge or DFA you will be eliminated from the match.  The mech doing the pushing will be credited with a solo kill.  (might be the easiest way for a light mech to get a solo kill on an Assault)  Only part of your base needs to be pushed off, not the whole thing, so think about that before you back yourself against the table edge.

    Likewise, if you are leaving the board, trying to get your crippled mech off the board before becoming a kill for someone else, you only have to get part of your base off the board...not the whole thing.


    2) Off Board Time - reseeding from split matches

    Our second match is going to be split with half of us playing on each table.  Battle 2A is the "Losers" bracket for the first night (first 5 guys eliminated) and will be held in the Ishiyama tunnels.  Battle 2B (Winners Bracket) is the last 5 mechs from the first battle, and they will fight in the Hartford Gardens arena. The order after those two matches are done for the purposes of Off board time will be as follows.
    1. Battle 2A - 1st eliminated (3Mill C-Bill Murphy award)
    2. Battle 2B - 1st eliminated (3Mill C-Bill Murphy award)
    3. Battle 2A - 2nd eliminated (1.5Mill C-Bill Murphy award)
    4. Battle 2B - 2nd eliminated (1.5Mill C-Bill Murphy award)
    5. Battle 2A- 3rd place
    6. Battle 2B - 3rd place
    7. Battle 2A - 2nd place (F chart mech - one weight class lower than heaviest in match, Kurita or your faction charts)
    8. Battle 2B - 2nd place (F chart mech - one weight class lower than heaviest in match, Kurita or your faction charts)
    9. Battle 2A - 1st place (F chart mech - same weight class  as heaviest in match, kurita or your faction charts)
    10. Battle 2B - 1st place (F chart mech - same weight class  as heaviest in match, kurita or your faction charts)  
    This will be the order in which we buy mechs for our Off board time before next months match.

    3) Egg Timer - aka...keep things moving.
    I have an egg timer...I think it is either 1 minute or 1 min 30 seconds.  We will not use this off the bat, but if someone is going slow any other player can call for the timer.  After an iniative card is flipped for movement or for fire declaration, someone can call for the timer.  Once called for the sand timer is started, and the player has that much time to finish either moving or placing their sticks for fire declaration.

    For Movement: If the timer runs out before the player has finished their move their mech will be placed back where it started the turn and will not move this turn.  Place a green 6 behind their mech.  The timer will be placed on it's side (paused) when terrain needs to be moved (Building roofs in the Factory), and restarted once the terrain is out of the way.

    For Firing:  If the timer runs out, the sticks that are on the table pointed at a valid target when the time runs out are what the mech fires.  The timer may be paused (on it's side) if the player asks for a line of sight question.  A 3rd player will determine line of sight, and then restart the timer.

    If two games are going at once, the egg timer will go to who ever it was called for 1st, giving the 2nd player a little extra time.

    I really hope we won't need to use this, But I know I can be slow playing at times too.  This is a tool to help keep us going. 


    4) Initiative Cards vs. Dice.
    When a match gets down to two players they can resume using dice to determine init order, rather than the cards.  If they are using dice then once the order has been determined, an egg timer may be called for if needed, with the 2nd players time starting after the 1st has completed their move.  Fire declaration can be done at the same time and use the same egg timer when there are only two players.   



    5) Fire Declaration -
    We will use re-shuffled init cards for fire declaration.  This is to serve two purposes.  One, to be able to put a timer on someone if needed.  Two, there is a strategy to choose wither to fire at the mech that has 3 others shooting at it, or the light mech that only you have line of sight to.

     
    6) What is a "Clan" mech?
    For the purposes of this campaign any mech that has any clan tech what so ever on it, will be considered a "Clan" mech and one weight class heavier then it actually is.  So if you modify your Vindicator and swap out the Inner sphere PPC for a Clan ERPPC...it will be classified as a "Clan" mech and one rank higher for kill purposes.

    7) Something else I was forgetting...
    I now there was something else I wanted to mention...but darned if I can remember it.

    See yah tonight....