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Liberty's Edge

Ultradan wrote:
Dragonmann wrote:
...my friend and i once played a massive game at a FLGS with 36 mechs on the field each...

I can't see this happenning... lol... I had a game once with only six players and used around 140 tons to create two to three mechs each. We used a very large battlemat where there were two cities (with buildings that all had calculated 'hit points'. There were gun turrets, bridges, wind direction (lol... wind direction!), fires, smoke, land mines, random artillery crashing down everywhere on every turn. It lasted over TWELVE hours, we only did six or seven turns and nobody died!

Lol... I still giggle when I hear the words 'Wind Direction'...

Ultradan

We knew the store owner, so it was all set up the night before, and we walked in a half hour before opening to get started. It was also all 3025, and using some awesome mech record sheets that had almost everything right on them, hit locations, missile counts, etc, etc, etc. Only had to use the play sheet for some odd things.

Oh, and between us we were pushing 25 years of playing at that point.


The pre-Clans era is what I know and love about BattleTech. All these Clan Elementals, Powered Armor, thingies mess me up. I was looking at my old box the other day thinking how I needed to pull it out and introduce my son...

Back in the Dark Ages, '89 or '90, my two rommates and I set up a simple scenario to run thru, the exact details of which are lost and gone forever. Due to some damage, one roommate had a Marauder which had to go stand in some Level 1 water in order to continue to plaster my poor hapless units with PPC fire. He took off at a lumbering run for the nearest lake.

I had one, single, solitary hope to catch him - the Wasp.

After several minutes of exploring movement rules and options to be SURE I could legally pull off the first plan out of my desperate brain, off went the Wasp, racing along the TOP of the RIDGELINE! JumpJets firing to carry him over the valleys, he chased that Marauder halfway across the board, not firing for fear of leaving an uncloseable gap between the two mechs.

The Marauder finally reached the lake and took up a firing stance, with the Wasp still one turn outside of firing range and running for all pilot and machine were worth. The all-out shot he took on my mechs across the board was, as I recall, a hideously devestating shot - my forces wouldn't survive that sort of attention for long.

The wasp reached maximum firing distance and slid to a stop - I could just envision the pilot sliding the Wasp to a stop on the stony ridge, rock debris flying as he folded the 'Mech into a sitting-style shooting position, propping the PPC up across the 'Mech's knee and taking a second for a *really* deep breath and release.

"Why should I worry? That Marauder can hold out there against pretty much anything as long as he wants to shoot, except a crit to the cockpit," sayeth the unconcerned roommate.

The Wasp pilot took his time and lined up his shot...desperate to salvage the situation for his teammates across the board, unable to break free of their own gran melee.

And the firing roll...was a critical hit...to the cockpit.

The Marauder crumpled right there in the water and my roommate began throwing dice and cursing at the top of his lungs. I have NO idea if I ended up winning or losing that engagement, but it sure left a DEEP-SEATED love of Battletech in me...

Hm - BT is portable and we're going to a wrestling tourney this weekend. Perhaps...


hehe...

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Doc, not to question your memory, but I'm betting your baby mech was a panther. 4/6/4 matches the MAD's speed, and it has a PPC. Wasp has a med laser and can't overheat.

Funniest headshot I had was with the lowly warrior vtol. Enforcer on the board, long range, I fire the AC/2 Enforcer player laughs...

No, it wasn't the magic BB, hit the head, pilot failed in consciousness check. Next round, penetrator hits it with two large, warrior hits with another AC 2. But I couldn't get anything else to get the magic 20 points of falling.

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