Hello, sorry no pics for this post.
This post is just a summary of my latest project. I am preparing to play a scenario from Clantroops, the supplement to battletroops. Battletroops and Clantroops are two of my most nostalgic games from the times I dabbled in the Battletech universe of gaming. I never seemed to have a lot of fun playing mech vs. mech games. But I was always drawn to infantry engagements, and combined infantry vs. mech desparation games. I thought of playing out a few scenarios from these two books using the original rules, but decided to use Gruntz instead. The only difference being that each infantryman will get rolled up as a commander, and each infantryman will get his own card for card based activation. Each soldier will activate randomly, and independently from his squad.
This scenario is called the Viper's Fangs and the attacker is a Steel Vipers Uller C omnimech with 4 clan elementals hitching a ride. The defenders consist of 3 squads of infantry with grappels and satchel charges.
The scenario gives the defender 15 antipersonell mines and 3 anti mech mines to place and 2 artillery barrages. I am not quite sure how I will handle the mines, as I will be playing solo. 12 satchel charges are allotted for one time usage....I think I will give them stats as if they were SA missle launcher but with a range of 0 or 1, I envision them as magnetic or sticky,being thrown short range or placed after grappling up to a mech. defender;s first squad has combat armor(soak 12), other squads having flak suits(soak 11).
I still need to stat out the attackers but here goes for the defenders;
Defenders( all will have shoot5; assault 4; guard 11; skill 2 squad leaders will have damage 14, soldiers damage 12) all soldiers have grappel gun!!!!
Squad 1:
LT. 1:1> soak 12; mental 6; laser pistol, laser sword
4 soldiers> soak 12 ; mental 6; laser rifle; total 4 satchel charges
Squad 2 :
SGT. 2:1>soak 11; mental 8; SA medium plasma; satchel charge
3soldiers,2:2,2:3,2:4> soak 11, mental 6; plasma rifles, satchel charges
2 soldiers, 2:5, 2:6> soak 11, mental 6, SA missile launcher
1 soldier, 2:7> soak 11, mental 6, SA medium projectile, satchel charge
1 soldier, 2:8> soak 11, mental 6, projectile rifle, satchel charge
-Squad3
SGT. 3:1> soak 11 ,mental 7, projectile rifle , satchel charge
2 soldiers, 3:2, 3:3> soak 11 ,mental6, projectile rifle, satchel charge
2 soldiers, 3:4,3:5> soak 11, mental 6, laser rifles
1 soldier, 3:6> soak 11,mental 6, SA missile launcher
2 soldiers, 3:7,3:8> soak 11, mental 6, SA medium Grenade launchers
throughout the scenario, any of the 3 squad leaders can call in an artillery strike
instead of their normal action. This can be done four times and squad leader must have los to target
this will count as 1-4(artillery medium) 5-6 (artillery heavy).
in the original scenario, 2 artillery barrages were listed as well as 15 antipersonnel mines and 3 anti mech mines. I decided to leave out the mines , but give 4 artillery barrages to make up for it.
at first I was going to simulate the satchel charges by using AP grenades, but they seemed underpowered when compared to the battletroops stats, now they will have a damage 0f 9 and an AP of 2, range of 0-1.
one time use, range of 0-1 requres succesfull assault roll, shaped charge, magnetic can explode immediately or 1 turn delay.if immediate, attacker is knocked prone and suppressed..
I think this will be a fun scenario , especialy with card based activation.
Now just to stat out the mech and elementals.
A web chronicle of my attempts to create cheap sci fi armies out of discarded Wizkidz Mechwarrior collectible miniatures.

Showing posts with label army list. Show all posts
Showing posts with label army list. Show all posts
Tuesday, September 11, 2012
Thursday, January 19, 2012
500 point army for Gruntz
This is a 500 point army I will be building for Gruntz. I have decided to build a small force based on the Gruntz fluff using the Rim Defectionists (RD). The RD are described as a loose association of mostly pirate and rebel factions with some minority trade stations and mining operations. They make use of whatever military kit they can and are sometimes lucky enough to have advanced technology. As far as a unifying pallette, I will be using orange ,white, and shades of grey. I want to emphasize the non uniform drab military nature of this flamboyant fighting force of pirates, merchant houses, and rebels.
RD expeditionary force
1)commander in power armor with a SA missile launcher, and power fist, equipped with a jump pack and combat drugs (50 pts.) S6 A6 G13 So14 M8 Sk4 Dam18
2)veteran squad in heavy armor with plasma rifles, laser sword, and force shields, and a squad attached medium plasma, and laser sword (48 pts.) S7 A7 G13 So13{15} M9 Sk5
3)Medium APC(35pts.) (carries commander and veteran squad) wheeled speed 8, light laser anti inf weapon
Dam16 So16{17} Ram11 Guard11 with Uber Armor mod and crew skill 6
4) 6 identical specialist 3 wheeled attack cycles classed as light,speed 7{8), mounting specialist heavy lasers, and with the perk ultimate agility(150 pts.) S5 A5 M6 Sk4 So13 G13 Dam5
5)Medium Grav Tank, expert crew6, armed with a medium plasma cannon, and a light projectile anti infantry gun, using the Micro CIWS mod granting +2 soak vs. missiles/rockets (46pts.) speed 8 Dam22 So17 Ram11 Guard11
6) Light ASV VTOL craft.(26pts.) crew skill5, speed 14,mounting an anti infantry vehicle lt. plasma chin mount. Dam12 So14 Ram10 Guard13
7)Assault class GSV APC "the bus"(38 pts.) 4 transport slots; carries 1 power armor squad, and 2 specialist mecha (dreadnoughts)..wheeled speed 7, armed with vehicle lt. projectile anti infantry gun. crew skill 5.
Dam22 So18{19} ram13 Guard9, with Uber Armor Mod
8) 2 identical specialist Mecha,(60 pts.) heavy, armed with medium sp. mortar, and power claw, speed 5
S5 A6 M7 Sk4 Dam7 So15 Guard 11
9) Canned Heat Power Armor Squad (33 pts.) 6 gruntz with jump packs,hvy sniper rifles and CC energy weapons.S5 A5 Guard12 So14 M7 Sk4, double move12 inches.
so far comes to 486 points.
1 medium grav tank, 1 light vtol, 6 fast cycles, 2 APC's delivering the commander, veteran squad, power armor squad, and 2 dreadnoughts, overall a fast mobile strike force.
RD expeditionary force
1)commander in power armor with a SA missile launcher, and power fist, equipped with a jump pack and combat drugs (50 pts.) S6 A6 G13 So14 M8 Sk4 Dam18
2)veteran squad in heavy armor with plasma rifles, laser sword, and force shields, and a squad attached medium plasma, and laser sword (48 pts.) S7 A7 G13 So13{15} M9 Sk5
3)Medium APC(35pts.) (carries commander and veteran squad) wheeled speed 8, light laser anti inf weapon
Dam16 So16{17} Ram11 Guard11 with Uber Armor mod and crew skill 6
4) 6 identical specialist 3 wheeled attack cycles classed as light,speed 7{8), mounting specialist heavy lasers, and with the perk ultimate agility(150 pts.) S5 A5 M6 Sk4 So13 G13 Dam5
5)Medium Grav Tank, expert crew6, armed with a medium plasma cannon, and a light projectile anti infantry gun, using the Micro CIWS mod granting +2 soak vs. missiles/rockets (46pts.) speed 8 Dam22 So17 Ram11 Guard11
6) Light ASV VTOL craft.(26pts.) crew skill5, speed 14,mounting an anti infantry vehicle lt. plasma chin mount. Dam12 So14 Ram10 Guard13
7)Assault class GSV APC "the bus"(38 pts.) 4 transport slots; carries 1 power armor squad, and 2 specialist mecha (dreadnoughts)..wheeled speed 7, armed with vehicle lt. projectile anti infantry gun. crew skill 5.
Dam22 So18{19} ram13 Guard9, with Uber Armor Mod
8) 2 identical specialist Mecha,(60 pts.) heavy, armed with medium sp. mortar, and power claw, speed 5
S5 A6 M7 Sk4 Dam7 So15 Guard 11
9) Canned Heat Power Armor Squad (33 pts.) 6 gruntz with jump packs,hvy sniper rifles and CC energy weapons.S5 A5 Guard12 So14 M7 Sk4, double move12 inches.
so far comes to 486 points.
1 medium grav tank, 1 light vtol, 6 fast cycles, 2 APC's delivering the commander, veteran squad, power armor squad, and 2 dreadnoughts, overall a fast mobile strike force.
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