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.