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Author Topic: Large Scale Game Rules  (Read 895 times)

Timberwolfd

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Large Scale Game Rules
« on: August 18, 2018, 08:07:16 PM »

The large scale gameis approqchingin the near future. This game will be a one off scenario set roughly in the late 3060s featuring a "Draconis Combine" company fighting a "Federated Suns" company in a Solaris VII style area. This game will be played with modified miniatures rules (as opposed to hex based). The scale we will be playing at will make 1 hex equal to 6" of movement or range. The big differences in play will be related to physical terrein limitations, such as balance/stability of minis on elevated terrain, physical sizes of the miniatures, etc., which will introduce some additional slop into play. To speed play, I will be cutting some templates to help with turning and such.

At the beginning of your movement, you will place a turning template at a front corner of the mech's base. The template will help identify the mech's starting location while movement is planned and also be used to determine when movementis required to turn. There will be multiple templates and some blank bases to help plot movements. When moving onto terrain, up to 3 inches of slop will be allowed to achieve a stable position on top of terrain. Similarly, mechs within 3 inches of base to base contact will be considered within melee range.

For simplicity, the only terrain on the board (floor) will be light woods, Star League fortified buildings (CF = infinity + 1), and level 2 terrain. Woods will be represented by regions designated with green masking tape. Artificial trees will be spread across the indicated areas. Level 2 terrain will be felt covered bins. Buildings will be simulated by painted boxes.

Line of sight will be determined via laser pointer. Partial cover rules will be in effect when portions of the target mech can be painted by laser, but the center of the mech cannot be painted. If the center of the mech can be painted, the whole mech can be hit. Given the available terrain, partial cover should be a fairly uncommon occurence limited to corner shots around level 2 terrain.

The game will be objective based with the DC and FS teams vying for capturable objectives. As mechs are destroyed, they will be able to respawn at controlled spawn points. Points will accrue each turn based on the number of objectives controlled and mechs killed.

There will be slots for 12 players. Each player will control 2 mechs. Teams will divide mechs as they choose. In the event that a team cannot reach an amicable division of mechs, the team will be ordered from 1 to 6 with the 1st player selecting a mech, then the 2nd player, down to the 6th player, who will immmediately select a second mech, followed by the 5th player selecting a second mech, until the 1st player selects a second mech.

After the game concludes, players will be ordered randomly from 1 to 12. The first player will select a mech to take home, then the second player will select a mech, and so on to the 12th player. Once the 12th player has selected a mech, the 12th player will select a second mech, and then the 11th player will select a second mech, and so on back to the first player. Two mechs are reserved to specific players, who will use their first available opportunities to select mechs to select their reserved mechs. The Phoenix Hawk LAM is reserved for Steve and the Fed. Suns Timberwolf is reserved for Jon.
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Timberwolfd

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Re: Large Scale Game Rules
« Reply #1 on: August 18, 2018, 09:50:49 PM »


Capturing a point requires more than 55T of mechs. To capture a point, unit(s) must begin and end a turn with 2 feet of the objective (they are free to move within the 2-foot bubble).
« Last Edit: August 18, 2018, 10:02:46 PM by Timberwolfd »
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Darrian Wolffe

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Re: Large Scale Game Rules
« Reply #2 on: August 19, 2018, 08:35:58 AM »

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Timberwolfd

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Re: Large Scale Game Rules
« Reply #3 on: August 19, 2018, 09:17:38 AM »

Urbie don't care
size don't scare
nuclear flare
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Timberwolfd

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Re: Large Scale Game Rules
« Reply #4 on: August 19, 2018, 04:22:46 PM »

Artillery will be twin Sniper turrets. The turrets will have a ~42-45 foot range which will let them hit the near side opposing spawn point, but not the far side spawn point. The blast radius will be 6"/12" for 20/10 damage as normal. Artillery will all be resolved same turn and there will be no multiple turn flight time shots.
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