Sunday 27 December 2015

Frostgrave - solo intro test game

Frostgrave - solo intro test game

Had this since the nickstarter and have had some lovingly painted wizards ready to go since not long after.

Yet to my shame despite reading the book a couple of times I had yet to get a game in at all!

Tonight I rectified that somewhat by playing a very quick three way solo game on a far to small table.

This is the layout


A small farm and outpost not far from the ruins of Frostgrave proves a tempting supply point for three competing Wizard bands, conflict over the meagre resources here is likely.
Especially investigating the strange Red crystals.

I stated up three equal wizard bands 520gold a piece.

Soothsayer
Combat awareness
Wizards Eye
Mind control
Heal
Fast act
Monstrous form
Bone dart
Possess

Apprentice
4 Man at arms (the four knightly looking chaps)

Necromancer
Bone Dart
Steal health
strike dead
Timeshare
Possess

Apprentice
4 man at arms (The gladiators)

Warlock (Witch)
Curse
Fog
Poison Dart
Grenade
Bone Dart
Planewalk
Monstrous form
Timestore
Apprentice
4 Trackers


Necromancer on the left
Warlock in the middle

Soothsayer to the right


All sides converge towards the centre of the table



Some excellent shooting by a tracker KIA a man at arms from the get go and leaves another ready to flee!


Bravely the other two rush to close the gap


Across the way the Warlock is trying to out flank the Necromancer


As the men at arms from the right crash into the trackers the Gladiators of the Necromancer also prepare to pile in

The Warlocks apprentice has some bad luck both in casting spells and being shot at/hit.
The Necromancer finishes him off with a Critical Bone dart.


The blood letting intensified as the parties all got into melee together


The Warlock lamenting the loss of his apprentice attempts to get some payback



Successful healing spell gets White shield back in the fight


Things look very bad for the trackers at this point, engaged by two superior melee forces, and having lost their magic support.


The tracker takes a Gladiator down and the Warlock successfully hits the Necromancer.


Some terrible dice see the trackers cut down men at arms on both sides!


With only one man at arms left and having taken damage to his apprentice the Soothsayers begin to withdraw.

The Warlock is killed by the Necromancer when he succeeds in casting Strike dead!
Although he had to enhance it at the cost of his own health plus the 1 damage automatically taken for attempting to cast it!

The final two trackers flee as their pay masters are dead.

Only one Gladiator survived in service to Necromancy.


Thoughts,

Yes the table was too small but that meant combat was on from the get go, although terrain still kept it to turn two.

I skipped treasure and formal scenarios wanting to focus on the mechanics.

Spells really seem like the should add the casters Will power when casting but apparently they don't.
So I found attempting anything over a 8 or 10 was more likely to result in a failure and in many cases damage turn after turn!

However when a spell did come off it felt very satisfying!

Soldiers are both vital, effective and certain to get cut down!
I can see now why it says cheap is often better value than the more expensive guys.

Choosing the spells was fun, although I probably only attempted to cast 3-4 out of the 8 each had available.

Took me less than an hour before I called it, on the basis neither side had an advantage nor sufficient un-injured troops to press onwards.

Good fun and look forwards to playing more soon.
I can see the fun of campaigns here as well as using a larger play area and more players than myself!

I also can't help considering it for other settings compared to the rules I use currently, will need to give it some thought.

Star figure: Tracker - all of them!
Best Spell: Necromancer Strike dead on the Warlock
Worst luck: Warlock apprentice

Sure I forgot a few things and no doubt got some nuances wrong but over all a fast and enjoyable rule set, puts me in mind of Mordenheim as a setting but seems simpler.















Thursday 24 December 2015

RPG Solo: Zombie Apocalypse quick play through free form

Name:

 Ardy Curr

Skills:
4+

Hunting.

3+

Quick-draw.

Leadership.

2+

Sword fighting.

Animal handling.

Fishing.

1+

Camouflage.

Electronics.

First aid.

Diplomacy.

Things he can't do:

-2

Martial arts weapons.

-1

Streetwise.

Swimming.

I wake up

Ruined shopping mall.

Items I have number

2 = 2[d10]

Flint and steel.

Slingshot.

Poor start!
What type of shop am I in, in the mall?

Machete.

A blade shop! promising, do I find anything?

9 = 9[d10]

Keys.

Magnifying glass.

Metal pole.

Small mirror.

Slingshot.

Kerosene.

Gold coins.

Motorcycle helmet.

Flint and steel.

A very poor haul given the location.

Can I see or hear any thing out side this shop?

(50/50 | 1[d10]) No, and...

its is eirely silent

Are there any other shops with promising loot left?

(50/50 | 9[d10]) Yes.

how many?

4 = 4[d10]

Alarm clock.

Pickaxe.

Poison.

Axe.

A Clock shop
A tools shop
A Chemist
A hunting store

I try the hunting store first

3 = 3[d10]

Trench coat.

Buck knife.

Instruction manual.

I move on to the Tool shop, any movement?

(50/50 | 4[d10]) No.

8 = 8[d10]

M67 frag grenade.

Nails.

Metal-bladed weed trimmer.

Molotov cocktail.

Bullhorn.

Duct tape.

Backpack.

Laser pointer.

THe Chemist should have useful stuff too, any one there?

(50/50 | 7[d10]) Yes.

Zombies?

(50/50 | 4[d10]) No.

Hostile?

(50/50 | 8[d10]) Yes.

Insane survivalist.

Do I see them first?

(50/50 | 3[d10]) No.

As I leave the tool shop I sense something, stepping back a shovel misses me by a hair, a crazed woman in unkempt clothes with hair billowing
she shouts something unintelligable and swings at me again,

I use my sword fighting skill 2+

2 = +0 +0 +1 +1

a 4+

(19 = 18[d20]+1) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

(8 = 7[d20]+1) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(11 = 10[d20]+1) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(8 = 7[d20]+1) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

A quick flurry sees her hit the ground blood pumping from a neck wound.
Recovering from the shock of her attack I search her corpse.

6 = 6[d10]

Sword.

Smart phone.

M60 machinegun (7.62 mm).

Lawn darts.

Damaged keys.

Above average how-to guide.

Damn lucky she was too crazy to use the machinegun or sword on me!

taking time to sort out my kit i decide to make the chemist my final place

2 = 2[d10]

Worn-out SW revolver (.38 cal).

One of a kind sword.

A good haul if rather strange places to find this stuff

I move to the exit of the mall, do I see anyone?

(50/50 | 10[d10]) Yes, and...

zombies?

(50/50 | 9[d10]) Yes.

9 = 9[d10]

Shrieking zombie.

Putrid zombie.

Unusually cunning zombie.

Slime-covered zombie.

Unusually cunning zombie.

Bloated zombie.

Enormous zombie.

Unusually strong zombie.

Earless zombie.

any non zombies in sight?

(Unlikely | 1[d10]) No, and...

do they see me?

(50/50 | 4[d10]) No.

Is there a way past them without being seen?

(50/50 | 7[d10]) Yes.

I try using my camouflage skill 1+

-3 = -1 -1 +0 -1

oooh so bad! -2 total I trip over a pot hole attracting their attention! d'oh
I attempt to use my quick draw skill to bring the machine gun to bare 3+

2 = +1 +1 +1 -1

Superb!

(20 = 15[d20]+5) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

(8 = 3[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(14 = 9[d20]+5) Moderate Injury: Hampers action significantly; will require first aid/medical attention.

(17 = 12[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

(11 = 6[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(18 = 13[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

(23 = 18[d20]+5) Killed.

(6 = 1[d20]+5) Negligible: Nick/Scratch/Bruise.

(24 = 19[d20]+5) Killed.

I take 5 out straight away, the remaining 4 keep going, I shoot again using my hunting skill 4+

0 = +1 -1 +1 -1

Great

(10 = 5[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(19 = 14[d20]+5) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

(10 = 5[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(24 = 19[d20]+5) Killed.

That leaves two still coming, do I get another shot in?

(50/50 | 1[d10]) No, and...

dropping the gun I draw my swords 3+

-1 = +0 -1 +1 -1

(21 = 16[d20]+5) Killed.

(21 = 16[d20]+5) Killed.

with a blur worthy of bruce lee or jackie chan I cut the last two down, I then finish off the wounded zombies.

is there any vehicles near by that look operational?

(50/50 | 6[d10]) Yes, but...

there are more zombies coming?

(50/50 | 1[d10]) No, and...

other hostiles?

(50/50 | 8[d10]) Yes.

4 = 4[d10]

Battle-scarred scientist.

Chauvinistic artist.

Whiny female hunter.

Passive-aggressive child.

do I see them first?

(Likely | 5[d10]) No, but...

we see each other at distance, do they open fire?

(50/50 | 7[d10]) Yes.

(16 = 16[d20]) Severe Injury: Incapacitating and may become Critical if untreated.

(10 = 10[d20]) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(17 = 17[d20]) Severe Injury: Incapacitating and may become Critical if untreated.

(17 = 17[d20]) Severe Injury: Incapacitating and may become Critical if untreated.

I attempt to dodge their fire

1 = +0 +1 -1 +1

1 = +1 +0 +1 -1

-2 = -1 +0 +0 -1

0 = +0 -1 +0 +1

One gets through, I use my first aid 1+

-3 = -1 -1 +0 -1

burn a fate point

3 = +1 +0 +1 +1

avoiding any serious damage I take cover and line up the machine gun 4+

0 = +1 +1 -1 -1

(22 = 17[d20]+5) Killed.

(17 = 12[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

(12 = 7[d20]+5) Moderate Injury: Hampers action significantly; will require first aid/medical attention.

(16 = 11[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

Does the hunter flee?

(Likely | 8[d10]) Yes.

leaving them in a bad way I head to the car I saw that looked okay
do I get it started?

2 = +1 -1 +1 +1

Driving I look for a way out of the area, is it clear?

(50/50 | 2[d10]) No. +Twist: Organization / Helps the hero

the CB radio in the car suddenly crackles "Attention driver of the blue Honda, you need to take a right, right and then a left to get out of the area, once your out head down
the highway, good luck"

Do I make it out on that route?

(Very Likely | 2[d10]) No.

Is it a trap?

(50/50 | 8[d10]) Yes.

Damn it! A dead end, gun fire peppers the car, "turn off the engine and step out, we will let you go if you pay tribute"

I use my diplomacy skill 1+

-3 = -1 -1 -1 +0

attempts at finding common ground fail quickly, offering my surrender sees a number aproach me

1 = 1[d10]

Independent con artist.

Only one guy approaches, I realise I can't see anyone else? is he alone!?

"right now pass your valuables out the window to me..."

Instead I point my pistol at him

"...err now hold on mate, come on we have you covered, just pay a toll and be on your way..."

"I think there is no one else here, so why don't you hand over your stuff and I will let you go?"

Does he give in?

(Likely | 10[d10]) Yes, and...

"Look..look alright you called it, heres all I have.."

7 = 7[d10]

Cheap trench coat.

Wallet.

Bowie knife.

Very high quality cigars.

Excellent keys.

Exquisite lighter fluid.

Broken bolt-action rifle (.308 cal).

I take his cigars and bolt action rifle and the lighter fluid, I decide to give him the weed trimmer as a consolation.

finding my way out i hit the road what do I come to next?

Heavily trapped hotel.

Are there any zombies in sight out side of the hotel?

(50/50 | 2[d10]) No.

Can I see any survivours at the hotel?

(50/50 | 4[d10]) No.

does it look occupied?

(50/50 | 1[d10]) No, and...

despite the heavy boarding up the door is hanging open, blood and debrie litters the area.

Securing the car I enter the hotel, do I come across anything or anyone downstairs?

(50/50 | 8[d10]) Yes.

7 = 7[d10]

Emaciated zombie.

Unusually strong zombie.

Sprinting zombie.

Child zombie.

Wave of zombies.

Unusually tough zombie.

Vomiting zombie.

Opening a door I see 7 zombies, can I sneak away without attracting attention? 1+

2 = +1 +1 -1 +1

closing the door I have second thoughts and open it enough to throw my grenade in, blocking the door with some furniture I move on up as the explosion rips through behind me.
As I move up the stairs do I come across anything on the landing?

(50/50 | 6[d10]) Yes, but... +Twist: PC / Alters the location

Group of zombies.

10 = 10[d10]

Damn ten more zombies turn as I reach the top of the stairs it looks like they are feeding.
I turn to run for the car, enough of this damn hotel!

1 = +0 +0 +1 +0

I make it with seconds to spare as zombies crash into the car, putting it into gear I tear away from here and back on the road.

Poorly hidden mansion.

The next likely stop is a long drive up to a stately home, are there any signs of life?

(50/50 | 5[d10]) No, but...

it looks like there was a hell of a fight here not long ago

can I get inside the house?

(Very Likely | 9[d10]) Yes. +Twist: Item / Ends the scene

as I open the door my world turns black..

Worn-out Molotov cocktail.

(21 = 16[d20]+5) Killed.

fin ******************

RPG Solo: Rescue the cloned general from the founders asteroid.

Rescue the cloned general from the founders asteroid.


Intergalactic platform.

I step out of the airlock and breath deeply, hardly fresh but compared to the heavily recycled air of the shuttle its a fine thing.

Who am I?

Egomaniacal fugitive.

Quick-draw.

Streetwise.

Danger sense.

Melee weapons.

Aircraft piloting.

Powered armor.

Escape artist.

Projectile weapons.

Tactics.

Gambling.

And any kit I have to go with these skills?

Data crystal.

Homing missile launcher.

Vibro-blade.

Plasma cutter.

Force field generator.

Below average subspace communicator.

High quality blast helmet.

Keycard.

Schematics.

Light armor.

Is this the Founders asteroid?

(50/50 | 2[d10]) No.

Is this the nearest dock to get there?

(50/50 | 5[d10]) No, but...

There is a ship leaving for the asteroid today.

Is the station hostile to me?

(50/50 | 5[d10]) No, but...

there is a security check point to get through?

(Likely | 6[d10]) Yes, but...

they are not too observant?

(Likely | 10[d10]) Yes, and...

they know me?

(50/50 | 7[d10]) Yes.

Am I on my own?

(50/50 | 1[d10]) No, and...

I have alarge team with me?

(50/50 | 9[d10]) Yes.

18 = 18[d20]

I attempt to talk our way into the platform at the checkpoint. Difficulty level 5,
Using my Streetwise skill rated 2+

1 = +0 +1 -1 +1

I fall two levels short, they are willing to let some of us through but not all of us?

(Likely | 10[d10]) Yes, and...

they let us go through with out being searched.
I lead 8 of my team through into the platform

what else is here besides:
Security
Operations/communications hub
A number of docking stations

Liberated anomaly.

Lost hideout.

Deserted prototype.

A lively entertainment area known as the Liberated anomaly, its neon sign lights up the surrounding corridors.

The Lost hideout is a difficult to find gambling den I have frequented previously.

An abandondond workshop sits rundown and neglected.

We head to the Anomaly first to check out who else is docked plus it aids our cover of mercs blowing off steam.

Tough fanatic.

Chauvinistic clergy.

Generous female stellar cartographer.

Intelligent athlete.

Zealot.

Relentless female astrophysicist.

Draconian warrior.

Sadistic female salesman.

Dangerous fugitive.

Hedonistic duke.

Draconian slave.

Sloppy clergy.

A mixed crowd. I take a good look around, a bunch of pilgrims seem to be spending the little they have on the delights found in the depths of the anomaly.
A number of others are dotted around the bar and seating booths, a slave tends to its masters needs in one booth whilst an aristocrate surrounded by sychophants seems to be trying to experience everything at once.

we occupy a large booth and order some drinks whilst I get a feel for the atmosphere.

Abuse.

Raised voices suddenly cut over the general hubub. One of the pilgrims appears to be berrating an attractive woman sitting at the bar on her own.
She in turn is holding nothing back in her scathing apraisal of his life choices and generally telling him where to go.

The zelot a large man suddenly hammers his fist into her face the large hardback book he was holding catching her over the eye as she catapaults from her bar stool.

Most of the clientle are either too far in their cups to notice or unwilling to draw a

Does any one else intervein?

(50/50 | 9[d10]) Yes.

more than one person?

(50/50 | 2[d10]) No.

Is it one of the other two women?

(Likely | 10[d10]) Yes, and...

A sharply dressed woman helps the saleswoman to her feet, whilst berating the fanatical zelot, does she notice the look in his eye?

(Unlikely | 5[d10]) No, but...

Two more fanatical pilgrims join their leader/priest(?).

This could attract unwanted attention if its not controlled soon.

Signalling my men to stay put I advance upon the altercation.

Do they sense my approach?

(Unlikely | 2[d10]) No. +Twist: Item / Ends the scene

Opting to end this fast and without weapons I tackle the first zelot

(5 = 4[d20]+1) Negligible: Nick/Scratch/Bruise.

A blow behind the knee puts him off balance and a twist sends him back over a table into a pile on the floor.
I turn on the second one as he registers all is not right

(20 = 19[d20]+1) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

Failing to hold my temper in check I feel ribs crack as he folds up spraying blood from his mouth, the Priest turns eyes of fury on me as he haults his diatribe against the two women.

(18 = 17[d20]+1) Severe Injury: Incapacitating and may become Critical if untreated.

My first strike ruptures something in his stomach, as the light of fury dims in his eyes..

(19 = 18[d20]+1) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

my follow up breaks his neck.

As I turn to leave

Uncouth hitman who is as strong as you and whose motivation is to abduct nature, manage advice, and steal wealth; who speaks of friendly discourse and is focused on your enemy.

There is a group blocking the doors, the leader slowly claps.. well would you look at this boys so many bounties in one bar on a forsaken rock in space.. guess our luck is in.

I register another patron in the corner of the bar is freeing weapons and casing for an exit, whilst my men take what cover they can around their booth.

do I know him?

(Likely | 4[d10]) No.

I opt to use my quick draw skill at 3+ & my projectile weapons skill at 4+ to take advantage of his desire to talk,

-1 = -1 +0 +0 +0

Only fair but I still draw first

1 = -1 +1 +1 +0

Nudges me to superb, I draw my side arms and with procise fire engage the bounty hunters at the door

(14 = 9[d20]+5) Moderate Injury: Hampers action significantly; will require first aid/medical attention.

(8 = 3[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(16 = 11[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

(23 = 18[d20]+5) Killed.

(6 = 1[d20]+5) Negligible: Nick/Scratch/Bruise.

(16 = 11[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

With three of the six down and out, the other three look for cover, the other fugitive in the room opens up as well

1 = 1[d5]

(20 = 15[d20]+5) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

Is the leader one of the last two standing enemies?

(Likely | 8[d10]) Yes.

"You'll regret this both of you!" Sirens begin to wail belatedly as shutters close off other entrances as the door closes gas is pumped through the vents.
The other patrons whom had hit the floor as the shooting started bank madley on the shutters as they sucum to the gas.

Roll against my Escape artist skill of 3+

1 = -1 +0 +1 +1

4 is a great so I manage to don-my high quality helmet that includes airfilters.
Do all my men have adequete protection from the gas?

(50/50 | 7[d10]) Yes.

As everyone else falls me and my men take up positions. Does the other fugative have anything?

(50/50 | 8[d10]) Yes.

Expecting to see no one else standing I nod in suprise to see the fellow in the corner having donned a slim rebreather helmet.

Expecting them to open the shutters after flushind the gas within an hour at them most, I become worried after two hours pass.

Do they keep us sealed until we run out of air in our suits?

(50/50 | 4[d10]) No.

Android.

Toxin.

As the shutters open, 5 androids march in through the cloudy gas, with a high pitched werring noise they unleash toxin darts.

2 = -1 +1 +1 +1

-3 = -1 -1 +0 -1

1 = +1 +0 -1 +1

1 = +1 +0 +1 -1

-2 = -1 -1 +0 +0

0 = -1 +0 +0 +1

-2 = -1 +0 -1 +0

1 = +1 +0 +0 +0

3 of my 8 are straight down a fourth follows quickly.

I activate my force field and using my plasma cutter I start with the nearest one

-2 = -1 +1 -1 -1

Almost a disaster as I cut the first one in half it locks an arm on my armour, cutting free takes time and I have to evade more darts.

0 = -1 -1 +1 +1

-1 = -1 +1 -1 +0

0 = -1 +1 +0 +0

-1 = -1 +1 +0 -1

-1 = +0 -1 +0 +0

I manage to stay safe but the rest of my men are now down.
The fugitive takes another one down, 3 left.

"Screw this" Activating my homing missile launcher attached behind my shoulder, it pops up with and with a cough it launches a small spread of high-tech missiles

(22 = 17[d20]+5) Destroyed.

(17 = 12[d20]+5) Severe Damage: Incapacitating and may become Critical if not addressed.

(21 = 16[d20]+5) Destroyed.

"that all you got?! I yell.
Opening my subspace communicator - are they jamming?

(50/50 | 6[d10]) Yes, but...

not enough to totally block my signal. "Blackbird in flight" I yell, "Roger" I hear back before the signal is blocked as they change their jamming frequency.
Smiling I lean back on a booth.

I begin to hear gunfire and loud bangs.

Smiling I approach the doorway.

Did my 9 men left on the shuttle successfully take control of the platform?

(Somewhat Likely | 10[d10]) Yes, and...

As I emerge I am greeted by the sight of a number of bounty hunters and system security personnel being tied up under the watch of my armed men.

"Are we in control?"

"Yes Sir, all locked down on this floor...Sir you should take this - patching you in now"

"..repeat this is the Peoples ship No Compromise, prepare to be boarded this platform is being freed from its tyrannical masters, prepare to join the comune"

"Well... shit"

*******************************************

Sunday 6 December 2015

First game of Alpha Strike, played at Essex Warriors club today plus photos of other games on.


Today as the club I ran a game of Battletech Alpha Strike with a couple of tweaks.

As an intro we set up with 13 mechs each from the intro box set. equal points only 4pts more to the blue team ran by Gordon.

Gordon Blue 415PV
Me Red 411PV

I painted all the mechs in one afternoon yesterday as it was all a bit last minute so maybe a bit rushed.
But as it is the first real painting I have done in about a year I am pleased with it.

Rule tweaks:
Replaced initiative and turn sequence with:
Bolt action based dice draw for random sequence each turn.
Also when drawn unit would complete movement and firing.
(We did play with this a bit during the game but this we decided gave the best feel).

We used the Advanced combat variable damage rule of 3+ on a d6 per damage scored.
This did have a good impact in spreading the damage caused etc and we are likely to use it again.
Decided that any rear hit bonus damage of 1 or any caused by using OV ability should be auto hits, may require rolls in the future as the rear damage was extensive at the end of the game.

We think there should be a +1 for firing after moving (and there maybe) but it was not on the QRS and to save sanity of having to read the pdf on my phone we left it out after the first turn.

All mechs were regular 4+ and the setting was 3039 as per the intro box set Late succession war.
Exception being the Mad Cat and BattleMaster premium mechs in the box as I think these had later dates?

We also played about with the partial cover rule allowing it for mechs in the fields, or within 2" behind terrain.

At the end we decided no terrain should count at short range unless true LOS met partial cover rules and that the fields should only grant partial cover to units of Size 1.

We found long rang almost impossible to hit, with 4+ skill, 4+ for long and then 2-3 TMM bonus meant you needed between 10-12 on the 2D6 every time if cover was involved.

I did feel those Mechs designed for long range work should have some bonus to reflect that when trying to hit?

Also couldn't work out Indirect fire when most of those we had with it had IF0* so does zero damage?

Can you jump every turn if equipped? thats how we started but quickly decided there should be a heat penalty for jumping two turns in a row, this balanced it a bit more.

specials rules didn't really play a part, no Ammo criticals were rolled the whole game!

Gordon had great luck in rolling no critical results through out the game.

Our big units slugged it out as we closed the range allowing lighter mechs to pick up kills through rear shooting in the later half.

Played ten turns and both lost similar amounts of mechs, had intended to have objectives but we ended up having a war instead!

Roll of the fallen:
Hermes II took out my Commando in turn 2
Hunchback KIA Jenner Turn 3
Panther KIA Spider T3
Assasin suicided after a failed Death from above (had no offence left after Criticals) T4
Hunchback KIA Mad Cat T5 (After lots of slugging it out in the centre with multiple mechs)
Cicada KIA Battlemaster T5 (as for the Mad Cat)
Whitworth KIA Enforcer T5
Whitworth KIA Hunchback T6
Panther KIA Whitworth T6
Trebuchet KIA Atlas T7
Grasshopper KIA Quickdraw T7
Hermes KIA Cyclops T7
Panther KIA Dragon T7
Zeus KIA Awesome T8
Banshee KIA Vindicator T8
Trebuchet KIA Zeus T8
Clint KIA Hermes T9
Dervish KIA Panther T9
Jagermech KIA Clint T9

No losses in T10 - we all missed!

Most kills: Panther with 3
Gordon Mech of the battle: Whitworth
Mine: Hunchback (Although others were close it took a lot of enemy Mechs to the edge)

My wooden spoon: Grasshopper - missed some key shots that would have taken out enemy Mechs including in T10!

Blue lost 305pv 73% 9/13 Mechs
Red lost 312pv 76% 10/13 Mechs