Nick and I played another digital game of Battletech last night. He had a BV advantage of 500 over me (My 4800 to his 5300), so I upgraded one of my pilots to 3/4 while the rest stayed at 4/5.
He picked a scenario: 5 flags (middle and then 8 hexes from middle in each cardinal direction) that if you have more BV than the opponent within 3 hexes you claim the flag (and it stays claimed until the end of the game or your opponent claims it). You then score 100 extra points per flag at the end of turn 8: 500 points is more-or-less the value of a Light, so not hugely impactful, but not totally ignorable.
Nick’s lance consisted of a Highlander (AC20, LRM, and a few Med Lasers), a Javelin (4 Med Lasers), a Grasshopper (1 Large, 4 Med Lasers, and an LRM), and a Blackjack (2 Large and 2 Med Lasers).
To counter that I had a Lancelot (Jim Galahad, PPC, 2 Large Lasers), a Rifleman (Gunnar McBlasto, 2 AC5s, 2 Large Lasers), a Shadow Hawk (Greg Birb, AC5, LRM5), and a Crusader (Timothy Hospitaler, 2 LRM10s, 2 SRM6s, and… a laser of some size). I upgraded the pilot of the Lancelot… which, in retrospect, was a mistake only because it turns out that the Lancelot is LosTech which we agreed not to use, so I chose to downgrade it from Double Heat Sinks (26) to Single Heat Sinks (13)… a single round of shooting generates 26 heat, sooooo…
Anyway, neither here nor there. It was what it was. My big problem there is that the Lancelot is a 2500s design (the time-period), which means it shouldn’t have LosTech. Annoying.
First round saw us running at each other and a few LRM shots, all of which missed.
Second round Nick started to circle towards the other flags while I attempted a Denied Flank, sending my Lancelot and Shadow Hawk to the east while my Rifleman and Crusader ponderously lurched up the middle. I landed a single LRM5 hit, of which a single missile landed. First bloo… first paint-scratch!
From there out it was all downhill. In the bad way.
Lancelot got to close range and opened up on his Grasshopper… and missed every shot. 13 extra heat for nothin’!
Shadowhawk fared little better: a hit with the AC5, but everything else flew wide.
My Crusader landed one of its LRM10 shots with 2 missiles impacting against Nick’s Blackjack.
In return his Grasshopper raked the Lancelot with fire, but politely spread it uniformly around, and his Highlander missed the AC20 but landed everything else on my Shadow Hawk. One lucky hit landed on his head, and on a 3+… my pilot fell unconscious and the Shadow Hawk tumbled.
Next round, down a Shadow Hawk, my Lancelot opened up on his Highlander, inflicting a respectable 26 damage… which staggered the Highlander and made it fall, inflicting more damage on the back! At this point, the Highlander had…
… more than 75% of its armour remaining. Man, Assault Mechs are a trip…
In return my Lancelot’s heat skyrocketed, shutting down the reactor and knocking it down as well. When it was knocked down, it landed on its head. My pilot was knocked out.
At this point it was 11:30, Nick had managed to claim every flag (his Javelin had sprinted behind my Crusader and Rifleman, basically untouched, to take my flag too), and I called it. My Shadow Hawk woke up, but the tide was basically set unless I got a really lucky hit (which happens! See my last game where Nick’s Highlander stumbled into decapitating two of my pristine mechs!).
Lovely game! Next time we’re going to try the “Death From Above” Battletech show’s rule modification that changes rangebands from 0/+2/+4 to the more manageable 0/+1/+2/+3 (adding in Extreme range). Higher pluses are bad (increasing the target number), so this should hopefully make long range fire more meaningful.
Plus, I’m going to make sure I have the same BV as him. 