Showing posts with label Galtor 3025. Show all posts
Showing posts with label Galtor 3025. Show all posts

Saturday, 3 October 2026

September 3025: In the Bear's Den (Battletech: Alpha Strike)

1st-2nd September 3025, Real Star League Depot

"We're taking the fight to the Kuritans, Lemmings. We'll be all in on this one but it will be tough. The 7th Sword of Light has holed up in a Star League Depot. It's fortified and we'll have to attack on a narrow front, so it will be a slogging match. Bravo and Gamma lances will go in the front door. Your job will be to pin the enemy so they cannot blow the base. Keep them distracted. The locals have informed us of a back entrance to the place. I shall take Alpha lance through that. We've been allocated a dropship to put us behind them but it will still take time. If we can take the Kuritans in a pincer movement, there is a good chance we can recover lostech and get out of this intact. The plan has been transmitted to your datapads. We ride at dawn!"

The Scenario

This is the "In the Bear's Den" scenario from Historical Turning Points: Galtor. The Lemmings deploy as a full company. The defenders are a single lance from Kismet Battalion, 7th Sword of Light. Their goal is to hold out long enough for them to blow the Star League depot up and deny it to the FedRats.

The Kuritans deploy within the depot. Two hexes at the centre of the depot are defined as the critical location. If the Kuritans control those hexes on or after turn 8, they blow the depot, themselves, and anyone in there with them sky high. If the Lemmings have undisputed control of those hexes by occupying one or both of them for two turns with a mech, they can disarm the explosives.

Two lances of Lemmings enter on turn 1 at one end of the battlefield. The other lance enters on turn 4 from the centre of the Kuritans home edge.

If the Kuritans blow the depot up and/or destroy the Lemmings, they win. The Lemmings win if they defeat the Kuritans and capture the depot intact.

Forced Withdrawal is not in effect for this scenario.

The Battlefield

The approach to the depot is a light urban area with surrounding parks and greenbelt land. At the centre of it is the local museum and council offices. This is the first game All the structures and ground tiles in this scenario are 3d printed in colour from the Concordia City set by Eclipse Protocol. The vegetation is from Thunderhead Studio, and I had to paint that. Some of the ground tiles are flocked with a mix of Javis and Woodland Scenics scatter. I felt that the basic terrain was too "clean" and there should be areas of greenery in cities too.

Two lances of Lemmings enter from the right. The Kuritan defenders occupy the fort on the left.

The depot is defined by the walls at one end of the battlefield, although it is actually a three-level, hardened fort. However, the interior needs to be playable, so I am not attempting to model it in full detail. It is only accessible through the gate opening and the secret tunnel.

The Opposing Forces

Full Throttle Lemmings ( points):

  1. Alpha (Command) Lance:

    1. Commander Jennie Raytor - Battlemaster BLR-1G (Named Pilot)
    2. Barbara Dwyer - Awesome AWS-8Q
    3. Ivor Biggun - Archer ARC-2R
    4. Ophelia Paine - Catapult CPLT-C1
  2. Bravo (Striker) Lance:

    1. Paige Turner - Thunderbolt TDR-5SE (Named Pilot)
    2. Mike Hunt - Wolverine WVR-6R (Named Pilot)
    3. Theresa Green - Griffin GRF-1S
    4. Theresa Crowd - Shadow Hawk SHD-2D
  3. Gamma (Recon) Lance:

    1. Dirk Savage - Phoenix Hawk PXH-1 (Named Pilot)
    2. Paul Bearer - Locust LCT-1V
    3. Joseph King - Commando COM-2D
    4. Kerry Oki - Wasp WSP-1A

Elements of Kismet Battalion, 7th Sword of Light:

    1. Banshee BNC-3E
    2. Stalker STK-3F
    3. Grand Dragon DRG-1G
    4. Panther PNT-9R

The Battle

The Lemmings advanced through the urban area, using buildings as cover as much as possible. Gamma lance had orders to close as fast as they could with the enemy and distract them, giving Bravo lance  time to catch up and Alpha lance chance to sneak in the back entrance.

No time to tarry!

"Come on, Lemmings," Paige called over comms, "Full throttle and damn the LRMs."

Bravo and Gamma lances obliged as they all sprinted towards the town centre, using the buildings as cover for their approach. Meanwhile, the Kuritans manoeuvred within the fort, looking for a line of sight to the approaching mechs. They were going to be hard to winkle out.

Enemy sighted!

The scouts of Gamma lance were the first to sight the hostiles.

"Bravo leader, hostiles in the entrance to the depot," Paul called from the cockpit of his locus, "Painting them for you now."

As he said this, he fired his lasers at the hostile Stalker. Enemy fire splashed around him and around Dirk in the Phoenix Hawk behind him, but all it did was blast glass out of the surrounding buildings. His own fire turned armour on the Stalker to slag and Paige's missiles blasted some more armour off the Kuritan mech.

Hold them off!

As the Lemmings swarmed the entrance to the depot, the enemy commander in the Banshee chose discretion over valour, while the pilot of the Grand Dragon could not resist moving out to engage the oncoming Lemmings and the Stalker withdrew to guard the engineers setting up the explosives.

Dirk cursed as his Phoenix Hawk took a hit and blasted armour from the offending Panther. The other Lemmings focused on the Grand Dragon. It did not take long for its armour to be melted from its frame and one of its arms to be blown off.

Shit! They're behind us!

"FOR THE DRAGON!" the Grand Dragon's pilot roared their defiance, as they withdrew to guard the engineers. Someone else could take a turn in the breach. Unfortunately for the plucky mechwarrior, Jennie and the rest of Alpha lance emerged from the hidden entrance to the depot at this point.

The Kuritan leader manoeuvred to put their back to the wall, while the Stalker pilot held the main entrance. Bravo and Gamma lances moved up on the entrance and blasted the Stalker until its structure showed and most of its weapons had been.

Barb moved her Awesome up behind the Grand Dragon. A withering burst of fire reduced the Kuritan mech to a pile of twisted parts. Jennie grinned as her own Battlemaster trashed the Panther.

The end of things

The Kuritans were on the back foot now. They would need luck to survive. Unfortunately, that was in short supply for them. As Lemming mechs charged towards the entrance of the depot, shots from outside laid waste to the Stalker. Only the enemy commander remained, and they did not last long. Fire from every Lemming with line of sight to the Banshee reduced it to a wreck in the space of a mad minute.

The Kuritan engineers surrendered as soon as they saw they were surrounded by hostile mechs, and the Lemmings were able to disarm the explosives the engineers had been rigging.

"Congratulations, Lemmings," Jennie broadcast to them, "You all did well. I have a case of Timbiqui Dark that we can crack tonight."

Afterthoughts

With little cover for the Lemmings, and allowing partial cover for all targets within the depot that were shot at from outside it, I really thought that Bravo and Gamma lances would lose a mech or two. However, for the first time in this campaign, the Kuritans missed almost all of their shots. In fact, they hit a grand total of four times, scoring 4 damage and no through-armour critical hits either, which made a nice change. At the same time, the Lemmings hit a lot more than they normally do, although they still got way more "No critical hit" results than probability suggests should be the case. All in all, this has been a satisfying conclusion to the campaign and I look forward to the next one, once I decide where and when it will be.

I've been winging it in in terms of awards in this campaign, based on the idea that the Lemmings should make a small profit if they win a scenario. Perhaps the rewards should have been more generous, because the Lemmings did not earn enough to buy any new mechs, despite winning all the time. It would have been nice to add something extra to the stable after a successful campaign.

Where I have used scenarios from HTP: Galtor, those are designed for Classic Battletech, so I have had to adjust them for Alpha Strike. I am happy with how that went. The key thing has been keeping the campaign narrative right. That said, it would be nice to codify things for future games, so I shall have to see what Hotspots: Draconis Reach has to say on the matter, if anything.

Planning and printing the terrain for this has been fun and I like the look of what I have printed. I like even more that the Concordia City terrain is pre-coloured so there is no need to do anything more with it unless you really want to. I have enough to do a basic two-mapsheet board now so I am not restricted to the mapsheets for the hex-based games. I shall be printing more as I go along to use with Battletech and other sci-fi or stompy robot games.

On the hex front, I found this game easier to administer than some of the earlier games in the campaign.  Using hexes has its advantages, not least the reduced space required and the convenience of using the mapsheets. However, I think I shall return to the standard non-hex Alpha Strike for the next campaign, because measuring ranges is quicker than counting hexes for me.

Saturday, 19 September 2026

August 3025: Galtorian Nights (Battletech: Alpha Strike)

4th August 3025, Outskirts of New Wuhan City 

The exhausted Lemmings watched the rest of their allies boarding the dropships in the fields outside New Wuhan City as darkness fell. They would have boarded too, but orders had reached them to rally to the south. Elements of Alpha Regiment, 12th Vegan Rangers were going to rescue the remains of the 33rd Avalon Hussars. Jennie hit the general comms channel to the rest of her company from her hospital bed; she was still recovering from the wounds sustained in the battle at Wuhan Pass.

"New Wuhan City has fallen, Lemmings, and we need to make the best of it. With the 3rd, 11th and 17th Benjamin Regulars managing to link up at the city, we are outnumbered, but there is an opportunity to rescue elements of the 33rd Avalon Hussars. I hope you have all eaten your carrots, because we're going in tonight. We're short on supplies here, so be ready to accept the surrender of anyone that is willing and we can salvage what we need for the next stage of the battle from them. Be ready to move out on my orders. Anyone that needs a piss, do so now. We won't be stopping for a while."

The Scenario

The 17th Benjamin Regulars have two lances that are trying to break through in the Lemmings' sector. The Lemmings start with one lance and will receive reinforcements on Turn 10 when a lance of the 33rd New Avalon Hussars reaches them.

Night rules are in effect.

Forced Withdrawal/Surrender is in effect. Crippled mechs may surrender and the Lemmings will score bonus points for each one that does so.

The Kuritan force has a Movement Objective on the Lemming's starting edge. Their goal is to break through the Lemmings' lines. The Lemmings will lose points for each hostile mech that exits their starting edge in this way before Turn 10.

The scenario ends when one side has lost more than 50% of their force or there are no more Kuritans on the table, either exited or rendered hors de combat.

The Opposing Forces

Full Throttle Lemmings Bravo Lance:

  1. Paige Turner - Thunderbolt TDR-5SE (Named Pilot)
  2. Mike Hunt - Wolverine WVR-6R (Named Pilot)
  3. Theresa Green - Griffin GRF-1S
  4. Theresa Crowd - Phoenix Hawk PXH-1

Remnants of 33rd Avalon Hussars:

  1. Blackjack BJ-1
  2. Centurion CN-9A
  3. Commando COM-2D
  4. Shadow Hawk SHD-2D

Elements of 17th Benjamin Regulars:

Battle Lance

  1. Dragon DRG-1N
  2. Dragon DRG-1N
  3. Wolverine WVR-6R
  4. Panther PNT-9R

Recon Lance

  1. Charger CGR-1A1
  2. Griffin GRF-1N
  3. Shadow Hawk SHD-2H
  4. Jenner JR7-D

The Battlefield

The battlefield consists of low rises and copses of trees. There is a stream on the Kuritan's left flank.

The Battle

The Kuritans deployed on a broad front with a view to flanking the Lemmings. Paige moved her lance into cover on the right flank and hoped that the 33rd Avalon Regulars would arrive in time. As the two forces moved closer to each other, the pilots let rip with volleys of LRMs that were more noise than effect, firing on vectors based on scanner blips in the dark.

A shot in the dark

As the mechs closed the distance, the Kuritans focused their fire on Paige's Thunderbolt. She cursed as her armour turned to slag.

"Come on, Lemmings, more shots on target," she encouraged her lance, "Focus on that lead Dragon."

"SWARM THEM!"

Paige led by example and Mike and Theresa C. followed. A lucky shot from Paige hit the Dragon's ammo and it exploded like a fireworks factory. However, Paige's Thunderbolt had all its armour stripped off it by the focused fire of the DCMS mechs by now.

Meanwhile, Theresa G. had done enough damage to the enemy Panther that its pilot powered down and signalled surrender.

"Pull back to the lake," she ordered the others as the remaining Kuritan's advanced steadily on the beleaguered Lemmings.

"Punching out!"

As the Kuritans continued to advance, they still focused their fire on Paige. Her last act before punching out was to hammer the Kuritan Jenner with everything she had, which was enough for its pilot to power down and signal surrender.

As Paige did this, Mike and the two Theresas focused their fire on the remaining Dragon. With its fire control trashed and no functioning weapons, the Dragon's pilot surrendered.

"Fall back!"

The Kuritan commander took stock of the situation. A lance of the 33rd Avalon Hussars was visible advancing on the battlefield and would join the fray imminently. With half the Kuritan force lost, there was no choice but to retreat.

Conclusion

I had my concerns going into this scenario. I was not sure how well a single lance could hold up two enemy lances for ten turns. It seemed like a lot to ask. As it turned out, the Kuritan focus on trashing the Thunderbolt benefited the Lemmings, who were able to whittle away at the enemy. It helped that for the first game ever, I got a significant number of critical hits, including an ammo hit on the Dragon.

Deploying forward and then making a fighting withdrawal worked. It allowed the Lemmings to use the lake as cover, restricting which Kuritans could see them and, therefore, the number of shots the Lemmings suffered, while focusing their fire on one mech after another.

Overall, I am impressed with the Aces system still. I am not sure that I shall bother with using hex maps for Alpha Strike after this campaign though. On the one hand, the hexes make movement easy and precise, but on the other counting hexes for range got old really quickly. We shall see.

As you can see in the photos, I have continued to pimp my battlefield with terrain printed from stl files that I bought from Thunderhead Studio. The terrain is specifically designed to match the Battletech maps. I printed the hills in sandstone filament to reduce the amount of painting I needed to do. They are pinker than I am completely happy with, but a swift drybrush with Vallejo pale sand, and flock on their top surfaces makes the convenience of them outweigh any doubts I have. Clearly, all my battles shall be fought in areas where pink sandstone is common now. I still prefer it to the standard wargames grey for stone. I might add new hills in different colours later though, and possibly even in grey!

Saturday, 5 September 2026

July 3025: Revenge of the 3rd (Battletech: Alpha Strike)

 18th July 3025, Wuhan Pass

"Listen up, Lemmings, the 3rd Benjamin Regulars are massing for a counterattack. We're going to stop them. Any questions?"

There were no questions. This was the sort of simple operation that the Lemmings favoured, and they already knew how they would approach it: Fire!

The Scenario

The 3rd Benjamin Regulars are counterattacking to try to retake Wuhan Pass. If they can smash the defences in the pass, then they will have a free run at New Wuhan City. They will score victory points for destroyed or crippled Lemming mechs, and for exiting the map from the Lemmings' base edge. The Lemmings will score points for destroyed, crippled or retreating Kuritans.

The Opposing Forces

Full Throttle Lemmings (145 points):

Alpha (Command) Lance:

  1. Commander Jennie Raytor - Battlemaster BLR-1G (Named Pilot)
  2. Paige Turner - Thunderbolt TDR-5SE (Named Pilot)
  3. Ivor Biggun - Archer ARC-2R
  4. Ophelia Paine - Catapult CPLT-C1

Elements of 3rd Benjamin Regulars (147 points):

  1. Stalker STK-3F (Skill 3)
  2. Grand Dragon DRG-1G
  3. Dragon DRG-1N
  4. Dragon DRG-1N

The Battle

It was tough getting into position in time. The Kuritan charge had been swift. They had moved up under cover of night and advanced quickly, ready to enter the pass at dawn. For whatever reason, intelligence had not spotted them until quite late. Nevertheless, Jennie had her lance in position just in time.


The Kuritans raced towards the hill the Lemmings were defending from. As they did so, every Kuritan mech fired at Jennie's Battlemaster. It's armour was blasted off its frame, while the Lemming's fire focused on the Grand Dragon coming in on their right flank.


As the Kuritans swarmed the hill, Paige jumped her Thunderbolt in behind the Kuritan commander's Stalker and blasted it in the rear. She could almost hear the Kuritan commander sneering at the effect her mech had on the Stalker.

Jennie's Battlemaster was now in dire straits as critical systems were blasted from it. She began to manoeuvre away from the fight, hoping to snipe from the sidelines.


A Dragon took this opportunity to try to close on Jennie's rear, but she sidestepped her mech quickly and was able to shoot it in the rear instead. The Dragon seemed to have better armour than her though, because her shots went wide and had little effect.

Meanwhile, Ivor was cursing, even though he and Ophelia had taken out the Grand Dragon. The Stalker had closed quickly on him and cut loose an alpha strike that disintegrated every panel of armour on his Archer.


The Dragons raced past the Lemmings and turned to shoot. Jennie faced down a Dragon but the Kuritan mech's fire tore through the Battlemaster. With no functioning weapons or leg actuators and her fire control system shot to bits, Jennie punched out.


Ophelia and Ivor focused their fire on the enemy commander with greater intensity and the Stalker fell too, but Ivor's Archer was slowly losing firepower as the enemy Dragons focused on it.


Seeing a chance, Paige moved quickly to face the Dragon that had taken Jennie out. Firing for all she was worth, she ripped apart the last of its armour and structure. The pilot ejected and the mech would be salvageable.


With only a single Dragon remaining, Ophelia and Paige turned their fire on it. By this point, Ivor's Archer had no weaponry left and he was just left manoeuvring to try to avoid being hit and escape as best he could.

The combined fire of the Catapult and the Thunderbolt was enough. Unable to move their Dragon any more, the pilot punched out and the battlefield became quiet once more.


That was a bit of a tough one for my personal morale as the Kuritans fired everything they had at the Battlemaster first, before focusing on the Archer. Weirdly, they never even shot at the Thunderbolt or Catapult. On top of that, they consistently scored through-armour crits on the Lemmings, while the Lemmings slowly wore down the enemy and eventually defeated them by sheer attrition. In one single turn in the middle of the game, the Kuritans scored six through-armour crits. That seems highly improbable to me, so I shall be throwing those dice in the fjord later.

The Aces solo bot continues to impress. It was a bit difficult reconciling the movement objective with some of the directions on the cards, but I think I did ok with that.

In other news, I have been pimping my Battletech with 3d printed terrain. It really helps me visualise lines of sight for the Alpha Strike games and I like it, even if the trees are a bit cartoony. All the 3d terrain is from Thunderhead Studio.

Saturday, 22 August 2026

June 3025: The Battle for Wuhan Pass (Battletech: Alpha Strike)

11th June 3025, Wuhan Pass

"Right, Lemmings, our job is to hold Wuhan Pass. We'll be working with Johnston's Battalion of the 12th Vegan Rangers and will take our turn on patrol. I expect you to show them that we are much better than they are! Mike and Dirk will be leading a combat patrol today. Your job is to break through the enemy defences and wreak havoc in the rear area, and then get your arses back home safely."

The Scenario

This is a Breakthrough scenario with the Lemmings attacking. The Lemmings must exit 50% of their force off the enemy's base edge to win.

The Opposing Forces

Full Throttle Lemmings two lances (134 points):

  1. Mike Hunt - Wolverine WVR-6R (Named Pilot)
  2. Dirk Savage - Phoenix Hawk PXH-1 (Named Pilot)
  3. Barbara Dwyer - Awesome AWS-8Q
  4. Ivor Biggun - Archer ARC-2R

Elements of 3rd Benjamin Regulars (108 points):        

  1. Banshee BNC-3E
  2. Dragon DRG-1N
  3. Panther PNT-9R
  4. Panther PNT-9R

The Battle

As the Lemmings advanced through the pass, their scanners showed the hostile mechs arrayed in a loose screen across it, using hills and woods as cover. Moving in pairs, Mike and Dirk took the left flank, while Barb and Ivor took the right. It was not long before they came under fire.

Barb cursed, "Mike, shoot those blasted techs if I don't make it back to do it myself, will you? They've not closed up the armour panels properly again. Just took a hit to the engine. It's getting hot in here."

"Focus on cover and giving us support, Barb. We'll do the rest."

Barb did as instructed. She and Ivor turned the armour on the nearest Panther to slag and its pilot quickly retreated.

Mike in his Wolverine and Dirk in the Phoenix Hawk headed out on the left flank against the Dragon and the other Panther. Both mechs plastered Dirk's mech so that red lights showed on much of his display.

"Panther Alpha is retreating. Focus your fire on Panther Bravo."

Lasers and autocannons blazed, leaving the Panther looking like a Swiss cheese. The pilot punched out as his mech collapsed to the floor. As he drifted down again, he could see his lance-mate retreating through the woods towards camp. He spat.

With only the Banshee and the Dragon remaining, the Lemmings turned on the Dragon. With its fire control systems trashed and missing an arm, the Dragon started retreating but did not get far. With both legs blown off, it collapsed to the floor and its pilot signalled surrender by powering down.


The Banshee was so far barely damaged and it backed up towards the hills lining the pass. It did so under a hail of neon fire but dished out damage in turn. Barb's Awesome had barely any armour left by this point and was struggling to move, but she kept baiting the Banshee pilot.


Eventually, it succumbed and moved out to engage the heavily damaged Awesome. As it did so, Mike moved his Wolverine in behind it. Missiles streamed from the Wolverine's SRM-6 and slammed into the back of the Banshee. The Banshee seemed to suddenly shrink into itself before exploding thunderously right in front of Mike.

"Right in the poop chute!" he crowed as he manoeuvred his mech away, "Right, folks, the way is clear. Let's move out and finish the mission."


Afterthoughts

Focusing my fire on individual mechs to reduce the number of shots being taken at the Lemmings worked well. It resulted in the first Panther taking enough damage to be forced to withdraw. The second Panther suffered a "Mech destroyed" critical hit and the Dragon was just worn down by fire. The most satisfying part of it all was scoring a through-armour critical hit on the Banshee that resulted in an ammo explosion. I believe this is the first time ever I have achieved an ammo explosion on a hostile mech. Nice.

Keeping these scenarios to one lance on each side is working well to keep the games moving at a good pace. Playing this scenario on a four mapsheet playing area with the whole company involved would be interesting though, because it could offer more opportunities for manoeuvre and a chance to win by running off the board.

The Aces system is working really well for these scenarios so far. It is clearly well thought-out and not specific to particular times and places in the Battletech universe. I look forward to the next game.

Saturday, 8 August 2026

May 3025: They Shall Not Pass (Battletech: Alpha Strike)

4th May 3025, Wuhan Pass, near New Wuhan City

Jennie surveyed the assembled team.

"Dracs have landed and are pushing on New Wuhan City. We are part of the task force sent to stop them. I shall be taking a mixed lance out to scout the Kuritan forces in the area. Our goal is to feel out their defences and take their measure before the main assualt. Don't take risks and don't be foolish. You have your instructions, so ask any questions now and then mount up. We move out in 30."

There were no questions.

I decided to experiment with playing on the Battletech hex maps using the conversion rules from Alpha Strike Commander's Edition for this campaign. A planetary level Abstract Combat System map comes with the Historical Turning Points: Galtor supplement, and it is very tempting to use that for a Battleforce: Abstract Combat System campaign too. I must resist!*

The Scenario

The scenario is a Meeting Engagement with equal points and numbers on each side.

Two companies of the 21st Galedon Regulars have been detached to secure Wuhan Pass and access to New Wuhan City, while the rest of the Regulars assault New Derry. Two companies of Johnston's Battalion of the 12th Vegan Rangers have been tasked with taking the pass back and stopping the Kuritan force. The Full Throttle Lemmings are working with the 12th Vegan Rangers and are one of the companies given this job.

Both sides are racing to secure the Wuhan Pass and will enter from opposite sides of the board. The winner will be the one that drives the other side off. Forced Withdrawal is in effect for both sides.

Maps:
Foothills #1
Foothills #2

The Opposing Forces

Full Throttle Lemmings scouting force (119 points):

  1. Commander Jennie Raytor - Battlemaster BLR-1G (Named Pilot)
  2. Paige Turner - Thunderbolt TDR-5SE (Named Pilot)
  3. Theresa Crowd - Shadow Hawk SHD-2D
  4. Paul Bearer - Locust LCT-1V

Forward elements of 21st Galedon Regulars (120 points):

  1. Charger CGR-1A1 (Commander: Skill 3)
  2. Griffin GRF-1N (Skill 3)
  3. Shadow Hawk SHD-2H (Skill 3)
  4. Jenner JR7-D (Skill 4)

The Battle

"Hostiles coming in," Jennie called to the others as her scope lit up with heat signatures advancing through the hills towards her.

"Roger that. Theresa and me taking a position in the centre," Paige responded.

"Paul, keep an eye on the left flank. Something fast coming in there."

"Roger. On it like a comet. It's a Jenner, Jennie. Taking up position to take it on. Haha, not only do you look like a toilet but I'm going to bust your arse like you were one," Paul crowed as he whizzed his Locust around the Jenner.

Jennie left him to it. Half of what he said did not make sense and most of the rest was just nonsense.

"Godsdammit," Paige cursed as armour panels turned to slag on her Thunderbolt, "I only just got that fixed."

First blood to the Kuritans, while the Lemmings' fire hit low rises and trees but not the enemy.

Theresa was unhappy, "There's something wrong with our guns today. If we make it out of this, I am going to have a serious word with the techs."

Paul, who had got right in behind the Kuritan Jenner agreed, "Shit, I can't hit the broad side of a barn from the inside with this laser. Sighting is definitely off! And now that shithouse is behind me!"

The Jenner's guns blasted armour off Paul's Locust and he swore some more.

The Lemming mechs darted from cover to cover, but the Galedon Regulars had their range now and  their blood was up. Lemming armour was being slagged at an increasing rate.

"Come on, people! Focus your fire and take them out," Jennie called to the others.

The fight descended into a swirling melee. Jennie and Paige held the centre with the Thunderbolt and the Battlemaster, while Paul was engaged in a dance of death with the Jenner and Theresa's Shadow Hawk sought to use cover to supplement its paper-thin armour.

"Eat that!" Paul had finally managed to get his head in the game and the Jenner's rear armour was blasted to shreds. It fled before he could finish it off.

"Hey, Jennie, my display's showing red," he called to his commander, "My armour is trashed."

"Hang in there Paul. We got the Charger and the Shadow Hawk. They're retreating. Maybe pick off one of them if you can. Salvage would be nice."

"Gotcha," Paul responded as he manoeuvred his Locust in behind the heavily limping Charger. He hit the firing stud. "Shit, how the hell did I miss that massive bugger?"

Even as the rest of the lance fled, the Griffin moved to take the fight to the Lemmings. It's pilot had seen that Paige's back was open and that Jennie's Battlemaster was dripping bits of slag armour with bare myomer showing  all over.

"Moving to support you," Theresa announced.

Paige triggered her jump jets and was suddenly behind the Griffin as Jennie pulled back to vent heat. Theresa sought a position of cover to snipe the Griffin from.

"I'm on it," Paige announced as she let rip an Alpha Strike into the rear of the Griffin, "Ha! Let's see you get back up without any legs!"

The Griffin crumpled to the floor, its power going offline to signal surrender.

"Ah, shit," Paul cursed, "That Charger's limping in my direction."

The next moment, a massive blast rocked his tiny mech.

"Left leg is gone! Gonna have to pull back."

He took cover briefly, only to poke his mech's head out again as the Charger retreated instead of finishing him off.


"Come back and fight," he called after the Charger, "I still have a leg left to kick you with!"

Aftermath

The Full Throttle Lemmings roared down on the Kuritan forces like a tornado with the 12th Vegan Rangers in tow. It was a hard-fought fight, but the charge was irresistible and the battlegroup eventually pushed the Regulars back out of the pass and secured it. New Wuhan City was safe for now.

Discussion

The first three turns were characterised by the Kuritans scoring hits and the Lemmings missing everything. After that, things improved slightly and the Lemmings began to focus their fire to wear down the enemy. The first mech to have to withdraw was the Charger, but its progress was slowed by a motive system hit that halved its movement. This was made worse later when it took another motive hit and could only move one hex per turn. But at least all those hexes were towards its home edge. The Shadow Hawk and the Jenner followed, but were able to sprint off the edge towards home on the turn after they were crippled. The Griffin seemed mostly impervious to being shot until the three big Lemmings could swarm it.

Some of this might have been easier, if the Lemmings had won the initiative more, but they only won three times in a ten-turn game. I think I need new dice for my mercs!

The difference between Ilclan-era mechs and 3025 mechs was made manifest in this game. The destruction went more slowly because both sides had much lower damage outputs, and the mechs were slower too. The game had a completely different feel to it. That was a Good Thing.

Playing on the mapsheets kind of broke my brain a bit in the beginning, but I got into it after a few turns. A few questions arose about the conversion too. I need to check the rules about rounding movement values or how you address fractions of 2" when each hex represents 2" and you have to move in whole hexes. I'll do that while planning the next scenario.

The other thing that arose was checking how many points the Lemmings should get. They only had one crippled mech, but repair costs are high, so I think I need to scale rewards a bit higher or maybe pay my pilots less. After paying the pilots, the Lemmings warchest had taken a hit despite them winning the scenario. That is not so bad for the first scenario, but if they have five more equally "successful" scenarios then they will be broke. I guess that means that I should take what they earned for achieving their objective in this scenario and increase the reward with each subsequent scenario. A single loss should not totally wipe them out, which it would if the victories all go like this, so they need to earn more for those victories.

*With the plethora of rules available for Battletech games, the megalomaniac in me is drawn to using them all to play games at every level all the way up to the entire Inner Sphere at War.

Wednesday, 5 August 2026

Arrival on Galtor (Battletech: Alpha Strike)

2nd May 3025, near New Wuhan City, Galtor III

The briefing room was buzzing as Jennie Raytor marched up to the front, followed closely by her best friend and XO Anna Daptor. The assembled Lemmings quieted as she turned to face them. They had been on planet

"The boring garrison duty is over. The Dracs have landed and we need to move out to engage them. Early reports indicate that we shall be facing elements of the 7th Sword of Light, so the XO has gathered all the intel on them that we can find. Details have been sent to your noteputers. Study it and be aware of what is going to come."

Rules Stuff

The Lemmings force comes to 347 points, so I diced for the make-up of the opposing force using the RATs in Historical Turning Point: Galtor with a view to making a 350 point force. With 11 mechs diced for, I then picked a mech to make the force up to precisely 350 points. This produced a nicely Kuritan-looking company to face the Lemmings, and conveniently forced me to pick out and paint a few unpainted mechs, so the campaign has already had a positive effect!

Although the mechs are assigned to lances in the list below, I shall randomise which mechs appear in each mission. I anticipate that each game will see a lance of Lemmings fielded and the Kuritan force will be created based on the points value of the fielded lance and the opposing force rules for the specific mission.

Although my mechs are painted as the 8th Sword of Light, and the notional Kuritan company is from the 7th Sword of Light, which historically got wiped out on Galtor, they will stand in for a variety of different Kuritan forces according to where the Lemmings are fighting and what action was happening during the campaign that month.

3 Company, Kismet Battalion, 7th Sword of Light

Command Lance

  1. Banshee BNC-3E
  2. Stalker STK-3F
  3. Grand Dragon DRG-1G
  4. Panther PNT-9R

Battle Lance

  1. Dragon DRG-1N
  2. Dragon DRG-1N
  3. Wolverine WVR-6R
  4. Panther PNT-9R

Recon Lance

  1. Charger CGR-1A1
  2. Griffin GRF-1N
  3. Shadow Hawk SHD-2H
  4. Jenner JR7-D

Wednesday, 29 July 2026

Full Throttle Lemmings IV: A New Contract (Battletech: Alpha Strike)

15th January 3025 

"Jennie, I got us a new contract."

Anna Daptor, XO of the Full Throttle Lemmings was looking very smug.

"Tell me."

Jennie Raytor, commander of the Lemmings, was intrigued. It was not like Anna to be this smug.

"So, the Fedrats currently occupy Galtor III on the Fedrat-Dorkonis Combine border. They have also found a Star League depot on that planet. However, they have issues on their Liao border and are stretched thin. They were going to move some other local militia units onto the planet, but the dropship carrying them exploded on take-off, so they are even more short-handed and have put the word out in local hiring halls. It's a six-month garrison contract with substantial bonuses if the Dorkonis Combine  attacks, as seems likely. They are paying our transport costs to Galtor as part of the contract. It's an all-expenses-paid trip to some of the best kayaking and megafauna fishing in the Inner Sphere."

"Not sure about the sports," Jennie responded, "but the money will come in handy. Get everyone ready and I'll sign the contract."

Background

I enjoyed the Scouring Sands campaign so much that I am going to dive straight into setting up a different solo campaign. This time, the Full Throttle Lemmings are going to participate in the campaign on Galtor III, which took place between May and September 3025, more than a century before the events on Apolakkia. The official histories do not record the deeds of the Full Throttle Lemmings on Galtor, so it is time to right that wrong and show their contribution to the war there.

The campaign is based on the events described in The Galtor Campaign and Historical Turning Points: Galtor. Scenarios will either be drawn from the ones in these books or be based on descriptions of the action.

There are a few things I need to work through in the absence of a campaign framework like Scouring Sands for the Galtor campaign, such as SP gains for winning scenarios and salvage, but I shall mull those over while I paint some extra Kuritan mechs for the campaign.

Duration and Victory Conditions

There will be one sortie per month, so five in total. The Lemming's actions can be assumed to be minor in the grand scheme of things, so the overarching action will follow the events in the books. At the end of that, the Fedrats will have beaten the Draconis Combine and the campaign is over, and we count what is in the Lemmings' bank account.

The Lemmings start with 520 SP. If they end the campaign with more than that, then they win.

The Full Throttle Lemmings in 3025

As you can see, the Lemmings have not yet fully incorporated their signature Lemming's head scheme of white shoulders and brown head on their mechs. Jennie and Anna are doing their best to implement it as mechs get damaged and armour is replaced, but it is slow going when the pilots and the techs are all so individualistic and ungovernable.

Alpha (Command) Lance:

  1. Commander Jennie Raytor - Battlemaster BLR-1G (Named Pilot)
  2. Barbara Dwyer - Awesome AWS-8Q
  3. Ivor Biggun - Archer ARC-2R
  4. Ophelia Paine - Catapult CPLT-C1

Bravo (Striker) Lance:

  1. Paige Turner - Thunderbolt TDR-5SE (Named Pilot)
  2. Mike Hunt - Wolverine WVR-6R (Named Pilot)
  3. Theresa Green - Griffin GRF-1S
  4. Theresa Crowd - Shadow Hawk SHD-2D

Gamma (Recon) Lance:

  1. Dirk Savage - Phoenix Hawk PXH-1 (Named Pilot)
  2. Paul Bearer - Locust LCT-1V
  3. Joseph King - Commando COM-2D
  4. Kerry Oki - Wasp WSP-1A