Thursday, April 12, 2012

4/15 @ HobbyTown

Some of us have expressed interest in getting a game in at the usual venue this weekend. I'll be there, feel free to come on by and throw some dice down.

Monday, April 2, 2012

Sunday Recap



Good game guys. Next time lets split up the maps a bit to get a little farther a long.

Interesting notes:
"Cheaty Tech" was used 0 times after the BV adjustment discussion.

We got to turn 4 and ironically did more this go around than the last time.

See you guys next meeting.

Tuesday, February 28, 2012

Sunday Game 3/4/12 Is ON

The Sunday game is still scheduled at 1:00pm at Hobby Town per usual. Looks like we might have a good turn out.



If at all possible, I'd like to demo the orbit to surface assault. It should be pretty straight forward with the defenders dropping off the drop ship in their pods and mostly a formality of stepping through the atmospheric entry rules.

Monday, February 6, 2012

Sunday Recap

As the invasion drags on into its second month, the 51st Falcon Regulars dispatched a patrol to Hilltop 0203 to investigate a seismic disturbance. Finding the Kiryu 08th Strike Lance already on site, the alert fighters on CAP were dispatched to support the engagement.


Fracas on the hill top. A moving smoke cloud deployed by the Dracs drastically changes the tempo of the battle.


Battered and bloodied the Falcons were forced off the hill having fought nearly to the man and forcing a near similar exchange in combat losses from the Draconis lance.

Post Mortem:

This was the first time I used Aerospace in about 10 years.

And while I was expecting something like this:


You know, BAD ASS.




Instead I got this:
"MY GOD ITS FULL OF ERROR LIGHTS"

Looking back at what we might have done wrong in the foreaye into aerospace, I got a few things wrong.

1. Units with damaged avionics/sensors can't fly NOE. This might have been a problem if the last aerospace unit managed to live much longer, but it was forced away.

2. Damage against SI is halved on aerospace fighters.

3. A roll of 12 is a "golden BB" for the aerospace fighters.

4. Loss of Avionics is a control roll like losing a leg actuator. (The book lists the Avionics as being able to be hit 3 times... but the sheet only had one square...)

5. Strikes cannot be done at NOE. They also lose an altitude after doing it.

6. Firing arcs for ground to air attacks are decided by their orientation to hex 0909.

7. You apply the Angle of Attack modifier for ground to air attacks just like shots between aero units.

8. When a defending ground unit shoots at an aerospace unit that is attacking him, they use the Above/Below hit table.


All in all, not a bad first run. The end result isn't much different from how we played, but we can redress it in the next scratch up. I'd like to use the advanced AA rules in Strat Ops though. It calculates based on the closest approach of the craft as opposed to hex 0909 and adds the velocity of the craft to the to hit number.

Monday, January 30, 2012

Picking up objects/ Sunday Game Day

Sunday Game Day is still a go.

I will be bringing Aerospace to test out those new rules. If anyone wants, we can do straight air to air games.

Also, regarding picking things up and changing the rules. Even though it used to be a 1mp and piloting skill roll in the past, per TacOps pg. 92 on picking up inanimate objects:

"Regardless, the unit must be in the hex with the
object during the Physical Attack Phase; if the item is only “level
1” in height, the ’Mech must be in a hull-down position (see Biped
’Mech under Hull Down rules, p. 21) to pick it up.
Like finding a club, when attempting to pick up an inanimate
object, the unit may not fire weapons or make physical attacks
during the turn."


Effectively, you just enter the hex and wait till the physical phase to pick it up. I suppose that makes sense since you don't pay MP to punch or kick either.