As news from the battle at Ghetra stream in it looks grim for FedCom. Their supply depot at Ghetra is in enemy hands, the surviving Mechs are still on the retreat and not available for the final stand. Combine forces have advanced far and are now on the other side of the New Rhine river. It marks the last defense line FedCom can maintain. Their forces are mainly light machines but for the force commanders Warhammer heavy Mech.
The Combine smashed through everything FedCom could field within mere days. It has precious little to make the final push. Even the Dragon from the battle of Ghetra is joining with most of its armor gone.
Assault over the New Rhine
Said Dragon (bottom) and a Locust advance around the large woods on the right flank to be safe from enemy fire.
On the left flank the Wolverine (bottom) and a Jenner hug the hills.
FedCom makes use of the large central hills to utilize its Warhammer (center). It is the slowest, most powerful Mech that has to be protected from light Mechs flanking it.
The FedCom Wasp pushes on aggressively but receives precise fire that strips its armor.
With the Wasp damaged Combine forces make a push for the central hill. The Dragon with damage from the battle prior hangs back and fires missiles into the fray.
The tag team of Jenner and Locust outmaneuver FedCom forces. In order to protect the Warhammer Fedcom pushes its light machines into close combat only to get smacked to the ground by the Combine Jenner. The FedCom Wasp laying down wont stand up after this, ever.
Some hundred meters away the other FedCom Wasp jumped to different positions turn after turn making the Combine Wolverine’s position untenable. With long range support from the Warhammer armor and internal structure breaks, tears and burns. The Wolverine is too damaged to stay around and is about to retreat.
After this pivot turn passed several turns of high maneuver warfare commenced. FedCom’s Firestarted broke away to go after the already damaged Crusader. Moments after this hsot the Crusader closed and cored the tiny Mech from point blank range. The pilot had no time to eject.
This left FedCom with only two Mechs but the Wasp lost all its weapons and retreated. The FedCom commander in his mighty Warhammer was all that stood between teh Combine forces and total victory.
But the machine and its pilot were simply no match for three enemy Mechs. It took out an enemy Locust but crumbled into a pile of molted metal and torn myomer muscles shortly after. The Combine managed to pull through and achieve victory even with inferior forces. One day later the black and red flag of the Draconis Combine was raised at Cylene’s military base and all FedCom forces formally surrendered.
Thoughts on Alpha Strike
During play I tried many different advanced rules and house rules and always came back to the base rules with the exception of variable damage. In Alpha Strike damage is deterministc, only the hit roll is up for chance. This makes for a very deadly game where there is not much chance for unit damage and critical hits. At the rather low unit count I’m playing with this robs me of the epic feel of these large lumbering machines. Variable damage makes you roll 1d6 for every point of damage. On a roll of 3+ it is scored as damage with a minimum of one damage. Especially the last scenario showed me that this is a good rule but even the minimum one damage is too powerful. Small Mechs can survive extremely well with high movement modfiers while chipping away at larger targets. They only deal 1-2 points anyway so the variable damage with minimum of one damage is not that relevant for their shooting. It rather helps them, as large Mechs will hit only few shots but with high damage. Damage that is potentially reduced by the variable damage rule.
The movement modifier system makes light Mechs very hard to hit but also at no downside for them. In classic Battletech light Mechs are a bit weak while here they seem a bit strong.
Apart from that the game flows quickly and gives interesting decisions. It is reliant on the Battletech flavor (universe and single mechs) or I would not play it I fear. What is lost by summarizing all the weapons into a statline of four numbers can only be won by knowing what weapons the Mech actually fires.
As the Combine won all three scenarios there was no chance to test the repair and resupply rules but the scenarios and their limitations produced intersting games and dilemmas. I had to fudge it a little here and there as the campaign rules are unclear here and seem unbalanced there. In the obove scenario for example the defender deploys all terrain without restrictions and then chooses his home edge. There is not much to prevent the defender from stacking the terrain into a killzone. FedCom could have sat in forests behind Level one hills for a whopping +4 to hit while Combine charged at them for 2-3 turns without any cover.
It was a fun experiment and I found several, more intricate scenarios I might try in the future or write my own rules.