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Author Topic: A Question for the Table Top Players  (Read 1295 times)

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Blacknova

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A Question for the Table Top Players
« on: July 18, 2012, 06:26:04 PM »

In the games of BT I have played and in many of those I have read about, it seems that battles are, more often than not, far more costly in men and machines than seems reasonable.  Off the top of my head, I think this is probably due to victory points being based on how much of the enemy you destroy and objectives you capture.

Has anyone ever played a campaign where you get more victory points for units that survive on your side?  For example, for each enemy downed you get 100VP, but for each of your units that survives you get 150VP and then scenario objectives have their own points.

This would lead to a campaign based on manoeuvre, far more than raw fire power and see more interesting long term results as well, as salvage becomes harder to come by.  I also think it would make players take a more realistic approach to deadly combat than I see's and I charges it.

Do I have a point here or am I way off track?  Be interesting to see what those with more table top experience think.
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MadCapellan

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Re: A Question for the Table Top Players
« Reply #1 on: July 18, 2012, 06:45:01 PM »



In the games of BT I have played and in many of those I have read about, it seems that battles are, more often than not, far more costly in men and machines than seems reasonable.

Not really.  BattleMechs are ony truly destroyed if cored out, and pilots only typically die from headcaps.  While most of the Battles in the Hexare Grenadiers campaign have left large numbers of inoperable BattleMechs littering the Battlefield, we've actually lost less than twenty Mechwarriors over several years of play and I'd say that fewer than 5% of all BattleMechs are destroyed outright in any given battle.

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Has anyone ever played a campaign where you get more victory points for units that survive on your side?  For example, for each enemy downed you get 100VP, but for each of your units that survives you get 150VP and then scenario objectives have their own points.

That's a game won by the team that doesn't fight.  It would certainly change up the dynamic, but I think most people would be disinterested in playing a game where a pair of Fireballs sprint through a series of waypoints and no one bothers to shoot at each other.

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I also think it would make players take a more realistic approach to deadly combat than I see's and I charges it.

If there's an issue at all, it's that in stand-alone games or campaigns where repair costs and rolls aren't tracked, players take a very cavalier attitude about the loss of equipment and pilots.  Simpy forcing players to repair their own equipment, pay for said repair, and preventing players from easily hiring experienced pilots is enough to make players think twice about throwing their 'Mechs and Mechwarriors away in suicide attacks.
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Dread Moores

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Re: A Question for the Table Top Players
« Reply #2 on: July 18, 2012, 06:48:10 PM »

The various Chaos Campaign tracks (in several different sourcebooks) have many great examples of missions that do not revolve around "kill the other side." If you're doing a campaign versus pick-up games, this should be your focus anyway. But those particular scenarios are strong examples of how different the game is when your objectives are to scan enemy forces or buildings and then simply survive long enough to escape. (Fill in any other example you can think of, right here.) I actually think getting entirely away from any sort of reward for killing the enemy makes the game a great deal stronger. I'll probably have some more thoughts on this as my Armored Monsters campaign goes on, but from my prior experience with campaigns (which is most of my game time in BT), it presents the setting in a very different light.

VTOLs and hovercraft come alive as recon and skirmish units. Infantry shine brightly in particular roles. And armor? Oh, the loveliness of armor. This encourages the kind of combined arms game that keeps BT interesting. I think pure 'Mech formations are a huge mistake from a story-telling perspective. 'Mechs lose their uniqueness when they are only fighting other 'Mechs. They become interesting and awesome avatars of war with individual quirks and foibles when they are working with and against combined arms formations. It is probably the absolutely core error that was made in the implementation of the Clans. It took one of their strongest points of individual identity away by simply spamming the battlefield with pure 'Mech forces. More thoughts later.
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Cestusrex

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Re: A Question for the Table Top Players
« Reply #3 on: July 18, 2012, 06:59:40 PM »

But I like pure Mech forces!  Combined arms fights are just too complicated and make my brain hurt. :P

Anyway back on topic.  My table top experience is very limited and happened a long time ago in a galaxy far, far away.  That being said a campaign by its very nature requires you to ration your forces and mission objectives dictate if it is a finesse game or a ham fisted "I see's it and I charges it" affair.  Full disclosure:  all of my table top games were one off fights that were never larger then lance on lance using 3025 tech.  And we used highly modified, none tournament rules.  How else do you fit a lance on lance fight into a one hour window?
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Blacknova

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Re: A Question for the Table Top Players
« Reply #4 on: July 18, 2012, 07:05:27 PM »

Thanks for the thoughts guys, it helps illuminate my less than ideal knowledge levels of the table top.
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Dread Moores

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Re: A Question for the Table Top Players
« Reply #5 on: July 18, 2012, 08:00:53 PM »

How else do you fit a lance on lance fight into a one hour window?

Interestingly (and I'm not saying this is the norm, just my experience), 3025 lance dances were always our longest games, generally even longer than our 3067 combined arms battlation versus 3067 combined arms battalion. Volume of fire and lower survival in more recent designs (due to the greater possibility of mission kills through increased headcappers and more XL engines) have always made our larger games go much faster.
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MadCapellan

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Re: A Question for the Table Top Players
« Reply #6 on: July 18, 2012, 09:19:37 PM »

How else do you fit a lance on lance fight into a one hour window?

Interestingly (and I'm not saying this is the norm, just my experience), 3025 lance dances were always our longest games, generally even longer than our 3067 combined arms battlation versus 3067 combined arms battalion. Volume of fire and lower survival in more recent designs (due to the greater possibility of mission kills through increased headcappers and more XL engines) have always made our larger games go much faster.

I've been preaching that for years.  If bigger, more modern tech games are taking longer, it's either because the players aren't as familiar with the rules, or they are taking a real long time to decide on each unit's actions.
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bjorn

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Re: A Question for the Table Top Players
« Reply #7 on: July 18, 2012, 10:17:35 PM »

How else do you fit a lance on lance fight into a one hour window?

Interestingly (and I'm not saying this is the norm, just my experience), 3025 lance dances were always our longest games, generally even longer than our 3067 combined arms battlation versus 3067 combined arms battalion. Volume of fire and lower survival in more recent designs (due to the greater possibility of mission kills through increased headcappers and more XL engines) have always made our larger games go much faster.

100% agree with this point. The longest game I ever played was a light lance on light lance 3025 game with reg pilots. I have not used the newest tech that much but 3060ish tech makes games go much quicker.
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Dread Moores

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Re: A Question for the Table Top Players
« Reply #8 on: July 18, 2012, 11:17:21 PM »

How else do you fit a lance on lance fight into a one hour window?

Side note: If this is the amount of time you are allowing for Battletech...you might be looking at the wrong game. Unless you are playing on postage stamp map setups (which is one of the biggest problems with skewing the entire perception of the game) or nothing but slow assaults, I don't even see many two 'Mech duels ending this quickly. BT is and has been (for many editions now) a game of maneuver and tactical movement and firing, regardless of the era. For many years (at least locally) there was a huge push to force map sizes down to 1x1, 1x2, or 2x2 (this can be an okay size, but it's still questionable). Honestly, even two 'Mech lances are severely restricted in these set ups. It gives a very skewed perception of the game, and it doesn't come close to matching the fluff of the setting.

All that being said, I understand why it is done (due to everybody's busy schedule). But much like the difference between the Star League era and now...BT is really a completely different game at this point. 2x3 or 3x3 maps is really where this game comes alive, regardless of the actual unit sizes in play. BT has never been a short, quick resolution game. One of the greatest suggestions I could offer to tabletop players is don't be afraid to put a game on hold. If you have an interesting match, and you are out of time...pick up again next week (or next month). I realize this probably isn't ideal for the Demo Agents, but cutting short the length of your game (especially by artificially restricting playing area) really changes BT a great deal.
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Cestusrex

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Re: A Question for the Table Top Players
« Reply #9 on: July 20, 2012, 12:12:32 AM »

Well, like I said that was a long time ago and it involved our entire BT community; me and my cousin Warhawk.  We were also using the early 90s starter box set; a couple of map sheets, no Compendium, and a very limited understanding of what the heck we were doing (this was in the pre-Web days).  And the matches were pretty much slug fests; no skill required, just the ability to win the majority of the initiative rolls ("You go first."  "No, you go first.  I insist [so I can get you in my sweet spot so I can alpha strike your butt].")
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Re: A Question for the Table Top Players
« Reply #10 on: July 20, 2012, 12:52:59 PM »

the Forced Withdraw rules I find alleviate the perceived cost in a victory, turning Pyrric wins into solid wins based on the lives not lost and machines able to be repaired.
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Re: A Question for the Table Top Players
« Reply #11 on: July 20, 2012, 01:21:21 PM »

The perception of costlyness could stem from the relative equal sides that face each other. In most pick-up games, the forces are rather comparable in size. BV was invented to promote equal sized games. Should be not surprising that there rarely is a decisive victory possible.

Even the scenarios that come up in my mind are very levelled compared to Canon. Luthien with 1 Veteran Pilot and several regulars on the Clan side for example. Against mostly the same on the IS side, who has numerical superiority (as it was of course). Elite Warriors I cannot remember with the Clans. Would have been not that balanced anymore.
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