OBT Forum
General BattleTech => Alternate Universe => Intergalactic Warfare => Topic started by: RavensPsi on May 23, 2011, 10:51:00 AM
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Knightmare please move if this is in the wrong section.
Hello
I am trying to get together a play by post for Battleforce. Here are the requirments.
You have to go to the Classicbattletech.com and download the battleforce quick start rules. We will be playing with just those rules for now as this is more for 'beginners'. I hope to start an intermediate and advance section. I have played a few games of Battleforce, but I haven't played and advanced game yet. If you are interrested please post here. In the beginners section we will play with the QSR and the force in it only. In the Intermediate we will use the same rule set and use any mech. I know wher we can download a list of every mech. In the advanced level we will use Start Ops. ($15 for the PDF) rules. We might try to use Vassel to play by email at some point, but for now I want to keep it as simple as I can. If you have played Battleforce before and want to join, cool as I have said I have only played a few games and all with just myself. This might move a bit slow at first as I figure out whats what an all, so please be patient with me.
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I am in but:
1. I never played BattleForce
2. I won't be available for the next two weeks.
And 3. What will be the era?
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Ice Hellion
1 no problem
2 when your ready no prob.
3. We are going to use the Quick Start Rule so we are just going to use the mechs in there. After we get 'up and running' we will discuss the era then.
When you get the change download and print off the Quick Start Rules and read through them.
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I think I have them somewhere.
I will look at it.
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Ice, are you ready to try this out?
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Yes.
What must I do?
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Ok ^ want you to pick which force you want to play the WOB or Ghost Bears. We will try this out with the two lighter uni and I think we need a turn limit as well I played with myoldest son the other day and I had to chase him down. Finally ended up calling the game. Anyways pick one and let me know.
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Do you really need to ask? ;D
Clan Ghost Bear
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Yes, I had to ask. Next you have to set up your unit on a hex on the map included with the QS rule and tell me and I'll tell you where I placed mine.
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Don't you think we should do this by PM?
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Speaking as an interested observer i'd like you to keep them in the open as i'm interested in seeing how it works and then (maybe) having a go myself later.
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Ice, I agree with 6. Let's keep it in the open so other can see what we are doing and either join the fun or give us some advice on how to run or not run things. I want others to want to join the fun and as I'm new to tyhe play by post maybe we could get some advice on how to run the games smoother than what we are doing. I talked with KM about setting up our little part of the forum, so untill it's ready we can do this here. What do you think? I don't want to upset you. Well let me know.
6 your welcome to join in anytime, as well as anyone else.
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No problem.
You will have your answer tomorrow.
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"The defending player sets up first, placing his Units anywhere within
3 hexes of the south edge (short end) of the mapsheet." :)
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"The defending player sets up first, placing his Units anywhere within
3 hexes of the south edge (short end) of the mapsheet." :)
Which means you are the one that is supposed to deploy first.
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Sorry Ice. Been a bit lazy and had to move things around in the man cave. Anywho
Divine Fire in 1015
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Alpha Trinary Recon Star in 0502
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WoB Initiative Roll 1 &1 =2. Crap unless you roll a 2 you've won and I have to move. Go ahead and roll for I just to make sure we don't tie. 8)
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Only one lvlII?
I will roll the dice when I come home (Sunday evening my time).
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Yeah only one I try to run only one unit the first go round so as to not overwelm anybody. Sort of a pre green training scenairio. If you don't mind me asking where are you located at?I'm in SE Kansas, Central time zone.
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You don't know where I am located?
Europe :D
I rolled initiative and I did 1 & 2 = 3
I won but not by much ::)
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Well dang.
Divine Fire move from 1015 to 1115,1114, 1113 stops facing 1112.
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Jump 0305 facing 0405
Just a silly question: would a Clan force follow zellbringen against the Word of Blake?
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Jump 0305 facing 0405
Just a silly question: would a Clan force follow zellbringen against the Word of Blake?
Before the Jihad - maybe. After it starts - heck no. The Ghost Bears just about go nuts every time the Word is even in the same vicinity, let alone in a straight up fight.
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Jump 0305 facing 0405
Just a silly question: would a Clan force follow zellbringen against the Word of Blake?
Before the Jihad - maybe. After it starts - heck no. The Ghost Bears just about go nuts every time the Word is even in the same vicinity, let alone in a straight up fight.
I also doubt the(Crusader)Wolves would enact Zellbrigen, at least after Tamar got nuked.
Ditto for the Snow Ravens after what happened on Dante.
Ciao
Hessian
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Ice forget zellbringen. Only if you want to. My opinion is it only belongs in a clan to clan battle,but some clans don't count as clan in my opinion .
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Ok combat phase. No one is in range. End phase no damage, no heat, no one shut down. So now Initiative. My roll 3 ,1 =4.
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Not sure how transparent you want the dice rolling to be, but there's an awesome website at www.invisiblecastle.com (http://www.invisiblecastle.com) which logged and stores rolls under a users' name and provides a link to the results. Not saying its needed in a friendly game, but its a nice option to have...if your work doesn't block it at least (like mine does, the bastards).
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Thanks Klinktastic. I have been wondering about a dice roller. I trust Ice, but this will be useful in the furture.
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5+3=8
I was away for a week or so but now I should be able to make things move faster (at least when I get back home tomorrow).
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Divine Fire. Moves 1112 1111 1110 stops facing 1009.
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Jump to 0703 facing 0803
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I don't think either of us can fire.
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Sorry Ice. Combat noones in range no effects for end phase. I roll is 2 ,1 =3 crap.b my dice hate me. Oh well roll for I, maybe I'll get lucky.
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4+1=5 ;D
Don't worry, usually it gets ugly when I try to hit something.
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Divine fire stay put. (No move)
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Move to 1306 and turn to face 1307
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Combat woods block LOS, end phase nothing, my I roll 3+2 =5.
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Rather close :D
4+2=6
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Divine Fire move 1115 facing 1114.
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Move to 1109 facing 1110
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Range is 6 hexes (long) so base of 4 + 4 for long range, +2 for your move, +1 for lt woods, +1 for your star being able to jump, = 12 for a roll to hit for me. For you a base of 4 +4 for long range, and +3 for my move = 11 for your roll to hit. So. Malak Luminos fires at Kit Fox E rolls 5,3 miss, Cicada 3P fires on Kit Fox E rolls 4,1 miss, Cicada 3F fires on Kit Fox S rolls 4,3 miss, Clint 6S fires on Kit Fox S rolls 2,2 miss. Your turn to fire.
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Kit Fox S fires at Clint 6S: 3 + 3 = 6
Kit Fox E fires at Cicada 3F: 4 + 5 = 9
Mist Lyinx E fire at Clint 6S: 6 + 4 = 10
Viper E fires at Cidada 3F: 6 + 3 = 9
:(
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Alright combat everyone misses, end phase nothing.
Turn 5
I roll. 4 & 4 = 8.
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And I roll 5 + 4 = 9
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Divine Fire move 0813 facing 0812.
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Move to 1413 facing 1313
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Ice I am going to say that the woods in 0914 block LOS, as the 'player controlling the targeted Unit decides which of the two hexes lie along the LOS' and since LOS lie either in 0913 or 0914 I think we both would pick 0914. So nothing in combat and end phase has nothing now on to I Roll. 2 +1 = 3. (Bloody darn dices)
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Fine with me.
1+5 = 6 ;D
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Divine Fire move 1108 facing 1109.
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Move to 1509 facing 1408.
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Combat no LOS for either of us End Phase nothing
I roll 6+4 =10 Yes. Maybe might win an I!
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1+1=2 8)
Move to 1515 facing 1414
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Divine Fire move1212 facing 1313.
Range 4 hexes
Combat
(Since damage takes affect in end phase I roll mine to save time.)
Roll to hit for both sides is 9
Malak Infernus @ Ocelot 3+1=4 miss
Malak Luminos @ Kit Fox S 4+2=6 miss
Cicada 3P @ Kit Fox E 2+1=3 miss
Cicada 3F @ Viper E 5+2=7 miss
Clint 6S @ Mist Lynx E 5+2=7 miss
Hermes 4M @ Viper E 3+3=6 miss
My turn 8 I roll is 5 +2=7
Roll for your combat and your Initiative and post.
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Ocelot @ Malak Luminos
( 4 + 6 ) = 10 Hit => 3 points of damage
Kit Fox S @ Malak Luminos
( 4 + 1 ) = 5 Miss
Kit Fox E @ Cicada 3F
( 2 + 5 ) = 7 Miss
Mist Lynx E @ Cidada 3F
( 4 + 1 ) = 5 Miss
Mist Lynx E @ Cidada 3F
( 4 + 3 ) = 7
Initiative: 3+6 = 9
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I am assuming that the last Mist Lynx E is actually the Viper E.
Divine Fire moves 1209 facing 1210.
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I am assuming that the last Mist Lynx E is actually the Viper E.
Yes
Moves to 1509 facing 1409.
I think none of us can fire.
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Combat
Nothing
End Phase
Nothing
Turn 9
Divine Fire I roll 2 + 2 =4
(I am having to resist the desire to take a hammer to my dice.)
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4+3=7
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Divine Firfe moves 0607 facing 0708
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Jump 1405 facing 1306
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Turn 9
Combat
Nil
End phase
Nil
Turn 10
Divine Fire I roll 1 +2 =3 (Bloody heck)
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I thought we were at 8 hexes.
Nevermind.
6+4 = 10 ;D
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Sorry Ice thought 8 hexes was extreme range. We can roll combat if you want too.
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No need. We can move on.
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Divine Fire moves 0102 facing 0202.
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Didn't you move a bit too far?
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Sorry I found the problem.
Divine Fie moves to 0702 facing 0802.
( my 0702 is 0102 and when I moved there I assumed I was facing 0202)
Thanks for the catch.
Just caught that 0901,1101, 1301 are listed as 0101 as well.
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Move to 0806 facing 0805
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Combat
Rznge is 5 hexes (long range) to h it nubers for both is 11.
Malak Luminos@ Kit Fox S 4 +2 =6 miss
Cicada 3P @ Kit Fox E 5+1 =6 miss
Cicada 3F @ Kit Fox S 6+1=7 miss
Clint 6S @ Kit Fox E 6+2=8 miss
Ok your turn to shoot.
Sorry it took so long for me to post. (It's be a week.)
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Ocelot @ Clint 6S 4+1=5 Miss
Kit Fox S @ Cicada 3P 3+3=6 Miss
Kit Fox E @ Malak Luminos 4+6=10 Miss
Mist Lynx E @ Malak Infernus 4+4=8 Miss
Viper E @ Hermes 4M 2+3=5 Miss
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FYI the Ocelot dosen't have a long range attack value.
End Phase nil
Divine Fire I roll 4+3=7
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I misread :(
4+5=9
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It's cool. I was just letting you know.
Divine Fire moves 0205 facing 0305.
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Are you sure? I tried to move your 'Mech force on the ground and I couldn't get there.
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My apologies Ice. It's been a crazy two weeks.
Divine Fire moves 0204 facing 0305.
Divine Fire mv of 7
0601, 0501, 0401, 0302, 0202, 0203, 0204.
I have found some hexes that I think are a bit ambiguous.
_hey show some trees,but are not listed as either light or heavy woods.
These hexes are 0210, 0311, 0511, 0402, 0502, 0602, 0603, 0703, 0705, 0404.
I think with tese tiles we need to list our movment through the hexes.
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And I wasn't there too.
Jump to 1109 facing 1008.
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I think my cat has been playing on my table again. The minis I had on the map were knocked over and when I rolled for I, I rolled a 4 and a 3, exactly what I rolled last turn and can't ever remember rolling the same exact thing twice in a row. Bloody cat problly rolled all 12s and 11s.
Turn 11
Combat nil
End Phase nil
Divine Fire I roll 4+3 =7
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4+3=7 :D
A draw :P
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Well it becomes a reroll and I rolled a 2 +1.
I will not drag this out any more.
I surrender.
I hope you had fun chasing me around the board.
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:( Who said you are free to leave the battlefield? :P
Perhaps it is too big for only one unit on each side?
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Yes. The board is way too big for just one unit a side. Want to play again with more forces?
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Yes but how many units should we use?
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I would like a few more. Maybe we could do some combined arms forces? I do at some point want to try it. Why don't we try 2 stars of OmniMechs and add more stars as we go?
Do you want to try to come up with our own stars? I would like to give it a try, but if you don't want to that's cool.
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Let's go for my own units (I will have to check the rules).
2 of them? Pure or Combined units?
What faction are you playing?
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You have to ask?
Clan Snow Raven
Let's do 2 'stars' of mechs worth, let' say 200 points
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I will check the rules and see if I can come up with something.
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Sorry for the delay in coming back to you but I should have something ready quite soon.