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Author Topic: Renegade Legion  (Read 20393 times)

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MAD-4A

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Renegade Legion
« on: January 27, 2017, 05:16:36 PM »

I located this site searching for Renegade Legion players. This site was one that came up. Does anyone play any of them?
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Ice Hellion

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Re: Renegade Legion
« Reply #1 on: January 28, 2017, 09:05:32 AM »

I don't think so.
We have a few users of this set of rules if I remember well.
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Takiro

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Re: Renegade Legion
« Reply #2 on: January 29, 2017, 12:13:10 AM »

I think Trace Coburn was into this.
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MAD-4A

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Re: Renegade Legion
« Reply #3 on: February 06, 2017, 10:01:13 AM »

I designed a Strategic campaign for Leviathan each player will be an admiral commanding a Battle Fleet (8 full Battle Squadrons - 1-BB, 2-CAs, 1-FF, 4-DDs, 2-Cvts). Each strategic turn he is given 8 objectives (which he must assign Leviathans too, what the are... who cares they are just 'missions') these correspond to 8 objectives his opponent/s are assigned. each battle is worth progressively more VP (in the form of dice 1D4 for the first battle, 1D6 for the second etc... the 8th is worth 2D8) whoever wins rolls the VP dice and collects that many points. players can choose to withdraw (concede) or flee off the map (fighting withdrawal) when/if they choose (ships/fighters not capable of FTL/Recovery are lost/scuttled - that's what the Fighting withdrawal does - it allows those who have lost their FTL/carrier to remain on the board and fight it out where a plain concede ends the game right then and all FTL capable ships/fighters with carriers just go - no parting shots but non-FTLs are lost) Note: only the player who concedes looses his non-FTL units, if you loose your carrier/hangers but win the battle you keep your extra fighters that have no hangers to land on (picked up, gathered and transported by freighter etc...).

After all battles, there is a repair phase (as in the Kraken) then they reassign their ships/fighters for the next 8 battles as they choose, within limits;
Each Squadron (battle) can have:
1-BB, 2-CAs, 1-FF, 4-DDs, 4-Cvts. A CA can sub for a BB, FFs can sub for CAs and a DD can sub for the FF (only - Cvts are not Leviathans and cannot sub) all fighters must have working bays to participate (if you have more fighters that bays then the extras must stay with the 9th)
 After the 1st round players may assign ships to a "9th" squadron (in the yards) for double the next round of repairs. these ships can take no action during the current round of battles.

Each individual battle has 3 phases:
Initial contact; each player declares visible ships by type (BB,CA,FF,DD, fighters/Cvts that will start the game in-play) any ship not launched (fighters, Cvts still in the bays) are not declared but will have to launch after play starts. Players may chose to concede (in order of who has the most current VP, only after the 1st Strategic round.) If a player concedes, no battle is fought but he receives a bonus to repair times for those ships (ran back to the yard early - haven't decided on bonus yet - less than 9th squadron)
LR Sensors; Each player declares specific classes (Shiva, Bantha, Lexington etc...)  that are visible (not in bays). Again players may chose to concede (in order of who has the most current VP, only after the 1st Strategic round.) If a player concedes, no battle is fought but he receives a bonus to repair times for those ships (again - haven't decided on bonus yet - less than if they conceded on IC).
Engagement; Normal Leviathan game with the declared units (plus any that are concealed/launched after starting) until one side: concedes, leaves the board completely, or is destroyed.

I still have a few kinks to work out but have a preset TO&E for each TOG and RL/CW fleet. I am working on possibly allowing 'raiding/Patrolling' and/or reinforcement squadrons (after the 1st round) I think reinforcements will have a set force limit (1 CA, 2 FFs, 3 DDs, 4 Cvts + fighters carried - but cannot pre-launch as they are dropping out of T-Space into the battle). if called (in any round including IC or LR) they roll the same dice that the VP for the battle provide and have to wait that many game turns (not including IC/LR) for the reinforcements to arrive. if your current force is destroyed/flees before they show up on-board then they never arrived. So; you send in a force of 1-FF and 2-DDs into the 2nd battle (worth 1D6VP) on IC you find out that your opponent has sent in 1-CA and 3-DDs but you wait on LR you find out that his CA is one you haven't attacked (undamaged) yet but your 1st RF has a good CA and 2 more FFs so you declare your calling for your 1st RF. You roll 1D6 (the VP dice value - Note: this is not the VP for the game just your RF turn arrival and if the game is already started it that many more turns from when you rolled Your opponent can call for their own RF with their own roll as-well) and get a 5 (crap) your FF and 2 DDs have to dance around the map for 5 turns before your CA shows up. if they are all blown up before that then 1st RF never showed (and is still available for other battles - maybe that's where it was and why it didn't show, or just didn't get there in time?) for each additional attempt to call it, there is a +1 penalty to your dice (representing added confusion on the part of the squadron commander from various requests).

« Last Edit: February 06, 2017, 10:50:54 AM by MAD-4A »
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Dragon Cat

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Re: Renegade Legion
« Reply #4 on: February 06, 2017, 11:21:04 AM »

Sounds fun actually
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

MAD-4A

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Re: Renegade Legion
« Reply #5 on: February 06, 2017, 12:10:52 PM »

Any suggestions would be appreciated.
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Dragon Cat

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Re: Renegade Legion
« Reply #6 on: February 06, 2017, 01:48:55 PM »

I haven't played actually I just thought it sounded interesting just reading about it
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My stuff, and my AU timeline follow link and enjoy

http://www.ourbattletech.com/forum/dragon-cat-collection/

The original CBT thread
Dragon Cat on CBT


Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

MAD-4A

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Re: Renegade Legion
« Reply #7 on: February 07, 2017, 09:37:54 AM »

I haven't played actually I just thought it sounded interesting just reading about it
I just meant in general, I am also looking to adapt it to BT (which I posted here http://www.ourbattletech.com/forum/general-discussion/strategic-campaign/msg41437/#msg41437 )
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"When Did Ignorance Become a Point of View?"
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DOC_Agren

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Re: Renegade Legion
« Reply #8 on: July 19, 2017, 08:52:04 PM »

I have not played RL in years but still have my stuff
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MAD-4A

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Re: Renegade Legion
« Reply #9 on: October 16, 2017, 02:15:13 PM »

I was looking at the extent of this. A friend suggested that it was too big - 20 game sessions per strategic turn / 2-3 (maybe) per 5-6 hr game day / 1 day per week x 4wk/ month = 2-3 moths per Strategic turn. Even 2-3 STs take half a year to complete. So I'm working on revamping it.
before, I wanted each player to have at-lest 1 of each unit (starship, fighter, tank) + others to fill out the fleet - that's 6 Battle squadrons minimum which means 6 Leviathan games minimum. I have revised this to only 4 squadrons with a random availability chart players roll on to see what they get.
My charts are a new design I came up with the horizontal rows are basic (with title and rows per die roll 1-0 {D10}) but the columns are different instead of 6 columns numbered 1-6 I have 7 columns the first is #1 and the last is #6 but in-between there is 1-2, 2-3,3-4,4-5 and 5-6 so when you roll on the "6" column for battleships you can take the result from either the "5-6" or "6" column as you (the player) chooses. giving the players some choice but not completely open.
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MAD-4A

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Re: Renegade Legion
« Reply #10 on: October 19, 2017, 01:20:09 PM »

My charts are a new design I came up with the horizontal rows are basic (with title and rows per die roll 1-0 {D10}) but the columns are different instead of 6 columns numbered 1-6 I have 7 columns the first is #1 and the last is #6 but in-between there is 1-2, 2-3,3-4,4-5 and 5-6 so when you roll on the "6" column for battleships you can take the result from either the "5-6" or "6" column as you (the player) chooses. giving the players some choice but not completely open.
I created a similar chart for Interceptor, which will be available for my Interceptor campaign (where the players are Flight Leaders) but I just need to adjust the Leviathan charts so that each ship will have a code which corresponds to a set number of rolls on the Interceptor chart (so for example; if you rolled a CA with 72 fighters, that's a group - which is 3 flights of 4 Squadrons - so you would roll 1 time each on the 2 and 4 tables for your 2 flights and 1 time each on the 1, 3, 4 & 6 tables for the remaining 4 squadrons - as an example - the exact rolls per ship have not yet been established) I still need to research each class, because I remember some having particular types of Interceptors listed as "standard issue" so they will have (perhaps) 1 flight of Cheetahs, 1 squadron of Penetrators  and then roll for the rest. In addition, I have full Leviathan sheets for all of the Interceptor types at each level, but have also added something else
...
According to the Interceptor rules - like Battletech Lances - RL Squadrons are not suppose to be homogenous, but are for Leviathan due to record keeping. So, to reflect that, I created 4 more of each size unit. I took the average of all of the basic fighters for each side (from all 3 books) and made units from those base stats (1 RL & 1 TOG) this is the "AV" unit I also did this again using ALL of the units and their High-Thrust variants (some didn't gain any thrust but were still called "HT" as they replaced some of their direct fire weapons for more missile hardpoints) I made unit stats for these and dubbed them "AV-HT" (a little more missiles but less direct firepower)
I say this because - as an option, before rolling, players can opt to take an "AV" or "AV-HT" instead of rolling for any of their units, they can also take the "HT" variant for any units they roll that has an "HT" option.
(so as above the player could take 1 flight of HT-Cheetahs, 1 squadron of (standard) Penetrators, 1 flight of RL"AV"s and roll for the remaining 3 Squadrons on the respective RL charts)
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"When Did Ignorance Become a Point of View?"
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