Bob’s Battletech
Recommendations: 1115
About the Project
I have talked about it enough but never done a project on it possibly as the forces were painted many years ago.
Related Game: Battletech
Related Company: Catalyst Game Labs
Related Genre: Science Fiction
This Project is Active
Towers and Urbanmechs
Adding to my BT 6mm terrain selection, got round to building some Blotz Towers.
Also I finished the last mech I had from the Kickstarter, the Redoubtable Urban mech, here done in an Urban Cammo Scheme of various GW contrast Greys .
The Urbanmech the mech of choice for any inspiring City Mechwarrior, people give up their seatss on the bus for an Urbanmech Pilot!
The Urban mech Just the Machine for a Ben about Town.
Ghost Bear Gerry Shots
And now those Cuddly Wuddly Ghost Bears, a faction that wants to make a bandstand of Justin so they can hug him, pet him, and call him George!
For those who want close ups of Elementals . One group eas done in a base Mccragg Blue,and the the other Gryp Charger Grey GW contrast.
More Gerry Shots
Slightly delayed, but upcoming is the Gerry Shot of the Ghost Bears, but 1st as I was putting them ready to be put back away, How about a shot of just the AFV’s
Nearly Done and The Gerry shots!
Well until yesterday, apart from some bits of terrain, have virtually finished, but yesterday brought 5 Random Salvage boxes, and dropped lucky with the right mechs to do 2 out of the 3 Grey Death Legion from Helm , to go with Carlyle’s Marauder and Lay’s Rifleman.
Anyway Today I thought I’d do a shoot of the 101st Knights Mercian RCT , now as we call back shots the Lloydy shot, Gerry on Sundancers Unofficial Hobby Hangout loved the shot of the whole of my 7th Fedcom so whole army photos should be dubbed the Gerry shots.
Today as I said 101st RCT, tomorrow Clan Ghost Bear followed by Knight Mercian Forlorn Hope.
And it is now
I may have been dragging it out , but they are Ghost Bears so they tried to fight on , though their initiative rolls let them down . The Summoner began to move to make a stand I in the building complex joined by the Light Horned Owl
The Stormcrow stood up , and moved to make sure it had partial from both his tormentors, the Vapour Eagle managed to stand, but with damage was limited on movement and Stayed put. The Conjurer tried bravery to stand on one leg as he was unable to prop himself up on one arm, failed and lay in a heap.
The Knights tasting blood closed for the Kill, the Black Night, closing with his opposite no in the Buildings.
The usual Lightshow followed, the King Crab and Horned missed everything for their respective sides, the Storm Crow and Lancelot swapped shots burning off more armour but both survived the required piloting rolls. The Summoner and desperate Vapour Eagle both blasted the Crockett, burning off lots of armour but the pilot laughed at the Piloting Roll. The Highlander put more punishment into the broken Conjurer, finishing off all its Right Side.
The Black Night chewed most of the upper Torso Armour of the Summoner,
With no other Easy Targets the Crockett and Nightstar pointed the unfortunate Vapour Eagle.. for some 80 points of damage leaving an ejecting pilot and a pair of legs as the Center Torso collapsed.
Star Captain Ima , realised the Game was up , two mechs down, both his Omnis were unlikely to survive another round of incoming fire. He felt that his surviving effectives were unlikely to cause sufficient. damage to effect the outcome. Discretion being the Better Part of Valour ordered his survivors to withdraw , all had sufficient movement to leave the field, and there would be other Battles.
Ivanho moved into the Weapons Cache, with his techs escorted in by the deadly Grey Riders Hover Unit, and quickly the base was ransacked, withdrawing off planet with Technical readouts and dropship bays filled with various Omni mechs for the Tech boys on Mercia to drool over.
Yup it was a bit weighted to the Knights, but it was a narrative scenario, I did think the Clanners would do more damage, but their lousy die rolls let them down, I perhaps should have made them all full clan skills. But it wax an uphill battle with the Amount of Armour the Knights Assault mechs had, it was debatable if they needed the two heavies.
But I have pushed my narrative forward and have the excuse for some Clam Mechs in my Mercenary Regiment.
Most of all I had fun , filled in some gaps in my rules knowledge, particularly damage!!!!
Useful for bootcamps/Hobby weekends Warren/Lloydy/Justin/John.
And found some nice mechs for use in future games
Move 3 is it nearly over.
The Ghost Bears won most of Initiative and acted aggressively in attempt to stave of defeat at the hands of the Barbarians of the Inner Sphere, the two Omnimechs moving to contain the new arrivals and the Conjurer attempting a desperate rear attack on the Highlander. The Vapor Eagle managed to stand but was unable to get away from all its tormentors especially the Nightstar.
The Light Show was much more effective, the Omnimechs were able to combine fire and force a piloting roll for damage on the Lancelot, unfortunately the Conjurers Rear attack only managed to pepper legs and arms on the Highlander.
The return fire was shall we say more effective.
The Conjurer survived being hit by the arm weapons of both the Highlander and Crockett, but it couldn’t the Gauss Rifle and ErLarge laser hits from the King Crab which ripped of what was left of the Right Leg. The Vapour Eagle also took a ERPPC Large laser and Gauss, losing its hip Actuater in the fall. Finally the Stormcrow fell from numerous upper Torso from the Black Knight and Lancelot.
Move 2 manoeuvring!
Initiative was rolled, the Conjurer stood up, half the Knights stayed Put. The Clan Omnis moved forward to support their Star mates and the Crockett charged forward for point blank!
Well again a spectacular light show, with The Inner Sphere only hitting with one Large Laser on an untouched left arm, , although the two Omni mechs were unable to target anything, the 3 others all manage hits scoring light Damage on the King Crab, and forcing a piloting roll on the Crockett, who easily handled the loss of armour.
Both the Goshawk and the Crockett attempted to kick,, with the latter succeeding to do 17 pts of damage to the left leg, and the subsequent piloting rolls left the Vapour Hawk to head butt the ground.
It is at this point our two flanking mechs enter the fray.
Deployment and 1st Move
I initially deployed the Clan mechs and then thought, err might be an idea to look at the mech sheets. Based on that the initial Clan Deployment had the 2 Omni Mechs with the better pilots and Clan ER and better gunners sit back on the hills behind the Lake, and the 2nd Line mechs further forward.
The Knights two Jump capable mechs came on the map on the Right hiding behind the woods the King Crab the only one not Jump capable, was in the center again by behind the wood and the Nightstar hugged the left flank wood.
Initiative cards were dealt, and the Inner sphere Crockett moved 1st, walking towards the hill in the center, unfortunately it left itself in the open. How unfortunate and for who would be revealed later.
As the initiative played out the 3 Clan 2nd liners moved forward to take advantage of the Crocketts misfortune and the lumbering Inner Sphere Heavies move to support their exposed Lance mate.
Been a while since I have played so a bit rusty, I forgot to move the Clan Ryoken so it got no shots, the Conjurer was left exposed, on the hill with only one light wood to its front as I forgot that on level 3 it was above most of the main woods and I’d accidentally picked a Nightstar equipped with Clan Weapons (Handwavium , I’d paid the BPV so it was acquired by Knights just before op and pressed into service)
Well there was then a lovely light show of Lasers , PPC, Lightning bolts, missiles long and Short range with the whoosh of Guass Rifles, and it looked like it was going to be a total non event till the King Crab and Nightstar opened fire, The Crab got a lucky hit on 10’s (for me) and the Nightstar with its gunnery skill 2 and Clan weapons hit with an ERPPC and Large Pulse on the exposed Conjurer, the result being internal damage and critical to Right leg, internal damage to Right arm, a leg actuater out and a wounded pilot, causing it to fall over.













































































