Your commitment to the campaign, your story, your players AND then the filming and editing is spectacular. Please pass on a thank you to your gaming group, and to yourself, for everyones commitment to keeping this going. Hope you all enjoy playing it as much as we enjoy watching it!
I saw this pop up on my page and immediately clicked - this is such a good series and such a brilliant source of inspiration. Thank you to you and all your players.
My dude, dropping this at 1am my time right as I'm about to go to bed after me and my partner's joint birthday party? It really MUST be my birthday after all!
"Papa Popenski's Pain Posse"? Just saying that it has a nice ring... ;) Also, I have once again missed the Notable Noble assignment; I need to pay more attention to these ^^ *Love* these reports, well worth the wait every time
The Pain Posse! Nice! Right now there is a Knight and Notable Noble assignment to put together mercenary reinforcements for Blue Hole. Don't miss out to create your own lance or company with a crazy name to go into battle for Blue Hole's destiny.
@@WargamerStories I am happy to report that I have just done exactly that. I had to edit a lot, because I am functionally unable to post something like that without a small narrative, and I really got hung up in the BT timeline, but it should stand up to some scrutiny now... ;)
RIP Purple Fenris (3152-3152): he went out like a real G. Also, while I think the Top Hats are onto something with their fighting retreat strategy, they're taking as much damage as they're doing, and I'm not sure they have enough space to keep retreating. They're risking getting pushed past the spaceport they're trying to defend, and with the two others under Chupie control already, that'll be all she wrote.
With Jefe's Chupacabra's at Silverfield, I wonder if the Ashenwind mechs will go for a backdoor strategy. Or shore up at the port. I doubt that the Sandysteel lances will push up.
Yep, retreating on Archer-Sierra has no next turn strategic action cost - neither does it cost the players in warchest, political, or strategic points. For Blue Hole, losing a battle has more consequences that can tip the balance of the conflict over the long run. But for Archer-Sierra, we made the campaign system simpler to help introduce new players to the basic concepts.
See the Alliance player made a BIG mistake here. He got attached to Mercs. They are expendable resources and now they survive have to be paid for. If they all die, you don’t.
I like the campaign so much and in general the game. HOWEVER I'm not 100% sure about the shooting phase. Everyone shoot at the same time so in my onest opinion is not very good. Like One Page Rules, the attacker/the one who won the initiative, should shoot first (with just one one lance tho) then the defender etc... so, one lance at the time. Why? Because the strategy will be much better and engaging instead to shoot everything at the same time coz in the end, who cares if you destroy my ultra hyper mech capable to destroy a planet? I can still shoot its weapons this turn. Other than that, the game is pretty cool and kinda easy, so, keep it up.
The player who goes second has an advantage because they can react to what their opponent just did. Some players move all of their mechs at once before ending their turn while others alternate moving mechs. It depends on the player group Each round is supposed to simulate ten seconds of combat. That is absolutely time for a final salvo of missiles to reach you, a broken reactor to run for a few more seconds, or the machinegun bullet at the ninth second being the blow that defeats the enemy. This is a detail more obvious in classic where you roll separately for every weapon you fire Battlemechs normally carry conventional weapons that at worse are capable of reducing a city to rubble. The sort of weapons that extinguish an entire planet *usually* aren't used in warfare but humans are stupid and classic does have rules for their use
That's BattleTech- these war machines can get at least one shot off before they kick the bucket. Since they can get at least one shot off, the initiative holder shoots last so they can have better "reactive" shooting and get to use their mech at least once. I think that was the intent of the author(s) of the rules. But, it's a game that's still fun to play. I am glad you're enjoying the campaign :) A player has shown interest in playing One Page Rules- Gang Wars before. So, who knows...
Your commitment to the campaign, your story, your players AND then the filming and editing is spectacular. Please pass on a thank you to your gaming group, and to yourself, for everyones commitment to keeping this going. Hope you all enjoy playing it as much as we enjoy watching it!
Thanks! That's a nice comment! We are having fun! Even losing a war, in an odd way, can be fun! Glad you're enjoying the campaign!
I saw this pop up on my page and immediately clicked - this is such a good series and such a brilliant source of inspiration. Thank you to you and all your players.
My dude, dropping this at 1am my time right as I'm about to go to bed after me and my partner's joint birthday party? It really MUST be my birthday after all!
Happy Birthday!
Great bat rep as always. Watching your campaign play makes me want to get one going of my own next year.
I hope you do! One of our goals was to inspire other players to play some campaigns!
Another 10/10 video to listen to while working
Always look forward to your battle reports. Can't get enough of them!
It's always a good day when I see a new upload about this campaign!!
Best production and video direction anywhere on the holonet
My most anticipated videos on TH-cam! Keep up the great bat reps!
Thanks! Will do!
Love these reports. Love the campaign!
Dude! This is the early Xmas gift I wanted! Lol
"Papa Popenski's Pain Posse"? Just saying that it has a nice ring... ;) Also, I have once again missed the Notable Noble assignment; I need to pay more attention to these ^^ *Love* these reports, well worth the wait every time
The Pain Posse! Nice! Right now there is a Knight and Notable Noble assignment to put together mercenary reinforcements for Blue Hole. Don't miss out to create your own lance or company with a crazy name to go into battle for Blue Hole's destiny.
@@WargamerStories I am happy to report that I have just done exactly that. I had to edit a lot, because I am functionally unable to post something like that without a small narrative, and I really got hung up in the BT timeline, but it should stand up to some scrutiny now... ;)
RIP Purple Fenris (3152-3152): he went out like a real G.
Also, while I think the Top Hats are onto something with their fighting retreat strategy, they're taking as much damage as they're doing, and I'm not sure they have enough space to keep retreating. They're risking getting pushed past the spaceport they're trying to defend, and with the two others under Chupie control already, that'll be all she wrote.
I know, right!? One can only retreat so far on an asteroid...
Epic!
Hezters going to hetz
I was going to post this, but I see you beat me to it
I wonder if the Chupacabras could patch up that Mad Cat they took down. They probably don't have time, but it's quite the prize.
You're absolutely right! It's like finding a gold mine but then realizing you forgot to bring your pickaxe.
With Jefe's Chupacabra's at Silverfield, I wonder if the Ashenwind mechs will go for a backdoor strategy.
Or shore up at the port.
I doubt that the Sandysteel lances will push up.
Only one way to know for sure... Stay tuned to the next exciting episode of "Mercs on a Rock!" :)
New video. Me happy
So in your campaign, units can retreat out of the battlefield at any time and then they are moved on the strategic map at no extra cost?
Yep, retreating on Archer-Sierra has no next turn strategic action cost - neither does it cost the players in warchest, political, or strategic points. For Blue Hole, losing a battle has more consequences that can tip the balance of the conflict over the long run. But for Archer-Sierra, we made the campaign system simpler to help introduce new players to the basic concepts.
See the Alliance player made a BIG mistake here. He got attached to Mercs.
They are expendable resources and now they survive have to be paid for.
If they all die, you don’t.
I like the campaign so much and in general the game. HOWEVER I'm not 100% sure about the shooting phase. Everyone shoot at the same time so in my onest opinion is not very good. Like One Page Rules, the attacker/the one who won the initiative, should shoot first (with just one one lance tho) then the defender etc... so, one lance at the time. Why? Because the strategy will be much better and engaging instead to shoot everything at the same time coz in the end, who cares if you destroy my ultra hyper mech capable to destroy a planet? I can still shoot its weapons this turn.
Other than that, the game is pretty cool and kinda easy, so, keep it up.
The player who goes second has an advantage because they can react to what their opponent just did. Some players move all of their mechs at once before ending their turn while others alternate moving mechs. It depends on the player group
Each round is supposed to simulate ten seconds of combat. That is absolutely time for a final salvo of missiles to reach you, a broken reactor to run for a few more seconds, or the machinegun bullet at the ninth second being the blow that defeats the enemy. This is a detail more obvious in classic where you roll separately for every weapon you fire
Battlemechs normally carry conventional weapons that at worse are capable of reducing a city to rubble. The sort of weapons that extinguish an entire planet *usually* aren't used in warfare but humans are stupid and classic does have rules for their use
That's BattleTech- these war machines can get at least one shot off before they kick the bucket. Since they can get at least one shot off, the initiative holder shoots last so they can have better "reactive" shooting and get to use their mech at least once. I think that was the intent of the author(s) of the rules. But, it's a game that's still fun to play. I am glad you're enjoying the campaign :) A player has shown interest in playing One Page Rules- Gang Wars before. So, who knows...