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"Mecha Decision Playtest at Historicon 2015" Topic


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1,165 hits since 21 Jul 2015
©1994-2024 Bill Armintrout
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Ponder Supporting Member of TMP21 Jul 2015 11:13 a.m. PST

Howdy,

Saturday morning at Historicon was the date and place for the playtest of "Mecha Decision," a futuristic variant of Command Decision Test of Battle. The game was played using 10mm Dropzone Commander figures from Hawk Wargames.

Situation: Fusion metals have been discovered in abundance on the remote world of Minerva. The Colonial Development Union (CDU) has dispatched a task force to obtain control of the planet. The forward thinking Minervian government, understanding the situation, has purchased modern military equipment to resist just such an attempt.

Upon arrival in the Minervian System, the CDU plans their offensive. An attack is planned to seize undefended key factories and terrain. The Minerva Defense Force (MDF) moves to garrison and defend one of the CDU objectives; a hasty attack must be launched. The factory complex is on a ridge above a lush river valley. Victory conditions for the scenario are threefold: (1) Control the factory and the river bridges, (2) Inflict greater loss on ground units, and (3) Inflict greater loss on air units.

The CDU advance guard consists of a headquarters, 1 squadron of Medium Mechas, and 2 Light Mecha squadrons. A single recce squadron is already on the ground. The advance guard Mecha regiment is fully air mobile with medium and light dropships.

The MDF advance guard is tracked, with significant air defense units and consists of a headquarters, 2 armored companies, a gunship squadron, and a light scout company .

Reinforcement for both sides will arrive throughout the game.


Turn 1 With the Turn 1 initiative, the CDU commander lifts forces to the factory complex, this while the MDF marches.

Turn 2 Long range fires traded to little effect. CDU tactical bombardment has little effect, suppression only.

Turn 3 Reinforcements to enter, a fog of war (random event) card diverts the lead element of the MDF reinforcements. The CDU receives a second Medium Mecha regiment. They move by air to surround the lead MDF armor. A MDF interceptor destroys a light dropship just as it unloads. The MDF headquarters company and the light scouts get hammered by Gauss cannon fire.

As this was a playtest, a number of lessons were learned, most notably with regard to air units:

• Air units will move during the normal movement phase. Only interceptors will use the air/artillery phase.

• AA fire factors within 12 inch range will be increased.

• Morale modifer of -2 for air units within 12 inches.


Select photos below:

Photo 1 – CDU advance guard on the table edge prior to start.


Photo 2 – CDU advance guard at ground level


Photo 3 – MDF advance guard, prior to start.


Photo 4 – Scouts out – light mecha advance along a stream


Photo 5 – CDU Mecha seize the factory Turn 1


Photo 6 – Intercepted, dropship shot down!


Photo 7 – Surrounded, Custer must have felt this way.

More to come …

Ponder on,

JAS

myxemail21 Jul 2015 2:11 p.m. PST

Looks very interesting. Unfortunately I was stuck in traffic and did not get back HCon until almost noon.

Mike

Thomas Thomas22 Jul 2015 11:12 a.m. PST

Wish I had spotted this game while at H-con.

Would have loved to play test.

TomT

Ponder Supporting Member of TMP22 Jul 2015 12:50 p.m. PST

I shall return, next year. Lord willing and the creeks don't rise.

JAS

Ponder Supporting Member of TMP24 Jul 2015 7:12 a.m. PST

Howdy,

After the playtest at Historicon, the air rules will need mofication for Mecha Decision.

Updated: Air units can have one of three missions:

Intercept – attack enemy transports or enemy ground attack.

Transport – drop or pickup friendly ground units.

Strike – Attack enemy ground units.

Air units are self ordering.

Intercepts will be declared and will occur during artillery phase at the start of the turn. Declare intercept of either transport or ground attack missions. Resolved using current air rules (i.e., d10 roll plus air factors are compared).

Transport (hasty advance order) and Strike (cautious advance order) missions will move during normal movement phase, and fire during the general fire phase. Transports, due to the hasty advance order, fire with -2 to hit (unless stabilized weapons).

AA fire will occur during either the opportunity or general fire phases.

Air units typically have an endurance of two turns on the board. Then a required holday of 4 turns to refuel/rearm. Aborted missions go on holiday.

Comments/concerns?

Ponder on,

JAS

David in Coffs25 Jul 2015 7:50 a.m. PST

JAS -I have a concern..

You are tempting me with another period to play CD-TOB with!

Ponder Supporting Member of TMP27 Jul 2015 5:15 a.m. PST

Howdy,

Sounds like a good problem to have.

Ponder on,


JAS

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