Post by Techpriest on May 23, 2015 23:28:22 GMT -5
Ran a scenario today at ConQuest in KC. I had the table setup with terrain (see image below). The new player got to pick 2 mechs from the ones I had, mostly heavys, some mediums and 1 light. I could run 2 players at a time, putting them on the same side. Either myself of another experienced player played the defender, though a new player could run those units if I would have had enough of them. Each unit had a laminated stats card. I used wet erase markers so I could reuse the cards. I don't like dry erase as people (mostly me) accidentally wipe the cards off too easily.
I drew a map of the table and on it I marked where the enemy units were, 2 mechs, 3 infantry, 2 ground vehicles. The enemy also had a helicopter that showed up.
The players were told they were members of the 31st Dragoons, a mercenary company. They were to scout the area and once all enemies were spotted, leave the area from the same side they entered. They were allowed to engage but that was not required. A total victory would be all mechs making it back over the line, a partial victory was some mech making it, and a loss is no mechs surviving. I did not worry much about points, the sides were not even. The game is slanted to the attackers advantage and every new player that tried it today won at least a partial victory.
As the new players units moved forward if they were within about 18" of an enemy unit and had line of site to it I put it on the table. The mechs hid behind hills, the infantry behind cover, a tank hid in the woods, etc. Once a mech got past the last hill the helicopter entered from the back edge and I told them all units were found, they just needed to escape.
If the player played the scenario, keep at least 1 unit moving forward, it went pretty well. If the player stopped and fought each enemy that popped up the game took a while, and they were pretty beat up by the end. Not sure I will use this scenario at a convention again but will use it when teaching a new player the rules in a private setting. I need to create a scenario that will be over in about an hour no matter what the player does for conventions.
I drew a map of the table and on it I marked where the enemy units were, 2 mechs, 3 infantry, 2 ground vehicles. The enemy also had a helicopter that showed up.
The players were told they were members of the 31st Dragoons, a mercenary company. They were to scout the area and once all enemies were spotted, leave the area from the same side they entered. They were allowed to engage but that was not required. A total victory would be all mechs making it back over the line, a partial victory was some mech making it, and a loss is no mechs surviving. I did not worry much about points, the sides were not even. The game is slanted to the attackers advantage and every new player that tried it today won at least a partial victory.
As the new players units moved forward if they were within about 18" of an enemy unit and had line of site to it I put it on the table. The mechs hid behind hills, the infantry behind cover, a tank hid in the woods, etc. Once a mech got past the last hill the helicopter entered from the back edge and I told them all units were found, they just needed to escape.
If the player played the scenario, keep at least 1 unit moving forward, it went pretty well. If the player stopped and fought each enemy that popped up the game took a while, and they were pretty beat up by the end. Not sure I will use this scenario at a convention again but will use it when teaching a new player the rules in a private setting. I need to create a scenario that will be over in about an hour no matter what the player does for conventions.
by Barry Stockinger, on Flickr