Showing posts with label Mini Mech. Show all posts
Showing posts with label Mini Mech. Show all posts

Monday, June 2, 2025

Trouble on the Docks - Historicon 2025

A Western Alliance cargo ship is coming into the port of Edmundburgh, to deliver supplies. Eastern Socialist Republic forces must attempt a hit-and-run attack to make off with mech technology that they desperately need.


Western Alliance: Vast amounts of cargo come through the port daily. Standard patrols of the facility are in effect. Reserve units are on standby. Defend the port against any ESR units.


ESR: Intelligence division has determined which ships have the needed technology. Where the ship will dock hasn’t been determined yet. Drop ships with tech troops are ready to collect objective tech, once the location has been determined. Draw off the local patrols and give the dropships time to get in.


Special Scenario Units:


Aero Fighter: Armor 2, Range 10, Damage 3, Fly 15


Infantry Drop ship: Armor 5, Range 6, Damage 1, Fly 10, Cargo 2 ( I decided to use 3 small drop ships, holding 2 infantry bases each, to hopefully ensure that some of the extraction teams will survive. Drop ship must land for infantry to embark/disembark.)


Infantry Extraction Teams: Armor 2, Range 3, Damage 1, Walk 1 (and shoot), Run 3 (no shooting), No Jump


Conventional Forces Movement:


- Aero Fighter moves during Light Mech activation

- Infantry Drop Ship moves during Medium Mech activation.

- Infantry Extraction Teams move during the Heavy Mech activation.


Conventional Forces Combat:


- Infantry are +1 to hit (as a light mech)

- Infantry will do 2 damage to any mech they successfully attack while adjacent

- Aircraft are +1 to hit while flying (as a light mech)


Wednesday, March 22, 2023

A Clash of Demons - Historicon 2023

I was originally going to run this at a Coscon, but Pandemic. I've got some more ideas for the scenario and will be running it at Historicon 2023. I plan on making a few changes to this post as I work through some ideas.

The city of New Amsternik has been registering seismic activity for the past 2 weeks. It's a steady rhythm, as if something incredibly large is slowly walking. The tremors are getting more violent, as the pace stays the same. Scouting units have encountered a screen of ESR forces that is virtually impenetrable. Too many air units have been lost, without any reports, and satellites are knocked out as quickly as they can be sent up. Something big is approaching.

Western Alliance forces are in a panic. Their defense tech scientists have been working feverishly to build mechs that can withstand the assault of the Eastern Socialist Republic. They must complete the testing and outfitting of their super-heavy mech designs if there's any way they can stop the ESR from taking more territory. This is a vital supply point for the WA.

ESR military commanders are confident that the new "City-Killer" configuration of their ultra-heavy mech technology will be a complete success. New Amsternik is an important supply point for WA forces, and will give the ESR a much-needed foothold to advance further into WA territory.

Mini Mech v1.6 Rules


Scenario Rules:

Unit
Armor
Weapon Range
Weapon Damage
Walk / Run / Jump
City-Killer Mech
30
24
10
1 hex ea. L/M/H
Ultra-Hvy Mech
11
12
4
2 / 2 / 0
Missle Defense
20
18
6
N/A
Heavy Tank
6
10
4
2

The City-Killer mech is the pride of the ESR. Surely nothing can withstand the magnitude of it's firepower! It can move 1 hex in each of the light/medium/heavy movement phases. It can choose to fire once per turn in any phase.

The WA is desperate. On the defensive for so long, they need to stop the ESR and start pushing them back. WA techs have managed to rapidly assemble some stationary defenses and a few larger mechs. Perhaps in conjunction with the super heavy tanks, it may be enough to stop the ESR demons.

The WA took their best Heavy mech and upgraded it as best they could. The Ultra-Heavy mech has just been up-gunned, up-armored, and given a slightly larger reactor.

WA Missle Defense positions are just hardened buildings with armored missle racks. Each position can fire once per turn, in any of the mech phases, and has enough missles for 6 reloads.

WA heavy tanks played a key roll in stalling the ESR assault at Ground Station Zebra. They have been hurriedly repaired and restocked in preparation for this defensive action.

Tuesday, December 10, 2019

Postponed - A Clash of Demons - CosCon 2020

Due to the coronavirus chaos, I'm going to withdraw this game and run it at a later con. I am also developing another scenario using more of the city-killer mechs, so I may do a double-header next time. Best to take precautions now.

The city of New Amsternik has been registering seismic activity for the past 2 weeks. It's a steady rhythm, as if something incredibly large is slowly walking. The tremors are getting more violent, as the pace stays the same. Scouting units have encountered a screen of ESR forces that is virtually impenetrable. Too many air units have been lost, without any reports, and satellites are knocked out as quickly as they can be sent up. Something big is approaching.

Western Alliance forces are in a panic. Their defense tech scientists have been working feverishly to build mechs that can withstand the assault of the Eastern Socialist Republic. They must complete the testing and outfitting of their super-heavy mech designs if there's any way they can stop the ESR from taking more territory. This is a vital supply point for the WA.

ESR military commanders are confident that the new "City-Killer" configuration of their ultra-heavy mech technology will be a complete success. New Amsternik is an important supply point for WA forces, and will give the ESR a much-needed foothold to advance further into WA territory.

Mini Mech v1.5 Rules


Scenario Rules:

Unit
Armor
Weapon Range
Weapon Damage
Walk / Run / Jump
City-Killer Mech
30
24
10
1 hex ea. L/M/H
Ultra-Hvy Mech
11
12
4
2 / 2 / 0
Missle Defense
20
18
6
N/A
Heavy Tank
6
10
4
2

The City-Killer mech is the pride of the ESR. Surely nothing can withstand the magnitude of it's firepower! It can move 1 hex in each of the light/medium/heavy movement phases. It can choose to fire once per turn in any phase.

The WA is desperate. On the defensive for so long, they need to stop the ESR and start pushing them back. WA techs have managed to rapidly assemble some stationary defenses and a few larger mechs. Perhaps in conjunction with the super heavy tanks, it may be enough to stop the ESR demons.

The WA took their best Heavy mech and upgraded it as best they could. The Ultra-Heavy mech has just been up-gunned, up-armored, and given a slightly larger reactor.

WA Missle Defense positions are just hardened buildings with armored missle racks. Each position can fire once per turn, in any of the mech phases, and has enough missles for 6 reloads.

WA heavy tanks played a key roll in stalling the ESR assault at Ground Station Zebra. They have been hurriedly repaired and restocked in preparation for this defensive action.

Thursday, January 24, 2019

CosCon 2019 - Mini Mech - Ground Station Zebra!

The Eastern Socialist Republic is staging a daring raid into Western Alliance territory!

Scenario will be affected by the results of the Battletech game (Operation Steel Lion) on Friday night, run by Nick Norante.

"Thirty klicks into Western Alliance territory sits Ground Station Zebra. The jewel of the WA defensive line, GS Zebra was designed to detect any incursions by the aggressive Eastern Socialist Republic. Zebra is bristling with radar, seismic detectors, and cutting edge sensors, however the major threat to any attacking ESR forces is Zebra's Quantum Communications Array. Unjammable, unhackable, instantaneous, Zebra's QCA will give ample warning to WA Forces.
After months of painstaking observation and a little light espionage, the ESR believes they have found a minor but exploitable hole in GS Zebra's coverage. Now planning a general offensive all along the boarder, ESR high command has give the commandos of the elite Xiphos Division the herculean task of disabling Ground Station Zebra before the main attack." - Operation Steel Lion

Scenario forces on both sides will be affected by the casualties of the Battletech game.

If the forward observation post, Ground Station Zebra, is successfully eliminated, ESR forces will gain a deployment advantage. If not, the WA forces will have an early warning and be able to move defensive forces into position.

Results: Operation Steel Lion - ESR was successful in destroying the capacitor objectives and damaging the station. Ground Station Zebra - An assault squad of 4 heavies backed by 5 more squads of mixed mech units launched a full scale attack on the WA repair facilities. Defenders were finally able to bring up some heavy tanks, stalling the ESR attack within a whisker of destroying a repair facility.

There were 13 people playing with upwards of 24 mechs per side and the game took a little over 2.5 hours. Everyone enjoyed themselves.






Thursday, July 13, 2017

Mini Mech - Southern Front! Historicon 2017 Scenario

Western Alliance forces were considerably reduced during the last counterattack. Mech units from the southern front were relocated, leaving only a few companies of mechs and some conventional forces to defend. Eastern Socialist Republic forces will try to take advantage of the WA weakness.

This scenario will use mech and conventional forces. See the latest version of the rules for conventional force stats.

SOUTHERN FRONT – Scenario Rules

UNIT ARMOR RANGE DAMAGE MOVE
Infantry
2
2/(1**)
1/(2**)
1/3(no shoot)
SP Artillery
2
14
3
3
Tanks
4
8
2
3
Heavy Tanks
6
10
4
2

Infantry Rules:
Move during the Light Mech phase and are +1 to hit.
Infantry do 2 damage for any adjacent successful attack. **
If Infantry move 3 they do not shoot. Can move/jump over water/obstacles.
Infantry can enter a building area.

SP Artillery Rules:
Move during Medium Mech phase.
Does not need line of site to shoot at a target.
Cannot shoot at targets under half range.

Tank Rules:
Move during Medium Mech phase.

Heavy Tank Rules:

Move during Heavy Mech phase.

Sneak Peak
Here's a sneak peak at one of the Super Heavy Tanks that the Western Alliance will be using to defend their southern border. Thanks Jon at GZG and Germy for the mash-up of gzg parts.





Jon at Ground Zero Games was awesome and sent a huge bag of 6mm walkers and vehicles for the prize packs. I cannot thank him enough!


Tuesday, February 28, 2017

Mini Mech - Historicon 2017

The Southern Front!

Western Alliance forces were considerably reduced during the last counterattack. Mech units from the southern front were relocated, leaving only a few companies of mechs and some conventional forces to defend. Eastern Socialist Republic forces will try to take advantage of the WA weakness. Mini mech is a fun, fast paced, set of rules designed for simulated combat between companies of tiny mechs and combat walkers.

This scenario will use mech and conventional forces. See the latest version of the rules for conventional force stats.

Click here for Mini Mech v1.4 rules


Monday, September 19, 2016

Mini Mech - Fall in! 2016

Notice! - I will be running this scenario at Fall in! 2016

Hold The Line!

Saturday - (5-9) PM, 4 Hours, 8 Players

Sponsored by: Ground Zero Games
Period: SciFi, Scale: 6mm, Rules: Mini Mech

Eastern Socialist Republic forces launch a massive counterattack, after the bold sneak attack, and withdrawal, by Western Alliance forces. The ESR has decided this is the perfect opportunity to test some of their advanced mech technology. Mini mech is a fun, fast paced, set of rules designed for simulated combat between companies of tiny mechs and combat walkers.

Special Scenario Units

(WA) Atmospheric Fighters: Armor 4, Range 8, Damage 4, Fly 20

(WA) Light Mech Missle platform: Armor 3, Range 10, Damage 2 (move as light mech) 


(ESR) Advanced Tech Medium Mech: Armor 5, Range 8, Damage 2 (move as medium mech)
   Special: Missle attack: Range 12, Damage 3 (one use per game)

Conventional Forces Movement

- Air Fighter moves during Light Mech activation

Conventional Forces Combat

- Aircraft are +1 to hit (as a light mech)

Wednesday, April 1, 2015

Mini Mech Scenario for Historicon 2015


Scenario for Historicon 2015

This scenario has been submitted to HMGS for Historicon. I'll post updates as they occur.
 

Breakout!

 6mm Sci Fi - Mini Mech rules
Sponsored by GZG
8 people : 3-4 hours

Western Alliance forces managed to do heavy damage to the Eastern Socialist Republic's advanced Mech research facility, but were unable to capture any data. The remnants of the WA assault force must join up with scout and support units and make their way back to safety. ESR patrols have been called in to cut off any retreat.

Special Scenario Units

Atmospheric Fighters: Armor 4, Range 8, Damage 4, Fly 20

Light Mech Missle platform: Armor 3, Range 10, Damage 2 (move as light mech)

Conventional Forces Movement

- Air Fighter moves during Light Mech activation

Conventional Forces Combat

- Aircraft are +1 to hit (as a light mech)

Wednesday, April 16, 2014

Mini Mech scenario for Historicon 2014

I've received confirmation of my Mini Mech game, scheduled for Saturday at 9am. Here is the description of the scenario, along with the extra rules for the Extraction Team bases. I'll add more info/make changes as play testing occurs.


Operation Pooti-Poot!

6mm Sci Fi - Mini Mech rules
Sponsored by GZG
8 people : 3-4 hours

Intelligence reports indicate that the Eastern Socialist Republic has developed advanced Mech technology. Western Alliance advance forces must make a ground assault to capture the spaceport at Putislovstok. Tech extraction teams will then land and be escorted to the facility to gather any data, then withdraw. This will be a highly coordinated assault. The spaceport must be held while the extraction teams are on site. Escort of the extraction teams will also be necessary. Opposition forces are scattered but can be reinforced quickly. Expect a security force at the research facility and security patrols in and around the spaceport.

Special Scenario Units:

Infantry Drop ship: Armor 5, Range 6, Damage 3, Fly 15, Cargo 2 ( I decided to use 3 small drop ships, holding 2 infantry bases each, to hopefully ensure that some of the extraction teams will survive.)

Infantry Extraction Teams: Armor 2, Range 3, Damage 1, Walk 1 (and shoot), Run 3 (no shooting), No Jump

Conventional Forces Movement:

- Infantry Drop Ship moves during Light Mech activation.
- Infantry Extraction Teams move during the Medium Mech activation.


Conventional Forces Combat:

- Infantry are +1 to hit (as a light mech)
- Infantry will do 2 damage to any mech they successfully attack while adjacent
- Aircraft are +1 to hit (as a light mech)

Monday, November 18, 2013

Fall in 2013


We definitely had a good time at Fall In this year. Started out with a game of WWI CY6 on Friday night, thanks to Brad! I was shot down early on, but it was fun while it lasted.

Saturday morning I ran a game of Mini Mech. Had a full table this time and it was great! 6 people running 7-8 mechs a piece, some learning the rules, and we still managed to finish up early. I thought it went smoothly and without any hitches in the rules.





 
Finally, on Saturday night, we all played in Brad's Saga inspired Viking game. I thought it went pretty smooth, although there might need to be a few tweaks, but it was fun and we all got to play. These pics are fuzzy and poor, but I hope you can see how amazing the table turned out. I added some of Andrew's better pics.






Tuesday, November 12, 2013

Cargo Transport Ship


Cargo ship Ipanema ready for the shipping lanes!

Monday, June 10, 2013

Mini Mech - Conventional Forces v0.1 - Alpha

I did some play-testing over the weekend, using conventional forces with the Mini Mech rules. The games were fun, some changes were made to make things work better, and I think you'll enjoy adding some new units to the game.

Mini Mech - Conventional Forces v0.1 - Alpha

Enjoy!

Monday, June 3, 2013

Spring Game Day - NOVAG

I managed to get motivated and put together a game of Mini Mech for a local gaming group's (NOVAG) Spring game day. The board is different now that the buildings have hex fillers under them for easier terrain and LOS recognition. This does make it easier to do some set-up prior to travel. I use straight pins to hold down all the rigid felt pieces and add the last few that fall on the tile seams at final set-up.



This makes it much easier to add the buildings later as well. I need to make a few more fillers and a few more building bases and the board will be fairly dense.


I ran 2 games. The first was the learning curve and things moved along fairly well. The second game was me vs one of the first players of the day and it was very close. Probably one of the best games I've played so far.
It all came down to my last 2 medium mechs vs his last heavy. The dice decided at that point. Great stuff!







The rule changes worked out well. I thought the new initiative with alternating mech class activation worked great. There was a bit more hth than usual, but I tend to shoot and scoot, so I didn't attempt any. I've got a few notes to address a few things that occurred that aren't specifically mentioned in the rules and they should run smooth indeed. Now it's on to ironing out the conventional force stats and do more play-testing.

Wednesday, May 29, 2013

New Mini Mech v1.3 Rules

The Mini Mech rules have been updated!
 

These changes have been in the pipeline, following feedback and play-testing. I don't feel the game has changed at all really, just streamlined a few things that weren't necessary and adjusted the physical combat to play a larger role in the game. It's still the fast and explode-y game it's always been!

The latest Mini Mech v1.3 rules

The latest v1.3 QRS

Mini Mech - Conventional Forces v0.1 - Alpha

As always, your feedback is welcomed!

Changes from v1.2 to v1.3
- Initiative and turn sequence has been changed to alternating mech classes, lights first.
- "Too Hot" rolls for running or jumping AND shooting will occur afterwards
- "Too Hot" checks adjusted for less malfunctions
- Shut down malfunction changed
- Malfunction Check table changed.
- Physical combat has been changed, no damage to successful attackers

Thursday, February 14, 2013

Mini Mech - testing



I've been making up these hex fillers for the building bases. A number of play-testers have mentioned that the original layout was confusing, and I can understand it. LOS through the partial hexes could be confusing, not to mention movement. This will probably spread out the buildings more and quite possibly require that I make 2 more hex tiles. I'm looking forward to seeing how MM plays with these changes.

I'm also working on changing the initiative as it is now and add alternating activation for each player.

Monday, February 4, 2013

Mini Mech at Muster 2013


Had a great time running Mini Mech at Muster this past weekend. It is a really nice venue and the people are friendly. I look forward to coming back and running more games.

Here's a nice AAR from Walt, who played Mini Mech: Williamsburg Muster 2013

Monday, November 5, 2012

Mini Mech at Fall in


A view of the city before the carnage


Close up


I'm shooting at that one!


Death and Glory!


The carnage

It was a very good gaming weekend. I was disappointed by the lack players who signed up for the game, but there were plenty of compliments about the board and the games we got in were a blast. Hopefully folks will catch on and see that it is a fun and fast little game. I'll keep running games and see what happens. I picked up a few things to start adding conventional troops to Mini Mech.

Thursday, October 25, 2012

Mini Mech Hex Mat Finished






The 4 main tiles are finished. I'll draw hexes on the other 2 at a later date. The water tiles fit well. Luckily there wasn't a lot of warping. I need to mark the seams so I can put it back together. I'll be making more buildings this weekend. Hopefully the weather will let me prime them. I also want to make some more water tiles, some more railway strips and a few more bridges. I'm also going to try using sewing pins to keep the water and rail tiles from moving.

Tuesday, October 23, 2012

Mini Mech Hex Mat


I decided to use 4 - 2'x2' interlocking foam tiles for the game mat after seeing how easy it is for felt to move around. This should also help with any table seams. It's going well so far. I have 2 more tiles that I can eventually add on for a MEGA 4'x6' city.

Monday, October 15, 2012

Mini Mech flaming wreckage markers



Mechs do not last very long in Minimech, at least with the bold players who have helped play-test it to this point. The table is always littered with wrecks after a game. Rather than use cotton or polyfill to denote a blown-up mech, I wanted to make a bunch of flaming wreckage markers. Here is the first batch in progress. I'm going to paint the bases the street grey.