Welcome to the second installment in the Long Live! series. This series is designed to help players design multi-era lances for use with Battletech and Alpha Strike. Each entry will attempt to build a functional lance with faction-flavor for the Succession Wars, Clan Invasion, FedCom Civil War, and World of Blake Jihad. In some cases, an entry will have substitute options to add variety. If you have your own substitutions or suggestions post them below in the comments!
Build a FWLM lance that can be played across eras, from the Succession Wars through the Jihad.
THANKS FOR THE CATCH, JOHN SISK! SHOULD BE CORRECT NOW.
This edition of Long Live! makes extensive use of the miniatures found in the Battletech Boxed Set, Fire Lance Lance Pack, and Recon Lance Lance Pack, as well as models from Iron Wind Metals. Click the images below to purchase these and other miniatures! (Miniatures supplied unassembled and unpainted.)
I don't paint "Leaguers" often. Going over my various galleries, I have only painted to this date two FWLM tanks, and a handful of battle armor--being torn apart by a Lyran Griffin.
Looking over the units available to the FWLM on the Battletech MUL, it seemed they have a love of long range missiles--I bet it's "Leaguers" who are responsible for lrmageddon. Secretly, I've always wanted to build an LRM-based unit, but that doesn't make me a "Leaguer."
This is new territory...
The Hermes II HER-2S is an acceptable substitute for the Cicada. It is 2" slower, also bringing with it a reduced TMM. With the reduced speed, however, the Hermes II also carries +2A and +0/0/1 damage. These gains come at a cost of +5 PV. This is a unit worth adding if for no other reasong than it will have some great variants in the coming ages to strengthen this formation.
Okay, I might be breaking the rules a bit...
If you want a more Marik feel, use an Orion ON1-K in place of the Dervish. You'll downgrade the IF to IF1, but gain an all around formidable unit.
Clan Invasion Through Fed Com Civil War (127 PV without SPA)
Gaining a significant look and feel of a traditional FWLM force, the Apollo APL-2S (or any era-approved variant of the Apollo) replaces the ancient Dervish DV-6M. For what it loses in maneuverability, the Apollo makes up for in hitting power (+1/2/1), armor (+2A), and indirect fire ability (+1 IF). This comes at a PV cost, however, as the Apollo is seven points more expensive than the Dervish. To help overcome the speed difference, this unit could take the Speed Demon SPA (Alpha Strike Companion, p. 52) that will boost its ground sped to 10". This will, however, possibly create some game balance issues if the player applies other SPA to this unit or also takes the Forward Observer SPA with the spotter unit. Remember Rule #1 and use your best discretion to keep the game fun.
There are many variants of both the Apollo and the Trebuchet to choose from. If survivability is a concern, then keep the Trebuchet TBT-5J instead of adding the Trebuchet TBT-7M. The loss of two points of internal structure is a high price to pay for 1/0/1 damage increase. It also gains SNARC a useful special for a missile-based unit. With the fragile nature of the design, however, this may be a special ability used rarely.
This lance upgrades the Cicada to either a Cicada CDA-3F or Cicada CDA-3G. At an increased PV cost, these two modls also gain increased maneuverability with a 16" jump, +0/1/1 damage, and exchange one point of internal structure for two points of armor. If you're group describes your play style as "throw caution to the wind," then the reduced structure is good for you--it just means less chances to take critical damage, right? An added bonus if using expanded rules, the Cicada CDA-3G brings exceptional scouting abilities to the table gained by the probe and recon specials. It definetly takes the role of spotter to another level. To support it in the role of spotter, this model carried over the Forward Observer SPA.
The shining star of this upgraded lance, however, is the Shadow Hawk SHD-5M. This variant build the 6" jump to a full 10" to match the unit's ground speed. The -5M mounts slightly less staying power than the Catapult CPLT-C1 or the Shadow Hawk SHD-2H, with +1A and -2S. This is a negligable change, however, if used at range in its intended role as a missile boat. What's more, the upgraded damage profile of +0/1/1 of the -5M makes medium and long ranges its sweet spot. Though it has an identical damage profile to the Catapult, the increased maneuverability allows this machine to move into and out of foreign positions much more easily than the model it replaced.
This unit still functions as a dedicated Fire Lance.
Some things to consider, however, when choosing between the Wraith and the upgraded Cicadas. Both Cicada models are cheaper and faster than the Wraith and carry the same damage profile. Both Cicada models also have -1 armor and -1 structure compared to the Wraith; their increased TMM, however, should balance this out. They both lack the over heat option of the Wraith, preventing both units from being able to really pour on the damage in tight situations. The Cicada CDA-3G, however, makes up for this with exceptional scouting abilities gained by the probe and recon specials.
Jihad (126 PV-without SPA)
The one I can strongly recommend is adding a Hermes II HER-5Sr. With the addition of ECM, this piece becomes an invaluable tool in combating C3 and C3i networks prevalent in this era of play. What's more, with the role switch to sniper, adding the Hermers I and keeping the Cicada will still allow a player to keep the Fire Lance bonus abilities. The Hermes II, in many variants, is a viable option for the FWL throughout their history.
By replacing the Trebuchet TBT-7M with the Hermes II HER-5Sr, the lance remains eligible to serve as a Fire Lance because of the sniper role it fulfills. Without the IF skill of the Trebuchet, however, the unit does lose the opportunity to serve as a Fire Support Lance. The two units are relatively similar in performance: same TMM on both though the Trebuchet can complicate matters by jumping, creating a TMM of 3. The Hermes II carries one more pip of internal structure, giving it a slight edge in survivability. It does, however, bring less damage potential to the board, -1/0/0 damage, compared to the Trebuchet.
Depending on whether the Cicada or the Hermes II will do the bulk of the spotting work will determine which of the two units will take the Forward Observer SPA.
Long Live the Leaguer!
What's more, because of the style of play and specific models used, this lance can be played virtually out of the box! Print and use the cards from the Battletech MUL and play the Introductory Box Set Dervish as a later-period Apollo! Ned to find a stand-in for the Shaow Hawk? Try using a Dragon. Use whatever creative substitutes come to mind until you can make your way to Iron Wind Metals or your Friendly Local Game Store!
- I'm still not a Leaguer.
- Need to find units to build your own missile-toting lance? Use the Battletech MUL!
Similar to Escalation Leagues, Fist Full of C-Bills is also a great opportunity to start building a new force or trying out new tactics and ’Mechs while creating exciting (and often humorous) backstories!
Players agree on a common vendor of mini acquisition. Some examples include: BV Traders, E-Bay lot purchases, and “On Sale” bins at the FLGS or online. In this campaign, players are attempting to emphasizing the ad hoc aspects by not purchasing the latest, newest, and beefiest pieces.
Know Your Limits
Players agree to a real-world dollar limit for the purchase of forces. It’s up to the players’ discretion whether or not to include shipping in this cap. A good range that allows for some diversity of units is between $25.00 and $35.00. Any funds remaining in the real-world pot after purchase may be converted to 1 point per $1, rounded as normal, to be applied to Special Pilot Abilities (SPAs) or Design Quirks (Alpha Strike Companion, p. 52 & p. 62).
Play as You Are
Players play the units as they arrive—paint schemes, missing and broken parts, and all! If parts are missing or damaged, it must be reflected on the record sheet. For example, if your Centurion is missing the autocannon arm, this unit’s card must reflect a “Weapon Hit” critical at the start of play and suffers any related penalties. Pieces damaged in this way do not gain extra points to be applied to other Design Quirks or Special Pilot Abilities. If playing it as such would render it “dead” in game terms, such as broken legs or torso-hip separation, it may be repaired.
These adjustment may require some creativity. For example, if your Atlas is missing an arm, treat it as having a -1 physical attack damage. If your Spider is missing an arm, however, you may have to consider another option. Refer to Alpha Strike Companion, for "Negative Design Quirks" (p. 63) for inspiration.
After the initial game, make repairs (both to models and to the units in game) as normal. If you really want to go for the all-out feel of this style of game, don't repair the model unti you can pay for repairs in-game as well.
Up to one unit per lance with a particularly interesting paint scheme may select the Distracting positive design quirk. This reflects the thrown together nature of machines and personalities in the guns for hire trade. If a unit takes this optional rule, it must retain this scheme for the duration of this campaign to retain the Distracting quirk.
Chosing the Miniatures
Lance Formation and Abilities
Because of the paint scheme on the Cobra, this piece received the Distracting SPA.
With the remaining point cashed in from coming in under budget, I wanted to give something to the Blitzkrieg. Not satisfied with the already significant speed advantage it carried, I chose to give it even more with the Speed Demon SPA. This overdrove the move from 14" to 16", making this certainly a unit to not ignore as it can skim around the edges of the board and pop-up in the rear arc of the opposition.
This unit is designed to work with the Cobra as the anchor, the Blitzkrieg as the hammer, and the Wolfhound and Enforcer as the anvil. Using movement, cover, and adaptive fluidity, this unit will do best in open spaces with obstuctions to dart behind, especially when the iniatiative falls in the opponent's hands. It will need to, idealy, operate at long and medium ranges with ample cover because of the relatively low TMM of three of the four 'Mechs. The Blood Stalker SPA, however, will help overcome this to an extend.
With the upcoming publication of Combat Manual: Lyran Commonwealth coming in 2017, I'll return to this post and run a Lyran special lance formations update!
Had I chosen the Commando, along with the other three found on the Mercenary faction list, I could have used the recently published Combat Manual: Mercenaries for formations.
As the Campaign Drags On
Bitz Box Salvage
Random pulls from bitz boxes to make repairs resulting in game-legal redesigns. For example, that Centurion that lost an AC arm? Replace it with a Shadow Hawk autocannon. In game terms, treat this as a repair that removes the Weapon Hit pre-existing damage.
Putting a complete and painted unit of the board is one of the most satifsying parts of this--or any--table top game. If you can field a completed unit, your lance gains a benefit determined by you and your group. This may be bonus victory points or a +1 initiative bonus. This shouldn't be an advantage enough to unbalance the Alpha Strike system, but enough to encourage players to paint, model, and enjoy the hobby of Battletech Alpha Strike.
Have your own home brew or house rules to add to Fist Full of C-Bills? Post them below in the Comments!
I'm probably not suppossed to admit this.
I probably shouldn't be typing this.
But what I'm about to say will label me as a heretic and a traitor.
And I'm not the only one.
As much as we line up on opposite sides of the game room and leer at each other across tables while checking line of sight, Battletech Alpha Strike and Warhammer 40K players have a lot more in common than we may admit. Both groups share a passion for science fiction wargaming, an interest in painting and modeling armies of miniatures as a cash-vacuum hobby, and the gratification of playing these games with a community. What's more, even though we may not admit it, we share players, too. Many of the most reknowned painters and artists in the Battletech community have painted or still do modify, paint, and play Warhammer 40K. With the development of Alpha Strike, even more players can begin to reach out across multi-universe battlefields and join hands for what we all really enjoy--making "PEW! PEW!" noises as "little, plastic army men" fight each other with dice!
Ways of War
Instead, its a game of tactics and strategy, movement, attack, and defense. Careful thought and research goes into the construction of a force, designed to meet a certain play style, mission objective, or artistic aesthetic. Players take turns creating and adapting to ever-changing battlefield situations seeking to dominate the opposition. Dice rolls represent resolutions of actions with modifiers to factor in the increased or decreased likelihood these actions will succeed. Ultimately, one player will earn the greater victory points and control the field!
This description, however, applies to both games. The general structure and play of Alpha Strike and Warhammer 40K are very similar.
Warhammer 40K Turn Sequence
Alpha Strike Turn Sequence
The major differences are that in Alpha Strike are the roll of initiative and damage resolution. At the beginning of each turn, players roll for initiative instead of establishing a turn order at the start of the game. This does add a bit of time to play, but also allows for interesting and creative adaptions to the dynamics of play. To make up for this a bit, when units resolve damage, they only roll to hit. If a to hit roll is successful, then the targeted unit takes all of the appropriate damage. No to hit and to wound rolls.
Rules and Supplements
In addition to these, there is a wealth of Scenario Books and fiction to suplmement your play. If you'd like to build your own pilots and play them both inside and outside of a 'Mech, then check out the Battletech RPG.
The core Alpha Strike rule book is available in a simplified version for free!
Comparing Orks to Atlases
Space Marines = Clans (Warden Clans: Wolf, Ghost Bear, etc.) and Wolf's Dragoons
These are the no-nonsense, genetically modified, warrior societies. Bent on redeeming manking through superior breeding and firepower, the Warden Clans seek to restore the human race to a long lost golden era. The heroes of Mechwarrior 2 and Ghost Bear's Legacy, many recieved their firt introduction to Battletech through their initial experiences piloting Clan Wolf and Clan Ghost Bear 'Mechs.
Imperial Guard = Inner Sphere and Mercenary
Not as advanced, without the beefy men and machines of the Clans, the Great Houses of the Innersphere can hold their own against the onslaught of the Clans, Pirates, Word of Blake, and rival houses through their grit and tenacity. If you're familiar with Mechwarrior 2: Mercenaries, Mechwarrior 3, Mechwarrior 4, or Mechwarrior Online, then you've tested your mettle with, and against, the armies of the Inner Sphere.
Eldar and Tau = Comstar
If you like to play a faction with a mysterious past and endless supply of advanced technology, the Comstar is the faction for you. Highly secretive masters of LosTech, Comstar is a quasi-religious faction responsible for preserving what remains of man's advancements made before and lost in the fires of the Succession Wars.
On the outskirts of civilization, in the pleasure circuses of Circinus or lurking in the shadows of uncharted asteriod fields, Periphery and Pirate factions offer players a chance to create unique forces with scapped and cobbled-together aesthetics.
Chaos = Word of Blake and Clans (Crusader Clans: Jade Falcon, Smoke Jaguar, etc.)
Both the Word of Blake and the Crusader Clans represent the default "bad guys" of Alpha Strike. In the names of their leaders and long-deceassed heroes, these groups have attempted to force their views upon the rest of the Inner Sphere through violence. If you're looking for the facton that does whatever it takes to win, doesn't mind installing cybernetic implants to improve combat performance at a loss of self, and generally want to be "that guy," then you will fit right in with the Word of Blake and Crusader Clans.
One of the most important differences between Alpha Strike and Warhammer 40K is Alpha Strike does not use WYSIWYG ("what you see is what you get"). In Alpha Strike, you are welcome to substitute miniatures and variants with other pieces--just exercise good sportsmanship and make sure your opponent is aware of the substitution from the start. Some of us have become accustomed to WYSIWYG, and have made great strides to create new, interesting, and dynamic Alpha Strike models.
Because of this design, it is possible to collect and paint a competitive and pleasing force for standard games in a relatively short period of time. What's more, using the Lance Packs and metal models from Iron Wind Metals, this means a player can purchase and field an average size force for less than $50.00!
Weapons On-Line//All Systems nominal
When you're ready to build your force, use the tools available on the Battletech MUL to research, compare, and build and print unit cards for free!
The Catalyst Game Labs Shop has all your Alpha Strike rules, compendiums, and Lance Pack needs!
If you're looking to add some heavy metal to your force, check out Iron Wind Metals for a full line of Alpha Strike miniatures.
Camospecs Online is full of great modifications and fantastic paint schemes of miniatures from all factions and periods of the game. It is under construction at this time, so some features may not be active.
BE SURE TO CHECK OUT THE HPG UPLINK (LINKS) PAGE FOR MORE GREAT RESOURCES!
For this initial post, I'm sharing some of my favorite bitz that I keep stocked in the box. These are my go-to for their flexibility with sizes, aesthetics, and ease of use. We'll look at common pieces, their use, and finally how to order these from Iron Wind Metals.
Viking Missile Pods (IWM 20-933E VKG-2F Viking Side Missiles)
Primitive Longbow Missile Pods (from IWM 20-5077 Longbow LGB-0C, but any of the Longbow missile pods are great pieces to keep on hand)
Salamander Arms (IWM 20-790 PPR-5S Salamander Missile Arm)
Zeus Arms (IWM 20-814MSA Zeus Missile Arm)
LE Catapult Missile Boxes (from IWM CATLTD-06 Limited Edition Catapult)
Thunderbolt LRM (IWM 20-993F Thunderbolt Gun/Missile Pod Sprue)
Primitive Thunderbolt Missile Pod (from IWM 20-5076 Thunderbolt TDR-1C)
Thunderbolt TDR-10M Missile Pod (from IWM 20-5032 Thunderbolt TDR-10M)
Primitive Griffin Missile Pod (from IWM BT-346 Griffin GRF-1A)
Reseen Griffin Missile Pod (IWM 20-200 D Griffin Gun/Missile Pod)
Primitive Shadow Hawk Missile Pod (from IWM CE-001 Shadow Hawk SHD-1R)
Cannons, PPCs, Etc.
No-Dachi Arms (IWM 20-693ARM NKA-1K No-Dachi Arm Sprue)
Zeus Arms (IWM 20-814GNA Zeus Gun Arm)
Black Knight Arms (from IWM 20-774 Black Knight)
Orion Weapons (from IWM 20-397 Orion ON1-M)
Jagermech Arms (IWM 20-815B Jagermech Arm/Gun Sprue)
Shadow Hawk RAC (IWM 20-212D Shadow Hawk Gun)
Hollander Gauss Rifle (IWM 20-793GN B2K-F3 Hollander Gun)
Primitive Shadow Hawk Gun (from IWM CE-001 Shadow Hawk SHD-1R)
Shadow Hawk Cannon (from IWM 20-5141 Shdow Hawk SHD-2H)
Other Useful Bitz
These are the little detail bitz that really make a piece unique. Making a melee-based Berzerker Lance like that features in Combat Manual: Kurita? Be sure to pick up the No-Dachi arms sprue to make sword wielding varients of the Hatchetman, Wolverine, and Charger. This example, by Camospecs Online artist Savage Coyote, should provide more than ample inspiration for building giant stompy robots with building-slicing swords! If you're going for a Kurita aesthetic, the sashimono (back banners) from the Shiro and Hitotsume-Kozo are great additions.
Although it makes the miniature a magnet for incoming fire, adding pitz and pieces to show a C3 Master piece is one of my favorite mods. This is also one of the most challenging--how do you show on the outside of a piece equipment mounted on the inside? One of the easiest methods to do this is add extra antenna or a satellite dish from the Crab or Mobile HQ models. If you're wanting a more robust bit, then use the top turret from an Owens to represent the computer suite.
Ordering Bitz from Iron Wind Metals
If you're a clan player and want to make sure that your Thor Prime and your Thor D are clearly different, the use the Onmi Mech Parts page to order variant pieces to make nearly all of the 3050 omnis. If you love omnis and Jerone Blake and his writings, and think that the rest of the Inner Sphere needs to love Blake or suffer their transgressions in nuclear fire, then be sure to outfight your rightesous army with Word of Blake Omni Mech Parts.
There is also a small selection of very special variant parts for the Koschi and Hammerhands located in the Mech Variant Parts section.
Have your own go-to bitz, favorite pieces, or boss mods? Share them below in the comments!
Adrian Gideon's style is characterized by rich contrast, bold colors, and dynamic, evocative poses. Renowned for his jeweling and reflective cockpits, each piece is carefully constructed with highlights and spot colors that compliment and "pop" with the rest of the piece. Whether it is his rich blues and reds or his hallmark black, his pieces always demonstrate rich variation of color without showing where the mixing or transition occurs. Whether a still and imposing Battlemaster or a leaping Mad Cat, each piece Adrian Gideon creates tells a story; each miniature construct a tiny narrative of the Battletech universe in itself.
Though his portfolio contains models and schemes from across the Battletech universe, he has a clear favorite faction. Long-time followers of his work will likely be unsurprised to learn that Adrian Gideon's preferred schemes hail from the Federated Suns. Many of his most viewed and frequently published pieces bear the colors of the Davion Bridage of Guards or Crucis Lancers as well as their FedCom Civil War allies, the 10th Lyran Guard.
More than his artistic contributions, Adrian Gideon has worked tirelessly to ensure that the production of quality miniature art of the Battletech universe continues. As the stable master of the Catalyst Game Labs Camospecs painters, Adrian Gideon has worked uncountable hours behind the scenes to coordinate this team of volunteer artists to produce amazing content for publications, websites, dioramas, and events. The success of Battletech miniatures in product and art would not be what it is today without the immense contributions of Adrian Gideon.
Tutorials and Projects
AC/5 Medium Laser Cartel
Battletech Alpha Strike
Battletech Box Set
Battletech Painting And Customs
Catalyst Game Labs
Davion Brigade Of Guards
Fast Assault Lance
FedCom Civil War
Free Worlds League
Home Brew Rules
Iron Wind Metals
Last Painter Standing
Magister Of Canopus
Sword Of Light
Word Of Blake Jihad
Word Of Blake Omni