Mechwarrior: Age of Destruction

One of my favorite pastimes is playing a miniatures game called, Mechwarrior: Age of Destruction. This game, like it's computer counterpart, is a spinoff of the old, venerable BattleTech board game. While I admire the BattleTech folks, I find Classic BattleTech a bit too involved. Mechwarrior gets around this problem by having all of the combat, heat and damage stats located on dials attached to the miniature's base. This removes the need for complex note taking and calculations during the game, letting the game move faster, as well as being much easier to learn.

Currently, the makers of this game, Wizkids, has gone out of business. However, a number of local players still meetup Saturday mornings and run through a battle scenario. These scenarios range from serious competition matches, to "just for fun" events, that involve a little imagination and a lot of humor. The last of the Wizkids schedules scenarios will end in December. In their place will be a series of scenarios following the Battletech fiction line, with different players taking on the responsibility of supporting their favorite faction.

To help chronicle these events; I'll record each scenario on this web page, including any follow-up events. Just as in real life - it's not over until it's over.

Here are a couple of links to resources that players might want to look at:

Pre-AoD "Mech Weight Classifications and How Many Units in a Lance Reference Sheet


September 5th, 3139 - On Frozen Pond

600 point forces, fighting over a frozen lake that is over a mile deep. The ice is thick enough to just barely support Mechs and heavy tanks.

The clear area represents the frozen lake. At the end of a Mech's movement, roll a D6. On a result of 1, the Mech falls, and then immediately stands back up. However, it takes 1 click of damage. This damage is not avoidable using any gear card or ability. If a Mech falls and gets back up, roll a second D6. On a result of 1, the Mech falls through the ice and is removed from the game. Any units in base contact with that Mech also are lost by falling through the ice. The exceptions to this are hovercraft, which can float; units with "Aquatic" speed mode, which can swim; and units with VTOL mode, which can hover.

If the Mech falls after a run, charge or the use of jump jets, roll a D6. If the result is a 1 or 2, the Mech falls through the ice, and is removed from the game. If a Mech using a Death-From-Above attack falls through the ice, taking with it any units in base contact. The exceptions to this are hovercraft, which can float; units with "Aquatic" speed mode, which can swim; and units with VTOL mode, which can hover.

The B6 terrain is abrupt elevated ice. Any unit may land on these features, but must use jump jets to ascend to these features. Mechs can not fall through these features. Mech do, however, take damage by falling.

Due to the frigid temperatures, all Mechs increase their vent rating by 1 for the duration of the game.

Standard rules apply. No Planetary Condition cards may be played.


August 1st, 3139 - Hot! Hot! Hot!

Fighting out in the open desert....would be easier than fighting out in the desert highlands of Addicks.

Desert Wasteland (PC-002), Salt Flats (PC-022) and Sunside (PC-041) are all in effect. Hindering terrain only - portraying the dead groves of trees on the desert highlands.

Build a 450 point army using only one (1) Medium class Mech, vehicles and Battle Armor Infantry. Standard rules apply.



Jan. 17th, 3139 - Davions!!!

On the way over to Bordon, I had the opportunity to switch flights at a small airfield not too far from a local Davion garrison. The problem was......this was not a small planetary garrison. It appears as if House Davion is going to make some major moves in this quadrant.

Here is the link to a short chat I had with a Davion SRM crewman, who claimed his cousin is Field Marshall Loneloser. I can't speak as to his claim, but the parade pics speak for themselves.


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