Sunday, March 22, 2015

HotT Mechwarrior Campaign The Main Protagonists



Hello readers.  We will be having a pass in revue of the mechwarrior armies used in the Lion's Den HotT Mechwarrior Campaign game.  First up will be House Davion and the Federated Suns forces commanded by yours truly, Kenneth Van Pelt.  We have seven active club members involved in this epic conflict and each army will have it's revue and table of organisation  previewed and displayed.  It fell to me through random selection to end up commanding the leader force for the Davion side of the conflict.  Each club member was given a set of pictures of the forces and asked to select one that appealed to them and low and behold I ended up with Davion as my command lot with my starting home-world of Robinson.  So let's take a look at this army.

This is the chart of units that are available via Hordes of the Things with the mechwarrior HotT conversion and game effects.

Unit
HOTT Equivalent
Move
Vs.
Range
AP
Good
Bad
Road
Foot
Vehicle
Air
Heavy/Assault Mech
Paladin
4"
2"
5"
+6
+6
+4
8"
4
Medium Mech
Hero
5"
2"
5"
+5
+5
+3
7"
4
Light Recon Mech
Knight
7"
2"
9"
+3
+4
+2
4"
2
Armoured Personnel Carrier
Rider
5"
2"
5"
+2
+2
D3
4"
2
Tank/APC/ATGM
Shooter
5"
2"
5"
+3
+4
D3
8"
4
Recon
Beasts
4"
4"
5"
+3
+4
D4
4"
2
GEV/Hovercraft LIGHT
Rider
5”
n/a
9”
+2
+3
D4
4”
2
GEV/Hovercraft Medium
Rider
5”
n/a
7”
+3
+4
D4
4”
2
GEV/Hovercraft Heavy
Rider
4”
n/a
5”
+4
+5
D4
4”
4
Standard Infantry 
Warbands
2"
2"
4"
+2
+2
D3
2"
2
Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2
Engineers
Blades
2"
2"
4"
+5
+3
+2
0"
2
Truck
Rider
4"
2"
6"
D1
D1
D2
0"
1
Towed Artillery
Artillery
0"
0"
0"
+4
+3
+2
20"/40"
2
SP Artillery
Artillery
3"
2"
4"
+4
+4
+2
20"/40"
4
Towed SAM
Magician
0"
0"
0"
D2
D2
+4
24"
2
SP SAM 
Magician
3"
2"
4"
D2
D2
+4
24"
4
Bomber
God
24"
24"
24"
+6
+6
+6
0"
4
Fighter Bomber
Dragon
24"
24"
24"
+2
+6
+6
6"
4
Attack Helicopter
Air Boat
10"
10"
10"
+4
+3
+3
6"
3
Transport Helicopter
Air Boat
10"
10"
10"
+3
D2
+2
4"
2
Special Forces
Sneakers
3"
3"
4"
+4
+3
D4
2"
3
Mines
Lurkers
6"


+2
+2
n/a
0"
1
Notes
Armoured Personnel Carriers may carry 1 Infantry
APC/ATGMs may not carry infantry
Jump capable troops use road move for all terrain types if jumping.
Trucks may carry 1 infantry or engineer or artillery
Transport Helicopters may carry 1 infantry or towed artillery
D1, D2, D3 = can only be used in defence; attacker cannot be hurt


All forces are veteran and have 4 recoils.  We mark them on our control sheet with "O" and X through when a recoil is recorded.  We push mechs and they take a heat token on the base.  Three heat tokens are equal to a hit on the recoil roster.


Heavy/Assault Mech
Paladin
4"
2"
5"
+6
+6
+4
8"
4
 16 points.
Heavy/Assault Mech
Paladin
4"
2"
5"
+6
+6
+4
8"
4




Heavy/Assault Mech
Paladin
4"
2"
5"
+6
+6
+4
8"
4
Heavy/Assault Mech
Paladin
4"
2"
5"
+6
+6
+4
8"
4

Tank/APC/ATGM
Shooter
5"
2"
5"
+3
+4
D3
8"
4

Tank/APC/ATGM
Shooter
5"
2"
5"
+3
+4
D3
8"
4

Tank/APC/ATGM
Shooter
5"
2"
5"
+3
+4
D3
8"
4

Tank/APC/ATGM
Shooter
5"
2"
5"
+3
+4
D3
8"
4

Truck
Rider
4"
2"
6"
D1
D1
D2
0"
1
Towed Artillery
Artillery
0"
0"
0"
+4
+3
+2
20"/40"
2

Truck
Rider
4"
2"
6"
D1
D1
D2
0"
1
Towed Artillery
Artillery
0"
0"
0"
+4
+3
+2
20"/40"
2

Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2

Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2

Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2

Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2

Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2

Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2

This army weighs in at 200 points.  Base AP x 4 recoils, add it all up and we get to 200.


And now a look at the main protagonist of the Draconis Combine Forces.  House Kurita will be comanded by Terry Carr based on New Mendham.  This is the complete army in revue.

Medium Mech
Hero
5"
2"
5"
+5
+5
+3
7"
4
Heavy/Assault Mech
Paladin
4"
2"
5"
+6
+6
+4
8"
4

Light Recon Mech
Knight
7"
2"
9"
+3
+4
+2
4"
2

Light Recon Mech
Knight
7"
2"
9"
+3
+4
+2
4"
2

SP Artillery
Artillery
3"
2"
4"
+4
+4
+2
20"/40"
4

Tank/APC/ATGM
Shooter
5"
2"
5"
+3
+4
D3
8"
4

Tank/APC/ATGM
Shooter
5"
2"
5"
+3
+4
D3
8"
4

Tank/APC/ATGM
Shooter
5"
2"
5"
+3
+4
D3
8"
4

Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2
Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2

Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2

Power Armor Infantry
Blades
2”
2”
4”
+4
+3
+2
4”
2

Attack Helicopter
Air Boat
10"
10"
10"
+4
+3
+3
6"
3

Attack Helicopter
Air Boat
10"
10"
10"
+4
+3
+3
6"
3

Attack Helicopter
Air Boat
10"
10"
10"
+4
+3
+3
6"
3

This army is all veteran with 4 recoils per stand.  Let's add this one up and see what we get...228.

2 comments:

  1. Great stuff. I will be keeping an eye on this for sure.

    How different is HotT from DBA? I've never played HotT, but I have played DBA a handful of times.

    I'm a big fan of sci-fi and would love to get a few friends into something like this that I can convert some of my existing stuff to. (6mm, 10mm, or 15mm)

    Thanks for sharing.

    ReplyDelete
    Replies
    1. HotT uses the same combined D6 roll to decide casualties. Same as DBA if you double the opponent you KIA them. We have a modified set for the above in that the recoil result is limited in number and after you recoil your set amount you are assumed to be fatigued and quit the field.

      Delete