Mechwarrior 2006 Nationals Report

(An unbiased Melbourne based report)

 

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Disclaimer: I was always intending to write a report for this years Mechwarrior Nationals. To this end, I took notes on all my games and recorded who I played (a first). This report was always intended to be "humorous", and explain why my dice hated me again and why my luck is unexplainable!

 

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Prep!


Although I am very fond of Mechwarrior, I had not been able to play since last years Nationals until about 10 weeks ago. My aim then, was to relearn the game. Upon re-entering the game, I discovered the Twins. Two gorgeous Italian babes. I was hooked. For the next few weeks I concentrated purely on Twin based builds. The dice gods looked favourably on me and smiled for the first time in years. My results, despite my lack of recent play experience, were astronomical, including defeating Paul Stockley (also playing the Twins) and winning our local MW Nats qualifier. However, the major problem here, was that everyone was either trying to build better Twin builds or some form of counter Twin army (not an easy task). Many of local players were frustrated, as the Twins were obviously overpowered in any case, and only two of us had them. Steve Merlo decided that there was only one way to put an end to this dilemma. Due to the lack of local supply, he ordered his missing Twin. The day it arrived, the Twins were nerfed beyond use. We now had some 4 weeks to design new armies that didn't have to worry about the Twins. The first week after the Twins were made redundant, the dice gods deserted me and I was back to my average roll of 7 on 3d6, losing the bulk of my games, while my opponents rolled on the opposite end of the spectrum.

 

We all frantically redesigned and tested armies. Phealen Ward was one of the early choices. However, it soon became apparent that it would not work for me. If I played him, my opponent would never roll the 6 required. If my opponent play him, I would always roll a 6 on the first turn.

 

No matter what I built, I rolled so badly that I was annihilated before I could determine if the actual army was any good. For me, Mechwarrior, had gone down hill since the Twins were neutered. This streak continued right through to the last game we could squeeze in before the Nationals. The only thing I proved with my army, was that if I rolled bad, I lost and if my opponent rolled well I lost. (You'd think I'd already knew that)!

 

Our local groups armies were varies, with different themes. We (exclude me form this) all tested armies to see how they worked, including Solitude. In hindsight, this helped us a great deal at the Nats. Knowing what you opponents army is capable of and its strength and weakness was invaluable. Unfortunately, my army design was less than tested and I was sure I was doomed to failure. With the Thursday before the nats being one of my few days off, I decided to concentrate on army builds. I spent the whole day designing for "Capture the Flag" (A nasty Twin combo), "Booster Event" and the 600 points unrestricted, so I would have some competitive force when I failed to qualify for the top  16. My comrades though I was crazy, but I explained that I was trying to use Murphy's Law against itself. I figured even if I did qualify my team mates could play them if they didn't.

 

Team Vic consists of, in no particular order: Paul Stockley, Tristian Young, Colin Nicholls, Emil Zanttin, Steve Merlo and myself Joe Italiano. (Pending spelling corrections).

 

I had organized a holiday unit for all 6 players going to Brisbane. We all converged on Friday, some tweaked armies other left it all in the lap of the Gods. I hunted down a pack of Tim Tams. The local 711 equivalent had a small range of groceries, however they had some 6 brands of Tim Tams that occupied half a shelf of a small store. I choose the regular versions.

 

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My Constructed Army

 

Affectionately know as "I See You" my army was a spin off from my Nationals army last year. I played Bounty Hunter with a Dragon's Fury/Spirit Cats alliance, allowing me to shoot through walls. This years version did not have the draw back of the 30 points worth of Situational Alliance, but was restricted to just ballistic attacks going through walls. The army consisted of:

 

Ann071 "Jack" Night Stalker (Mercenary)  149

GS028 Kolchak, Julie "Julz" LE (Mercenary) 33

Dom053 R10 Mechanized ICV (Wolf Hunters)   42

Dom077 Kelswa Assault Tank (Wolf Hunters)   90

Ann031 Bishop Transport VTOL (Clan Nova Cats)  39

FP016 Sniper Team (Mercenary)   24

FP016 Sniper Team (Mercenary)   24

AOD011 Towed Gauss Rifle (Banson's Raiders)   19

FP020 Slyph Battle Armour (Jade Falcon)   30

 

PC's: 11 Urban, 32 Caverns, 34 Perfect Day and M013 Pull Together

 

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The First Day - Mystery Round


We all arrived bright and early. During registration I modified my Name tag and replace the body of the Mech with a pix of a Tim Tam. (My call sign is biscuits.) Last year my tag had a pix of a Tim Tam in space!

 

Two of our group had qualified for a first round bye, Paul Stockley and myself. Paul had decided to take the bye for the first game of the Mystery round, I was as yet undecided. While Matt "Darth Hunky" gave MW intro, he announced the special prizes for the first critical miss rollers. (He was looking directly at me at that point). My reputation for erratic die rolling had not faded. That was the deciding hook. I forgo my optional round one bye and decided to play, so I could score my "Critical Miss" prize.

 

Round 1:

My opponent is Mark Sykes. I give my standard introduction. "My name is Joe. I am known as biscuits. Would you like a Tim Tam?" Mark refused, something about being allergic and it could kill him. I didn't think the Tim Tam was meant to be a secret weapon. We were both playing cautiously as we were unfamiliar with the weird combination of units and gear. Then SCORE ... I get a critical miss prize. (Now a good thing?). This was soon followed by a Critical hit prize. Perhaps the dice gods had not deserted me. We danced around each other, but I was managing to score significant damage against his Blitz. It was on it last click before salvage and now it was just a matter of time. TIME! huh, time was then called. Neither of us had lost a unit, no one had VC3. Tie. We diced off for the win. I won the roll. Current result: 1 win, zero points, zero VC3. This is exactly the score I would have had, if I had taken the bye. No so bad, except now I am likely to face one of the other Regional qualifiers who took the bye.

 

Round 2:

As I walk to my assigned table, I see Paul Stockley (my fellow Melbourne Comrade and Bob Hook hovering in the vicinity). They sit to face each other. I sit next to them facing Saul Walls. I introduce myself, he refuses a Tim Tam, but Bob swoops in for a chocolate treat. Is this a portent of things to come.? Saul was a young lad who was obviously keen but inexperienced. He charged in, but the dice gods favoured me. I killed his Ursa and won all 3 VCs. I took a moment to survey the result next to me. Paul and Bob had a close game, but Bob came through in the end. Current result: 2 wins, 3 VC's.

 

Round 3:

My final battle for the day is Bob Hook. (We meet again). To date, I have not managed to defeat Bob in any Nationals game we have played. Despite our previous encounters, I introduce myself but he refuses a Tim Tam. We dance around each other as he closes in on my DPZ. He attacks first with an assault from Blitz which misses. This leaves him open, I counter with both Mechs. The die are erratic for both of us. One hits and one misses. The 3-7 minute warning is called. He has salvaged my Zibler Vehicle, but his Blitz is near dead. Since time is short, I risk heat effects and push my Mechs. One hits and salvages his Mech. The other misses. Both Mechs shut down, but I am currently winning VC2, no one has VC1. My Mechs are healthy enough to survive a few turns of attacks from his remaining forces. Two of his infantry base my Mech. I fail to restart. Bob pushes his infantry to capture and the dice gods love him. 16. Just as he captures my Blitz, time is called. Bob keeps his record intact. Current result: 2 wins, 3 VC's.

 

That concludes the Mystery event portion of the event. The current ranking will have no bearing on the next portion of event, which is the Vanguard Sealed Deck.

 

The current rankings for the first portion of the Nationals are posted to 16th place, a little later with the Team Vic players ranked as follows:

 

  3rd   Tristian Young      3 wins   7 VCs

  5th   Steven Merlo        3 wins   6 VCs

16th   Emil Zanettin        2 wins   5 VCs

 

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The First Day - Domination Sealed Deck

 

Players only get a short 15 minute break for lunch. Before most have had a chance to eat the local fast food, the pairing are up. Historically, sealed has always been my worst event. Primarily because I have always drawn poorly. Light or Medium average Mechs, vehicles which are only good as drops, with no transports or point combinations that always leave me short. I am hoping to win at least one game to keep my final chances alive.

 

We are paired and given 4 Domination boosters. Unlike past events, we keep what we open and play the person directly opposite us. I open my boosters one at a time, a light Mech followed by a medium Mech followed by a heavy Mech (yay) follow by an unique. WHAT! History in the making. Not only a unique, but a good one. Seka's Pride Vulture Mk IV. The Mech that was apparently designed for me. The pilot special ability goes something along the lines of: <If you miss an attack, put a token on the pilot card. When you next attack you may add the tokens on your card to the attack roll>. We only have a short time to record our entire pull and build our army. Time is very short, particularly since no one knows any of these units. The Vulture is an auto in, however that doesn't leave me very many points. The only Mech that can fit is the light. Try how I may, no combination of support will get me anywhere near 450 points. The best I can do is 444, consisting of Seka's Pride and light Mech and a VTOL.

 

Round 1:

My first battle is against Harley Martin Farrell, a young lad who has come along with his Dad. (Nice to see that). I introduce myself and he takes a Tim Tam. Harley is very green but keen. He has a big Mech (a Thor I think), but does not know how to utilize it well.  I make short work of him scoring 3 VC's. We finish early and I spend the remaining time of the round explaining how to best play his army. Unfortunately, the long days begins to take its toll. He is very tired and drops out. Current result: 1 wins, 3 VC's.

 

Round 2:

My second opponent is my roommate from last year's Nationals, Heath "Casperion". I introduce myself (he may have forgotten who I am?) and refused a Tim Tam. Casperion was playing the Ultra Rare Unique Thor with the "broken" gear that give him a range 24 attack, 3 damage, an Anubis Mech and two infantry. I had to go on the offensive, having a lower points build total. Heath destroyed my VTOL before it covered the midway point of the field. He basically sat in his DPZ and shot at anything in range. I continued my offensive while Heath tried to stay clear taking the occasional shot. Although I hurt the Thor, the Anubis was causing problems. As time ticked on, I sacrificed my light Mech to his Anubis and managed to kill his Thor. Anticipating a kill soon, he salvaged my Seka's Pride. As I began to congratulate him, he began to score, "You win VC 1, I win VC 2, so I win". At that point it hit me. What about VC 3? I've been sitting in your home zone attacking you scoring half a dozen VC 3. Heath's jaw dropped. That was unexpected. My game, winning VC 1 & VC3. Current result: 2 wins, 5 VC's.

 

Round 3:

Final round of the sealed, my opponent is Mark Sykes again, from the Mystery round. I  introduce myself again. I offer him a Tim Tam (in case he got better since this morning) Mark refused. Mark is playing 2 Thor's. For the only game in the sealed, I have a higher build total, so I don't have to chase him down. We dance for a while and I force him to come to me. I keep him away from the water. The Thor's are nasty but don't have great heat dials. He is forced to come into assault range (which is his base attack range), giving me the first shot. I assault with Seka's Pride on his 11 attack, 21 Heavy Armour, 5 AP mech. I score a hit. Although the Thor is damaged, it is still dangerous. I charge with the other Mech and hit for 4 damage. The nastier Thor is badly damaged. Things go downhill from there for him. Although he did manage to get his second Thor into water with an assault on it last heat dial effect before shut down. He would attack, shut down and then restart from the water cooling effect. He seriously hurt my light Mech, which ran away and shut down in DPZ, out of his range. I win all VC's. Current result: 3 wins, 8 VC's.

 

Day 1 of events concludes. This is my personal best result ever thus far at this stage of the competition. A decent sealed pull certainly makes a difference. The current ranking will have no bearing on the next portion of event, which is the Constructed.

 

The current rankings for the first day of the Nationals are posted to 8th place, as follows:

 

1st   Rupert Page         6 wins   17 VCs  

2nd  Bob Hook             6 wins     9 VCs

3rd   Steven Merlo        6 wins   14 VCs (Team Vic)

4th   Colin Toh             5 wins   11 VCs

5th   Tristian Young      5 wins   11 VCs (Team Vic)

6th   Joseph Italiano     5 wins   10 VC's (Team Vic)

7th   Daniel Saggey      5 wins    9 VCs

8th   Paul Stockley      5 wins     8 VCs (Team Vic)

 

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The Second Day - Constructed

 

Round 1:

My opponent is Wayne Hall. I introduce myself and offer a Tim Tam. He refuses. He is playing the JF Black Rose with 4 FP Sylphs. Nasty stuff. Four dice DFA with base 11 attack and huge damage. I know this piece well. It is the core of my army for the side event "booster". I play Caverns, with nerfs his DFA option. I move forward and hide behind a blocking H block. He advances and parks his force on the other side. He falls for "I See You". I formation drop twice and shoot Black Rose with 6 AP. He remains in position and shoots back. Misses. I push the formation and hit again. Black Rose is no more. At this point he confesses he is not familiar with the set ... it shows. It is now turn four, the game is pretty much sown up. It is just a matter of how long it takes to kill the Sylphs. Having plenty of time, I pick off a few as he sits in my DPZ and then move my infantry drop into his DPZ and drop them with my Sylph, scoring 5 VC per turn. (That's what Towed Gaus Rifles are for, aren't they?). Jack bases one of his Sylphs (I don't attack as I don't want him dead yet) and give him free shots for a few turns. When I have enough VC 3, I finish him off. Current result: 1 win, 3 VC's.

 

Round 2:

Next is Michael Lewis. I introduce myself and offer a Tim Tam. He refuses. (Does anyone see a pattern here?). Michael has a BR solitaire, tank drop and artillery. This forces me to take the offensive. I miss judge his assault range and give him two free shot on my infantry drop, instead of one, with both his solitaire and tank drop. He wipes it out. Thing go pretty much downhill from there. I consistently roll between 6-8 and miss everything, unlike Michael that is rolling 13's+. I am down to literally no functional units, except a Sylph. Even then, it only hits once and then misses the pulse. I get wiped. Current result: 1 win, 3 VC's

 

Round 3:

I come up against Kerry Hall, with the "Yellow" Rooster, Phelan Ward and 5 infantry including two artery infantry. I introduce myself and offer a Tim Tam. He refuses. Phelan Ward seems to hate me, will it repeat itself in the Nationals. Turn 1, I roll to be targeted by Phelan Ward ... a. .... six. (First roll of the game again). He tags Jack. His plan is pretty straight forward. Tag the threat, run away with Phelan and drop rocks! I move my forces to the centre of the field to a H block. His arty is behind that beginning to drop rocks. I am not worried about the Phelan/Jack match up. I have played against Phelan many times before and the big draw back when he targets a Mech, is that the Mech can still hurt infantry. I send Jack to base his arty infantry, nerfing them. My drops set up and get protection from charges by choking the area and preventing Mech bases from getting in. Jack then break as often as possible, without moving, inflicting one point of damage each turn he is successful. Kerry goes for VC 3 with Rooster. My Sylph, does likewise and also starts damaging the infantry. Kerry uses both Mechs for VC 3. I eventually clean up his infantry, he has VC 3 in the bag while he has 2 mobile Mechs. I send Jack to take Phelan on, but Kerry runs away, content on taking VC3. I get VC 1 and 2. Current result: 2 wins, 5 VC's.

 

Round 4:

My last round of constructed is against my first opponent of the tournament again, Harley Martin Farrell, a young lad who has come along with his Dad. (Nice to see that). I am a little surprised to see him at this stage of the competition. He must be better than I thought. I introduce myself and he takes a Tim Tam. Harley is playing the Solitude with 6 infantry support. I feel sorry for him. I cancel his Sub Zero with perfect Day. Set up my blocking terrain and set up my drops. He comes into the trap. I drop, formation fire. 6AP. He stay and shoots back. Although he hits, he only does 2 damage to no real effect. Turn 3, I shoot again and Solitude is almost scrap. I spend most of the rest of the game, picking off infantry and hunting down a crippled Solitude. I get a 3 VC's. Current result: 3 wins, 8 VC's. The game finished ahead of time and I chat to his father. His father fills in me on his last game win. Although he doesn't actually know what happens, he relates the events. "His opponent rolled four dice and got 1,1,1 & 2. He seemed very upset." For a second there, I am confused. 4 dice? Then it hits me, Black Rose with a DFA, total miss. He must have played Wayne Hall, who I faced in round 1. the dice gods hates someone else more than me ??

 

At this stage I am sure I have qualified. It is just a matter of how many other Team Vic made it. A short time later we are given the qualifying 16. All 6 make it, Ranging from 2nd to 14th.

 

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The Second Day - The Finals

 

All that work on those side event armies and no one to play them! - Murphy's Law! I am just thrilled to have made the top 16. I just missed out last year.

 

Round 1 Preliminary Final:

My opponent is Richard Shepherd. I introduce myself and offer a Tim Tam. He takes two! He is playing with a King Crab (House Stiener), two Hadar Fast Support Vehicle's and an infantry mini-gun cycle, with a Faction Pride for heat. I check his army out, but I am so excited I neglect to notice he has streaks. I am thinking, win this and you make top eight, so I play my Perfect Day. He does likewise. I advance and set up my formation behind a H block. He moves in. Turn two, I drop and fire and roll 16, because I don't need it. 6AP hurts. He stays and shoots back, doing minimal damage. Turn 3, I formation again, hit and leave his King Crab as little more than a husk. Richard realizes there is very little he can do from here and concedes. Current result: 1 win, 3 VC's.

 

At the end of the round, 5 of the 6 Team Vic players get through to the final eight.

 

Round 2 Quarter Final:

We hope for only one Team Vic draw, but unfortunately we get two. I am paired up against Steve Merlo. I introduce myself (in case he forgot) and offer a Tim Tam. He takes one. We know each others army backwards. PC condition is of little consequence. We dance for a short time getting into position. We both have multiple drops and like blocking terrain. I try to get into position for a shot through walls shot. Steve sees it coming and advances, setting up his own drops for next turn and positioning his Mech for a strike, while leaving it open to attack. From here, I can target anything, but his 22 hardened armour mech with additional armour (up to -3 damage per attack), is just to dangerous. If I don't get him with my one AP shot, I will lose AP next turn. I formation fire and just hit with a 7 or 8, doing 6. His mech is hurt, but still in it. He drops his formation and his tank cripples my tank. I formation fire on his Mech again. He has lost hardened armour but still has the Improved Myomer. His Myomer fails and he rolls a "1" losing it altogether. I close combat assault to try to finish him off and continue with my rolls of "7" and miss. We are both rolling poorly, but my low rolls seem to be hitting anyway. I kill his mech, he salvages mine and my tank. My Sylph takes out his transports which literally incapicates his Towed Gauss Rifle formation. I finish off his tank and retreat my salvaged unit to my DPZ as the time goes off. I congratulate him for his win, when he tells me I won. I get VC 1 and hold on to VC 2 because all my salvaged units are at home. Current result: 2 win, 5 VC's. I advance. Tristian Young knocks out Emil Zanttin. We are down to 3 Team Vic in the final 4.

 

Round 3 Semi-Final:

Another Team Vic player, Tristian Young. I introduce myself (tradition) and offer a Tim Tam.

He refuses. Again, I know his army, he out ranges me and tend to destroy my terrain. I regret playing Perfect Day on Round 1 now. We set up and play. As usual I go second. Tristian infiltrates his ATV's. They base and get into my DPZ. My only chance is to kill them quickly and get a drop on his Mech. The dice gods laugh. I can not roll above a 7 for my first 3 attacks. I kill 2 ATV far too slowly. My drops get based and can't move. I get electrocuted from range. Although nothing is killed, he salvages my tank. When time is called, I have VC 1 but lost 2 and 3. I congratulate Tristian and hope he goes on. Current result: 2 win, 6 VC's. (I have run out of paper to record results. I wonder if this is why I lost?).

 

We all expect Paul Stockley (Team Vic) to get though, but it seemed the dice gods hated him that game and he is also knocked out. The final two only have one Team Vic.

 

Final:

Tristian is playing Bruce Scott. Bruce has a BR Solitaire and small tank drop DF tokugawa with IT and 4 damage homing beacon and katana tormarks "kuro ha" with the version of the pilot that allows you to run and CC assault I think and a True Grit Faction Pride. The terrain suited Tristian. I smiled confidently that Tristian had it and went off to chat with Team Vic. About five minutes later I was shocked to see that Tristian had advanced. It turns out that Tristian hadn't noticed the FP. Suffice to say, Tristian came second. (I'll Tristian tell this story).

 

Final placing for Team Vic were:

 

2nd   Tristian Young

3rd    Joseph Italiano

4th    Paul Stockley

6th    Emil Zanttin

7th    Steve Merlo

=9th   Colin Nicholls

 

I don't actually know the other placing, apart from Bruce Scott coming first. (Do us proud at the Worlds Bruce, we are all behind you. Congratulations from us all).

 

Congratulations to my fellow Team Vic players. Overall, we all did much better, including Colin who jumped some 30 places in the rankings.

 

I would also like to thank Croftminister, Kristel, Matt, Paul, Ray, Grant for all their work and all the players at the Nationals for being great sports and providing fun competition.

 

Looking forward to the next major Mechwarrior event.

 

PS   Please forgive any spelling mistakes!

 

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