House rules for objectives, had a 2" inch zone of control, and in order to hold an objective a mech or unit needed to be within that zone. And would award a point on turn end.
If it left then the objective would be counted as unoccupied.
Two opposing mechs within the zone counted as contesting, awarding no points for either side.
Infantry have primacy with objective control over mechs which i believe would negate contesting. ( I didn't get the chance to put my jump infantry within a zone of control)
Factions:
3 player team:
Clan Sea Fox, Star
Melon's Regulators Merc Co., mercs
Wreckers for Hire,1st Artillery Lance, mercs
2 player team:
Clan Hells Horses
Gilded Royals, mercs
Hydra's Heads, mercs
Misfit Inter-Galactic, mercs
Battle context:
Hells horses and Sea Fox batchall'd for who could conquer the old partially bombed out Star league mech factory, and the surrounding area and near by small city and abandoned orbital gun.
Clan Sea Fox would hire the Wreckers for Hire and the MRMC. Who they had worked with (shot at for a commercial) before.
Hells horses would contract the Hydra's Heads, Misfit Inter-galactic, and Gilded Royals, who the MRMC had fought against during their last deployment. Creating a minor grudge match to form within the battle as a whole.
Objectives for key areas to lockdown and strategic asset to hold were marked, and the batchall was sealed.
Both forces would walk onto the area of battle, the sea Fox and Wreckers for hire would focus on the center and right flank(enemies left flank), while the MRMC would focus on the left flank and have a couple supporting hover craft on the left to help harass the enemy.
With the MRMC bringing mostly tanks, a vtol and a platoon of Infantry their targets were the long abandoned city and orbital gun were. Backed up by two LRM carriers and the scouting Vtol the MRMC cautiously pushed onto the orbital gun and close to the city.
Unfortunately a majority of the mercs under the hells horses would occupy the city, leading to an urban slug fest as the two sides closed into engagement range.
Sea Fox and wreckers for hire would quickly secure the mech factory, and outlying jungle river crossing on the right flank.
Though Hells Horses would quickly start a battle of guerilla warfare within the jungle. While a continent of the Hydra's heads and Gilded Royals pushed onto the mech factory.
Fire was exchanged but only minor damage was sustained in both sides.
As the next hour(turn) of battle rolled in the combat quickly turned to that of attrition. While outnumbering the hells horses and their hired mercs, clan Sea fox and their contracted killers were outgunned by a small amount.
The next two hours of brutal combat, saw the mech factory switch hands and the center of the Sea Fox coalition being nearly broken, the left flank itself was gutted leaving the two hover craft zibler tanks to harass and contest objectives (clan Sea fox and friends were down two points, and the enemy forces had objective control for these couple turns)
The MRMC during this time managed to get a single APC out of the two and its Jump INF platoon into the city, the jump infantry would spend the rest of the battle moving from building to building chipping away and harassing at the Gilded Royals and other merc units within the city. Though at the cost of their APC.
The Vtol warrior would also move into the city to contest the objective, and provide spotting for the LRM carriers, (though one would be destroyed).
The Misfit inter-galactic and Hydra's Heads would over extend during their push to break the center leading to the wrecker for hire to contest, then retake the mech factory, while the remaining sea Fox mechs would start hunting in the enemies backline with a piranha contesting those rear objectives and pulling attention away from the city fight, allowing the MRMC and Wreckers for hire to contest and ultimately secure the city and orbital gun.
The jungle flank was tentatively held by the zibler tanks as their speed kept them alive as they contested the jungle objectives. (By now both side had lost a good chunk of mechs as both sides were badly bloodied, and were tied points wise)
The push by the enemy mercs was beaten back at the cost of several friendly Wreckers for hire and the Vtol warrior as it tried to aid the piranha on its task to draw attention away from the front.
Another push by forces of the hells horses and their mercs saw the mech factory and city contested once more, the attacks from the MRMC wounded marauder and fresh LRM carrier would secure the city once more, while a trade of kills near the mech factory would leave the wreckers for higher in control of the factory.
The zibler tanks contesting the jungle objectives would see to the Hells Horses and their mercs conceding the battle.
Victory goes to Clan Sea fox, Wreckers for Higher and the MRMC. By the narrowest of margins (if the enemy mech by the factory didn't die the game would have ended in a tie).
HIGHLIGHTS:
The APC of the MRMC that delivered the infantry into the city, would nearly get a rear arc motive crit on the Behemoth Tank fielded by the Gilded Royals, and was one dice number off of ammo racking it or immobilizing it.
The Sea Fox piranha was playing "the tress speak clanner" with a rakshasa, at the border of the jungle and the factory.
Hells horses who occupied the jungle for the majority of the fight, absolutely blasted the sea Fox mech I was supporting with my Ziblers, on turn 2-3.
A running theme of the dice was always being off by one number when shooting for the entire match on both sides, and would be what decided the game, as the final shot to try and kill my zibler tank contesting the jungle river crossing objective missed by one.
NOTES: mostly for my play style this match, I need to refresh my hover craft knowledge, I accidently cheesed a jungle objective do to tunnel vision onto the city.
That and it was my second time and the groups first time playing Alpha Strike, so I was unfamiliar with hover craft rules on going up terrain. I fixed it eventually after a full turn(ish).
I know better now, but for anyone who reads, hover craft as far as I know cannot in fact scale higher than the standard of mechs (2" up from zero).
Hovercraft does not mean fly, don't make that mistake.
I also forgot that hover craft cant enter woods, so had a flub on turn 1 and leading into turn to.
APCs are surprisingly versatile and if in the rear arc can be mean, even the MG version which is what I fielded.
The MVP of my force at least was the APCs and Vtol for objective contesting, control and chipping away at enemy armour pips.
The LRM carriers did work to.
Was my first victory out of thirteen games since I started playing Battletech, so that was cool.
Had a fun time despite some minor hiccups with all of us still being new to alpha strike.
Would play a near battalion level battle again.