Alpha Strike Narrative Mega Battle – A Dark Age Campaign
Capacity: Varies by Table (Max 5 players/table, Start with 3) | Era: Dark Age (Advanced Rules/Tech Allowed)
The Republic stands at a crossroads. In this Clans vs. Republic Alpha Strike campaign, your actions across multiple small battles will determine the fate of an evacuation for DropShip dependents, materiel, and the last Republic banner not surrendered to the ilKhan's hands. The ilKhan calls for the banner to be laid, intact, at his feet. The Republic calls for volunteers to hold on just a little longer so the fight can continue. It is up to the players to decide who shall triumph. This is not just a series of games; it is a living war where every victory, defeat, and sacrifice shapes the final confrontation. Pick your side, pick your faction, and fight to final victory in one last battle for Terra.
The Structure:
- Small Games (3+ Tables): Complete objectives to gain advantages for the Big Game. Maneuver between tables as reinforcements to preserve forces and ensure your side comes out on top.
- Attrition Field: Free to drop in and out, smash enemy forces before the finale. Remember every unit you lose is one less for the final action and every unit you destroy is another out of the way. (Unlimited Players).
- Big Game Finale: The Republic must fuel, load, and evacuate while the Clans hold out for their Aerospace support to finally ground this DropShip while destroying that which stands against them.
- Overall: Damage to units carries over from the small tables to the big game, so preserve your forces while destroying the enemy's or see a final battle become a hopeless one.
Small Game Objectives:
- Data Download: Reduce the timer for the Big Game's flight data loading phase or collect the information needed to bring in Clan Aerospace assets onto the final field faster.
- Control Point (KOTH): Control the artillery position to gain BSP artillery support in the finale.
- Repair Depot: Capture equipment and depots to collect supplies to repair your side of the battlefield. Deny the enemy the same and ensure you march into the final confrontation with fresher machines.
- Attrition Field: Weaken enemy forces before the final battle, jump in at any time and retreat when you start taking real damage. (No time restrictions).
The Big Game – Three Stages to Victory:
The Republic must complete three sequential objectives while the Clans defend for 15 turns (modified by small game outcomes).
| Stage | Objective | Duration |
|---|---|---|
| 1. Fuel the DropShip | Republic forces must protect the fueling operation | 3 Turns |
| 2. Load Flight Data | Download critical navigation data (reduced by Data Download small game) | 5 Turns |
| 3. Clear the Runway | No living units on the runway at end of turn | End of Turn |
Victory Conditions:
- Republic: Complete all three stages before the timer expires.
- Clans: Stall the Republic for 15 turns OR prevent runway clearance.
- KOTH Rules: Most tonnage on the objective point shifts the dial in your favor.
- No Destruction: Clans cannot destroy objectives—they must capture them intact.
Rules & Logistics:
- Artillery: BSP assets given through objectives. Maximum 2 artillery specials per player.
- Reinforcements: Small Tables start with 3 players, can expand to 5 through reinforcements.
- Repair Bays: Capture point repair bays available to fix critical hits between small games and the Big Game.
- Tech Level: Advanced tech and rules permitted (Dark Age era).
- RSVP: Required. Sign up for a side and then form up at a specific small game tables or the Attrition Field.
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