The Great Refusal

“The time has come to end the threat of the Clans, once and for all!” – Prince Victor Steiner-Davion

The Great Refusal is a one-day BattleTech narrative event using the Standard Ruleset. Players will engage in 1v1 games (or may enter as a team of 2 players, controlling 1 force) between the Crusader Clans and the members of the Second Star League.

Players of all experiences are welcome. Tickets must be purchased in advance of the day. Players should indicate their 1st and 2nd preference of factions (1 Second Star League and 1 Crusader Clan). The tournament organisers will then let you know which option you can use to keep the number of players on each side balanced.

This event is bought to you by the Londinium Armoured Cavalry, a new London-based organisation dedicated to running events in London. We hope in the future to run these large events at least 1 per 3 months.

Event Details

  • Saturday 14th of May 2022.
  • Doors Open for event setup at 10 am.
  • Registration starts at 10:30.
  • Games are due to start at 11:00 am and finish at 6:30. 30 minutes for lunch.
  • There is also an opportunity for small causal games after the event as the hall is avaliable until 10.

Tickets cost £15 per person. Excess funds after paying for the venue will be used to arrange small non-competitive based participation prizes to be spread amongst the players, including for best-painted force, best-painted BattleMech and wooden spoon.

Tickets must be bought in advance via PayPal at the following link. When buying please include in the notes your two preferences for InnerSpshere OR Clan and a faction for each e.g. (1st Choice Clan Jade Falcon, 2nd Choice CCAF). If you can’t PayPal then contact us and we’ll sort something out.

PayPal Link: paypal.me/LondoniumArmouredCav

Venue address:

  • Ponders End United Reform Church Hall
  • Ponders End on College Court Road
  • BEST SAT NAV is EN3 4EY.

The closet rail line is Ponders End railway station or Southbury station and there are bus stops close by for the 259 279 349 and 491

Find out more details at our Facebook event or at:

Historical Note

On 12 April, 3060, a month after the fall of Huntress, Victor Steiner-Davion led elements of the reborn SLDF into the Strana Mechty system. Granted safe passage, Prince Victor’s forces landed near the Hall of Khans. A delegation consisting of Prince Victor, Precentor Martial Anastasius Focht and other SLDF officers met with ilKhan Lincoln Osis to call a Trial of Refusal against the invasion of the Inner Sphere. While ilKhan Osis agreed to the proposal, the Ghost Bear Khans claimed that the Trial was exclusively against the Crusader philosophy and their invasion. Naming the Bears a Warden Clan, they refused to take part in the Trial. The other Warden Clans followed suit, and the Crusader Clans, including the last of the Smoke Jaguars, were left to fight the trial on their own. Clan Nova Cat took the side of the Inner Sphere on behalf of the newly recreated SLDF.

The Great Refusal began on 23 April, 3060. Modelled after the Battle of Tukayyid, the Trial was fought as a series of mini-engagements between the SLDF and Crusader Clans.

https://www.sarna.net/wiki/Great_Refusal

Read more in the novel Prince of Havoc and the Twilight of the Clans scenario pack (from DriveThruGames)

Force Building

  • Each player has 24,000 BV to build a Force. BV’s can be found on the Master Unit List.
  • All forces must be built using the units found on the Master Unit List for their faction (links for each faction are shown below).
  • Only canon units may be selected (no custom builds).
  • No equipment outside of the Total Warfare/BattleMech Manual or BattleTech A Game of Armour Combat Box/Clan Invasion Box may be selected.
  • No units with Arrow IV missiles or Artillery may be selected.
  • All units selected must be Introductory or Standard rules level (no advanced or Experimental rules level) as shown in the Master Unit List. No Aerospace, Support Vehicles, Industrial Mechs or ProtoMechs may be selected.
  • No unique “named’ units may be selected e.g. Prince Victors Daishi “Prometheus”.
  • Each force must include a combination of no less than 5 and no more than 12 BattleMechs. Players may replace up to four BattleMechs slots with Combat Vehicles. Forces do not need to be organised in exact groups of 4/5/6 for InnerSpehere Lances/Clan Stars/ComStar Level II’s.
  • Each force may include 0-6 additional units of either Conventional Infantry Platoons (no single suqads) or BattleArmour Points/Squads. Infantry must be organised as per that factions backgroud e.g. InnerSphere or Clan as shown in Total Warfae (e.g. Clan Elementals are in groups of 5, InnerSpehere Standard BattleArmor are in groups of 4, ComStar BattleArmour is in groups of 6).
  • All forces must have troop capacity to carry any BattleArmour or Foot/Jump Conventional Infantry onto the BattleField. These forces start the game mounted. e.g BattleArmour may be carried on OmniMechs (of anyMechs if the BA has Mag Clamps) or in the transport capacity of vehicles).
  • In addition, players may replace up to 2 additional units from another faction’s Master Unit List (as salvage or Isorla)
  • Each force may include up to 3 Elite trained units. Each force may include one up to 1 Heroic or Legendary trained unit.
  • The units in each force must have a skill no lower than Veteran (with skills no worse than Gunnery/AntiMech 3 or Piloting 4) (see Skills Allowed section)
  • One BattleMech in the game must be designated as the Force Commander.
  • [SPECIAL NOTE: ComStar may field some Conventional Infantry with 36 troopers. While these count as one unit force selection and movement they operate as two units for the purpose of attacking (As Per the Oversized Infantry rules)].
  • Rules for Clan Honor and Zellbrigen are not being enforced. It is up to the Clan player to decide if they wish to follow Zellbrigen.
  • Be aware that active C3 Networks and Guided Missiles/TAG cost extra BV as per TechManual p315 (With extra clarification in the official forums: https://bg.battletech.com/forums/techmanual/bv-for-c3/)
  • [Optional Challenge] You may choose to use one or both of the suggested units (either Khan of the Clans or Hero of the InnerSphere). You must pay for these units as normal and they count towards your number of Elite/Heroic/Legendary units. These are not essential and are for narrative fluff only.

Please click on the below link for our official force-building spreadsheet (works on Excel, Numbers or Google Sheets). It’s simple to use, just select your faction code from the dropdown box, you can then easily use the drop down in each unit slot to select units. Skills, BattleArmour Costs, C3 and Guided ammo are all worked out automatically. It will even light up green to show your force is legal. If you need any help just post a message. This spreadsheet is not compulsory, but it is super useful!

Specialist Munitions

The following specialist munitions may be selected. No ammo may be dumped prior to the game.

  • Standard
  • ATM (HE/ST/ER)
  • Streak (SRM)
  • Artimus IV (LRM)
  • Narc Capable (SRM/LRM/MML)
  • Narc Missile Beacon (Explosive/Homing)
  • Armour Piercing (AC/Light-AC)
  • Cluster (LB-X AC’s)
  • Flechette (AC/Light-AC)
  • Fragmentation (SRM/LRM)
  • Inferno (SRM)
  • Incendiary (LRM) [InnerSphere Only]
  • Semi-Guided (LRM)* [InnerSphere Only]

*Semi-guided munitions cost: Sum the Total BV cost of all Semi-Guided LRM’s in the Force and add this value to the cost of each unit with TAG. (Cost of Semi-Guided LRM Ammo: 5 [6BV]/ 10 [11BV]/ 15 [17BV] /20 [23BV])

Allowed Skills

Training LevelGunnery/
Piloting
Gunnery/
Piloting
Gunnery/
Piloting
Gunnery/
Piloting
Gunnery/
Piloting
Veteran3/4
Elite*3/32/32/4
Heroic**3/22/21/21/3
Legendary**0/02/11/10/10/2
* Up to three units in the force may be Elite.
** Up to one unit in the force may be Heroic or Legendary

Notes:

  • For Conventional Infantry/BattleArmour replace Gunnery with AntiMech Skill.
  • Motorised or Mechanised Infantry have their AntiMech Skill fixed as 5 (even though they can’t mach AntiMech Attacks) – as per Tech Manual.
  • Foot or Jump Conventional Infantry can be selected to be AntiMech trained or not. If not, then their AntiMech skill is set to 8.

To find the BV cost for each unit simply multiply the base cost of the unit (from the Master Unit List) by the multiplier found on the below table (from the Tech Manual errata)

Note:

  • For Battle Armour the Master Unit List’s BV Value given assumes there are 4 units (an InnerSphere Lance).
  • To find the BV cost for 5 or 6 units you must: Divide by 5.2 (to find the cost for 1 suit) and x 7.0 (for squads of 5/Clan Points) or x 9.0 (for squads of 6/ComStar Level I) [Tech Manual Page 316].
  • Note costs on the Spreadsheet are corrected for this.

The Factions

Find all the links to individual Master Unit Lists below. Please note if you click on these and it says there is a security alert you can click on Advanced Options and Continue Anyway.

*Clan Nova Cat Khan Severen Leroux (Sytha A) and Clan Ice Hellion Khan Asa Taney (2/2), (Visigoth Prime) are not listed below as we are not using AeroSpace rules.

The Crusader Clans

FactionMaster Unit List*Khan of the Clans
(Piloting [AntiMech]/Gunnery)
Blood Spirit’s Blood Guard Keshik MULKhan Karianna Schmitt (1 /0). Blood Kite
saKhan Troy Boques (2/1),
Battle Cobra B
Clan Fire Mandrill’s Kindraa MULKhan Amanda Carrol (2/2), Masakari A
saKhan Garret Sainze (3/2),
Man O’ War C
Hell Horses Alpha Keshik MULKhan Malavai Fletcher (2/2), Gnome Battle Armor Point
saKhan Tanya Delaurel (3/2),
Man O’ War C
Ice Hellion’s 7th Attack Cluster MULsaKhan Sellen Cage (3/2),
Linebacker Prime
Jade Falcon’s Turkina KeshikMULKhan Marthe Pryde (2/2), Thor Prime
saKhan Samantha Clees (2/2),
Black Hawk Prime
Clan Star Adder’s Command Keshik MULKhan Cassius N’Buta (3/2), Kingfisher D
saKhan Tabitha Paik (2/1),
Cauldron-Born Prime
Clan Wolf’s Golden KeshikMULKhan Vladimir Ward (2/1), Mad Cat Prime
saKhan Marialle Radick (3/2). Man 0′ War A
Smoke Jaguar’s Command Trinary MULilKhan Lincoln Osis (2/2).
Elemental Point w/Small Lasers
Star Colonel Kit Furey (2/1) , Masakari C
All units selected must be Introductory or Standard rules level (no Advanced or Experimental rules level) as shown in the Master Unit List. No Aerospace, Support Vehicles, Industrial Mechs or ProtoMechs may be selected. No unique “named’ units may be selected e.g. Prince Victors Daishi “Prometheus”.

The Second Star League

FactionMaster Unit List*Hero of the InnerSphere (Piloting [AntiMech]/Gunnery)
Draconis Combine’s 1st Genyosha MULTai-sa Hohira Kurita (3/2), Daishi Prime
Chu-sa Takasuima Nerii (3/2),
NDA-1 K No-Dachi
Capellan Confederation’s Red LancersMULColonel Andre Elias (3/2), EMP-6A Emperor Major
Chu Duk-Lo (3/3), TH R-1 L Thunder
Free Rasalhague Republic’s 3rd Drakøns.MULOverste Joan Dahlstrom (3/3), SPT-N2 Spartan
Overste-Lbjtnant Stephan Igursson (3/3), FLS-8K Flashman
Clan Nova Cat’s Keshik MULsaKhan Lucien Carns (2/2),
Shadow Cat Prime
ComStar’s Invader Galaxy MULPrecentor VII Harris Harvison (3/2), BL-6-KNT Black Knight
Demi-Precentor Julius Havanna (4/2), ST-8A Shootist
1st Free Worlds Guards MULColonel Dana Briggs (3/2), P1-B Perseus
Force Commander Nisa Geller (4/2), MR-5M Cerberus
St. Ives Compact’s 1st St. Ives Lancers MULDuke Kai Allard-Liao (0/0), Ryoken B
Colonel Adele Tsang (3/3), PLG-3Z Pillager
10th Lyran Guards AND Federated Commonwealth’s 1st Kathil UhlansMULArchon-Prince Victor Steiner-Davion (4/2), Daishi A
Danai Centrella (4/3), FLC-8R Falconer
All units selected must be Introductory or Standard rules level (no Advanced or Experimental rules level) as shown in the Master Unit List. No Aerospace, Support Vehicles, Industrial Mechs or ProtoMechs may be selected. No unique “named’ units may be selected e.g. Prince Victors Daishi “Prometheus”.

Rules for the Day

  • Each game will be played on 4 16×17 hex maps in a 2 x 2 grid (e.g. 32 x 34 hexes or two 17 x 32 BattleMats).
  • There will be no weather conditions or wind. All battles occur in full light at 1G.
  • In each game, the players will determine randomly who deploys on each short edge (north/south).
  • Each player’s forces will walk on from their deployment edge at the start of turn 1.
  • Players must roll dice in identical pairs. Cocked or off table (or out of dice box) dice should be rerolled. No virtual rolling apps are allowed.
  • Players should bring a Force List to show to their opponent, preferably using the linked Excel Force Builder.
  • Players may either use Paper Sheets or may use Flechs on a Tablet (not phone) (for Mech Sheets only – no dice rolls on Flechs).
  • Players must be able to show their opponent their record sheets when asked.
  • There is no painting requirement.
  • The correct Card Stand-ins may be used in place of Mechs.
  • Appropriate tokens may be used for infantry/vehicles.
  • Players may proxy units if it is clear to the opponent what that unit is (This should be the exception rather that the majority of your force!).
  • Players must mark their Target Number Modifiers for Movement next to their Mechs. The prefered way is using dice (e.g. white – walk/black – run/red – jump/yellow – stationary/purple – sprint) but other methods are acceptable.
  • Players should bring UrbanMech plushies.
  • Players may not load UrbanMechs (or other units) with Davy Crockett battlefield nuclear devices.
  • Please be respectful of Clan feelings when baiting/trash-talking the Clan Smoke Jaguar players. After all, they don’t have a Clan or homeworld anymore….

Optional Rules

The following Optional Rules are in effect [BMM = BattleMech Manual]

  • Sprinting (Optional) [BMM pg 14]
  • Backwards Level Changes (Optional) [BMM pg 15]
  • Partially Occupied Hexs (Optional) [BMM Pg 16]
  • Careful Stand (Optional) [BMM pg 19]
  • Expanded Arm Flipping (Optional) [BMM pg 25]
  • One-Armed Prone Fire (Optional) [BMM pg 30]
  • Floating Criticals [BMM pg 45]
  • Engine Explosions (Optional) [BMM pg 47]
  • Expanded Damage Modifiers (Optional) [BMM pg 53]
  • Forced Withdrawal and Broken Morale (Simplified Optional) [BMM pg 81]

The following house rules are in effect:

  • Declare/Fire/Resolve: In initiative order (as per movement) each player may designate their units in the Weapon Attack OR Physical Attack phase to declare their targets (Primary/Secondary), declare weapons used, resolve the attack all as one action.

The Scenario

For each game a simple control point scenario will be in use.

The TO’s will place 5 control points on that table. One on the Central Hex, and one 8 hexes to the North/South/East/West.

At the end of each END PHASE players add up the total BV of each unit not in forced withdrawal who are within 3 hexes of a Control Point. The player with the most BV places a token to show they control that point. In later turns the opponent may take control back from the player.

Players score 100 Objective Points for each Control Point they control at the end of the game. Players score 200 Objective Points if they control the Control Point closest to their opponent’s deployment edge.

If at any point a player controls every control point on the map – they win the game.

Head Hunter: While your Force Commander is in play and not in Forced Withdrawal, that player receives a +2 to their Initiative Score. If you place the opponent’s Force Commander into Forced Withdrawal score 100 Objective Points. If you truly destroy the Force Commander score 200 Objective Points.

Victory

The player with the most Objective Points at the end of the event wins. In the case of a tie the player with the most surviving BV wins.

The total Objective Points for all Crusader Clan Players and all Star League Players are added together to determine if the Great Refusal was successful or not.

“The invasion has ended, but not so our contact and our futures. There are countless individuals in the Inner Sphere who have learned to hate you, but we do not intend to prosecute a war against you–at least, not as the Star League. As the Star League, we invite you back to the Inner Sphere, to allow your people and ours to become acquainted. We have things to offer you, as you have to offer us. Beneath this umbrella of peace there are many new possibilities. We invite you to explore them.” -Prince Victor Steiner-Davion in the Hall of Khans

Sample Forces

Both of these sample forces can be players with either the BTAGOAC box (plus InnerSpehere Command Lance) or Clan Invasion Box (Plus Elemental Star or card stand-ins)

InnerSphere Sample Force

UnitConfigurationTonnagePilotSkillBV
AwesomeAWS-9Q80Captain Resit RüstüGunnery / Piloting: 1/33600
CatapultCPLT-C4C65Cleopatra DelivoriasGunnery / Piloting: 3/41913
WolverineWVR-7K55Adaira DavisGunnery / Piloting: 3/41757
CommandoCOM-5S25Guo-xiu MiGunnery / Piloting: 3/4735
BattleMasterBLR-4S85Lt. Naoaki TanakaGunnery / Piloting: 2/33390
ThunderboltTDR-10SE65Aileana MacVenishGunnery / Piloting: 3/42651
Shadow HawkSHD-5M55Tom GazzardGunnery / Piloting: 3/41888
LocustLCT-5M20Bill WatsonGunnery / Piloting: 3/4949
MarauderMAD-5S75Lt Pafnutiy VnorovskyGunnery / Piloting: 2/33022
ArcherARC-6S70Young-jong KeithGunnery / Piloting: 3/42236
ValkyrieVLK-QD130Dorthy AleshkovskyGunnery / Piloting: 3/41159
StingerSTG-5M20Bessie BlonkeGunnery / Piloting: 3/4570
Total23870

Clan Sample Force

UnitConfigurationTonnagePilotSkillBV
Puma (Adder)Prime35EllieGunnery / Piloting: 3/42750
Grendel (Mongrel)Prime45ThuyenGunnery / Piloting: 2/43527
Black Hawk (Nova)Prime50AnnaGunnery / Piloting: 2/34474
Mad Cat (Timber Wolf)Prime75MikomiGunnery / Piloting: 2/34598
Gladiator (Executioner)Prime95Star Captain MukadderGunnery / Piloting: 1/25553
Elemental Battle Armor[Laser]5Star Commander DianeGunnery / Anti-Mek: 3/4590
Elemental Battle Armor[Laser]5BillGunnery / Anti-Mek: 3/4590
Elemental Battle Armor[Laser]5WallaceGunnery / Anti-Mek: 3/4590
Elemental Battle Armor[Laser]5NoeGunnery / Anti-Mek: 3/4590
Elemental Battle Armor[Laser]5MehaniGunnery / Anti-Mek: 3/4590
Total BV23852

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