Monday, July 25, 2011

There's a New Sheriff In Town

The red Templar stood motionless on the hill, its pilot surveying the scene below. The town appeared almost deserted, but the pilot's keen eye could see the townsfolk hurrying about their business while trying to stay out of sight as much as possible.

"There's something wrong down there," he thought as he eased the throttle forward. "I'd best go take a look."

He watched patiently as three rowdies brawled in a deserted corner of town. The one in the Atlas prevailed and the Gunslinger called out to him, asking why they were fighting in town and scaring the townfolk. "It ain't none of your business," came the reply. "It is now," he thought as he powered up the Templar's weapons. "Make your case if you can, varmit. This town deserves better than you."

The fight was short as the Gunslinger's eerily accurate shots cored the Atlas's center torso.

Down the next block he spotted two more Mechwarriors going at it. "No wonder the people stay inside around here, it's dangerous out in the street."

"You there," he called to the victor. "Stand your ground and explain yourself. Why are you endangering the good people of this town with your fighting?"

"It ain't none of your business. Keep yer nose out o' things you don't understand."

"I understand you can't be allowed to continue. Mount up, if you have the guts."

The pilot eyed the Gunslinger and slowly nodded. "My Masakari's thrashed. But I'll call your bluff in my Hauptmann."

The Gunslinger shrugged. "Makes no difference to me. Suit yourself." He waited, not really expecting the Hauptmann to show up. But there it came, boldly striding down the main street. "I don't want to fight here, in town. Let's see if he'll follow me out of town." He engaged the Templar's jump jets and cleared the general store, then moved out into an open pasture.

The Hauptmann came into view, guns blazing, but the Gunslinger dodged and returned fire. The Hauptmann's pilot was good, but he wasn't good enough. Soon only the Templar stood in the pasture.

Another Hauptmann came into view. "I hear yer stickin' yer nose into our business," the pilot broadcast. "It's time for you to leave a'fore you get hurt."

"I'm not the one whose going to get hurt," the Gunslinger thought to himself. The Templar's PPC caught the Hauptmann square in the chest and the battle was on. The two Mechwarriors circled each other warily trading shots with arm weapons, but the Gunslinger was more accurate and he slowly wore down his opponent.

After the fight he walked the Templar through town trying to find the Sheriff's office. It was at the far end of town, and the Sheriff was sitting out front. "Why do you stand for all this fighting in town?" the Gunslinger asked. The Sheriff slowly got to his feet and leaned on a post.

"They ain't hurtin' no one but each other," he said. "Lettin' 'em fight keeps 'em from stealin' and rustlin'."

"Aren't you the law? It's your job to stop 'em from stealing and scaring the townsfolk." The Gunslinger thought he could see where this was headed, but he allowed it to play out.

"Mebbe," said the Sheriff, "but how I run my town ain't none o' your business."

"I've heard that before," replied the Gunslinger, "and I don't buy it. From now on it is my business."

"I can't let you do that, young 'un. This is my town."

"This town deserves better, old man. Mount up and meet me in the pasture."

The Gunslinger waited while the Sheriff retrieved his 'Mech. "Another Hauptmann," thought the Gunslinger. "They must have access to a factory or something... never seen this many in one place before."

A few townsfolk watched from a safe distance as the Sheriff and the Gunslinger traded long range shots with Large Pulse Lasers and PPCs. Then they closed in and the dance began. Shot after shot flew back and forth, from the thunder of autocannon 20s to the crackle of the Templar's PPC. Dust flew up around the 'Mechs obscuring the view. Then there was an explosion.

The townsfolk strained to see what had happened. Slowly the dust cleared.

Justice had prevailed.

Congratulations to the new Sheriff!

Tuesday, July 19, 2011

A Grand Melee Indeed

Saturday's Grand Melee was a huge success thanks to all the pilots who showed up to play. We had 18 participants and another 4 who dropped by to say 'hi' but couldn't stay. That's the largest turnout we've had for a tournament in quite a while!

Each pilot had to choose 4 stock 'Mechs to use, one from each weight class. Maps were published ahead of time, and the pilots had to designate which 'Mech they were going to use on each map before the tournament started. Once things were underway everyone's fate was already sealed!

One thing that using stock 'Mechs does is create consistency. There were solid favorites in each weight class and I don't think any of them will surprise you.

In the lights, the Cougar (9) and Wolfhound IIC (6) dominated selections, with only two Pumas and a Commando (which was chosen randomly) mixing things up. The medium weight class was more distributed with pilots using the ShadowCat (5), Arctic Wolf (5), Hellhound (4), Bushwhacker, Uziel, Ryoken, and Hollander II. Going into the tournament I felt that we'd see the most variety in the heavies, and pilots matched the variety of the mediums but with better distribution by choosing the Novacat (4), MadCat (3), Black Knight (3), Thor (3), Grizzly (2), Vulture (2), and a lone Loki.

Not too surprisingly, the assaults were concentrated in the finals and consolation rounds. Surprisingly, there was more variety in the assault ranks than anywhere else. Pilots took the Templar (4), MadCat Mk II (3), Daishi (3, 1 of which was random), Deimos(2), Hauptmann IIC (2), Cyclops, Masakari, Atlas, and Highlander. 3 of the 4 Templars were in the finals along with an Atlas, a Grizzly, and a Thor.

After the 3 preliminary rounds, Gurn had a commanding lead with 27 points having won all three of his missions. Justice was in second with 22 points, and then there were 9 more pilots with between 18 and 20 points. The 4 with 18 points were dropped to the consolation round, leaving EDGEKOOLZ (20), KwikPain (19), SpeckX (19), and Dumbass (19) (aka Chinook prior to losing a name challenge) to round out the finals.

Dumbass started the finals quickly and built a solid lead over EDGEKOOLZ and Justice. At about the 4-minute mark he was 2000 points in front. Unfortunately over the next 4 minutes Dumbass could only manage another 600 points while Justice racked up 7 kills and nearly 8000 points, ultimately pulling away for a commanding winning margin of nearly 5000 points.

Congratulations Justice!

Results from the Grand Melee will be used to seed pilots into this week's upcoming Gunslingers. Think you can knock Justice from his #1 seed? You'll have to show up this Saturday and prove it!

-- Roadkill OUT!

Friday, July 15, 2011

The Latest in the Land of Perpetual Emergency

Oh Mickey... I know how you feel...
The last year and a half or so of my life has been spent trying to keep this all going. It has been a lot of fun, stressful at times, discouraging sometimes, but always fun. Sometimes I feel like a cartoon character tied to a cartoon log, about to be sawed in half by a cartoon circular saw. For some reason the saw hasn't caught up to me yet. I thank you all for that. Sometimes it is as if the landlord and the DOR are working the controls, and my players continue to chase them around the room with gauss rifles. Thanks so much for the help.

A lot of you know we were behind on some bills from a slow winter and spring, not too far behind, it wasn't all that bad. My worry was not getting it all cleaned up before the slow season starts again. Doing the math I knew how much sales we needed per month, to clean it up by the end of summer, and we have surpassed that. A couple of months ago things picked up, and I thank all of you for the support.

I sort of walk a fine line here, because I am not really comfortable discussing my finances with the internet at large, but most of you know I have taken a big swing to open this place. I normally wouldn't discuss this, but you have all worked so hard to support this place, I feel it is only fair to let you all know honestly what the emergency is this week.

All of the bills are caught up except for one, very important bill, the rent. It isn't that bad, at this point we are 2 weeks behind on a portion of this month's bill. This is an amount of money that we can easily bring in, in less than two weeks by the recent sales pace. The balance was higher a couple of weeks ago, but I have been paying that as aggressively as possible. I have talked to the landlord's agents several times and they have always seemed relatively satisfied with my progress. Well, when you deal with a REIT's land management company, you learn a lot. The lesson learned this week is that you can talk to one lady that thanks you and says things are great, while another lady in a different cube is sending you a 10 day pay or vacate notice...

That was an exciting afternoon... Since then I have talked to them, and I have sent them the checks I was sending them anyway, and we are current month on ALL of the bills for the first time in a long time, but I have not heard them say "Close enough" yet. I have secured several sources of emergency money just in case. The problem with the emergency sources is that all of them significantly weaken our financial position going into the slow season. This might be ok, but it is a shame to call in those favors and pull that trigger, for money that would naturally come in within a week after the deadline anyway!

What we really need is busy nights for the next week. We need this weekend's grand melee tournament to be HUGE. We need all of you to make an effort to stop by here in the next few days that The Airlock is open, and play a few games. If any of you are thinking about booking a party, you should do it immediately because the calendar is filling up VERY quickly. I can't believe how many parties are booking right now, and for the first time, over the last month we have started having competition for the best time slots.

Currently, and for the next couple of days, we have enough time for the 24-48 hour credit card delay to take care of itself, and still get a check in the mail. at some point in the middle of next week cash will be preferred because I can transfer that into the account faster and overnight a check, or put it on the wire within hours. My goal is to hit this deadline whether I need to or not, and as soon as I do I will have several other bills that need immediate attention. I hate to ask for the players to help again, but that is the nature of the business when player support is the only thing that keeps the doors open, the wolves at bay, and the locks matched to the key on my keychain.

If this bill gets paid without having to borrow emergency money from somewhere, the future is very bright. That puts us caught up and current on EVERY bill, and we will be headed into August, the best month we had last year. I am seeing signs that this August will be even better and I am currently working on the biggest private event deal to date. Any money that comes in for August will get socked away for the slow season and GREATLY increase our chances for real, long term success. We are right on the verge of making this work for the long run!

I will be crunching the mission tallies this afternoon, and should have that ready around the time I open if any of you are considering time to recharge the account. It is a big help if a couple of people can do this, that could make all the difference in the world right now.

Thanks for reading, and for the support. There has been lots of other news, chaos, destruction and fun, but as usual I don't have time right now to share it all. I dropped the ball with facebook and twitter this week, I hope you all understand why now. That one piece of paper caused a lot of trouble. I have managed to cut that balance by about %60 since then, counting checks in the mail. There is a lot more work to do! I hope to see you all soon.

Two other quick notes, check Roadkill's recent blog post for info about this weeks grand melee and next week's gunslingers. Also, I think I have tracked down the source of the control issues, I will be working tonight to hopefully fix that before the tournament, at the very least I can greatly cut down the frequency of the problems, and mitigate the severity when they do happen.

Thanks again!
--ugh

Friday, July 8, 2011

Gunslingers

There's no tournament this weekend, but that's in part so that we can prepare for the next two weeks which are both big events.

Next Saturday, July 16th, will be a Battletech Grand Melee using standard VWE rules which can be found here. Exceptions/addendums to those rules:

I.A. The rounds will be adjusted to fit the number of players who participate. If there are 16 or fewer players, everyone will get to play in the semi-finals.

I.A.2.a 1st place will be awarded 9 points.

III.A.9 Armor Mode will be ON.

III.B. Maps and conditions are as follows…
1. Round 1: Ghost Highway, Night, Light Fog
2. Round 2: Freezer, Day, Clear
3. Round 3 (semi-final): Palace Gates, Night, Heavy Fog
4. Round 4 (final): Coliseum, Day, Clear

VII.A. No pin will be awarded because we don't have any. A suitable position on the Risk map will be awarded instead.

The Grand Melee will serve as a warmup for the year's big event - GUNSLINGERS. Please note that due to a conflict, the date for Gunslingers has been moved up a week to Saturday, July 23rd. That's just 2 weeks away, so start practicing!

The first four rounds of Gunslingers will be the same as the first four rounds of the Grand Melee. In the event that this is not enough rounds, a 5th round will be added which will be Dust Bowl, Day, Light Fog. The VWE rules for Gunslingers can be found here. Exceptions/addendums to those rules:

I.2. This section is deleted. All missions will be one-on-one with no other 'Mechs on the battlefield.

III.A.9 Armor Mode will be ON.

III.B. Maps and conditions are as follows…
1. Round 1: Ghost Highway, Night, Light Fog
2. Round 2: Freezer, Day, Clear
3. Round 3: Palace Gates, Night, Heavy Fog
4. Round 4: Coliseum, Day, Clear
5. Round 5 (if needed): Dust Bowl, Day, Light Fog

VII.A. No pin will be awarded because we don't have any. A suitable position on the Risk map will be awarded instead.

So practice up, and we hope to see you for both big events! There may also be a special ceremony after Gunslingers, but you'll have to show up in order to find out what it is.

--Roadkill OUT

Tuesday, July 5, 2011

Visitors from a Far Away Land

This past weekend we were priviledged to host two pilots from Denver - Paul "Sumo" Pasternack and Jerry "Jerdog" Jennings. Sumo and Jerdog translocated to Seattle to check out the Airlock and get in some pod time while they wait for Denver's site to find a new location.

We started things off casually on Friday night with a little Battletech and a little Red Planet. Just enough to whet their appetites before a weekend full of random wackiness tournaments. Both guys were immediately at home in the pods and it only took a mission or two before the reflexes were back.

Since Saturdays are our normal tournament nights, we held the Battletech version of Soto's Random Wackiness first in order to catch any drop-ins who might wander by. This time we used 4 kinds of chips. Each player was given 2 'Mech re-roll chips and one random other chip. The other chips were the popular "same-for-all" chip that put everyone in the chip-player's 'Mech, a chip that allowed the pilot to choose the map (but then get random conditions), and a chip that forced a random game type to be played. That's right, the black chip generated either Destruction, Attrition (the normal game), King of the Hill, or Steal the Beacon.

Oh yeah, and this time yours truely played too. :-)

The usual wackiness ensued. KwikPain and I won the first round missions. Both second round missions ended up being same-for-all missions, Sumo winning the Highlander 732 mission and Justice winning the Locust IIC 2 mission. Round 3's Fire Falcon C same-for-all mission was won by KwikPain while Gurn won the "standard" random mission. Both of the fourth round missions also started out as same-for-alls - mission one in the Argus AGS-4D and mission two in the Raven RVN-3L, but mission one was randomed into Steal the Beacon so several people re-rolled their 'Mechs into... much slower 'Mechs. Gurn ultimately prevailed in his Argus, while Aximili took home the top prize in the Hitchcock mission by re-rolling her Raven into a stock Mauler.

That left 5 people within 4 points of each other going into the finals, with KwikPain holding a 2-point lead over yours truely. The final round was in Gatorbait and there was a lot of jockeying of 'Mechs as people used up their last chips. I thought I had it made because I'd drawn a Night Gyr D (with four LRM-20s) and held the 2nd-to-last chip play, but then Sumo's turn came and he played his hand. He first randomed his own 'Mech into a Huntsman C, then played a same-for-all! The Huntsman is based on the Uziel chassis and has a very strange loadout. 3 different missile racks, an Ultra-5, and a couple of different lasers meant that there was always something to shoot, but nothing really did very much damage. Add to that the Pea Soup Fog at Night, and you had the makings of a narf-fest.

Which is pretty much exactly what happened. It was almost impossible to maneuver because visibility was less than 200 meters. Just when you thought you had a shot lined up, a 'Mech would appear from out of nowhere and run smack into you. KwikPain ultimately mastered the chaos and used it to his advantage, cleanly pulling ahead of the next four and securing another spot on the Risk map. Yours truely finished 5th, 3000 points behind KwikPain but only 1500 behind Sumo in 2nd.

Congratulations, KwikPain!

Then on Sunday we held a Red Planet random tournament. To make choices easier, each player received three chips that could be used to re-roll anything that had been randomly determined. As is typical for random RP tournaments, "score suppression" was on all night long. LOTS of big VTVs and LOTS of mines were on the courses, making it difficult to score much more than 12-13k points. Dalkin did manage 23.4k in his 2nd round, but that was followed by Black Mantis's 17.7k and Soto's 15.7k both in round 1. The high score for all of round 4 was RAID's mere 10874.

Most people were pretty conservative with their poker chips in this tournament, generally only using them to opt out of Armadillos or Dragons or to re-roll the course. Soto and Black Mantis won the 1st round missions, Dalkin and KwikPain won the 2nd round missions, Dalkin and Sumo won the 3rd round missions, and then yours truely and RAID won the 4th round missions. Once the scores were totaled, KwikPain and Black Mantis were tied for the lead with 29 points followed closely by Sumo with 27 and RAID with 26. Dalkin, Gurn, Argent, and I rounded out the finals.

The final round started on Paingod's Passage, but that was quickly re-rolled to Brewer's Bane. I had last option for the finals and had 2 chips left, so even though I'm not very good on Brewer's I opted to keep the course so that I could take away KwikPain's Black Speck (giving him a Grunt) and opt out of my own Dragon (getting a Ripper). That left RAID in a Skeeter and Gurn in a Roach, so I assumed one of them would build up a lead and sit on it. Turns out... not so much. Black Mantis rapidly built up an unassailable lead in his Bull, so it was left to Sumo in a Mantis and yours truely in a Ripper to battle it out for second place. I held on at the end, proving that the results of random tournaments really are pretty random.

Congratualtions, Black Mantis!

Also, a hearty congratulations to Sumo for placing in both tournaments.

Stay tuned later this week as I'll be announcing the maps and other details for the Grand Melee that we're holding on 7/16 and then the big one... Gunslinger's on 7/30.

For now... Roadkill OUT!