It turned out to be a very one-sided affair, as in our haste to set up a game, we didn't really think it through. The vague outline was-planetary enforcers hitting a small colonial settlement to hunt out rebel sympathisers who were coincidentally harbouring a few cells of insurgents at the time. My son, Nick, controlled 2 fire teams of Veteran troopers, represented by Khurasan Control Battalion minis, with an armoured truck as their transport. I had 3 cells of rebel insurgents, 2 rated as green, 1 as seasoned, and 2 technicals armed with a heavy laser, and a heavy machine gun.
The table was set up thus-
Rebels activate 1st on turn 3 and consolidate cover. Ghosts fail activation but are then considered on guard, and take the opportunity to fire twin laser cannons at Technical 1, resulting in 2 unsaved hits. Technical disappears in a plume of greasy smoke! I just love these Lisko
Turn 4, Rebels gain initiative and Cell 2 runs on from Southern edge into cover. Ghost support squad debusses (spelling error?) and takes cover behind trees to the west. Their vehicle fires the laser cannons again at the 2nd Technical (stupidly left with more than it's nose poking out of cover) and scores 2 unsaved hits again. Weapon destroyed, crew stunned. Rebel Cell 2 moves into cover of buildings.
Turn 5, Ghost's truck moves forward into dry creek bed and disgorges Fire team 1. Meanwhile, their support squad moves into cover of the ruined building in the N West corner. Rebel Cell 1 opens up, but only scores 1 hit, subsequently saved by armour.
Turn 6, Ailing Technical 2 withdraws into cover, all other rebel forces fail activation when their turn crops up. Ghost's truck opens up again on Cell 1, and suppresses 2 troopers. Then Ghost Fire Team 1 moved out of creek and fires on the same target causing a casualty. I'm getting shot up here!
Turn 7, Ghosts have initiative . Their support squad opens up on Cell 1 and wipes it out. Meanwhile, Ghost fire Team 1 advances on the settlement and moves into cover. Rebel Cell 2 moves into a settlement building and fires at the Ghost Support Squad, just to watch the rounds pattering gently on the wall with no effect.
Turn 8, Rebel initiative. Cell 3 finally passes their activation roll, and, using the rule that allows 'locals' to enter the board wherever they want, they appear out of the woods behind the Ghost's truck and let loose with everything at its rear, including a missile launcher. Hah! 2 unsaved hits and the vehicle is immobilised and the weapon destroyed-Payback! Then Cell 2 fires another volley at the enemy support squad and suppresses the support weapon. Get Some! Of course, then the Ghost Fire Team 1 retaliates with 4 hits and causes 2 casualties and one suppressed. Back to earth, or Epsilon Beta VI, with a bump. Ghost support squad fires on Cell 2 in the building and causes 1 further suppression.
|Ghost truck burns up!|