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-
The security forces were to enter the table from the North (far) edge, rebels from this near edge. The security team took initiative and rattled on to the board in their truck and stopped at the edge of the tree line. My 1st technical rushed on to the board and took up station at the edge of the settlement to provide covering fire for further deployment. Cell 1 ran on into cover of the buildings from the eastern edge (R). The colonists took one look at the twin laser cannon down the valley and dashed to the rear of the settlement. Very wise.
2nd Turn-Security forces (now to be known as 'Ghosts') fail activation and I bring on second technical and Cell 1 moves into cover of heavy containers in centre of settlement. 2nd Technical roars on to the board in a burst of exhaust fumes and takes up station alongside Cell 1.
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
tokens.
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! |
Ghosts take cover in ruined building with good field of fire down table.
So, not a very exciting engagement, but we had a bit of fun with the rules. We decided to call it a day as it was getting late, and the Rebels ran away to the South dragging the colonists with them, to save them from the gentle attentions of the Ghosts. Basically, I got my butt whipped, but we realised that the forces were so unbalanced that we need to think it through a bit better next time. I'm not too bothered about trying to make each side 'equal' but this was too one-sided. I was quite happy, however, with the way the hex scenery sat comfortably with the base tiles. It's a good compromise at the moment. As you can see, at least the result made my son happy!
Great batrep. The tiles look awesome on the table
ReplyDeleteCheers Brummie! It's the first time I've tried this. I didn't want to put in too much boring detail, but still retain a flavour of the beating I took from the boy! thanks for the comment!
DeleteSome times you learn more from the one sided fights,
ReplyDeleteand if your kid was happy he'll be back for you to stomp later!
Yes, thanks Don. I never cease to be amazed at how your sons just love to get one over on you! Still, as you say, when he steps up to the table next time.........Thanks for looking.
DeleteNice battle report. Yeah it can be interesting to try scenarios that aren't equal, but I think that both sides should have a reasonable chance. Unless its designed as the "last stand" type of affair.
ReplyDeleteThanks very much Mecha. It's just a first attempt to cover a game, but I thought I would give it a go! This was so unbalanced, mostly because of the quality of the troops on each side. Veteran against mostly green, with only slightly more figures on the weaker side was the killer. Still, we had a bit of fun!
DeleteGreat batt-rep. I wouldn't call it a compromise at all. I reckon the hex bases work very well with your 2x2 foot boards.
ReplyDeleteThanks a lot, Brian. As I said above, we got the composition of the forces quite wrong, but were in a hurry to have a game, so rushed it all together. Having said that, sometimes these impromptu games can work out pretty well. The hexes worked better than I originally imagined as scatter terrain, so that was a pleasant surprise. Thanks for the feedback!
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