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Showing posts with label Tactics… what tactics?. Show all posts
Showing posts with label Tactics… what tactics?. Show all posts

Thursday, 8 December 2016

CA BatRep, or: How dirty TO hackers can cost you a game.

So, I played against two of Jed's armies on Tuesday; an almost full camo Shasvastii force, and a very aggressive Limited Insertion Tohaa army (that still had close to 20 models). First up will be the game against the Shas, on moderately open table made using store terrain (yay, the store has Infinity terrain now).

 Jed won the lieutenant roll off, and elected to take deployment. I chose to go first. I was playing a Maruts list, as I haven't taken that monster out recently.

The mission is Seize the Antennas.
 So. Much. Camo.
Asura hacker takes the closest antenna, then moves to the ladder on the nearest building—a fact Jed hadn't taken into account when deploying his Speculo.
A Speculo that of course declares Engage as an ARO.

Which fails spectacularly as my Asura's BS 17 leavings some telling holes in the alien.
Proxy mk. 5 moves up towards the central antenna.











Maruts fires at the TR bot, for no real effect.
 Asura turns back, remembering the Speculo has an auto-medikit, and finishes the alien off for good.
The Maruts enters suppression fire after the proxy mk 5 takes the central antenna.
 Unfortunately, said proxy is now stranded in the open, with the only cover being the antenna she just captured.
 The Q-drone attempts some shots, but fails to do anything useful.

There is, in fact, a lot of ineffectual fire from Jed's Shas at this point, the best being the Proxy mk 5 shrugging off a missile.

…twice.
 And here we have a plucky Lamedh repeater bot blinding a Shas minelayer…
 …and then attempting to trample him in CC. Sadly this does not work.
 Feuer-kitai risks a very long range shot at the TR bot. He misses, but tanks the return fire like a boss.


















The Maruts then breaks suppression to show how it's done, blasting the TR bot to scrap—or at least Unconscious-2.
 Then the Feuer-kitai finishes the job with a single explosive round, shattering the TR bot into so much scrap metal.

In the meantime, the Maruts moves to the building where my Lamedh is…
 …and jumps the Lamedh, only to be engaged by the malignos.

Nearby, the Asura enters suppression fire. Sure, only a combi, but with BS 14 and MSV 3 vs a Shas force… should work.
 Whom the TAG then stabs to death with her BFS.
 The missile launcher Noctifer finally takes out the Proxy mk 5.
 Another Malignos on top of the fuel tanks lays all his mines to detonate down at any passing troops. This takes several orders, and after re-camo-ing both the Maligno and the Noctifer, Jed is suddenly out of orders.
 The Asura starts by tanking a mine, then blasting the other apart.
 The Myrmidon officer tries a speedrun past the final mine, but sadly fails both her dodge and her armour save. NWI is useless vs Shock ammo.
 The frenzied Feuer-kitai, along with the Proxy mk 1, moves into a defensive position near my HVT.
 The Maruts moves to capture Jed's HVT.
 There is a furious exchange of fire between the shrouded at the rear of the large building, and the Asura. The Asura wins.



















The Asura takes a wound from a missile. Things are looking a little sketchy now.


 The Noctifier manages to kill the Asura with another missile. No crits, just failing a 3:1 face-to-face roll when I had the higher target number.

With that done, a TO killer hacker shows up right on the central Antenna and captures it with his first roll.















Then the sneaky bastard moves up to be just inside my HVT's zone of control, meaning I don't get that bonus point either.
 I get the feeling I might need to use such dirty tricks myself in the future… ALEPH does, after all, have a TO trooper that doesn't betray its presence with a missing order…



Sunday, 1 November 2015

Flames of War, Take 3

So, I have been slowly chipping away at the start of an American force for Flames of War, a World War II 15mm game. Still waiting on more models for that force, so for today's battle I borrowed Mark's late war Panzergrenadiers (at least I think the list was for Panzergren.)

I was playing against Rob's Soviets. So. Many. Tanks. Anyway, we rolled for a battle, and got Dust Up, which is a fair fight that uses table quarters as deployment zones.

 So, this was the battlefield, dense forest in one quarter, good roads throughout, and rolling hills with plenty of broken ground.

I chose to deploy in the quarter with the forest, thinking it would provide a solid defensive advantage—it would have, if I remembered a key rule from the game.
 This is our deployment. I have a platoon of PzGr. in the woods, and two Königstigers holding the flank (I would later learn this was a mistake, and they should have stayed on the back road).

[Better yet, I should have put the second PzGr. unit on top of the objective and dug them in—but guess which rule I forgot about?]
Rob gets first turn, and his T-34-85's rush forward in the traditional Russian Blob-o-Doom formation. I advance my Tigers to hold the open objective at the crossroads.
 Rob's T-34-85's move up and ping a shot off the side of the Königstiger, bailing it out.
In my turn the Königstiger remounts immediately…
…and decides trying to get into a better position is a good idea. He misses his single shot at the Blob-o-Doom.



 Three SU-100's drive on from reserve, Rob having gotten a good roll. They proceed to miss horribly, but put the willies up the Tiger drivers.
 The Königstigers turn to face this new threat, blasting one to pieces.
The Blob-o-Doom arrives, killing both Königstigers. Rob also rolls well enough to get his other reserves onto the table—a massive infantry blob.
 Some StuG assault guns arrive from reserve and put rounds through the back of a T-34-85, but do little else.
Rob's Blob-o-Doom repositions to the edge of the forest, while the northern blob moves out to deal with my StuG's.
The blob attacking my PzGr. unit in the forest. Things do not go well for the infantry, because I forgot to use the rule allowing them to dig in (and thus become about 10x harder to dislodge).

 The infantry get some revenge by assaulting the SU-100's, destroying one, and buying some valuable breathing space.
 Which is lost when the infantry blob marches into the forest and begins capturing the objective in there. I have nothing close enough to contest it.
I move my StuG's up in vain attempt to start capturing one of Rob's objectives, but the only real gain is killing his company commander.
The Russian conscripts in the forest scratch their heads in consternation as to why a single Kubelwagen was so important to the STAVKA.










I have a few things to take away from this game—aside from needing to learn the rules better. Heavy tanks work better as snipers, not brawlers. They lose too much from their rate of fire when moving (my American tanks won't, but they lose accuracy instead). Infantry die easily if not dug in or in bulletproof cover. Deploying in rocky quarter opposite the forest might have been a better choice, but I keep thinking like I'm playing other games, and forests are essentially godly in terms of cover and survivability for troops inside.

Also, I need to remember which infantry units have good anti-tank scores (which, for my Americans, falls to my many, many bazookas), and which are better simply digging in and holding onto their cheeks.

Sunday, 26 July 2015

Humanity Divided — UCM vs PHR

So, rolled up to Mark's today with two game ready (read: somewhat painted) forces for Dropzone Commander. Now, some of these things I've had virtually since the game released… three years ago. And despite my love for the game, I have been rather lazy; but finding willing opponents to play a new system isn't always easy. So that's why I've got two armies, plus terrain.

Anyway, on with the battle: A Skirmish level engagement, with 750 points a side. To keep things simple we played Targets of Opportunity. So that means 3 central structures, each with an objective.

The battlefield, a decent cluster of mid-sized buildings. We decided to rule that the leftmost objective building (white hangar) was small, rather than normal size. The central office block was large, and the rightmost office tower was normal.

Terrain density might not be quite right, but this is our fist game of DzC. For those interested, the central buildings are Blotz MDF terrain. The other bunches are old 6mm Battletech resin buildings.
 Mark won the initiative and started by moving up the UCM infantry Condor full speed, preparing to drop the infantry on turn 2.
 My response was to zoom one Triton up the right flank…
 …and one up the left.

Taking Tritons over Junos (APCs) is cheaper, and gives more tactical flexibility, but Tritons are very fragile, so need to be used carefully.
 Mark drops his Rapiers to threaten my Triton on the right flank. The Sabres dropped next to them a moment later.
 Both of my armour squads (one Ares, one Phobos each) move up at full speed. There's going to be a whole lot of targets soon enough.
 Mark flies on full speed with his Falcons, preparing to engage anything I might drop later.


 My Janus squadron zips up, preparing to deploy and rain hell on the central building.
Turn 2 starts, and Mark piles both Legionnaire teams into the central structure after once again winning initiative.
 I put Immortals into the left objective building…
 …and also the right.

Now both me and Mark have to wait a turn as our squads make their way through the structures to begin their search.
 One dropship from the UCM armour group fires a missile into the warehouse, hitting something vital and blasting a gaping hole in the roof that rains debris on the Immortals. 4 die in the chaos of falling masonry.
 After Mark's tanks have spread out, and the Rapiers have been picked up, I drop both my armour squadrons, knowing one of them is going to take some punishing fire.
 The Falcons on the far left engage the Phobos, but despite riddling it with heavy rounds, fail to breach its heavy armour.

In the centre the Janus squadron disembarks, their Tritons showering the central building with missiles. Their heavy fire is enough to remove an entire base of Legionnaires.
 Mark wins initiative for turn 3 and begins by searching with both Legionnaire squads. Neither manage to find anything of value in the massive structure.







My Immortals, on the other hand, luck out in the office tower, scooping the objective from the first floor before rushing back to their dropship.

The Immortals on the opposite flank are not so lucky, despite only needing a 4+ to find their target. Pants.





 The objective, held tight by the Immortals inside the Triton.
 Mark redeploys his Rapiers, ready to try and gun down the Triton as it moves next turn. One Sabre rolls up and gets line of sight to an Ares, managing to cause 1 damage.

Here Mark made good use of the Articulated rule to allow him to make the shot over the Rapiers that would normally have been in the way. The Condors also fire as many missiles as possible at the left objective structure.
 My armour group activates, the damaged Ares blowing apart the Sabre that shot it with a single round.

The Phobos on the far left takes a number of shots at the Falcons, but fails to hit anything.
 The Falcons bug out, flying back and strafing the objective structure as they pass. Only 3 DP left until collapse. Things are looking pretty hairy for the Immortals in there.
Turn 4 sees me finally win the initiative, but despite my best attempts at evasive manoeuvres, the objective carrying Triton is shot to pieces by the waiting Rapier squad.

The Immortals at least manage to escape unscathed, but are now stuck in the open with lots of enemy tanks nearby. Not good.
 On the opposite flank the Immortals in the warehouse fail to find the objective, and with the entire building on the verge of collapse, reluctantly board their transport, darting back behind the Phobos's protective AA bubble.
Mark activates his infantry group, finding the objective in the central structure, then bailing to climb aboard his Bears and dusting off with the Condor…

…which is shredded by rail rounds at flies through the corridor through which the Phobos could see. Everything survived in a barely controlled landing. The I activated the armour group, and the Ares put a single round clean through the Bear's engine block, putting it permanently out of action.
 Mark's Sabres engage my Immortals, wiping out the entire squad. Their Condor put on the last point of damage.

The Rapiers move up and fire—and not until later did we realise that Mark had already reaction fired. I repeated the mistake myself not much later.
The Januses, starting from behind the office block, dash out to the side and rain hell upon the Legionnaires from the destroyed Bear. They die just as horribly as my Immortals did.
 Mark's Falcons then sweep past, obliterating two of the light walkers.
 Turn 5 sees me win Initiative again, picking up and hot-dropping my surviving Januses on the objective. I did actually forget about the LZ is Hot rule, but I think I landed more than 3" from the Bear. The Januses would still have had enough movement if the Triton had to land further back.
 Mark retaliates by throwing the might of his Sabres and remaining Condors at the diminutive walkers, eliminating both in a display of total overkill.
 With the AO clear for now, the surviving Legionnaires jump out of their Bear, scoop up the objective, and re-embark seconds later. The Bear then begins what will be a very slow drive to the board edge.
Which is cut dangerously short by a pair of railgun rounds from my armour group, spilling the Legionnaires onto the pavement, but not harming any of them.

And they still hold that blasted objective.
Mark's Falcons take some potshots at my Phobos, but fail to damage.









 Turn 6 sees Mark winning initiative and trying to take out my armour with his Falcons. He does a grand total of 1 damage with those monstrous cannons.

My other Immortal squad blasts past in their Triton, but the Rapiers prove just as deadly as last time, turning the dropship into a pile of flaming wreckage carving a deep furrow in the asphalt. No one's walking away from that one.
I then throw everything I can at a single, damaged squad of infantry. They still have 3 DP left.
My last gasp is the remaining Triton, but Mark activates his Legionnaires first, and in sunning display of marksmanship, they take out the Triton chasing them, ending the game.

So, at the end of things, Mark wins 1-0.

Aside from a few rule hiccups, I'd say it was a fairly successful game. It really did seem to accelerate towards the end; but it takes a fair bit of getting used to the idea that you can't shoot when deploying, and that the average tank is only as tough as a single trooper in a 28mm skirmish game.

Mark made some good points about the tactical flexibility inherent in each list, but for now, most of the imbalance comes down to the models I have on hand (ie: actually built/painted). It's hard to make mirror lists though, because each faction works in distinctly different ways, and has trade-offs in either price or effectiveness of its units that reflect that.

Overall, it's likely a very balanced game, but at low points levels it's a bit harder to grasp that balance. Much reference was made to tactical rock-paper-scissors though, and that comment feels right for this game. Everything has a hard counter, which is fairly easy to see in most cases; but a lot of things also have soft counters that are more down to playstyle or resource management. There's quite a lot of depth there, and I'm looking forward to playing more.