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Showing posts with label vs Mark. Show all posts
Showing posts with label vs Mark. Show all posts

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.

Monday, 22 June 2015

USMC vs Treacherous Brits

So, Sunday rolled around again, and this time it was just me and Mark. Bolt Action, which is always fun. I took my Sherman out for the first time (trading my Stuart, Air Observer, and one infantry squad for it), while Mark experimented with a veteran list.

Marks new mat (shaved, painted, and sometimes slightly scorched teddy bear fur) looks awesome. The hills under it, with loose trees scattered around, really makes it great, and look like a real battlefield. I can see it getting a lot of use in the future.

We started by rolling up maximum attrition for our mission. Simple: first man to die, loses.

 So, first shot of the game goes very well, with a wonderful string of 6's from my sniper (right hand buildings, green roof) at Mark's (left hand buildings, centre, green roof).

Revenge for what he did last time we fought (at the tourney).
 My infantry advance up the centre.
 Everything rolls up through the centre, with a bit of weight to the left. Mark's forces are spread relatively evenly, with two squads focused on the river and his ever (un)reliable Cromwell on the far left.
Mark pondering if the artillery barrage will once again blow up in his face…










…it didn't. Everything nearby got pinned, but it was my commanders that ate the heavy rounds, not really anything important (like the Sherman, or the infantry squad).
 Mark's Brits rush through the open field, knowing they need to close before the MG can open up.
 The Sherman rolls forwards, despite two pins (already better than Mark's Cromwell), but fails to harm—or even hit—anything. Boo.
 My medium mortar, on the other hand, pulls a Hail Mary and lands a shot perfectly on the veteran unit aiming for my MMG team.

When the dust settles half the squad has been wiped out by one round.
 The MMG then opens up, claiming another, just barely.
 Mark's infantry rush the houses in the centre, and my boys move up, but fail to cause any damage (because of the single pin on them, actually).
 Mark's Cromwell laying into my MMG and Engineer teams. This flank was going all his way.
 This time, free of pins, and staying still to be more accurate, the Sherman actually hits. But still no wounds. Seems it knows my army's theme well then.

 The next turn started with Mark's heavily damaged squad taking heavy casualties from the MMG, but the other squad made it to the leftmost building, where my sniper was hiding.
 Said sniper decides now would be a great time to deprive the upper level squad in the central buildings of their NCO. It's the moustaches that make them such easy targets, I tell you.
 The rest of the turn goes well as Mark's two main squads FUBAR. Two FUBARs. In a row. Absolutely hilarious, though no real damage is caused other than the squad's losing their chance to act this turn, which did actually prove crucial.

To start the next turn, the squad in the lower building tried to assault the Sherman, but failed to damage it.
 The Sherman ground around on its tracks, bringing its hull MG in line with the building, and elevating the barrel of its 75mm all the way.

The explosion echoed through the top floor as machine gun rounds tore through dazed and shell-shocked soldiers. As the dust began to settle, just under half the squad began to rise from the ashes.
The infantry in the centre move up, pouring fire into the top level squad, causing further pins and a single casualty.
 Then, opening the next turn, a mortar round aimed for the top floor crashes straight through and obliterates the squad below. Sterling work, if not entirely intentional.

The Sherman finishes off the top squad with another round from its 75mm cannon. I think a heavier tank is a worthwhile investment, especially if it doesn't have to fight another tank.
My MMG cuts down the last survivor of the right hand veteran squad. At this point Mark conceded, with the USMC having 8 points to the Brits 4.









It was a good game overall, but very little seemed to go Mark's way, making the victory quite a lot easier for me. He did nail my sniper and commander, though the latter was more by luck with the artillery strike. My Bazooka did nothing, but forced him to put the Cromwell as far away from it as possible—it's quite a powerful psychological tool sometimes.

Mark's overall plan to take the buildings, vs my drive down the central road, was a good one, and could have been very costly for me if I'd been forced to assault vs veteran troops armed with plentiful SMGs. I wasn't going to play ball though, and so simply emptied as much firepower as possible into those buildings. In the end, with a bit of luck, it worked.


To round out the day we played some Munchkin, in which I scraped another win by the very skin of my teeth. If he hadn't been trying so hard to steal my hammer, he would've won. Well that, and the friendship potion I threw on what would have been the winning kill for him.