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Post by CappenVerra on Jan 11, 2015 14:14:33 GMT
I would like to create a battle report in which I will go through each turn step-by step (in quite a lot of detail). The purpose won't be to look at the tactics in use during the game. The object will be more geared towards having the community go through the mechanics of the game. Not just the beginning and end state of every turn, but the actual play-through of each action.
I'm hoping to get some good feedback from you all to see If I'm playing the game right, so, comments are welcome.
I'm not certain if the "rules discussion" is a better place for this post and I will let the Mods decide if they want to redirect this post.
So far, I have one turn played out in a small 150 point game of UEDF vs. Zents. I still have to finish the write-up of the step-by-step play so I'm not quite ready to post the complete first turn. I will also try to put in as many pictures as possible.
Here is a test post of pics of the initial UEDF and Zent lists.
Hopefully, I will be able to post the first full turn later today.
Thanks.
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Post by Thorfinn on Jan 11, 2015 16:38:04 GMT
Sounds cool. You may want to post each turn separately, and allow some time between postings to let people comment on that turn before moving on to the next.
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Post by CappenVerra on Jan 11, 2015 20:43:31 GMT
As suggested, here is the first turn. (I just realized that there is a limit of only 3 pictures per posting so there will be much less visuals than I had wanted. Sorry. )
Force composition UEDF (150pts) Valkyrie Squadron - 80pts Area Denial Squadron - 60pts Max Sterling (in VF-1J) – 10pts
Zentraedi (150pts) Regult Attack Squadron – 80pts Regult Recon Squadron – 70pts
Battle: Downtown Macross City (3 x 4 table) Deployment: Distant Engagement (12 inches in on opposite short table edges.)
Roll off for initiative:
UEDF – 8, Zents – 9. Zentraedi win initiative and deploy first
Zent Deployment: Attack Squadron deploy behind tall building on right flank. Regult Squadron deploys on the right flank behind a building facing a large park area.
UEDF Deployment: The Denial Squadron splits up with the two Defenders on the left flank (opposite the Attack Squadron). The two Tomahawks take up position on the right flank guarding the park (opposite the Recon Squadron). The Valkyrie Squadron with Max at the lead takes up position in “fighter mode” behind a building in the center, ready to support the right or left flank as needed.
(EDIT: It's been noted that I made an error in calculating the command points. During the battle, we short-changed the Zentraedi side by 3 command points for not counting the 2 Glaugs and the Quel-Regult as mechas. Since they DON'T have the "life is Cheap" ability, they should generate one CP each for being mechas as long as they are on the table.) Starting Command Pool UEDF = 10 (8 Mecha, +2 for leadership of VF-1J) Zents = 10 (4 each for 2 Glaugs, +2 for the Quel-Regult)
Game on!!!
The Zents activate the Attack Squadron on the right flank -The Attack Squadron moves forward a full 10 inches (speed 5 +5 for leap) with the Glaug courageously letting all the Regults go in front of him. -After moving, only one Regult and the Glaug are within shooting range of the first Defender opposite. -Then Zents are in formation so they must fire simultaneously at the Defender. -The Regult needs a 3+ to hit (Gunnery of 1, +1 formation vs. Defender defense of 5) and rolls a 4. Hit! -The Glaug needs a 2+ to hit (Gunnery of 3, +1 formation vs. Defender defense of 5) and rolls a 2. Hit! -The Defender spends 1CP to attempt to dodge the Regult hit. He needs a 4 to be successful because of his Pilot skill of 2. (Regult hit roll = 6.) He rolls a 1 and fails. He cannot dodge the Glaug’s hit as it has the “Inescapable” skill. -Having failed the dodge, the defender spends another command point to Roll with Impact ( RwI) and reduce the Regults damage from 4 to 2 MDC. He cannot do so with the Glaug’s hit as it is “Overwhelming”. The Defender therefore uses his formation to share half the damage to the other defender and they both take 3 MDC.
The Area Denial squad activates -The Defenders hold their ground and forgo their movement. The Tomahawks on the right flank move up 3 inches and turn slightly hoping to catch the Zentraedi in an enfilading fire. Alas, they fail to get LoS to the Zents. -The Defenders open fire and spend 2CP to Rapid Fire on the Glaug. They therefore fire 4 shots which need 4s to hit (Gunnery of 2 +1 Accuracy vs. Glaug’s defense of 7). They score only 1 hit with 3 misses. -The Glaug spends 1CP to attempt a dodge. He needs a 5 to successfully dodge as his pilot skill is 3 (Defender hit roll = 8). The Glaug rolls a 4 and fails. Being in formation, he shares 4 MDC (half of the total 8 MDC) with a nearby Regult. He then spends 1CP to RwI further reducing the MDC to only 2. The unfortunate Regult takes the full 4 MDC as his life is not worth the loss of a CP to RwI. Although he does live through the experience with one remaining hit point left.
The Zent Recon Squad now activates -The Zents use their leap ability to jump over the building on the left flank and move a total of 10 inches. Again, the Glaug lets himself be shielded by the Regults. The Quel-Regult hugs the left edge of the board. -The first 3 Pods and the Glaug are within range of the Tomahawks opposite. Because they are in formation, they all fire simultaneously. They all decide to shoot at the same Tomahawk. The Regults need 3s to hit (Gunnery of 1, +1 for formation vs. Tomahawk defense of 5.) They score only 1 hit. The Glaug needs a 2+ to hit (Gunnery of 3, +1 for formation vs. Tomahawk defense of 5.) The Glaug scores a hit by rolling a 6. -The Tomahawk spends 1CP to attempt to dodge the Regult hit. He needs a 5 to successfully dodge with his pilot skill of 2 (Regult hit roll = 7). He rolls a 6 and “auto-succeeds” therefore suffers no damage from the Regult shooting. The Tomahawk cannot dodge or RwI from the Glaug’s hit as it has both the “Inescapable” and “Overwhelming” attributes. However, being in formation, the Tomahawk decides to share the hits with his teammate and both Tomahawks take 3 MDC. The Valkyrie Squad activates -The Valks change into “Guardian mode” and move forward 5 inches onto the building in the center of their deployment zone to get a better view of the Zents crossing through the park on their right flank. -All the Valks decide to let off a volley of missiles reducing their total ammo from 3 to 2 each. -The 3 VF-1As decide to each target one of the 3 first Regults with their volley. They fire 4 shots each and need 3s to hit (Gunnery of 2, +1 formation vs. Regult defense of 6). 3 Regults are hit. One is hit 4 times and the other 2 are hit 3 times. -Each Regult tries to shoot down the missile volley. This costs no CP as they have the “anti-missile” weapon attribute. They need to roll a 5+. They all fail their rolls and the volleys hit home. Since all of the Regult tried to shoot down the volley, they cannot now attempt to dodge. Each hit causes 9 MDC. Sharing the MDC (formation) and RwI would still cause more than 5 MDC to each pod so the 3 Regults take it on the chin and get blown to bits. However, as they are within 8 inches and LOS of the Glaug, they are put back in “reserve” due to the Zentraedi special rule. -Max Sterling now shoots a missile volley at a Regult as he is not able to see the Glaug due to poor placement and an intervening building. With his +1 Gunnery, he needs 2s to hit (Gunnery of 4, +1 formation vs. Regult defense of 6). He rolls 4 hits. -the Zent attempts to shoot down the volley. (No CP due to “anti-missile” attribute.) He needs a 5+. He fails. Similar to his squad mates, he cannot dodge. With a total of 36 MDC dealt, no sharing (formation) or RwI would prevent the Regult from being blown away. However, again, he is put back in reserve due to proximity and LoS of the Glaug.
Fiouf! Well that’s the end of the first turn. Did we play that right? Any errors made or comments to make? Please feel free to chime in. Again, sorry for the long post, but I think that it’s important to go through the mechanics of a turn to ensure that we are doing things right.
Thanks!
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Post by CappenVerra on Jan 11, 2015 21:01:50 GMT
Here are a few more posts with the pics of the battle.
(Mods: if I'm not allowed to do this as it may be seen as "bending the 3 picture per post rule" please let me know. I apologize in advance. My goal is not to cause trouble. I simply want to post as much information as possible so that people can comment productively on my step-by-step report)
Here is the initial Regult attack squad move on the right flank. One Regult and the Glaug are in range to shoot.
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Post by CappenVerra on Jan 11, 2015 21:05:13 GMT
Here is the Regult and Glaug shooting and the results of the attempt to dodge from the Defender.
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Post by CappenVerra on Jan 11, 2015 21:11:03 GMT
Fast Forward a bit to the move and shooting of the Area Denial Squad.
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Post by CappenVerra on Jan 11, 2015 21:14:07 GMT
Here is the Zentraedi Recon Squad attack on the left flank.
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Post by CappenVerra on Jan 11, 2015 21:18:26 GMT
The Valkyrie Squad (with Max Sterling at the lead) attacking the Recon Squad attempting to cross the park.
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Post by CappenVerra on Jan 11, 2015 21:20:28 GMT
And finally, Max Sterling's shooting. (Which closes off the first turn.)
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Post by Thorfinn on Jan 12, 2015 0:47:01 GMT
Awesome. Great report.
Everything looks good as I understand the rules. My only comment is what are probably typos. The valkyrie missiles are ammo 3, though the volley is 4. You had Max fire at a pod, but listed the defense of the Glaug. Not that it makes a difference, if you hit the Glaug defense you blew through the pod's. It's also worth noting (since you did elsewhere) that since Max hit with 4 missiles, it is inescapable, so he couldn't have dodged it even if you wanted to use the cp.
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Post by CappenVerra on Jan 12, 2015 1:51:22 GMT
Thorfinn,
Good catch! Ammo 4 was actually a mistake on my part. You are correct, it should be ammo 3. As for Max's shooting at the Regult, you are also correct, my reference to the Glaug was wrong. It should have stated the "pod". Thanks for these. I'll probably go up back to my post and correct it.
As for Max's missiles, that's true, with 4 hits, it becomes "Inescapable".
Thanks!
B.T.W. I finished the pics and report for turn 2. I'll post it later tomorrow or the day after to give more people time to comment.
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Post by CappenVerra on Jan 13, 2015 0:51:03 GMT
Turn 2
View from the UEDF table side.
View from the Zentraedi Table side.
Command pool refill UEDF = 10 (8 Mecha, +2 for leadership of VF-1J) Zents = 10 (4 each for 2 Glaugs, +2 for the Quel-Regult) The Glaug from the Recon squad uses 1CP to regenerate the 4 destroyed Regults from turn 1.
Roll off for initiative: UEDF – 9, Zents – 8. UEDF wins initiative and decides to activate 1st
-The Glaug from the Recon Squad out in the open sees his imminent death. To avoid it, he pays 1CP to try and steal the activation. He rolls 3 dice (due to his leadership) and rolls two 6s and a 5. Huzzah! - Max, not wanting the Glaug to get away with such trickery, also spends 1CP to try and block the theft. He rolls two 1s and a 3. Fail. Boo. Hiss…
So...., Zentraedi Recon squad activates. -The Zents use their leap ability to move up the park. Again, the Glaug lets himself be shielded by the remaining 3 Regults. The Quel-Regult uses 2CP to activate its “Reconnaissance” skill. -The 4 Regults (reinforcements) move 10 inches (move + Leap) to get behind the building in front of the park and try to catch up to the Glaug. -2 Pods and the Glaug are within range of the Tomahawks opposite. Again, because they are in formation, they all fire simultaneously. They all decide to shoot at the same Tomahawk hoping to knock it out. The Regults now need 2s to hit (Gunnery of 1, +1 for formation, +1 for Quel-Regult vs. Tomahawk defense of 5.) They roll a 5 and 6 so score 2 hits. -The Glaug spends 1CP to shoot with a second weapon system. (The Particle Gun and the Rail Cannon.) The Glaug needs a 2+ to hit (Gunnery of 3, +1 for formation, +1 for Quel-Regult vs. Tomahawk defense of 5.) The Glaug scores a hit with the Particle gun by rolling a 2 and scores a hit with the Rail Cannon by rolling a 5. -The Tomahawk would need to roll 6s to dodge the Regult hits (hit results of 8 and 9) so opts not to waste a CP to attempt to dodge. He would also need a 6 to dodge the Glaug’s Rail Cannon hit (hit result of 10) but fearing the 8 MDC, he pays 1CP to try and dodge. He rolls a 2 and fails. He cannot try to dodge the Particle Gun hit as it is inescapable. -The total MDC suffered by Tomahawk #1 is 22 MDC (2x4 MDC from the Regults + 6 MDC from the Glaug’s Particle Gun + 8 MDC from the Rail Cannon.) The Tomahawk decides to share the damage from all the attacks with his squad mate. Each Tomahawk pays 1CP to RwI from the Rail Cannon hit. So Each Tomahawk ends up suffering 9 MDC. Both are bruised but still alive.
The UEDF Valkyrie Squad activates -Max breaks formation and moves 10 inches to the top of the building on the left. He wants to take out that Glaug! The other 3 Valks move off to the left to engage the Zents moving up against the Defenders. -All the Valks decide to let off a volley of missiles reducing their total ammo from 2 to 1 each. -The 3 VF-1As target the 3 first Regults with their volleys. They fire 4 shots each and need 3s to hit (Gunnery of 2, +1 formation vs. Regult defense of 6). 3 Regults are hit. One is hit 3 times and the other 2 are hit 4 times. -Each Regult tries to shoot down the missile volley. This costs no CP as they have the “anti-missile” weapon attribute. They need to roll a 5+. They all fail their rolls and the volleys go through. Since all of the Regults tried to shoot down the volley, they cannot attempt to dodge. (2 of the 3 shots were inescapable anyway as all 4 missiles hit) Each hit causes 9 MDC. Sharing the MDC (formation) and RwI would still cause more than 5 MDC to each pod so the 3 Regults die a violent death. They are put back in “reserve” due to the Zentraedi special rule. -Max Sterling now shoots a missile volley at the Glaug as he wants to take out that leader. He needs 3s to hit (Gunnery of 3, +1 Max vs. Glaug defense of 7). He rolls 2 hits. -the Glaug attempts to shoot down the volley. (No CP due to “anti-missile” attribute.) He needs a 4+ and fails. The Glaug decides to heroically share his 18 MDC with a nearby Regult. He also spends 1 CP to roll with impact reducing the 9 MDC remaining to 5 MDC. The unfortunate Regult takes one for the team and absorbs the shared 9 MDC and dies. He is put in reserve.
The Zents activate the Attack Squadron on the right flank -The Attack Squadron moves forward a full 10 inches (speed 5 +5 for leap) with the Glaug hugging the side of the building for cover. -All Regults and the Glaug are now within shooting range of the both Defenders. As they are in formation they must all fire simultaneously. They decide to split their fire between the two and 3 Regults fire on the back defender and 2 Regults and the Glaug shoot at the front Defender. The Glaug spends 1CP to shoot a second time with its Rail Cannon. -The Regults needs a 3+ to hit (Gunnery of 1, +1 formation vs. Defender defense of 5) and rolls 2 hits (4 & 6) on the front Defender and 2 hits (6 & 6) on the back Defender. -The Glaug needs 2+ to hit (Gunnery of 3, +1 formation vs. Defender defense of 5) and rolls a 2 for a hit with the Particle gun. He also rolls a 5 for a hit with the Rail Cannon. -The Defender spends 1CP to attempt to dodge the Glaug’s rail cannon hit. He needs a 6 to be successful because of his Pilot skill of 2. (Glaug’s hit roll = 8.) He rolls a 4 and fails. He cannot dodge the Glaug’s “Inescapable” Particle gun hit. -Having failed the dodge, things look rather bleak for the front Defender. No amount of sharing or RwI will keep him alive. Additionally, as sharing some of the hits would only create a worse outcome for his squad mate, the front Defender “takes one for the team” and absorbs all the MDC from the four hits. He is blown to oblivion. The remaining Defender spends another 2 CPs to RwI and reduces the 2 hit damage from 8 MDC to 4 MDC.
The UEDF Area Denial squad activates -The surviving Defender and the 2 Tomahawks on the right flank dig in their heels and get ready to avenge their squad mate. -The Defender spends 1CP to Rapid Fire on 2 different Regults (Split Fire). He needs 3s to hit (Gunnery of 2 +1 Accuracy vs. Regults defense of 6). He rolls a 6 and 1 and therefore scores only 1 hit. -The Regult opts not to dodge and is blasted away with 8 MDC. -The Tomahawks now spend 2 CPs to activate a second weapon system. They decide to shoot once each on the Regults on the far left threatening the Defender. The second shot will be for the Regults and Glaug immediately to their front. -The Tomahawks need 4s to hit the Regults on the left (Gunnery of 2 vs. Regult defense of 6). They roll a 6 and 1 and score 1 hit. The single Regult does not dodge or RwI and dies with 8 MDC taken. -The Tomahawks now shoot the front Regult and Glaug with their missiles pods reducing the ammo from 6 to 5. Four shots go to the Regult and 4 to the Glaug. They need 4s to hit the Regult (Gunnery of 2 vs Regult defense of 6) and 5s to hit the Glaug (Gunnery of 2 vs Glaug defense of 7). They scored 2 hits on the Regult and 3 hits on the Glaug. -The Regult tries to shoot down the volley with his anti-missiles (0CP). He needs a 5, rolls a 6 and successfully shoots down the volley. No MDC is suffered. -No wanting to be outdone by a lowly pod, the Glaug also attempts to shoot down the volley. Because he has both missile AND anti-missile, the attempt costs 0CP and he only needs a 4 to succeed. He rolls a 5 and laughs as the volley is intercepted in mid-air. No MDC taken.
And with that, so ends the second turn.
As last time, please review and let me know if I got anything wrong.
Turn 3 will show a little more variety. We will go through the step of some hand to hand combat action and also experience some shooting into combat (Life is Cheap) by the Glaug.
Thanks!
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Post by CappenVerra on Jan 13, 2015 0:54:16 GMT
Here are a few pictures from the second turn.
The Zentraedi rolls to steal the activation and the EUDF attempt to deny it at the start of the 2nd turn.
Advantage Zentraedi!
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Post by CappenVerra on Jan 13, 2015 0:57:15 GMT
The Recon Squad on the right moves up to hide from the Valkyries and attacks the Tomahawks in their front.
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Post by CappenVerra on Jan 13, 2015 0:59:25 GMT
Max Sterling and the Valkyries swing left and attack the oncoming Regult Attack Squad barrelling down the left flank.
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Post by CappenVerra on Jan 13, 2015 1:02:08 GMT
Max Sterling and the air boys let loose with a volley of missiles. The Regults take it in the face.
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Post by CappenVerra on Jan 13, 2015 1:04:55 GMT
The Zentraedi weather the storm of missiles from the Valkyries and surge forward for revenge. That UEDF right flank in starting to break!...
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Post by CappenVerra on Jan 13, 2015 1:06:59 GMT
The surviving Defender and the 2 Tomahawks reply with double-shooting goodness!
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Post by CappenVerra on Jan 13, 2015 1:09:36 GMT
The Glaug and Regult laugh maniacally as they blast the Tomahawk's missile volley and emerge unharmed, ready to charge in next turn.
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Post by CappenVerra on Jan 13, 2015 1:12:28 GMT
Here is a view of both sides of the table at the end of turn 2.
UEDF side
Zentraedi side
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Post by Thorfinn on Jan 13, 2015 3:34:03 GMT
Very cool. Nice cliffhanger.
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Post by captkaruthors on Jan 13, 2015 16:19:06 GMT
Awesome battle report so far!
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Grendal
New Member
Megaverse Ambassador
Posts: 32
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Post by Grendal on Jan 13, 2015 17:09:13 GMT
Question on my interpretation of the rules, You stated in your report "He needs a 5 to successfully dodge with his pilot skill of 2 (Regult hit roll = 7). He rolls a 6 and “auto-succeeds” therefore suffers no damage from the Regult shooting" I may have missed it, but I thought you had to match or beat the die roll to dodge. My understanding is auto succede only worked for attacking, example: you always have a chance to hit something, but they may not be a good pilot and able to dodge a really good attack.
I am having a hard time taking my 25 years of 40k play and wraping my head around these simplified fast play rules.....
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Post by wumpus on Jan 13, 2015 17:27:59 GMT
Huge thumbs, this is great!
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Post by Thorfinn on Jan 13, 2015 18:01:27 GMT
Grendal, a natural 6 will always succeed and a natural 1 will always fail, regardless of modifiers. Works for all rolls (I'm saying this without a rulebook in front of me). 40k is similar.
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Post by InitiatedNeophyte on Jan 15, 2015 14:35:13 GMT
loving this!
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Post by CappenVerra on Jan 16, 2015 2:03:13 GMT
Wumpus,
As Thorfinn stated, the rule for Auto Success on 6s and Auto Fail on 1s is on page 11 (top right corner) of the rulebook.
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Post by CappenVerra on Jan 16, 2015 2:08:33 GMT
Turn 3 - The battle continues....
Command pool refill UEDF = 9 (7 Mecha, +2 for leadership of VF-1J) Zents = 10 (4 each for 2 Glaugs, +2 for the Quel-Regult) The Glaug from the Attack squad uses 1CP to regenerate the 6 destroyed Regults from turn 2.
Roll off for initiative: UEDF – 4, Zents – 11. The Zentraedi have the initiative and decide to activate 1st
-Taking a page from the Zentraedi playbook, Max Sterling decides to try and steal the first activation from the Zents by paying 1 CP. Max rolls 3 dice (due to his leadership) and rolls 4, 3 and a 2. Fail!
Zentraedi Attack squad activates. -Seeing the opportunity to lock those juicy Valkyries in hand to hand combat, The Glaug orders his accompanying pods to race towards the enemy in front of them. He spends 3 CP to try and increase the movement of 2 of his Regults. They need 3s to be successful (Speed of 5 and Pilot Skill of 2) The first Regult rolls a 5 with the second Regult rolling a 2 and a 5. So 3 Regults move 10 inches, 12 and 13 inches respectively to get into hand-to-hand combat with the Valkyries. The Glaug himself peels back to the left to regroup with his newly arrived reinforcements. (Hmmm, heroic indeed…) -The 3 Regults in hand-to-hand combat each try to kick their opponents. The Regults roll a 2, 5 and 3. With their Pilot skill of 2 this becomes a hit result of 4, 7 and 5. -All 3 Valkyries attempt to parry. They roll a 4, 6 and 1 respectively. Adding their Pilot skill of 3 (Guardian mode) they successfully parry 2 of the 3 attacks. Therefore only one Valkyrie takes 3 MDC. -The Glaug, angered by the lackluster fighting abilities of his pods, decides to teach the Valkyries AND the Regults a lesson. He spends 1CP to shoot with two weapon systems (The Particle Gun and the Rail Cannon) and decides to shoot at the left most Valkyrie locked in combat with his Regult. (Life is Cheap rule). The Glaug needs a 2+ to hit (Gunnery of 3, +1 for formation, vs. Valkyrie defense of 5.) The Glaug scores a hit with the Particle gun by rolling a 2 and scores a hit with the Rail Cannon by rolling a 5. -As the Valkyrie is locked in combat, ALL hits become Inescapable. Unfortunately, this is also true for the Regult who is somewhat surprised to have been shot in the back. The total MDC is divided equally between the Regult and the Valkyrie and each take 7 MDC. The Regult explodes, never to return. The Valkyrie decides to spend 1CP to RwI and further reduces the Rail Cannon hit from 4 to 2 MDC. He cannot do the same for the Particle Gun hit as it was “overwhelming”. So the Valkyrie suffers a total of 5 MDC.
The UEDF Valkyrie Squad activates -Being locked in combat is not a good place for Valkyries to be so Max orders his squad mates that are in combat to disengage and join him on the rooftop. Two Valkyries spend 1 CP each to disengage and the 3 Valks fly up and away to the left to join their leader. -Having successfully retreated from combat, the Valkyries now spot the Glaug and his small escort at the edge of the park in the middle of the board. Quickly deciding to take advantage of this target of opportunity, the 3 Valkyries let loose their last volley of missiles in an attempt to reduce the pressure on the right flank. The Valks need 3s to hit (Gunnery of 2, +1 for formation). ALL of their shots hit! Hurray! -The Regult and the Glaug both attempt to shoot down the missiles targeting them. The Quel-Regult, having no weapons, is not so fortunate. The Regult needs a 5 and he rolls a 3. The Glaug needs a 4 and rolls a 4. Therefore, the Glaug’s luck holds true and he shoots down the missiles. Both the Regult and the Quel-Regult die as the 4 hits on each now make the attack inescapable and RwI and sharing would not be enough damage reduction to save them. The Regult is put back in reserve and the Quel-Regult is removed permanently. -Max also now fires at the Glaug with his last missile volley. He needs 2s to hit (Gunnery 3, +1 Max, +1 formation) and scores 3 hits. -Again, the Glaug attempts to shoot down the missile volley. He needs a 4 and rolls, yep, you guessed it, a 4 AGAIN! As the smoke clears from the mid-air explosion the sound of the Glaug’s laughter can be heard.
The Zentraedi Recon Squadron now activates -The surviving lead Regult and the Glaug out in the front of the park move up quickly between the two buildings to get closer to the Tomahawks, hoping to finish them off once and for all. The reinforcements jump over the building and manage to cross halfway up the park. -All Regults except one are in range to fire at the Tomahawks and they split their fire between the two targets. The Glaug opts to spend another CP to shoot with two weapons and also splits his fire. -The Regults need 3+ to hit (Gunnery of 1, +1 formation vs. Defender defense of 5) and score 4 hits. Two on each Tomahawk. -The Glaug needs 2s to hit (Gunnery of 3 vs. Defense of 5) and rolls 2 hits also.
Yikes! This might be the end for the Tomahawks…
-Left with little choice for survival, the first Tomahawk spend 3 CP to attempt to dodge the Rail Canon hit and both Regult hits. He succeeds in dodging one of the Regult hits but the Rail Canon and the other Regult hit gets through. Knowing that he only has one option left, the first Tomahawk spends the last 2 remaining CP to RwI on both hits and reduces the MDC from 12 to 6. This leaves him alive, but barely, with only 1 hit point remaining. -The second Tomahawk, having no command points remaining to spend has no choice but to take the full brunt of the Glaug’s Particle gun hit as well as the 2 Regult hits. The total 14 MDC is too much for the poor brave Mecha and he gets sent to the scrap heap in a spectacular explosion.
The Area Denial squad (or what is left of it) activates -The lone Defender moves back diagonally to the right hoping to get an angle on one of the two Regults that were left stranded out of combat. The surviving Tomahawks stays put, still reeling from the shock of the Zentraedi attack. -The Defender is only partially capable of seeing the closest Regult. Not wanting to suffer the -2 shooting penalty for hard cover, the Defender opts to shoot at the Regult to the far right, out in the open. He needs a 4 to hit (gunnery of 2 vs. Defense 6) and, to his frustration, rolls a 2 for a miss. -having recovered his wits, the Tomahawk shoots at the Regult that the defender could only partially see. For him, this target is out in the open, and, if killed, is not within 8 inches of a Glaug, so won’t be coming back! The Tomahawk decides to fire with his missile pods and sends 4 shots into the Regult. He needs 4s to hit (Gunnery of 2 vs. defense of 6) and scores 3 hits. -The Regult tries to shoot down the volley with his anti-missiles (0CP). He needs a 5, but rolls a 2. Knowing that this is the end, and not wanting to drag his squad mate down with him, the Regult absorbs the full 18 MDC and is vaporized for good.
Thus ends turn 3.
Again, comments welcome and PLEASE feel free to comment if anything was played incorrectly (mechanics or rules wise).
Thanks!
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Post by CappenVerra on Jan 16, 2015 2:14:02 GMT
A few pics of turn 3.
The Glaug from the Attack Squad spends a command point to bring reinforcements back to the field on the far right.
Max Sterling tries to steal the first activation..... and fails! Try harder Max!
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Post by CappenVerra on Jan 16, 2015 2:16:10 GMT
The Attack Squad "boosts" their movement to lock up the Valkyries in combat.
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