|
Post by CappenVerra on Jan 16, 2015 2:19:41 GMT
The Glaug shoots into combat hoping to take down a Valkyrie and accepting the loss of a pod in exchange. LIFE IS CHEAP!!!! Mouhahahahahaha!
|
|
|
Post by CappenVerra on Jan 16, 2015 2:22:13 GMT
The Valkyries disengage from hand-to-hand combat and try to take out the Zentraedi in the park.
|
|
|
Post by CappenVerra on Jan 16, 2015 2:25:23 GMT
The Valkyrie missile do some damage but that darn Glaug has a horseshoe up his "pod"!
|
|
|
Post by CappenVerra on Jan 16, 2015 2:28:16 GMT
The Zentraedi Recon Squad pours fire into the Tomahawks. OUCH!!!
|
|
|
Post by CappenVerra on Jan 16, 2015 2:32:29 GMT
Decisions, decisions....
The lone Defender moves back but has a tough choice for selecting a target.
The bruised and battered surviving Tomahawk takes out a pod.
|
|
|
Post by CappenVerra on Jan 16, 2015 2:34:17 GMT
The End of turn 3 table.
View from the Zentraedi side.
View from the UEDF side.
|
|
|
Post by wumpus on Jan 16, 2015 15:58:07 GMT
This is great CappenVerra! (I did not ask the question earlier, but thanks for the answer anyway!)
Something like this should have been included in the rulebook, just to nail down Order of operations for hit antimissile, dodge, roll with it, and formation damage sharing.
This pics are like eye candy, cannot wait to have another go.
|
|
|
Post by CappenVerra on Jan 16, 2015 23:50:47 GMT
Wooops! Sorry for the mix-up, Wumpus. That's what happens when I post replies on forums while drinking beer.
I'm not completely satisfied with how some of those turn 3 pics turned out and I may go back and try to see if I can make them clearer.
|
|
|
Post by Thorfinn on Jan 17, 2015 5:51:08 GMT
The pics are fine. Now, if you want to go in and PhotoShop some explosions, or laser beams, or whatever, well, who are we to stop you?
|
|
|
Post by wumpus on Jan 17, 2015 6:01:24 GMT
watch out, he may stop action animate it...
|
|
|
Post by technophobe on Jan 17, 2015 11:01:42 GMT
Wow this is an awesome battle report. I can't wait to see how turn 4 turns out. I think you may be calculating the command points wrong. Unless I'm mistaken the leadership value is supposed to be added to the command point pool on top of what you would normally get. So for the Zentraedi you would get one command point for each model except the pods with life is cheap. So 1 per Glaug and 1 per scout pod. Then an additional 4 per Glaug for their leadership of 4 for 12 toal on turn 1.
|
|
|
Post by CappenVerra on Jan 17, 2015 12:46:44 GMT
Thechnophobe,
I believe you are correct. You see, I KNEW posting this battle rep would pay off. I HAVE been calculating the command points incorrectly! I completely forgot to add the points for the two Glaugs and the Quel-Regult as mechas.
I will go back in a edit my post to state that I made a mistake in calculations.
Thanks for catching this.
|
|
|
Post by CappenVerra on Jan 18, 2015 1:01:39 GMT
Turn 4
Command pool refill UEDF = 8 CP (6 Mecha, +2 for leadership of VF-1J) Zents = 8 CP (4 each for 2 Glaugs)
Roll off for initiative: UEDF – 6, Zents – 6. The Glaug has the highest leadership on the table so that breaks the tie and the Zentraedi therefore have the initiative and decide to activate 1st.
Hold on!!!
If at first you don’t succeed… - Max Sterling tries once more to steal the first activation from the Zents by paying 1 CP. Max rolls 3 dice (due to his leadership) and rolls 4, 5 and 6. Perseverance pays off and the UEDF steal the activation! The Zentraedi spend 1CP to attempt to block but fail to roll any 6s.
The Area Denial squad activates -Facing certain death in the face, the Tomahawk on the right flank charges forward to the side of the building to get within range of all his weapons. On the other side of the board, the defender braces down and prepares to fire. -The Defender shoots again at the Regult to the far right, out in the open. He needs a 3 to hit (gunnery of 2, + 1 for Accurate vs. Defense of 6). This time his aim is true. He rolls a 3 and scores a hit. -The Regult spends 1 CP to dodge the incoming fire. He needs a 4+ (pilot of 2 vs. hit of 6). He rolls a 1 and fails to dodge. The Regult spends another CP to RwI, reducing the MDC from 8 to 4, thus keeping him alive. -On a death mission, the Tomahawk screams venom as he unloads ALL his weapons at the Glaug and Regult to his immediate front. There is no holding back now! He spends 5 CP to activate all his weapons systems. The Tomahawk decides to shoot the Particle Cannon, the Gun cluster and the Dual Missile Pods as the Glaug and his Dual Machine Guns, the six-pack missile pods and all 8 rockets of the Rocket Launcher at the Regult. He needs 4+ to hit the Regult (Gunnery of 2 vs. Defense of 6) for all weapon systems. He misses with the machine gun but scores 3 hits with his six-pack missile pods and 4 hits with the Rocket Launcher. -The Regult attempts to shoot down both sets of missiles. This cost him 0 CP as he has anti-missiles. The rolls a 6 and shoots down the six-pack missiles but then rolls a 1 to shoot down the 4 rockets coming straight for him. Not wanting to pass on any damage to the Glaug, he absorbs all the hits. -The Tomahawk needs 5+ to hit the Glaug (Gunnery of 2 vs. Defense of 7) He hits with the Particle Cannon, misses with the Gun Clusters and scores 2 hits with the Dual Missile Pods. -The Glaug tries, once again, to shoot down the missiles with his anti-missiles on a 4+. This time however, the favor of the Robotech Masters fail him and he rolls a 2. The Glaug shares the Particle cannon hit with the Regult that is already being riddled with hits but it is still not enough to save him. The remaining 16 MDC (4 from the Particle Cannon and 12 from the Missiles) is enough to take out the Glaug and no combination of RwI can save him from a fiery death. The Tomahawk`s Death Mission is a success!
The Zentraedi Recon Squadron now activates -Seeing their leader cut down, the Regults surge forward 7 inches to avenge him. They reach the cover between the two buildings and are all now within short range of the Tomahawk. -All four Regults fire at the Tomahawk. They need 3+ to hit (Gunnery of 1, +1 formation vs. Defense of 5) and score 4 hits for 16 MDC of damage (4x4 MDC) -The Tomahawk is blown to a million pieces.
The UEDF Valkyrie Squad activates -Max and his squad need to take out that second Glaug! Sensing an opportunity to shift the battle in their favour, Max and the other Valks fly 10 inches off the building to get within GU-11 range of the Glaug. One of the VF-1As faces the rear to shoot the forward Regult in the back. -Max spend 1 CP to double-tap his GU-11 (Rapid Fire) at the Glaug, and two of his squad mates support him with one shot each. The third Valk shoots a single shot in the back of the forward Regult. The 2 Valks need 4+ to hit the Glaug (Gunnery of 2 +1 for formation vs. Defense of 7). They score 1 hit by rolling a 5. Max needs 3+ to hit (Gunnery 3, +1 Max vs. Defense of 7). He rolls two 4s and his two shots hit. -The Glaug spends 3 CPs to attempt to dodge all 3 hits. With his Pilot Skill of 3, he needs 5+ on all dodges to succeed as all three hits equaled 8 (after modifiers). He rolls a 2, 6 and 1 and two hits make it through. With only 2 hit points left, the 12 MDC is too much for the Regult to share or RwI. He Dies! The third Valk needs 2+ to hit the Regult in the back (Gunnery of 2, +1 formation, +1 Back Strike vs Defense of 6). He rolls a 2 and scores a hit. -The Regult senses something amiss and spends 1 CP on a dodge to the left. With his Pilot Skill of 2, he needs a 4+ to succeed. He rolls a 6 and evades the shot to the back.
Zentraedi Attack squad activates. -Having evaded the sneaky shot to the back, the forward Regult barrels forward to finish off the Defender. The other 6 Regults, now leaderless, advance forward 10 inches to attack the Valkyries. -The forward Regult spends 1 CP to fire two weapon systems to ensure the death of the Defender. He needs 4+ to hit (Gunnery of 1 vs. Defense of 5) He scores a hit with the Particle Cannon but misses with the Auto Cannons. -The Defender, having no CP left and therefore no option to dodge or RwI takes 4 MDC. This is enough to remove all his hit points. So dies another brave UEDF Defender. -The 6 Regults now concentrate all their fire on a single Valkyrie. They need 3+ to hit (Gunnery 1, +1 for formation vs. Defense of 5) and score 5 hits! WOW! -The targeted Valk cannot share enough of the 20 MDC damage to survive. So he selflessly chooses to absorb all the damage and saves his teammates by offering up his own death.
The bloody fourth turn comes to an end with the UEDF having managed to kill the 2 Glaugs. But was the price paid too high?... We`ll find out in turn five.
Comments welcome.
|
|
|
Post by CappenVerra on Jan 18, 2015 1:09:43 GMT
Max "Try Again" Sterling steals the activation.
The Tomahawk, on the brink of annihilation, charges in for his own kills.
|
|
|
Post by CappenVerra on Jan 18, 2015 1:12:57 GMT
The Tomahawk unloads all this weapons in one last ditch attempt to kill the Glaug.
The risk pays off!
|
|
|
Post by CappenVerra on Jan 18, 2015 1:14:58 GMT
The Leaderless Recon squad surges forward for revenge.
|
|
|
Post by CappenVerra on Jan 18, 2015 1:19:00 GMT
Max and his squad swoop down the building and attack the second Glaug. "Kill the snake by cutting of it's head!"
Oh, and don't forget to shoot someone in the back while your at it!
|
|
|
Post by CappenVerra on Jan 18, 2015 1:22:06 GMT
The Regult Attack Squad avenges their Glaug.
|
|
|
Post by CappenVerra on Jan 18, 2015 1:24:05 GMT
The End state of Turn 4
View from the UEDF side:
View from the Zentraedi side:
|
|
|
Post by Thorfinn on Jan 18, 2015 16:47:57 GMT
watch out, he may stop action animate it... A-NI-MATE! A-NI-MATE! A-NI-MATE!
|
|
|
Post by CappenVerra on Jan 19, 2015 23:28:56 GMT
Turn 5 - The beginning of the end…
Command pool refill UEDF = 5 CP (3 Mecha, +2 for leadership of VF-1J) Zents = 0 CP (No CP generating Mecha on the table)
Roll off for initiative: UEDF – 7, Zents – 8. The Zentraedi have the initiative and decide to activate 1st
- Things are starting to look bleak for the UEDF so Max Sterling tries to steal the first activation from the Zents again. Max spends 1 CP to roll 3 dice (due to his leadership) and rolls 1, 3 and 5. No theft of the activation this time.
Zentraedi Attack Squad activates. -After dispatching the Defender on the previous turn, the lone forward Regult now turns back towards his unit and moves 10 inches to join the fight against the Valkyries. -The other 6 Regults of the attack squad move 3 inches and prepare to fire on the Valkyries. -All the Regults in the squad decide to concentrate their fire on the same Valkyrie. The Lone Regult needs 3+ to hit (Gunnery of 1, +1 Back Strike vs. Defense of 5) The other Pods also need 3s to hit (Gunnery 1, +1 formation v. Defense 5). 5 hits are made. -The targeted Valkyrie spends 4 CP to try to dodge 4 of the hits. With modifiers, the 4 lowest hit rolls were 5, 6, 7 and 7. The Valk rolls 1, 2, 5 and 5. Because of his pilot skill of 3, his modified rolls are 4, 5, 8 and 8 (in that specific order) Therefore 2 hits are successfully dodged. The 3 remaining hits do 12 MDC to the Valkyrie. He opts to share 2 of the hits with his squad mates, giving 2 MDC to each of the other two Valkyries and taking 8 MDC himself.
The UEDF Valkyrie Squad activates -Max and the other Valks fly 10 inches over the Attacking pods and veer to the right to land in the park behind the Zentraedi Recon Squad. -All 3 Valks target a different pod. The 2 Valks need 2+ to hit (Gunnery of 2 +1 for formation +1 Back Strike vs. Defense of 6). Max also needs 2+ (Gunnery of 3 +1 Max +1 Back Strike vs. Defense of 6). They score 3 hits. 3x6 MDC is dished out to the Regults -With no CP to spend on dodging, the Regults decide to share the damage. The first Regult shares his damage with the second Regult that was hit, keeping 3 MDC for himself. The second Regult absorbs the “shared” 3 MDC and adds it to his own 6 MDC taken, for a total of 9 MDC. He dies. The third Regult keeps 3 MDC and shares the other 3 MDC with the last Regult of the squad that was not hit. So, in total, 1 Regult dies and 3 Regults take 3 MDC each.
The Zentraedi Recon Squadron activates -After recovering from the surprise attack by the Valkyries, the Regults leap over their foes to land behind them. -All three Regults fire at the same Valkyrie that managed to survive the hits of the Attack Squad. They now need 2+ to hit (Gunnery of 1, +1 formation +1 Back Strike vs. Defense of 5) and score 3 hits for 12 MDC of damage (3x4 MDC). -Sharing the damage will not save the Valkyrie now. The Valkyrie explodes in a ball of flame.
So ends turn 5. Well, I think the writing is now on the wall. Although the Zentraedi did not have any CP available, The sheer number of pods on the table are starting to take its final toll on the poor defenders of the UEFD.
|
|
|
Post by CappenVerra on Jan 19, 2015 23:31:04 GMT
The Attack Squad activates first and gang up on the Valkyries
|
|
|
Post by CappenVerra on Jan 19, 2015 23:35:05 GMT
Max and his remaining Valkyries fly over the Attack Squad, land at the edge of the park to shoot the Recon Squad in the back. However, they lack the numbers and the firepower to do any real damage.
|
|
|
Post by CappenVerra on Jan 19, 2015 23:37:29 GMT
The Recon Squad plays a game of leap-frog with the Valkyries. They take down another Valkyrie and so ends the 5th turn.
|
|
|
Post by technophobe on Jan 20, 2015 13:55:33 GMT
Zentraedi Attack Squad activates. -After dispatching the Defender on the previous turn, the love forward Regult now turns back towards his unit and moves 10 inches to join the fight against the Valkyries. -The other 6 Regults of the attack squad move 3 inches and prepare to fire on the Valkyries. -All the Regults in the squad decide to concentrate their fire on the same Valkyrie. The Lone Regult needs 3+ to hit (Gunnery of1, +1 Back Strike vs. Defense of 5) The other Pods also need 3s to hit (Gunnery 1, +1 formation v. Defense 5). 5 hits are made. -The targeted Valkyrie spends 4 CP to try to dodge 4 of the hits. With modifiers, the 4 lowest hit rolls were 5, 6, 7 and 7. The Valk rolls 1, 2, 5 and 5. Because of his pilot skill of 3, his modified rolls are 4, 5, 8 and 8 (in that specific order) Therefore 2 hits are successfully dodged. The 3 remaining hits do 12 MDC to the Valkyrie. He opts to share 2 of the hits with his squad mates, giving 2 MDC to each of the other two Valkyries and taking 8 MDC himself.
Man, I was on the edge of my seat for turn 4. One other thing I noticed. You did not add the cross fire bonus to the pods. As one pod wa behind the Valkyries they all should have recieved a +1 in addition to the bsck strike and close formation bonuses.
|
|
|
Post by InitiatedNeophyte on Jan 21, 2015 14:51:24 GMT
Yup, these play-by-plays are really helpful. But your flavor text is just the right amount to make it exciting to read, without being too wordy.
I loved the alpha strike by the Tomahawk before he got aced!
|
|
|
Post by wargamer43210 on Jan 21, 2015 17:49:14 GMT
This is a great help for those of us just learning the rules. Thanks for all the efforts mate!
|
|
|
Post by Sundowner on Jan 21, 2015 18:10:13 GMT
While reading I here the Battle stations theme from the series playing in my head!
da da da da DA Tada!
|
|
|
Post by CappenVerra on Jan 21, 2015 23:35:39 GMT
Thanks for all the positive feedback and comments. I'm glad my battle report is helpful.
To Technophobe: Yes you are correct. In hindsight, we forgot to add the crossfire bonus for the Regult firing. I don't think it would have changed much in the outcome of that round of shooting but it is a good point none the less. Thanks!
|
|
|
Post by CappenVerra on Jan 21, 2015 23:39:45 GMT
Turn 6
Command pool refill UEDF = 4 CP (2 Mecha, +2 for leadership of VF-1J) Zents = 0 CP (No CP generating Mecha on the table)
Roll off for initiative: UEDF – 12!, Zents – 7. The UEDF have the initiative and decide to activate 1st
The UEDF Valkyrie Squad activates -Max and his squad mate vow to go down fighting. They leapfrog over the 3 Regults and land with their back against the wall of the building at the far end of the park. -Both Valkyries pay 1 CP each to double-tap (Rapid Fire) their GU-11 and target a different Pod of the Recon Squad. The VF-1A needs 3+ to hit (Gunnery of 2 +1 Back Strike vs. Defense of 6). Max needs 2+ (Gunnery of 3 +1 Max vs. Defense of 6). They score 4 hits. Each of the two Regults takes 2x6 MDC. -The Regults have no CP to spend so can’t dodge and with 12 MDC each, they can’t share and live so the two Regults are destroyed
The Zentraedi Recon Squadron activates -Pulling a dirty trick out of his Zentraedi “Sack-O-Tricks” the lone surviving Regult decides to move into hand-to-hand combat with the VF-1J piloted by Max Sterling. Even though he knows that he is unlikely to kill Max in hand-to-hand, he knows that Max will not be able to dodge the incoming fire from the Attack Squad during the next activation. AND, at the very least, it will force the VF-1J to spend a command point next turn if he wants to leave the combat. -The Regult tries to kick Max in the face. With a pilot skill of 2, the Regult rolls a 6 for a total hit score of 8. -Max tries to parry. His pilot skill is 4 and he rolls 5 for a final score of 9. He therefore successfully parries the kick from the Regult and no MDC is taken.
Zentraedi Attack Squad activates. -The 7 Regults of the attack squad move 10 inches down the road and prepare to fire, execution style on the Valkyries. -To the Recon Regult’s surprise (and relief!) all the Regults in the squad decide to concentrate their fire on the remaining VF-1A. The Pods need 3s to hit (Gunnery 1, +1 formation v. Defense 5) and 5 hits are scored. -The last VF-1A spends 2 CP to try to dodge 2 of the hits. He succeeds in dodging one. 4 hits riddle his airframe doing 16 MDC. Fully ventilated, the Valkyrie crumples to the ground in a heap of molted slag.
The end of turn 6 sees our hero Max, cornered, trapped and about to be swarmed by a multitude of Zentraedi Battlepods.
|
|