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 Author:  Created:  Rating:
May. 11, 2004, 12:11PM
Average Rating: 0 out of 5  0 Ratings      
Junker mission was to hold back or defeat the Viridians from “snatching” a monk figure and escort him off the base within “X” number of turns. The number of turns is what we’re playtesting the mission to find out.
Rules are:
· The monk cannot not move independently.
· Any figure can escort the monk once they have base-to-base contact.
· If the monk is in base to base contact, and that unit is fired upon, every other hit must go to the monk, which is an automatic kill.
· If any force kills the monk, that force losses the battle.
· Defender (Junker) sets up not knowing which direction the attacker will attack from.
· Attacker (Viridian) can only bring his forces on the table one at a time from one table direction (with the exception of the Strike Commandos)

Junkers
Auralian
1 squad of exo-suits
3 Convict Legionnaire squads

Viridians
Icarus Trask and squad of Shock Marines
Terrasaur squad
1 squad of Commandos
1 squad of Marines
1 squad of Srtike Commandos (drop troopers)

TURN ONE
The Junker player set up 360 degree defense, the Viridian player choose his entry point and set up the Marine squad. Rolled for initiative, Junker player wins. Shotgun volley into the Viridians for two casualties. Viridians move and fire into the Junkers, who benefit from cover saves, take two casualties. Junker player moves one legionnaire unit from a flank to assist, and fires into the Viridians, killing two more. Viridian player moves his terrasaurs onto the table, firing a volley at the originally targeted Junker squad, killing two more and requiring a panic check, which they pass. One Convict and a Lictor remain. The Junker player puts his last squad of legionnaires on hold in case the Viridian drop troops show up on the opposite table side. Viridian player puts the Shock Marines on the table and advances them (assault capability only). The Exosuits and Auralian (who were centered in the defense and in base-to-base with the monk), move the monk away from the battle. Viridian player moves his commandos on the table and rushes, angling to head off the Exosuits.

TURN TWO
Viridian wins initiative. Marine squad moves and fires on the remaining two members of the Junker squad, missing them. The hapless Junker pair fires into the Marines, missing them. Junker player puts the flanking Legionnaires on hold (good call, any movement by any three of the nearest Viridian units and he gets the possible reaction shots – traded one volley for three possible volleys!) Viridian player moves the terrasaurs and takes a shot at the remaining pair, killing them. The reaction shot by the flank Junkers never comes due to a failed command check, Junker Exosuits shift around to fire into the Commandos, Grape guns and flamers take out three figures, but they passed the panic test. Shock Marines rush to close distance – they are not in base to base. Junker flank unit makes the command check and fires into the Shock Marines, making two hits, but heavy armor saves keep any Shock Marines from getting killed. Junker squad not employed is again put on hold.

TURN THREE
Viridian wins initiative. Terrasaurs move into the Junker defenses, reaction shots result in one wound for two terrasaurs. The terrasaurs fail to hit any of the Junkers due to bad rolls. Junkers put those flank units on hold AGAIN. Shock Marines charge into assault, with heavy bonuses, they take out three Junkers, who failed their command check for a reaction shot. Junker player moves his Exo suits and smartly fires on the terrasaurs – the flamer template covers all three terrasaurs, plus four Shock Marines. The flamer takes out two terrasaurs and wounds the last one, while killing two Shock Marines as a bonus. The two Exosuit grape gunners make short work of the remaining terrasaur. Viridian player moves the commandos into position and fires on the Exosuits with the flamer – takes out two. The Junker player opts to keep his flamer instead of the Sgt (who was in base-to-base with the monk, but the monk was out of the flamer template). The monk is now unescorted. The remaining Junker squad that was on hold now moves off their position and put them on hold. Viridian player moves his remaining Marines in and takes out the remaining Exo-suit flamer.

TURN FOUR
Game basically called – remember this was a playtest. By this time we had a good estimation of the number of turns needed to capture the monk/objective.

Observations:
All in all, a good game. The fact that the Viridians had a substantial squad of Strike Commandos that could pop in at any time really gave the Junker player pause, and tied up one of his squads to cover the six “just in case,” making them combat ineffective for the whole battle. The Strike Commandos were chosen as an option to prevent the Junker player from just roaming the field with the monk in the opposite direction of the assault, wasting time, and to force engagement & participation. I will definitely use this scenario again, but with a much smaller Shock Marine squad so they are no so overwhelming, and a much smaller Strike Commando squad so they are perceived as less of a threat. A limit of six turns to capture the monk/objective sounds about right. One more additional rule not mentioned (and option not used, but still it was an option) is that whomever has base to base with the monk cannot “rush” for double movement, this will allow for the aggressor to close on the monk/objective at a better rate.

MARDADDY601 - I am "Mardaddy Paints!," the recently appointed studio painter for voidgamers.com, and am open for business.

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