|
| Author: |
Created: |
Rating: |
|
|
Jun. 02, 2004, 01:34AM
|
|
Viridian vs Junkers 950pts
Viridians:
Behemoth
Terrasaur squad
1 squads of Marines
1 squad of Shock Marines w/Trask
1 squad of Assault Marines
Mortar team
Junkers:
Squad of Convict Legionnaires
Squad of Suicide Bombers
Squad of Thermite Lancers
Praetorian Guard w/Praetor Maximus
Squad of Exo-Suits
Korvus Walker
Demo game with new player, he chose to field the Junkers. Field had a small rise on both army placement sides, one large crater and a trench meandering down about the middle.
First turn was all movement with exception of the Behemoth, who moved and targeted the Korvus and missed, and the terrasaurs; the recoilless cannon took a shot at the Suicide Bombers and missed, even with the Spotter bonus of the terrasaur HQ.
Turn Two
Junker wins initiative, Suicide bombers rush out for max movement, terrasaurs take another shot at them, killing one. Exosuits move into range of the terrasaurs, but fail to either hit or wound. Behemoth takes another shot at the Korvus and misses. The Korvus moves out, and fires on the Behemoth, scoring a wound with no further effects. Mortar team takes a shot at the Korvus and goes wide, Junker player advances the Praetorian Guard with the Thermite lancers ranked behind them. Other squads made movement.
Turn Three
Junker wins initiative, peels off one suicide bomber into the terrasaurs, does one wound each on two terrasaurs, terrasaurs in turn fire on the bombers, taking out two more, the Praetorian Guard advances with their Shield Wall, the Behemoth moves to high ground and decimates the Preatorians with full fires at medium range, killing all but one guard and the Praetor Maximus. Movement of the Convicts squad, Marines move and fire into the Suicide bombers killing all remaining but two. Korvus fires at the Shock Marines, killing two, Shock Marines rush at the Korvus, and make spectacularly bad rolls, wounding only once with their vibroscythes. The return stomping and kicking of the Korvus kills another Shock Marine; only one remains with Maj Icarus Trask. Thermite Lances move from the cover of the (ahem) remaining “shield wall” guard, and fires off at the Behemoth... six thermite shots, one hit, but it was two misses that drifted for only one inch that scored two wounds, Behemoth misses the heavy armor saves. The Behemoth was crippled and cannot move (3 wounds so far). Another drifting thermite shot scored another wound on a terrasaur hapless enough to be in the drift. Mortar shot on the Thermite Lancers fails to hit.
Turn Four
Viridian wins initiative, cannot fire at the Thermite lancers without a command check, as they are not the closest unit, the remaining two suicide bombers are. Terrasaurs are activated to take out the suicide bombers, done and done. Junker player destroys the Behemoth with the thermite lances, Shock Marines in assault with the Korvus failed to score a wound (Korvus has one wounds out of five needed to drop it). Junker makes the command check and volleys into the Shock Marines in assault with the Korvus, including TWO flamers... scores only two wounds on the Shock Marines, another two on the Korvus. The Shock Marines made one heavy armor save, so only Trask remains – the Korvus was not so lucky, and failed both saves, taking two wounds. Assault Marines are flanking around the Korvus hoping to engage the Convicts. Exo-suits volley into the terrasaurs, causing two more wounds – every trerrasaur is now wounded. Mortar strike on the Thermite Lancers again fails to hit.
Turn Five
Viridian wins initiative, moves Marines and volleys into the Exo-suits, taking out two (vaporized one with a rocket shot!) The grenade launcher shot drifted close enough to take out the remaining Praetorian Guard and give one wound to Praetor Maximus. Tthermite Lancers obliterate the terrasaurs squad, Mortar strike drifts away form the Thermite Lancers and takes out Praetor Maximus (so let’s recap for a sec... the “hero” figure for the Junkers was taken out by two ordinance weapons that never hit their intended targets – talk about bad luck...). The squad of convicts again fire into Trask and the Korvus in CC, dropping them both. Assault Marines move and fire into the convicts, killing two. Exo-suit fires into the Marine squad that killed his cohorts, killing three with their heavy grape gun. Realizing that the Thermite Lancers have not taken a turn yet, and they are the closest Viridian unit, the remaining Marines rush for cover. Lancers make movement, but cannot get line of sight on the Marines.
OK, so the Viridian player has a full squad of 5 assault Marines, a Mortar team, and half of a Marine squad left. The Junker player has three Exo-suits, a squad of 10 Convicts (2 with flamers), and a full squad of Thermite Lancers
Turn Six
Viridian wins initiative, volleys assault Marine fire into convicts, killing two more, convicts move and volley back, wiping out the squad. Mortar strike on the Thermite Lancers misses yet again. Exo-suits move within LOS of two Marines, taking them out. At this point, game was called – even with the benefit of extraordinary luck, the Viridian player (me) could not have won...
Afterthoughts –
A good game – it was a demo with a new player, so I sacrificed some tactical choices in favor of setting up situations where the new player could see the different rules of combat and skill sets come into play. Those Thermite Lancers REALLY paid off for him, and my mortar was about useless.
|
MARDADDY601 - I am "Mardaddy Paints!," the recently appointed studio painter for voidgamers.com, and am open for business.
| Public Comments |
Please log in to post a comment | |
You must be a registered member to post comments. You may sign-in Here.
|