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 Voidgamers Home :: Sci-Fi Miniature Games :: VOID 1.1 Printer Friendly Version  

 Author:  Created:  Rating:
Jun. 08, 2004, 02:24AM
Average Rating: 0 out of 5  0 Ratings      

Viridians:
Two squads of eight Marines with Chaingunner and Grenade Launcher each
Two Heavy Weapons Teams of HMG & Mortar Team
TR8 & HQ Terrasaur
(Viridian player also gets two resin VOID 1.1 Gun Emplacements)

Syntha:
One squad of five Tactical Teratosynths led by Warmachine
Four squads of five Tactical Androsynths each with a Plasma Gunner
Two Hunter Killer 2000 grav bikes

Syntha goal: Advance and either cross the Viridian line with 400pts of figures, or wipe out the Viridians by the end of turn six.
Viridian goal: Prevent the Syntha player from advancing 400pts of figures past their defensive line or being destroyed by the end of turn six.

Viridian player gets to set up first within 4in of tables edge, place mortars in corner, HMGs in the Gun Emplacements closer in, with the Terrasaurs in the middle and the two squads of Marines on either flank.
Syntha player has automatic initiative, and brings his units one on at a time as the unit is activated.

Turn one: Synth player stars with initiative, brings out a squad of Tactical Androsynths (TAs), firing their pulse rifles into a squad of Marines for no results, but are in turn targeted by a Heavy Weapons Team (HWT), good rolls and two TAs are knocked out. Syntha brings in his Tactical Teratosynths (TTs), blasts a Marine squad for three casualties. Concentrating on the TAs, the Marine squad volleys, missing all but the grenade launcher, who knocks out another two TAs. Another squad of TAs is brought out at a rush for max movement rate. The other Marine squad targets them and scores one kill. Another TA squad comes on and fires into the terrasaurs for no results. Terrasaurs move forward six inches and targets an intact TA squad with the recoilless cannon, killing two with a hit on the Alpha. The HKs are brought in and fire on the terrasaurs, wounding once. The last TAs are brought in for max movement rate. The remaining Viridian HWT targets the first TA squad, succeeding in taking out all but the plasma gunner.

Turn two: Viridia wins initiative, moves a Marine squad out and fires on the nearest TAs, doing one casualty. TTs fire on the reduced Marine squad, killing another two, they’ll need to make a panic check next turn. One HWT targets the TTs and scores a mortar hit on Warmachine, does one wound to him and another TT within the template. TA squad moves and fires into the remaining Marine squad, killing two. The other HWT targets the HKs, missing. TAs move and fire into one of the HWT, scoring two hits and wounds, but the heavy armor saves of the Gun Emplacement deflect the shots. Terrasaurs targets the HKs and misses. TA squad moves and fires into the “most intact” Marine squad, killing one. Marines target the TA squad, killing one. Remaining TA (just a plasma gunner) moves and targets the terrasaurs, hitting, but failing to wound at medium range.

Turn three: Synth wins initiative, moves HKs and fires into HWT, scores three hits out of four possible (mounted chainguns at medium range), all wound, but all wounds are saved by spectacular armor save rolls! Terrasaurs fire into the TT squad, missing, but the scatter die scores another wound on Warmachine. TTs target the most reduced Marine squad for terrible rolls, what hits they had all failed to wound. HWT targets a TA squad, doing one kill, the lone plasma gunner moves and targets the terrasaurs, wiping them both out with a great shot. Marine squad fails their panic check and can take no action. TA squad rushes. Remaining Marine squad fires into a TA squad, killing one. TA squad moves and fires into the Marines, killing two. HWT fires into the HKs, scoring one wound. Last TA squad moves and fires into Marines, killing one (one more casualty, and they’ll have to make a panic check).

Turn four: Synth player wins initiative, moves HKs REALLY close in to the Mortar and HMG teams and fires, six dice, four wound, three great heavy armor saves (thank the designer of those Gun Emplacements!). Seeing the Synth player has 160pts (HKs) dangerously close to leaving the field, the Viridian player weighs options for a bit, fire the mortar two inches? What if I missed? Have another unit fire into the HKs? WAIT! Abandon the chaingun and mortar and assaults the HKs (that groan you hear is the Synth player, caught completely by surprise)!! Even if the HWTs die, it represents five wounds at this point and will hopefully keep the HKs tied up for at least two turns! The assault phase ends up wiping out a HK, and killing one HWT member. TT squad rushes. Marine squad fires on a TA squad and takes out another two (only one and the plasma gunner left), TA squad fires on the “unengaged” HWT, doing one casualty. HWT fires on a TA squad, taking out one more. The Lone Plasma Gunner from the first squad fires on the panicked Marines, killing all but one (grenade launcher). Marine would have passed panic check, but the minuses from the enemy being so close cause a fail. At this point, the Synth player has pretty much decided he cannot get 400+ points across by end of the game, and must instead kill all the Viridians

Turn five: Synth wins initiative, moves TA and fires into Marine squad, killing two. HWT involved in assault with remaining HK fail to score a wound, but have one of their own killed by the HK rider’s autopistol. TT squad moves and fires at lone panicked Marine, killing him. HWT fires on some TAs, failing to hit. TA’s fire on the remaining Marines, killing one more. Marines fail panic check and cannot act this turn. Two remaining TAs fire on the HWT, but again, unusually good rolls in the heavy armor save prevent wounds.

Turn six: Synth wins initiative, moves TAs to take up firing positions, passes the command check, and fires into the assault between the HK & the HWT, pulse rifles kill two Marines, wounding the HK once, but neither the remaining Marines nor the HK survive the plasma shot! The last remaining HWT fires on TT’s, wounding one more, but the Synth player moves the TTs into medium range... Warmachine with his six-dice Heavy Grape Gun and those Heavy Plasma Rifles were just too much.... 11 inbound shots, 5 of them with a Dam rating of 7... Previously generous dice with heavy armor saves just could not hold.

One of the best pitched games. Early on, it looked over-balanced in the Viridians favor, the mortars and recoiless cannon hit their mark quick early on, but accuracy seemed to suffer with time. The Gun Emplacements REALLY paid off (worked them as standard cover, HA 3, just seemed to make great rolls). Would definitely do this scenario again.

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

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