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Old 01-01-2015, 09:54 PM   #282
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
We have modest roads, some concrete, light trees and hills. There are two nice heavy woods sniper spots for me. I put my Vulture in one. My Devastator is a 3/5 guy, with a bunch of 4/6 escorts, so I put it on the road to move it in too.

Turn 1 – I lose initiative starting out. I can’t see what, but something of theirs skidded. I focus a lot of fire on their Marauder. This is the more durable version that does not have ammo from the AC5 but the extra large laser that you almost never fire. After a lot of fire nailed it, our Masakari’s ER PPC nails the CT, goes critical, and hits the engine 3x and gyro 3x with other stuff. They concentrated fire on our Masakari, but missed. A lot.

Turn 2 – We lose init again. I took out one of their best mechs in the first turn – that was not bad. I back up my heavier units. They are buzzing my flanks with VTOLs while moving down the center to me. A VTOl of their sideslips but is okay. A Shadow Hawk, turned on pavement, skidded and fell. I concentrate some long range fire on their Crusader, and a bit at tanks moving towards us. For example, our Devastator mech has 2 gauss, and 2 PPCs, so it can just blast stuff at range. Our Vulture destroys a Vedette Medium tank’s left side with missiles (SRM6 streaks). PPC from the Devastator opens their Crusader’s LL and hits the hip actuator. Our Masakari follows that by just destroying the LL completely. It tumbles, hard, after taking more than 100 damage this turn. BOOM! Our Jav kicks and immobilizes a Harasser.

Turn 3 –We lose the initiative again. They keep targeting the Masakari, so I run it up behind some trees to give it a turn of not-being-targeted. I back up a lot of my folks again, because we are doing very well at range. They eject their Harasser. Their Shadow Hawk failed to stand – twice, before finally rising. They ran their Cicada to flank the Vulture’s position in the south, and I just unload on it with stuff with pulse lasers and SRM6s. I am quickly falling in love with a Devastator despite that dopey XL. JagerMech is a target of opportunity and long range this turn. Our Vulture destroys the RA of their Cicada. Our Watchman nails the Cicada’s PPC. Our Devastator destroys the LA and RA on their JagerMech. Our Catapult blows off the RL of the JM. Then our Hatamato-Chi hits the AC5 ammo on the JM and it explodes. BOOM! Now, the safety engine on their JM fails. BOOM times TWO! It immobilizes and stuns the crew on a Condor. Two infantry platoons are killed. Our PXH immobilizes a Harasser.


Turn 4 – We still lose baby. We move forward with the big stuff. They eject from a Harasser and Condor. Saladin does as well. I must have missed its injury – it wasn’t on our map – no line of sight to it. Cicada ejects too since it has no weapons (machine guns on destroys arm, dead PPC). Their Pixie bases our Javelin. Now its time to fire at their best mech – BattleMaster. Their Goliath opens up our Jav and hits a jump jet. Our Masakari destroys the right side of a Goblin. We missed a lot that round.

Turn 5 – We lose again. I push forward again, leading with the Shootist, who I want to make relevant. They retreat their Battemaster. Pansy! Their PXH bases our Masakari. The Masakari punishes him by destroying his RA. Both their BM and PXh fall.

Turn 6 – We finally win initiative. Our PXH leaps next to their downed BM. I divert our Shootist to deal with a Commando that circled behind my Catapult, Devastator and Gallowglas. AC 20 from the Shootist hits the Commando in the CT and its destroyed. BOOM! Our Masakari destroys the LL on their Pixie. The Gallowglas hits the medium laser and AC5 on their Shadow Hawk. Their Pixie falls.

Turn 7 – We win again. They eject their Pixie. I continue to charge forward most of my Mechs. I base their Wasp with my PXH I am turning the Catapult, almost out of ammo, into a scouting charge mech with its 4 medium lasers. Our Hatamato destroys the RT of their BattleMaster. Then the Warhammer destroys the front of a Warrior attack VTOl. Hoping to duplicate the one-shot success of last turn, our Shootist’s AC20 carves into their UrbanMech, hits the RA and destroys it. Our Catapult immobilizes their Shrek (AC Version). Our Gallowglas destroys the LA and LT of their UrbanMech. Our Masakari takes out an AC2 Carrier. Their UM falls. Our Pixie kicks, destroys the RL of their Wasp, which tumbles hard.

The mechs still alive are the savaged Shadow Hawk, Crusader, Wasp, UrbanMech and BattleMaster, plus the Scorpion and Goliath. They have lost tanks, infantry, and VTOLs. The Ducal Guard want to move off, but we have surrounded them on the map. Their VTOLs escape, but everything else is forced to surrender.





Ejected – Tanks: Harasserx2, Condor, Saladin; Mechs: Cicada (missing arm), Pixie (missing leg)

Dead tank – Vedette, Goblin, Warrior VTOL, AC2 Carrier

Marauder – 3x engine, 3x gyro
Crusader, missing LL
Wasp missing RL

Commando, LL, RL, H, RT< LT, LA, RA



Kill – Masakari x3, Vulture, Hatamato-Chi x5, Shootist, Warhammer


We have taken the first installation, and done so massively well. I played this one more cautiously due to the number of foes we faced, and we only went internal on a Javelin. Nasty stuff!
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