Alright time for me to chirp in I guess... ISP issues have kept me quiet till now, (and still will... I shudder to think what these photos are doing to my mobile data plan...)
Anyways... Battle For Brisbane.. The week after I move... I built a force from what minis I could easily dig out from boxes and the result wasn't spectacular.
In the Command Lance I had:
Atlas 7D 52pts+10 upgrade
Fafnir 5B 57pts + 11 upgrade
Battlemaster 10S2 51pts + 10 upgrade
Zeus 42pts+8 upgrade
In the C3 Lance I had:
Fennec 1CM 40pts+16pts double upgrade
Hammerhands 5D 36pts+7pts upgrade
Mongoose II 267 27pts+5pts upgrade
Ostsol 9R 36pts+ 14pts double upgrade
In the Scout lance I had:
Locust 3S 14pts
Wasp 8T 14pts
Stinger 5R 14pts
Annubis 3R 25pts
For support I had:
2 Typhoon Urban Assault Vehicles (RAC) 39pts
2 Squads of Void Battle Armor (16pts skill2 + 9pts skill 4)
Turn 1:
SC_Dave and I win init and advance... No combat
Though a nasty artillery strike from Asmo's spotter ability drifts into my Atlas, the Battlemaster, and one of the Typhoon's causing a motive crit... :(
Untitled by
cambo_prime, on Flickr
Untitled by
cambo_prime, on Flickr
Turn 2:
SC_Dave and I win init again and advance again.
Again the ranges are far enough that nothing really does much.
Untitled by
cambo_prime, on Flickr
Untitled by
cambo_prime, on Flickr
Turn 3:
Kerenski advances force into the southern objective, I rush my mongoose in to deny the capture points. I manage to play ring around the fuel tank with all his forces and put a little damage on the enemy without exposing too much of the Mongoose to the heavy hitters at the back of Kerenski's force.
Asmo's artillery spotter again running amok allowing Artillery snapshots, instead of our pre planning one turn in advance.
Also Kerenski has me roll for this "Enraged" thing on my Mongoose.. it doesn't matter as the Mongoose is incredibly lucky this turn.
End of the turn the plane fell from the sky and made a miraculous landing. Apparently our Air support is doing some damage, but Jellico is getting slaughtered by dice.
Untitled by
cambo_prime, on Flickr
Untitled by
cambo_prime, on Flickr
Turn 4:
We Win initiative again... were using the swinging init rules and its getting ridiculous
The downed Pilot takes a pot shot before bailing and running. The Mongoose finally dies as does a friendly Locust due to 1 hit as they try to stop the capture points, but but the C3 network gets to work, and the Ostsol, and Fennec put the hurt on an enemy Dragon and the Regulator. The enemey Mongoose bites it by the hill, and meanwhile the Locust runs into the firing line... and Enrages for all he's worth...Stopping the Hammer hands from joining the fun.. He also Enrages the Annubis and the battle armor.
Untitled by
cambo_prime, on Flickr
Untitled by
cambo_prime, on Flickr
Untitled by
cambo_prime, on Flickr
Turn 5:
Lose Init for the first time...
That locust still has the Hammerhands, Annubis, and the battle armour enraged and is making the most of it with it's +5 TMM plus any cover he can find... Waiting until all my forces have moved he finds the maximum density of forces and cover to go and screw with people.
The Annubis and the Hammer Hands Pair up to stop any "out of arc" Locust Shennanigans, but it doesn't do much good as we've lost the init, and the slow moving units are too slow to escape the wrath of the Locust and it's Antagonizer skill.
This time the Locust Enrages the Atlas, the Battlemaster, the Typhoon... and is skilfully out of arc or at a to hit roll of 13 on all of them.
Untitled by
cambo_prime, on Flickr
Turn 6:
Loose Init again... the Locust will probably be the death of me...
All the Enraged units have to move towards it... and do... only to have the locust bolt out of there as it moves last in the Init order... and runs straight up behind the Fennec. Luckily the Fennec avoids being enraged, and puts the hurt on the Jenner, and spots for the C3 on the Regulator and NoDashi. The Hammer hands finally uses it's C3 on it's Enraged Target the locust, but it takes the Atlas to also put it down. But by this point the Zeus and the Battlemaster have been copping huge amounts of damage from the Long Range Specialist Atlas... They don't have long to last...
Turn 7:
We win init...
Battle armor catch up with the downed Pilot, the Battlemaster falls, as does the Fennec, Zeus this turn thanks to whithering fire from Kerenski's heavy's that have finally gotten into range.
Untitled by
cambo_prime, on Flickr
Our "traitorous" air support finally makes it to the battle (the rules prohibited them from firing on the ground until they'd sorted out the mid air stuff first... but neither side would have survived so they declared a truce, did a single turn of support and bugged out). The Airsupport takes down the Vennom, and misses on everything else. In return Kerenski's air support return the favour taking out my Atlas... :(
And we're out of time...
In retrospect.. giving the LR ability to my Fafnir wasn't the smartest as it was too slow to make it to the party. Ditto on adding the Sniper ability to my Fennec as that was already done by the C3. My rolling wasn't great, and the Antagonzier skill was a huge pain. I tried to find every way to kill it... I debated since the Locust wasn't in arc it my units should still get to fire, the base to base contact meaning if he moved last, my battle armour could at least stop the Locust from Running (this is a Battleforce Rule, not an alpha strike rule).. anyways...
I'm interested in playing more air... and the Air support guys were slightly upset that the scenario required them to finish air to air before going in to ground pounding mode... I know Kommando had built his force with fast bombers that were supposed to swoop in before the covering air support could catch up.
Anyways... Lessons were learned... we'll play again I'm sure.
You can find my album of pics at
https://flic.kr/s/aHsk8qMZVk