Author Topic: War of reaving mini campaign game 1  (Read 7673 times)

Freak

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War of reaving mini campaign game 1
« on: 14 May 2012, 16:08:23 »
So last week our group decided that they couldn't wait any longer and wanted to Dive into The Wars of Reaving. So armed with the recently released

Supplemental mini-campaign the forces of Clan Blood Spirit were dispatched to investigate the movement of an unknown force on Strana Mechty.


Clan Blood Spirit Binary


Blood Kite
Rifleman IIC
Black Knight (Royal)
Crab (Royal)
Crimson Hawk

Crimson Langur Prime
Crimson Langur A
Wyvern (Royal)
Clint IIC
Hellhound

Society Forces

Savage coyote  Z    3/4
Viper Z                   3/5
Flashman Flas 8K  4/5
Rhino royal            4/5
Rhino royal            4/5
Ishtar original         3/4
Ishtar original         5/6
Clan motorized point  LRM  5/6
Clan motorized point  LRM  4/5
Clan motorized point  rifle    3/4
Clan motorized point  rifle    4/5
Clan motorized point  mg    5/6
Clan motorized point mg     4/5
Clan mechanized hover laser  3/4 (subbed by two Savannah Masters)
Clan mechanized hover laser  3/4

For terrain one of the lads decided to set up a map using Heroscape terrain so things were pretty open. Per the scenario rules I through in my 2 cents with a 1.1 G rating for Strana Mechty, was going to make it a Dusk game too but several of the players objected as they hadn't given themselves very good gunners so I dropped that one.

Blood Spirits initial advance


The Society Forces started on-board


The first turn saw the usual ranging shots that really hadn't a hope in hell of hitting, though the pair of Rhino's controlled by some Bandit Cast crews managed to put a full 30 Long Range Missiles into one of the Crimson Langurs in a display of gunnery that made us wonder why they washed out exactly. The only damage in return coming from a single ER Large Laser from the Blood Kite that hit the turret of one of the tanks.



Turn two saw the damaged Crimson Langur pulling back to do some damage assessment while the Society Savage Coyote advanced on the Blood

Spirits left flank targeting the significantly lighter Crimson Hawk and tearing open its left torso though failing to inflict a critical. The Blood Kite continued to attack the Rhinos on the hill this time landing several volley's of LRM's and combined with stray shots from the Rifleman IIC, with which it had set up an overwatch position, left one Rhino with a battered nose and a locked turret, though still intact. The Clint IIC and remaining Crimson Langur focused on the other Rhino but only scored scattered hits.





While the tanks on the hill drew the bulk of the fire the large amount of Dark Caste infantry made a beeline for the hills in the center of the map, a few Packrat minis subbing in for the Flatbed trucks deployed by the Dark Caste as transports. With the Spirits only dedicated Anti-Infantry Mech, the Wyvern, on a distant flank, this would prove nasty later. The Black Knight and Crab set themselves the task of securing the right flank and when the Crab poked it's nose out found that the Rhinos had decided it was an easier target this round, the massed missile strike tumbling the gyros and sending it crashing to the dirt.





Turn three had the poor Crab pilot in a bad situation, having obviously been rattled by the extra hard jolt from the slightly higher gravity, the pilot needed 3 attempts to stand and when he finally made it back up, didn't have much left for a movement mode. The Black Knight moved up to support it but the Society seemed to sense the opportunity as both Rhinos again picked it as their target, hitting with over 40 missiles, as well as two platoons of Mechanised Hover Infantry that darted around the hill to engage at close range. The massed weapons fire ripped away the entire right torso and smashed armour all over the mech but miraculously this time it stayed upright.



Meanwhile on the other flank the Society's Nova CEWS finally came into play as the Dragonfly moved in close to the Star of Spirits that had been advancing towards it, allowing the Savage Coyote to take full advantage of the range reduction, putting it's HAG and an iATM volley into the Hellhound's right torso and right leg. The return fire from the forces on the left flank mostly missed but the Rifleman and Blood Kite finally finish off the badly damaged Rhino on the hill, only one more to go.





Turn 4 and the Crab started to move back off the board, it's savaged torso meaning that under the Forced Withdrawal rules it had to leave, despite the protestations of several Blood Spirit players it decided NOT to play fast and loose with rules interpretations and simply left at full speed in a direct line for it's home edge. Meanwhile the Black Knight pressed on in the hopes of getting in a sneaky flank strike but the infantry and the Ishtar on the flank weren't about to let it get through easy, an exchange of fire left a PPC sized hole in the tanks turret while the infantry took a number of small chunks out of the Knight.





The Blood Kite, Crimson Langur and Rifleman IIC switch to the remaining Rhino, savaging it but failing to knock it out. The Savage Coyote switched targets again, this time taking shots at the Wyvern and hitting with it's iATM's and its HAG leaving it staggered, the Bandit caste seemed to have finally realised that if their infantry was to have a chance the Wyvern needed to die.



The Dragonfly was concentrating on manouvering so as to provide it's friends with targeting data and the Flashman was now moving into the fight.



After losing initiative every turn so far the Blood Spirits were delighted to finally catch a break and win one, not that it took the pressure off, the Crab continued it's withdrawal while the knight continued its advance and the furball that was the left flank continued. The remaining Dark Cast Rhino got cute and turned it's damaged front away from its antagonists, depriving it of the forward mounted LRM launcher but giving it fresh armour. The Wyvern meanwhile moved into the center and engaged the pair of infantry platoons that had been advancing slowly towards the Blood Kite and Rifleman IIC's position, immolating the lead platoon with a volley of Inferno SRM's and wiping them out in grisly fashion.





Meanwhile the Black Knight continued it's solo run on the left, hounded by the infantry and frustrated by the Ishtar. The combined fire of the Infantry and tank have stripped it of rear armour and it has started to lose front armour to the tank.



The Flashman with the aid of its Nova CEWS tore into the already Damaged Crimson Langur A and stripped the remaining armour from the left torso leaving it with a very exposed and still very full ammo bin, though it fortunately managed to stay up despite a head hit and suffered no criticals. The Savage Coyote finally received a solid volley to its left torso from the Hellhound with a wonderful display of gunnery that put the Large Pulse, ER Medium and all the SRMs into the torso, stripping it and taking out the iATM in that torso, the return volley was definitely a case of giving better then it got though as the HAG and iATM's ripped away the left arm, the right arm and right torso as well as a head hit. The Hellhound was now subject to forced withdrawal.







The final rounds of the fight finally saw the Society forces taking some serious loses as the second Rhino finally died and the Black Knight was able to kick the Ishtar to death but it was by no means a one sided affair as the infantry that had been persecuting the Knight finally ate through to the Gyro and dropped the mech. The Dragonfly was continuing to be far more a strategic asset then a tactical one as it's own weaponry wasn't doing much but the Nova it carried was definitely letting the Flashman and Savage Coyote punch above their weight, blood Spirit attempts to stop the small mech simply went wide. The staggering amount of damage taken by the Spirits forced the Rifleman IIC and Blood Kite to advance from their position but not before the Rifleman put 3 of it's Large Pulse lasers into the front of the second Ishtar and finished it off, though not before it blew the right arm off the Wyvern while the Wyvern had another barbecue with the second infantry platoon before going unconscious and falling over. The Flashman fires two large lasers into the head of the Crimson Langur Prime killing it instantly but fails its own PSR and is looking hurt.



Proof that Combat Vehicles can die hard.



Overall the game was enjoyed by all, the lack of anti-infantry elements really hurt the Blood Spirits and it was obvious they took disproportionate casualties because of it. The Spirits would carry they day but it had cost them dearly.
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agen2

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Re: War of reaving mini campaign game 1
« Reply #1 on: 14 May 2012, 16:35:12 »
What doesit mean  royal?

Moonsword

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Re: War of reaving mini campaign game 1
« Reply #2 on: 14 May 2012, 17:06:34 »
It's a variant from TRO3075/RS3075 Unabridged.  XLFE, ECM, Artemis IV, MPLs instead of MLs, and AMS.  No more ammo and I don't think the armor changed, not that it really needed to.  (The ammo, on the other hand...)

markhall

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Re: War of reaving mini campaign game 1
« Reply #3 on: 15 May 2012, 02:41:16 »
This was a fun if painful game.
Both sides went into this assuming it was going to be a cakewalk for the Spirits. Oh how we proved that assumption wrong.

We got our asses pasted considering what we faced.
The Rhinos where great fire magnets. And we concentrated far too long on them.
The Ishtar I normally see on the table ain't nearly as soft as the one we faced today. I may have attempted to remove them earlier had I copped it. But it wasn't like it really did a lot.

That Savage Coyote is a mean SOB. And combined with the Nova its all sorts of unpleasant.

Also It was actually a Wyren IIC.

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Re: War of reaving mini campaign game 1
« Reply #4 on: 15 May 2012, 04:34:09 »
What wasn't mentioned above is that the Flashman was modded - I dropped the AMS in favour of a Nova CEWS. 

Also, the Blood Spirits were usaing the Upsilon Galaxy special rules - any unit that attacks them in a turn that it moved gets a +1 modifier to ranged attack rolls, but the Spirits suffer a -2 initiative mod.

I was amazed at how well the Bandit/society forces did in this fight.  A large part of that was the sheer amount of hurt the Savage Coyote was able to put out - iATMs are amazingly nasty, and being able to use the Nova to get a lower range mod without having to worry about C3 meant that the Coyote could hang back a little bit and stand still to get very good shots.  Between the Coyote's amazing throw weight, the sheer volume of fire the Rhinos absorbed, and some good lucky shots from the Flashman and Ishtars, the Bandits did much better than they had any right to, really.

And what nobody realised is that we had 2 more flatbed trucks in the objective hex.  The Klondike variant with prototype rocket launchers - so any Spirit 'mech who went for the objective was going to get a nasty surprise :D
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markhall

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Re: War of reaving mini campaign game 1
« Reply #5 on: 15 May 2012, 05:55:13 »

And what nobody realised is that we had 2 more flatbed trucks in the objective hex.  The Klondike variant with prototype rocket launchers - so any Spirit 'mech who went for the objective was going to get a nasty surprise :D

Odds are that it would have been the Clint or Crimson Hawk making that play. And I don't think they would have withstood that bombardment.

Ouchies

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Re: War of reaving mini campaign game 1
« Reply #6 on: 15 May 2012, 08:01:02 »
Yikes, bloody game.  Conv. Infantry can always be a bit of a surprise.   O0

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Re: War of reaving mini campaign game 1
« Reply #7 on: 15 May 2012, 09:12:07 »
This was the first time we'd used mechanised infantry and they were pretty danmed powerful.  It was somewhat sitatuational - getting behind the Black Knight and constantly moving after it helped a lot, but they had a good combination of speed and firepower, and damage divisor 2 to negate the double damage from anti-armour weapons helped.
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Re: War of reaving mini campaign game 1
« Reply #8 on: 15 May 2012, 09:29:50 »
Very interesting game!  I just wish there was some way the Savage Coyote Z had more HAG ammo, but I guess it's just a case of "make your shots count."  On paper I would say the Spirt force should have cruised through them, but obviously with a little luck and tactics, that wasn't the case.  Nice write up!

markhall

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Re: War of reaving mini campaign game 1
« Reply #9 on: 15 May 2012, 10:08:39 »
Very interesting game!  I just wish there was some way the Savage Coyote Z had more HAG ammo, but I guess it's just a case of "make your shots count."  On paper I would say the Spirt force should have cruised through them, but obviously with a little luck and tactics, that wasn't the case.  Nice write up!

WE SHOULD! But the dice wanted other things.

Not looking forward to game two where the BV is very similar. :)

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Re: War of reaving mini campaign game 1
« Reply #10 on: 15 May 2012, 13:01:06 »
If you see a Turkina Z... run!  :D

Lorcan Nagle

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Re: War of reaving mini campaign game 1
« Reply #11 on: 15 May 2012, 15:41:58 »
No comment on whether we plan to include a Turkina Z in game 3...
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markhall

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Re: War of reaving mini campaign game 1
« Reply #12 on: 17 May 2012, 06:08:41 »
Game two last night. 
The Osteon . GAHHHHH!

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Re: War of reaving mini campaign game 1
« Reply #13 on: 17 May 2012, 06:36:58 »
Poor Cephalus!
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Re: War of reaving mini campaign game 1
« Reply #14 on: 17 May 2012, 07:49:15 »
Details or it didn't happen!  :D

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Re: War of reaving mini campaign game 1
« Reply #15 on: 17 May 2012, 08:29:54 »
The Cephalus took a UAC/20 double-tap to the centre torso.  Not even ferro-lamellor could save it.

Mark's sheer frustration when he discovered that a: some big gun to the Osteon's head didn't penetrate the armour, and b: the cockpit was in the centre torso so he didn't even take a pilot hit was hillarious.
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markhall

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Re: War of reaving mini campaign game 1
« Reply #16 on: 17 May 2012, 17:21:58 »
The Cephalus took a UAC/20 double-tap to the centre torso.  Not even ferro-lamellor could save it.

Mark's sheer frustration when he discovered that a: some big gun to the Osteon's head didn't penetrate the armour, and b: the cockpit was in the centre torso so he didn't even take a pilot hit was hillarious.

DUDE SPOILERS.

Working on a write up for game too.

But there where a quite a few moments like this.

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Re: War of reaving mini campaign game 1
« Reply #17 on: 18 May 2012, 08:58:46 »
Sorry, my bad!  I want to run some sort of Reaving thing... just need you know, players, an stuff.  No big deal!

BARNESGN

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Re: War of reaving mini campaign game 1
« Reply #18 on: 18 May 2012, 11:13:51 »
Excellent write up, great game.

vinlander

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Re: War of reaving mini campaign game 1
« Reply #19 on: 20 June 2012, 06:51:30 »
-Ahem- Err, is there any more?  :'(


Freak

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Re: War of reaving mini campaign game 1
« Reply #20 on: 20 June 2012, 07:56:31 »
There will be tonight, wasn't there for the 2nd game due to work commitments but will be there tonight for the 3rd and final game, which promises to be bloody.
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GAME 2
« Reply #21 on: 22 June 2012, 10:15:18 »
The Blood Spirit forces.



Gladiator H , Canis, Fire Scorpion 3, Linebacker A, Peregrine 4
Athena X 2
Isthar Heavy ST
 Oro Heavy Tank
Oro Heavy Tank (HAG)
Ares Meduum Tank( Plasma) 


The Society Forces.

Cephelaus
Osteon
Septecemia
the hovertanks were Zephyrs X 2
there was a Padilla
Marsden IIs. X 2
And Tons of Infantry TONS.

Turn 1
The Spirit forces advance using the protomechs to flush out hidden units and clear paths for the mechs and Tanks that followed.
The first few squads of Infantry that appeared are annihilated as the mechs have little else to fire at.

The Osteon take up position at the city wall and uses its Nova system to strike at the incoming Spirits. And Society Protos & Vehicles move up.


Turn 2
The Spirits push towards the depot. And they target buildings. With the long range mechs. The Canis fires shots against Osteon. And surprised by the lack of damage it suffers.  The Linebacker drops its elementals just in time for a stray artillery round to blast them all to heck.  While Taking a track clean off the Ares. It's crew bail out.
A Demolisher is found and lasses out before its armor crumbles  to the protomechs still coming over the hill.
Two Guass shells fly from the Mad Cat MKII towards an on coming Boggart seemed to leap between the Shells and continue on with it Trey mates.






Turn 3
A Delphyne  stumbles through the woods and reveals the Cephalus. Who attempts to Tazer the Executioner. It's shot misses.  The great
mech turns its guns on the Cephalus. Which thanks to a misunderstanding of its stealth systems( It did not get bonus for standing still.)
Took 2 AC 20s to the center torso. Ending any potential threat it may have posed.
The Blood Spirits right flank focus on the Firebase and infantry clean up.
The Madcat MK II  fires on the Septicemia landing two shots into the torsos.
The Society mechs return long range shots.
While the Society protos focus on Spirits tanks which slows their advance.




Turn 4
Again the Spirits right flanks focus on the Base. Dropping more supply buildings and the Firebase.
More of the Society Infantry die to spirit guns. And the Osteon laughs off more incoming fire upon it.
Their  Zephyrs join the party bypassing the defensive line of protos and help immoblise the Spirits Ishtars.






Turn 5
Again the Spirits focus on there mission of taking down the base. As their Protos attempt to trap the enemy hovertanks and bring them crashing to the ground.
The immoblise Ishtars become the focus for the societies remaining infantry and Boggarts.
While the Septicemia closes the gap to buy range for the Osteon. A Horned Owl strays too close and the Septicema removes it from the battle.
 





Turn 6

Again the right Flank of the Spirits push for the city gates. With the Fire Scorpion been taken by Surprise by the infantry guarding it. They suffer the full wrath of his AP Guass.
The firebase exterior starts to fall appart.
The Marsden II inside the base exit and take out the lead Oro which returns the favour against one of its attackers.
The Ishtars have been left to their fate and attempt to takeout the society protos attacking them. But only do minor damage before they crumble to enemy fire.
The Septicemia pulls back to the wall harassed by Spirit protos and the mechs of the right Flank.
The Gladiator has its Torso opened by the Osteon causing it to fall back to the rear of the assault.




Turn 7
The Spirits are hurting far more than they should be. And their assaults start to move forward.
The firebase has about 25% of its walls intact. And the Spirit Commander decides to put down the enemy mechs at all costs. Their techs will want to see these designs. The Osteon weathers the fire that hits him with little Ill effect While hurting the Linebacker in return.

The Society protos and mechs start to withdraw.  The Infantry remain to cause more trouble.
They've cost the enemy Clan forces dearly.

markhall

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Re: War of reaving mini campaign game 1
« Reply #22 on: 22 June 2012, 10:25:40 »
There will be tonight, wasn't there for the 2nd game due to work commitments but will be there tonight for the 3rd and final game, which promises to be bloody.

Sorry I forgot I was on this duty.
Completely slipped my mind with work and all.

A fun and bloody game for the most party. Lots of Dead infantry. I enjoyed using the protos to try flush out his units. It made the most sense for them at the start of the game. And I'll admit I'm not a big fan of protomechs. But I Am starting to come around to them.

So many Scary things on the Society side.
The Osteon is bad on far too many levels. I'm just glad he had a regular warrior in it. So it wasn't throwing out even more damage.
Best way to deal with it seems to be Warship.

The Boggart are well worth a look if you are a fan of protos.

 

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