AAR
First Harder Than Steel Game using V1
We made mistakes, but I'm not going to admit to them!
As the basic rules Andrea published didn't include everything, so I used Flying Lead modifiers and points.
The main difference in this game is that you get to (attempt to) use your opponent's missed activations. This comes to the fore when you lose two. Your opponent can then roll them, next start his round with the same unit or maverick This is what turns that solo figure into a Rambo, choosing targets and taking them out one after the other.
The Rebels realised that being heavily outnumbered, they had to be aggressive. Punching to the centre with two units, right wing held by the third and the left by the Storm.
The Imperials suffered with poor dice rolling to start (Very embarrassing to suffer three failures and then have to “grub” for every spare reaction to try and stay in the game!) allowing the rebels to storm their centre, routing one unit and depleting a second. Did not help that the Uber Heavy Weapon Dalek's computer self-destructed on first activation.
The depleted Imperial
unit saw its opportunity for glory and close assaulted the enemy
Black Dalek. Success! But the Rebels held, one unit did a short
retreat.
Enraged, the Rebels go in, supported by their Heavy Weapons laying down supporting fire.
On the Rebel left,
Storm is facing 2 units. Using its speed and mobility to do a
strafing run, inflicting casualties and suppression But its luck
didn't hold, three successes resulted in a move in, double shooting.
Storm goes down in flames.
Their centre gone and
the Imperial Black Dalek being chased by the last remaining HW Dalek,
being forced to throw understrength units at it just to survive.
A very Pyrrhic victory
for the Rebels.
HTS is a fast and
furious game. It is easy to get confused between reaction and
activation. DO NOT play with a rules lawyer, this is definitely a
game you play WITH your opponent. If you want to just line them up
and go straight ahead, there are lots of games out there for you.
Quick comparisons
Tomorrows war. Similar
in that these mainly deal with infantry, the use of failed
initiatives as reaction and not having to make a decision until
you've rolled the dice gets rid of the “I'm going to do this” -
“when you get here, I will react” that a lot of plays object to.
Useme. This first
volume version has the ability to flesh out in the good old Ganesha
way.
Gruntz. Seems to have
radically alter each time I play it and there is the “according to
the forum” rules mentality. Gruntz is very, very generic and most
people don't seem to play with basic infantry, where this (like most
Ganesha's) is best (FUN) played with less powerful troops.
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