Here goes. These stats are against each other. With a human opponent I usually use a LONG move, Llhurgs are usually STRONG.
Southpaw Walker APC
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Southpaw patrol
APC 68Chaingun 49
3x machine guns 93
5x Militia 460
Sergeant 152
Total 822
Llhurg gun car
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Llurg camp
2x MG 72
Gun 4
2 Missile Vehicle 84
6x Small Missiles 60
6x Medium Missiles 72
8x warriors 336
Leader 69
Total 799
The Game. I
wanted a partially wooded table opening onto a clear area being used
as a muster area for the Llhurgs.
As
you can see above, there was no great discrepancy between the quality
of the forces involved. We both had bad dice rolling, but mine was
even worse than normal-.
Tony came in fairly cautiously and was spotted on the second move. One gun car tried a long shot that killed a few leaves while Tony's return stripped my observers off the hill. Taking the APC over and around the hill he engaged and killed the first gun car, failed to see the missile vehicle on his flank.
The second missile vehicle, being unable to bring its gun to bear, tried ramming (in reverse) the APC but its slow speed prevented any damage. It died.
The Southpaws now mounted the second hill and stalked the last gun car. There was a slow speed chase that the APC won, machine gunning the Llhurg infantry into submission.
Meanstwhile
my remaining missile car got into a firing position and launched off
three rockets. One landed close, but was stopped- just, by the
armour. My next activation was just 1, so not enough (2 crew
requiring 2 activations to launch) to shoot, so the vehicle does a
“scoot”. Not far enough though and the chaingun chews it up,
exploding the remaining rockets in a scarlet blaze.
One
thing's obvious, I need a lot more Llhurgs on the ground and some
heavier vehicles. Possibly some armoured cars or tankettes.
I
rather fancy 15mm.co.uk's new range as an alternative to the Llhurgs.
Their RPG troops against the walker, or a column of tanks would be
fun. Shades of James Roach's The Zone series!
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