Buying
the Farm.
The
SAW proves the interaction between the
connected
and the unconnected.
The
Terrain.
I wanted a more rural landscape with cover. I didn't want the added
level of building interiors so opted for ruins.
The PAU vs UNLI. I hadn't expected the PAU to win over the Southpaws.
The PAU vs UNLI. I hadn't expected the PAU to win over the Southpaws.
I
took a huge risk in using the Rover to drop off an HMG team to cover
the road before turning into the farm and dropping off the second
team and the officer. I even managed to get my infantry in good
positions. For once the dice were with me!
Tony
did a cautious advance , keeping his sniper to his extreme right. He
separated both SAWs. One kept watch on my troop in the field while
the team advanced across my front.
My
Rover gunner spotted the movement followed by a burst of fire, as did
my rear HMG all to no effect. I advanced my left squad to the hedge
where they came under effective SAW fire.
By
now Tony's team was opposite my other unit, so he bravely brought his
other team onto the road to take my flanking force in the flank.
Their effective fire destroyed this unit.
My
Rover was moving to cover my advance when Tony's SAW opened up,
hitting it and me getting a 1 on armour, brewed it up. This also had
the effect of blocking my other HMG line of site. My other HMG could
now shoot at the enemy on the road, proving ineffective but driving
them into the field.
As
I was bedded in like a Slimurian weevle Tony tried a direct assault
(as we hadn't done that yet) I did quite well, for 2 rounds we had
equal casualties, both losing our officers. The SAW and HMG had an
ineffective duel, but it did allow me to bring a couple around the
rear, but I lost one to the sniper, but the other one took out the
SAW.
That
gave me a very Pyrrhic victory of sorts. If Tony's assault had
pushed me back (which would have been the difference of 1 on any of 4
dice) he could have shot me to pieces. He could have played a more
cautious game using his sniper to reduce my HMG's.
On the whole the rules worked well. The leaders had much less effect on both static and high quality troops. The UN had few fails (even though his rolling was much worse than mine, for once) for me to convert into reactions. As I played a fairly static game the reverse was true.
Pan
African Union Militia Q5 A 7 Medium 88
BURST
Models
firing bursts may roll two shooting dice at -2 instead of a
single shooting die. Any die roll of 1 or 2 means that the gun must
be reloaded.
ASSAULT
The
weapon hits at +1 in a turn in which the user moves to contact an
opponent into hand-to-hand.
Squad
LMG
BURST.
PUNISHER,
Medium
If
shooting hits, re-roll two dice at Q6 others within 1xShort. If
survive knocked down (prone).
HMG
team
BURST.
PUNISHER,
Long,
PENETRATING
Armour
-1.
Sergeant,
Leadership 1 103
Officer
Leadership 2 111
Rover
Q5 A6 Long 111
HMG
as above,
Truck
Q5 A6 Long 74
Truck
with 12 Troopers, 2 LMG & Sergeant 1,433
Rover
with Officer & 2 HMG team 384
Total
1817
UNLI
Q5
A6
Medium 150
a
hand picked human soldier with decent armour and an effective rifle.
Camouflage
suit,
Danger sense
Difficult
target
-1 shoot against
STEADFAST
+2 on morale rolls.
BUSHWACKER
movement
not reduced by rough terrain. +1 Q for dangerous terrain.
FAST
REFLEXES The
model has +1 when performing reaction rolls.
FIGHTER
+1 to melee Quality rolls. against him are at -1
PISTOL
One-handed.
RIFLE.
PUNISHER
If
shooting hits, re-roll two dice at Q6 others within 1xShort. If
survive knocked down (prone).
PENETRATING
Armour
-1.
Sergeant
170 Officer 180
UNLI
SAW 161
BURST
two
shooting dice at -2 roll of 1 or 2 needs reloading.
PENETRATING
Armour
-1.
DEVASTATING
A
hit causes two point of damage.
CONCUSSIVE
hit causes flinches and knocked down (prone)
UNLI
Sniper,
Sniper rifle, 224
Boat
3
Troopers, Officer, Saw. 3 Troopers, Sergeant, Saw, Sniper 1796
Early
Dalek Q4 A4 Medium
Antigravity belt 253
a
powered armour killing machine with limited lift ability.
ARTIFICIAL
INTELLIGENCE
“electrical” +1 against. Immune to poison, gases, drowning and
vacuum.
LEAP
1xLong
leap per turn. If contacts, free action melee
attack
+1.
Danger
sense
UNFLINCHING
Never
flinch. Immune to effects of suppression fire.
DEVASTATING
Two point of damage per hit.
ELECTRIC
robots
and vehicles +1.
INFINITE
AMMO
PENETRATING
Armour
rolls -1.
Dalek
Task 7
Daleks at 253 = 1,771
Daleks
vs PAU
I
think I made a big mistake in keeping the Daleks as individuals. If
I had had 2 units of 3 and a leader, would it have speeded up their
advance?
I
set up almost as before, but with my HMG's and officer on the hill
and the Rover tucked in safe.
As
soon as the Daleks came within effective HMG range I started killing
them. One did get through to the hilltop but lost a close-in
shooting match. 3 HMG's killed 4 Daleks.
Yes,
Tony could have filtered them through the rough, but that's not the
Dalek way.
So
I've either got the HMG/SAWS and/or the Daleks very wrong.
Thus
ends our rather frustrating stab at the rules.
I
can see that they can be quick once you get used to the add-ons.
You
can tell if a roll is a success and work through it.
Larger
units than Flying Lead can be handled as easy as small.
Leaders
can have an effect, but are not the driving force as in other rules.
Vehicles
need a lot more work, more specific rules and add-ons.
Weapon
ranges are a lot longer than in Flying Lead, so cover is essential,
particularly with smaller units.
One
tip from the other Beta versions, you measure shooting from centre to
centre of units.
The
rules may provide an interesting compromise between the survivability
of the larger unit and the flexibility of the smaller.
I
would suggest you need extra coloured dice to identify support
weapons shooting with a squad and any others that may have different
effects.
You
also need a ruler showing 2x ranges for shooting.
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