Saturday, 16 December 2017

FL Sheyang vs Crusty Doon't Pit, sort of an epilogue.


Crusties Want Their Kit and Comrades!


Here we are relaxing back into Flying Lead.

The game is a natural progression from our little campaign.  The Sheyand ended up with the kit, several of the Crusty rescue party got wounded.

Send in a rescue party to save the rescue party!





Captain Red
Points 96
Quality 4+
Combat 4
Special Rules
-Carbine, -Flash Bang Grenade, Body Armour, Jungle-craft, Leader, Personal Communication Device, Short Move, Strong



Slug Throwers
Points 84
Quality 4+
Combat 4
Special Rules
-Drum Fed Light Machine Gun, -Flash Bang Grenade, Body Armour, Personal Communication Device, Short Move, Strong



Grenade launcher
Points 93
Quality 4+
Combat 4
Special Rules
-Flash Bang Grenade, -RPG, Body Armour, Personal Communication Device, Short Move, Strong


Add-on Techie - Personality
Points 6
Quality 6+
Combat 0
Special Rules
Medic (professional), Specialist, Weapons Expert

Sheyang Crew.
Captain Red  96
Bert Slug thrower, Combat Fiend +20 = 104
Wigy Grenade launcher = 93
Uty  Slug thrower =84
Suty Slug thrower =84
Tuty Slug thrower =84
Vuty Grenade launcher = 93
Techie with Slug thrower =90

Total 728

Crustie Rescue Crew

Crustie Trooper Leader
Points 62
Quality 3+
Combat 2
Special Rules
Climber, Leader, Sprinter

Crustie Trooper
Points 24
Quality 4+
Combat 2
Special Rules
Climber, Sprinter

Armoured Crustie Trooper
Points 102
Quality 3+
Combat 2
Special Rules
Body Armor, Climber, Combat Fiend, Long Move, Strong

Crustie Infantry Rifle
Points:28
Armour Piercing, Auto Fire, Combat +2, Range: Medium, Select Fire

Crustie light support
Points:39
Armor Piercing, Auto Fire, Combat +4, Range: Long, Spread

Crustie Force
Leader with rifle =90
2 Troopers =48
1 rifle 1 support=67

4 Armoured = 408
3 rifles, 1 support = 123

Total 736

The Game

The Crusties advance.  The heavier troops with purpose, others with extreme caution.




The Sheyang are getting ready to leave with the spoils.



Prisoners under guard of the medic/tech.



On reaction, movement detected .


Others act.


First contact, doesn't go well for Uti, he's badly wounded.


Moving with purpose the heavies advance by fire and movement.



Officer points, moves around.  That's it.


Vuty walks into a long shot and is killed.



Medic rushes to aid.


Bert doesn't believe in subtlety.


At this stage it's a lot like those westerns.



The problem with heavy weapons when the enemy is using wounded friends as cover-


The Captain is shot at from around the corner, sending him skipping back.  Well, as close as a Sheyang- you know what I mean.


Burt gets in close, but fails.  He's down wounded.



Further knee bending advancing behavior.


Could have been a devastating double attack.


Brave Captain steps out, gets a shot and kills his target!



The around-corner-shooter steps in, knocking the Captain down.


On reaction the Captain gets up and dives for cover, again.


Your turn, step, shoot, kill.  See, that's easy!





Until it happens to you.  Captain Red kills his second.



Still sort of advancing.


Hang on in there!


Sheyang bodies make excellent sandbags.


From which to take careful aim.  One burst.  Dead!

 Time to move- backwards



Still-




The Captain takes one last shot before skooting after the medic.



So we thought Flying Lead would be a change - and ended up with a game more like an uber Rogue Stars!  Very tense, lots of initiative swaps.  Several "what if's".  The uppermost one being if the ordinary crusties had ever gotten just one decent initiative or reaction and started to outflank-?  Wigy could have taken a long-shot at the Crusty leader if he hadn't been killed.  The Captain could have been killed or badly wounded instead of being knocked down.

Excellent game, quite quick.