Wednesday 6 December 2017

RS Rigel vs Greenback 2 "Trouble Doon't Pit!"

Time, it is fleeting and I'm losing control-.

Dearest reader, you may remember the problem that arose due to last game?  Greenback still has 2 walkers, but now he's got the badly injured handler as well.  An explosive combination.

Now the question?  Is this a sanctioned rescue attempt or a daring raid to rescue a wounded colleague?

I'll remind you of the basic premise:
1)  Baron Greenback is up to no good.
2) Dominar Rigel wants to take over.

The Game I promise you was rolled in the normal Rogue Stars way.  We were looking at Tony being the attacker in retaliation, but it didn't work out like that:

Mission 12-13 Rescue.  Attacker must find and rescue the prisoner.  Attacker designates 3 table sides as entry, defender then deploys.  Attacker then nominates 2 of his chosen sides to deploy.

Location 3 Mining Station  2 exoskeletons present-.  No damage 6+ weapons as will damage the mine-.  As we're using Ekki Thump minions, this means we are deep underground in Yorkshire in the 1980's-.

Scenery, etc.  I made these boards from scrap a while ago, 1st use was in a previous game.  Didn't work, strong black/white contract made crap pikkies.  

After this I'm dusting the floor sand/red so that it represents Mars.  After that I'll cut 'em up into individual bits.

All Barons figures are Alternative Armies.  My force GZG.





Complications 6 VIP present.  Now that's not too hard to work out, Greenback wants to offload the walker.  Enter guest villain Sheyang Captain Red.

Baron Greenback  Theme Merchants  

No massive points gained, 2 enemy OOA and 4 objectives held, = 10.  Steve did the most work, followed by Terry and Vince.  Will lost his arm and poor Bob bought the broadhead.

The Pet Difficult Target, Diminutive, Fast, Insectoid, Leader1, Reactive Armour2 -1 to hit -1 ranged 27
Force flail (built in weapon) Disarm (instead of damage), Clumsy (free counterattack if misses), Energy  9

Stilleto  Chucker 2  Reptiloid ,Veteran, Martial Arts 2 Marksman 2, Stealth Reactive, Tough  = 44
Armour 1, ignores 1st pin of game.  -1 to spot.
Vibroblade (3)   2 knives(1)  Laser pistol (4) Blind, Energy, Short range = 12

Ekki Thump Minions.
Steve, Terry Martial Arts 1 Marksman 2, = 14 each
Vince, Wally. Martial Arts 1 Marksman 1, = 8 each
Legs, Arms Armour 2  Torso, Head 3
Laser Pistol, Light Combat Dress,SMG (4,)  36 = 18

All Crawl 1" Sneak 2" Walk 2" Run 4" Sprint 6"

Pet 36
Stilleto 56
Steve, Terry 64
Vince, Wally 52
Total 208  (Standard 200, 10 gained, 2 left)

The VIP  (Sheyang) Captain Red, (Bounty Hunter)  Big, Heavy worlder, Leader1, Marksman2 Reactive, Reptiloid, Tough2, Weaponmaster, Xenologist = 52
Lightcombat armour Leg/arm 3  Torso/head 4  +1 to shoot +1 hitting
Plasma rifle (internal) (5) Scorch, Overheat, Energy.  Molecular slugthrower Inf. ammo, Auto. = 35


Dominar Rigel   Theme Mercenaries  

The survivors don't take part in this raid, the only one who did well was Oriel, so he gains the points, robot tech to 2 (for all successes) and reactive as he's now met the enemy and survived.  So the new team looks like this, and will be made up to 208:

Cousin Oriel  Big, Fast, Leader1  Reactive Robot tech 2, Tech1 = 30  +1 ranged against.  +1 combat
Tangler  (entangle  = 8)

Bodyguard Agile 2, Fast, Marksman 3  Martial Arts 3 Reactive  = 37
Hi tech bow, reload, 2handed (3)  3

Grunt Agile 2, Insectoid, Marksman3  Martial Arts 2 Reactive = 47  Armour 2
Heavy Blaster Rifle (6) Heavy 2 Hand Energy  8

Cousin 38
Bodyguard 40
Grunt 55


Rescue Crew

Grunt Agile 2, Insectoid, Marksman3  Martial Arts 2 Reactive = 47  Armour 2
Heavy Blaster Rifle (6) Heavy 2 Hand Energy  8

Support Laser Cannon (6) Heavy, Blinding, 2 hand, Energy 10

Tech Agile2, Insectoid, Medic2, Robotech1 Tech1
Intrusion kit 4 +2 Frag grenade (3) 12" range 4" burst

Crawl 1" Sneak 2" Walk 2" Run 4" Sprint 6"

2 Grunts @ 55  = 110
Support 57
Tech 34

Total 201

The Game

Tony, playing Greenbacks minions, got to set up and place his figures.  He took the interesting decision to have the prisoner "on exercise", ready to be presented to Captain Red prior to negotiation.




Once the confusion starts, Captain Red makes an attempt on the walkers but he's unsuccesful.





Mexican stand-off.  Stilleto bravely faces of Captain Red.  Brave with any Sheyang, but against a hard bastard potentially suicidal.  The scenario states that the Captain takes all the reactions.  He never got more than 1.  If he had, Stilleto would have been toast and then it's on to retrieve the prisoner.


My choice at the beginning of the game- go all-out for the walkers and mix-it or go around, get the hostage then get him in a walker. 

Difficult. 

So I decided on the more cautious approach.  Was I wrong?  The possibility of running into the Captain acting in "self defense"-.


I started out well enough.




Bug Down!  My point man with the laser cannon was taken down by the sentry to his left.  He needed medical assist- now!


The pet sneaks into position.


I take out Steve.


Medic rushes into action.  Some ineffective shots are exchanged.



He's BEHIND You!


The pet attacks, brings the trooper down, breaking his neck!


Once more the Pet leaps- Double 20.  I don't believe it!


Another trooper down, but my wounded trooper is on his feet.  They shower blows on the Pet but are unable do do more than inflict pins.







The Pet manages to disengage, allowing Vince to spray my crew.  2 dead, 2 badly wounded.  This is what we call a disaster-.









You have to imagine the force field-.




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