Number 3, is a near re-run of game 1.
The objective is the same. We must presume that another troop is
advancing from a different direction. Now they must attack an alert
enemy without support from an unexpected quarter.
The events of the previous RS game are happening at the same time.
The Regiment
Mercenary
|
||
Points 50
|
Quality 4+
|
Combat 3
|
Special
Rules
|
-Shotgun,
Poor Shot, Steady Under Fire
|
Mercenary
Leader
|
||
Points 72
|
Quality 4+
|
Combat 3
|
Special
Rules
|
-Shotgun,
Leader, Poor Shot, Steady Under Fire
|
Mercenary
Cavalry
|
||
Points 65
|
Quality 4+
|
Combat 3
|
Special
Rules
|
-Sawn-Off Shotgun,
Light/Bushwacker, Mounted, Poor Shot
|
Wagon
|
||
Points 63
|
Quality 4+
|
Combat 3
|
Armored +3 (Medium),
Off-Road, Personnel Carrier 6 passengers,
Short Move, Vehicle
|
Rapid
Fire SideGun Points:19 Combat +2,
Grenade Combat 3, Range: Medium
Scout
Fokker
|
||
Points 101
|
Quality 3+
|
Combat 2
|
Long Move,
Off-Road, Vehicle, -Crewed
Medium Machine Gun
|
3 Wagons each
with 6 mercenaries & 2 side guns = 401 x 3= 1,203
Leader & 6
scout cavalry = 390
Scout Fokker
Total 1,694
Local defending force
Scout Sled
|
||
Points 78
|
Quality 3+
|
Combat 2
|
Armored,
Long Move, Off-Road, Personnel Carrier 3 passengers,
Vehicle
|
Large Sled
|
||
Points 60
|
Quality 4+
|
Combat 2
|
Armored,
Long Move, Off-Road, Personnel Carrier 6 passengers,
Vehicle
|
Medium
Gun Points:23 Combat +4,
Max Range 3 Medium, Move & Shoot,
Slow Reload
Local Martians Sword & Pistol Points 54 Quality 3 Combat 3 -Pistol, Dashing, Light/Bushwacker, Poor Shot |
Local
Martians Rifle
|
||
Points 62
|
Quality 4+
|
Combat 3
|
Special
Rules
|
-Bolt Action Rifle,
-Pistol, Light/Bushwacker, Poor Shot
|
Heavy
Artillery
Points:12
3 Action Set Up, Grenade Combat 4, Priming Needed, Range: Long, Very Slow Reload
(I forgot the crew, but also forgot crew of wagons, so that'll even our near ad dammit)
Points:12
3 Action Set Up, Grenade Combat 4, Priming Needed, Range: Long, Very Slow Reload
(I forgot the crew, but also forgot crew of wagons, so that'll even our near ad dammit)
Prince 112
2 scout rafts with 3 pistol/sword
warriors = 480
1 Large raft 6 Sword & Pistol
Medium Gun 324
12 Rifles = 744
3 Artillery 36
Total 1,666
I had the Regiment, steady advance supported by cavalry & the Fokker.
Tony's artillery are hidden.
Oh crape suzzets!
Artillery flattens cavalry, sled swoops down to finish off survivors.
I manage to miss, the infantry head off the cavalry trying to outflank them-.
The sled debusses infantry.
The scout flyer dashes at the Fokker, getting out of arc. Infantry leap and capture the Fokker!
My plan was to advance in a line-.
The second gun's cover is blown by a close hit. More follow. The gun knocks out the wagon, but the crew run.
The second scout flyer gets downed by a good shot.
Infantry debus! A firefight then hand-to-hand. Mine get the better of it.
The big sled squares off to the second wagon.
Downed!
The survivors make a fighting retreat.
I needed my no.3 to move n shoot- Doh!
Infantry crawl forwards under the gun. Nearer, nearer-.
The remaining sled's crew close assaults the rearmost wagon, but with a depleted crew-
Take the pain!
A couple of survivors take out the remainder of Tony's crew.
Through the gun!
Real meatgrinder of a game! Both sides have lost air support. I'm down all cavalry and the infantry I need for urban combat. Tony still has 2 artillery emplaced., I think I sort of won, but did not secure the objective so a Pyrrhic victory at best!
Next phase, nearly finished.
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