Friday, 26 January 2018

FL Mercenaries on Mars 3 Town Panning

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

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

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 Prince
Points 112
Quality 3+
Combat 3
Special Rules
-Pistol, Hero, Leader, Light/Bushwacker

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
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.

Very, very brave infantry, luring me onto the guns.

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.


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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