Post by squinch on Aug 12, 2013 16:59:53 GMT -5
Scenario: ‘If At First You Don’t Succeed…’
Forces:
Decepticons and Allies:
a) Mangalore Allies- Four squads (8 men each) with support weapons (FA Laser and Missle Launcher)
b) Laserbeak – Decepticon Infiltrator, light bomber, FA laser, light bombs
Approx -170 pts.
Space Marines :
a) Two and one half squads (8 men each) of infantry each with support weapons (FA laser & plasma cannon), deployed as half-squads.
b) Medium Tank – Medium laser, medium missile, FA projectile
c) VTOL – unarmed resupply aircraft (eye candy, but the Mangalore’s don’t know)
d) Experimental Walker – Light Mecha, No Weapons
Approx- 120 pts
Skills:
Gruntz – Magalors (4), Space Marines (5)
Laserbeak – 6
Medium Tank - 5
Mission:
Laserbeak has long been relegated to secondary roles. His desire to impress his Decepticon masters has consumed his feeble mind. Fortunately his ability to assume various forms has allowed him to fill many roles in the ongoing saga between the Decepticons and Autobots. This is his story…
After months of planning and many failed attempts, Laserbeak has gained access to a newly discovered alien patrol base. He has disguised himself as a curious relic and after being picked up by an alien patrol, is safely behind the walls.
Since discovery of the newly erected base, Laserbeak has convinced himself they possess some type of valuable information or technology. Otherwise why occupy a remote base in such a backwater world?
Bingo… Weeks of gathering and deciphering mundane communications have turned up an opportunity. The aliens have apparently been testing a unique battle walker and it periodically arrives on base for refitting. Laserbeak is determined to steal it. He carefully crafts a coded message that replicates the alien message traffic and calls on his erstwhile allies, the Mangalore’s, to assist him. Only the promise of spoils once he has his walker compels the Mangalore’s to act, they’ve dealt with Laserbeak before…
Scenario Rules:
An astrological disservice leaves this backwater world in perpetual twilight. The Space Marine occupiers have adopted a routine of continual patrol and vigilance to secure their undermanned outpost.
Any troops moving one action in the open are spotted on 5-6 (D6) after their activation. This increases to a 3-6(D6) if they run.
Breaching the base doors or climbing the exterior wall takes one action if the models start adjacent.
The returning SM patrol must move one action (only) per turn directly toward the base and must re-enter the base if no enemy are discovered.
Laserbeak is hidden inside the base and can emerge on any turn.
The SM half-squads (four) are randomly distributed around the base. They will move randomly until an enemy is spotted.
The Mangalore allies pick their entry points first, limited to two sides of the table. The returning SM patrol is randomly placed (D6) along this same length.
Alternate Game Rules in Effect:
Initiative – Card driven with one color per unit in the deck. The medium tank only activates on the red Ace card. This puts a limitation on its effectiveness.
Long Range Rules – primary weapon range +0, Range x2: -1, Range x3: -2, etc.
Waxed Models – Units removed as no sides have medics
Movement – Advanced, units can move-move, shoot-move, move-shoot.
The following is in narrative form even though each side activated one unit at a time as per the card draw…
Setup:
Defender: Four half-squads in base, medium tank and one half-squad returning from patrol.
Attackers: Laserbeak hiding on base (red disc). Four Mangalore squads divided into two attack teams, deploy in cover and advance from opposite sides of base.
Turn 1:
The SM defenders remain blissfully unaware as the Mangalore’s creep towards the outpost walls. In an effort to split the defenders, the Mangalore’s have chosen to attack from two directions, almost 180 degrees apart.
All of the Mangalore squads have elected to leave their heavy weapons in cover and on over-watch to support the advance. [Morale checks will be calculated on the reduced squad sizes]
The SM patrol heads straight for home base, eager for the mid-day meal…or is it dinner. Who the hell knows when the light never changes…
Turn 2:
The mundane existence on base continues and the weary SM patrol continues toward home.
Turn 3:
The last Mangalore squad (lower left in picture) to advance on the outpost breaks discipline….alarms sound across the base. The turn ends.
[The Mangalore’s made 11 successful rolls over two turns to avoid detection, not bad]
Turn 4:
Amidst alarms and shouts, the nearest defenders open up on the crouching Mangalore’s. Two drop forever and the remainder hug the ground. Return fire from the Mangalore heavy weapons in the tree line drop one marine.
The startled SM’s scurry to man the walls and despite their best efforts don’t detect any additional infiltrators. [We adopted a random movement for the SM defenders who were not in action. D6 roll: 1-2 move clockwise one action around fort, 3-4 stationary and over-watch, 5-6 move counterclockwise]
One of the advancing Mangalore squads reaches the shadow of the base wall. One squad is still under fire in the open. Another squad silently creeps toward the NE perimeter wall, still unseen. However, the other half of their assault force is spotted just as they reach the wall. Plunging fire kills two but they remain steady.
Laserbeak emerges from hiding and after throwing a bomb at nearby defenders for a distraction, makes a bee-line for the walker and enters the cockpit.
Turn 5
Laserbeak finds out the walker is without weapons. He rapidly figures out his chances to make it out the base door (now closed) are zero and elects to make his getaway over the outpost wall. He makes a skill check and lands with a thud.
Laserbeak survives the arching fire from the surprised marines nearby but the veteran tank commander is not easily fooled. He quickly positioned himself outside the base last turn to support the marines and is in the perfect place to deliver a crushing blow with his laser cannon to the valuable walker. He hopes his superiors understand his dilemma and his actions.
The now burning walker is the focus of everyone on the battlefield. [The walker takes 85% damage but no critical]
Meanwhile, two Mangalore squads scale the outpost wall and open up on the nearby space marines.
Indecision grips the marines as they must choose between the escaping walker and the lethal threat nearby. They make a selfish decision and elect to open fire on the bold Mangalores.
Attackers and defenders tumble to the ground in the crisscross of fire.
Turn 6
The firefight inside the base continues. The SM’s are gaining fire superiority and forcing the Mangalore’s down. One squad has had enough and abandons their position on the outer wall. They narrowly escape getting crushed by the passing tank.
Laserbeak is having trouble getting the walker to obey his commands. He can’t quite master the interface…
He passes a skill check and hoping to avoid punishment from the avenging tank, manages to lurch the walker around the base. Volumes of fire ping of the walker’s armor as he passes eye-ball to eye-ball with the defending space marines.
Unable to spot the fleeing walker, the tank unleashes its fury on a squad of attacking Mangalore’s. Not satisfied with chewing up one beasty with the heavy machine gun, the tank unleashes a missile which veers harmlessly away and slams into a nearby field of crops.
Turn 7:
The driver of the medium tank refuses to give up. [Medium tank gets his Ace and activates first] He veers around the base wall and the walker comes into view. The gunner was ready and the searing blast of the medium laser blows a leg off the walker. Before the smoking remains come to a rest, Laserbeak extricates himself [Laserbeak activates next] and skulks off into the woods to fight another day.
The Mangalore’s are left to fend for themselves, leaving more comrades as they melt away into the gloom. Oh well, when they finally get some booty it’ll be more for the survivors.
Laserbeak is already making plans…
After-action: Close game, if the tank had not activated first (it could only activate on the red Ace card) and Laserbeak had made his skill check, the game would have ended and Laserbeak would be falling all over himself in front of Megatron, showing off his prize. Instead the poor beast is left to devise a new plan to advance his interests…
Hope you enjoy!
Squinch
Forces:
Decepticons and Allies:
a) Mangalore Allies- Four squads (8 men each) with support weapons (FA Laser and Missle Launcher)
b) Laserbeak – Decepticon Infiltrator, light bomber, FA laser, light bombs
Approx -170 pts.
Space Marines :
a) Two and one half squads (8 men each) of infantry each with support weapons (FA laser & plasma cannon), deployed as half-squads.
b) Medium Tank – Medium laser, medium missile, FA projectile
c) VTOL – unarmed resupply aircraft (eye candy, but the Mangalore’s don’t know)
d) Experimental Walker – Light Mecha, No Weapons
Approx- 120 pts
Skills:
Gruntz – Magalors (4), Space Marines (5)
Laserbeak – 6
Medium Tank - 5
Mission:
Laserbeak has long been relegated to secondary roles. His desire to impress his Decepticon masters has consumed his feeble mind. Fortunately his ability to assume various forms has allowed him to fill many roles in the ongoing saga between the Decepticons and Autobots. This is his story…
After months of planning and many failed attempts, Laserbeak has gained access to a newly discovered alien patrol base. He has disguised himself as a curious relic and after being picked up by an alien patrol, is safely behind the walls.
Since discovery of the newly erected base, Laserbeak has convinced himself they possess some type of valuable information or technology. Otherwise why occupy a remote base in such a backwater world?
Bingo… Weeks of gathering and deciphering mundane communications have turned up an opportunity. The aliens have apparently been testing a unique battle walker and it periodically arrives on base for refitting. Laserbeak is determined to steal it. He carefully crafts a coded message that replicates the alien message traffic and calls on his erstwhile allies, the Mangalore’s, to assist him. Only the promise of spoils once he has his walker compels the Mangalore’s to act, they’ve dealt with Laserbeak before…
Scenario Rules:
An astrological disservice leaves this backwater world in perpetual twilight. The Space Marine occupiers have adopted a routine of continual patrol and vigilance to secure their undermanned outpost.
Any troops moving one action in the open are spotted on 5-6 (D6) after their activation. This increases to a 3-6(D6) if they run.
Breaching the base doors or climbing the exterior wall takes one action if the models start adjacent.
The returning SM patrol must move one action (only) per turn directly toward the base and must re-enter the base if no enemy are discovered.
Laserbeak is hidden inside the base and can emerge on any turn.
The SM half-squads (four) are randomly distributed around the base. They will move randomly until an enemy is spotted.
The Mangalore allies pick their entry points first, limited to two sides of the table. The returning SM patrol is randomly placed (D6) along this same length.
Alternate Game Rules in Effect:
Initiative – Card driven with one color per unit in the deck. The medium tank only activates on the red Ace card. This puts a limitation on its effectiveness.
Long Range Rules – primary weapon range +0, Range x2: -1, Range x3: -2, etc.
Waxed Models – Units removed as no sides have medics
Movement – Advanced, units can move-move, shoot-move, move-shoot.
The following is in narrative form even though each side activated one unit at a time as per the card draw…
Setup:
Defender: Four half-squads in base, medium tank and one half-squad returning from patrol.
Attackers: Laserbeak hiding on base (red disc). Four Mangalore squads divided into two attack teams, deploy in cover and advance from opposite sides of base.
Turn 1:
The SM defenders remain blissfully unaware as the Mangalore’s creep towards the outpost walls. In an effort to split the defenders, the Mangalore’s have chosen to attack from two directions, almost 180 degrees apart.
All of the Mangalore squads have elected to leave their heavy weapons in cover and on over-watch to support the advance. [Morale checks will be calculated on the reduced squad sizes]
The SM patrol heads straight for home base, eager for the mid-day meal…or is it dinner. Who the hell knows when the light never changes…
Turn 2:
The mundane existence on base continues and the weary SM patrol continues toward home.
Turn 3:
The last Mangalore squad (lower left in picture) to advance on the outpost breaks discipline….alarms sound across the base. The turn ends.
[The Mangalore’s made 11 successful rolls over two turns to avoid detection, not bad]
Turn 4:
Amidst alarms and shouts, the nearest defenders open up on the crouching Mangalore’s. Two drop forever and the remainder hug the ground. Return fire from the Mangalore heavy weapons in the tree line drop one marine.
The startled SM’s scurry to man the walls and despite their best efforts don’t detect any additional infiltrators. [We adopted a random movement for the SM defenders who were not in action. D6 roll: 1-2 move clockwise one action around fort, 3-4 stationary and over-watch, 5-6 move counterclockwise]
One of the advancing Mangalore squads reaches the shadow of the base wall. One squad is still under fire in the open. Another squad silently creeps toward the NE perimeter wall, still unseen. However, the other half of their assault force is spotted just as they reach the wall. Plunging fire kills two but they remain steady.
Laserbeak emerges from hiding and after throwing a bomb at nearby defenders for a distraction, makes a bee-line for the walker and enters the cockpit.
Turn 5
Laserbeak finds out the walker is without weapons. He rapidly figures out his chances to make it out the base door (now closed) are zero and elects to make his getaway over the outpost wall. He makes a skill check and lands with a thud.
Laserbeak survives the arching fire from the surprised marines nearby but the veteran tank commander is not easily fooled. He quickly positioned himself outside the base last turn to support the marines and is in the perfect place to deliver a crushing blow with his laser cannon to the valuable walker. He hopes his superiors understand his dilemma and his actions.
The now burning walker is the focus of everyone on the battlefield. [The walker takes 85% damage but no critical]
Meanwhile, two Mangalore squads scale the outpost wall and open up on the nearby space marines.
Indecision grips the marines as they must choose between the escaping walker and the lethal threat nearby. They make a selfish decision and elect to open fire on the bold Mangalores.
Attackers and defenders tumble to the ground in the crisscross of fire.
Turn 6
The firefight inside the base continues. The SM’s are gaining fire superiority and forcing the Mangalore’s down. One squad has had enough and abandons their position on the outer wall. They narrowly escape getting crushed by the passing tank.
Laserbeak is having trouble getting the walker to obey his commands. He can’t quite master the interface…
He passes a skill check and hoping to avoid punishment from the avenging tank, manages to lurch the walker around the base. Volumes of fire ping of the walker’s armor as he passes eye-ball to eye-ball with the defending space marines.
Unable to spot the fleeing walker, the tank unleashes its fury on a squad of attacking Mangalore’s. Not satisfied with chewing up one beasty with the heavy machine gun, the tank unleashes a missile which veers harmlessly away and slams into a nearby field of crops.
Turn 7:
The driver of the medium tank refuses to give up. [Medium tank gets his Ace and activates first] He veers around the base wall and the walker comes into view. The gunner was ready and the searing blast of the medium laser blows a leg off the walker. Before the smoking remains come to a rest, Laserbeak extricates himself [Laserbeak activates next] and skulks off into the woods to fight another day.
The Mangalore’s are left to fend for themselves, leaving more comrades as they melt away into the gloom. Oh well, when they finally get some booty it’ll be more for the survivors.
Laserbeak is already making plans…
After-action: Close game, if the tank had not activated first (it could only activate on the red Ace card) and Laserbeak had made his skill check, the game would have ended and Laserbeak would be falling all over himself in front of Megatron, showing off his prize. Instead the poor beast is left to devise a new plan to advance his interests…
Hope you enjoy!
Squinch