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Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts

Wednesday, 23 November 2016

Star Wars: Imperial Assault Campaign - Part 3

Star Wars Imperial Assault AT-ST
Uh-oh...
And we're back with some high adventure from a galaxy far, far away! With only four(?) missions left of the core campaign the heroes are getting more powerful at the same time as the Empire is deploying more of its elite troops. If you need to catch up please check out part one and part two of the campaign.

I only needed to paint one additional model for this session - Carnor Jax, I mean the Royal Guard Champion. Yes, that really is Carnor Jax as can be seen on the cards from the Imperial Assault beta playtesting phase. For some reason they felt they had to change it, probably because of what Disney let FFG do (and don't do) with established characters. However it's just as obvious as General Sorin really being General Veers. Anyway, on to the reporting!

As always, there will be SPOILERS for the core campaign below so keep that in mind.

After one win and two losses in our last session the rebels were hungry for getting one back on the ole' Empire. Unfortunately for them things didn't go according to plan and they found themselves being sucked into an imperial stardestroyer! There was a small chance of escape though, if they could destroy four critical terminals controlling the tractor beams and then get back to their ship. It looked a little hairy from the get go though...

Star Wars Imperial Assault - Drawn In
I have a bad feeling about this!
While the stormtroopers didn't pose that much of a threat the E-web blaster cannon and the elite officer directing its fire proved a deadly combination! Diala moved toward the closest door and tried to open it to access the terminal beyond but rolled badly and lost a complete turn just getting it open, even with Gideons help! Jyn blasted stormtroopers left and right while ducking and weaving her way toward the other door. Fenn charged toward the E-web but quickly got pinned down and soon had to retreat back from the heavy fire. Finally, Gideon was so busy ordering people around that he forgot to move out of the line of fire and soon found himself wounded. And to make matters worse the door Diala had (finally!) managed to open shut close again!

I got to say that during the first two or three turns my dice were hot as hell while the rebels couldn't even open their doors. If it hadn't been murder it would have been funny how I just kept rolling four damage with my stormies and double that with the E-web while the rebel return fire proved mostly ineffective. Fenns assault on the heavy gun was beaten back and he and Jyn instead went the other way around, through the control room.

Star Wars Imperial Assault E-web
Charging an E-web with support is brutal!
Diala did finally manage to get in and destroy her terminal and Jyn and Fenn destroyed their closest one, while in a fierce battle with my elite stormtrooper squad just around the corner, close to the E-web. At that time the Carnor Jax spawned from a Doom-esque door behind them and proceeded to cut down poor Gideon. As more troops kept pouring in we had a little discussion about their chances and while they had managed to destroy two terminals and had one more nearby, the rebels simply didn't see how they could possibly take out the fourth and get back to the elevator back to their ship without all of them getting wounded. At this time Diala was the only unwounded hero but Carnor Jax was closing in so instead of drawing it out they held up their hands and let themselves be take captive.

Another Imperial victory! After this we should have played the forced Escape mission but after some discussion we decided to simply skip it in favour of getting on with the campaign. It's not that we didn't want to play the mission as such, but it would have meant the need for an extra session to finish the campaign, and it's not like the Escape mission has any juicy rewards you miss out on.

Instead we went to the next side mission and since Fenn's character mission, Brushfire, was available the heroes decided on that rather than trying to recruit Han Solo. It's a pretty fun mission where the heroes have to run around and disarm six bombs while avoiding fire from a huge AT-ST. It was of course extra fun since we got to use the painted model for the AT-ST which hadn't seen play yet!

Star Wars Imperial Assault - Brushfire
*Gonk-stom, gonk-stomp, gonk-stomp!*
They again brought their meat shields, getting me enough Threat to deploy my veteran elite stormtroopers who are... pretty scary at this point! I gave the Assault Armor to the AT-ST for some extra durability as I knew both Diala and Fenn could put out some nasty damage. The heroes raced forward and quickly took out the probe droid and the closest bomb. Fenn then rushed ahead toward the red bomb behind the AT-ST! A bold move indeed. While he did manage to disarm that bomb he had to retreat before using it on the AT-ST as the fire from the elite stormtroopers and the walker itself was overwhelming.

A squad of heavy stormtroopers caught the clumped up rebel forces in a crossfire and put some light damage on almost all of them. Diala ran after Fenn, trying to cover him as well as getting the other red bomb, while Jyn ran pas the walker and down toward the blue bomb. Gideon and the troopers stayed behind and Gideon got the other yellow bomb in the corner.

Star Wars Imperial Assault AT-ST attack
It was at this point that Claes, who plays Jynn, realized she had made the noblest sacrifice!
Jynn's dash didn't go unnoticed though and soon the AT-ST had shifted its attention to her. Backed up by another probe droid the wounded smuggler was running head over heels, with trees blowing up around her! A wounded Fenn barely managed to take out the E-web and then slowly tried to make his way through the muddy water to the blue bomb in the corner. Diala bravely used her Way of the Sarlacc to figh of the elite stormtroopers but was soon wounded simply because of the superior numbers!

Star Wars Imperial Assault - Trooper vs Trooper
I really liked this little vignette! Two grunts firing away at each other while their superiors take all the glory.
The heavy stormtroopers took out the last of the rebel troopers and the walker again shifted its focus back to Gideon - the only still healthy hero in the group! Fenn just managed to disarm the next to final bomb and the Diala avoided enough damage to move close to the final bomb and... disarm it! Which was in the nick of time as the AT-ST would have moved and fired twice on Gideon in the next activavion - probably giving the win to the Empire. As it was the rebels stood victorious instead, having driven the Imperial presence off Onderon! A great close-fought game - much more even and fun than Drawn In had been.

We finished with the regular post-mission book keeping of buying weapons and skills. All the heroes now have one of their top 4xp skills and Diala and Fenn are using Tier III weaponry (Fore Pike and Pulse Cannon respectively) while Jynn is still holding on to her DL-44.

The next two missions are The Source followed by the Finale! However, with birthdays and christmas coming up it will probably have to wait until the beginning of January. Until then, may the Force be with you!
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Monday, 10 October 2016

Star Wars: Imperial Assault Campaign - Part 2

Imperial Assault from FFG Fly Solo mission
Pew pew!
Time to chronicle the next part of the campaign! With time being quite limited for a few of us we have only managed to play another three missions, but we're still having fun and this means that there is (probably) only three more missions to go before the grande finale! If you need to catch up, part 1 of our campaign chronicles can be read here.

As I've finished everything from the core box (except the leftover heroes) my painting has slowed somewhat and now I'm painting what is needed for the upcoming mission instead. In other news I have started assembling my new Yu Jing miniatures from the Red Veil starter, so my focus might shift. However, I did paint the Heavy Stormtroopers from Twin Suns and two Hired Guns simply because I love the miniatures and they seem are fun. No nice close ups of them at the moment though, so you'll have to spot the in action.

Again, there might be slight SPOILERS below so if you are sensitive to that, stop reading.

After having lost the last mission, trying to retrieve Diala's lightsaber, the Rebels were eager to throw themselves back into the fray and go look for Han Solo who had gone silent after leaving for a mission on Tattooine. The mission was Fly Solo, where the heroes don't have much information up front and are simply told to go open a door, preferably as soon as possible.

Imperial Assault from FFG Fly Solo mission
The Rebel Troopers really didn't do much this time around. Jyn with her sneaky snap shot on the other hand!
They decided to bring their Rebel Trooper allies with them again, which allowed me to beef up my defences. And although they definitely made headway toward the door, I think the resistance was more than they had anticipated. They didn't manage to reach the door by the end of turn three which meant that Han Solo had to make a daring escape by himself, blasting at his pursuers even with his hands tied!

Imperial Assault from FFG Han Solo makes his appearance
Han rescues himself!
Now the objective became to protect Solo and get him to the entry point to win the mission. Problem was of course that I had spawn points at the two corners close to the entry point and there was soon a large number of Imperial troops (and their hired guns!) bearing down on the heroes and Han. Also, to add insult to injury, IG-88 made his first appearance and started relentlessly stomp toward the Rebel hero!

Imperial Assault from FFG Fly Solo mission
"Great rescue, guys!"
The Rebel Troopers were long gone at this point and the Heavy Stormtroopers now had the distance to make the best use of their guns. After much consideration and many a deep sigh the heroes decided to risk it by sending Solo out alone, and I agree that it looked like their only chance (as he was surrounded by Stormtroopers at this point). He did manage to dodge a couple of shots, but in the end the attackers simply swamped the smuggler and he went down from a nasty shot by a Heavy Stormtrooper.

Imperial Assault from FFG Fly Solo mission
In the end accurate heavy blaster fire brough Han down.
Victory to the Empire!

Next up was another side mission and I had put Means of Production into play, as it would give me a juicy attachment if they didn't do that mission next, or if the did it and lost. After looking at the alternatives the heroes decided to try and prevent me from bolstering my forces and went after the secret R&D facility to try and shut it down.

Imperial Assault from FFG Means of Production mission
Having learned a valuable lesson last time, the heroes were quick out of the starting blocks in this mission!
Reading through this mission I was fairly confident that it would be an easy win for me, as I had the ability to strengthen a number of critical doors that the Rebels had to get through. But in the first round they already rushed ahead and blew through the first door! While this gave my newly placed E-Web some free shots at the heroes (inflicting nasty damage!) it also meant that the Rebels had seized the momentum of the game.

Imperial Assault from FFG Means of Production mission
Diala and Jyn racing ahead.
While Jyn and Diala ran ahead to take care of the computer console they needed to access, Gideon and Fenn stayed near the entrance to hold off the reinforcements. This was another mission that really came down to the wire as there were several moments that were critical to the eventual outcome. All heroes but Fenn were wounded a the end and I just failed my chance to wound him as well. Back near the access terminal I actually did make three rather huge errors - 1) I failed to spawn my elite stormtroopers earlier (and instead spawned a probe droid. Bah! What was I thinking), 2) I moved one of the Stormtroopers clumsily which prevented me taking a shot with another trooper which would likely have won me the game, 3) I applied the wrong defence to the door in the penultimate round (the stun defence mechanism would have also won me the game).

Imperial Assault from FFG Means of Production mission
Elite Stormtroopers and automatic defences put Jyn out of action, but Diala just managed to complete the objective.
So in the final turn Jyn blasted open the door but was wounded a second time as she did it, leaving Diala with just one or two health left to go in and access the terminal, winning the game! It was a fun little scenario and it was about time the Rebels got a win in.

The next side mission was a choice of either trying to receive Han as an (expensive) ally or help Luke Skywalker with some recruite for a very situational ability card. In the end the heroes decided to go for the card and so we played Sympathy for the Rebellion.

Imperial Assault from FFG Sympathy for the Rebellion mission
It's nice to be able to use the big damn heroes now and again. Go get 'em, Luke!
This is a pretty interesting scenario where the heroes, and Luke, have to try and save as many recruits as possible as their meeting has become compromised and Imperial troops are storming the compound. The Imperial player has the opposite mission of trying to grab as many of the recruits with his Stormtroopers for interrogation. I was mostly excited to play this mission since Big D would show up in turn four to look scary!

Imperial Assault from FFG Sympathy for the Rebellion mission
Tricky position for the Heroes. Will Luke's inspiring presence be enough?!
It felt very thematic to have a couple of Trandoshan Hunters joining the Imperials and they started close to Luke and the heroes and during the first couple of turns proved a real thorn in the Rebel's side. In the second turn they gunned down Luke, point blank range, and once the heroes finally dispatched them I had enough threat, from grabbing recruits, to respawn them again immediately!

Imperial Assault from FFG Sympathy for the Rebellion mission
This picture was taken mere seconds before the demise of Luke Skywalker at the hands of some dirty, dirty Trandoshans!
In fact it was quickly apparent that the heroes were in a real pickle as they had only managed to get out three recruits, with one more being carried by Gideon. They needed to save one more to win, but each time I wounded a hero I got to remove one of the recruit tokens still available on the board. I had made a beeline for the recruits with my Stormtroopers as well, almost ignoring the heroes, which meant there was only a single recruit left on the board. I had my Heavy Stormtroopers attack Gideon, but even after three attacks (using some Agenda Card magic) he was left standing with one health away from being wounded! However, I had earlier spawned an elite Probe Droid, just for kicks since I had so much Threat at the time, and for the first time since the campaign started I had an opportunity to use its self-destruct ability! It simply sidled up next to Gideon, Fenn and Jyn and went boom, wounding Gideon and allowing me to take away that last recruit and making the mission unwinnable for the Rebels.

Imperial Assault from FFG Sympathy for the Rebellion mission
This brave probe droid, VP-44, gave its life so that the loyal soldiers of the Empire would prevail this day!
We will remember.
Another Imperial victory, and at the end of round two! Both me and the hero players were a little taken aback at how quickly it had escalated. And I hadn't gotten to use Vader! Well, hopefully in a future mission.

So there we are, another three missions down with one Rebel and two Imperial wins. To continue our 50/50 statistics the Rebels should win the next story mission - Drawn In - which we might get to play by the end of the month.

End SPOILERS.

I don't really know what you're doing down here as there really isn't much non-spoilery to talk about down here. Hmm... well, thanks for scrolling down anyway. Oh, I know, I'll put a picture of the Hired Guns here!

Imperial Assault from FFG Hired Guns
Hired Guns, baby! Lots of fun to paint and play with. I used the cover of Beyond the Rim for inspiration as the clothes and pose are almost identical to that Rodian.




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Monday, 29 August 2016

Star Wars: Imperial Assault Campaign

The Imperial Forces of Star Wars Imperial Assault


Helloooo! Long time, no see and all that! Well... let's get into it, shall we?

About a month ago I got the urge to try the Star Wars: Imperial Assault skirmish game. I've had the core box of SWIA for more than a year but had only got to play it with my nieces which was fun, but didn't really provide the full experience. I don't exactly remember why the inclination to try the skirmish popped into my head (had I watched Episode VII again perhaps?) but there it was so I took the big box and trotted over to Anders.

Vader is advancing
In this game we learned that Vader is just as much of a badass as you think he should be!
We played twice. First the scenario from the core box with the recommended forces and then with the scenario from the IG-88 expansion (cause IG-88 is awesome!). In the first scenario I played as the rebels, four heroes and Luke, against Vader and some of his cronies. In the next I took IG-88 and some bounty hunter scum versus Luke and a more balanced rebel list, including some troopers and saboteurs.

IG-88 and his hired hitmen
What IG-88 brought with him to deal with those pesky rebels.
I had been a bit sceptical about the skirmish game, wondering if the old Descent mechanics would really translate well to a full on competetive game like this, but I'm happy to report that we had a blast! Not only do the mechanics flow naturally after a turn or two, it actually feel really Star Warsy (well, as long as you field reasonably thematic forces I suppose). I would actually say that the Descent mechanics work better when you have mostly ranged combat like this - which is of course entirely natural as they were originally designed for the original Doom boardgame.

So, lots of fun! Both of us were all fired up to play more - both skirmish and campaign. I was excited enough to immediately go home and start painting and Anders was excited enough to run out and buy some Rebel Troopers and last week even investing in the Bespin expansion where he will be the Imperial player in the mini campaign. Awesome!

Jyn, Gideon, Diala and Fenn.
Jyn, Gideon, Diala and Fenn.
We rounded up another couple of players and started the campaign a few days later. For the first session (covering the intro scenario and one side mission) they played with one hero each but for the second onward we decided to add Gideon to the heroes to make it a full party of four as that extra activation can have some weird effects on game balance. Anders chose Fenn the soldier while Claes took Jyn the smuggler and Anna Diala the former jedi padawan.

If you are worried about Imperial Assault spoilers you might want to skip down a bit as I'll be talking a little about the first four missions we played. Not in detail, but still.

Even though I put up stiff resistance and swarmed the terminals with Stormtroopers they still managed to win Aftermath. It was a close fight though and I managed to wound two of them and they only destroyed the last terminal on the final turn. A good sign!

Stormtroopers storming the Troopers!
Yeah, that's right! I painted the real heroes before the rebel scum!
For the next mission they chose Brace for Impact as their side mission as that would allow them to field Trooper allies in future missions. Quite a fun scenario where a number of rebel troopers are being beseiged by Imperial forces and the heroes have to a) protect them and b) interact with a terminal. I had a jolly good time mowing down those troopers with my elite stormtroopers and it looked like the Empire would win. But in the last round Claes made a clever move with Jyn and Diala (who was far away from the exit) could use the double activation to move the 20 spaces needed. Again, a great, very Star Warsy experience that came down to the wire!

That was our first session and for the second I kept painting and we were able to play with all painted miniatures but for two exceptions: General Weiss and Vader.

Probe Droids everywhere!
Fenn ran off while the others kicked probe droid ass!
The next mission was A New Threat, the first proper Story mission, and a fairly big one at that. The heroes needed to split up and interact with three different terminals, all the while being hounded by Imperial forces and having nasty surprises sprung at them when doors opened. Fenn quickly took care of his terminal while Diala and Jyn (with Gideon) stayed around to kill some probe droids before moving on. In the end it came down to a dice roll by Jyn to see if she could slice the terminal she was at, but failed just barely giving the Empire its first victory. Oh, and general Weiss turned up at the last minute with his tricked out walker but he didn't really do anything except shouting for a bit.

General Weiss turns up
A Nexu ended up biting Jynn's face off, while General Weiss tried to stomp on Gideon.
Next up was Diala's attempt at getting her lightsaber! The mission was called Temptation and it has some cool mechanics for handling the dark and light side of the force. Diala can use the force to either get extra attacks (but loose willpower/time) or heal her friends and allow the enemy to attack (but gain willpower/time). The heroes are fighting of force ghosts in the form of past enemies and it culminates with a ghostly version of Vader, very much like in The Empire Strikes Back. While not at full strenght Vader is still a formidable enemy with great defence and strong attacks. The heroes managed to bring him down to one health but at that time he force choked Diala and defeated her, ending the mission with another Imperial victory.

Firing squad!
Even with ther Trooper allies the heroes couldn't prevail agains the Empire.
With two victories for each side we're all looking forward to the next session. Fly Solo is up as the coming Story mission and after that there will be two side missions back to back. Perhaps they can recruit Han Solo as an ally, or get a reward or two to help them out in coming missions.

End spoilers!

As I mentioned I've been a very (unusually!) disciplined while painting, usually putting in a couple of hours every evening at least. Right now there are only three minis left in the first wave to finish - Weiss, Chewbacca and the Royal Guard Champion. Then I have the new Heavy Stormtroopers and Tuskens from Twin Shadows to paint as well as a couple of Hired Guns that will fit right into the current campaign. I also have Boba Fett, R2 and 3PO and Leia, but as they won't be appearing in this campaign they're further down the line.

AT-ST saying hi!
I wanted to weather it a fair bit, but still not too much. It's more or less clean above the chin.
AT-ST back
I used some extra weathering powders for the back machine panel. Just felt right to have it gunky.
I just finished the regular AT-ST the other day and it was great fun to paint. One of the reasons I've been able to paint every day like this is because I've, roughly, been following the excellent painting videos made by Sorastro. While they don't really cover anything new for me, it's really nice to have everything figured out for you. For me most of the hard work of painting is composition and all the tiny decisions about what colour to use and how can be tiring. Now I could just follow his step by step, modifying as I went when I had a better/quicker approach, and it was all very nice and meditative. Also, Sorastro uses washes much more than I do, so I've actually learnt a bit there, as well as how to paint fur more effectively. Good stuff all around, highly recommended!

Anyway, here are the rest of the miniatures painted so far. Oh, and about the bases - right now they're all a beige grey and I haven't quite decided what to do with them. At first I wanted to try acrylic bases, but that might get tricky when you want to tell different units apart. I'm now leaning to regular scenic bases with sand and grass.

Han and Luke
You can see that I don't really bother with mold lines or filling in gaps. This is a board game after all.

Vader
Vader was easy and fun to paint. And just adding those small dabs of red here and there really sell the light saber!

Hoping for a proper rematch for these two!

That's it for now! I'll put up another report after our next session.

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Monday, 19 October 2015

Dropzone Commander Intro Scenario

Dropzone Commander Rapiers watching the skies...
Rapiers preparing to kill my dropships dead!
As I mentioned in my last post me and other Martin had a game of Dropzone Commander planned for the weekend. I had all my Scourge nicely painted but I had promised to paint the UCM part of the starter box as well as other Martin was too lazy to paint his own. ;)

Of course the intention was to do them gradually day by day but as I kept pushing it forward I found myself frantingly speed painting the night before the game! And the Legionaries actually ended up completely unpainted as I wanted to prepp them more before basecoating them. Oh well, they look... ok to game with and much better than unpainted models. Now I just need to touch up the details and finish them off so I have to nice looking demo armies.

For this battle I didn't get to use my entire Scourge army as none of us had enough UCM to make up the cost difference, so we instead played the solid intro scenario that comes in the two-player starter. It's very bare bones, but excellent to teach you the game. Basically there are three objective buildings set up in the middle of the table (center and each flank) - each objective that you control at the end of the game is worth 1VP while objectives moved off the board is worth 2VPs.

Dropzone Commander Scourge advancing
Reapers providing cover as a second Marauder dropship is preparing to unload its Hunter gravtanks.
As none of us had played before we simply got stuck in and while other Martin headed for the right flank building first I opted to rush my AA units into the middle of the table to create a no-go zone for his dropships. I followed this with infantry to the central (large!) building with my tanks providing cover. His AA went up the left flank while his tanks supported the infantry.

Dropzone Commander Condor dropping off Rapiers
The Rapiers were easily the UCM MVPs this game!
None of us managed to find any of the objectives and other Martin decided to send one of his squads in their Bear APC toward the objective on the left flank that neither of us had approached (as it was covered by his Rapier AA tanks). This seemed like it might not be a good idea, but in the spirit of trying new things they raced off down the road, passing in front of the large building where my two squads of Scourge infantry was frantically searching for the objective. This proved too tempting a target (and I was curious to try out the fabled Scourge plasma rifles) so I lined the walls with one of the squads and proceeded to blow up the Bear. A lucky roll on the Destroyed Vehicle table meant that the none of the legionaries inside survived either! Aww...

Dropzone Commander Scourge Warriors blowing up a Bear APC
One of my Warrior squads throwing fiery plasma death at a Bear APC far below.
My joy was cut short though as the UCM Rapiers (who have a HUGE gatling cannon that rolls lots of dice against infantry) and two Condor dropships opened up on the Scourge warriors they could spot in the windows. None survived. So we were each down to one squad each and none of us had yet to even find an objective, less making it off the table with it!

Dropzone Commander Scourge Reapers on the prowl
My Reapers waiting to pounce as soon as the enemy MBTs are taken out.
As this was going on the UCM Sabre tanks kept pummeling the central building while my Hunter gravtanks very unsuccessfully tried to take out the Rapier AA tanks who very successfully shot down two of my dropships! My own AA kept back as they were no match for the Sabres, however their dropship flew over and started spraying plasma at them, although it mostly splashed off their armour. It wasn't until my Hunters made a lightning raid to knock out two of the Sabres that my Reapers dared approach and blast two Condors out of the sky.

Dropzone Commander Scourge Hunters taking out the trash
After not doing any damage on the Rapiers the Hunters redeemed themselves by quickly destroying two Sabres.
On the fifth turn the Legionaries in the house on the right flank actually found the objective and hurriedly mounted up in their Bear APC which proceeded to race back toward their own lines. If the UCM could get it off the board other Martin was guaranteed the win as I still had to even find my first objective. As things started to look bleak (my Hunters were too far away to catch the Bear) my single surviving Marauder dropship saved the day by swooping in ahead of the Bear and blowing it to bits! While the Legionaries inside survived they were much too slow to make it out in time. Thank the jelly godess for guns on dropships! :D

Dropzone Commander UCM legionaries on the run
With their APC disabled the Legionaries are caught in the open with Reapers not far behind...
So what it came down to in the end was whether I would be able to find my objective or not. If I did it would end in a draw, otherwise a UCM victory. I had been searching for three turns but as I went for the large building it was tougher to find what I was looking for. However, on the very last turn I managed to finally roll a four - enough to find the objective - meaning the game ended in a draw. Yay!

We both had a good time and other Martin was really happy that playing had not resulted in an immediate headache, which was the norm back in the day of 40k and Fantasy. His comments after the game was that he felt it a little bit confusing to activate several different units in one activation, and that it was slightly frustrating not to be able to fire at aircraft without AA weapons. However he also mentioned that this was most likely down to us being completely new to the game and that things like this would feel natural after a bit more practice.

In fact he was enthused enough to immediately start talking about (finally) assembling and painting his own UCM and considering what to get to make it into a fun 1000 point army we could use next time. This is great as I think the snowball effect is very strong with DZC as the models are easy and fun to work with and quick to paint which boosts your motivation which makes you paint more units!

As for myself, I'll finish off the starter set UCM but after that I'm a little bit torn. I really would like to build up a 1000 point Resistance force but at the same time I could make a fun 1000 point UCM army for the same price as the Resistance starter. Hmm...

Oh, and we rounded off the day with a game of Infiltration. It's a game I've been wanting to pick up for a long time as I love the theme and I don't really have any push-your-luck games in my collection besides the original Drakborgen (Dragon Quest). What made me pull the trigger now was because of my recent reimmersion in Netrunner and the fact that the game is not featured on FFG's site anymore meaning it's more than likely going out of print soon, if it hasn't already. Designer Donald X. Vaccarino has said that if he wanted to release it again with another publisher it would go back to its original theme of crooks breaking into a bubblegum factory. A theme I'm not in the least keen on.

Playing Android: Infiltration
A playmat from Netrunner for that little bit of extra theme...
Anyway, three of us played (Anders was an observer during DZC) and one of us left the building early, while two of us pushed on. Other Martin ended up wounded on the second floor and had no choice but to try and look for a second exit while I raced back downstairs. Unfortunately I didn't make it out but was arrested in the foyer! Other Martin on the other hand found some Blackmail Files allowing him to escape with loads of data, clearly winning him the game. Fun and quick! Will play again soon. :)

That's all for today. More later...




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Tuesday, 8 April 2014

Deadzone at Tabletop Day

Teraton plus backup prepares to sour someones day...
A few of us who pledged on the Deadzone kickstarter decided that enough was enough and set a deadline for playing and a punishment for those who didn't bring painted minis. It was going to be me, Anders, Claes and Kosta and the idea was that we would be able to run two games simultaneously. I was going to use Enforcers, but changed my mind to Rebs, Anders had his Plague painted and Claes had his Marauders. Kosta is still waiting for his Asterians that will come in the second shipment so I would lend him my Enforcers.

Unfortunately the plan didn't quite work out as we had hoped as Kosta couldn't make it until later in the afternoon while Claes had to leave early and Anders had comitments during the day, which meant that he only saw the start and end of the day. So yeah... not entirely successful. We need to reschedule and make sure we really have an entire day to play. Still, here's a quick rundown of events.

First turn of the first game. Plague have moved and now Marauders are activating.
I did manage to play (almost) two complete games and start a third. Anders had to leave the first turn into his game against Claes so I took over as Plague and did my best to keep the Marauders at bay. Or rather, they tried to keep the Plague at bay. This is harde than you think though, and once I managed to get a Generation 2 monster into close combat it was pretty much all over for the orx. Claes was a bit disheartened by this as he only managed to take out a single dog in return, but I think it all comes down to us not being used to the system and the play format.

Second turn of the game. As you can see in upper right, a Gen 2 has rampaged through the Marauder lines
killing a Mawbeast and a Commando and is making a beeline for the Commander.
After that me and Claes started a second game with me using my Rebs against his Marauders but we only made it a couple of turns before he had to leave. It consisted mostly of me bombarding his troops with a bunch of Blast weapoins, throwing them around and pinning them but not doing much damage. Except for my Reb Leader who sniped the Rainmaker Ripper Suit from the other end of the board which was kind of cool. Then again, it didn't help Claes feeling of defeat. 

With two Marauder Commandos barreling down on her, the Rebs leader kept her calm and sniped the Ripper Suit right between the eyes! Then the Sorak fired his blast weapon on the two Commandos, scattering them.
Then there was a bit of a break as I was left to my own devices in the apartment. I did find both my Infinity rulebook and the Lightning Strike rulebook that I had lent to Anders ages ago. And I spent some time cleaning up Anders computer that was riddled with bloat and malware. So silver lining and all that. Hehe! 

When Anders got back we played another game with him commanding the Plague and me the Rebs. This was really the only proper game played during the day and it also ended in a crushing victory for the Plague. We both had (secret) missions where we needed to kill the opponents models. Anders needed to kill expensive models and specisalists/leaders while I needed to survive and simply kill as many enemies as possible. 

Unfortunately it seems like I didn't learn anything from playing with the plague in the game earlier during the game so for some unexplicable reason I advanced a couple of spaces with a few of my troops which ended in disaster. Anders managed to use a combination of Battle Cards and the Command special order to move his Generation 1 super monster (who is normally very slow!) into combat with one of my Kraaw and the turn after the same combination plus the Winged mutation allowed his Generation 2 monster to move four spaces and into combat with a human.

It started well enough, with the Kraaw blasting some pesky plague Hounds. If only I'd stayed back and fired away.
Although my Kraaw did survive one turn the game was basically over for me at this point as I didn't have much that could actually kill these things in my arsenal. My plan was to rely on suppression fire to keep them at bay, but when they're among your troops in turn two it's not much you can do. My second Kraaw did make a valiant attack on the Gen 2 and wounded it which allowed my sniper leader to dispatch it, but she was then eaten by a mutant hound in return, leaving only a Kraaw and a Survey Drone alive on my side of the table as the game ended. He killed eight of mine while I killed two of his ending the game 14-4 to the Plague. 

Although we did make a couple of rules mistakes, like forgetting that Ammo gives you two extra dice instead of one, and granting infinite free actions (meaning the Gen1/2 could simply keep going into the next enemy and fight again if he won his combat) my fate was sealed as soon as one of the big beasties managed to get to one of my troops. The game area is very tight indeed, so the urge to move forward, which is usually what you do in other miniature games, is something you need to unlearn when playing Deadzone. Or when playing against the Plague anyway. 

You can see a couple of my mistakes here. One was to deploy a lot of my troops behind solid cover, meaning they'd have to fire to move. And one (more serious one) being the Kraaw in upper left who advanced WAY too long.
My mission was to survive as long as possible (one point at the end of every turn I had 50%+ left of my force) and then simply kill enemies (1 point for everey model killed, regardless of cost). What I should have done was probably bunch my guys up one one flank where I had the best view and then used Blaze Aways (DZ speak for suppression fire) and Blast attacks to keep the Gen 1/2s pinned while my leader and humans tried to kill the squishier Generation 3s. That could actually have worked. Moving forward, not so much. So, some good lessons there.

The Plague big man! I'm not really sure he's worth the investment to have in your force,
but he sure makes for an impressive sight!
We also tried to play this as a small campaign, with maybe three battles each and then call it quits. However, since I first read the campaign rules for Deadzone I've been a little sceptical of the whole idea. Jake Thornton decided to go down the route of quick played and "balanced" which I can respect, but it does make for a much less... colourful campaign than Necromunda. Or those are my first impressions anyway. Basically you buy a "stable" of troops for 140 points, and when you go to battle you bring 70 points from this stable with you. 

You might wonder why you need the stable to begin with and the answer is two-fold: first you need it because all battles are at 70 points and because of this always "balanced", so you need to have subsitutes for when your guys get killed. Which brings me to the second part of the answer, Deadzone is very lethal - if a model gets taken out during a game it's automatically dead unless you spend three Reputation Points to keep it alive, and even then there's a large chance it'll get a stat decrease and it will miss the next game unless you pay another point of Rep. And Rep=Victory Points that you earn during games. The most you can possibly achieve during a game is 14, so four points is a lot. Especially since you need to replace all the casualties that will keep mounting up (not to mention you might want to buy some new troop types that you unlock as you play!).

Compare this to Necromunda where a models usually just went 'down' rather than were taken out of the game altogether, and even then you alway rolled a die for it to see if it survived (chance was one in three I seem to recall). Basically, a model actually dying was somewhat rare. What this means is that Deadzone feels much less like Necromunda and more like... a small 40k campaign with resource management. Or something. Which is, after all, more adherant to the setting as these combatants aren't gangs but military forces on a mission. Still, this makes the campaign loose quite a bit of the charm that you found in a Necromunda campaign. I think this can be fun as well, but in a completely different way. I think it comes down to this: your team of models probably won't become a team of personalities, because in the end they're simply cannon fodder.

Plague advancing. I checked my BGG play logs and it turns out that the Plague is yet undefeated around these parts, regadless of who plays with or against them. We need to re-think our tactics!
Now bear in mind that these are simply my first impressions and we still haven't actually played through a proper campaign. And I want to stress that I don't think the campaign mode is bad, it's just different from what I had hoped for; that being something that could pick up where Necromunda left off.

I've talked a lot about the campaign but what about the rules system itself? I need to play a lot more, but I think there's a solid core that has some quirks and a few grey areas that need sorting out. The dice pool mechanic still feels rather unfamiliar to me and I find it hard to gauge my chances. Initially I thought it would be fast playing, but there are some areas that are very detailed which, while fun, makes it take longer than expected. For example, if I fire a Blast weapon at an area with three models it will take a minimum of five rolls to resolve it and as many as nine rolls if all of them are thrown out of the area (high probability) or even 11 rolls if they get thrown off a ledge or into a wall. And each of these rolls, except for scatter, is made with ~2-5 D8s. This kind of detail is pretty cool, but when you have a force with three or four blast weapons you'll spend a lot of time doing this and only this.

Still, at this point I quite like the system as it's tactical and rewards smart play. Tactically it kind of reminds me of Infinity as a single mistake will often see you loose the game. Punishing in other words, but interesting. I'll try and get another game or two in during the week so I can try out the Enforcers as well.

Oh, and I managed to paint a bunch of Rebs! They're not done, but decent enough to play with. They'll get a separate post later on.
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Saturday, 21 September 2013

Dust 150 After Action Report


A Russian BR-47 self-propelled gun, awaiting the German assault...


Alright, here’s a nice long after action report for my dear readers! We played this game last Saturday but it took the following week to put text and pictures together. To make it a bit more diverse Anders have typed out his turns while I typed mine so you should be able to read both viewpoints.

I finished my last infantry the night before the battle and Anders stayed up late to try and finish his in a painting frenzy. For some reason he had decided it was best to only paint the Horton fighter in advance and then attempt to pain the remaining 14 infantry models and the Luther walker the night before the deadline. Not a course of action I would have chosen, but Anders is famous for his odd approach to some things. :)

Had I been a more dickish person I would have claimed painting victory and demanded a free dinner as some things were only half finished. But as the whole idea of this little project was to get some paint (any paint!) on the models I was happy to let it slide as even a half painted Luther looks infinitely more appealing than an unpainted one. See… aren’t I magnanimous?

Alright, so let’s get on with the battle shall we?

Pre-battle Thoughts and Plans




---  Sturmgrenadiere Platoon (150)
Command Section: Manfred (15, Hero)
1st Section: Heavy Flak Grenadiers (26)
2nd Section: Battle Grenadiers (17)
3rd Section: Recon Grenadiers (17)
Support: Horten HO-347.III "Fledermaus III" (45)

Support: MPW II-A "Luther" (30)

Axis: A scorpion with two stingers, one could call this SSU army. I am of course referring to the two anti-tank tractors that Martin has deployed, dominating much of the field, but also the air. I knew that silencing those guns would make or break this game, since without them my Horten would be able to roam the skies at will, “making peace it’s business”. But how to go about it? My Luther wasn’t even to be considered a glass cannon, more like a set of pliers. Made of glass. Then I remembered it’s ability to self repair. Hmm, could it be possible to soak up the attention of one side of the board, staying alive by performing surgery on one self and slowly close with the enemy? Perhaps. So the plan would be to rush straight into the short ranged guns of the SSU and hope their submachine guns all misfired simultaneously.




--- Red Platoon (150) Command Section: "Red Command" Red Guards Command Squad (25) 1st Section: "Red Thunder" Red Guards Antitank Squad (20) 2nd Section: "Red Thunder" Red Guards Antitank Squad (20) 3rd Section: KV47-E Aero "Nikita" (45) Support: BR 47-100 "Red Fury" (20) Support: BR 47-100 "Red Fury" (20)

SSU: As I mentioned in the introductory article on this project I built my army mostly around what I wanted to get painted, but also with a chance at winning in mind. Since first trying out the BR-47 Red Fury (aka guntractor) in an earlier game I knew I wanted one more of those. As I was also suspecting Anders would bring his Fledermaus I thought it was a good choice. The Nikita artillery mech has been waiting a long time for some paint as well, so that was in. I would really have prefered to have one Red Storm assault squad and one Red Thunder anti-tank squad, but the points simply didn’t allow for it, so I ended up with two Red Thunder squads. Well, if Anders decided to bring a lot of vehicles he was in for an unpleasant surprise! I was a bit worried about what infantry would turn up… especially if it was of the heavy variety.

In the end his army looked kind of what I had expected, although the inclusion of Manfred as the leader was a bit of a surprise as I know Anders loves his radio operators! I feel fairly confidend that my two BR-47s can take care of the plane, and the walker should go down quickly. Hopefully I can keep the infantry at bay with massed PPM machine guns. For the Motherland!


Battle Builder and Deployment



We used the battle builder in the Icarus expansion and after some jiggering around we ended up with Cold Snap, meaning that there is ⅓ chance that vehicles get one action less. The deployment rules allowed us to move onto the board as if we had taken a March action, allowing Anders to place his Fledermaus in just the right spot to fire at one of my BR-47s if he got the first turn. Our objective ended up being the rather unexciting "kill everything in sight", but then again we hadn't played like that for a long time so it might be a fun diversion.


I deployed fairly defensively, which felt odd when playing as the SSU! Normally it’s all about charging ahead to bring those sulphur throwers into play, but not today. My guntractors covered most of the field, and the Nikita had the ability to hit the rest more or less.

Anders deployed a bit more aggressively and I could tell that he was looking to close in on me. Again, weird as the Axis often stay back and shoot. Well then… let’s get going!

 Deployment complete. Let battle commence! Oh, and click for much a much larger image.


Turn 1


Command Phase: The Axis rolled zero successes so only had a single order to give and Anders decided to use it to push his Heavy Flak Grenadiers forward using Blitzkrieg. The Russians opened fire with one of the BR-47s and causing a single damage to the Fledermaus.

Axis: The Horten Ho-347 Fledermaus advanced forward its compulsory move but had trouble with the cold air (Cold Snap!) so couldn’t do a sustained attack. Blast this cold weather of the eastern front! Judging by the surrounding countryside one would have guessed it to be the middle of summer! The four 20mm cannons fired on the BR-47 and inflicted two hits as well as the Blinded condition. The Heavy Flak Grenadiers advanced and fired on the Red Thunder squad, using the air burst ability of their Fliegerfausts, killing one.

The Luther walker fired on the other Red Thunder squad and then retreated behind the woods. This is an example of plans not surviving first contact with the enemy. Perhaps I should have stayed where I was and taken long shots at the BR-47, pulling it’s attention away from my jet fighter. But the sight of that 100mm barrel proved too scary for the driver of the Luther, and he consequently fired and fled behind the woods. Manfred Kreuzer and his trusty gang of Panzer Grenadiers advanced into the ruined building ahead of them. This way Oberleutnant Kreuzer could stay in radio contact with the fighter pilot high above. The Recon Grenadiers advanced into the woods, nearby the Luther, thinking to do a little “recon in force”. Little did they know the ambush they were walking into.

SSU: The first order of business was to try and down that plane! I thought that this would be a quick matter with two guntractors in my force, but then again, six hitpoints can take a long time to chew through! One of the BR-47s didn’t get to fire because of the cold weather, but the other managed to inflict another hit. Unfortunately the driver of the Nikita hadn’t heated her up properly before moving out and was affected by the weather as well so couldn’t use sustained fire to attack the Recon Grenadiers advancing through the woods. Still she managed to inflict a casualty and caused that all important blast marker! This created an opportunity for the Red Thunder squad on the right flank to rush up in cover behind a low wall and open up on the Grenadiers inflicting another casualty.

On my left flank the other Red Thunder squad advanced cautiously while the Red Command stayed put and repaired the damaged BR-47 and tried to administer medical aid to the injured Red Thunder squad, to no avail.

Summary map of turn 1. Click for larger a image.


Turn 2


Command Phase: The Axis won again and Anders chose to use his single order to fire with the Horten on my damaged BR-47 He hit twice and I rolled… one success on my armour roll! Yes, still in the game! I fired again with my right flank guntractor but failed to damage the aircraft.

Axis: I guess the pilots aim was off because of the cold weather in the command phase. Imagine if he could’ve taken that tractor out, before it being able to react? Oberleutnant Kreuzer would’ve bought him a whole case of brandy for that! Now the BR-47 would get to react and possibly shoot down the plane! The Fledermaus advanced and fired sustained, but the BR-47 reacted and fired simultaneously... but missed! The pilot’s aim was on target though and the tractor exploded in a glorious, red fireball!

The entire Kampfgruppe Kreuze cheered! Manfred himself, not to be outdone by some “fliegerknabe”, advanced to in front of the house and fired at the Red Thunder squad taking cover there, but only managed to scare them into falling back. The Recon Grenadiers realised that they were zeroed in by artillery and the Red Thunder unit with itchy trigger fingers. Being suppressed they made the bad decision to fight back, only managing to inflict a bit of suppression on the Reds. Looking back I should have perhaps done something different with the poor scouts, but hindsight is just that, behind you. The Luther threw caution to the wind and charged through the woods to help the poor Recon boys but is hit with reaction fire from the anti-tank squad and takes three hits and is set on fire. Ouch!! The Heavy Flak Grenadiers advanced up the center to the tree and fired on the Red Thunder squad behind the low wall, causing one casualty.


SSU: The Luther coming charging through the woods with Kampfzange at the ready made me a little nervous! Sure it only had one hit left and was on fire, but it was still a threat both to my infantry and my artillery walker. To allow the Red Thunder squad behind the wall to use sustained fire I rushed over with my Command Squad to use the medic to remove the blast marker they had received from the Recon Grenadiers. They opened up with PTR rocket launchers on the German walker and fired their submachine guns and grenade launchers at the Recon Grenadiers cowering in the woods. Even with the re-rolls the rockets sailed past the Luther harmlessly(!) but the Axis infantry were reduced to a man. Being worried about the Kampfzange I decided to back up, out of charge range, with my Nikita and fired on the Luther… still not causing that last hit I would need to destroy it. In hindsight this was a mistake; I should have held my ground and used sustained fire on the Axis infantry instead. Oh well…

With only one BR-47 left on the field (the only unit that could hurt Anders fighter) things looked precarious. It fired again on the Horten and caused two hits (the third and fourth, for those who are counting) and inflicted the Weapon Malfunction critical hit, meaning everything the Horten attacked would get the benefit of soft cover. The Red Thunder squad behind the building on the left flank stayed put, not wanting to draw unneeded reaction fire from the Horten if they moved.

Summary map of turn 2. Click for a much larger image.



Turn 3


Command Phase: For once the SSU got to act first in the command phase! I began by ordering the Red Thunder squad behind the wall to fire on the walker and Recon Grenadiers. The last German infantry man was killed outright but again the two rockets failed to connect with the Luther! Damnit! The Axis used a Blitzkrieg order on Manfreds squad to advance closer to the house.

SSU: I felt that my Command Squad was a bit exposed so moved them into the nearby building where they could fire their PTR on the Luther, but it missed. The Red Thunder squad opened up again with their two PTRs but they, of course, missed as well. However with the Axis walker on fire, I felt safe enough not to attack it with the Nikita who instead fired on Manfred’s Battle Grenadier squad, causing three hits (who Manfred soaked of course). Just as I was declaring a sustained fire attack on the Horten with my one remaining guntractor Anders reminded me of the Cold Snap condition and of course I roll a hit, meaning I only get to do a regular attack. You’d think us Russkies would be used to the cold by now! The plane had two hits left and I… miss completely. The Red Thunder squad on the left flank were again threatened by the Horten and elected not to move.


Axis: My poor brave Aufklarer, you will be avenged! The Horten had to fly off the board with its compulsory movement but would return shortly . The Luther pilot was in a jam, he wanted to use his Kampfzange on himself and thus put out the fire and perhaps regain a hit point. Unfortunately he had to spend his first action putting out the fire, or he would have been burned alive. So, that makes the self repair action not too appealing, since the odds are against him getting any hit points back. And add to that not getting to dish out any damage at all this turn! Bah, that won’t do! He swiftly put out the fire and fired on the infantry who just killed his best friends in the Recon Squad... but does no damage.

Manfred moved forward and fired on the Red Thunder squad, killing one more of them.The Heavy Flak Grenadiers moved across the road and now had nice oppurtunity to put some real hurt on the remaining BR-47. Sadly I had positioned them so that only two could see the tractor. But hey, six dice should be plenty for a lowly tractor, right? Not so. The tractor shrugged it all off and could now keep on firing freely on my poor jet fighter the next time it made a pass.

Summary map of turn 3. Click for a much larger image.


Turn 4


Command Phase: Anders decided not to give any special orders during the command phase this turn. I thought it was time to make that Luther dead and ordered my right flank Red Thunder squad to Unleash Hell - a special order allowing them to make a sustained attack at the cost of taking a reaction marker and two blast markers. I rolled and re-rolled for the PTRs but still didn’t manage to make a hit! In a bit of a gamble the BR-47 also shifted its attention and fired a shot at the Luther, but failed do damage it. That walker was taking up an awful lot of my attention! The other Red Thunder squad fired as well, using its UGLs to good effect and causing another wound on Manfred (who can take five though).

Axis: Manfred moved into the house and fired and killed all but one of the Russian anti-tank squad. Very irritating in a game won by wiping out complete units. He aimed his Panzerfaust towards the BR-47 but missed. The Luther opened fire on the Soviet Command squad who retaliated with a rocket that sadly hits and destroys it. The Heavy Flak Grenadiers now wanted to redeem themselves in the eyes of their Oberleutnant and made a sustained attack on the guntractor, but infuriatingly only inflicted two hits and Blinding it.

The Fledermaus swooped back in on a bombing run and dropped its payload on the Nikita, the Red Command squad and the BR-47. The bombs rained down but failed to damage the Nikita and the infantry. However, more importantly the bombs inflicted three hits on the BR-47! Could this be it? Martin’s armour roll only saved one hit and we thought it was destroyed! “Hoch soll er leben” Manfred shouted! But then the pilot remembered that his weapons malfunctioned earlier and that meant the tractor was still alive with one hit. Verdammt noch mal! To add insult to injury he couldn’t attack the sole survivor of the Red Thunder squad on the left flank because of the cold weather..

SSU: Phew! That was lucky! Good thing I damaged the Horten’s targeting mechanics earlier. In one final attempt to down the plane the damaged BR-47 fired and rolled two hits! Anders picked up the dice and rolled… blanks! As bombs exploded around the crew they fired one last-ditch shot at the harrowing plane and it ripped through one of the engines. The Horten spinned out of control and crashed into a nearby ruined building. The hole left by the plane exposed Manfred and his squad and the guntractor crew opened up with their PPMs, killing one of them.

With the Horten and the Luther destroyed it looked like I might be able to win this, if I could only keep my infantry safe. The lone survivor on the left flank threw a grenade through the window of the building and caused some mayhem, but no damage. The Nikita suffered from the Cold Snap but fired at the Heavy Flak grenadiers, not causing any wounds however.

Summary map of turn 4. Click for a much larger image.


Turn 5


Command Phase: With only one hit remaining and both Manfred’s Panzer Grenadiers and the Heavy Flak Grenadiers bearing down on it I decided to fire on Manfreds squad with the BR-47. The cannon and three submachine guns make for a respectable nine dice, which killed another soldier. The lone survivor also attacked, adding another blast marker to the squad. Anders used his command order to attack with Manfreds squad and finally destroyed the guntractor but failed to kill the lone PTR gunner behind the wall.

SSU: Alright, if I could only hold on to this lead and not let my remaining infantry get killed I should come out on top. Manfred and the Panzer Grenadiers were probably too far off for an effective attack, but the Fliegerfausts of the Heavy Flak Grenadiers posed a real threat. I ordered the Nikita to fire on the Axis heavy infantry but again the cold weather impeded his performance and they shrugged off the artillery barrage. My two remaining squads also fired on the Heavy Flak Grenadiers but only inflicted a blast marker. The sole survivor tossed in another grenade which killed another German.

Axis: With the crashing of the jet fighter things looked grim for the Germans. The Heavy Flak Grenadiers still had an unshakeable belief in the final victory tough and they fired their rockets at the Soviet Command squad, killing all but one. Damn!

Well, by this point Manfred Kreuzer could see the writing on the wall. The Sovs had too many points locked in and too many units untouched (Well, one. Ed.). Manfred ordered the sole survivor of the Red Thunder squad to surrender, but when he answered by throwing hand grenades at Manfred and his men, the Oberleutnant summarily shot him with his Luger. Oh the humanity!

As that last shot echoed through the countryside and the Axis forces started to retreat the Russian survivors cheered and pulled out their flasks of vodka...

The game ended 92 vs 65 to the SSU.


Final Thoughts


An unknown Russian soldier took this photo just minutes before the battle.

Axis: Wow! Talk about a nail bitter! The whole duel between the Horten Fledermaus and the Soviet anti-aircraft tractors came down to the wire! My pilot really flew the gauntlett and I’m ashamed that his comrades on the ground let him down. Manfred and his squad should have kept the pressure on the other BR-47 as should the Heavy Flak Grenadiers. In fact even the Luther should have dished out with his 5cm flak cannon at the wretched excuse of an armoured car. This way, perhaps the Horten might have made it and, at least, kept me in the game.

SSU: That was an interesting experience! As a long time SSU player I’ve been used to having air superiority, and with two BR-47s I expected no less in this game. But six hit points is more than you think, and Cold Snap certainly didn’t help! Although I did bring it down in the end it took a lot of effort. Then again, the Fledermaus concentrated almost all its efforts on the tractors, so in a way I guess they canceled each other out. My infantry performed well, although I feel I threw away the Red Thunder squad on the left flank. I should have supported them better. It was weird being on the receiving end of an assault though - usually I’m the one running forwards with Molotovs and submachine guns ready. Playing more defensively like this felt… odd. Finally, I didn’t utilize the Nikita as well as I should. It spent time firing on the Luther and even retreated once! A couple of rounds of concentrated fire on Manfred’s squad would have probably saved my left flank. Something to keep in mind for next time!


We both enjoyed the close game and are now considering going for another 150 points. Anders have a lot of unpainted stuff left whereas my choices would be a bit more limited; I still have a few things that need to be finished though! Of course, Deadzone will arrive as well at the end of November. Hmm...
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