Battle reports 2 and
3
Today I’m writing a battle report double feature! One in
which I’ve lost a game, and another where I’ve won, both of which are the same
scenario for Shadow War Armageddon, the Rescue mission.
Battle report 2:
Setup:
The setup for my second game is exactly like it shows in the
pictures, I tried getting as many angles as possible for this game. The mission
for this game was rescue, as two members of my squad were captured last game,
one of which was my specialist with heavy stubber and clip harness, and the
other was a trooper with autogun and blasting charges. With the gantry/walkway
in the center of the board, the square grey building on one side, and the
shrine of the Aquila on the other.
Deployment:
My opponent had rolled a two for how many sentries he would
have on the board and placed the captives on the top of the gantry/walkway in
the middle, with his two imperial guard veterans on either side of them.
I had rolled for my random number of troopers and got seven
troopers for my squad for this particular mission. I had also rolled for which
table edge I’d be deploying on, and deployed on the edge with the square grey
building. I had found this building to be the most centralized and quickest
route to my captured squad mates and so used this building as a sort of staging
ground. I had my leader, my new shot-gunner and the new recruit I had brought
into this battle along the right side of the building. I had my grenade
launcher, which I had deployed hidden, and other heavy stubber up on top of the
building, where I was hoping they would lay down cover fire. On the left side
of the building were my two other new recruits.
Turn 1:
On my turn one I ran everyone except for the grenade
launcher and heavy stubber up the field as close to cover as was possible while
still gaining good ground. I was able to get my leader close to the ladder by
the gantry, poised to free my captive squad-mates, with my shot-gunner around
the corner waiting to lay down cover fire if necessary.
On my opponents turn, he had rolled poorly for his movement
and I was able to move them away from my captive men and he did not see any of
my squad.
Turn 2:
On my turn two, I had poised my three new recruits which had
run and my leader hiding by the ladder to the gantry. I had my shot-gunner
around the corner hiding, and my grenade launcher hiding. I was poised to
strike.
On my opponents turn two, he was unable to spot my squad and
did not roll well enough to have control of his guys again this turn.
Turn 3:
On my third turn I ran my leader up the gantry and moved to
free my captives. My three recruits moved to fire at the one guy that was on
the walkway. I had thought that my heavy stubber would be able to fire at the
other guardsman, but he was unable to do so and left him open to attack my
leader and now free captives. I was able to pin one of the guardsman sentries
with concentrated fire.
On my opponents turn he had sounded the alarm, some of his
reinforcements came in in the form of his leader, and his grenade launcher, and
he charged one of my captives, and both did no significant damage.
Turn 4:
I immediately charged into the fray with my leader, leaving
my other captive to run away. I also moved my new recruits and trooper with a
shotgun towards the other two guardsmen that came to reinforce, wherein I
thought I could at least pin them and run away, but alas my poor rolling would
not allow it and every shot missed. I
attacked first with the captive in combat to give my leader an edge in the
coming combat, but that proved to be the wrong move as my opponent had won the
combat and downed my poor trooper captive. My leader then went, and pummelled
the poor guardsman, downing him and taking him out of action.
On my opponents turn he had gotten more of his reserves in
and got his sniper with toxic rounds and a guardsman in on the far side of the
board. His sniper had pinned one of my guys and his leader with laspistol
downed a new recruit, however he had no ammo left in his gun afterwards. His
grenade launcher had missed wide, and was blown back into the grenade launcher,
pinning him.
Turn 5:
On my turn I had run my leader down the ladder and a little
further from the raging fire fight and had started running all of my other
troopers away from the fight, and I had my troopers that were down crawl
towards my board edge, including the trooper on top of the gantry, moving him
closer to the ladder. Both my heavy stubber and grenade launcher tried giving cover
fire, but once again my rolls were not having it, and missed with all shots. In
my recovery phase my trooper that was captive on top of the gantry got back up.
On my opponents turn he had charged my leader with his
leader and his sniper sniped my grenade launcher, taking him out of action. His
leader had beaten mine narrowly and so my leader was taken out of action.
Turn 6:
On this turn my remaining troopers ran towards my board
edge, including the recently recovered trooper that just got back up, who had
run down the ladder, near his leader in the hopes that he might see better
targets. My other captive had gotten close to the board edge, as had my other
recruit.
On my opponents turn his grenade launcher got back up, and
his leader charged my captive by the ladder. More of his reinforcements came on
by the far board edge and he had moved up the rest of his forces closer down
the board. In combat his leader mulched my poor captive by the ladder, which
would lead to a bottle test for me.
I had rolled too poorly, and I failed my bottle test, that
meant my team bottled out, but I got to keep my men, as I had freed them.
As for my rolls for injuries, all but my leader and a
trooper were just fine, but alas, my poor leader was captured by the enemy and
would need to be rescued next game. My trooper had died of his battlefield
injuries.
And so here we are another rescue mission. At this point in
time, after this game I think I might be an expert at rescue and raid.
Battle Report 3:
Setup:
The setup for this game is as follows. Yet another
gantry/walkway in the middle of the field with a tall three level building in
one corner, with a small square grey building beside it. In front of these
buildings are trees, and three crates, one of which was stacked on the other
two, all of which was leading up to the gantry. Craters were scattered about,
and a fair amount of buildings on the other side of the table.
Deployment:
My opponent and I rolled for how many troops we would have
starting the game, he had two, of which he used recon drones. I had 6 attackers.
I had two heavy stubbers, two new recruits, which had autoguns and chainswords
and two troopers with shotguns. My captive leader was in the middle of the
walkway in the middle of the board. His two recon drones were below the
walkway, blocking the path to my captive leader and the ladders below. My two
heavy stubbers were deployed on top of the grey three leveled building, and the
remaining four troopers were deployed on the bottom between the tall grey
building and the square grey building.
Turn 1:
My two heavy stubbers had attached their clip harnesses to
the top of the three level building where they had deployed, and my four
remaining troopers were running up the field cautiously so as to stay out of
sight.
My opponent had rolled for his movement and he rolled low
for one, and high for the other. We were both able to move one of his drones,
where I moved one away from my troops, he moved the other toward my troops. He
had failed to see my troopers incoming.
Turn 2:
On my turn I ran three of my troopers toward the walkway in
a position that was somewhat difficult for his drones to spot me, and moved one
of my shotgunners toward the recon drone, hiding him behind the crates so as to
ambush him later on in case things turn awry.
On my opponents turn two he had once again rolled low for
the one on the far side of my shotgunner, and well for the one by my
shotgunner, moving him slightly closer whilst I moved the other slightly away.
Turn 3:
On my turn three I put all of my troopers, except my heavy
stubbers into hiding in the hopes that they might not get spotted by his recon
drones that were moving too close for comfort.
On his turn he had rolled poorly for both drones, allowing
me to move them both slightly, and change the facing for the one drone that had
been moving closer.
Turn 4:
On my turn I took my chance, ran a new recruit up the ladder
and moved closer to my leader in the hopes that next turn he would be freed. I
kept my other troopers in hiding just in case.
On my opponents turn, his luck had changed, the drone that
usually was facing away from my men, now turned to look straight at my recruit climbing
the ladder and sounded the alarm as he shot at him, missing all shots. His
reinforcements that came in began shooting at my hidden men, as they had come
in on the board edge nearest my attacking troopers. They shot, wounding one,
but not downing him, and pinning the other.
Turn 5:
I had freed my leader! But alas my poor other troopers down below
were pinned and could hardly move, and so they moved two inches, crawling away
from the enemy. My heavy stubbers had shot at the recon drone nearest to the
shotgunner hiding by the crates, missing.
On my opponents turn he had his troopers nearest shoot at my
troopers below, but alas he had missed. He had his new reinforcements arrive on
the far table edge, but that did not matter as they had the range for when
something got in sight.
Turn 6:
With my two troopers below the gantry now up, I had them run
as far away as they could. I had my recruit and leader do the exact same and
run away. I had my shotgunner move out of hiding to a decent distance in front
of the recon drone, so as not to take a penalty for being at long range. My
heavy stubbers shot first, one missing, the other doing damage and downing the
recon drone. My shotgunner then shot, also doing damage to it, and taking it
out of action.
On my opponents turn, he had opened fire with his gunners on
the long board edge, firing at my recruit near my leader, as I was using him to
shield my leader. The other recon drone firing at my leader, all shots had
missed at both the recruit and the leader.
Turn 7:
All my troopers now were running towards my board edge
including my heavy stubbers. They were all booking it as fast as they could out
of there.
My opponent had no intention of letting them get away
though, and had kept firing into them. All shots fell short though, as my
leader and recruit had gotten out of sight of the gunners on the long table
edge and the gunners at the side with pulse carbines had too much terrain in between
to get a clear shot and had shot at the lone shotgunner instead, downing him.
His latest reinforcements came in on the table edge opposite from those that
had the carbines, lying in wait for my men to leave the board edge.
Turn 8:
I had kept running my leader and recruit towards my table
edge, getting them out of sight of my opponents men and I had gotten two of my troopers off the board edge.
My opponent had moved his men closer, but had no targets in
range or sight, and so put his men into overwatch.
Turn 9:
I ran my men off of the table edge and I ran my heavy stubbers off, then my recruit, and
then my leader, where my opponent had shot with his overwatch, missing my
leader.
My remaining men had gotten off the table, I had won.
So what did I learn from these games? Well first is that I
need to be sneakier when it comes to rescuing my men, and that time may be of
the essence, but so is positioning. In my first game I hadn’t positioned my men
well enough to get clear shots of the enemy, and I didn’t give my leader any
backup, which I certainly should have done while there were sentries posted by
the captives. I learned this immediately though and implemented it in my next
game, where it certainly proved to be a valuable lesson to have learned.
I also learned that I gotta get my genestealer cults guys finished faster!
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