We are slowly but surely generating more interest in the
Portland Area! Every week we are finding more and more people watching us out
of the corner of their eye, and so far at least one person has approached us
and inquired about the game. Our next game night is March 11th, and
I hope that we have some new players join our group.
Unfortunately I was unable to stay for the entire event. The
two games I am blogging about are related to an “Ambush” scenario I am play
testing for my custom campaign.
Special Thanks to Aldarion and Wayward from Radio Dust! Your Forest Tiles from Operation Ghostlight are fantastic and have come in handy when looking for new ways to create a battlefield!
Special Thanks to Aldarion and Wayward from Radio Dust! Your Forest Tiles from Operation Ghostlight are fantastic and have come in handy when looking for new ways to create a battlefield!
First Play Test of
“Ambush” scenario:
Rules:
- No turn limit
- No Cover Elements
Attacker:
- Attacker has approximately half the Army Points of the Defender.
- Limited to only armor 1 or 2 Infantry and armor 1, 2 or 3 Vehicle.
- Attacker is already deployed in “secret” and waiting to spring their trap. The Attacker may wait until they are ready to spring their trap, unless spotted by the Defender beforehand:
- Any infantry unit in a square that provides cover (i.e., Tank Traps, Ammo Crates, Forest tiles, Rubble, Structures, etc…) cannot be spotted unless the enemy moves to an adjacent square. Corner cover does not apply to this rule.
- Any Vehicle in a structure cannot be spotted unless the enemy moves a unit to an adjacent square.
- Any unit on a normal “Square with a dot” that is not located inside a structure be spotted using normal LOS rules.
- Any unit spotted by the Defender must activate
immediately after the Defender’s current activation. If multiple units are
spotted at once, the Attacker will choose which unit is activated first, and
the other unit(s) will be activated per normal combat rules.
- The Attacker does not have to activate any units, as long as all units are still hidden.
- Once a unit has been activated by the Attacker or, spotted by the Defender, the ambush is revealed and play begins normally starting on the next turn, and for the remainder of the current turn the Attacker and Defender will trade off activations normally. The Attacker must activate all their units in the turn the ambush is revealed.
- Note: This could very well lead to the Attacker
activating all of their units after the Defender has finished activating their
last unit. The first/second/third/etc… turn could end with the Defender
finishing their last activation/placement, and the Attacker could then decide
the Ambush is ready and activate all of their units and attack while the
Defender has no more units to activate until the Attacker finishes and a new
turn beings, as an example.
- The Attacker may retreat units off any map edge that coincides with the Attacker’s deployment zone. Moving to the edge is not enough to leave the map. The unit must have enough movement points available to move off the map.
Defender:
- Defender will always go first while the Attacker’s army is hidden. Normal combat and initiative rolls will be in effect in the turn after the Ambush is revealed.
- Determining the Victor: Whoever has the most points at the end of the scenario wins!
Victory Conditions:
- Attacker: Destroy as many units as possible! Double points awarded for all kills.
- Defender: Get your army through the ambush to the designated objective tiles and move off the map. Moving to the edge is not enough to leave the map. The unit must have enough movement points available to move off the map. Double points awarded for all units that successfully make it off the board. No points awarded for kills.
- Determining the Victor: Whoever has the most points at the end of the scenario wins!
DATE PLAYED : 02/26/2012
AXIS Player: Major Headcase
Attacker
ALLIES Player: Justin
Defender
AXIS Army:
Heinrich Light Panzer
Walker
Hans Light Panzer
Walker
Angela
Laser Grenadiers
Recon Grenadiers
Total Points: 120
ALLIES Army:
Mickey Medium Assault
Walker
The Boss Squad
Rhino
Grim Reapers
Gunner Rangers
Hell Boys
Death Dealers
Total Points: 200
TURN 1 : INITIATIVE
: ALLIES
- The Gunner Rangers immediately spot the Heinrich Light Walker.
- Heinrich Light Walker activates immediately after the Gunner Rangers and performs a Attack-Move on the Gunner Rangers:
- 2cm FlakVierling scores 2 hits
- Angela and her Laser Grenadiers activate and perform a Sustained Attack on Rhino and the Grim Reapers.
- 20mm Solothurn scores 1 hit on Rhino
- Laser Werfer misses
- Recon Grenadiers perform a Sustained Attack on the Hell Boys
- STG 47’s score 2 hits
- MG 48 scores 2 hits
- Mickey Medium Assault Walker performs a Move/Fast-Attack on the Recon Grenadiers in a Forest Tile.
- 75 mm Howitzer scores 4 hits, but 3 shots are absorbed by cover
- .50 Cal MG scores 1 hit
- .30 Cal MG misses
TURN 2 : INITIATIVE
: AXIS
- Hans Light Panzer Walker performs a Move-Attack on Rhino and the Grim Reapers
- Granate Werfer scores 2 hits on Rhino
- Panzer Werfer scores 1 hit on Rhino
- Rhino and the Grim Reapers perform a Move-Attack on the Recon Grenadiers in the Forest Tile, and the Hans Light Panzer Walker.
- Victory MG Dual’s score 9 hits, and 3 are absorbed by cover, and eliminate the Squad.
- Rhino’s Heavy Rocket Punches and the Grim Reapers Rocket Punches score 4 hits on the Hans, eliminating the unit.
- Angela and the Laser Grenadiers perform an Attack-Move on The Mickey Medium Assault Walker, Hell Boys, and Gunner Rangers
- 20mm Solothurn scores 1 hit on the Mickey
- Laser Werfer scores 2 hit on the Mickey
- Laser Gewehr scores 3 hits on the Gunner Rangers for the kill
- Close Combat:
- Angela and the Laser Grenadiers eliminate the remaining Hell Boy
- 1 hit scored on Angela
- Mickey Medium Assault Walker performs Attack-Move/Fast on Angela and the Laser Grenadiers
- 75 mm Howitzer scores 3 hits
- .50 Cal MG scores 1 hit
- .30 Cal MG scores 1 hit
- Mickey Medium Assault Walker uses Self-Repair to restore 1 health point
TURN 3 : INITIATIVE
: ALLIES
- Angela and the Laser Grenadiers perform a Sustained Attack on the Mickey Medium Assault Walker
- 20mm Solothurn scores 1 hit
- Laser Werfer misses
- Death Dealers perform a Sustained Attack on the Heinrich Light Panzer Walker
- M9 Bazooka scores a hit for 3 damage and the kill
- Mickey performs an Attack-Move/Fast on Angela and the Laser Grenadiers
- 75mm Howitzer scores 2 hits
- .50 Cal MG scores 1 hit to eliminate the Laser Grenadiers
- .30 Cal MG scores 1 hit to eliminate Angela
SCENARIO WINNER :
AXIS
Technically, according to the rules of the scenario, the
Axis gained the victory. None of the Allied units moved off the board, and
therefore the Allies scored no points. The Axis player was able to eliminate
the Gunner Rangers and Hell Boys, for a normal score of 54, but doubled to a
total of 108. Definitely need to change a few things up to eliminate the hack
and slash that the game turned into. The second run through of this scenario
was done with a few changes.
Second Play Test of
“Ambush” scenario:
Rules:
- No turn limit
- No Cover Elements
- Attacker and Defender have an equal number of points for their army
Attacker:
- Limited to only armor 1 or 2 Infantry and armor 1, 2 or 3 Vehicle.
- Attacker is already deployed in “secret” and waiting to spring their trap. The Attacker may wait until they are ready to spring their trap, unless spotted by the Defender beforehand.
- Any infantry unit in a square that provides cover (i.e., Tank Traps, Ammo Crates, Forest tiles, Rubble, Structures, etc…) cannot be spotted unless the enemy moves to an adjacent square. Corner cover does not apply to this rule.
- Any Vehicle in a structure cannot be spotted unless the enemy moves a unit to an adjacent square.
- Any unit on a normal “Square with a dot” that is not located inside a structure be spotted using normal LOS rules.
- Any unit spotted by the Defender must activate immediately after the Defender’s current activation. If multiple units are spotted at once, the Attacker will choose which unit is activated first, and the other unit(s) will be activated per normal combat rules.
- The Attacker does not have to activate any units, as long as all units are still hidden.
- Once a unit has been activated by the Attacker or, spotted by the Defender, the ambush is revealed and play begins normally starting on the next turn, and for the remainder of the current turn the Attacker and Defender will trade off activations normally. The Attacker must activate all their units in the turn the ambush is revealed.
- Note: This could very well lead to the Attacker
activating all of their units after the Defender has finished activating their
last unit. The first/second/third/etc… turn could end with the Defender
finishing their last activation/placement, and the Attacker could then decide
the Ambush is ready and activate all of their units and attack while the
Defender has no more units to activate until the Attacker finishes and a new
turn beings, as an example.
- The Attacker may retreat units off any map edge that coincides with the Attacker’s deployment zone. Moving to the edge is not enough to leave the map. The unit must have enough movement points available to move off the map.
Defender:
- Defender will always go first while the Attacker’s army is hidden. Normal combat and initiative rolls will be in effect in the turn after the Ambush is revealed.
- The Defender must perform at least 1 move action in the direction of the objective in each unit’s activation (It doesn’t matter if it’s the first or second action, as long as 1 of them is a move in the direction of the objective).
- Defender uses standard entry (First action puts the unit on the map, second action available to use)
Victory Conditions:
- Attacker: Destroy as many units as possible! Double points awarded for all kills.
- Defender: Get your army through the ambush to the designated objective tiles and move off the map. Moving to the edge is not enough to leave the map. The unit must have enough movement points available to move off the map. Double points awarded for all units that successfully make it off the board. No points awarded for kills.
- Determining the Victor: Whoever has the most points at the end of the scenario wins!
DATE PLAYED : 02/26/2012
AXIS Player: Jiltedtoo
Defender
ALLIES Player: Justin
Attacker
AXIS Army:
Lothar Medium Panzer
Walker
Grenadier X
Totenmeister
Axis Zombies x2
Markus
Axis Gorillas
Beobachter x2
Total Points: 200
ALLIES Army:
Wildfire Light
Assault Walker
Honey Light Assault
Walker
Rosie
Bazooka Joe
Crack shots x2
Gunner Rangers
BBQ Rangers
Dead Dealers
Recon Rangers
Total Points: 200
TURN 1 : INITIATIVE
: AXIS
- Beobacthers place and move to reveal Rosie and her Crack Shot’s and the Death Dealers!
- Death Dealers perform a sustained attack on Beobachers in a Forest tile
- M1 AR scores 2 hits, but 1 hit is absorbed by cover
- Victory MG scores 2 hits, but both are absorbed by cover
- Markus and the Gorillas charge Rosie and her Crack Shot’s
- Panzer Gloves score 5 hits, eliminating Rosie and the spotter.
- The Crack Shot’s perform a Sustained Attack on Markus and the Gorillas
- Sniper Rifle misses
- Recon Rangers use their U.G.L.’s to eliminate the remaining Beobacther in the Forest tile.
- Grenadier X and the Axis Zombies perform a Move-Attack on the Death Dealers
- Circular Saw scores 2 hits
- Panzer Glove scores 5 hits to eliminate the Death Dealers
- BBQ Rangers perform a Move/Fast-Attack on Grenadier X and the Axis Zombies
- Flamethrower scores 1 hit on Grenadier X
- Shotguns score 1 hit on Grenadier X
TURN 2 : INITIATIVE
: ALLIES
- BBQ Rangers perform a Sustained Attack on Grenadier X and the Axis Zombies
- Flamethrower scores 4 hits
- Shotguns score 6 hits to eliminate Grenadier X and his Zombies
- Lothar Pazner Walker performs a Move-Attack on the Recon Rangers in a Forest Tile
- MG 44 scores 2 hits, which are absorbed by cover
- Nebelwerfer 42 scores 2 hits
- Honey Light Assault Walker performs a Move/Fast-Attack on the Lothar Medium Panzer Walker and misses
- Wildfire Light Assault Walker performs a Move/Fast-Attack on Totenmeister and the Axis Zombies
- Quad .50 Cal MG scores 2 hits
- Markus and the Axis Gorillas perform a Charge on The Recon Rangers and BBQ Rangers
- Markus’ Panzer Glove scores 2 hits on the Recon Rangers
- Axis Gorillas Panzer Gloves score 1 hit on the BBQ Rangers
- Recon Rangers perform a Sustained Attack on Markus and the Axis Gorillas
- M1 AR score 1 hit
- Victory MG misses
- Gunner Rangers perform a Move-Attack on Totenmeister and the Axis Zomibes
- M1 AR scores 2 hits
- M9 Bazooka scores 1 hit
TURN 3 : INITIATIVE
: ALLIES
- BBQ Rangers perform a Sustained Attack on Markus and the Axis Gorillas
- Flamethrower scores 4 hits
- Shotguns score 3 hits to eliminate the Axis Gorillas
- Totenmeister and the Axis Zombies perform a Move/Fast-Attack on the Gunner Rangers
- Blut Kreuz scores 2 hits
- Panzer Gloves scores 3 more hits to eliminate the Gunner Rangers
- Honey Light Assault Walker performs a Sustained Attack on the Lothar Medium Panzer Walker and misses
- Markus engages the BBQ Rangers in combat
- Panzer Glove scores 2 hits
- Knife & Grenade score 1 hit to eliminate Markus
- Wildfire Light Assault Walker performs a Sustained Attack on Totenmeister and the Axis Zombies
- Qaud .50 Cal MG scores 1 hit
- Recon Rangers perform a Sustained Attack on the Beobacthers
- M1 AR scores 1 hit
- Victory MG scores 2 hits for the elimination
TURN 4 : INITIATIVE
: AXIS
- Totenmeister and the Axis Zombies perform an Attack-Move/Fast and eliminate the Honey Light Walker
- Recon Rangers perform a Sustained Attack on Totenmeister and the Axis Zombies
- M1 AR scores 1 hit
- Victory MG misses
- Lothar Medium Panzer Walker performs a Move-Attack on the Wildfire Light Assault Walker and Recon Rangers
- MG 44 misses the Recon Rangers
- Nebelwerfer 42 scores 2 hits on the Wildfire
- Wildfire performs a Sustained Attack on Totenmeister and the Axis Zombies
- Quad .50 Cal MG scores 3 hits, eliminating the Axis Zombies
TURN 5 : INITIATIVE
: AXIS
- Totenmeister performs a Move-Attack on the Wildfire Light Assault Walker
- Blut Kreuz scores 2 hits to eliminate the unit
- BBQ Rangers perform a Move/Fast-Attack on the Lothar Medium Panzer Walker
- Flamethrower misses
- 2 Demo Charges score a hit for the elimination
- Bazooka Joe and the Crack Shot’s perform a Move-Attack on Totenmeister
- Grenadelauncher scores 1 hit
- Recon Rangers perform a Sustained Attack on Totenmeister
- M1 AR scores 1 hit
- Victory MG scores 1 hit for the elimination
SCENARIO WINNER :
ALLIES
So, quite a different experience this time around. Like last
game, the Defender was not able to score any points by a lack of moving any of
their units off the board. The Attacker was able to completely eliminate the
force, scoring a base of 200 points, but doubled for a total of 400 points.
Definitely need to remove the “Defender must perform 1 move action toward the
objective rule.” That pretty much crippled the Defender’s ability to function
properly. Going to discuss this scenario more with the group and give it
another try on our March 11th game day. Please feel free to add your
comment and suggestions as I would love for this scenario to work better and
have more of a balance. I will probably go back to a smaller Attack force,
allowing limited points for kills scored by the Defender, and different
deployment zones. Stay tuned as we perfect this scenario and start play testing
others.
At this point in the game day I had to leave due to prior
obligations, but was able to get some pictures from my group from their run
through of the first 2 scenarios of Victory Bridge. We will also be picking up the
scenario books starting with Operation Cyclone later in the month as we try and
generate more interest and gain new players for our group.
Good Gaming everyone!!
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