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Made in nl
Sure Shot Scarecrow Sniper






Maelstrom’s Edge Battle Report: Scientist Shuffle

Taking Positions
, real world the rest.

Introduction

Mission and objectives
Here’s for our second game, still learning the rules and general flow of the game. The mission was Split Research, which means players got points for keeping an artifact safe, and also for capturing 4 VIPs running around the board.

Terrain


All terrain was assigned cover value 2. The woods and craters are area terrain, the rocky outcrops, buildings, crates & barrels and the walls are obstacles. We didn’t use the actual building rules, so units couldn’t enter.

Deployment

Big flank deployment was rolled for. The Karists bid to be attackers, deploying as shown after the Epirian defenders had turtled around the big rear wall.




The four VIPs deployed, waiting to be taken.

Epirian Deployment. The rusty generator is the Epirian Artifact.

Minnows and Shadow Walker.

Troopers and assault troopers.

The Karist Artifact is the set of blue storage tubes.

Half board overview.

Tempests with deployment STs.

Epirian commander has 3 CPs assigned, the Spiders are deployed pinned.

The Karist commander has two CPs, is on the move and has his reactor in kinetic boost mode (which would normally not be the best idea, but it doesn’t matter in this case as he’ll be the first activation).

Karist force (90 pts)
Kaddar Nova Myro;
4 Troopers with a Radwave Emitter, deployed One the move
5 Assault Troopers with 2 Ripper grenade launchers, deployed On the move
3 Tempest Elites with Ravager Vulcan Pulse Cannons (with 3 deployment STs);
6 Angel Minnows, deployed On the move;
Shadow Walker Elyssa.

Epirian force (90 pts)
Journeyman Bot Handler Bacaro with a command micro drone and a grenade launcher
5 Contractors with 2 grenade launchers;
5 Firefly Drones;
3 Spider Drones with Cutter light machine guns and an apprentice handler;
5 Contractors with 2 grenade launchers;
Scarecrow with Maglock Railrifle and Clingfire sprayer;

Turn 1



1st activation: Kaddar Nova Dashes ahead into cover near one of the objectives.




2nd activation: The Scarecrow gets his bot protocols activated and shoots at the Assault Troopers just visible behind the woods, resulting in a kill and 4 STs.



3rd activation: The Spider Drones Dig-In after having their bot protocols activated and shoot wild at the Assault Troopers. They all miss, but the Troopers suffer another ST.



4th activation: The Tempests Dash to their faction objective and fire at the Spider Drones. The Epirian player avoids losing a Drone by taking the one penetrating hit on the Apprentice Handler whose MAS2 can take the DAM1 hit.


5th activation: The Journeyman Advance & Fires an aerial drone strike at the Minnows. Despite their high Evasion and on the move bonuses, 1 Minnow perishes and the unit takes 7 STs.


6th activation: one of the Contractor squads advances up to the building wall and fires at the Tempests, who take one damage despite their cover, resulting in 4 STs. The Contractors, however, are now dangerously bunched together.



7th activation: The Assault Troopers fail their activation check and must perform a Shaken action. Firing wild at the Spider Drones, the small blast templates from the grenade launchers generate a lot of shots and, ignoring cover, manage to destroy a Drone and add 5 to the suppression total.


8th activation: The Minnows fail their activation check and must take a Shaken action, but don’t need to retreat and fire wild at the Epirian artifact, but do no damage. They then shake off most of their suppression.



9th activation: the Fireflies Dash over to the Epirian artifact and fire their low power lasers at the Minnows, killing two and adding 3 STs.

10th activation: the automated relay does nothing (generating a victory point)


11th activation: The Shadow Walker Dashes, making a dynamic move to the middle of the board to claim one of the objectives.


12th activation: The Troopers Dash over to a second objective, with shooting adding 2 STs on one of the Contractor units.


13th activation: the second team of Contractors Digs in, taking positions around the building, and try to damage the Karist artifact, but fail. (Image was taken after VIPs got moved.)

This ends turn 1. The Karists scored 13 VPs: 8 for their artifact being entirely undamaged, four for holding 2 VIPs and another for controlling their faction objective. The Epirians score 11, having one fewer VIP.



The VIPS were then moved 6” and turn 2 commenced.

Turn 1 end map: orange is movement, white is shooting. VIPs haven’t yet been moved.

Turn 2
The Epirians get priority and generate 4 command points, whilst the Karists generate 3 CPs.


1st activation: The Fireflies get their evasive maneuvers protocols activated and Dash ahead, once more shooting at the Minnows, now with high power lasers, killing one and adding 3 more STs.



2nd activation: the Tempest advance and fire at the Contractors opposite. Utilising the re-roll granted by their faction objective, 7 hits remain after applying cover, resulting in four penetrating hits of which two are explosive. Three Contractors fall and 6 STs are added.


3rd activation: the Shadow Walker charges the Contractor team and kills the remaining two, then shaking off the STs gained in the process.


4th activation: The Spider Drones receive an order and have their protocols activated, but still fail their activation and must retreat. Pinned behind a wall, they shake off 8 STs, but are still left with 3.


5th activation: The Journeyman advances and fires at the Shadow Walker who isn’t harmed but does get suppressed. (Image taken after Nova’s next activation.)


6th activation: The Kaddar Nova advance and fires, piling more suppression on the Spider drones but failing to destroy any despite denying their cover from this angle.


7th activation: The troopers Dash forward to keep contact with their objective and fire wild at the Journeyman, missing him, but adding 1 ST.


8th activation: The Scarecrow gets an order to activate his protocols and selects the Hold & Fire action. The robot gets a sniper hit on the Kaddar Nova, but then rolls a 1 to pen.


9th activation: The Contractors Dash to claim the yellow VIP. We realised just after this shot that they can’t actually control both VIPs. Wild fire at the Shadow Walker does enough damage to drop her to FOR1.


10th activation: The Assault Troopers Dash out, electing to be on the move, and fire wild at the Contractors. Again the blast templates cover many guys, resulting in 2 dead Contractors and 4 STs.


11th activation: The Minnows have to retreat, but do shake off all their STs.

12th activation: the Relay does nothing.

This ends the second turn. The Karists score 10 points against the Epirians’ 11, making the score 23 for the Karists against 22 for the Epirians. Both sides have acquired the minimum number of points to win, so the first to lead his opponent by 3 will win the game. Points really add up fast in this mission as long as the artifacts remain unharmed.

This is after the VIPs have been moved.

Turn 3
The Karists claim priority, the Epirians spend 5 CPs to bring back the unit of Contractors.


1st activation: the contractors are not in cover and not on the move (so as to be able to capture an objective) and do no survive the round of fire from the Assault Troopers, who capture an objective on the way.

2nd activation: I have no image here, but the Scarecrow Holds and fires with activated protocols, but in the end only does enough damage to drop the Nova down 1 FOR.


3rd activation: The Journeyman fails its activation check and digs in, his shots put 2 STs on the Shadow Walker.


4th activation: The Shadow Walker gets an order, removes 4 STs and advances towards an objective whilst firing at the bot handler for 2 STs.


5th activation: The Tempests Advance & Fire at the Spider Drones, who are not only pinned but make good use of their protocols and discard most hits. They do take 6 STs.



6th activation: One unit of Contractors returns as reinforcements, Dashing on to the field and firing wild at the Kaddar Nova, only causing 2 STs due to the priest being in cover.


7th activation: The Fireflies Dash over here, in position to contest the objective, but manage to kill the Shadow Walker after taking 2STs from defensive fire.


8th activation: Karist Troopers advance and fire, keeping in touch with their objective.


9th activation: The remaining Minnows Dash and shoot at the Epirian artifact, managing to take it down 1 FOR.


10th activation: The relay does nothing.

11th activation (no image): Spider Drones have to retreat, and shake off 7 STs.



12th activation: Putting his reactor in Shield mode, the Kaddar Nova is forced to retreat and moves into the woods.


At the end of turn 3, the Karists score 13 points: an undamaged artifact for 8, two VIPs and the faction objective. The Epirians only score 4: a damaged but undestroyed artifact and the faction objective. This means the Karists take a decisive lead and win the game!

There were some interesting swings in this game, but in the end the Epirian’s failure to damage the Karist artifact and sometimes brutal consequences of forgetting to sufficiently disperse his troops brought defeat. It’s really cool to come to understand the importance of the various rules elements in MEdge that you can’t really get a feel for without playing some games. So far the Epirian player has a little more difficulty making the most of his forces. They lack some of the rock hard firepower of the Tempests and seem to need a little more finesse than we can display in these first two teaching games. As for this mission, the wandering VIPs really keep everyone moving which is neat, and the artifacts really need to be taken care of starting turn 1, considering the amount of points they give out each turn if left undamaged.

   
Made in us
Stealthy Warhound Titan Princeps







Nice report! Your table looks great, and so do the Karists - I like them more seeing them in play in that paint scheme than I have as figures in a vacuum
   
Made in us
Damsel of the Lady





drinking tea in the snow

I haven't really given MEdge much thought (Sorry!) but this is an amazing incentive to do so for me. You write some really good reports, a good mix of story action and actual game action.

realism is a lie
 
   
Made in nl
Sure Shot Scarecrow Sniper






Thanks! That's great to hear December is always a bit busy life-wise, but I hope to get some more gaming in soonish

   
Made in gb
Courageous Grand Master




-

A very enjoyable read. Good stuff

"Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky. But is it true?" - Tom Kirby, CEO, Games Workshop Ltd 
   
Made in nl
Sure Shot Scarecrow Sniper






Thanks! Appreciated

   
Made in us
Questioning Maelstrom Believer






Absolutely fantastic battle report, broken down into bits that are easy to follow meaningfully, with just enough fluff on top, along with painted minis and terrain?!

MAGNIFICENT!

On a side note, which minis are those you're using for VIPs? I recognize one of the Doctors in there, but that's it.
   
Made in nl
Sure Shot Scarecrow Sniper






Thanks! I can't for the life of me trace where I got those minis though... I know they all came from the same place.

   
 
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