Post by tugunmojo on Mar 26, 2010 2:42:24 GMT -5
So even though I still have terrain to build, my Son and I were really wanting to get a game in . . . so we did!
My forces included 3 Lt Mech: (1) armed with 2 LMGs and 1 Lt Cannon, (2) armed with 2 LMGs, 1 Lt Laser, and 1 AMDS, (3) 2 Lt Lasers and 2 Lt Missile Pods. Everything else as standard per the rules. Total Bp value: 24.
My Son's forces included: 2 Heavy Tanks with Med Missile Pods, 1 Heavy Tank with Lt Cannon, 1 Lt Infantry armed with a RGMS support weapon, and 1 Heavy Infantry armed with a Lt Laser support weapon. Total Bp value: 25.
The Scenario: Death on Some Unnamed Planet, Similar to Mars . . . but Not!
The Objectives: Learn the Rules & Beat Each Other to a Pulp!
The Set-up:
Turn 1--My Son won the initiative and cautiously moved 1 of his Infantry forward. Dad double-timed his center-most Mech a full 10"--tho I miss-marked my Heat (1 instead of 2) and this mistake would be repeated to my detriment later. My Son muttered something like "duh" and Rushed with the rest of his units.
End of Turn 1
Turn 2--Finally, some action (actually, having to wait until turn 2 for some good ol' dice rollin', shoot 'em up, bang-bang isn't much of a wait). Dad won the initiative and Rushed the center Mech again. My Son's Lt Infantry got a Lock-on the center Mech with his RGMS, my rightmost Mech hit the Hvy Tank with Cannon, and a Missile Tank nailed the RGMS'd Mech for some damage. Everyone else either blazed away and missed or didn't shoot at all. I thought that for the first shooting match, I came out okay . . . until my Son, with a ;D on his face, pointed out that Rushing causes 2 Heat (not 1, Dad) to Mechs. My rightmost Mech came away unscathed, but that center Mech . . . Fuel Cell go boom. Luckily, nothing disabling, but lots of damage and a lesson learned.
End of Turn 2 looked like this
Turn 3--The conflict heats up. Even though there were some misses, both sided took a bit of damage. My center Mech apparently had bulls-eye on it as it took some more damage, but was still able to deliver the killing blow to the Cannon-wielding Tank:
okay, that's the wrong Mech, my bad
The end of Turn 3 looked something like this. actually, that's exactly how it looked!
Turn 4--Again, a lot of shootie-shootie going on. While no one bit the dust, my center-most Mech (now named Bulls-Eye) took some serious damage from the Heavy Infantry. Not only did I lose the left arm of the Mech, but also suffered damage to my Heat Vents (-1 to Hc). I, of course, maxed out my Heat capacity that turn. Luckily, tho, I took no damage from the Mech Critical Heat Table.
Here's a close-up of Bulls-Eye
The battlefield at the end of Turn 4
Turn 5--Another bloodbath-of-a-turn. The Heavy Infantry bit it, and the Light Infantry took some damage. Bulls-Eye got pounded on again, this time by the aptly-named Light "Banzai" Infantry. He even was sneak attacked by the No-Where-In-Sight-But-Guided-By-The-RGMS Missile Tank. Luckily for me, after I made a , my Son cracked a joke about me not ever using my AMDS. It actually stopped the missile. Woohoo! It definitely was a rough round for both of us. My Invincible, Not-To-Get-Hit-Once-In-The-Whole-Game Mech hit one of the Missile Tanks, scoring a critical hit. Some of the Fuel Cells blew, dealing another 10 damage and scoring another critical hit--damaged the treads (-1 to Mv).
End of Turn 5
Final Round--Lots of damage dealt. Banzai died, but I thought they were going to take down Bulls-Eye first. We decided to end the game after this round as the Grays were definitely beat.
The End of the Game
Anyway, a very enjoyable game! After the first couple of rounds, the game play sped up (except when Dad was taking pics). The rules were definitely easy to grasp. And, hey, I learned a thing or two: Rushing causes 2 Heat, not 1, and just moving a Mech causes 1 Heat--not good for a Mech that has 2 Missile Pods and 2 Lt Lasers (that's 6 Heat right there! Must rethink that). Infantry can be scary, believe it or not. However, keep them in cover. It helps. And don't rush a Mech with them. Unless you're crazy. Or you want to give your opponent a good scare!
And even though I didn't lose a single unit, here's what Bulls-Eye looked like at the end of the game.
Frickin' Infantry!
Anyone else have a battle report? If so, post 'em . . . with pics!
My forces included 3 Lt Mech: (1) armed with 2 LMGs and 1 Lt Cannon, (2) armed with 2 LMGs, 1 Lt Laser, and 1 AMDS, (3) 2 Lt Lasers and 2 Lt Missile Pods. Everything else as standard per the rules. Total Bp value: 24.
My Son's forces included: 2 Heavy Tanks with Med Missile Pods, 1 Heavy Tank with Lt Cannon, 1 Lt Infantry armed with a RGMS support weapon, and 1 Heavy Infantry armed with a Lt Laser support weapon. Total Bp value: 25.
The Scenario: Death on Some Unnamed Planet, Similar to Mars . . . but Not!
The Objectives: Learn the Rules & Beat Each Other to a Pulp!
The Set-up:
Turn 1--My Son won the initiative and cautiously moved 1 of his Infantry forward. Dad double-timed his center-most Mech a full 10"--tho I miss-marked my Heat (1 instead of 2) and this mistake would be repeated to my detriment later. My Son muttered something like "duh" and Rushed with the rest of his units.
End of Turn 1
Turn 2--Finally, some action (actually, having to wait until turn 2 for some good ol' dice rollin', shoot 'em up, bang-bang isn't much of a wait). Dad won the initiative and Rushed the center Mech again. My Son's Lt Infantry got a Lock-on the center Mech with his RGMS, my rightmost Mech hit the Hvy Tank with Cannon, and a Missile Tank nailed the RGMS'd Mech for some damage. Everyone else either blazed away and missed or didn't shoot at all. I thought that for the first shooting match, I came out okay . . . until my Son, with a ;D on his face, pointed out that Rushing causes 2 Heat (not 1, Dad) to Mechs. My rightmost Mech came away unscathed, but that center Mech . . . Fuel Cell go boom. Luckily, nothing disabling, but lots of damage and a lesson learned.
End of Turn 2 looked like this
Turn 3--The conflict heats up. Even though there were some misses, both sided took a bit of damage. My center Mech apparently had bulls-eye on it as it took some more damage, but was still able to deliver the killing blow to the Cannon-wielding Tank:
okay, that's the wrong Mech, my bad
The end of Turn 3 looked something like this. actually, that's exactly how it looked!
Turn 4--Again, a lot of shootie-shootie going on. While no one bit the dust, my center-most Mech (now named Bulls-Eye) took some serious damage from the Heavy Infantry. Not only did I lose the left arm of the Mech, but also suffered damage to my Heat Vents (-1 to Hc). I, of course, maxed out my Heat capacity that turn. Luckily, tho, I took no damage from the Mech Critical Heat Table.
Here's a close-up of Bulls-Eye
The battlefield at the end of Turn 4
Turn 5--Another bloodbath-of-a-turn. The Heavy Infantry bit it, and the Light Infantry took some damage. Bulls-Eye got pounded on again, this time by the aptly-named Light "Banzai" Infantry. He even was sneak attacked by the No-Where-In-Sight-But-Guided-By-The-RGMS Missile Tank. Luckily for me, after I made a , my Son cracked a joke about me not ever using my AMDS. It actually stopped the missile. Woohoo! It definitely was a rough round for both of us. My Invincible, Not-To-Get-Hit-Once-In-The-Whole-Game Mech hit one of the Missile Tanks, scoring a critical hit. Some of the Fuel Cells blew, dealing another 10 damage and scoring another critical hit--damaged the treads (-1 to Mv).
End of Turn 5
Final Round--Lots of damage dealt. Banzai died, but I thought they were going to take down Bulls-Eye first. We decided to end the game after this round as the Grays were definitely beat.
The End of the Game
Anyway, a very enjoyable game! After the first couple of rounds, the game play sped up (except when Dad was taking pics). The rules were definitely easy to grasp. And, hey, I learned a thing or two: Rushing causes 2 Heat, not 1, and just moving a Mech causes 1 Heat--not good for a Mech that has 2 Missile Pods and 2 Lt Lasers (that's 6 Heat right there! Must rethink that). Infantry can be scary, believe it or not. However, keep them in cover. It helps. And don't rush a Mech with them. Unless you're crazy. Or you want to give your opponent a good scare!
And even though I didn't lose a single unit, here's what Bulls-Eye looked like at the end of the game.
Frickin' Infantry!
Anyone else have a battle report? If so, post 'em . . . with pics!