o/
I'm still alive, Things just kinda slow down around the holidays. That said not all has been idle as you can see below:
o/
I'm still alive, Things just kinda slow down around the holidays. That said not all has been idle as you can see below:
o/
I painted this CGR-1A9 Charger up to go with my 3rd Drakons after I sold their Firestarter some ways back. Ever since they have been a mech short and this have rarely seen the tabletop. I was going to give them one of my CGR-1A1s to use as a 1A9 but then managed to snag this one off of eBay along with some cheap tanks and several more Urbies, all for about $7.50 apiece (tax & shipping included).
Next up, I have a MASH unit for use as either an objective or else as terrain, as well as a Bulldog & Hetzer, for my DCMS Swords of Light company. These are the first ever vehicles that I have painted for the SoL. All three of these are from the bargain priced purchase I mentioned above, as is the one below:
Unless you really just need some speed, the skulker offers little of actual tabletop utility. This is why I mostly use these as a proxy for a 15-ton Command Van, or as I call them: senior citizens' activity buses (to fruitlessly dissuade Nick 2.0 from shooting them).
Speaking of vehicles, for the first time ever, The Buffet Assault group finally has its own vehicle compliment (well, aside from their former pair of Warrior VTOLs). The laser Hetzer (yes really) & Bulldog which I was using as the LRM variant survived their first game in the unit's new colors, as did all of the accompanying mechs, though there was quite a bit of damage suffered.
I converted the Hetzer into the laser variant as I have always liked the concept of (though have never fielded) the atrocious cousin of the Missile and AC carriers: the Laser carrier. The Laser Hetzer is faster and much more heavily armored, if mounting only half of the Laser carrier's firepower.
Combine that with the TBAGers' quartermasters not wanting to have to source AC20 ammo purely for a metal box and suddenly this doesn't seem like an entirely bad idea. If anything, it is the cheapest Hetzer option, and in it's battlefield debut was ignored as a non-issue which allowed it to get into the backfield where it proceeded to miss with 75% of its shots on average.
o/
Here is the latest battle report from my most recent game. No, this is not the Frenemies 2.0 follow up mission as that was more or less a slaughter in terms of victory points rather than casualties. Nick brought the speed and I really wasn't able to counter it. I believe the VP total in the end was something like 17-2, ouch! Anyways, onto this battle:
The Scenario:
Allied forces have been holed up in a dense urban area and have been under segie, unable to break out and retreat. Your objective as the attacker is to break through enemy lines and escort your trapped forces to safety. As the defender your objective is to prevent the enemy breakout and if that fails, to prevent their retreat off of their home board edge. Two separate forces were needed, 3K & 5K, Late Succession war/Renaissance era forces.
Here is how it went:
The battalion splits in half along political lines, and while both sides are sorting themselves out, one faction seizes the initiative and captures the nearby spaceport. Unfortunately, the Raider's jumpship is no longer in orbit and both sides are stuck planetside. Having not yet come to blows, trading only insults with their new found frenemies over inter-unit comms, the commanders of both camps are left wrestling with the twin threats of tension and boredom amongst their troops.
Tired of being on the backfoot, and just sleeping in the mud with the bugs, the Raiders bivouaced at the FOB outside the spaceport decide to make a 'Thunder Run' into to mix things up a bit, and perhaps opening yet another front in the civil war...
The Mission:
6,000 point BV, 3060s era, Fedcom faction availability only. The 'attackers' will enter from one short board edge and need to reach the Dropship's landing pad before turning back to exit via their board edge. Initially caught unawares, the defenders will be deployed midway between the opposite board edge and the landing pad.
The attackers get the first turn, with the attackers/defenders determined by a die roll.
Attacker (ground) units get 1 VP for reaching the spaceport, and 1 more for evacing back off their board edge (if not under forced withdrawal). 1 additional VP is scored for each defending frenemy unit destroyed or placed into forced withdraw towards their board edge (standard rules for forced withdrawal apply see page 258 in Total Warfare). Likewise the defenders recieve 1 VP for every unit they prevent from reaching the landing pad, 1 VP for any unit forced to withdraw, and 2 additional VPs if said unit is destroyed thereafter. Otherwise they get 2 VPs for killing a unit outright.
Note: Chisholm's Raiders were chosen because they lack a cohesive color scheme and conveniently, the 2nd Raiders were known for their mobility. However unlike the 1st regiment on Marduk, the 2nd's whereabouts during the Civil War are unknown.
Here is how the game went:
Well that was fun! This scenario is loosely based on an old X-Wing scenario that we used to play called Wolfy's Hit & Run. I was concerned early on when I pulled ahead with an early big lead, but once my casualties started to mount, Nick closed the distance quickly!
It was kinda hard to make a list not knowing who would play what. Speed is needed primarily as the attacker, but so is the need to put down mechs quickly if defending. Next week we will try this again with roles reversed as we often do. Nick was lamenting about what he ought to take as most of his mechs are on the slower end. I'll try not to tailor my force too much, now that I know that I will be defending on the next go round.