Friday, October 24, 2025

A Thunder Run with our 'Frenemies'!

lol, almost looks like it's been attacked by a salad!

A battalion of the 2nd Chisholm's Raiders are deployed to McComb to serve as a ready reserve for the 1st Chisholm Raiders' operation on nearby Marduk. Just as they settle into their FOB, HPG transmissions arrive telling of the burgeoning FedCom civil war which is rapidly devolving into violence. While ultimately siding with the Archon, at this stage the Raiders like so many units are a mix of troops with varied political affiliations. 

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:

Starting with the backrow and going left to right, my force consisted of a Javelin JVN-11A, Whitworth WTH-2, Shadow Hawk SHD-2D2, Griffin GRF-1DS, a standard Vedette tank (which was carrying the) squad of Cavalier SRM battle armor, and lastly a standard Rommel tank. 

Nick's force consisted of an Axman AXM-1N, Nighstar NSR-9FC, Vindicator VIND-5L and a Bushwhacker BSW-X1

The initial set up with just my terrain  which yes, includes Baxter. 

the Thunder Run begins with my forces charging in from the right, while Nick's mechs moved in towards the launch pad for the most part. 

I believe everything that I had that was elligible to shoot in my first turn needed boxcars to hit. Which is to say, everything missed. 

Nick's to-hit numbers weren't much better and the first round of shooting was largely bloodless. 

The Bushwhacker tries to flank me and draws a fair bit of fire in return for it's efforts. 

My Shadow Hawk & Griffin make it to the objective first, scoring me 2 VPs. Knowing that the Shadow Hawk is the weaker link, Nick concentrated fire on it knocking it to the ground (where the Axman delivered a savage chop to it). Damage sustained put it into the forced withdraw category giving Nick his first VP. 

My Javelin zips around into rear, point blank range and startles Nick when it opens up with all 7 MLs! Naturally only 2 hit and Vindi's rear armor was not penetrated. Typical. 

Neeka was pissed that we were using her lounge table for a game and wanted it back! Most of the time, the table is covered with a quilt & kitty cushions where they can lounge in front of the windows all day. She is the most hostile towards gaming member of my household.

The tanks reach the launch pad and the Vedette drops off the Battle Armor, netting me 3 more VPs and an early big lead! I was starting to rethink the scenario...

As my first wave retreats from the pad, the Whitworth which had been hanging back with supporting fire was finally on approach. 

I got lucky here in that the Axman's AC20 & ax both missed the Griffin. Both of our pulse lasers hit though I believe my punch missed as well. The Griffin 1DS is over-sinked which allowed me to jump and alphastrike every turn with impunity. I could do so even with an engine hit had I suffered one! As such, I quite like this variant.

But then the Shadowhawk went down to a trio of engine hits, followed by the Vedette which was obliterated by the Nightstar in just 1 volley! The Vindi which was taking heavy fire, overheated itself by 25 points(!?!) and shut down, falling to the ground. It would not rise again as I kept shooting at it and destroyed the smoldering mech while it lay helpless on the ground.

The battle armor swarmed the Nightstar in the prior turn. I had to look the rules up and in the Total Warfare book, where it explains how the enemy's infantry can also swarm the same mech to fight my troops on said mech before bothering to explain what damage I could actually do with a swarming attack. Well done game designers, well done! It was a mostly superfluous 2 page read to find what I was actually looking for.

The Whitworth, having left the landing pad, waddles away as fast as it can while the Nightstar ignores my battle armor and destroyes the oh so dangerous Rommel. Barely mobile by that point, the tank was stunned in the prior round and unable to defend itself. My lead was quickly dwindling as the casualties were racking up!

In the backfield, despite a last ditch effort to stop it, my Griffin escaped on one side whilst my unopposed Javelin did the same on the other, netting me two more VPs. The battle armor were doing their best to annoy the Nightstar, though as heavily armored as it is, only the 1 head shot got it's attention. Undeterred, the Nightstar ignored the battle armor and obliterated the fleeing Whitworth instead. 

At that point all I had left on the table was the battle armor, and being too slow to escape the overwhelming firepower remaining in Nick's force, I conceeded that they would be casualties. Adding up all of our VPs we ended up with an even tie!

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. 

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