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Mobile Frame Hangar • View topic - Rush & Run the Clock Sim (Now Complete!)

Rush & Run the Clock Sim (Now Complete!)

Battle reports and play-by-post games
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Re: Rush & Run the Clock Sim (Turn 4 is now up!)

Postby Axhead » Sat May 26, 2012 1:02 am

Holy Hutch does it ever take a long time to post this stuff! :shock:
Last edited by Axhead on Sun May 27, 2012 3:22 pm, edited 1 time in total.
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby randolph » Sat May 26, 2012 1:07 am


Inexorable. Progress.
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Sat May 26, 2012 1:24 am

Thanks for the pointers. I know my stuff is very rough right now, but I just want to get it down and then I will spend some time tidying it up. Part of the issue is my 'brilliant idea' for short form notes is not living up to my expectations.

Generally I prefer a less detailed approach to reporting, but at this stage of the game I think a lot of people could benefit from detailed breakdowns (like yours). Now I just need to make mine readable :D

At least the turns are speeding up as the bodies are about to begin dropping en mass... :twisted:
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby randolph » Sat May 26, 2012 1:35 am

Yeah, I can't wait to see how the next few clutch rounds go... I admit I'm rooting for Team HtH Blender.

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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Sat May 26, 2012 1:41 am

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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby randolph » Sat May 26, 2012 1:48 am

Ah, hm. Use flash maybe? I realize it's a tradeoff between sharpness and nice lighting.

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Re: Rush & Run the Clock Sim (Turn 3 Started!)

Postby Axhead » Sun May 27, 2012 1:53 pm

TURN 3
I4 targets G3 2 d8G , 6 d6W , 1 d6W +selects+ 2 d6B , 6 d6Y , 1 d6G.
I4 is being a team player here by laying down a big spot on G3 instead of a big defense for himself. The logic here is that he is dead if they PPC want him to be and this is as close as he can get to going down swinging.

I5 targets G3 5 d6Rh , 2 d6Rh , 5 d6B , 1 d6B , 5 d6Y , 5 d8G , 4 d6W , 3 d6W +selects+x d6Rh (out of range), 5 d6B , 5 d6Y , 5 d8G .
I5 moves towards G2 and drops the 5 d6Y on him.

I2 targets G2 with a d8Rr 5 d8Rr , 4 d8G ,6 d6W , 6 d6W +selects+ 6 d8Rr , 6 d6B , x d6Y 4 d8G

G2 targets I2 with a d8Rr 3 d6Rd , 5 d8Rr , 5 d6B , 6 d6Y , 2 d6W , 1 d6W +selects+ 5 d8Rr , 5 d6B , 6 d6Y , 2 d6G .
I2's attack = 6 d8Rr +5 d6Y -5 d6B = 6 Hits rolling 1, 2, 3, 3, 6, 6 causing 2 Damage (G2 selects d6B & d6Y ).
I2 then advances and takes Station 3.
G2's attack = 5 d8Rr - 6 d6B = 0 Hits, he then advances to contest the station.

I2 and G2 exchange SSR fire as I2 captures Station 3:
Image

I1 targets S1 3 d6Rh , 2 d6Rh , 5 d6B , 1 d6B , 6 d6Y , 4 d8G , 5 d6W , 3 d6W +selects+ 5 d6Rh , 5 d6B , 3 d6Y , 4 d6G .
4 d8G is exactly what I1 needed to get into range so he moves in and resolves his attack.

S1 targets I1 6 d8G , 6 d6W ,5 d6W +selects+ 6 d6Rh , 5 d6B , 6 d8G .
So I1's attack bounces and S1's attack does a Hit, then rolls a 4 causing 1 Damage. S1 then runs off and retakes Station 1! Never discount a 2 d6W frame!

S1's 15 secounds of fame, damaging an enemy frame then retaking a Station!
Image
more coming after lunch! *edit* chilled soba, yaki tomago and tofu hambagu! Yum! Now back to business
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Sun May 27, 2012 2:33 pm

TURN 3 CONTINUED
I3 targets R1 2 d6Rh , 1 d6Rh , 5 d6B , 5 d6B , 3 d6Y , 8 d8G , 5 d6W , 4 d6W +selects+ 5 d6Rh , 5 d6B , 5 d6Y ,8 d6G

R1 Direct Fires at I3 4 d6Rd , 4 d6Y , 3 d6G , 5 d6W ,2 d6W +selects+ 4 d6Rd , 5 d6B , 4 d6Y , 3 d6G
I3's attack bounces, then R1 continues towards Stations 4, 5 & 6 and his fire at I3 also bounces. They then mutually spot each other.

I6 charges R1 6 d6Rh , 3 d6Rh , 5 d6B , 3 d6B , 6 d6Y , 8 d8G , 6 d6W , 3 d6W d6W +selects+ 6 d6Rh , 6 d6B , 6 d6Y , 8 d8G (maximum possible for everything!)
I6 gets 6 d6Rh + 5 d6Y - 5 d6B = 6 Hits rolling 2,3,4,4,5,6 for 4 Damage, knocking him from fresh down to the Whites!

I6 hammers R1 for 4 Damage!
Image

G3 moves up and destroys I4 with 2 Hits, blowing his carcass off of the bridge. Note that G4 is still too far from Station 2 to recapture it.
Image

S2 moves up
Image

R2 then fires on I2 and does two hits, reducing I2 down to a single d6W :
Image

R2 then puts a fateful 6 d6Y on I2...
Which G2 uses to finish off I2 in a hail of close range fire:

Image

Which brings us to:
Image
Which has a only 1 mistake ( :oops: ):
-The PPC frame in the south east corner with 2 hits on it should be G2 instead of the listed G1.
Last edited by Axhead on Sun May 27, 2012 2:49 pm, edited 1 time in total.
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Sun May 27, 2012 2:49 pm

End of Turn 3 Summary
G1: 3 Damage (down to Whites).
G2: 2 Damage(Gun and Whites).
R1: 4 Damage(single white remaining)
I2: Destroyed
I4: Destroyed

Interestingly both sides have done nearly identical damage, but the PPC has been able to concentrate it better.

Initiative:
R&R 4 frames + 5 Stations @ 4 points each = 36
PPC 6 frames + 1 Station @ 6 points each = 42

So by PPC destroying 2 frames at the end of the turn they managed to take back the initiative and will get to essential activate for a second time in a row. I really like how this mechanic has an intrinsic advantage to it, very classy.

Dooms Day Clock:
Starts at 6.
Counts down by 1, PPC counts it down (they are now winning again), R&R counts it down by as per their strategy,
Ends at 3.

Turn 3 commentary
Ok I got sick of reporting the minutiae of every roll, if this really bugs some of you I can probably be nagged into including them.
G1 was the Frame of the turn with that button hook around I1 to retake Station 1.
R&R have taken more losses at this point but at this point I thought they would be racking up kills on G1, G2 and R1 shortly. Doing so will give them back all of the Stations too. In addition to this all of their remaining frames are in perfect shape.
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Sun May 27, 2012 3:11 pm

TURN 4
R1 activates and runs for his life.

S1 shells I5, rolls well and does two damage ( d6Y & d6B )

I5 then tries to charge over the wall at G2, but fails
Image

G2 then maneuvers around the wall to contest Station 3:
Image

And then lights up I5 (using S1s spot) for 3 more damage(!) leaving I5 with only d6W.

G3 fails to finish off I5 but leaves a 4 d6Y on him, which S2 uses to put in the killing shot:
Image

Note: By my reading of the rules G3 does NOT take Station 3 back at this point: although he is the only Frame within 1 span of the Station, his activation has already ended and you can only capture stations at the end of your activation.

G1 Passes. He is holding onto the only Station the PPC controls, and if he runs off to attack I1 there is a good chance that he will be killed and leave the Station undefended.

I1 runs over and Kills G1 anyway, thus taking back Station 1. (Sorry no pics of this event are worth publishing)
This was unlikely to happen, there were no spots on G1 and he put his best roll (only a 4) on d6B . In hind sight maybe just running away to keep G1 alive and a viable threat to running in and retaking the station would have been the better play here, but I was attempting to retain the initiative for the PPC.

I3 moves towards the Snipers and drops a Spot on R1

I6 chases down R1 and crushes his carapace:
Image

This brings us to a horrifically blurry:
Image
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Re: Rush & Run the Clock Sim (Turn 4 is up!)

Postby Axhead » Sun May 27, 2012 3:21 pm

End of Turn 4 Summary
G1: Destroyed
G2: 2 Damage(Gun and Whites).
R1: Destroyed
I2: Destroyed
I4: Destroyed
I5: Destroyed

PPC takes the lead on kills and total damage inflicted

Initiative:
R&R 3 frames + 5 Stations @ 4 points each = 32
PPC 4 frames + 1 Station @ 6 points each = 30

And once again the initiative swings back to R&R.

Dooms Day Clock:
Starts at 3.
Counts down by 1, R&R DOES NOT COUNT DOWN*, PPC does not counts it down (they are now losing again),
Ends at 2.

*Ok R&R breaks from their stated plan, oh noes! Why?: Because they are going to loose Station 3 as soon as G2 activates and have no definite way to get it back. I think I3 and I6 should be able to kill one or both snipers under ideal circumstances, but at this point they are out of range and need time... It looks like their policy of counting down the clock is about to backfire on them :o

Turn 4 commentary
This turn saw very effective fire from the PPC, but R&R got to kick some but as well. Stations traded hands and the initiative switched for the third turn in a row and its only turn 4! That being said things look really grim for the R&R...
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Sun May 27, 2012 4:18 pm

TURN 5
I6 Activates (has no one in range), and moves towards the bridge with a speedy 7 d8G and drops a 5 d6Y
Image

I3 charges S2 and tears off his double yellow array: (S1's sniper rifle is visible in the fore ground)
Image

S2 continues towards the bridge, and fails to harm I3 with short range fire. Note: by moving to reinforce a Station he is technically not running way... no really, he isn't ;)

I1 rushes G2 (and station 3) but comes up short... (and thus looses the game)
Image

G2 activates does one damage to I1 then takes Station 3

S1 and G3 shoot at I1 but fail to destroy it, then
Image
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Sun May 27, 2012 4:22 pm

Here are some action shots from the end of the game:

G2 facing off against I2,
Image
I2 took cover behind the trees because he didn't roll high enough to make contact but would have been able to make it next turn (if there was a next turn).

Here the Snipers are saved by the Clock, ironic since its a DOOMS DAY clock...
Image


G3 holds onto Station 2 while giving some fire support to G2:
Image
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Re: Rush & Run the Clock Sim (Turn 4 is up!)

Postby Axhead » Sun May 27, 2012 4:31 pm

End of Turn 5 and End of Game Summary
G2: 2 Damage(Gun and Whites left).
S2: 2 Damage (Gun and whites left)
G1: Destroyed
R1: Destroyed

I1: Damaged but I forgot by how much, maybe 3 or 4 points?
I2: Destroyed
I4: Destroyed
I5: Destroyed

Initiative:
R&R 3 frames + 4 Stations @ 4 points each = 28
PPC 4 frames + 2 Station @ 6 points each = 36

Dooms Day Clock:
Starts at 2.
Counts down by 1, PPC counts it down (so they can win the game and avoid a beating next turn, plus it was 2am and I was beat)
Ends at 0.

End of Turn 5 and End of Game Commentary
Ironically the plan of R&R counting down the clock was what lost them the game.
The odds of R&R not loosing this turn were very low. Even if they killed S2 it still would have been 30 to 28. The only way they could have won was for I1 to have reached G2 and killed him, thus taking the station. Without any support or any spots, the odds of doing the required 3 damage were pretty bad even if they had rolled up enough to reach G2 in the first place.
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Sun May 27, 2012 4:51 pm

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Re: Rush & Run the Clock Sim (Turn 4 is up!)

Postby pasukaru76 » Sun May 27, 2012 5:11 pm

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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Sun May 27, 2012 7:47 pm

I'm glad you liked it.

The whole idea behind this report was to test the idea that running the clock is a way for all HTH companies to win. It didn't turn out that way this time, but I now have some ideas on how to make it work in the future.
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby randolph » Sun May 27, 2012 9:57 pm


Inexorable. Progress.
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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby Axhead » Mon May 28, 2012 1:14 am

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Re: Rush & Run the Clock Sim (Now with Set up pics!)

Postby randolph » Mon May 28, 2012 1:35 am


Inexorable. Progress.
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