Our First Game

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Our First Game

Postby ChaosChild » Mon Jun 04, 2012 7:57 pm

Just had our first game of MF0 at my local wargames club. This was a 3-player skirmish, my 2 opponents were 2 friends who've been listening to me rave about this game ever since I discovered the kickstarter, but there was more interest from other people at the club so I'm sure we'll be running more games in the near future.

Some pictures of the forces involved:
The free companies - 4 frames
d6Rd d6Rd d8Rd d6B d6Y d6W d6W
d6Rd d6Rd d8Rd d6B d6Y d6W d6W
d6Ra d6Ra d6Rh d6Rh d6B d6Y d6W d6W d8Rr
d6Rd d6Rd d8Rh d8Rh d6B d6Y d6W d6W d8Rr d8Rr

The Ijad - 5 frames
d6Ra d6Ra d8Ra d6Y d6Y d6W d6W
d6B d6B d6G d6Y d6W d6W d8G d8Rr d8Rr
d6Rd d6Rd d8Rd d6Y d6G d6W d6W
d6Rd d6Rd d8Rd d6Y d6G d6W d6W
d6Rh d6Rh d8Rh d6Y d6G d6W d6W d8Rr

The UMFL - 5 frames
d6Rd d6Rd d6B d6Y d6W d6W
d6Rd d6Rd d6B d6Y d6W d6W
d6Rd d6Rd d6Rh d6Rh d6B d6Y d6W d6W d8Rr (2 split range pistols, just to try out the split range weapons rules)
d6Ra d6Ra d8Ra d6B d6Y d6W d6W
d6Rh d6Rh d6B d6B d6Y d6W d6W d8Rr d8Rr

And the stations, yes that is a stack of peach crates on the end.

The initial terrain setup, lots of ruined buildings (all the walls were at least 3 bricks high), plus trees from the club's scenery collection (treated the same as single-piece lego trees).

Initial deployment. The free companies were defending and set up their stations and 3 frames in the bottom corner. The Ijad were mostly towards the top of the picture, behind their point frame (the one with double blue), along with their stations. The UMFL were split into 2 groups, with 3 frames plus the stations on the far left and the other 2 on the right ready to attack the Ijad. The final free company frame set up right behind the Ijad artillery for a counter-attack.

The first turn was largely uneventful. The free companies had initiative, but their early HtH attack on the artillery only resulted in the loss of one sensor system. The first few shots were ineffectual, the free companies were unable to land any telling shots and the UMFL counterattack simply resulted in the loss of a lot of cover but no damage.

The big exception to this was the UMFL charge by the HtH armed Chub into the Ijad scorpion-thing. The attack stripped 3 systems, but the immediate counterattack was even worse reducing the Chub to a single white dice off one dice roll.

Turn 2 was when the damage started to mount up. The UMFL Chub was finished off, the gun armed scramblers were badly damaged losing movement and sensor systems rather than dropping firepower, the Ijad artillery was attacked in HtH again, losing another system (one of the artillery) after more bad dice rolls. However one of the free company gun mechs was hit 3 times, each time with a hefty spot in place (each attacker replaced the spot after using up the existing one). This turned this:

Into this in one turn:

The next 2 turns continued in the same vein, the other free company gun-armed frame was cut down in a crossfire and the UMFL lost another Chub (leaving the 3 defending their stations). The Ijad main attack was diverted to destroy the free company Chub harassing the artillery, eventually destroying it in HtH, but this left only a single damaged scrambler heading for the free company's stations.

Turn 5 proved to be the decider. The free company artillery was reduced to a single white dice by a pair of high-value attacks, and the Ijad and UMFL tool one of the fre company's stations each. The UMFL also managed to seize one of the Ijad stations, leaving them firmly in control as the clock ticked down to zero.

So, lessons learned.

1: A single yellow on an artillery armed frame is next-to-useless since if things are going well it won't have anything to spot within range.
2: On the other hand, getting the drop on an artillery frame with 2 yellows should be an easy kill, unless you completely fluff your dice rolls (twice)!
3: Blue dice are VERY useful. I lost track of the number of times an attack just fizzled because of a 6 defence.
4: Which makes spot VERY, VERY useful.
5: The defender can take a real pounding without actually losing initiative, simply due to their initial high asset value. This should give them the chance to regroup/counterattack unless they're backed into a corner (like they were here).
6: Be careful who you choose to attack, the counterattack from a frame that hasn't activated yet can be nasty.

So yeah, that was it. Everything went well, we all want to play it again and we may have company next time. We just have to remember to avoid some of our habits from other wargames (more than once we cleared away defence/spot dice mid-turn by accident just through force of habit).
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Re: Our First Game

Postby Axhead » Mon Jun 04, 2012 8:34 pm

Awesome stuff, it sounds like every one had a good time. I need to bring MFZ out to my club, but it only meets twice a month and recently there have been lots of conflicts for timing .
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Re: Our First Game

Postby schoon » Mon Jun 04, 2012 9:50 pm

Great report, and it sounds like it was a really fun game!

I can't wait to run my first few demo games!
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Re: Our First Game

Postby Joshua A.C. Newman » Mon Jun 04, 2012 11:21 pm

I almost never put a yellow on an artillerist; if things are going well, no one's near enough to spot; if they're not going well, you've got other guys around to help anyway.

Your conclusion about blue and yellow is quite correct!
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Re: Our First Game

Postby Mantisking » Tue Jun 05, 2012 12:12 am

ChaosChild wrote:1: A single yellow on an artillery armed frame is next-to-useless since if things are going well it won't have anything to spot within range.

I disagree. You just need two of them spaced (Direct Fire +1) apart so they can Spot for each other. That's the theory behind the Binary Archetype.
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