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Mobile Frame Hangar • View topic - 4p Battle: in which a cool wind blows northeast

4p Battle: in which a cool wind blows northeast

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4p Battle: in which a cool wind blows northeast

Postby Blorf » Tue Apr 28, 2015 5:33 pm

I think this battle .

Talon of Ahu (White): 49 (5f+2s × 7)
d6Rd d6Rd d6Y d6Y d6B d8Rr
d6Rh d6Rh d8Rh d6B d6B d8Rr d8Rr
d6Rd d6Rd d6Y d6B d6G
d6Rd d6Y d6B d6G d8Rr
d6Rd d6B d6G

Defender's of Ahu's Wisdom (Gray): 42 (5f+2s × 6)
d6Rh d6Rh d8Rh d6B d6W d8Rr
d6Rd d6Rd d8Rd d6G d6W
d6Rd d6Rd d8Rd d6G d6W
d6Ra d6Ra d8Ra d6Y d6Y d8Rr
d6Ra d6Ra d8Ra d6Y d6Y d8Rr

TEM Shock Rangers (Black): 32 (6f+2s × 4)
d6Rh d6Rh d6Y d6B d6G
d6Rd d6Rd d6Y d6B d6G d8Rr
d6Rd d6Rd d6Y d6B d6G d8Rr
d6Rd d6Rd d8Rd d6B d6G d8Rr
d6Ra d6Ra d6Y d6Y d6B
d6Ra d6Ra d6Y d6Y d6B

Tom's Striders (Blue): 24 (6f+2s × 3)
d6Rh d6Rh d6Y d6B d6W
d6Rh d6Rh d6Y d6B d6W d8Rr
d6Rh d6Rh d6Y d6B d6W d8Rr
d6Rd d6Rd d8Rd d6Y d6B d8Rr
d6Rd d6Rd d8Rd d6Y d6B
d6Ra d6Ra d8Ra d6Y d6Y

=============

Deployment



White set up stations and two frames [Wh1 & 2] in a patch of islands across the north. This denied access to most of the northern cover and forced the point deployment [Bl1] to be in the water. Black took residence to the south, pushing a bit into center at first but mostly shoring up and reinforcing southern territory as the others deployed. Blue set up mostly to the east, with both stations close together and frames spreading from there to the south. After initially deploying a frame in the southwest and then getting surrounded [Gy5], Gray buried the rest of his units, and then stations, far from Black and Blue in the northwest. White finished up deploying frames into a wedge formation pointing toward the center with a station in the center.

=============

13:20:24 - Round 1



Gray advances into White territory, engaging the spotter first. White pulls back to reinforce, but not before attacking Black's forward frame. Blue retreats from White and directs a number of units south toward Black. Black responds with a short spot chain, bringing a blue unit down to one system [Bl4]. To the west, Blue spots gray's artillery and Black attacks it hand-to-hand. The result is four systems of damage [Gy5].

Only White counts doomsday, knowing it has the weakest force and may get overwhelmed. It is now 9.

Talon of Ahu (White): 49 (5f+2s × 7)
Defender's of Ahu's Wisdom (Gray): 42 (5f+2s × 6)
TEM Shock Rangers (Black): 32 (6f+2s × 4)
Tom's Striders (Blue): 24 (6f+2s × 3)

=============

14:34:44 - Round 2



Black discusses the situation with Blue. As both companies have significantly lower scores, a rough alliance is made to concentrate strength on the two Ijad companies for the round.

Gray defers initiative and Black opens the round, sticking to the alliance and taking first blood on White's forward frame that attacked earlier [Wh5]. White is now tied for the lead at 42. Additional artillery softens up and spots forces on the far side for Blue to capitalize on. Not entirely trusting the alliance, Black retreats a frame into a station controlling position [Bk6]. Trading roles in the southwest, Black attacks first and lays a spot. Blue follows up and crushes the Gray frame [Gy5]. Blue also begins by sticking to the alliance, using Black's heavy spotting to cause severe damage to White's eastern side. Gray continues its attack in the northwest, mostly firing in place but there is an opening and one of White's stations is captured; Gray takes the lead [Gy1]. White moves most forces slightly southeast, partly retreating from Gray and partly bringing more force upon the encroaching Blue frames. Blue finishes the round with treachery, going entirely against the alliance and moving to capture position on a Black station, pinning down the double-direct-fire defending frame and inside range of the nearby artillery [Bl4 & 5, Bk 5 & 6].

Gray and White need to speed things along and count doomsday. Black and Blue are still developing the attack and refrain. It counts to 6.

Defender's of Ahu's Wisdom (Gray): 42 (4f+3s × 6)
Talon of Ahu (White): 35 (4f+1s × 7)
TEM Shock Rangers (Black): 32 (6f+2s × 4)
Tom's Striders (Blue): 24 (6f+2s × 3)

=============

15:15:49 - Round 3



White mounts a counterattack on Gray, recapturing its lost station [Wh3]. Gray loses a frame in the scuffle [Gy1] but brings another into capture range [Gy2]. White pulls back a forward frame but it is pursued and destroyed [Wh2]. Despite the loss, White has regained the lead—but Gray's double-loss drops him to third as the scores draw closer together. Blue firmly enters white territory with two frames from the east [Bl1 & 3]. Black keeps the battle hot up north with its two arty/long spot units, but is concerned about his own stations and pulls other units back. [Bl4] continues to mount a strong defense and [Bk6] is unable to fight back at close range, trying to spot instead. Black brings the hand-to-hand specialist in, but can't get close enough to make an attack [Bk3]. The artillery can't attack either and the large spot goes unused.

White presses doomsday further. Black doesn't like the look of things, but knows White will be knocked down another frame this coming round. He sees a glimmer of opportunity in the next round but doesn't want another round after that, and so counts doomsday. Gray decides he needs more time now and refrains. Blue also defers to keep the battle going. It rests at 3.

Talon of Ahu (White): 35 (3f+2s × 7)
TEM Shock Rangers (Black): 32 (6f+2s × 4)
Defender's of Ahu's Wisdom (Gray): 30 (3f+2s × 6)
Tom's Striders (Blue): 24 (6f+2s × 3)

=============
16:06:14 - Round 4



Gray and White trade frames again over the northwest station; Gray comes out with control of the station when it's over—but the loss of points on both sides hands the lead over to Black. White's time has run out and he falls to 4th. Gray brings in artillery on a second White frame, destroying it and passing station control there to Blue. Blue advances and adds some additional damage, closing in on the northwest station from two different vectors with strong and capable frames. In the south, the pressure is on. Black very much needs to not lose an asset here, with only a small lead and no assets nearby to gain. What little strength is available is brought against the encroachers, but little damage is done. Luckily, Blue's attacks are similarly ineffective. With two frames down to just white and only artillery units at full strength, Black's lead is extremely tenuous as the round closes.

Blue is now positioned very well, still wielding a largely unscathed force, and is in position to threaten multiple targets using hand-to-hand frames, pinning down forces and getting the environmental advantage. With another round, it is very likely to lose little and gain enough to win. Black emphatically counts doomsday, ticking it to 1. Gray sees the strong possibility of losing the position he has and only a weak possibility to gain enough to win, so he counts it again and the game ends.

16:35:05 - Game over

TEM Shock Rangers (Black): 32 (6f+2s × 4)
Defender's of Ahu's Wisdom (Gray): 30 (2f+3s × 6)
Tom's Striders (Blue): 27 (6f+3s × 3)
Talon of Ahu (White): 7 (1f+0s × 7)

=============

Debriefing

- Wow, that was rough! Black arrived at victory and then held on only by an exceptionally slim margin. A round earlier would have been White, a round later, probably Blue. MFZ has an interesting "tipping point" where the defender can no longer hang on and all scores come about equal. In that moment anyone can win. After that the attacker gets a pretty good head of steam, but Doomsday cuts it short. I'm reminded again how very well balanced and well-authored this game is.

- What a great looking table. Mantisking's frames have even more charm in the brick. Tom's frames were an entirely coherent and menacing military force (of extremely pose-able things that fall over). MRaichelson's frames and stations were stellar all-around. It was a pleasure shooting at all of them.

- We shredded an awful lot of cover, because the dice just kept coming up 4. More than one damage roll turned up a pile of 4s. We had to break down cover to check for whether 5s were going to be hits on a number of occasions.

- Always be prepared for one less player than you're expecting.

- Experienced commanders complicate things! Everyone was playing the long game and it made it very difficult to put together and commit to a singular strategy.

- Black's attempt at alliance may look like it failed; conceding a round worth of not pushing back Blue and being repaid with a direct invasion. In the long run, though, it may have done its job well enough. Black made White a very promising target with a few large spots. This directed two Blue frames away long enough to put some distance between the forces, and Blue then committed those north rather than bringing them to bear south again.

- Environmental systems appear to be fairly useless on artillery, and not necessarily useful on direct-fire units. They do seem to have utility on hand-to-hand frames, which Blue made great use of. With an HTH unit, you need to be in a very specific place to make your attack and that means less capability to island-hop and keep frames out of hazards. E-systems also seem to be more valuable for defending than attacking. For any environmental game, 50% of the terrain as hazard should be a minimum. 75%+ still leaves a surprising amount of room to maneuver and keep clear.

- There have been psots recently about how load bars are unnecessary. They're not incorrect, but I'm not giving mine up. I still found them very helpful even with reasonably well-defined systems on all the frames.

- The battle got seriously hot. There was deceit and treachery along with kicking players when they were down if they were still in the way or just most convenient to shoot at. At the same time, the atmosphere inches above the table was entirely friendly throughout. Winners and losers alike had an enjoyable day, and that's the way it should be. Thank you all for a great time and I hope we can do it again.

Update: Official company name!
Last edited by Blorf on Fri May 01, 2015 12:10 pm, edited 1 time in total.
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Re: 4p Battle: in which a cool wind blows northeast

Postby Mantisking » Wed Apr 29, 2015 7:55 am



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Re: 4p Battle: in which a cool wind blows northeast

Postby Blorf » Wed Apr 29, 2015 12:17 pm

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