13th Guard vs Nightraiders (Skirmish, Bricked)

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13th Guard vs Nightraiders (Skirmish, Bricked)

Postby Ced23Ric » Sat Jun 02, 2012 10:50 am

So there we go. I actually get to play this game now. :D

We set up a pretty simple table (Yeah, that's my homemade D20 battle grid, 1m x 1m) put up some cover (Lego masonry bricks. Aww yeah.) and took a handful of 'frames. Some numbers:

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Danni's Raiders RED
d6Rd d6Rd d6Y d6B d6G d6W d6W - d8Rr d8Rr | VT22 MINX "Sliver"
d6Rd d6Rd d8Rd d6Y d6B d6W d6W - d8Rr | Fiddler "The Dancer"
d6Rd d6Rd d6Ra d6Ra d6B d6G d6W d6W | VMX-05 Pounder "Outlaw"
Frames: 3
Systems: 12
Asset Value: 6 (5 +1 (least 'frames)
Initiative: 30 (5 assets * 6 asset value)

Chris' 13th Guard GREEN
d6Rd d6Rd d6Y d6Y d6B d6W d6W - d8Rr | ST07w Chub | Lieutenant Ashley Vale
d6Rd d6Rd d6Y d6B d6W d6W - d8Rr d8Rr | ST07w Chub | Staff Sergeant Robin Seeberg
d6Rd d6Rd d6Y d6B d6W d6W | ST07w Chub | Corporal Zach Ambercroft
d6Ra d6Ra d6B d6W d6W | ST07x Chub | Sergeant Florence Giabene
Frames: 4
Systems: 12
Asset Value: 4 (5 -1 (most 'frames)
Initiative: 24 (6 assets * 4 asset value)

Turn #1
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Dancer opens fire on Ambercroft, the point 'frame of the 13th. While the shot is ineffective (5 ATK vs. 6 DEF), he also drops 6 SPOT on him. Ambercroft retaliates, but he only blows up the cover in the path of his bullets. Only a DEF 3 on Dancer is joined by a 2 SPOT that Ambercroft got to drop.

Image
Sliver answers with a devasting 8 ATK, blasting Ambercrofts cover to smithereens that litter the battlefield and rip both the stormshield ( d6B) and the Predator rifle ( d6Rd d6Rd) of his 'frame, as well as cracking his cockpit, sheering the comm antenna ( d6Y) right off. Ambercroft is crippled and limps into cover, left with d6W d6W.

Image Image
In the background, Outlaw moves right in, snatches the station and blasts away at Giabene in her X Chub. She loses her reinforced carapace ( d6B) and fires LRMs at the spotted Dancer. Her missiles impact mostly harmlessly, but one lucky shot rips the short-range scanner ( d6Y) of the hull of the warmachine.

+6 Initiative (now 36) for the NR, -4 (now 20) for the 13th.

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Lt Vale and her Sarge had enough of the bullcrap. Unloading all SSRs and both of their rifles, Vale advances rapidly with a 5 MOVE and obliberates first all the cover, then with Seeberg's (who uses her 5 SPOT) support, the entire Fiddler behind it. Seeberg stays back, watching across the rubble-littered clearing, where Sliver just nigh-on destroyed Ambercrofts Chub.

-6 Initiative (now 30) for the NR.

End of Turn #1 The nightraiders advance the DDC, and it drops to 9.

Turn #2
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Sliver fires wildly at Ambercroft, wanting to seal the deal and moves north, to stay in cover from the advancing Chubs. His bullets sprayed everywhere, eating more cover, but leave Ambercroft alive. Outlaw shells Vale across the field, ripping her advanced sensor array ( d6Y) off and then proceeds towards the next station. He's in good health and deems neither Chub an issue - Giabene has d6Ra d6Ra d6W d6W and Ambercroft is a mere d6W d6W. Vale declares war on Sliver and sprints up, just past the station. She tags it for the 13th and unloads her rifle through the hole in the wall into the next wall ahead. Her bullets mostly miss Sliver. Mostly. One lucky shot gets through and eats his tires ( d6G), and pro as she is, Vale drops a 5 SPOT on Sliver. Seeberg seizes the opportunity and marches right into the rubble, under steady fire of his assault rifle. He is a stonecold killer and reduces Sliver to d6W d6W. Meanwhile, Ambercroft gets his marbles together and declares Hand to Hand to Outlaw. His attack goes right in to the legs, bending the motivators and costing Outlaw his Movement system ( d6G). Pushing the enemy towards Giabene, he leaves 1 SPOT on Outlaw. Giabene throws her X Chub at him, but misses. she scoots back a little.

-6 Initiative (now 24) for the NR, +4 (now 24) initiative for the 13th. NR remain up, because they had the higher Initiative last.

End of Turn #2 The nightraiders advance the DDC, and it drops to 7.

Turn #3
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Sliver putzes about, limping back to the station, with a mere 1 MOVE and gets into cover, with a puny 2 DEF. Outlaw gets the hell out of dodge after being mauled by the two seemingly harmless Chubs, and proceeds south of the station, in an attempt to tag it. He unloads at Ambercroft, who recklessly pursues him, but fails to hit him again. Vale and Seeberg have enough of Outlaws games, turn west and pump him full of lead. First, Vale takes a sprint through the rubble and barely gets in range, but her bullets hit and rip the artillery ( d6Ra d6Ra) and ECM system ( d6B)of the raider.Seeberg fires, too, but misses. Meanwhile, Giabene is unbound, shells Sliver for 1 point of damage. Reduced to d6W, he sits idly. She scoots north by an inch.

End of Turn #3 The nightraiders advance the DDC, and it drops to 5.

Turn #4
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Giabene finishes off Sliver and grabs the station the Nightraiders stole at the beginning of the game. Vale and Seeberg coordinate their fire this time, together with Ambercroft who is holding on to the station with now a mere d6W, and destroy Outlaw. With Sliver and Outlaw out of the picture, Seeberg sprints with 5 MOVE towards the last hostile asset.

-12 Initiative (now 6) for the NR, +4 (now 28) for the 13th. 13th is up in Intitative.

End of Turn #4 The 13th advance the DDC, and it drops to 3.

Turn #5
In a gentlemanly agreement, the 13th forgoes all actions and passes to the Nightraiders, who have no 'frames to activate.

End of Turn #5 The nightraiders and the 13th advance the DDC, and it drops to 0. Game Over.

Image
Admiral Ackbar declares the 13th Guard as victorious.
Image Vesopia - An Ijad-controlled system, where SU and FC are still fighting.
"The moon will guide you on your path when the sun long has set." - Trinity Of-The-Many.
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Re: 13th Guard vs Nightraiders (Skirmish, Bricked)

Postby calculus » Sat Jun 02, 2012 3:28 pm

Nice! The grid surface makes things look very futuristic. [Idea: Stolen]
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Re: 13th Guard vs Nightraiders (Skirmish, Bricked)

Postby The Trilobite » Sat Jun 02, 2012 5:18 pm

Woot! And love the mon squid as a...referee? Observer? Looking forward to seeing more!
"What do you put on your head to see all this stuff?"
--Just one of many questions raised by Porcelain Llama Theater.

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Re: 13th Guard vs Nightraiders (Skirmish, Bricked)

Postby A YATES INDUSTRIALS » Sat Jun 02, 2012 5:38 pm

it was heart wrenching to see the 'MINX' go down....
o)-<|:
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Re: 13th Guard vs Nightraiders (Skirmish, Bricked)

Postby Zero Revenge » Sat Jun 02, 2012 6:40 pm

Perfect. This is the first Battle Report that I understood 100% of. Now I got the hang of this.

Excellent read Cedric!
Self-appointed lore buff.
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Re: 13th Guard vs Nightraiders (Skirmish, Bricked)

Postby Axhead » Sun Jun 03, 2012 12:34 am

Nice battle report. Although the text is really clear, I didn't know which frame went with which stats since they were never introduced.
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Re: 13th Guard vs Nightraiders (Skirmish, Bricked)

Postby Ced23Ric » Sun Jun 03, 2012 4:07 am

Axhead wrote:Although the text is really clear, I didn't know which frame went with which stats since they were never introduced.

Except for right after the deployment picture? Or do you mean "which 'frame is which"? Well, the one with 2 SSRs is Seeberg. 1 SSR is Vale. There is only one Arty 'frame, Giabene. Leaves one Chub for Ambercroft. Sliver is defined. The MDS of VMX-05 makes the grey frame "Outlaw". The Fiddler is defined and also only the other black 'frame is left for "Dancer". I hope this helps.

Next time, I'll do individual introductions.
Image Vesopia - An Ijad-controlled system, where SU and FC are still fighting.
"The moon will guide you on your path when the sun long has set." - Trinity Of-The-Many.
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Re: 13th Guard vs Nightraiders (Skirmish, Bricked)

Postby Dukayn » Sun Jun 03, 2012 4:21 am

Dukey with the assist:
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Re: 13th Guard vs Nightraiders (Skirmish, Bricked)

Postby pasukaru76 » Sun Jun 03, 2012 6:31 am

It really is cool to see all the destruction.
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