A slightly modified version of 'Sweep and Clear' from Ambush Alley.
The City. It was a regular city, neither good nor bad, then They came. The people fled, They destroyed everything in their path. The Military is struggling to fight back, They are too powerful.
Today in the The City, a VTOL carrying troops is shot down by Them. The humans must escape to carry on the fight. To win the game the human troops need escape (through opposite corner) and clear three Hot Spot markers on the way. To win The Invaders just need to retain control of the city... ...or wipe out the humans!
A city district in shambles
In the desperate rush to escape all was abandoned
VTOL 33 down!
OUT! OUT! OUT!
"We escape that way, now move!"
The Invaders swarm towards the downed VTOL
How are there so many nearby?
Human squad, two Vet fire-teams (one still escaping the building) and a Vet Leader with two Reg crew
First team advances straight into Invaders and Warbots. Warbots are follow-me squad support types, not independent AI
BRAAP! one Invader down, two 'bots immobilized. Great shooting (note, I'm using FoF dice restriction for shooting defense, its already made a difference compared with last game...)
Remaining Invader becomes shaken (triangles denote damaged bots, if under leader at start of next turn they roll 5,6 on D6 they reboot, otw they remain immobilized)
View from the other side (shooting pics in this terrain is hard as the buildings are tall and close)
Second fire team and Leader's group advances
Invaders move to cut the humans off
Insurgency level is high (5), reinforcements arrive, a heavy weapon thing
Warbots line up a kill-zone
BLAM! BLAM! That didn't go so well, the humans gained initiative and shot everything to bits
Warbots fial to reboot
Invader, gets shot at, armour saves it, but fails morale and flees (drops below D6)
Fire team advances to form overwatch firebase behind cover
Zoom to some pretty determined human troops and KO'd warbots
Crossfire, the Leader's team covers the other street. What for, we wonder?
Invaders pour forwards....
... trying to overwhelm with numbers
Overwatch makes them pay for that tactic
Its a powerful group, but now they have morale problems
More Invaders appear
A fire team looks for alternative routes forwards
And finds an unguarded narrow alley
BLAM! BLAM! between overwatch and interrupts the humans are holding these intersections pretty well, for now...
View of lots of Invaders swarming, looks bad from here
One Warbot reboots, not. good.
Where did they go? The Leader's group bugs out leaving the street uncovered
Ah! there they are, running for the alley
Invaders take advantage of the gap in fire-cover and pour down the street
Wow, that's a whole lot of Invaders, more reinforcements
A Lone Warbot appears to cover the now guarded alley
The humans have to choice, they must secure this egress route. They close assault the 'bot
That didn't go well
The humans have to take down the 'bot, they fight on. The bot has no morale so keeps at it
'bot down. The /humans secure the egress route (and btw, get the chance to clear a second Hot Spot marker)
The remaining fire team falls back on the egress alley
Wow, some effective Interrupt fire later and the street is cleared of Invaders
Invaders move to cut-off the human's escape plan
While advancing to exploit the sudden lack of cover-fire
Running away down a narrow alley is suddenly looking like a better plan than it was before
Escape lies down the street to the right, certain death to the left.
Which works for them as one reenters the fray, the other is not so lucky
(note the Warbot can't try to reboot as no leader is nearby)
While the fire team attends to casualties the Leader's group leapfrogs forwards to secure the exit route
Run!
Er, Ok, perhaps shoot first. Jolly good show chaps!, nearly. One human goes down to Invader fire.
Now can you run? And bring the body with you, we leave no man behind
BLAM! BLAM! The small lead team are mowing down Invaders (again, the restricted FoF-style dice is making the difference here as the Invaders are not rolling a bucket of defense dice). Meanwhile down the alley the fire team finds out they have a dead trooper
Leg it! The leader's group and first fire team move to secure the alley
P.S. over the last two turns the Invaders dice luck ran out, they received no reinforcements at all
Get away from da choppa! That way!
Out! Out! Out! The humans escape the Invader-overrun, just
OK, so that's how it goes, the last turn that it could count and and look at the huge group the Invaders get. Pity it went to a 'cleared' hot spot
Game Over man, Game Over! The Invaders cannot get to the humans before they escape the section
The 'scores on the doors': Humans two casualties and two Hot Spots cleared: mediocre at best. Invaders, two 'monkees' killed and still in firm control of the city: pretty good result. Outcome: The Invaders win, The Invaders win!
Wow, very different game from the last one, the FoF dice restriction restores a better balance with small squads/tech/experience differences, making it much less one sided. Ages ago I played Tomorrow's War and hated how unbalanced it was, perhaps I should revisit it using the FoF-mod?
Other than that, another fun AA game. I really do enjoy these pretty straightforwards rules, and as a bonus, they are easy to adapt to all genres.
Next AA game will be something completely different. But before then, I have this city set up, time to play another game...
The City. It was a regular city, neither good nor bad, then They came. The people fled, They destroyed everything in their path. The Military is struggling to fight back, They are too powerful.
Today in the The City, a VTOL carrying troops is shot down by Them. The humans must escape to carry on the fight. To win the game the human troops need escape (through opposite corner) and clear three Hot Spot markers on the way. To win The Invaders just need to retain control of the city... ...or wipe out the humans!
A city district in shambles
In the desperate rush to escape all was abandoned
VTOL 33 down!
OUT! OUT! OUT!
"We escape that way, now move!"
The Invaders swarm towards the downed VTOL
How are there so many nearby?
Human squad, two Vet fire-teams (one still escaping the building) and a Vet Leader with two Reg crew
First team advances straight into Invaders and Warbots. Warbots are follow-me squad support types, not independent AI
BRAAP! one Invader down, two 'bots immobilized. Great shooting (note, I'm using FoF dice restriction for shooting defense, its already made a difference compared with last game...)
Remaining Invader becomes shaken (triangles denote damaged bots, if under leader at start of next turn they roll 5,6 on D6 they reboot, otw they remain immobilized)
View from the other side (shooting pics in this terrain is hard as the buildings are tall and close)
Second fire team and Leader's group advances
Invaders move to cut the humans off
Insurgency level is high (5), reinforcements arrive, a heavy weapon thing
Warbots line up a kill-zone
BLAM! BLAM! That didn't go so well, the humans gained initiative and shot everything to bits
Warbots fial to reboot
Invader, gets shot at, armour saves it, but fails morale and flees (drops below D6)
Fire team advances to form overwatch firebase behind cover
Zoom to some pretty determined human troops and KO'd warbots
Crossfire, the Leader's team covers the other street. What for, we wonder?
Invaders pour forwards....
... trying to overwhelm with numbers
Overwatch makes them pay for that tactic
Its a powerful group, but now they have morale problems
And finds an unguarded narrow alley
BLAM! BLAM! between overwatch and interrupts the humans are holding these intersections pretty well, for now...
View of lots of Invaders swarming, looks bad from here
One Warbot reboots, not. good.
Where did they go? The Leader's group bugs out leaving the street uncovered
Ah! there they are, running for the alley
Invaders take advantage of the gap in fire-cover and pour down the street
Wow, that's a whole lot of Invaders, more reinforcements
A Lone Warbot appears to cover the now guarded alley
The humans have to choice, they must secure this egress route. They close assault the 'bot
That didn't go well
The humans have to take down the 'bot, they fight on. The bot has no morale so keeps at it
'bot down. The /humans secure the egress route (and btw, get the chance to clear a second Hot Spot marker)
Wow, some effective Interrupt fire later and the street is cleared of Invaders
Invaders move to cut-off the human's escape plan
While advancing to exploit the sudden lack of cover-fire
Running away down a narrow alley is suddenly looking like a better plan than it was before
Escape lies down the street to the right, certain death to the left.
But first, the humans have to drop into cover to treat those casualties
(note the Warbot can't try to reboot as no leader is nearby)
While the fire team attends to casualties the Leader's group leapfrogs forwards to secure the exit route
Run!
Er, Ok, perhaps shoot first. Jolly good show chaps!, nearly. One human goes down to Invader fire.
Now can you run? And bring the body with you, we leave no man behind
BLAM! BLAM! The small lead team are mowing down Invaders (again, the restricted FoF-style dice is making the difference here as the Invaders are not rolling a bucket of defense dice). Meanwhile down the alley the fire team finds out they have a dead trooper
Leg it! The leader's group and first fire team move to secure the alley
P.S. over the last two turns the Invaders dice luck ran out, they received no reinforcements at all
Get away from da choppa! That way!
Out! Out! Out! The humans escape the Invader-overrun, just
OK, so that's how it goes, the last turn that it could count and and look at the huge group the Invaders get. Pity it went to a 'cleared' hot spot
Game Over man, Game Over! The Invaders cannot get to the humans before they escape the section
The 'scores on the doors': Humans two casualties and two Hot Spots cleared: mediocre at best. Invaders, two 'monkees' killed and still in firm control of the city: pretty good result. Outcome: The Invaders win, The Invaders win!
Wow, very different game from the last one, the FoF dice restriction restores a better balance with small squads/tech/experience differences, making it much less one sided. Ages ago I played Tomorrow's War and hated how unbalanced it was, perhaps I should revisit it using the FoF-mod?
Other than that, another fun AA game. I really do enjoy these pretty straightforwards rules, and as a bonus, they are easy to adapt to all genres.
Next AA game will be something completely different. But before then, I have this city set up, time to play another game...
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