Its been a while... ...time to dig out the cubes of randomness and some soldiers.
First up, a spot of Ambush Alley, the original version. Is a simple scenario: Invaders are attacking to establish a beachhead, they are assaulting a small communications base to cut off possible reinforcements. Invaders win by 'clearing' all buildings. Defenders win by driving off the Invaders.
Invaders are Vets in good armour (+2), Defenders are Regular in decent armour (+1)
A small communications post, on alert
Defenders out on the perimeter
The Invaders surge forwards, the base reacts, perhaps a little slowly...
The Invaders cut down Defenders in the security station
Things go from bad to worse on the perimeter
Payback! Two Rifle-things go down
However, all that carnage allows a squad of Invaders to punch through the defense
Invaders surge forwards again
Cutting down Defenders in their path
Invaders stack to clear the security station
More Defenders appear
The fight for the security station goes badly for Defenders. They fail to hold the station. Invaders clear the first of the three buildings
Invaders use the Security station as a fire base to good effect
The squad with casualties resolved hits, one Rifle-things gets back into the fight, the other is a now a Dependent
The squad in the Security station uses Overwatch to cover the (relentless?) advance
The lead squad goes to clear the second building, gets interrupted mid-move
That didn't go well, Overwatch fire mows down the Defenders
And again...
Once more, with feeling...
See any pattern forming here?
STACK! and Clear. Invaders are two thirds into their Victory conditions
Defenders retreat into the final building
Battle status, could be 'better' fort he Defenders, going 'well' for Invaders
Reinforcements! Huzzah!
The squad with dependents fall back to drop off their casualty
The reinforcements gain the drop on the squad
Finally, some more Invader casualties
It may be too late as the lead Invader squad goes for the final building
A stalwart defense forms
Overwatch is brutal, again
More Defenders rush in
And more, maybe things are about to change for the Defenders?
The shot-up squad bugs off the edge
They find they have three casualties
The attack on the final building starts
Defenders react, roll terribly, and get mown down, completely. The dice just did not play.
Invaders Clear the final building
Victory! The Beachhead will hold
Wow, its been a while since I played AA, and it is still a fun game. BUT, Phew, the overriding theme here was difference in dice. The Vets with D10s vs Reg D8 would not seem to be huge, but the Vets often rolled way more dice, pushing the advantage in their favour. This sort of thing may be why Ambush Alley Games made the mod in FoF which leveled the number of dice to either the firer or defender.
I wanted to play the vanilla game to get back into gaming and as a frame of reference (more on that later). Next time I'm going to use the FoF dice-mod.
And finally...
Instead of buying commercial tokens, I made some ages ago from the bits box. Here they are in their glory.
First up, a spot of Ambush Alley, the original version. Is a simple scenario: Invaders are attacking to establish a beachhead, they are assaulting a small communications base to cut off possible reinforcements. Invaders win by 'clearing' all buildings. Defenders win by driving off the Invaders.
Invaders are Vets in good armour (+2), Defenders are Regular in decent armour (+1)
A small communications post, on alert
Defenders out on the perimeter
Contact! Invaders spotted
First sighting, Rifle-things in fancy armourThings go from bad to worse on the perimeter
Payback! Two Rifle-things go down
However, all that carnage allows a squad of Invaders to punch through the defense
Invaders surge forwards again
Invaders stack to clear the security station
More Defenders appear
The fight for the security station goes badly for Defenders. They fail to hold the station. Invaders clear the first of the three buildings
Invaders use the Security station as a fire base to good effect
The squad with casualties resolved hits, one Rifle-things gets back into the fight, the other is a now a Dependent
On the flank reinforcements appear
The lead squad goes to clear the second building, gets interrupted mid-move
And again...
Once more, with feeling...
See any pattern forming here?
STACK! and Clear. Invaders are two thirds into their Victory conditions
Defenders retreat into the final building
Battle status, could be 'better' fort he Defenders, going 'well' for Invaders
Reinforcements! Huzzah!
The squad with dependents fall back to drop off their casualty
The reinforcements gain the drop on the squad
Finally, some more Invader casualties
A stalwart defense forms
Overwatch is brutal, again
More Defenders rush in
And more, maybe things are about to change for the Defenders?
The shot-up squad bugs off the edge
They find they have three casualties
The attack on the final building starts
Defenders react, roll terribly, and get mown down, completely. The dice just did not play.
Invaders Clear the final building
Victory! The Beachhead will hold
Wow, its been a while since I played AA, and it is still a fun game. BUT, Phew, the overriding theme here was difference in dice. The Vets with D10s vs Reg D8 would not seem to be huge, but the Vets often rolled way more dice, pushing the advantage in their favour. This sort of thing may be why Ambush Alley Games made the mod in FoF which leveled the number of dice to either the firer or defender.
I wanted to play the vanilla game to get back into gaming and as a frame of reference (more on that later). Next time I'm going to use the FoF dice-mod.
And finally...
Instead of buying commercial tokens, I made some ages ago from the bits box. Here they are in their glory.
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