Wednesday, May 5, 2010

Snatch! - an AAR

Snatch- An ARR

Game On! - Mr. Big, a local arms dealer has been sighted in the Pizler Corp building. A Regular snatch team is dispatched to extract him.


Table: Corporateville, a small slice of down-town. The Pizler Corp building has a convenient helipad. The snatch team starts on the helipad and must return Mr. Big to the opposite table edge for extradition.

Pizler Corp at bottom w. helipad. Regulars enter top in VTOL

Regulars: one Section of two fire teams.


Insurgents: three groups all w. leaders 1x(leader, LMG, SA) 1x(leader, 5 SA) and 1x(leader, LMG, 2 SA). Insurgency L4- regular entry charts.



Regulars enter Corporateville in VTOL with UCAV escorts
Surprising the insurgents - giving them time to get to the Pizler building without taking fire

Delta fire team rush the building and capture Mr.Big


Charlie fire team clears a route out of the building



While insurgents mass for an ambush


Insurgents fail to beat regular interrupt roll ... and pay the price dearly

After some excellent rolling by the regulars
Another failed interrupt and the regulars dish out more trouble for the insurgents (one kill - the leader) and one run away (morale =1).
Second fire team exits the building and pours fire into the remaining insurgents... ...killing them off


Another insurgent unit moves into position
While another falls back to cut-off the regulars

But the insurgents roll badly for more reinforcements

Another failed interrupt (got a pattern forming here) and the Regulars with Mr.Big dodge the ambush by sprinting forwards
Leaving the second fire team to hose the insurgents with deadly accuracy
Wiping out the entire group
More insurgents pour into the area...

...Creating a pincer attack for the insurgents


But things go badly (no leader, failed interrupt test), regulars pour on fire


And the insurgents flee (morale fail)


Regulars move across the gap - insurgents fail movement interrupt - regulars move out of LOS


Next turn - Game over -> Delta fire team extract Mr.Big.

Playing on to see what happens to Charlie fire team. Charlie moves up, insurgents lose interrupt (again) and get hosed for their troubles.




Leaving a litter of bodies in their wake the Regulars complete their objective



Aftermath
After the initial onslaught of great dice rolling for the Regulars the insurgents had some horrible dice rolls for reinforcements and interrupts. Loss of leaders really hurt their chances against the Regulars.

A fast and one-sided game for the Regulars, I guess it just happens sometimes...

Wednesday, April 28, 2010

Sweep and Clear - an AAR

Game On! - find the Prawn's weapons cache ASAP...

Table: a shanty that has grown around an old MNU base (staffed only by robots these days)


Regulars deploy from GEV transports ready to search for weapons.
Insurgent groups spread through the shanty
Regulars move into the shanty

Ambush: regulars bumped by insurgents...
...who pay for the ambush
Regulars move into the center of the shanty
And eliminate an insurgent group (casualties then break morale)

More insurgents flood into the area
After eliminating insurgents (reaction, morale fail), Regulars search for weapons - no luck here


In the center of the shanty regulars come under fire
Regulars make the insurgents pay for the ambush
Insurgents move into commanding positions
No cache here...
Insurgents use the heights to their benefit
Pouring withering fire into a regular team - eliminating the whole team

In the center the second regular squad takes advantage of a successful move interruption to evade the insurgent flood
Next turn they search for weapons and uncover the Prawn's cache

VTOL inbound - Prawns scatter rather than be gunned down from th eair.
Game over man! - pretty closely fought game, Regulars won because of a successful move interrupt, if it had failed things would have been less rosy for MNU.