In order to better test my new Massive units rules, I put together a wee battle on Sunday evening.
Dave has been tasked with clearing a desert road into the enemy's flank. The road is bisected by a low ridge line with some light cover and is held by a company of House Penn-Taylor main battle tanks. Dave has CV 10 from his off-board CO and the PT boys have a CV 9 on-board CO.
The Penn-Taylor company on the ridge. Note that the CO is within convenient command range of only two of the platoons.
Turns 1 and 2. Dave begins an oblique advance on the north end of the Penn-Taylor line. The southernmost platoons open fire and leave a nasty scratch on Dave's paintwork.
Turns 3-6. Dave closes the distance on the northernmost platoon and opens fire, doing sweet fuck-all. He launches his missile at the middle PT tank and catches the HQ in the burst, again, doing no discernable damage (Dave is preoccupied with an upcoming coumn deadline and a good part of his main processing unit is editing instead of aiming). On turn 5, the PT CO blows his command roll. The blunder sends the southern tank platoons charging straight towards Dave - a blunder which turned out to be sort of providential, actually, because it cut their range down to half.
(These accidental charges/retreats which turn out for the best are beginning to get to be a habit with the PT boys. See their last battle report here.)
The PT tanks change tactics to firing to damage and manage to whittle Dave down to two damage points. A critical hit also tanks out his secondary battery, leaving him with only his main gun. Dave manages to suppress the northenmost tank a couple of times, but that's about it.
Dave finally wakes up to the fact that there's a serious problem here and sets aside his editing work. Taking full stock of the situation, he decides that a full-fledged charge is in order and goes straight in on the northernmost tank. (Being that he has 9 assault dice and an additional die for charging versus the MBT's 3, this is not a bad idea).
Dave weathers the closing fire well enough but skunks out completely in the following assault: only two unsaved hits out of ten dice! He suppresses the tank, but that's it.
Meanwhile, cognizant of the fact that Dave's now down to only two hits, the Penn-Taylor commander urges his crews to fire for effect. All four of their shots hit and two make it through Dave's armor, finally bringing the nig cybertank to a halt on turn 8, the last turn of the game.
Luckily for Dave, a Möder-Fokker battalion is coming up the road behind him and will probably have their support echelon salvage his brain box. If the upcoming battle against House Penn-Taylor is won, Dave's chasis will also probably be towed back to the Fokkin Castle for refurbishment. Dave may be old, but he's tough and waste not, want not.
Dave waits for a tow.
The battle showed me that the system works fine, but needs a few tweaks yet. Principal among these si that I've decided that "fire to damage" hits will also carry over throughout the turn. Other than that, though, the game went well. Dave really stunk on his rolls and, to be fair, the odds were against him from the outset, what with having to chrage an equivalent force in a prepared position.
It was a fun little game for a half hour!
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