Not an Ambush
this time!
I decided
to re-try the 4 TL-14 Battle Dress guys vs. the 8 TL-10 guys. This time I gave each side a sergeant with
leader and tactics skill, and a spotter with Observer skill and a scanner.
Side A—the New Battle-Dress Badasses:
Sergeant
Ator: heavy laser, advanced battle
computer
Spotter
Bilko: RAM auto-GL, advanced battle scanner
Trooper
Clangor: FGMP-14
Trooper
Dunlevy: laser pistol, TAC missiles
Side B—The Returning Champions
Sergeant
Florus: laser rifle, disposable rocket
launcher, battle computer
Spotter
George: RAM grenade launcher, battle
scanner
Trooper
Hank: Advanced Combat Rifle, 2 rifle grenades
Trooper
Irving: TAC missile, laser carbine
Trooper
Jimbo: ACR, 2 rifle grenades
Trooper
Kastor: ACR, 2 rifle grenades
Trooper
Louis: ACR, 2 rifle grenades
Trooper
Mike: ACR, 2 rifle grenades
Spotting Round:
Both Sides
spot one another since they have both the equipment and skills to make a good
attempt.
So, Florus
and Ator must compare Tactics, they’re tied, but the Advanced Computer gives a
better bonus so Ator wins, and chooses to be Intruder.
TURN 1
Intruder Movement:
Ator and Bilko “stand” behind a stone wall waiting for targets. Clangor and Dunlevy run up to get cover far
ahead, but Dunlevy falls short and is partially exposed to fire.
Intruder Direct Fire: only Dunlevy has a shot and fires
his laser pistol at Mike, but misses.
Native Return Fire: Mike fires at Dunlevy with a rifle
grenade and kills him dead.
Morale Phase:
since the Badasses have lost 25%, they must check morale, and fail. I have a tantrum and rule that colonel Klink
rides past and rallies them.
Command Phase: Klink rallies Badasses.
Native Movement: The entire squad moves into shade of
building on the opposite side where Clangor is waiting.
Native Direct Fire: no targets available
Intruder Return Fire: no targets available
Native Command Phase:
Mike reloads his rifle grenade.
TURN 2
Intruder Movement: Ator and Bilko stand, waiting for
targets; Clangor runs behind a shed farther away from the enemy.
Intruder Direct Fire: no targets
Native Return Fire: no targets
Intruder Command Phase: none
Native Movement: Mike stands but pokes his head around
the corner. Louis walks around the
corner to the next alley. Jimbo and
Kastor stay under cover behind Mike.
Florus,
George, Hank and Irving rush around the other side of the building to the shed.
Native Direct Fire:
Mike fires at Bilko, but misses due to the cover of the stone wall. Louis also misses Bilko because of cover and
his snap-shot penalty.
Intruder Return Fire:
Bilko turns his RAM AutoGL against Mike and Louis, pumping 10 grenades
down line. Louis is hit 4 times and is
turned to grease. Mike is only hit once
because of cover, but once is enough and he’s grease.
Morale Phase:
The Champions hold morale.
Native Command Phase: none
TURN 3
Intruder Movement:
Ator and Bilko stand still waiting for targets. Clangor ‘evades” from the back of the shed
toward the stone wall.
Intruder Direct Fire: none
Native Return Fire: None
Morale Phase: none
Command Phase: none
Native Movement:
Florus, George, Hank and Irving “walk” out to form a skirmish line to
get shots at Ator and Clangor.
Native Direct Fire:
the Snap-Shot penalty combined with the cover or evasion bonuses are too
much, and all four miss their shots against Ator and Clangor.
Intruder Return Fire:
Ator hits Florus with a heavy laser rifle and evaporates him.
Morale Phase: Champions fail
Command Phase: none
TURN 4:
Intruder Movement: none
Intruder Direct Fire: Ator evaporates George. Clongor evaporates Hank
At this
point it’s over and the remaining champions flee the field.
LESSONS LEARNED:
Not
ambushes are much more interesting than ambushes. I know the turn sequence may seem clunky on
paper, but I actually really liked it in practice, far more than I
expected. It was basically the Striker
turn sequence made to match the Space Combat sequence in terminology.
Man,
running around in front of guns is really stupid. Now this was a fight where
everyone was using weapons that way over-matched the target body armor. In normal fights where people will be
shooting guns and wearing ballistic cloth armor, there will actually be wounds
instead of gruesome disintegration on every hit.
I like that the fact the guys in the much more advanced body armor weren't basically immune to the weapons used by the lower tech guys. Although I am a little fuzzy, at least right now, on the differences between tech levels.
ReplyDeleteAre there rules/adjustments for firing blind? I mean, the guy with the auto-grenade launcher could've fired a bunch of grenades in the general direction of the enemy, in the hopes of covering an advance or getting a random hit.
There are some rules in Striker for "Recon by Fire", but I think I'd just prefer to have it restricted to area of effect weapons.
ReplyDeleteThe tech scale is more or less:
Tech 5: World War I
Tech 6: World War 2
Tech 7: more or less now
Tech 8: some now, some sci-fi
Tech 9-12: sort of middle-future
Tech 13-15: really advanced stuff: 15 being the maximum tech for the "normal" traveller universe. Higher levels are either from ancient lost civilizations or secret cutting edge super future.
Gonna need some that super tech so we can kick ass and take ...Skulls!
Delete