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Showing posts with label Scenario. Show all posts
Showing posts with label Scenario. Show all posts

Monday, December 17, 2018

On the Road to Rimini





The road to Rimini is dotted with small hilltop towns bristling with German machine gun nests.  Elements from the American 5th Army need to secure the main road, but at a critical juncture it is overlooked by the Convent of Santa Clara, occupied by the German invaders.  A game of Big Chain of Command will decide the fate of both armies.



The Americans probe cautiously with a Sherman, and the German armor replies in force.  Three Panzer IVs creep out of a defile further down the road and start firing.


Despite the Sherman being shielded by an entrenchment, it's main gun is damaged by an enemy shell.


With the armor keeping the Germans busy on the road, the American infantry starts to prepare for the long, dangerous climb to the edge of the tiny town.  The plan is to take the building on the left, and enter the convent that way.


Sister Maria clutches her rosary, but who is she praying for?


Father Sabastiano tries to convince her to take cover inside as two Stugs move to take up position.





Additional American armor gives support to the infantry who are facing a German machine gun nest firing down from the building on the edge of town.  Using covering fire and careful tactics, they move between cover, at some cost. Eventually the fire from the Sherman forces the Germans to withdraw out of firing range.


When the machine guns fall silent, the Americans race up the hill across open ground.


The infantry crests the hill just as the Germans return to their position.  It turns into a blood bath for both sides as the first Americans to the door kick it in and rush with bayonets charged.  Two American sections, damaged and demoralized, manage to barely wipe out the single German Panzergrenadier section inside.  However, another group of Germans quickly retakes the house.  In the process, both the American and German infantry platoons see their morale break.  The remainder of the American platoon, seeing their Lt. and fellows lost, pull back out of range. The Germans are likewise in a chaos in the convent, no longer an effective fighting force. 


Only the tanks remain to fight it out for the road.  The German commander's tank is knocked out by a M18 Tank killer, but the commander is seen with his crew slinking to the rear.



Return fire from the Germans sees Sherman tanks popping right and left.



One of the Stugs finds partial cover at the edge of a building and snipes down at the Americans.


Sensing weakness, the German tanks advance. The Americans, seeing that the Convent can not be taken without additional support, withdraw.  A great 4-player game of Chain of Command! 


Sunday, December 31, 2017

Head Crushing Battletech


The 1st Argyle Rangers have been called to yet another periphery planet, this time to secure a recently rediscovered an advanced water purification system from the Star League era. Water purifiers?  Hey, it's a McGuffin, and there are lots of worlds in the FedSuns outback that could benefit from this tech.


The Star League outpost where the tech is housed. 


Some mercenaries loyal to the local periphery power have already claimed the cache, but they are heavily outnumbered and outgunned by the Rangers.  [Interesting scenario rule: me and my opponent rolled off each turn for control of the mercs, but they have to shoot at the closest viable target].



















































Word of another interested party has reached the Rangers, so they deploy heavy. Hard hittting armored mechs with a VTOL spotter and artillery.


[This is my first time using artillery - the rules are heavily dependent on a hex map, so we modified them to use 4 blinds placed in the artillery phase, one of them being the actual target "hex".]


And here come the enemy, the Red Hand Mercenary Company, which coincidentally brought their own artillery.


No those aren't Christmas lights, they're tracer rounds.


Artillery proves to be potentially quite scary. The splash damage damaged the enemy on their entry.


Initially the enemy's artillery, not using a spotter, was quite... spotty.


But they got closer each time...


While the Rangers rounds consistently landed glancing blows against the approaching mechs, thanks to VTOL spotting.


I won the right to control the neutral mercenaries for several rounds, advancing them towards the Red Hand. Perhaps they understood that the FedSuns force would prove more lenient with them than the other mercenaries.


Enemy artillery fire started to get uncomfortably close.


Meanwhile the enemy advanced into range of the neutral mechs.


They tied each other up nicely, allowing for the Rangers to get into position with only artillery to worry about.


The exception being the enemy Jenner, which attempted a wide flanking maneuver, perhaps to get at the Rangers' artillery.  Unfortunately for the Jenner, with the rest of the Hand mechs tied up by the neutrals, it was alone against the whole lance.


The only thing that saved it initially was its speed.  Massive packs of long range missiles rained down on it, but couldn't quite connect.


Darting around the hill, it found itself under the guns of a Rifleman.  Many jokes were made about Anakin having the high ground.


The Rifleman stayed stationary, torso twisting to fire its guns on the Jenner. Several shots connected, and eventually took off one of the Jenner's legs.  Artillery was called down on the unmoving target, finishing it off.


While the rifleman dealt with the Jenner, the Rangers continued to advance.


While the Hand was locked into combat with the neutral mercenaries. 


The Assassin (wow, what a useless mech!) landed a Death from Above attack, but damaged itself more than the enemy.  It was soon forced to withdraw.


The battle between the mercenaries was getting hot, and the neutrals were by far getting the worst of it. The Panther took internal damage and started to withdraw, firing as it went.


Meanwhile, the Rangers sighted their real enemy at last...


And just as things were about to get real, the Rangers' Warrior VTOL made a dangerous run towards the enemy artillery, having slowly worked its way down the right flank unopposed.


The lead mech, (a centurian I think?), moved up alone, as its fellows were still pulling past the neutrals and taking fire.  Man, I would not have wanted to be that pilot, facing an Atlas head-on, supported by a Crusader and Bombadier.


The Crusader was  soon distracted by the approaching Battlemaster and Marauder, trying to keep them off the Atlas.


At this point, the Rangers were feeling pretty cocky. Both sides were calling down Artillery so close to the battle that it risked damaging everybody.  The enemy's Marauder and Battlemaster had taken significant damage on the way in, but the Atlas was barely damaged at all.  It looked like the Rangers would soon be drinking some exceptionally high tech water.


Artillery landed behind both sides, damaging rear armor, but only slightly.



Even more encouraging for the Rangers, the VTOL was able to destroy the enemy artillery with its missiles, and counter-battery fire from its own artillery. Things were looking terrible for the Red Hand, and the Rangers commander was about to ask for their surrender or demand their withdrawal.


Then, as the heat started to get thick, the enemy made a desperate move...


...a death from above attack against the Atlas.

A lucky hit saw the centurion crush the head of the mech, instantly killing the mechwarrior inside.  Suddenly, things were up in the air again!


Of course, the Centurion fell and took some damage as well.


The FedSuns mechs began to back off, trying to keep the enemy at range, but they pushed forward into the firing missiles.


As the Battlemaster closed on the Bombadier, the Crusader began to dance with the Marauder, deftly maneuvering itself around to strike at the heavily damaged rear armor (weakened by artillery shots).


The Rifleman didn't last long running interference for the Bombadier, but it managed to take the Centurian down with it.


Then something I would never have suspected occurred:  a brawl between a Bombadier and a Battlemaster.  When your long range missile boat is getting punched, something has clearly gone FUBAR.  The destruction of the Atlas saw the Rangers center completely give way, allowing this weirdness to occur.


Desperate, the Warrior tried calling in artillery into the Battlemaster's rear, while firing its own missiles as well, hoping to distract the mech.


...while the Crusader and Marauder continued their own strange waltz.


The Bombadier pilot shocked the Battlemaster by giving even better than it got, punching and kicking and doing extreme damage to its opponent.  Artillery fire landed too close, damaging both mechs. The Battlemaster, heavily damaged, decided to disengage and withdraw.


Meanwhile the Crusader continued to fire missiles into, as well as punch, the rear of the Marauder.

Finally, it got through, damaging the Marauder's gyro and sending it crashing down.  Artillery immediately zeroed in on the damaged, but still dangerous mech.


Severely damaged, the Battlemaster had enough, and fled the scene, leaving the Bombadier to return to the fray.


Artillery finished the job.


The last Red Hand mech beat a hasty retreat, taking missile fire as it fled.


A costly engagement for both sides, but at least the Atlas would be salvageable.  Those water purifiers had better be worth it.  A crazy game!