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Dropzone commander battle report
Dropzone commander battle report




dropzone commander battle report

Waiting in Ambush – Players B and C may each designate one infantry to unit to deploy as if they had the “Infiltrate 24” special rule. Player B will win if the armored vehicle is stopped and they claim more objectives than Player C and if at least 5 of the Open Objectives have been claimed Optional Rules

dropzone commander battle report

Player C will win if the armored vehicle is stopped and they claim more objectives than Player B and if at least 5 of the Open Objectives have been claimed Player A will win if they are successfully able to escort the armored vehicle off of the board, or if at least 5 of the open objectives remain unclaimed. The armored vehicle is heavily armored and powerful, any unit/ units which are in its path when it moved will immediately suffer D3 E10 hits, and be moved to make room for the vehicle (the nearest legal place they can be placed in coherency).Īrmored vehicle has 15 DP and armor 15. At the end of turn 3 it will moved to the 90 degree turn on C2, at the end of turn 4 it will move to the board edge of grid D4, and it will move off of the board at the end of turn 5. At the end of turn 2 it will move to the 90 degree turn of B2. The armored vehicle will be placed along the path touching the table edge of grid B1 at the end of turn 1. These can be claimed and escorted off the board as usual. If the vehicle is stopped, it will drop 9 open objectives. Players B and C will attempt to halt the vehicle (by damaging it). Player A will attempt to escort an armored transport vehicle along the path indicated (arrows). Player C can deploy in grad D4 (Orange)

dropzone commander battle report

Player B can deploy in grid A4 (yellow) Player A can deploy anywhere within grids A1-A4 (pink) 3-4 Smaller Garrisons (Blue Rectangle), and various smaller buildings (Blue Circle) which can be occupied, but which provide only soft/body cover for infantry. 2-3 Large Garrisons with the “Solid” rule (Blue Square). Side C gets escort or extraction mission (they have to meander across the board and defend transports) The Scenario - Precious Cargo SetupĤX4 Board, City scape. Side B wants to rack up kills of sides A and C (total number of points of those sides divide by 20?). Side A wants to hold all sectors of the board, calculated every 2nd turn (1 per quarter for having most points of ground units in it, 1 for no enemy units). I also thought we could try a scenario similar to the monorail, side a wants to escort the truck safely through, B and C want to stop it and seize whats inside, but they arent' allied in the effort I also like the idea of two sides doing a battle royal style kill points scenario and the third side trying to extract stuff in the midst of it. The catch is you dont find out which force you are until right before we start, so no tailor making the armies. Force A is doing the data abstraction, Force B is doing Occupy and Control Area, Force C is just looking to rack up Kill points. It was interesting, but it felt like the defender had a big advantage. Ty: Slyphic and I did a defender vs attacker scenario where the defender was at a pts disadvantage but could start deployed. I was reading back over how Starship Troopers did this

dropzone commander battle report

Maybe one force needs to extract objectives, one needs to take and hold their far side of the table (which is the extraction edge for the first). Slyphic: I want to try asymmetric objectives. Resistance / Shaltari / PHR / BatRep / The Concept No official ruling yet though.Īs for the UCM Command Card, I don’t have it in front of me right now, but I seem to recall that the card allows you to split a squad and have one base fend off the opponent while another base escapes … I’ll have to check that later tonight.Battle Report, Resistance vs PHR vs Shaltari, 1250pt, 'Precious Cargo' Allocation doesn’t happen until step 4, so it looks like you go through the allocation step again every turn. There is no rule that explicitly states that you are stuck in CQB until the end if you have more squads that the aggressor, and in the rulebook step 7 of CQB seems to point you back to CQB step 3 if the CQB is carrying on to a later turn. I put up a rules thread on the Hawk forum, and the consensus so far is that you *can* re-allocate. If it is limited to its rail guns because of enemy AA cover, the eagle is kind of bad at killing skimmers (since you’re only getting 2 shots, probably hitting on 5+), but that can be offset by combining it with Katanas, which are great at killing skimmers, and also great at killing buildings! Bryan’s all-skimmer army with good AA cover and fast movers was probably a bad matchup for the Eagle. It’s great at building destruction, and its rail gun can outrange a lot of AA units, but you need to be skillful at judging distance to fit it into the range window where it can shoot and the AA can’t. This was actually my first game trying it out (I’m just starting to play my UCM).






Dropzone commander battle report