Post by lorka on Apr 18, 2011 8:05:21 GMT -5
So the battle report I mentioned in the Suppression thread.
Now I have gone totally suppression cheese, which could be one of the reasons I don't like personal teleporters, they can ruin many aspect of this style of playing - if you can move while suppressed that is.
We are playing in the great Cosworth Campaing, last game of scenario 1.
The Apostles needed a good win as Attacker so he challenged Heisenberg Hoodlums to defend against his monks.
Scenario 1 is a raid/defend a lab in the middle with gas from one corner, play 6 turns.
Heisenberg's Hoodlums - you can find my Pirates detailed here: darksondesigns.proboards.com/index.cgi?board=pirates&action=display&thread=2900
The Apostles
Red Father (RF) Smart Rocket
2 Brothers somethings joined the Red Father so he could shoot and reload twice a turn, they are chort with cloaking field so -2 to hit them.
2 x Grey Fathers (GF) Graffi with Heavy Armour, one is veteran - this guys are -2 to hit if you try to shoot them, they have armor 7 versus shooting and armor 10 in melee.
2 Phact melee brothers - with 2 melee weapons (pike+sword) and being phact they had something like effective close combat of 8+ or some such, so even carrying loot they could out fight any Pirate in Close combat.
I will try to make this as accurate as I remember step by step. We have some top down pics of the whole thing I will see if I can't link a couple later. I remember I only won initiative a couple of times as Pirate, but when going over it step by step I can't really remember precisely, Apostle won initiative in the fatal 3rd turn that is for sure tho.
Turn 1: Pirate win Initiative
Pirate: Psy Quartermaster advance.
Apostle: Moves Phacts into position to grab some loots.
P: Teleport Human Phact Hunters with ATW(Beam) close and kill one Phact. Teleport + ATW is a very nice combo, especially on troops that are RC5 anyway, like Pirate Crewmen, and with 3 in a unit there is a lot of bang for the bucks.
A: Teleport GFV so he is close, but out LOS of all Pirates. GFV is a veteran Gray Father.
P: Space Dogs advance.
A: RF kills Quartermaster (hit on 3+, -3 to Armor, 6+2d6 damage), then suppress with -6 the Space Dogs.
P: Captain advance with 1 AP, then use Stand and Fight ability on Space Dogs so they are no longer suppressed (cost 2 ap).
A: GFR* Teleport into some cover. GFR is a regular Gray Father
P: Suppression Supremes (3 phact with 2 LRF electrolasers each) suppress GFR with -12, that is one Phact take all 3 AP (because of hivemind) advance with 1 AP so it can the GFR then spend 2 AP shooting suppression that is 2x2x3 shots the GFR is in cover so he 'only' get to make a drive roll with -9.
Gas Attack! Gas comes from corner where the RF is standing and moves 10" to begin with.
Turn 2: Pirates get Initiative.
P: Human Phact Hunter crewmen shoot at Apostle Phact, miss and teleport a little.
A: GFR Teleport on top of the lab, he was suppressed but since he started in cover argued he could teleport to another place where he was still in cover from the Phact Crewmen that suppressed him, this brough him more or less on top of one of my crewmen. GFR no longer suppressed.
P: Phact Crewmen Suppress the GFR again, since while in cover, he is still in LOS.
A: Advance GFV toward my Space Dogs
P: I waste my Keep Moving Dirty Trick on my Humans next ... I thought everyone have moved and made a bad call here, anyway they shoot at the last Phact Brother again, still no hit. In fact my whole turn 2 is riddle with stupid mistakes that could have cost me the game.
A: Phact Brother grab some loot
P: Space Dogs advance while shooting at RFV (need 6 to hit, and only if I roll 4+ on damage do he even need to roll for save, which in that case you be on 2+), don't injure the RFV. I forgot I have fielded my Chort Space Dogs instead of my Graffis so they only moved 9" instead of 12" this meant they where inside range of the slow heavy armored RFV. Also they should just have suppressed him since the chance of wounding him is more or less nil.
A: RF miss my Space Dogs with both shots or something like that.
P: My Captain raised the Space Dogs Drive or something stupid like that - I must have misremember when and what I did with him beside that, because if I actually moved him last I would have suppressed the RFV like he did the rest of the fight ...
Gas moves some more close to RF
Turn 3: Apostles get Initiative.
A: RFV moves into melee with a Space Dog, but have to spend all AP to get there and so he cannot attack this turn.
P: Human crewmen shoot at Phact Brother and miss, teleport so they can put some shots at the RF fire team next turn.
A: RF Kill a Space Dog
P: Space Dog panic and try to leave battle, do to rolling 6, 6 and something on last AP he can move away a little.
A: ? - Can't remember what he did here.
P: Advance Captain while putting a gazillion suppress on GFV.
A: GFR moves down from lab while he is suppress since he is in cover from the suppressing unit and end up out of LOS. He is now standing right next to my captain.
P: Move Phact so I can get a single suppression shot in on GFR, but from the Suppression Supremes that is still an impressive 6 shots, reduced to -3 with cover and he fails his drive and the GFR is suppressed again.
Gas is on RF and his unit.
Turn 4: Pirate win Initiative ... I think
P: Human crew teleport to the Phact Brother to get in 3 more shots but miss again ... I think he in total are shot with about 12 shots needing 5+ to hit all miss *sigh*
A: Phact teleport out of there and one loot counter is secured.
P: Remaining Space Dog moves toward opposite table edge while shooting 3 times at GFV no hits.
A: I think RF Suppress the Phact Crewmen and also try to kill off someone but don't manage the kill or something ... again can't remember since my soul try to block out all things with smart rockets
P: I move my now suppressed Phact Crewmen
A: Activate GFV he moves along some cover while suppressed. No longer suppressed.
P: Captain suppress the GFV and rocket pants (gravity belt) over the lab to get to the other side so GFR cannot move into close combat with him.
A: GFR move along the Lab while suppressed, no longer suppressed.
Gas again move alot and hit more or less everybody from now on, but dont have any impact on the game.
Turn 5: Hmm think Pirate won initiative yet again
P: Captain move and suppress GFR on the way, moves so he is now out LOS of the GFR, opening my self up to the be 'move while suppressed' abused again
A: Not sure but think RF hit Captain giving him 2 wnds and then suppressed the phact.
P: Hunter Crewmen ATW shoot the GFR, hit with 2 sixes out of 3 dice, but no injury of course since its 'only' str 5+1d6 hits, they teleport closer to the GFR.
A: Move the suppressed GFR into cover from the Captain, the GFR is now right next to the Space Dog. GFR longer suppressed.
P: Space Dog remember he is a chort and scoot out of there in a hurry while suppressing the GFR with -3.
A: GFV, suppressed, teleport next to my captain, no longer suppressed.
P: Phact move into closest cover and stay there since they where suppressed.
Gas hit everyone but the phact crewmen.
Turn 6:
Nothing much really happen the GFV get into close combat with the pirate Captain, the Captain survives, and the Space Dog get a smart rocket up the a**. The human crewmen tries to get to the RF unit but miss all shots.
No one completes any Secondary Objectives (both had capture), the Apostles had Tertiary Objective (offense) but also failed this.
Neither faction can gets anywhere close to get faction objective
Pirates win 1-0 for stopping the raiders from getting away with 2 loot counters.
Now I have gone totally suppression cheese, which could be one of the reasons I don't like personal teleporters, they can ruin many aspect of this style of playing - if you can move while suppressed that is.
We are playing in the great Cosworth Campaing, last game of scenario 1.
The Apostles needed a good win as Attacker so he challenged Heisenberg Hoodlums to defend against his monks.
Scenario 1 is a raid/defend a lab in the middle with gas from one corner, play 6 turns.
Heisenberg's Hoodlums - you can find my Pirates detailed here: darksondesigns.proboards.com/index.cgi?board=pirates&action=display&thread=2900
The Apostles
Red Father (RF) Smart Rocket
2 Brothers somethings joined the Red Father so he could shoot and reload twice a turn, they are chort with cloaking field so -2 to hit them.
2 x Grey Fathers (GF) Graffi with Heavy Armour, one is veteran - this guys are -2 to hit if you try to shoot them, they have armor 7 versus shooting and armor 10 in melee.
2 Phact melee brothers - with 2 melee weapons (pike+sword) and being phact they had something like effective close combat of 8+ or some such, so even carrying loot they could out fight any Pirate in Close combat.
I will try to make this as accurate as I remember step by step. We have some top down pics of the whole thing I will see if I can't link a couple later. I remember I only won initiative a couple of times as Pirate, but when going over it step by step I can't really remember precisely, Apostle won initiative in the fatal 3rd turn that is for sure tho.
Turn 1: Pirate win Initiative
Pirate: Psy Quartermaster advance.
Apostle: Moves Phacts into position to grab some loots.
P: Teleport Human Phact Hunters with ATW(Beam) close and kill one Phact. Teleport + ATW is a very nice combo, especially on troops that are RC5 anyway, like Pirate Crewmen, and with 3 in a unit there is a lot of bang for the bucks.
A: Teleport GFV so he is close, but out LOS of all Pirates. GFV is a veteran Gray Father.
P: Space Dogs advance.
A: RF kills Quartermaster (hit on 3+, -3 to Armor, 6+2d6 damage), then suppress with -6 the Space Dogs.
P: Captain advance with 1 AP, then use Stand and Fight ability on Space Dogs so they are no longer suppressed (cost 2 ap).
A: GFR* Teleport into some cover. GFR is a regular Gray Father
P: Suppression Supremes (3 phact with 2 LRF electrolasers each) suppress GFR with -12, that is one Phact take all 3 AP (because of hivemind) advance with 1 AP so it can the GFR then spend 2 AP shooting suppression that is 2x2x3 shots the GFR is in cover so he 'only' get to make a drive roll with -9.
Gas Attack! Gas comes from corner where the RF is standing and moves 10" to begin with.
Turn 2: Pirates get Initiative.
P: Human Phact Hunter crewmen shoot at Apostle Phact, miss and teleport a little.
A: GFR Teleport on top of the lab, he was suppressed but since he started in cover argued he could teleport to another place where he was still in cover from the Phact Crewmen that suppressed him, this brough him more or less on top of one of my crewmen. GFR no longer suppressed.
P: Phact Crewmen Suppress the GFR again, since while in cover, he is still in LOS.
A: Advance GFV toward my Space Dogs
P: I waste my Keep Moving Dirty Trick on my Humans next ... I thought everyone have moved and made a bad call here, anyway they shoot at the last Phact Brother again, still no hit. In fact my whole turn 2 is riddle with stupid mistakes that could have cost me the game.
A: Phact Brother grab some loot
P: Space Dogs advance while shooting at RFV (need 6 to hit, and only if I roll 4+ on damage do he even need to roll for save, which in that case you be on 2+), don't injure the RFV. I forgot I have fielded my Chort Space Dogs instead of my Graffis so they only moved 9" instead of 12" this meant they where inside range of the slow heavy armored RFV. Also they should just have suppressed him since the chance of wounding him is more or less nil.
A: RF miss my Space Dogs with both shots or something like that.
P: My Captain raised the Space Dogs Drive or something stupid like that - I must have misremember when and what I did with him beside that, because if I actually moved him last I would have suppressed the RFV like he did the rest of the fight ...
Gas moves some more close to RF
Turn 3: Apostles get Initiative.
A: RFV moves into melee with a Space Dog, but have to spend all AP to get there and so he cannot attack this turn.
P: Human crewmen shoot at Phact Brother and miss, teleport so they can put some shots at the RF fire team next turn.
A: RF Kill a Space Dog
P: Space Dog panic and try to leave battle, do to rolling 6, 6 and something on last AP he can move away a little.
A: ? - Can't remember what he did here.
P: Advance Captain while putting a gazillion suppress on GFV.
A: GFR moves down from lab while he is suppress since he is in cover from the suppressing unit and end up out of LOS. He is now standing right next to my captain.
P: Move Phact so I can get a single suppression shot in on GFR, but from the Suppression Supremes that is still an impressive 6 shots, reduced to -3 with cover and he fails his drive and the GFR is suppressed again.
Gas is on RF and his unit.
Turn 4: Pirate win Initiative ... I think
P: Human crew teleport to the Phact Brother to get in 3 more shots but miss again ... I think he in total are shot with about 12 shots needing 5+ to hit all miss *sigh*
A: Phact teleport out of there and one loot counter is secured.
P: Remaining Space Dog moves toward opposite table edge while shooting 3 times at GFV no hits.
A: I think RF Suppress the Phact Crewmen and also try to kill off someone but don't manage the kill or something ... again can't remember since my soul try to block out all things with smart rockets
P: I move my now suppressed Phact Crewmen
A: Activate GFV he moves along some cover while suppressed. No longer suppressed.
P: Captain suppress the GFV and rocket pants (gravity belt) over the lab to get to the other side so GFR cannot move into close combat with him.
A: GFR move along the Lab while suppressed, no longer suppressed.
Gas again move alot and hit more or less everybody from now on, but dont have any impact on the game.
Turn 5: Hmm think Pirate won initiative yet again
P: Captain move and suppress GFR on the way, moves so he is now out LOS of the GFR, opening my self up to the be 'move while suppressed' abused again
A: Not sure but think RF hit Captain giving him 2 wnds and then suppressed the phact.
P: Hunter Crewmen ATW shoot the GFR, hit with 2 sixes out of 3 dice, but no injury of course since its 'only' str 5+1d6 hits, they teleport closer to the GFR.
A: Move the suppressed GFR into cover from the Captain, the GFR is now right next to the Space Dog. GFR longer suppressed.
P: Space Dog remember he is a chort and scoot out of there in a hurry while suppressing the GFR with -3.
A: GFV, suppressed, teleport next to my captain, no longer suppressed.
P: Phact move into closest cover and stay there since they where suppressed.
Gas hit everyone but the phact crewmen.
Turn 6:
Nothing much really happen the GFV get into close combat with the pirate Captain, the Captain survives, and the Space Dog get a smart rocket up the a**. The human crewmen tries to get to the RF unit but miss all shots.
No one completes any Secondary Objectives (both had capture), the Apostles had Tertiary Objective (offense) but also failed this.
Neither faction can gets anywhere close to get faction objective
Pirates win 1-0 for stopping the raiders from getting away with 2 loot counters.