Post by Achilles on Mar 1, 2011 23:37:14 GMT -6
Well after much diligent painting I got to try out my USCR MERC team tonight against JeremyRigged's KemVar.
We played two back to back games. I didn't manage to get any pictures of the first game as it was over so fast! In retrospect, lining up my whole team in front of his set Heavy may not have been the best choice (they WERE in cover, in my defense), but I didn't really expect them ALL to die in one fusilade.
Thems the breaks!
So I bring you my fourth game of Tuesday Night Mercs;
Game was Elimination. 2x3' board deployed lengthwise.
USCR Deployment
KemVer deployement
As is typical, both teams spent most of turn 1 Bounding into position. The KemVar sniper flanked around the warehouse to one of the supply sheds, while the USCR grouped up around the Commissar to stay in his Leadership range.
The advance is quick as the slippery KemVar MERCs take up position around the industrial complex.
Having learned nothing from their last engagement, the USCR sticks together yet again, but leaves a rear guard back behind some barriers.
This opens up a question;
1) Can you move over a barrier like barrels or a jersey barrier without penalty? The Movement rules imply that if you have LOS to a position and the card allows you to place your base you can move there. Is this how it works?
Turn two sees the KemVar moving further into position. The Assassin skirts a wall prepping for the charge while the sniper sets up a flank shot.
The Charge hits home, causing two blood on the Commissar. The Sniper causes damage to the Assassin in return but is wounded by the KemVar heavy and sniper shooting as they KemVar brave the storm of USCR Suppression.
The USCR Medic clears off the Assassin, and the rest of the USCR scatter as the Commissar is killed by the overwatching Heavy.
Having broken up the unit formation, the Kemvar Assault leader moves in for the kill.
Overwatch from the KemVar heavy causes the USCR to reposition caustiously using S2C instead of standard movement. The KemVar assault leader goes for broke into into the middle of the USCRs broken formation, hoping for a good initiative roll.
It does not go well. The Behemoth gets a bead on the Assault Leader in the open and tears him to pieces with his cannons.
The Behemoth and Monkeywrench move in around the building, out of line of fire of the Kemvar Heavy. The Medic is killed by overwatch, but the two surviving USCR troopers move in undeterred.
The Monkeywrenchs on both sides trade fire around a corner, breaking their armour simultaneously.
The Kemvar monkeywrench snaps through the window making an autorepair on his armour. Unfortunately he runs smack into the Behemoth who smacks into the doorway and greases the injured trooper with his rotary cannon.
The Kemvar sniper moves up around the corner, stalking the Behemoth.
To keep the Kemvar heavy from bringing his guns to bear, the Monkeywrence snaps to the Heavy, buying time for the Behemoth to flank.
While the Heavy has time to kill the injured monkeywrench in melee, he is not quite quick enough to avoid the fire from the Behemoth, who shreds the Heavy from the side.
This begins a game of cat and mouse. The Kemvar sniper manages a longshot into the rear of the Behemoth, putting a second blood onto him. The Behemoth in turn manages to maneuver his front armour towards the marksman, and enters the warehouse, using S2C to maintain suppression for four turns!
Armour failure finally pins the Behemoth in place. Desperate to put the final coup-de-gras on the Behemoth, the USCR pilot attempts to repair his armour for two turns instead of suppressing. This buys the Kemvar player time to dash around.... reload and finally....
...execute the lumbering USCR monster.
Mouse becomes cat.
Great game with a photo finish. Wouldn't have traded a move as it was cinematic and had a photo finish!
We played two back to back games. I didn't manage to get any pictures of the first game as it was over so fast! In retrospect, lining up my whole team in front of his set Heavy may not have been the best choice (they WERE in cover, in my defense), but I didn't really expect them ALL to die in one fusilade.
Thems the breaks!
So I bring you my fourth game of Tuesday Night Mercs;
Game was Elimination. 2x3' board deployed lengthwise.
USCR Deployment
KemVer deployement
As is typical, both teams spent most of turn 1 Bounding into position. The KemVar sniper flanked around the warehouse to one of the supply sheds, while the USCR grouped up around the Commissar to stay in his Leadership range.
The advance is quick as the slippery KemVar MERCs take up position around the industrial complex.
Having learned nothing from their last engagement, the USCR sticks together yet again, but leaves a rear guard back behind some barriers.
This opens up a question;
1) Can you move over a barrier like barrels or a jersey barrier without penalty? The Movement rules imply that if you have LOS to a position and the card allows you to place your base you can move there. Is this how it works?
Turn two sees the KemVar moving further into position. The Assassin skirts a wall prepping for the charge while the sniper sets up a flank shot.
The Charge hits home, causing two blood on the Commissar. The Sniper causes damage to the Assassin in return but is wounded by the KemVar heavy and sniper shooting as they KemVar brave the storm of USCR Suppression.
The USCR Medic clears off the Assassin, and the rest of the USCR scatter as the Commissar is killed by the overwatching Heavy.
Having broken up the unit formation, the Kemvar Assault leader moves in for the kill.
Overwatch from the KemVar heavy causes the USCR to reposition caustiously using S2C instead of standard movement. The KemVar assault leader goes for broke into into the middle of the USCRs broken formation, hoping for a good initiative roll.
It does not go well. The Behemoth gets a bead on the Assault Leader in the open and tears him to pieces with his cannons.
The Behemoth and Monkeywrench move in around the building, out of line of fire of the Kemvar Heavy. The Medic is killed by overwatch, but the two surviving USCR troopers move in undeterred.
The Monkeywrenchs on both sides trade fire around a corner, breaking their armour simultaneously.
The Kemvar monkeywrench snaps through the window making an autorepair on his armour. Unfortunately he runs smack into the Behemoth who smacks into the doorway and greases the injured trooper with his rotary cannon.
The Kemvar sniper moves up around the corner, stalking the Behemoth.
To keep the Kemvar heavy from bringing his guns to bear, the Monkeywrence snaps to the Heavy, buying time for the Behemoth to flank.
While the Heavy has time to kill the injured monkeywrench in melee, he is not quite quick enough to avoid the fire from the Behemoth, who shreds the Heavy from the side.
This begins a game of cat and mouse. The Kemvar sniper manages a longshot into the rear of the Behemoth, putting a second blood onto him. The Behemoth in turn manages to maneuver his front armour towards the marksman, and enters the warehouse, using S2C to maintain suppression for four turns!
Armour failure finally pins the Behemoth in place. Desperate to put the final coup-de-gras on the Behemoth, the USCR pilot attempts to repair his armour for two turns instead of suppressing. This buys the Kemvar player time to dash around.... reload and finally....
...execute the lumbering USCR monster.
Mouse becomes cat.
Great game with a photo finish. Wouldn't have traded a move as it was cinematic and had a photo finish!