This past Sunday the Skirmish club got together and played a three way scenario devised by one of our members.
Each player was given a primary and secondary objective and a starting point. Initiative was randomized via a small deck of cards. This deck also included effects such as Dust, Darkness and Wind.
I believe VP were awarded as.
20 - Primary
10 - Secondary
5- Leader kill
2- Regular kill
|
Our original deployment. Three companies approach the ruins of an old temple. Rumors say that within it are objects of great magic. |
|
Central Asian Agency deployment. |
|
Our first moves. |
|
Mongols ride for the cover of the forest, feinting towards the breech in the wall to gain access to the magic items. The objects are secondary to me though, striking down the enemy and killing their leaders is my primary goal. Crush your enemies. See them driven before you. Hear the lamentation of their women. Sadly my dogs took a bullet, but being the troopers they are, remain in the game. |
|
Second round, Mongols continue their feint, Jeremy's forces split moving through the gate and towards the temple, I rush my dogs in to attack and pin some forces effectively splitting his forces. On our right Greg moves his units unmolested up to the walls and proceeds to gain entry into the temple complex. Dust clouds sweep into the valley causing reduced visibility and essentially reducing ranged weapons. This favors my units. |
|
Dogs rushing into combat! |
|
Mongol leader continues to move towards the entrance! |
|
Mongols move into the attack, pressing their advantage of strength into Jermey's now split forces. The Dust has settled but Darkness has settled across the land causing confusion and reducing ranged combat again. Gregs forces continue to take up firing positions on the wall while I fight against Jermey's forces in hand to hand. |
|
Result of the close combat results in one of my dogs dying as well as Jeremy losing two of his units. The Mongol leader pulls Jeremy's two other units away from their search for treasure.
(I think I missed a turn of combat in here, pretty sure I eliminated Jeremy's leader in my leaders first move across the trees, freeing the dog to attack) |
|
The next round sees howling winds sweep down causing a small amount inaccuracy to long ranged weapons, but generally does not effect any of us. The Yeti also moves into combat to help the war dog. |
|
The Mongol leader leaves Jermey's last two isolated units to cross the trees and enter combat |
|
Greg's firing positions. This turns poorly as conditions finally favor shooting and he begins to unload arc cannons on us. |
|
The Mongols move in and attack the robot, on moving into combat each Mongol has a +8 to hit, but with only a -1 to pluck rolls they fail to do more than harass the machine. |
|
The next round sees the Yeti free and able to move into combat. Also enjoying a +8 to attack rolls and a -2 to pluck the group finally brings down the Robot. |
(The next round has the Mongols ride out into a line and open fire on Greg's leader, but as he retreats into cover we are unable to score a hit. Unfortunately I am not so lucky and an arc cannon lights up a horseman and he falls dead)
|
Now I have two options. Flee the field as I have no chance of killing the rest of Greg's forces or......Charge into combat against his leader.
I choose combat.
|
|
Our first round ends in s stalemate, and in the second round I lose initiative, but I am able to move my war dog into combat as well. |
|
The unfortunately proves bad for me as his attack kills my leader first before my Mongols manages to bring down his leader.
At this point Greg has not managed to uncover any of the Magic Items, and despite killing a few of my guys my victory point total is higher at the end due to a lot of bloodshed and killing of leaders. One as an objective and one just as a combat. |
Overall it was a fun game with decent rolls on my side, Jeremy was just learning the game and getting his forces split really hurt him, as well as a few rounds of reduced range. I enjoyed the initiative system combined with battlefield effects.
The reduced range gave me a fairly large benefit I think. Half of my units don't have ranged weapons and the ones that do, don't use them that much.