Hey, let's try and break it.
Idea: Let's not use equal sides. Lets use asymmetrical warfare - breakthrough attack, using all armor.
Scenario idea: TECH faction is focusing heavy effort on a small section of the ENLISTED perimeter. They know the Enlisted have pulled their infantry for defense in other areas. so they are spamming Armor. (Both sides must deploy 90% armor units)
The idea here was to try and break the system, using only 1 type of units and 1 side greater than the other. I expected a walk-over, as of turn 4 I am completely in the wrong.
Tech side:
Gun Platform
2x Socrates
2x spider droids
Orbital Deployment
4x Zeno with 1x Fire Control AI
55 points
(okay, technically spider droids aren't "armor" but the fit with the story)
Enlisted:
2x Heavy Battle Tanks
2x Main Battle Tanks
Mobile Artillery
32 points
Tech get 12 dice, Enlisted 10
I think I got this right, less dice total for the smaller force
Half tech forces in reserve, all on board for enlisted.
Would change this next time. Maybe 60-75% attacker forces on board. Too easy for the defense.
Tech get victory cards for every unit exiting the bridge. Enlisted get victory cards starting turn 3 for every turn nobody exits.
The Board (2.5 x 3). Tech attacks left -to -right. Any unit on "the bridge" has exited the board.
Deployment:
Tech will deploy all 4 Zeno to start.
Enlisted get right 1/3 of board to deploy on.
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Heavy tanks on the outside, Mediums in the middle |
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Artillery backing them up |
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Zeno team to the South and North, both in cover |
Turn 1:
Tech win init. First roll. Only got enough 1-2 for one team to Jump.
Zeno 3 activates, uses command to bring Zeno 4 along. They jump into cover.
Z3 has a long range shot at a MBT. Needs 5 or better to hit. Rolls 3 sixes. Tank blocks 2. Takes weapon damage.
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Holy Shit! Eat my railguns, tank! |
Z4 has normal shot at HBT. 1 hit. He blocks.
Enlisted roll dice, allocate.
HBT takes a shot at Z4. Hits him in cover, but he blocks.
Tech: Other Zeno team moves.
Enlisted: Arty has a shot at the Zenos that just moved, long range. Hits twice, Zeno blocks 1. Movement damage!
Tech passes.
Enlisted MBT shoots at Zeno 3. Both shots miss.
End of turn.
Turn 2:
Tech draws a spider droid.
Tech wins init.
Zeno 3&4 jump again, this time into contact with the HBT. Power fist time!
HBT blocks all attacks.
Arty goes first, another shot at the wounded Zeno. 2 hits. Zeno 1 is dead. Fire control AI switches to Zeno 3.
Zeno 2 moves into cover.
HBT backs up (I took 1" per DU away for reversing) and fires at Z3. 2 hits, no saves, Zeno is dead! No more fire control AI.
Tech passes.MBT 2 (wpn damage) drives over and shoots at Zeno 4. Misses.
Tech passes.
Other MBT moves up and shoots at Zeno 1.
1 hit, movement damage.
End turn 2
Turn 3: Enlisted win init.
Lots of fives and sixes, going to be a lot of shooting.
HBT fires at Zeno in his back. 1 hit, movement damage.
Since he didn't move, also fires MG at the Zeno. Zeno blocks.
Tech draws a Socrates.
Zeno 4 jumps towards the bridge, but at his lower rate of speed doesn't make it.
Slow MBT chases him down. More back shooting.
Zeno blocks the main cannon, but takes 2 hits from the lowly machine gun. 2 more movement damages take him down.
Tech decides to get serious. Socrates can jump, too! He jumps behind the other MBT and shoots.
MBT takes a wpn damage from Socrates cannon.
The MBT races to get behind the Zeno.
Bounces off.
Zeno moves behind MBT and power-fists. Movement damage for the tank.End turn 3.
Turn 4:
Tech wins init. Draws the gun platform!
Suddenly remembering the mission, the Zeno jumps (reduced) heading for the exit.
Enlisted roll, not a lot of high numbers. But HBT up north has been saving up for awhile. He moves out and shoots at the Zeno.
Two hits, a one and a six. Dead Zeno.
Gun platform deploys. Shoots at MBT.
Both hits go in. 2 more movement damage. Dead MBT.
HBT 2 moves up, takes shot at Socrates.
Socrates does not save, movement damage.
Socrates jumps into cover.
Other MBT comes around to flank it.
End turn 4.
End of game for now, will continue. TECH is badly outnumbered, should have had more on the board at start. I thought this was supposed to be a cake walk for the Tech, but they need more forces on the board at the start to overwhelm the defenders.