So, all the solo wargamers are raving about "Battlespace",
Battlespace ultra modern so I figured I would give it a try. I don't have neo-modern soldiers and irregulars, so I modified it a bit.
See, the Alliance is all about keeping order. But some people just don't want to maintain order. They want to misbehave. And that's where me and mine come in. We're specially trained Alliance troopers, aiming to keep the peace wherever it is threatened.
Like last week. Some idiot in a hover tank took an unauthorized jaunt off his patrol pattern and ended up in downtown pirate central. He got hit, of course. My quad, being the only competent people nearby, was sent to look for survivors. Simple mission, even if a scramble. Just get to the tank, find any survivors, and exfil them for
questioning repair.
The battlespace: We enter from the left center. 2 single hostiles and 1 group are on the board. Various civilians wander around the area.
I randomly picked the team, but deliberately picked their equipment.
Crowder w/ medic
River w/ M203
Ford (bulletsponge) with Radio Operator
Gregg (cover) with Smoke grenades and tourniquet
At the start, 1 civilian was within visual range of the team:
the target, with a group investigating it:
The civilian in view was friendly, and tried to sell Ford some bootleg videos. The team tried to move to their right into cover. Gregg hit a tripwire but barely managed to disarm it:
Another failed activation caused the singles to attack. One of them had Ford in their sights, but a civilian was in their way. That never stops them:
Already taking hits, the team continues to move right.
The bad guy squad and singles advance:
Ford ends up being the "center cover" boy. All he has to do is sit in cover and shoot anybody advancing up the center. He has a bad guy in his sights. Anything greater than a 5 will hit.
Yes, he rolls a gun jam. My best soldiers don't even bother to do basic weapons maintenance.
Crowder tries to run across the open area. He fails his activation:
He draws "We are pinned down", meaning the bad guy targeting him now has a machine gun. The next guy activates and fails, drawing "That's a big boy". Now the machine-gunner is huge and has an extra wound! I replace the model:
Crowder is caught in the beaten zone.
Everybody takes turns shooting at the MG. They all miss. So, skipped range time along with weapons maintenance?
It's not bad enough? Another failed activation draws a sniper! Set up on the highest ground, of course. He starts taking shots and wounding the team.
Crowder can't get out of the beaten zone (blue gems):
The enemy squad moves up to support their MG:
River has the M203. He takes a shot at the MG, it deviates, and barely takes out one of the squad. Yes, more range time is needed:
Meanwhile, Ford is stuck with a jammed weapon, and fails his activation. His card says a random enemy will spawn from the nearest hidden point. Well, I guess that is the door right in front of him!
Ford easily defeats the guy in hand-to-hand combat. The next card triggers another bad guy from the same door!
Ford again defeats him (this guy is a H2H god!), and decides to move inside the building. He finds another (female) civilian:
Rolling on the random reaction table, she decides she has "something" to sell to him, and throws her body at him:
Well, Ford might be happy, but outside all is not going so well. River takes more shots from the sniper and is down:
While Ford was busy, the other straggler ran into the building. Even with a damsel in his arms, Ford cannot be beaten. H2H god, indeed!
Gregg has finally managed to take down the MG with aimed fire, but now comes under attack from the remaining squad members:
Oh No! Another sniper joins in from the water tower:
Ford is hidden but Crowder is not. One hits, one hits with a 20. 3 wounds to Crowder.
turn 6:
Crowder and Ford both get their activations and run back off the board, dragging their wounded with them. The battlespace belongs to the bad guys.
This is NOT an easy game!