Playtest Scenario Into Enemy Territory
The Enlisted Counter-Intelligence team has located the source of the evil Log4J virus that has crippled the economy. A volunteer force has been assembled to destroy the hackers and free up their payroll.
The soul-less Tech defenders, realizing they poked the wrong dragon, have quickly assembled a droid army to protect their server farm.
Attacker: 60p
Wave 1: (37p)
Heavy Battle tank x2
Tank commander
Scouts
Guided missile
Armored infantry
Troops Carrier
Mobile Artillery
Wave 2: (+23p) TURN 3
Main Battle Tank x4
Tank Commander
Defenders: (60p)
Wave 1 (20p)
Gun Platform
Fire Control AI
Heavy Spider Droids
Sattelite Uplink
Wave 2 SKIP
Wave 3 (+19p) Turn 3
Socrates Battle Rig x2
Jamming
Wave 4 (+11p) Turn 4
Heavy Droids x2
Sattelite Uplink
Wave 5 (+10p) Turn 5
Gun Platform
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Attackers enter from left. 3 white storage containers are the secondary objectives |
Initial Deployments;
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The Enlisted start with heavy tanks on the bottom, mobile artillery in the center, and a loaded troop carrier up top |
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Heavy spider droids cover one flank |
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And the Gun Platform covers the other. Yellow discs were originally used to denote the zones, but then removed, as they were needed for pins |
Turn 1:
Attackers win init.
Troop carrier races forward. Uses both actions to get into cover, so it cannot deploy troops.
Tech heavy spider droids move forward
Heavy tank 306 activates. It has the Tank Commander on board. He activates his special ability so everybody around him gets an extra move action. That, along with command 3, lets both tanks and the mobile artillery move. He moves 2 DU with 1st (free) action, 1 DU with 2nd action, and fires on the Gun Platform. GP only takes a pin.
Other Heavy Tank moves up, takes a shot at GP (this one through cover). GP shrugs it off.
Mobile Arty moves up.
All AD are used up, scouts cannot deploy.
Gun platform has to unpin, then he shoots. Unfortunately, he didn't get the 1 needed to activate his Fire Control.
306 takes a hit to his main gun!
End of turn 1. No victory cards.
Turn 2:
Attacker does not get reinforcements.
Defender skips reinforcements for more points next turn.
Defender wins init.
Attacker gets lousy AD roll, re-roll only helps a little bit.
Defender pushes his heavy spider droids forward, hoping to kill the APC before it can deploy. However, expecting this, the Attacker placed an AD on the APC. It reacts by dumping the squad. It's a good thing, as it takes 2 hits to the tracks and is destroyed! Since action is simultaneous, I rule that the squad deployed, but gets pinned. They use their deploy action to unpin.
Heavy Tank 306 activates, Tank Commander uses his special ability. Gun platform ignores him, he knows the main gun is out. But what is this? 306 unpins, uses the free move to go forward, and starts machine-gunning the secondary objective.
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They may have an ace tank commander on board, but their gunner sucks. Only needed a 3 to hit! |
The second heavy tank moves forward and fires on the Gun Platform. It reacts and fires also. The Gun Platform scores a kill! The Heavy Tank fire is inneffective.
The Mobile Artillery moves up and destroys one of the objectives! Kinda overkill. Victory Card.
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Why use machine guns when you have heavy rockets? |
Defenders pass.
The Scouts deploy into cover.
Defenders pass.
Scouts launch a guided missile at the gun platform.
One hit goes in. Gun 1 is out of action.
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Their deployment was just barely outside 2 DU from the platform |
End of Turn 2.
Turn 3: Defenders win init again.
Both sides get reinforcements
Attackers deploy 2x Socrates rigs. They jump forward.
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Technically, they should be on the edge of the hill. |
The Armored infantry shoots up the secondary objective. 1st base rolls a 6,6,5. The objective saves with a 7,7,6. The second base rolls a 1,1,2. Unbelievable! They're standing right next to the broad side of a shipping container and miss.
Gun platform activates, unpins, and takes a shot at 306. An armor hit. 306 is still alive.
The Attacker deploys his reserves. 4 medium tanks with a TC. He activates his ability and they get a free move. Nobody can shoot, but there are suddenly a lot more targets out there. The Tank Commander ability is well worth the AD cost.
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They are moving towards the center. This was a ruse, and the defender fell for it. |
Spider droids need some attack dice. Attacker triggers a satellite uplink to re-roll some spent AD. They only get 3s. Stupid satellite.
Attacker has only 1 AD left. Should he activate the guided missile and try to take out the GP, or the arty and take out another objective? He goes for the objective. Boom!
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Giant gun. Small container. Still gets me a victory card! |
Spider droids move forward and attack the armored infantry. They shrug it off.
End of turn 3. No attackers in zone 3, so defenders get a VC.
Turn 4:
Defender gets reinforcements.
Attacker wins initiative.
They use most of their AD to load up the tanks.
Tank 1 activates, TC is going to let everybody get an extra move. The move towards the center was a fake! He starts charging for the mainframe. Gun Platform has a reaction die, and shoots at him. He hits for movement damage. That pins tank 1. He unpins and limps on, but now he doesn't have an action to shoot. Tanks 2,3,4 all race forward and take the mainframe under fire.
Even with 3 tanks firing on it, the mainframe only takes 2 damage. The Gun Platform did its job.
The 2 Socrates hastily jump behind the tanks and start to pound them. One Socrates blows the tracks off of tank 4. The second gets a kill on tank 1, and the commander! No more combined movement until Heavy 306 comes up.
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Defender thought he would have time to deploy 1 more unit to block the hole. He was wrong. |
The mobile Artillery moves forward but can't get the shot.
Defenders deploy a squad of Heavy Droids and they fire on the tanks. Another tank pinned with track damage.
End of turn 4. No VC
Turn 5:
Defender gets another Gun Platform.
Attacker gets initiative.
Defender loads up on reaction dice
Wait, reaction dice aren't going to cut it. As long as the tanks are not moving or shooting at the Socrates, they can't react. So the tanks go first. (Mobile artillery would have to move first, triggering a reaction.)
Tank 4 goes first. Unpins and fires. Will use his command 1 to activate Tank 3.
But none of it is needed, as his first shot slams home, destroying the mainframe! Game over!
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Take that, you evil hackers! |
Attacker: 17 VP from cards. -3 VP from dead units.
Defender: 3 VP from cards.
Final score: 14 to 3, Attacker.
Another fun game that took unexpected turns.