
The Njord prepares to fly directly into a double line of Ravager flak and Reaper arc-fire. Immortals welcome the Acid-pump tanks party favors of 6 chainsaw mouthed giant snakes with open arms. This heavy grav-tank battlegroup would hold the middle of the table for the entire game, daring anything to approach.

The sneaky hedgehogs nearly pull off a coup, teleporting an Ion-Spire across the board via AtlAtls into the Scourge deployment zone, but concentrated fire wins out before it can discharge. Turn 1 opens with Shaltari laying down a withering hail of hot gauss fire, cutting down an entire squad of Stalker crab tanks and deathly wounding a PHR heavy walker. "It'll be like fighting a whole new army!" The Game There's a lot of units I've rarely if ever fielded in this list, and certainly nothing my opponents have seen before. Slyphic: Finally getting some Harbingers prodded me to do some work on my crabs. The ShaltariĢx Tormentor Acid Tanks + Marauder Dropship The infantry would be all Immortals (“Quantity has a quality all its own” – Napoleon Bonaparte). Moreover, I wanted to take the Athena since it would provide tactical flexibility, and the chance to attack either board edge as needed. I decided I needed to create very large battlegroups, since the individual groups would be unable to support each other. Additionally, both other forces would begin the game fully deployed (not even in transports) where as I would begin the game in Readiness (save for my HQ, of course). It requires splitting forces between two table halves, and requires a large number of infantry to claim searchable objectives. Ty: I drew the C role in this game which I will deem “Scavenger” (as opposed to “Attacker” or “Defender”). Also Fast Movers can enter from any board edge. If you perform a CQ shooting attack, and the target has not fired their weapons that turn, you both roll damage against each other at the same time. House Rules in Use: Simultaneous CQ resolution. Victory ConditionsĪ wins if the bunker is alive and team C has under 6 points.ī Wins if the Bunker is destroyed and C has under 6 pointsĬ wins if they have 6 points or more from Searching destroyed enemy units Optional Rules Player B gets to start with 2 Sentinel Defense Turrets deployed on top of buildings close to the Bunker. Player A gets to deploy 2 Remote Bomb Buses per turn. Player C (Green) moves on from the either of the remaining board edges.Player B (Red) starts with all units deployed and in readiness on the board in their area.Player A (Blue) deploys from the middle 18" of the board edge the Bunker is nearest.

One building near the middle of one edge is a Bunker (A:13, DP:40). Ty: also relative damage, right? Should a bus that hits its target destroy the bunker? if so, should that just be the rule instead of having them inflict damage? It would certainly increase the need to destroy these busses by the defenders The Scenario - Defend the BunkerĤX4 Board, City-scape, usual density of buildings. But we use M&F0, each bus essentially driving right up to the edge, carefully positioning a massive shaped charge A string of buses timed to arrive (if they travel as directly as they can from setup) on turns 2/3/4/5. I guess a better question is when should the buses be hitting the bunker and work backwards from that. Slyphic: I could see starting with 2 buses on the board, bringing 2 more in from the edge the next turn, so they're staggered. I figured they would start on board even if not in transport.
Dropzone commander battle report free#
Red gets free bomb buses as they must run the gauntlet and attack a dug in position. Blue gets some free turrets that operate so long as they have someone in the garrison. Tree: Yeah, green has it easiest so they get split up and nothing. Ty: So presumably the defenders would start on board and have the defensive position, attackers would begin in readiness but would have the advantage of the extra bomb busses, and the c team has tactical flexibility and the easiest task, since they are just scavenging corpses. Attackers are making a break through strike on an air command site to weaken the blockade. The conceit is defenders have air and space control. So they don't move on a track and are terrestrial.

Tree: Buses were just a base for the stats. 50% of their battle groups will start on either side of the board Downed enemy units will become searchable mobile objectives with random values. Tree: Team C is looking to steal busses and scavenge destroyed units for points. Gets points for damage done to Bunker and Team A assets. Tree: Side B is escorting a fleet of bus bombs to knock out the bunker. Scores point each round based on survival Tree: Side A is defending an air defense bunker, gets a few Defense Turrets to deploy.

Tree: So I'm still toying around with a 3 way scenario. Scourge / Shaltari / PHR / BatRep / The Concept Battle Report, Scourge vs PHR vs Shaltari, 1250pt, 'Defend the Bunker'
