We played our first proxy game last night. We both took 1 of every card Hiro has done: Challenger II tank, MEA Infantry Squad, PLA Infantry Squad, USMC Infantry Squad.
Player 1: Prophet
Player 2: Paladin
Round 1
Mostly jockeying for position and running for cover.
-Prophet moved all units behind cover or out of LOS and made no shots.
-Paladin double moves all infantry troops & single moves/fires on the MEA with his Challenger. Scores a direct hit on the enemy RPG and drops two riflemen with splash damage.
Round 2
-Prophet Challenger: moves down the street. But has no targets.
-Prophet MEA: Move forward and fires unsuccessfully at the PLA. PLA misses on return fire.
-Prophet PLA: Half behind cover, half engage. Fires at the USMC and kills a SAW trooper. Reaction shots hit the cover.
-Prophet USMC: Moves forward hiding behind building.
-Paladin Challenger: Double moves to assist troops from the approaching enemy Challenger.
-Paladin MEA: fires an RPG at the Challenger and is killed by return fire.
-Paladin PLA: Double moves forward and stays in cover.
-Paladin USMC: Moves forward and engages the PLA kills 1 rifleman trooper. Loses a corporal in return.
Round 3
-Prophet Challenger: Moves down the street and fires on the opposing Challenger and misses. Paladin shoots back and misses.
-Prophet MEA: Fires on the PLA and kills both corporals. PLA gets no return fire as no troops were in LOS.
-Prophet PLA: Half behind cover, half engage. Fires at the USMC and kills a saw and corporal. Reaction shots hit the cover.
-Prophet USMC: Kills two MEA. No return fire available.
-Paladin Challenger: We messed up and forgot you only get one shot per turn and the Challengers traded fire But it didn’t matter as we both missed (someone needs to send these gunners back o school because they were at <12”). Moves down and alley to defend the MEA and PLA troops in danger of being overrun by the USMC. USMC runs out of LOS on a 10” reaction trigger.
-Paladin MEA: Double moves fleeing from the enemy tank.
-Paladin PLA: Single moves forward and fires on enemy PLA. Kills 1 enemy rifleman. Loses 2 rifleman in the return fire.
-Paladin USMC: Double shoots on enemy MEA slaughtering the remaining 3 troops.
Round 4
-Prophet Challenger: Moves and engages the enemy Challenger in it’s rear arc. Hits. Armor check failed. Tank dies.
-Prophet MEA: N/A - KIA
-Prophet PLA: Moves away from USMC. Half behind cover, half engage PLA. Kills Paladin’s QBB95. No return fire due to range.
-Prophet USMC: Kills two MEA. Return fire kills one marine on a failed armor check.
-Paladin Challenger: N/A - KIA
-Paladin MEA: panics with no leader.
-Paladin PLA: both PF-89s fire on the Challenger and score hits, but get killed in the reaction fire.
-Paladin USMC: shoots on enemy PLA killing 2-3 and moves behind cover hiding from the approaching Challenger and prepare to withdraw. Loses another rifleman.
Round 5
-Prophet Challenger: Moves and engages the USMC. Kills two troops ending the game.
-Prophet MEA: N/A - KIA
-Prophet PLA: never gets it’s turn. Down to 3 guys.
-Prophet USMC: never gets it’s turn. I think they lost 1-2 troops the whole game.
-Paladin Challenger: N/A - KIA
-Paladin MEA: N/A - KIA
-Paladin PLA: left with a sarge and rifleman.
-Paladin USMC: Sarge begins radioing “broken arrow” as he and 1 rifleman are the only remaining units.
Overall it was pretty fun and a good learning experience. Took us about 2-2.5 hrs since we didn't have a clue what we were doing. Being rookies we totally forgot suppression, but it would have only been relevant a couple times. I posted the questions that game up elsewhere. The rules were smooth overall and I think after a couple more games the match wouldnt have taken much more than an hour.
Challenger - HIGHLY effective and dangerous unit.
USMC - I think the 12" command circle was great. Let you keep your fire well clustered without breaking into fire teams.
MEA - pretty disappointing. I'm sure it will change with a pure faction force though as we didn't use points to build forces. Their cheap pts make them more useful en masse. two squads and an exra RPG unit are a reasonable trade off for USMC.
PLA - the most impressive units in our game. They have a good mix of equipment letting them use a bipod weapon and RPGs. Their range is limiting, but that only cost them a couple times.
Player 1: Prophet
Player 2: Paladin
Round 1
Mostly jockeying for position and running for cover.
-Prophet moved all units behind cover or out of LOS and made no shots.
-Paladin double moves all infantry troops & single moves/fires on the MEA with his Challenger. Scores a direct hit on the enemy RPG and drops two riflemen with splash damage.
Round 2
-Prophet Challenger: moves down the street. But has no targets.
-Prophet MEA: Move forward and fires unsuccessfully at the PLA. PLA misses on return fire.
-Prophet PLA: Half behind cover, half engage. Fires at the USMC and kills a SAW trooper. Reaction shots hit the cover.
-Prophet USMC: Moves forward hiding behind building.
-Paladin Challenger: Double moves to assist troops from the approaching enemy Challenger.
-Paladin MEA: fires an RPG at the Challenger and is killed by return fire.
-Paladin PLA: Double moves forward and stays in cover.
-Paladin USMC: Moves forward and engages the PLA kills 1 rifleman trooper. Loses a corporal in return.
Round 3
-Prophet Challenger: Moves down the street and fires on the opposing Challenger and misses. Paladin shoots back and misses.
-Prophet MEA: Fires on the PLA and kills both corporals. PLA gets no return fire as no troops were in LOS.
-Prophet PLA: Half behind cover, half engage. Fires at the USMC and kills a saw and corporal. Reaction shots hit the cover.
-Prophet USMC: Kills two MEA. No return fire available.
-Paladin Challenger: We messed up and forgot you only get one shot per turn and the Challengers traded fire But it didn’t matter as we both missed (someone needs to send these gunners back o school because they were at <12”). Moves down and alley to defend the MEA and PLA troops in danger of being overrun by the USMC. USMC runs out of LOS on a 10” reaction trigger.
-Paladin MEA: Double moves fleeing from the enemy tank.
-Paladin PLA: Single moves forward and fires on enemy PLA. Kills 1 enemy rifleman. Loses 2 rifleman in the return fire.
-Paladin USMC: Double shoots on enemy MEA slaughtering the remaining 3 troops.
Round 4
-Prophet Challenger: Moves and engages the enemy Challenger in it’s rear arc. Hits. Armor check failed. Tank dies.
-Prophet MEA: N/A - KIA
-Prophet PLA: Moves away from USMC. Half behind cover, half engage PLA. Kills Paladin’s QBB95. No return fire due to range.
-Prophet USMC: Kills two MEA. Return fire kills one marine on a failed armor check.
-Paladin Challenger: N/A - KIA
-Paladin MEA: panics with no leader.
-Paladin PLA: both PF-89s fire on the Challenger and score hits, but get killed in the reaction fire.
-Paladin USMC: shoots on enemy PLA killing 2-3 and moves behind cover hiding from the approaching Challenger and prepare to withdraw. Loses another rifleman.
Round 5
-Prophet Challenger: Moves and engages the USMC. Kills two troops ending the game.
-Prophet MEA: N/A - KIA
-Prophet PLA: never gets it’s turn. Down to 3 guys.
-Prophet USMC: never gets it’s turn. I think they lost 1-2 troops the whole game.
-Paladin Challenger: N/A - KIA
-Paladin MEA: N/A - KIA
-Paladin PLA: left with a sarge and rifleman.
-Paladin USMC: Sarge begins radioing “broken arrow” as he and 1 rifleman are the only remaining units.
Overall it was pretty fun and a good learning experience. Took us about 2-2.5 hrs since we didn't have a clue what we were doing. Being rookies we totally forgot suppression, but it would have only been relevant a couple times. I posted the questions that game up elsewhere. The rules were smooth overall and I think after a couple more games the match wouldnt have taken much more than an hour.
Challenger - HIGHLY effective and dangerous unit.
USMC - I think the 12" command circle was great. Let you keep your fire well clustered without breaking into fire teams.
MEA - pretty disappointing. I'm sure it will change with a pure faction force though as we didn't use points to build forces. Their cheap pts make them more useful en masse. two squads and an exra RPG unit are a reasonable trade off for USMC.
PLA - the most impressive units in our game. They have a good mix of equipment letting them use a bipod weapon and RPGs. Their range is limiting, but that only cost them a couple times.