Makoto
Mongoose
Operation Bughouse has started!
Here's the company I've finally landed with in the the DZ Bravo:
- Cougar Captain: rotary sixgun, sense presence, sniper
1st platoon:
- Grizzly Lt: twin Firestorm
- Grizzly NCO 1: twin Firestorm
- Grizzly NOC 2: twin firestorm
- Grizzly squad: sergeant (sixgun, lance, armourer), trooper (sixgun, lance), trooper (twin sixgun)
- Slingshot: Heavenly Mercy payload
2nd platoon:
- Pathfinder NCO: sense presence
- Pathfinder squad 1: Sergeant (armourer), 3 x Hel flamer, Javelin
- Pathfinder squad 2: Sergeant (armourer), 3 x Hel flamer, Javelin
3rd platoon:
- CAP Lietnant: trenchsweeper, sense presence
- CAP NCO 1: trenchsweeper
- CAP NCO 2: trenchsweeper
- CAP squad 1: sergeant (armourer), corporal, Javelin, Hel flamer, 4 moritas, frag grenades
- CAP squad 2: sergeant (armourer), corporal, Javelin, Hel flamer, 4 moritas, frag grenades
- CAP squad 3: sergeant (armourer), corporal, Javelin, Hel flamer, 4 moritas, frag grenades
- CAP squad 4: sergeant (armourer), corporal, Javelin, Hel flamer, 4 moritas, frag grenades
4th platoon:
LAMI Lieutnant: sense presence
LAMI NCO 1: morita rifle
LAMI NCO 2: morita rifle
LAMI squad 1: sergeant (armourer), corporal, reporter, 2x Longbow, 4 moritas
LAMI squad 2: sergeant (armourer), corporal, reporter, 2x Longbow, 4 moritas
LAMI squad 3: sergeant (armourer), corporal, reporter, 2x Morita Long, 7 moritas
LAMI squad 4: sergeant (armourer), corporal, reporter, 2x Morita Long, 2 moritas
Mission 1, Bridgehead.
We've decided to change the battle size to 2500 pts, just to have some more room to maneuver. For the opening I've decided to field:
- captain
- grizzly squad
- the slingshot
- path NCO
- path squad 1
- CAP squad 1
- LAMI NCO 1
- LAMI squads 1 and 3
When it came to deploying them around the rolling hills we've decided to play among things started to look not so good - only the nest, 5-strong Rippler wing, single plasma bug and 4 tunnel markers. That means camouflaged entrances for sure, but where? This is the moment I've started to curse the decision not to take the neodogs for path sergeants...
Given the circumstances decided to deploy CAPs and Pathes on the flanks, exos in the centre and fill the gaps w/LAMIs, placing the Longbow squad as close to the plasma bug as possible.
Turn 1
Since it luckily turned out that the big bug is within the combined Longbow/Javelin range all launchers readied and fired at it, wounding it seriously (5 hits total), but not giving enough damage to lay it down. Sniper squad along with the NCO advanced, while the exos jumped forwards in order to gain some ground should the bugs hint as to where the entrances are.
In response plasma blast landed among the Longbow squad, reducing it to a sergeant (passed his dodge save) and Longbow trooper. (note to self: remember to spread out forces some more). Tunnel markers advanced, allowing me to more or less triangulate the expected area of camouflaged entrances (didn't like how close they were...), and by their speed betraying that at least some of them bear tankers... Ripplers flew in, prepping for an attack run on exos, but staying well clear of captains reaction range (5" after the roll to be exact). The Slingshot has landed, sending out medics to fix the melted troopers ("flow them into those tanks, and add some ice so they can cool down", or sth like that I suppose ^^ ).
Turn 2
Exos held the ground and peppered the ripplers with sixgun fire, downing four and pushing back the fifth, while surviving Longbow along with path launcher inflicted 3 further wounds on the Plasma. CAPs jumped forward, passing the hidden entrance area.
Plasma tried to target the Slingshot, but missed abysmally, while last Rippler hover-charged exos. Thanks to previous flinching it lacked the range though, and got ripped to shreds with sixgun fire. Tunnel markers continued the advance, while Slingshot continued its medical duty.
Turn 3
Given how close two of the markers were, exos fell back among the sniper squad just in case arachnids had some extra entrances (only the bug player knows how many markers he really has), both units prepping for reaction fire. CAPs jumped forward again, firing into one of the markers with little success (one "target" hit, and since I've rolled a "6" guess that a lone Warrior went down, was there any of them.). Longbow finished the Plasma with a nice kill score, while pathfinders moved slightly, trying to figure out from where would be best to greet the surfacing aliens.
In their turn bug did started to surface, revealing both camouflaged holes. One spew out five Warriors, all of them getting gunned down with the combined sixgun and Morita fire (sense presence is an usefull thing ^^). As it turned out warriors were mixed with workers, but all aliens carried the carrion bugs inside. Most irritating, if not for sixgun's piercing trait ^^
Second marker closed in to the same hole, while third exposed the second entrance - King Tanker and three Warriors. LAMis took care of a Warrior, then of another one as aliens tried to charge and again failed, talons scything mere inches before nearest troopers. King Tanker advanced aswell, soaking up some ineffective sniper fire.
Fourth marker tunneled up opening a new hole, but again, two of the five warriors fell to reaction fire.
Slingshot beeped, announcing that the mandatory landing time is over, and that it's going to liftoff the next turn.
Turn 4
Cougar captain took care of warrior accompanying the tanker, clearing the way for others, while the LAMIs cleared the second Warrior group. Exos and Pathfinders jumped up to the King, pouring the thing with lance and flamer fire, but with meager effect - only two wounds, both from flamers! CAPs joined in with grenades, with equally limited effect - then again the creature was at half hits already...
Entrances spew out some more Warriors (as it later turned out my opponent was afraid to surface remaining tankers, as it would give only 3 models total on table. Shows later he was wrong in the decision, but I won't complain about that ^^) most of them gunned down with reaction fire (sixguns! and moritas, all firing on extended reaction range thanks to officers), while the King charged exos. Wasn't a nice sight, not with 3 "kill" results and the entire squad going out of action in a matter of seconds... In second action King incinerated 3 CAPs, my only consolation was reaction fire taking it down to single hit.
Unmolested Slingshot took off, securing the recycling of at least some casualties ^^
Turn 5.
Last turn. LAMIs and captain take care of the few remaining Warriors, while CAPs and pathfinders finish off the beast.
Arachnids, with nothing to loose and not much to gain surface... a second King Tanker, and a normal Tanker, both accompanied by 3 Warriors. Again, placed between the holes men have easy time ripping off the aliens on reaction fire, and even wounding the tanker once. In return tankers manage to incinerate few more LAMIs within range before burrowing back - seems brains nearby decided enough is enough...
With the help of the Slingshot my casualties are down to some LAMIs, all powersuits and specialists are salvaged succesfully, meaning a sound victory of MI. Invasion starts well, but only in this particular place, and next time it won't be so easy - this time friend's conditioning from w40k saved me, he has learned well not to put few models against many, but guess he'll change it for the tankers. Guess that next game it'll be time for some NCOs with twin firestorms ^_^
Here's the company I've finally landed with in the the DZ Bravo:
- Cougar Captain: rotary sixgun, sense presence, sniper
1st platoon:
- Grizzly Lt: twin Firestorm
- Grizzly NCO 1: twin Firestorm
- Grizzly NOC 2: twin firestorm
- Grizzly squad: sergeant (sixgun, lance, armourer), trooper (sixgun, lance), trooper (twin sixgun)
- Slingshot: Heavenly Mercy payload
2nd platoon:
- Pathfinder NCO: sense presence
- Pathfinder squad 1: Sergeant (armourer), 3 x Hel flamer, Javelin
- Pathfinder squad 2: Sergeant (armourer), 3 x Hel flamer, Javelin
3rd platoon:
- CAP Lietnant: trenchsweeper, sense presence
- CAP NCO 1: trenchsweeper
- CAP NCO 2: trenchsweeper
- CAP squad 1: sergeant (armourer), corporal, Javelin, Hel flamer, 4 moritas, frag grenades
- CAP squad 2: sergeant (armourer), corporal, Javelin, Hel flamer, 4 moritas, frag grenades
- CAP squad 3: sergeant (armourer), corporal, Javelin, Hel flamer, 4 moritas, frag grenades
- CAP squad 4: sergeant (armourer), corporal, Javelin, Hel flamer, 4 moritas, frag grenades
4th platoon:
LAMI Lieutnant: sense presence
LAMI NCO 1: morita rifle
LAMI NCO 2: morita rifle
LAMI squad 1: sergeant (armourer), corporal, reporter, 2x Longbow, 4 moritas
LAMI squad 2: sergeant (armourer), corporal, reporter, 2x Longbow, 4 moritas
LAMI squad 3: sergeant (armourer), corporal, reporter, 2x Morita Long, 7 moritas
LAMI squad 4: sergeant (armourer), corporal, reporter, 2x Morita Long, 2 moritas
Mission 1, Bridgehead.
We've decided to change the battle size to 2500 pts, just to have some more room to maneuver. For the opening I've decided to field:
- captain
- grizzly squad
- the slingshot
- path NCO
- path squad 1
- CAP squad 1
- LAMI NCO 1
- LAMI squads 1 and 3
When it came to deploying them around the rolling hills we've decided to play among things started to look not so good - only the nest, 5-strong Rippler wing, single plasma bug and 4 tunnel markers. That means camouflaged entrances for sure, but where? This is the moment I've started to curse the decision not to take the neodogs for path sergeants...
Given the circumstances decided to deploy CAPs and Pathes on the flanks, exos in the centre and fill the gaps w/LAMIs, placing the Longbow squad as close to the plasma bug as possible.
Turn 1
Since it luckily turned out that the big bug is within the combined Longbow/Javelin range all launchers readied and fired at it, wounding it seriously (5 hits total), but not giving enough damage to lay it down. Sniper squad along with the NCO advanced, while the exos jumped forwards in order to gain some ground should the bugs hint as to where the entrances are.
In response plasma blast landed among the Longbow squad, reducing it to a sergeant (passed his dodge save) and Longbow trooper. (note to self: remember to spread out forces some more). Tunnel markers advanced, allowing me to more or less triangulate the expected area of camouflaged entrances (didn't like how close they were...), and by their speed betraying that at least some of them bear tankers... Ripplers flew in, prepping for an attack run on exos, but staying well clear of captains reaction range (5" after the roll to be exact). The Slingshot has landed, sending out medics to fix the melted troopers ("flow them into those tanks, and add some ice so they can cool down", or sth like that I suppose ^^ ).
Turn 2
Exos held the ground and peppered the ripplers with sixgun fire, downing four and pushing back the fifth, while surviving Longbow along with path launcher inflicted 3 further wounds on the Plasma. CAPs jumped forward, passing the hidden entrance area.
Plasma tried to target the Slingshot, but missed abysmally, while last Rippler hover-charged exos. Thanks to previous flinching it lacked the range though, and got ripped to shreds with sixgun fire. Tunnel markers continued the advance, while Slingshot continued its medical duty.
Turn 3
Given how close two of the markers were, exos fell back among the sniper squad just in case arachnids had some extra entrances (only the bug player knows how many markers he really has), both units prepping for reaction fire. CAPs jumped forward again, firing into one of the markers with little success (one "target" hit, and since I've rolled a "6" guess that a lone Warrior went down, was there any of them.). Longbow finished the Plasma with a nice kill score, while pathfinders moved slightly, trying to figure out from where would be best to greet the surfacing aliens.
In their turn bug did started to surface, revealing both camouflaged holes. One spew out five Warriors, all of them getting gunned down with the combined sixgun and Morita fire (sense presence is an usefull thing ^^). As it turned out warriors were mixed with workers, but all aliens carried the carrion bugs inside. Most irritating, if not for sixgun's piercing trait ^^
Second marker closed in to the same hole, while third exposed the second entrance - King Tanker and three Warriors. LAMis took care of a Warrior, then of another one as aliens tried to charge and again failed, talons scything mere inches before nearest troopers. King Tanker advanced aswell, soaking up some ineffective sniper fire.
Fourth marker tunneled up opening a new hole, but again, two of the five warriors fell to reaction fire.
Slingshot beeped, announcing that the mandatory landing time is over, and that it's going to liftoff the next turn.
Turn 4
Cougar captain took care of warrior accompanying the tanker, clearing the way for others, while the LAMIs cleared the second Warrior group. Exos and Pathfinders jumped up to the King, pouring the thing with lance and flamer fire, but with meager effect - only two wounds, both from flamers! CAPs joined in with grenades, with equally limited effect - then again the creature was at half hits already...
Entrances spew out some more Warriors (as it later turned out my opponent was afraid to surface remaining tankers, as it would give only 3 models total on table. Shows later he was wrong in the decision, but I won't complain about that ^^) most of them gunned down with reaction fire (sixguns! and moritas, all firing on extended reaction range thanks to officers), while the King charged exos. Wasn't a nice sight, not with 3 "kill" results and the entire squad going out of action in a matter of seconds... In second action King incinerated 3 CAPs, my only consolation was reaction fire taking it down to single hit.
Unmolested Slingshot took off, securing the recycling of at least some casualties ^^
Turn 5.
Last turn. LAMIs and captain take care of the few remaining Warriors, while CAPs and pathfinders finish off the beast.
Arachnids, with nothing to loose and not much to gain surface... a second King Tanker, and a normal Tanker, both accompanied by 3 Warriors. Again, placed between the holes men have easy time ripping off the aliens on reaction fire, and even wounding the tanker once. In return tankers manage to incinerate few more LAMIs within range before burrowing back - seems brains nearby decided enough is enough...
With the help of the Slingshot my casualties are down to some LAMIs, all powersuits and specialists are salvaged succesfully, meaning a sound victory of MI. Invasion starts well, but only in this particular place, and next time it won't be so easy - this time friend's conditioning from w40k saved me, he has learned well not to put few models against many, but guess he'll change it for the tankers. Guess that next game it'll be time for some NCOs with twin firestorms ^_^